Atom7k
Atom7k
About
- Username
- Atom7k
- Joined
- Visits
- 388
- Last Active
Comments
-
And don't hit me with that "if you don't like tunneling just equip these perks" nonsense. In this forum alone that argument was disproved countless times
-
@Suei said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3918396#Comment_3918396
Because the hit validations are killer-sided, I've even seen few hypocrites who downgrades their internet just for to abuse this thing in this game
Yes, that is calles lag-switching or ping spoofing. Something I have seen survivors doing too.
I have thrown hatches through the head of survivors and it didn't count because of their lag so I am not very convinced about the hit validation thing -
@Error_Social said:
Remember to rate 5 stars in your next game of Dead By Daylight. Not many people know this, but there is a button that allows you to rate 5 stars!
It really helps the devs push out free updates :D. I personally use the button all the time, and its a shame that no one uses it.
I try to tell people in my games to rate 5 stars and they don't know what I'm talking about, so this post is a reminder to hit it!Why would that help in any way?
The dev's need to know if their game is fun and for most the matches I played in the last 3 months, it was not. I rate most of my matches and most of them are at 1 "Star" -
@1_TDSDarthWage said:
Almost every other game has this.
High ping to the severs make everything slower or delayed.
Perks like Resilience, and Dead Hard, become unusable on high ping even if you time it correctly due to the delay.
This is an absolute must have change in DBD.https://us.v-cdn.net/6030815/uploads/QPBV2HB2ZV0M/marvel-rivals-2025-04-27-09-31-54.png
I think it is a decent idea but they probably don't want to reveal that to the playerbase because then they would have to show us that most of their servers are trash
-
@Wezqu said:
So you want killers to have easier time to abuse high ping.
How exactly does a killer "abuses" high ping and a survivor can not?
-
@NarkoTri1er said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3917435#Comment_3917435
Oh no, somebody wants less toxicity in a game, what a crime.
can you make difference between legit optimal use of specific strategy to put yourself into a grester strategical position and literally griefing yourself by camping a player that looped you too long or simply did a save/bodyblock for a teammate?
Because right now you are taking the term "toxicity" blatantly out of context and it's original meaning.
As I said soloq players don't have the tools to counter these kind of "strategies" because they cannot coordinate that well. You would need at least 2 players with good game sense and understanding of what to do to pull it off. And that is the problem. A lot of players are not so invested in one single game that they want to learn every single strategy against every toxic thing out there.
Yet average players and soloq players are the ones most affected by this nonsense. If you need to master a game to be able to play it normal, its not worth playing at all
first of all, majority of soloQ players are literally swarming the hook seconds after killer hooks their teammate + they also tend to farm their teammates.
The average camping killer you are facing has not so much gamesense to take advantage of camping a beneficial hook, meaning you can literally abuse their mistake easily, no matter if soloQ or not.
It's not game's problem that people massively refuse to learn counterplay to strats used by their opponents while blatantly acting like "skill issue" when their opponent fails to counter the strategy they are using
There is no legit optimal use of facecamping tunneling at 5 gens. We call that skill issue or abusing a poorly designed game system. What makes this "strategy" so disgusting is that it entirely relies on survivors being altruistic.
If the survivors wouldn't care they would make it out by the time the tunneled survivor dies. However most people are not that way, which is good and the reason dbd is still somewhat playable. I call it toxic because it contributes frustration, anger and non altruistic behaviour to an already struggeling game.
And here you go with the exact argument I was talking about. Countering bad playstyle shouldn't be mandatory to learn to play a game normal yet casual. You shift the responsibility off of the killer or the game and basically blame the survivor for not being good enough.
Stuff like that kills a game.
It is contributing to the fact that the playerbase has halfed in just under a year (Juli 2024 - 100k players vs today 52k players)
Accept the fact that most people want to play this game casually and don't want to spend a thousand hours learning how to counter bs strategies before they can casually play the game. -
@TheDavidKingMain said:
This killer is actually ruining the game. Still broken overtuned aftter his "nerf" (if you can even call it that? lol) and whats even MORE disgusting is that you can literally run 6 PERKS on this killer. 4 slowdown perks, and then 2 addons that give you bamboozle and bbq for free. It is quite literally not possible to win vs this vs any kaneki with a pulse.
His mobility is simply too high to allow that little cooldown after canceling power.
You cannot run a lot of tiles against him and never in the open.
Paired with all the annoying "techs" promoted by "influencers" make it a dread to play against him -
@SeriousRain said:
I think he is rare, on the weaker side Killer who needs some help. I think he is so cool and creepy killer but his power is hard againts decent Survivors.
I would love if locked lockers would not work or only half duration during nightfall. Add more lockers on some maps too (helps other killers too).
I honestly wasn't even aware dredge needs that much help.
As a dredge main, I win most of the matches I play.
He is not an S Tier killer thats for sure and I get that it is very hard to play against very good survivors but I would be carefull to not overbuff him.
Because the consequence of an overbuff in the history of dbd lead to the killer being nerfed to a weaker state then before the buff.
Dredge has the highest mobility (depending of lockers of course) among all killers. His ability to traverse the entire map including different levels in seconds is unparalled even the Ghoul cannot do it this quick.
However using his remnant effective can be tricky and the most effective thing against dredge is holding W which will cause long chases with good survivors.
In my opinion the best usage of its power is to surprise survivors, catching them offguard and try to chase them to an edge map loop (corner map tile is best). That way you can place down your remnant without the survivor being able to hold W and then it becomes a 50/50. With every second you see the survivor and hold the remnant the chances get higher you get the hit.
On the other hand survivor being able to destroy the remnant for free has always annoyed me.
In summary I think dredge is decent but maybe you could tweak some numbers. For example breaking a lock from insde the locker happens twice as fast during nightfall -
@danielmaster87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3915488#Comment_3915488
DS will never be nerfed enough with its current effect. Forget the duration of the stun. The fact that you're stunning the killer and forcing him to do a 4th chase to kill you, after getting downed, is a game breaking effect.
Oh no I need to tunnel longer, so gamebreaking. Don't tunnel then
-
@NarkoTri1er said:
big 2025. and people are still wishing for a mechanic that prevents only toxic usage of one specific strategy to be buffed to the point when it stops the strategy on it's tracks as a whole. I guess learning how to counter strategies was never an option
Oh no, somebody wants less toxicity in a game, what a crime.
As I said soloq players don't have the tools to counter these kind of "strategies" because they cannot coordinate that well. You would need at least 2 players with good game sense and understanding of what to do to pull it off. And that is the problem. A lot of players are not so invested in one single game that they want to learn every single strategy against every toxic thing out there.
Yet average players and soloq players are the ones most affected by this nonsense. If you need to master a game to be able to play it normal, its not worth playing at all -
@UknownShredder said:
Honestly . Noone complain more than survivors. You want all the buffs in the world for yourself and all the nerfs in the game for killer. You are running SWF basically cheating and now you want to another nerf due to leatherface of all killers. Get a grip please.
The ability to read and to comprehend is rare among killer mains.
I pointed out bubba because of his legacy of facecamping but pointed out several other killers too.
The fact that you don't even understand that this only applies to facecamping which is completly boring and frustrating leading to more boring matches and more toxicity in the community is mind boggling -
@TotemsCleanser said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3915058#Comment_3915058
I think in the most recent PTBs they added a bunch of auric cells to everyone's accs so that everyone can try out whatever licensed stuff they want, even skins! Of course those auric cells are PTB exclusive though.
Thats interesting, because I dont have any xD
-
@TotemsCleanser said:
You only keep it for the duration of the PTB, in the PTB only. It is not transferred to the main game, nor do you lose any main game currency for spending it in the PTB. So feel free to buy anything you want in the PTB! But be aware that you'll have it in the PTB only.
I assume that the ptb is not connected to the auric cell shop then? Because some things can only be paid with auric cells but I don't have enough
-
@Leon_Loves_Cheryl said:
Here I suggest a longer cooldown after canceling power before the ghoul can attack again.
Nerfing the power cancel fatigue is the worst possible thing you can do.
What you're asking for here, is going to be the WORST POSSIBLE VERSION of this killer because you'd disincentivize using his power in interesting, skillful ways, basically shoehorning him into only using it when he's guaranteed to catch up on you, with zero risk-taking from the player's part. You're asking him to be weaker than Legion while simultaneously being more boring. They can't increase the downtime after his leap without just turning him into Diet Legion.
The whole point of his ability and his skillcap is to dash intelligently to cut off your path, and give you a moment or two to try to get away before he hits you. If you make him take too long before he can hit you, even after playing correctly and performing a good dash, he's going to be piss weak. He's already an M1 killer.
His gameplay loop is to try to cut you off and then down you. It is NOT designed to "cut you off, stare at you for 3 seconds and let you get somewhere safe before he can hit you". That's not only unfair to him since he can't down you directly with his power anyway, it's also dumb to play against. You're asking for something dumb to play against. You're trying to push him away from using his power in funny ways while chasing you.
Asking for this change belies a massive, fundamental misunderstanding of the game.
I also want to take this time to remind everyone that they already removed interesting plays from his power going from PTB to Live. For those unaware, you could actually hug tech with Kaneki on the PTB, sliding *against* obstacles and around to the other side. This allowed you to catch people off-guard very easily at Killer Shack for example. They already nerfed his power's lethality while looping. Trust me when I say you really don't actually want this killer to only ever use his power between loops just because you want him to stare at you for 3 seconds every time he cancels his power.
Unlike Blight and Wesker, all Kaneki can do to down you is mindgame you with a melee attack or outmaneuver you with his dashes. He cannot down you with his power so increasing the duration of his cancel fatigue will wreck the killer completely. What will he have to fall back on? His ability to injure? Legion does that better. ######### Legion.
This character is fundamentally not designed to stare at you for a year after cancelling power. They already removed his ability to hugtech shack and windows with his power. Wesker can dash into you and make you call him daddy, Blight can dash into you and inject you with meth, Kaneki has to ACTUALLY OUTMANEUVER you and block you from reaching important resources and he deserves to be rewarded for that. You can lower his movement speed while aiming the power so he has to think quickly, and you can lower the range in which he can target survivors with the pounce so he has to move more precisely, but you CANNOT touch the cancel fatigue duration or you will make the character extremely binary.
Lots of salt in this statement.
However I stand by that. The fatigue after canceling the power is too low. There is no risk in leaping close to a survivor. Worst thing that can happen is you misclick and end up 5 meters off. Not even enough distance to make it to another loop on half the maps.
His mobilty is too high to justify that short cooldown.
You are as fast as blight and ask for no cooldown. While blight rushes can be dodged an m1 cannot (or only if you manage to spin the killer which rarely ever works against experienced killers).
His power is basically for mobilty and fast injuries, not for free downs -
@Akumakaji said:
Honestly, for all the rants about the Ghoul, this is one of the most levelheaded and productive ones I have read so far. Its true, nearly every killer has some kind of system in place that limits the use of their power around hooks in order to prevent camping and hook farming, but the Ghouls power is unrestraint in any way and you really feel this with how most Ghouls return to the hook like clockwork and get right back into the mix. Though from my own experience with playing the Ghoul, most players just book it after the unhook and I have been left with untold number of cases, were i couldn't find the unhooker and was only left with the blood trail of the unhooked. Even though the Ghoul is strong, he is not an autowin by any mean and in this current state of the game, one slip can mean 2 getting done without any opposition. So if the unhooking survivor fails to protect the unhooked one, even if I don't like to I sometimes had to tunnel and slug, just to create pressure.
The power canceling, I am very torn about. Right now its the highest form of skill expression with the Ghoul, swinging in around a corner and cancel, ready to slay! Thats so cool! But it also leaves survivors with nothign to work with and thats uncool, I know that feeling myself. It is a fine line to walk, because if you miss your cancel window, you are stranded in a potentially strong loop with no opportunity to catch up to the survivor and you just waste a lot of time, if the cancel animation would be longer and more punishing, this would even dwindle down the opportunity were a Ghoul can make cool plays with his power and in the overwhelming number of cases his power couldn't be used to gain an upper hand in any case, only to traverse the map and initiate a chase. Thats what people meant when they said "Ghoul is just an M1 player with high mobility". Right now thats not true, but its a fina edge to make the power utterly unusable in chase.
This might all be inflated because of the current event, were even in a good match gens fly like crazy and even good Ghoul players have to be on their toes. I lost many games simply by not sealing the deal on a survivor on death hook and letting them get away this one time, because the current event is so abyssmally stacked against the killer with the ticking clock of the blood gens in the back.
The hit box of the Ghouls power will forever be a red flag and at this point there is nothing BHVR can realistically do about it. I can understand why they made the power hit scan, because at this ranges and with the latency we got in the game it would be unrealistic to use this part of the power, but that the animation plays the instant the game detects a hit just leads to all this aweful moments where surivors get stuck by tantacles through walls, rocks, even entire buildings and that of course feels cheap as hell. At the very least BHVR could maybe shrink the hit box a little bit, as right now there is a 50cm aura around a survivor that will register the hit. When I let two survivors go in one of my last games I played around with the hit box and it really is very generous.
https://us.v-cdn.net/6030815/uploads/MC2G0AG65GRB/kagune.jpg
I got to be honest calling the kagune leaps highest form of skill is not really a good statement to me.
I took a few turns with him and to me leaping right next to survivors or in front of them cutting them off from ressources was pretty easy.
High skill moves to me are long distance prediction blinks from nurse, oni 180's, crossmap hatches from huntress. The leap's however are basically a blight dash but you don't have to be precise about it and you cannot dotch it with a tech like corner tech or crouching.
Overall this killer is pretty easy to control and that is paired with his high mobilty and the abiltity to injure survivors fast pretty strong.
However the Ghoul just got its first set of nerfs and we will have to see how that plays out. -
@Akumakaji said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3911252#Comment_3911252
https://us.v-cdn.net/6030815/uploads/NXLKFU0QYZCC/image.png
where do you get this from that the player base is crumbling? Seems pretty stable to me. Kanekis overtuned state (wouldn't go so far as to call him OP, as I saw a lot of survivors recently who knew how to keep out of sight) surely made the game a bit less appealing to a wide swath of the player base, but its a tough cookie, with the event being so survivor sided that most other less mobile killers are at such a detriment. Both sides are above the normal power curve right now, so they somewhat enable each other.
In Juliy 2024 there were around 100 k players on average and now its just 50 k.
So each chapter brings in a few new players but on the average it is in decline.
On average the game peaked in 2021 and since then each new chapter gets a spike but the decline after release are happening faster and faster which foreshadows a faster decline then growth over time -
@chronicdreamz23 said:
I play DBD pretty much everyday and mostly as survivor. Not sure whats been going on lately but the past few weeks, whether its me or another survivor, the killers have just been tunneling non stop. Might just be getting unlucky and facing very sweaty killers, but its just taking the fun out of the game. Something needs to change or people will simply stop playing this game. I cant even see how tunneling is fun from the killers perspective.
It is already happening for like a year or so.
The player base is crumbling, content creators make less content, switch to different games or stop at all.
Tunneling is one of the most boring ways to play the game. There has been thousands of posts about it with thousands of suggestions what to cheange but so far nothing significant was done.
If five nights ad freddys flop as much as the twins, skull merchant or the alien. Then dbd is probably dead mid 20266 -
I mean this is not really submitting any info but at the same time I couldn't agree more
-
@I_Cant_Loop said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3868546#Comment_3868546
It continues to baffle me how servers cannot auto-detect this stuff. I refuse to believe it's not technically possible to detect something happening in the game that shouldn't be possible without cheating. It's very frustrating that BHVR have not devoted resources to making this happen, and have instead put the burden on players to use a cumbersome reporting system that some people may not even be use if they don't have the ability to record their matches.
I can assure you it is possible. It is not even very complicated to do.
But you would need to assign resources for the developement and maintenance of it and on top you would need to allocate slightly more ressources per match to make it possible.
I think this should be mandatory for any game but in fact this costs money and something that costs money is a nono in business. -
@not_Queef said:
They should just make it like Among Us, where survivors respawn as ghosts when they die and can continue to contribute to the objective to help their teammates (but not interact with their teammates or the killer).
This would immediately render tunneling useless and solve the problem of people going next in one fell swoop.
This would be completely broken. Gens already are flying but having 4 survivors repairing gens even in late game when you spreaded hooks fairly will make it extremly unfair for the killer. At the end survivors would just need to hide and let the ghost do all the gens to get a free win.
-
@Lixadonna said:
It would be reversed faster than a window in Badham or Survivors gaining more vault distance.
People need to stop to think like it is 2 fractions fighting each other. You're free to play both parties. You only decide to main one side and complain about the other.
Play both sides to get a full picture and realize, both sides have struggles, no one has a say. -
@Rudjohns said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3864852#Comment_3864852
Scratch marks
Killers still interact faster with portals
Most of the time theres nothing nearby underground so if you are not catching up with the survivor either they have Hope and you are a 4.4 killer or you are just plain bad
Scratch marks arent exactly reliable for months now.
-
@buggybug said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3864436#Comment_3864436
Umm but when survivors complain about tunnel or slug its run expo,ub,ds otr so same concept.
Exactly. The argument is not worth to mention for both sides.
Nobody should be forced to always bring a perk/build just because of the possibilty of the other side playing a certain way. Mostly the way it is designed is to blame here. -
@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/435841/still-dont-recommend-this-game
You have Lightborne. Boom Countered. Killers dont like bully squads, survivors dont like getting slugged.
The good old "if you don't like this playstyle just buy or equip this perk".
-
@thrkeybs said:
This isn't a topic about balance. I'm not interested in which side you think is stronger, or what needs a nerf. The topic at hand is fun, enjoyment: jouissance.
Survivor is no longer a fun role.
Strictly speaking about how the role "feels", there is no joy in playing survivor anymore.
Being slugged on the ground for 4 minutes is not fun.
Watching a killer proxy camp you, only to immediately chase you and tunnel you out is not fun.
What was fun about this game was the reward of learning loops, pallets, timings. If you played enough, you were rewarded with learning how to get better. If you spent time researching how to play the different tiles, it then became a game of chess between you and the killer: who could better mind game a loop, who could better read the other player.
This is no longer the case, as most tiles have been turned into unsafe loops, where your best play is to force a 50/50.
Most killers are no longer even interested in looping, and understandably so. Why chase a survivor in a strong tile when you can tunnel their teammate out? Lower risk, higher reward.
I know this has been talked about ad nauseam on the forums, but the finisher Mori has really incentivized another really unfun aspect: you already lost the game, as it's just you and someone else, but now you're forced to crawl around on the floor so that the killer can watch their Mori.
Again, I'm not interested in the strength of any of the things I've mentioned — I don't care. I care about having fun, enjoying the game I've paid money for and spent a lot of time investing into. There has to be a way that BHVR can make the game more enjoyable for both sides, and that's what I'm interested in.
Edit: I'm going to compile the grievances that people post in this thread here, so that the feedback can be passed efficiently to designers of the game.
Compilation of Grievances found in this thread:
Survivors
- Being slugged feels uninteractive and boring (This includes waiting for the killer to find other survivor for finisher Mori, but also things like 4k slugging)
- Gen / healing / totem time feels like a slog and also boring
- Map Design
- Unsafe pallets discourage looping or more in-depth strategic play
- Massive dead zones
Killers
- Gens are being done too quickly
- Hooks do not have enough incentive when compared to slugging
Trust me, Killer isn't particular fun either. To summarize it. Dbd isn't fun anymore. And I think it's because too many people think it's a competitive tournament game, sweating like hell on every match and rubbing it into the opposite side's face. It's so toxic and boring lately
-
@HerInfernalMajesty said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3863824#Comment_3863824
I suppose in a trial of 5 people there is a greater chance that the 4 are cheating vs the 1 if anyone is actually cheating.
I love to run Kindred + Open Handed once in awhile and it’s so obvious that some Killers have a gravity cheat where you can see their body being dragged in the direction of a Survivor even though the Killer is running and facing a different direction.
Never heard of that one before but good to know.
-
@HerInfernalMajesty said:
https://forums.bhvr.com/dead-by-daylight/discussion/435794/cheaters-on-the-rise-again
When it comes to suspected cheating I feel like not enough is said about Killers who cheat. If you’re running Kindred it’s very obvious seeing the Killer snap in the direction of your teammates even though the Killer isn’t running any aura reading.
It is true that both sides have been caught cheating.
But in my experience survivors cheating is normal now.
I just got out of another match with hard cheaters.
I dont get these people. If they hate losing so much they need to use every cheat they can buy then maybe pvp is not for them -
@shush said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3860379#Comment_3860379
It's likely they just don't have a way to deal with tunneling, camping, slugging for 4k, and bully squads…
They do they're called perks, and if survivors really have a problem with these strategies personally, they should run the perk that counters it. Instead they don't do this, and prefer to complain about killer strategies so BHVR nerfs any variance in playstyle into the ground, and in doing so makes the perks themselves have less of an impact on less games overall.
…no online game is meant to be a competitive sport except inside of certain gaming leagues. Pretending that DbD or any other video game should be treated in the same way as MMA or professional football (American or the other kind) is a dramatic misrepresentation of why people play the game. We're all playing to have fun…
I fully agree with this sentiment, but just because we want it to be true doesn't make it so. Just because people play for fun, doesn't make it non-competitive. DBD has always been a competitive game, only in the last few years has that emphasis on comp over fun been hard pushed by BHVR. The over-prioritisation of balance over fun, the insistence on not only the implementation of MMR but it's setting of kills/personal escapes as a win condition, the removal of the rank system giving players no idea of and no control over the kind of games they get, and the promoting of this kind of mindset to the incoming playerbase.
I only compared the game to MMA facetiously to make a point, but the whole idea is that I shouldn't have to make that comparison at all. Every year I play this game the more competitive it, and the community, gets. Every year playstyles are crushed by BHVR, which only forces out even more desperate and boring gameplay and gem-defence metas. BHVR doesn't want people to play in these ways, but in gutting them, gives no other options back. This is why we still see the exact same regression perks that have been meta for years, we still see proxy camping, still see slugging for 4k. The game design in pushing harder and harder for comp play, so comp play is what we're gonna get. This design is coming from the people who view the game in comparison to hockey, we really shouldn't be surprised this is happening.
Look the argument "if you don't like tunneling buy that perk" is not really a good thing to start with.
It is like saying "you don't like bully squads? Bring enduring, lightborn, brutal strength and noed".
Sacrifincing perk slots for the possibilty of the opposite side playing in a "bad" way should never be a thing.
Yes the perk will help. But in the end it will only linger the symptoms and not fight the root cause. -
@bleep275 said:
bro made a post about not tunneling…
RIP bro… you had a noble cause… but the casual "everyone should have fun" community has been replaced by the comp kids. They will never except your plea of mutual enjoyment.
Agreed.
That's why dbd is not my main game anymore. -
@YayC said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3856357#Comment_3856357
The fact you don't understand the comparison is all I need to know about your viewpoint on the matter and how you haven't even attempted to see it from the killers standpoint.
People tunnel because it's the most efficient way to play the game. What are the reasons to NOT tunnel? There are none, LITERALLY no incentive for the killer to not do it from a gameplay standpoint. The only reason is to make the survivors game more enjoyable.
Likewise, if there are 3 generators remaining, 2 are at 0 progress and 1 is at 80% it is the most efficient way to play to do the one at 80%. What reward does the survivor get for ignoring the generator that is almost finished to go do the 2 that are completely 0'd? None, so why would they do it?
When you have 4 survivors to kill and 1-2 are 2nd stage and the other 2-3 are 1st hook or 0 hook, why would you not kill the person 2nd stage to cut the efficiency down by 25%?
You're calling killers "baby killers" for playing the game efficiency and complaining that they are tunnelling when that's literally the most lucrative option they have. Do you want to know how to stop this situation? Reward the killer for going for the other players. Give them an incentive to do it, "oh I could get this person dead early and cut the efficiency by 25%, or I could get a fresh hook at get a free basekit pain resonance if I chase this person I've not hooked yet".
The fact killers need to run perks in order to be rewarded for not tunnelling and those perks DELETE THEMSELVES is the very reason everyone is doing it alongside the fact gen regression has been curb stomped into irrelevancy so you can't keep the match going on for long enough to not do it even if you wanted to anymore vs decent survivors. All nerfing these playstyles does is make killers play even sweatier with sweatier killers and at the rate this game is going there will be no other option for killers than to play Nurse 24/7 to have a chance to win consistently just like it was back in the day.
You're joking right?
People calling me survivor main on these kind of posts and killer main on others really reassures I stand in the middle between both sides and know what I'm talking about.
I actually play killer more then survivor.
Comparing tunneling at 5 gens and having 3 gen's remaining with one high progressed doesn't make any sense and thats why I stated that I don't understand such a comparison.
And even with your "explanation" it doesn't make much sense.
You sound bitter about the fact people who can 4k consistently without tunneling or slugging call others who tunnel from the start of the match (or don't know their killer powers) babykillers.
While I agree that the dev's are not doing the best job to reward going after other survivors it ultimately comes down to you as a player. Comp teams are not that common that you have to tunnel every match.
So if winning every single game is the only thing you care about, maybe dbd is not for you.
It just needs one bad chase or one good team and you will lose a match. It's just a matter of time.
I would wish for less gen speed perks and more rewards for spreading hooks but as I'm saying the entire time: Tunneling is not the only way to win a match. It is just the cheapest way where you don't need much skill/mindgames or luck. Im tired of people pretending winning a match is impossible without tunneling. -
so basically, you want a solution for playing dbd with bad internet?
-
@SidneysBane1996 said:
It's Survivors too.
People posting threads like this always seem to forget that.
Everyone's doing it, Killers are not inherent sinners here any more than Survs are saintly saints.
I agree.
The fact that people call me survivor main in threads like this and killer main in othere where I talk about the other side kind of reassures me that I do play both sides enough to actually know the pain points of both sides.
I will edit the post so it is more obvious what I meant -
@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3857033#Comment_3857033
UNDER NIGHT IN-BIRTH II Sys:Celes, Granblue Fantasy Versus: Rising, GUILTY GEAR -STRIVE-, TEKKEN 8
Any of these fighting games can cause certain problems at some point. The first two UNDER NIGHT and Granblue have a small player base, which consists of people who played the previous parts many years ago. They have a huge advantage over you. You literally have to jump on the release of the game before newbies like you stop playing the game. Otherwise, your learning will be very painful. Unfortunately, this is not the topic where we can go into depth about fighting games. I think you get the general idea.
I did not come here to fight. To solve problems. To negotiate if possible. To study and teach slug. To point out how some mechanics can be perverted by killers. To remember the sins of survivors. To make pictures in Paint. To make the game better to the best of my ability.
I am interested in questions from a practical point of view, since everything else will not bring any benefit. It will end literally in nothing. I am too old to burn with hatred 24/7 towards the other side. I can do it for the theatricality of course, because our whole life is a theater, and we are actors in it.
If we extrapolate your logic from the fighting games and apply it to the situation I described in my initial post…
We could agree that there were a lot of people better then us when we started dbd (which is normal) and we didn't ran into them because of mmr (after sbmm was introduced).
However if every killer in all categories plays like I described it .. then I think the same what happened in the fighting games you described will happen in dbd too.
There will be no new players because they don't enjoy the game. And I can't blame them. Getting tunneled or seeing someone getting tunneled every match is very frustrating and boring. So if you then don't even know how to play around that. New players will most likely not stick around.
Veteran players like myself and others will eventually stop playing survivor or dbd alltogether (playing killer can also be very frustrating and boring sometimes)
Among the group of people I know I am the last one to actually play dbd and I already had a few breaks because I did not have any fun anymore (especially playing survivor).
Now we can debate a lot about the egg and the chicken but ultimately this means that more and more players will stop playing , amplifiny and ramping up the situation because only those who play comp and tunnel stay.
It kind of is a downwards spiral which may lead to the end of dbd. The playerbase is already in decline and Im not sure there is something to stop that until dbd is fun to play for people of all skill levels again. -
@SidneysBane1996 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3856893#Comment_3856893
You literally cherry-picked my argument instead of engaging. You don't want a discussion. You just want to complain until you get easy free Survivor wins. Thank god you're not on the balancing team, you'd ruin this game.
I'm tired of this conversation and everyone else should be too because it's literally just whining you don't get easy wins. Goodbye.
Good, another hypocrite gone is actually improving the discussion.
Basically your whole post was wrapped around that topic so good job tripping for nothing. -
@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3856892#Comment_3856892
Like in those anime where the main character is still weak, bursts into tears and thinks about how to become stronger to protect those close to him. After all, becoming stronger over time plunges evil into horror.
As much as I don't like SWF. I have to admit that this is a filter from survivors who can't hold M1. Even 4 solo survivors are capable of a lot if they understand how to play. Another thing is if everyone thinks about themselves, is he better than me, someone else will do it. Naturally, the case will be doomed to failure. A solo survivor who got into such a team will think about what to do with this ballast.
I'm telling you seriously, give me survivors with the same thinking as I have in solo. I guarantee that the killer will run away in horror or make 1-2 kills.
I am not so sure about that.
As I said some solo q players can pull that off. The majority can't.
Blaming them for not being on your level won't lead anyone anywhere. It takes at least a few hundred hours of dbd to get decent.
And most of the people only got good at looping after they played the game for more then 1 or 2 thousand hours.
I m not sure the majority of the player base plays that much dbd to get there.
Solo q players do not have the same coordination then swf players so there is no good comparison for these two parties.
Blaming survivors for not playing up to your standards is not a way to justify tunneling. -
@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3856562#Comment_3856562
If we put aside some points. We essentially want the same thing. The question is only in the methods and the price we are willing to pay for it.
I agree that it is not fun for a tunnel survivor, but if you play for 12 hooks, it will not be fun for a killer. The question is who will suffer? The survivor or the killer? I will tell you for sure that one will definitely suffer. Not me. Nothing personal, just business.
True, now, first of all, so that we understand each other better. We must understand what kind of killers we are. The same question as for the author. What kind of killer are you? First of all, before the introduction, we understand that we have different value systems.
The introduction will be on my side.
1 Constant struggle
2 Patience
3 I am looking for an advantage
4 I will not play to the detriment
5 I want to kill
Constant struggle - I fight with everything in the game balance, survivors and prejudice with witch hunt. The game literally hates killers. You take a killer that you rarely play. The game deliberately sends you to a map that is unfavorable for you with survivors who understand how to play. You take a killer that you are good at every game survivors spam you with offerings of Crow's Eye, Jigsaw Piece and Damaged Photo. I want to take cakes, not Sacrificial Ward which was accumulated in such quantity by 100 prestige. Now in this matter it is better, but not much. Let's add to this that it is not written on the survivors whether they play solo or with friends. When you want to win, you just preemptively hit any lobby of survivors as a SWF squad. Naturally, in such an environment you physically cannot relax and play lightly.
https://us.v-cdn.net/6030815/uploads/V14ZJ7IN956X/20230713234317-1.jpg
Patience - I've had games where I literally didn't go from the start. Only unlike the survivors who like to kill themselves on the hook, I didn't give up, but fought until the very end. You can see an example in GeneralV's thread where we talked about Skull Merchant and 3 generators. I posted a video with Freddy from 2022, where I literally killed survivors with 3 generators by sheer force of will and the old Tinkerer. I don't regret the 30 minutes it took me. I have a lot of experience in protracted battles, where I can literally wear down my opponent. I'll have fun during the process. After all, I've acquired my own concept of time that's different from the surviving side.
I'm looking for profit - Let's take slug as a tactic. I literally like a trader compared all the pros and cons of hooks and slug. As a result, slug just turned out to be much more profitable and fun. After all, now I don't have to drill survivors on the hook with my eyes. I'm constantly chasing the most fun part of DBD.
I will not play at a loss - Playing on 12 hooks gives me a maximum of 1 kill with a normal team. While camping, tunneling and slug allow me to kill survivors. However, I do not mind playing on 12 hooks for the corresponding price (kills). I admit that drilling a survivor on the hook with my eyes is not fun for both parties. Only with one nuance, you would rather die than run. Your arguments about fun and the number of hooks have zero value for me.
I want to kill - I am a man of the old faith (August 20, 2016 in DBD on achievements). In my time, killing survivors was not something shameful. You would be surprised by some videos from the developers on the release. Where they offer you a quote. Put them on a hook and them you let them die there or you stick around wait for their friends to come and help and them you grab them too. In private messages I can give that video as proof.
Now let's say I agree that the survivor in the tunnel is not having fun. In response, I ask, how do you want me to kill you so that you enjoy it? The main thing here is that I want to kill you. I understand that you don't want to die, but I still want to kill you. It's just that in case of disagreement, I will do it in other ways that you do not like.
Next, we trade that 2 survivors should die, and the other 2 escape. Then we explain to the 2 survivors that they are dying so that the other 2 survivors can escape. Taking into account the arguments that you are a team that plays for the common good. Then we complete the deal so that the killers do not play for 4 kills, being content with 3 kills, and in return, when all 5 generators are started, the survivors go to the gate and do not engage in rescue actions, giving the kill to the killer. Well, how do you like the plan?
I think it should work like this.
Let's take another example. The hatch question and 2 survivors.
You say I want the basic Unbreakable. I'm fine, but it will only prolong your 4 minute agony. You will rise and fall until all or one dies. Because my patience skill kicks in. Your waste of time is just an exciting hunt for me. Some people like fishing simulators. Here is a similar case.
I want a "die faster" button. Fine, but I will use it for strategic purposes by forcing your teammates to let you down. You will make the slug tactic even stronger. This is where the skill kicks in, it is to my advantage.
True, my hatch solution is like this. I came to the conclusion that we need to shift the endgame collapse. We make fixed gates on two different edges of the map so that it is difficult for the killer to control them. We delete the hatch. When there are 2 survivors left, the endgame turns on. Here is your 50/50 situation. Although I would go further and turn on the endgame after starting 5 generators. Or give me a perk that can remotely open the farthest gates.
In conclusion, I suggest you take these 2 statements as truth for at least 10 seconds. See the positive logical core in the cynical view of these statements. Then you can again consider them terrible and unacceptable actions.
1 By camping and tunneling, I make survivors stronger. Call it tough love, when a mother bird pushes her overstaying chick out of the nest. Because survivors will have to become stronger or delete the game. As a result, when I go to play solo survivor, my team will consist of strong survivors raised by camping and tunneling. Instead of ballast that gets all the buffs in the world, but does not become a better player.
2 Defending 3 generators forced the killer to shift all attention to the generators. In a sense, we defeated camping and tunneling hooks, because the killers did not care what the survivor on the hook did. He only cared about the generators. If we continued moving in this direction. Survivors received less camps and tunnels.
Honestly I try to play for the 12 hooks and only ever go after the same survivor if they make a mistake and run into me or if im down to 2 gens and have only 2 hook stages (this rarely ever happens).
Idk what your normal game looks like and at what mmr you are. I can't tell what mine is either but considering I win 7 to 8 out of 10 matches and the way survs play I think its pretty high.
If I know I go up against comp teams I have to play different, more aggressive and more locked in. But if im up against solo q (which you will notice after a few minutes into the game what your up against) I don't really feel the need to take the easy route.
So in 5 out of 10 matches I go for 12 hooks and only in 2 or 3 I have to soft tunnel and it is very rare for me to ever tunnel hard.
Maybe I would win more often if I'd tunnel hard from the start but I don't like playing like that and I am good with the amount of matches I win. -
@Feneroe said:
Don't get why you're just targeting killers. Survivors are super sweaty in event modes too. Also, as long as the mode has rewards tied to it, expect everyone to play it.
Maybe I have not phrased this well enough but by saying "playing comp or cannot breathe without tunneling" I was actually reffering to comp teams and tunnel killers (I don't call killers who tunnel hard against solo q comp because comp because a lot of noncomp killers are tunneling hard too)
-
@sanees said:
"We have seen this in lights out with people camping or playing legion"
So now playing for the legion is one of the mortal sins?In the case of the Lights out event, yes.
The challenge of lights out was no scratch marks and low vision. Playing legion would simply bypass this because of the killer instinct telling your where survivors are without them ever knowing you're getting close.
It was a very poor decision to leave legion active for lights out. It may be smart on the initial thought to utilize a killers power but when you cannot take the challenge and therefor need to bypass it then why even bother playing lights out.
Because Legions power the killer had an unfair advantage in the match. -
@SidneysBane1996 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3856142#Comment_3856142
It really does make no sense to complain your opponent is going too hard when their only goal is to eliminate you. Killers have one goal and it's to kill Survs. Survivors have one goal and it's gens. I am MORE than willing to offer my kill, offer hooks, let some people go, purposefully tie, or let people get some gens if you're struggling.
But I want to be treated like an actual human being with thoughts, feelings, and a desire to simply play the game. Not like fodder or like a horrible person just because of who I'm playing. I just. Want. To play. The game.
And the game says as Killer I have to kill you, and as Survivor I need to do gens and get out. There is nothing sweaty, problematic, or unsportsmanlike about doing whatever the game allows me or anyone else to do in order to reach that goal. This entire community has GOT to stop being babies whining about "my side my side my side" and start seeing the other side's issues, because they're substantial on both damn sides. I am so damn sick of the entitlement in this community and the NEEDLESS Killer player slander that keeps. Happening. Killer players are people who want to play Killer in the video game, not actual villains cackling behind screens out to ruin your chance at a win by using tactics the game allows them to do in order to eliminate you in the elimination game.
I think MOST Survivor Main players REALLY need to hear these, so all of you pay attention:Nobody. Owes. You. Mercy. In. A competitive. Minded. Game.
Killer. Players. Are not. Themselves. The problem.
IF YOU ARE WILLING TO BRING THE TOUGHEST PERKS, ITEMS, TACTICS, A FULL SWF, MAP OFFERINGS, ETC. TO WIN, THERE IS N O REASON NOT ONE TO COMPLAIN IF THE KILLER SLUGS, TUNNELS, CAMPS, AND DOES EVERYTHING IN THEIR POWER TO ALSO WIN.
IF YOU PLAY THAT WAY, YOU ARE N O BETTER THAN THE SWEATY BLIGHT WITH FOUR SLOWDOWN WHO BROUGHT YOU ALL TO COLDWIND.
The fact of the matter is this: Killer is the serious mode where you can choose mercy; Survivor is and always has been the party mode. Sweat goes both ways. If as Killer you're pushing super hard with the toughest things all the time and you care THAT HARD about a damn winstreak, you are a sweaty Killer and you are what's wrong with the game, NOT Survivors trying to have fun. If as Survivor, you care THAT HARD about escapes, genrushing, escape streaks, or doing anything other than trying to survive and succeeding/failing with your friends in a party atmosphere to the point you are telling people to off themselves for playing meme builds and griefing them for not being as serious as you, then you are a sweaty Survivor and you are what's wrong with the game, NOT Killers doing what Killers do.
And nobody likes or wants to play with you for a reason.
But dbd is NOT a competitive minded game.
At least not for the majority of the player base.
So you with your "I do everything to win mindset" will go up against people who just got back from work and want to chill a little in the game.
BHVR never could decide wether it wants dbd to be casual or competitive and that splits the playerbase a lot.
I agree that Killers have to kill and Survivors have to survive. That's why it is called the main objective.
But by your logic we should award players with a trophy if the spawn camp in CoD and therefore have a lot of kills, because killing the other players was the main objective.
Do you see the flaws in your logic? -
@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3856507#Comment_3856507
For the team. Isn't it honorable to be the sacrificial lamb who saved his friends? At the end of the day, the survivors are the team. Well, what if the tunneled one's mind is "better him than me". The other 3 survivors aren't busy with the generators at this time and are thinking about how to make sure that only I survive. I have bad news for you.
It's not a pity to die for a good team. I would gladly die for survivor 26 if the other three escaped. I think survivor 26 was happy with the result.
https://us.v-cdn.net/6030815/uploads/GFTSG2GAU8EK/131220240001.jpg
Well as you said yourself "good team" most of the players are in solo q or at least don't play in a squad of 4. So they lack information that would enable them to escape.
If the one getting tunneled is not that good at looping (which is not a shame because everybody starts somewhere) then you simply don't have enough time to do the gens and open the gate because this survivor will die at least at 3 gen's left.
So the whole strategy of tunneling only falls apart IF the survivor being tunneled is good at looping and IF the other survivors know what to do out of the situation and IF they can coordinate.
A lot of times people try to take hits or trade stages but this then also leads to nothing because they just get slugged and that means only 1 person is left to do gens. How many survivors can pull off a 5 minute chase?
Yes I agree that having on surv die for the others also can feel nice. But if you go out at 3 gens your sacrifice had no meaning and the match is pretty much over. -
@Anti051 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3855305#Comment_3855305
You are but another tree in the vast forest of people who have no idea what's going on in DbD.
"Tunneling," "Camping," and "Slugging" are scrub-terms that came from survivors being salty about losing.
Ignorantly perpetuating this sort of bogus nomenclature in a feeble attempt to control how people play killer is the only real problem.
Using fancy words doesn't mean your're right. It just shows that you feel like you know better even when you're factual wrong.
So take off the monopoly hat and try to view the situation from other peoples perspective.
Just because you invent names for situations doesn't mean they do not matter. Well I can tell they do not matter to you because you don't care about good games.
Saying I have no idea what's going on in dbd, yet saying survivors are just salty is the most ignorant thing I heard in this forum in a while. -
@[Deleted User] said:
I see a logical error here. Also, a misunderstanding of your opponent.
I never understood what kind of skill I should use to kill a survivor? Do a triple somersault before killing. Why? If a regular club is enough for me to kill a survivor. Here, the survivor clearly needs to become a better player. After all, the survivor has problems, not the killer. The killer is doing well.
I would understand if the survivors always ran away from me. Yes. Here, I need to become a better player. There is just one nuance that is not being talked about. Over the course of the year, we have received many buffs to make the hook disadvantageous for the killer. Have killers become better players? Yes, but not in the way that survivors would like to see. You do not take into account the character of the one you are up against.
Why do some people try to scare me with some kind of retribution? Maybe we are waiting for them. I like to collect strong trophies. The more meta perks and prestige the survivors have, the better.
https://us.v-cdn.net/6030815/uploads/22ELYL9XDFBM/20231129210546-1.jpg
In addition to solo friends, I would like to draw attention to another issue that is usually overlooked.
Why do only camping, tunneling and slug killers find the current DBD interesting?
Where did the 12 hooks and chase killers go? I only see them on the forum, but not in the game.
You probably just judge everyone by your high knightly standards. Perhaps you are that talented person for whom everything comes easy. You just can't understand people who had to snatch victory and constantly fight for every kill. Let's say this leaves its mark, which acquires a not very pleasant character. You can call it a cynical outlook on life.
Below I will duplicate my message so that you better understand what kind of person you want to address.
He's used to constantly fighting. It's literally a fight against the entire balance, survivors and the attitude towards himself. Thanks to this, the average killer player is more adaptive. The downside is that in the process you acquire a not very pleasant character. I would say a more cynical view of things in general.
I would give a simple example in how the perks of killers and survivors are nerfed. Any fun killer build that gains popularity gets nerfed. While any difficulty that survivors get is destroyed by buffs and basic kits. As a result, the killer is constantly improving, and the surviving side has no motivation to get better because the balance of the game will do everything for the survivors.
He cares about the benefit. He will not play to his own detriment. You have different value systems. The killer wants to kill. Everything else is secondary. The only way out for you is to make it so that you enjoy being killed. No matter how strange it may sound. You will not be able to bribe him with blood points and ideas of fun. They are not interested in such things. They mostly have a lot of addons, offerings and other things to worry about blood points, and they can find fun in killing. By the way, rank is just a number that killers have already outgrown.
Killers have great patience. I mean that the basic Unbreakable will not help you. I guarantee you that you will only prolong your 4-minute agony by constantly getting up and falling. Hasn't the experience of 3 generators and the Skull Merchant chess taught you anything? Understand that what you perceive as a waste of time for a killer is more like an exciting hunt. We are literally used to wearing down the enemy, which leaves its mark on the concept of the value of time.
The question of skill here is that you know how to use the power of your killer to it's max.
For example:
Chucky can do incredible mindgames because hes small, you got third person view and stealth.
Skill is knowing the max range of your slice and dice, or knowing when to use it for mobillity.
Skill is keeping track of where you saw survivors, which gen was progressed and where survivors might run according to your position and the gens left.
All these microtasks you have to wrap your head around in a match is what ultimately enables a killer to be more lethal. Of course it also depends on the experience of the survivors or how lucky they are with winning 50/50 gambles.
You can use the best build and the best add-ons (though I doublt double iri is the best for chucky but I don't know it) and you can tunnel, slug and camp. But it kind of depends on how you use this if you want to be respected.
As I said. Tunneling one survivor out early is the most efficient way but also the cheapest because solo q players often cannot counter the loss of 1 survivor. The chances of winning a match on the survivor side drops by a huge amount if one player dies at 3 or 2 gen's left.
So you can call it a day if one goes out on 5 gens.
Respect needs to be earend. And nobody will call you a good killer if you don't know how to micromanage your time in a match and just do the same thing everybody else can do.
The most lethal killers in dbd are not the one tunneling at 5 gens. The most lethal killers are those who mastered their killer and have a good game sense. Like a huntress throwing the hatchet across the map because she anticipates your movement. Or a demogorgon placing portals well, surprising survivors and having quick downs with precise dash attacks.
If you have comp teams against you, do whatever you want. I despise comp teams playing event queue and I actually think if 4 people always play together the killer should get a hint because then he at least know what kind of game hes up against.
I am not sure what exactly you are on about with the rest of your text -
@YayC said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854196#Comment_3854196
Just curious, if there was 3 generators remaining, 2 of them are at 0 progress and 1 of them is at 80% do you start calling the survivor a skilless pleb if they go do the generator at 80% progress?
Im not sure I understand the comparison here.
Anyways it is not the best move because the killer will most like not go far from the last gen being that high progressed. If someone lures him away from the gen, you can try but killers with high mobility will likely come back to it fast.
Splitting gens would be better because the killer cannot be at 2 places at the same time. So (depending on how many are still alive) having someone hovering the progressed gen to keep the killer in that area while others do one other gen far from it is the better way. If the killer goes for other gens the survivor hovering can then complete it. -
@shush said:
Because it's the most efficient strategy and the game incentivises kills over hook states. Before many gen regression perks were nerfed, killers could afford to go for more hooks, because more hooks = more regression. This is no longer the case, so, for as long as the game refuses to encourage going for hook states over kills, killers will go for the most efficient strategy to get kills, which is tunnelling, slugging, and camping.
I agree that it is the most efficient strategy but I don't feel like this is sportmanship.
If I play a game that challenges my brain and my skill why do I do everything to bypass the challenge?
Yes it is hard up to impossible against comp teams but to be fair those are not as common as people think.
It was the same in Lights Out.
The challenge was no scratch marks and low vision.
People played legion to bypass it. It is smart on the initial thought but bypassing the challenge invokes the question of why even trying the challenge. -
@TragicSolitude said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3855601#Comment_3855601
You are not wrong.
Most problems survivors face in this game are caused by their teammates. While there are some cases of killers playing in manners worth complaining about, I myself rarely ever think much about what a killer did past the end screen (unless they were really cool, then I never forget). But my teammates? Oof. Don't touch gens, go down within seconds, rush in for a save or run in circles around the gen we almost had done or spend all their time in lockers and behind rocks. Get slugged under a hooked survivor and stay there. Every misplay they can make they do. And I just know that some of them are griping about the killer and how toxic he was when all he did was play killer.
If players would recognize this and complain about SBMM instead of their opposition's playstyle, maybe people's attention would be directed where it's warranted. Us vs Them is a form of misdirection that is unfortunately effective.
I agree that bad survivors do have a huge impact on your match. There is no questioning that.
But I still have seen far too many matches with killers proxy camping the first survivor andthen tunnel hard if he ever gets off the hook.
You can blame it on skill but I think there aren't a ton of people who survive a chase with nurse with barely any distance for long. I even think the majority of players do not survive for long if they get tunneled. That may be because the other teammates dont take hits but that is also not very easy to coordinate in solo q.
Solo q players don't have the information needed to deal with these situations. After a while you will know the pattern and can assume what to do to make the best of the situation but the majority of the playerbase does not and there is nothing wrong with that.
It is very hard to anticipate what to do or where your teammates are in solo q and that makes it a lot harder to win the match. -
@Caiman said:
The Infection was reset to 1% on hook. It takes over 2 minutes for a survivor to go from 1% to 100% infected. The Hindered was reduced to -4%. If you remove his infection on hook then it ceases to exist as a passive slowdown.
I honestly did not know it takes that long to be fully infected.
But still wesker stays problematic. He can close distance and has a chance to insta pick up the just unhooked survivor (if he waits out the bt).
His power simply favours tunneling a little too much.
Any idea how to improve that? -
@Berienn said:
oh my gash another one crying
OP might not know that this is bannable behaviour. So what are you yapping about?
-
@Berienn said:
so basically you're crying because killers tunneled you recently
I dont know if you don't really read my post or any of the answer given but it doesn't look like you understood the topic
-
@Skittlesthehusky said:
hi gang :] i'm back with yet another thread because i enjoy reading people's responses and picking brains, as well as writing college thesis-length posts
as we all know, dead by daylight has seen some significant changes this year. between new chapter additions, to adjustments to reworks, to more community engagement from the developers, to changes made around the core of the game's game-play.
i wanted to ask you all about what you think about the current state of things in comparison to last year's developments. if you want, you're free to respond to these questions to construct your response:
- what do you think was done right or wrong? why do you believe so?
- has your playtime increased or decreased throughout the year?
- how do you perceive the developers' areas of focus on the game? are you satisfied with BHVR's performance (in the context of the game, or the company itself)? how could they improve their relationship with you as a player?
- what is your current experience at your current skill level?
it will be interesting to see what everyone thinks and i'll be happy to discuss things too!
you may propose a strong opinion, but please do not resort to "Us vs. Them" arguments or insults. i intend on this being a constructive conversation. this thread could potentially be useful to give a summarized oversight to the performance of all the changes collectively. if this goes well, i may create another thread at the end of 2025.
(((MY ACTUAL CONTRIBUTION POST WILL BE BELOW THIS iN ORDER TO SHORTEN THIS OPENING POST. PLEASE SEE THE NEXT COMMENT IF YOU WANT MY PERSPECTIVE [wall of text incoming btw])))
While the game did improve in balancing and shaking up the meta (kind of).
The content provided was pretty lame this year and in the first time since playing I went without buying any of the content of this year. I didn't think it was enjoyable or brought a new variety to the game.
The community kind of went into a downwards spiral (I did several posts about that). Now it feels like there are more "comp" players then casual players and that makes the game even more boring to play.
You can literally feel the waiting queue time increase because more and more players are dropping the game.
BHVR finally needs to deceide wether they want to have a comp game or a casual game. It's like two islands drifting apart from each other and the tape won't hold it together much longer.
Servers became worse then last year, we switched to UE5 but got no significant graphics buff.
Overall I'd say I play way less then the years before 2024 and it will keep going down. At this rate I expect half the player base to move on from dbd as main game by June of 2025. -
They dont?
Bruh whats even the point of each player having them then x.x
