Avatar

Aeltere

Aeltere

About

Username
Aeltere
Joined
Visits
32
Last Active

Comments

  • @FerrousFacade said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4052604#Comment_4052604

    Trapper has a 200 game winstreak, if you are trying to claim that onepumpwillie isn't high mmr you are out of your mind. Every killer can perform, you will absolutely have to put more into the weaker killers but that doesn't make them unviable, just unviable for some, its a skill issue. Its ok that its a skill issue but that's still what it is.

    Chases can absolutely go over one minute but when we are talking about the overall game balance it makes sense to look at the average and the average chase time over the course of an entire match is one minute and barely goes up for high mmr. If the killer is bad obviously it will be higher but then nothing we are talking about matters.

    You do not need to camp in order to tunnel, claiming otherwise ignores all of the killers with teleports and high mobility which isn't just the strongest killers. You are dramatically misrepresenting the amount of distance slugging the unhooker gives the tunnel out target, even hooking doesn't give them that much distance certainly not enough to make the tunnel out any less worth it and you are again ignoring the weaker killers that still have teleports or mobility.

    I will gladly coordinate baiting the chase while someone else unhooks to my solo queue teammates, don't see any problems with that. Taking two minutes to hit the regression limit means the survivor dies on hook if no one grabs them and then you have to manage a three gen with three survivors up.

    I really don't think you have ever faced a slug only blight or billy that knows their power in and out. These players do not need to camp slugs, they just continue downing people. If you leave them on the ground gens will not get completed fast enough to win you will just lose.

    All of your scenarios require every survivor to play perfectly, its unreasonable when the killer does not need to play perfectly to accomplish this on their end.

    "Play perfectly" is such an insane reach. There are survivor winstreaks nearing a thousand. Guess that means survivor side needs to be gutted too, huh? Like, I'm sorry, but we clearly cannot have an honest conversation here. Bye.

  • @FerrousFacade said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4052581#Comment_4052581

    I agree that the top tier can get away with more and for him and the other top tiers slugging can be an incredibly efficient way to play. The players I have faced that do this go for a full four man slug and only start hooking once every member of the team is down. They tend to know every in and out of their killer and for them it is incredibly effective.

    No one suggested the killer was camping, only that they were tunneling. Most will go after someone else and potentially get another down and only return once the unhook happens. Once again I would agree that the top tiers do this better and usually have mobility to get back to the hook faster. The problem with players saying you have 70 second hook timers (or 140 if you intend to just let them sit there and intentionally let them second stage, not a good strategy in my opinion) is they ignore all nuance to that timer. Obviously, you shouldn't unhook right away but you also can't actually wait until close to the end of the timer. If you do, you risk the killer returning to secure a second stage or to get a trade or just down the unhooker and continue after the unhooked survivor. Its free pressure for the killer or a free second stage. If the hook is inside the worst three gen on the map you can't even leave them in the first place.

    Chases do not last a full minute unless the killer is worse than the survivor, average chase time for an individual survivor across the entire match is one minute and this only goes up by six seconds in high mmr. This is only tracking the actual chase mechanic but even in comp you don't see it actually drop for very long and it tends to linger for a bit if the killer drops chase. I would like more stats on this (not that the game in its current state could provide them sadly) but we can safely say that an individual chase is likely to last a full minute.

    Chases can absolutely go over a minute, especially once you get to bring in second chance and anti-tunnel perks except, once again, against the exceptional killers who should not be included in a conversation about general balance. Those individual killers need to be addressed, but implementing systems around what Blight and Nurse can do is the reason that you only see Blight and Nurse in 80% of your games - we've made lower tier kills unviable out of low mmr.

    To tunnel requires a level of camping. You have to be close enough to the unhook to pick up the chase on the survivor you want, and, for most of the killers on the roster, that means half of the map if not more is free for the survivors to do with what they please. If they decide to take a chase to the other side of the map? Great, you can now unhook and their tunneling strat is gone.

    Going in towards the end of the 70 second timer is the right call if you know they want to tunnel. They grab the trade? Welp, they can't tunnel anymore because the other survivor is getting way too much distance by the time the new one is put on the hook (outside of S+ killers who should be individually addressed) If the hook is inside the three gen then, yes, you need to bait a chase and then unhook with someone else. Not hard when you can just do a gen in their face until they commit or hit the kick limit within like two minutes lmao.

    Once again, slugging only works if you've got overly altruistic survivors or are not playing the map intelligently. If they camp the downed survivor, it's even worse for them than tunneling on hook since it's going to take four entire minutes for a bleed out. If they down two, you can crawl away from each other to a point that it's impossible to cover both. It all comes down to knowing where the killer is, what they're trying to do, and knowing what the proper play against that is.

  • @FerrousFacade said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4052519#Comment_4052519

    You have never been in a match where the first kill was managed by tunneling and the killer still had three tokens of pain res left? Tunneling literally requires getting hooks, at least three of them in fact and will then proceed to still hook the rest of the match and benefit from all the regression they have left.

    Slugging is often enough pressure in and of itself to slow down gens, when you go against a slug only hillbilly or a slug only blight you will come to understand that quickly. It doesn't work on every killer but the top tier can get away with it fairly easily if the killer player is competent.

    The top tier of killers can get away with anything. Blight can literally play any way he wants and still be effective; that does not mean that slugging itself is an effective way to play. When a killer is hard tunneling, you have 140 seconds of hook time to play with where they are, effectively, accomplishing nothing. Over two minutes where two survivors can work gens uninterrupted and one survivor just has to run in while healthy, let the tunneled survivor off the hook, and then run back to a gen. If the tunneled survivor is buying close to a minute for each chase? That's literally the game. That's enough time to complete five gens right there.

  • Hexes are practically a meme at this point and require hex support in order to get any value out of, meaning Ruin is the ONLY regression perk that build is bringing. Oppression means you're hitting the kick limit on every single gen within five minutes, and popping a gen you don't have control around means it's going to be un-popped within ten seconds. Corrupt intervention is giving map control until the first down, ZERO REGRESSION. You are not being sincere if you're bringing these into the about gen regression perks.

  • @FerrousFacade said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4052254#Comment_4052254

    If a killer isn't getting downs then they are not going to win, regardless of which perks they brought. It's like saying survivors that hide edge map and don't get on gens won't win (they could escape via hatch but that's not a win by most people's standards). It's a baseline requirement to win when playing as those roles.

    Except this entire thread is talking about slugging and tunneling where the killer would not be getting lots of hooks . . .

  • @Philscooper said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4052186#Comment_4052186

    You got 3 new gen perks to combat the "gen speeds"

    I never understand this complaint because gens already did get nerfed from 60s to 90s.

    Then you still need to fight through all the gen-regression killers spam with corrupt or pain and dms.

    It just feels like even if gens take 150s basekit, killers wouldnt be happy because they cant look in the mirror and tell themselves that they got outplayed or that they have to lose, because the survivors wanted the win more than they did.

    Even now with hyperfocus ACTUALLY getting a spike in usage rate,

    but before that, people have been complaining over the same issue since 4 years ago, Even when gens took minutes to complete Or it was impossible to do so because you went against a merciless doctor build.

    I usually can just point to the killer itself, being bad, unlucky mmr (competent swf) or simply because i just fumble'd a chase.

    Except every single gen regression perk requires hooks and downs. First hooks for the Artist's, which, especially pain res, are the most meta. If a killer is tunneling and you aren't feeding them insta-unhooks, they will get zero value from these perks while gens are popping left and right.

  • Slugging is a symptom, not an issue to be addressed as itself. Tunneling is a valid strategy. All attempts to force killers to play a certain way have only added new trolling tools for survivors to use as weapons against killers as that last shitshow of a PTB showed. Gen speeds are so fast now that you can just leave the survivor on the hook for as long as possible without giving a free state and, if the killer is camping, you'll pop all five before they die on hook. Bonus, you can take Shoulder the Burden and just completely win for free if the killer hasn't been hunting everyone else in the meantime.

  • The main issue with pallet density is how survivors can safely get from one pallet to the next while pre-dropping. Pre-dropping and holding w shouldn't get you a free 2 minute chase against any killer below A+ tier because that's enough time for 2.5 gens to pop easily. Rather than pallet density, it's tile density that I think is the issue. A survivor shouldn't be able to get from one tile to the next against a 115 killer without somehow outplaying on the previous tile. And, no, predropping and holding w is not an outplay.

  • Are we deadass acting like Sprintburst/Dramaturgy aren't completely busted defensively? Don't want to be tunneled? DS and Off the Record will waste minutes of the killer's time. Hell, you could take Shoulder the Burden and stop other people from being tunneled. Are we going to pretend Prove Thyself hasn't completely busted SWF and the game pacing singlehandedly?

    What killer perks are you comparing these to? Lightborn is a meme and a crutch for new players, every perk that can grant exposed comes with conditions that have to be met, and literally not a single person is running Spirit Fury which, by the way, still makes you eat the stun even if you are breaking the pallet for free.

  • Completely failing to understand that it's a 1v4 game for the killer. If each survivor has a "fair" game with the killer, then the killer has zero chance to play at all. We've been there before, look at what's been happening in the game when the survival rates dip above 50% and you'll understand why things are the way they are. Hell, look at matches against killers with sub-50 kill rates right now and understand that that's what you asking for as the killer experience . . . across the board. You won't get queue pops anymore because your victims, err, the killers will all quit.

  • While I agree in concept, imagine the hitbox issues with what is, apparently, the absolute spaghetti code of DBD. Twins still gets broken every update and houndmaster's dog, while better, can't go a full game without at least bugging once. How would flashlights work when the thing has eyes on the side of its head? Or a hundred eyes spread further apart? How do you fit something with four legs into a standard hitbox, or do you increase the hitbox and try to deal with all the issues that creates? It would be a mess that these devs aren't capable of dealing with tbh.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4048155#Comment_4048155

    The problem is when we try to talk about making the gameplay fun for killers, the conversation gets an overwhelming amount of pushback.

    No, the problem is that you never talk about stuff that's unfun for killers, UNLESS it is to disparage people for talking about problems on the survivor side.

    No one brings these issues up on their own merit, they are always used to admonish others for talking about tunnelling and camping. The only thing killers bring to the forefront as an issue is gen speeds, which ultimately boils down to 'I lost, fix it'.

    Your attitude is never 'This should be fixed, and this too', your attitude is always 'Your issues shouldn't be fixed because my issues also aren't fixed'.

    THAT is what gets you the pushback.

    This is just telling on the content you choose to consume. There are hours and hours of videos across platforms talking about the QoL issues killers face that don't mention survivor complaints a single time. Just because you don't see something from your very insulated perspective doesn't mean it doesn't exist.

  • @Abbzy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4048072#Comment_4048072

    Thats sitting there for 2 whole minutes, you can force them out but if they are spread and want to hide around the map than there isnt much you can do unless you play someone who can reveal their location like doctor, someone can plot twist in corner and 99 to make the collapse go for 4 minutes its rare but happens if swf are angry with out and want you to punish you for giving up when they escape which happens so I think some abandom when gates are open should be implemented like after 30 seconds of gates being open killer can abandon.

    Oh no, not 2 whole minutes? Flip the switch and go grab a drink lmao. Then log out of the game for the day because your mental is obviously completely cooked.

  • Once the gates are powered you can just open them as the killer and start the end game collapse btw if you don't want to play it out.

  • @Classic_Rando said:

    https://forums.bhvr.com/dead-by-daylight/discussion/463022/the-survivor-experience-feels-like-it-gets-worse-and-worse-with-every-update

    ”Playing survivor feels like you loose content every update, like you get punished for playing this side and you keep getting nerfed while killers get buff after buff. Some killers are way too OP and are still untouched, which is so questionable to me.”

    What content have survivors lost recently? How have survivors been nerfed recently? How have killers been buffed recently? You’re listing very general complaints with no specifics.

    From an overall balance perspective, average survivor escape rate is exactly where the devs want it to be, unless of course you are in a 4-man SWF at high MMR then average escape rate is significantly better than the target 40%.

    How often are you escaping? If it’s less than the 40% average, then it’s simply a matter of improving your own skills because based on the stats the average survivor can escape 40% of the time. If you’re at or above the target 40% escape rate, then this is not an issue of balance, it’s an issue of you not feeling like 40% (or better) is good enough. You’re entitled to that opinion, but BHVR has to balance around the overall satisfaction of players on both sides. We have seen what happened in the past when escape rates were higher. There were fewer people who wanted to play killer and consequently survivor queue times during peak hours were way higher than they are now.

    Edit: so great to see that, as usual, an unpopular opinion gets downvotes with not a single person actually willing to offer a constructive counter argument. Much easier to just lob downvotes anonymously than take the time to make a point.

    When did BHVR change their goal to 40%? Their goal for kill rate was 60% for years and years and I never heard them state any differently.