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Killers are op now



  • danielmaster87danielmaster87 Member Posts: 8,255

    Counselors at the highest level in that game are by far the power role. It's just that you never ever see it because there's no matchmaking system. Also, no DC penalty, and you're getting constant people DCing.

  • ThatOneDemoPlayerThatOneDemoPlayer Member Posts: 5,623
    edited August 22

    Queue times are dependant on the time of day. Killer queues are getting shorter and shorter on my end.

    Pentimento is easy to deal with. Either cleanse no Dull Totems, or just remember where you cleansed a Totem.

    Eruption doesn't need nerfs, it needs a buff. Give it a 6 Meter explosion radius so SWFs can't counter the Perk while SoloQ Survivors can't.

    There's a single balanced Map in the game, Temple Of Purgation. Every single other Map is either Killer-sided (the minority of Maps) or Survivor-sided (the majority). The base line QOL improvements Killers got did nothing to balance those Maps, they're still extremely unbalanced.

    Camping and tunneling can't be nerfed before going for 12 Hooks becomes more viable, unless you want to get the majority of Killer players to either drop the game, or main Nurse/Blight.

    The highest priority shouldn't be a camping/tunneling nerf, it should be a redo of 6.1.0.

    6.1.0 was a patch that was supposed to change the meta and get players to play "nicer" but ultimately failed and made Killers play even "meaner" because of the absurd Perk buffs and nerfs. 6.1.0 was one of the biggest mistakes the devs made

  • VikingDragonXiiVikingDragonXii Member Posts: 2,401

    Tbh I though F13 was abandoned by the developers because of the hacking issues.

  • ausanimalausanimal Member Posts: 542

    They were till they buffed Jason once he gets rage only 4 things will stun him a gun, pocket knife, knocking his mask off or when you go to kill him otherwise counselors can no longer stun him and they reduced the amount of items they can find. They did put a system in place for people that DC all the time i can't think what it's called but if you DC all the time you would only get matched with other people that DC. Just before the lawsuit made the game come to a halt they put a lot of good changes and fixes into the game but they were a bit to late with the changes even without the lawsuit.

  • ausanimalausanimal Member Posts: 542

    A lot of those things did get fixed before they had to stop working on the game, everyone got servers be it pc or console so no more hosting, they put a DC system in and you could leave once you got your results be if escaping or getting killed and they put it in that you could pick if you want to be Jason more, Counselor or both but even if you picked counselor you would still end up being Jason at some point.

  • danielmaster87danielmaster87 Member Posts: 8,255

    And I'd say that Jason was over buffed for that, him being unstunnable except with the shotgun, but I did like the fact that you getting stun locked makes your rage go up faster. It just feels like there's no DC penalty because every time I get on there, that's all I see. 1-2 people leave 10 seconds into the match. If the host leaves, everyone gets kicked out. That's why I don't play it much.

  • danielmaster87danielmaster87 Member Posts: 8,255

    That doesn't make any sense to me, because unless all of the players in the lobby had their preference to counselor, why would it ever pick a counselor preferring person to be Jason?

  • LankyDisc977698LankyDisc977698 Member Posts: 16

    What do you expect they’re horror movie games even devs made up there own why should a killer not be strong they have the name killer for a reason it’s not a get out of jail free card I swear survivors are never happy with changes and killer being strong with there stupid rule book

  • ausanimalausanimal Member Posts: 542

    Because they wanted everyone to play Jason at some point, the group of friends i played with the few that picked counselor might of got Jason 1-2 times a week and that was playing everyday for 6 hours.

  • ausanimalausanimal Member Posts: 542

    When they did it they said the first 10 min counselor's were stronger but the last 10 min Jason becomes the power role so the 20 min match time was spilt in half, but if the counselor's kept hitting Jason then he gets rage faster. yer with no servers now and someone having to host its best to play with friends and do a privet game, least you know no one will leave or dc during the match.

  • ad19970ad19970 Member Posts: 5,321

    Killer queue times are still clealry longer than survivor queue times. Mine have been fairly short during the evening as well, but they are definitely still longer during the day. Survivor queue times are just instant, no matter when. And some people seem to be suffer much more from killer queue times, going up to 10 minutes or so. It seems different dependent on the region and mmr you are playing in. So yeah, something needs to be done.

    Pentimento is not easy to deal with if you are playing solo queue. Inrceasing gen times to 128 seconds is just ridiculous. Also, i wouldn't mind the idea of a 6 meter explosion radius on Eruption. But only if the incapacitated effect duration gets decreased. Because yes, right now it is too strong, against solo survivors.

    I also have no idea how 6.1.0 was bad for killers. That is clearly not the general opinion. The baseline buffs to killers were all great, and also outweighed the nerfs that the meta perks received. They still have good regression and slowdown perks, two of them even being op. Going for hooks is much more viable now. The problem is that survivors didn't receive any baseline buffs against camping and tunneling.

    Also, and again, I can not stress this enough, but nerfing camping and tunneling doesn't mean killers will only win if they go for 12 hooks. You'll still be able to kill a survivor before you have 2-hooked everyone. Ideally, at some point, the most optimal way to play killer would be to 2-hook every survivor before you start killing them, but I do agree the game is not their yet for that to be posible, and I am not sure if it ever will be, or if something like that could even be implemented.

    But nerfing camping and tunneling in adequate ways is more than necessary right now, and will surely not make the majority of killer players leave the game. The majority of killer players aren't bad losers that always just blame the game for their losses. At least I would hope so.

    Increasing the hook phase duration from 60 to 70 seconds and removing hook grabs, as well as increasing the endurance and haste effect duration from 5 to 10 seconds would not make killers unplayable. Not even close. It wouldn't force them to 2 hook every survivor before going for a kill, it would just nerf camping and tunneling a bit, to make those straregies less effective, so killers couldn't crutch on those as much, and survivors could have more fun matches.

    I think it's quite simple. Either the devs can ignore these problems, so that some killer players can keep these crutches, or they try to keep balancing the game properly for their average community, which would also balance out killer queue times again, which is definitely needed.

    And here is another thing. Assuming that BHVR continues to actually try to balance the game properly, which, in case of camping and tunneling nerfs, they clearly would, the devs could try and further balance the game, and maybe buff killers a bit more, if after the camping and tunneling nerfs, we end up with a shortage of killer players, and survivor queue times go up. However, instead of having insanely cheap and skillless strategies like camping and tunneling be too strong, they could then buff other aspects of killers, aspects that encourage healthy and fun gameplay. That's how you keep improving and balancing a game properly.

    For example, if there is one aspect that the devs should definitely still consider buffing, it is the immediate regression after kicking a gen. I could definitely see it being increased from 2,5% to 5% for example.

    Maps are surely another aspect that should be looked at. But surely survivor sided maps shouldn't be made more balanced before they nerf camping and tunneling? I wouldn't mind if we saw some balance changes to maps in the same patch in which camping and tunneling are nerfed, but right now, because of longer killer queue times, nerfing camping and tunneling has the highest priority, and it should happen asap as well. They surely shouldn't wait for those nerfs because of other balance changes.

    I also don't quite agree with so many maps being unbalanced. I agree, Temple of Purguation is a pretty balanced map. But in my opinion, so are maps like Champbell's Capel, Rotten Fields, Rancid Arbattoir, or the Yamaoka maps. I also don't think there are that many more survivor sided maps than there are killer sided maps, now after the baseline buffs to killers. Dead Dawg Saloon, Midwhich, Azarov's Resting Place, possibly Iron Keep and Wrecker's Yard after the killer buffs, are killer sided. Perhaps even the swamp maps. Not sure.

    On the survivor side we then have maps like Torment Creek, Suffocation Pit, Gas Heaven, The Game, Groaning Storehouse and Ormont perhaps, maybe also Thompson's House. And then of course the extreme cases, which are Eyrie of Crows and Fractured Cowshed. So while I agree the maps on average are still slightly more survivor sided, I don't think there are that big differences anymore.

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