BenSanderson55
BenSanderson55
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@Raconteurminator said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3591535#Comment_3591535
I'm sure you were trying to make a point there, but posting a Nurse streak video wasn't the way to do it. "Bring back the Endurance meta because one guy with 10k+ hours got a streak with Nurse!" That video, I guarantee, is not representative of 99.99% of players that have played the game, currently play the game, or will ever play the game.
Exactly why it shouldnt be balanced to those players either but it is.
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It's not bad vs soloq when it's applied to everyone. If people arent paying attention they wont know where someone is hooked and hard to find slugs. And there's some killers who think WOO is op (laughs) it would counter this too.
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Nah just disable ranged killers on PC
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"Gens too fast must kill fast", no killers are spoiled now. They've nerfed gens from 80 to 90 sec, changed BNP, made healing take much longer without changing killer perks like sloppy. I pretty much never see a game in soloq when gens go fast, im usually the only one doing a gen alone then got the other 3 grouped on one. If a killer is consistently getting matches where gens get done too fast, that means he's camped tunneled and 4ked through soloq into high mmr.
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Killers basekit speed already faster than survivors (not to mention ranged killers), bloodlust, NOED.
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@MrDrMedicman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3588387#Comment_3588387
If bloodlust is kicking, you've spent too long on the chase and are losing all gen pressure. Gg, you lost because you chased this guy for 3mins
It kicks in 15 sec and tier 3 is reached in 35 seconds, 3minutes lol ok guy
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"repairing a generator is the easiest thing you can do and yet it is also the most important objective for survivors" so you just gonna stand there as killer and let me do gens and chase someone who isn't on a gen only?
or how about they remove basekit gen auras for killer, survivors dont get to know where gens are all the time. If survivors objective is doing gens, just like killers objective is to protect them not really fair.
See person, chase same person is much more intuitive to win than split on gens to win, double up on gens they'll go faster dominates soloq thinking. My point is soloq survivors need to be told to split gens and be convinced its more efficient.
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"provide multiple health states" it doesn't, but i will entertain it does. Lunge on killer (which is basekit btw) is like dead hard for distance, if the killer didn't have lunge he would get stunned instead of getting a hit at a pallet. There's plenty of perks and powers on killer that provide "free health states/second chances" Any exposed perk is a free health state, myers, ghostface, oni basekit powers are free health states, no way out could be considered a second chance perk, etc
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Hens doesn't have Hawkins in callout zip yet (hadnt seen others with it either), but heres a general layout for those who need it.
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@adsads123123123123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3591044#Comment_3591044
Meh. Saying 12 o'clock in Hawkins still doesn't mean much when it could mean any of the pallets in the rooms.
Even Otz's team, comprised of some the best survivors, while doing the hardcore survivor challenge didn't call out pallet drop locations. I think it's safe to say that only comp teams would do it.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3591036#Comment_3591036
The strongest effect from it is avoiding dead zones. Knowing the tile layout is a bonus. Though, the bonus effect will become stronger as more maps are added requiring more learning.
Cause hawkins doesnt have a main building, AGAIN indoor maps tend to have very little rng (so you can just memorize it and make the room where demo comes out of portal in tv show, 12 oclock and the stairs leading to the upstairs on the other side of the map 6 o'clock), Hawkins prolly has the most indoor rng, so yeah WOO would help on hawkins i guess but thats it really, for me anyway. I mean by now Hens prolly already put Hawkins back in the callouts zip file.
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@Peanits said:
A little more to the left would cover the left side, and bringing it a tiny bit closer towards the pallet would make sure the gap on right doesn't get any bigger.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3590861#Comment_3590861
It's tricky because the trap's detection needs to match the trap itself. If we make it any bigger, you end up with scenarios where the survivor rightfully avoided it (like this one), but the trap 'teleports' to them and catches them anyway.
So kind of like the huntresses hatchets? : )
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@appleas said:
Entitled Survivors, report them.
Some of them will kill themselves on hook just because they got hit first
This is just part of the game, as killers like to say "it's a strat" it's also just a symptom of bigger long unfixed problems. Winning can sometimes mean getting out of this match asap and moving on to the next, especially if you get a scummy killer or braindead teammates. Sucks I know but so do a lot of things in this game.
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@appleas said:
The closer both sides are in terms of skill level, the more important eliminating one person from the game as soon as possible becomes as mistakes become more impactful on both sides.
If people support the idea that people of similar skill level should be matched with each other, then they also need to accept that focusing hook states on 1-2 people is much better than spreading them out among 4 people.
But people of similar skill level isnt happening much, while tunneling is very much. Players don't code MMR variables, but killers can choose to tunnel.
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@adsads123123123123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3591013#Comment_3591013
You would only see that in comp teams. There are still problems with that method. It's not precise enough. Saying 1 pallet dropped in North isn't helpful since would be many pallets in North. There's also an issue of direction. There's no set direction of North, South, West, and East, so a team would need to quickly decide from the start the orientation for their directions, which is also difficult. The hardest part is of course memorizing it all and applying it on the fly. When there are many pallets dropped around the entire map, it becomes too hard to track. It's also hard to remember while trying to loop the killer at the same time. It requires a lot of practice and effort, which I only see comp teams doing.
Clock call outs are more precise than just saying North. In fact it seems like you don't know much about clock callouts (and im no expert play soloq predominately). theres as many as 16+ different precise locations. 1-12 the hands of the clock, can be a top mid bottom mid, middle, etc. As far as direction (most maps, not all but most) callouts give main the 12 oclock and shack 5 o'clock.
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@Akayaofthemoon said:
It showed BOTH the score points and didn’t let go of the survivor, not sure how I can make it more clear than that?
Ok now it's clear. I looked again and you never indicated anything about getting the score event for "rescue from killer grasp". Original post: " it made the noise for a blind, indicated it was a blind, but it did not release the survivor they were carrying." You worded it like I blinded the killer why didnt i save the survivor? You never mentioned it giving you the scoring event for saving the survivor (rescue from killer grasp) in your original post or any of the other replies.
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@adsads123123123123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3590628#Comment_3590628
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3590881#Comment_3590881
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3590879#Comment_3590879
I disagree that it's only a solo queue perk. Swfs also run this perk. It's extremely difficult to communicate what pallets were dropped in a swf since you would need to describe the exact location and have the entire team memorize all the pallets dropped. For example, describing what pallets were dropped in Hawkins is extremely hard since it's hard to distinguish between the rooms and there are so many pallets. The best that swfs can usually do is saying whether shack pallet is dropped.
Being able to avoid dead zones is a very strong effect since entering a dead zone is effectively a guaranteed fast hit. For that reason, it can provide multiple extra health states.
Very good teams use clock callouts or just say top mid bottom mid etc. They could even just say the tile (jungle gym etc) .While maps have rng there is somethings that never change. Main will always be in the same spot (some have up to 5 variations rng like temple and grim, but thats maximum) as will killer shack (except on one map 2 possible locations).
Tiles will always be in the same spot (just the tile itself wont always be the same tile). The only thing that changes with ALL main, shack and tiles is orientation. Indoor maps tend to have the least amount of rng. Hawkins prolly has the most indoor rng, the 3 middle long rooms have a few variations.
If I use WOO I use it in soloq to know when my teammates have used a pallet, not too often do I use it to learn maps (I have 7k+ hours), except like the newest maps where i havent bothered to figure out the rng yet.
TLDR while there is rng, the rng has a pattern.
EDIT: maybe be slightly off on some of this doing this off the top of my head quickly.
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@Akayaofthemoon said:
Yes, I know but when you miss a blind it doesn’t do the visual of the blind or state in the reward points that you have blinded the killer. As I mentioned, the points said the killer was blinded, gave the visual and nothing happened. Also, I did it way after pick up as they were walking around and before making it to a hook.
Wdym nothing happened? I'm confused. You'd have to be the killer to know if the killer was actually blinded according to what you're saying (i think). Saving a survivor with a blind is two scoring events. Blind and rescue from killer grasp.
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3590948#Comment_3590948
So you want a game where survivors can't die
They died perfectly fine before DS/BBQ nerfs (and all the survivor meta perks nerfs and basekit killer buffs). It was just the killers weren't spoiled yet and were better. And yes there was tunneling (camping and slugging too) back then just not even close to this degree.
@Raccoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/397662/tunnelling-is-a-joke
The killer doesn't need to moan or make excuses for tunneling.
Sucks they're trying to win fast, I guess.
Any suggestions aside from the built-in Borrowed Time/Haste to help alleviate tunneling?
Yeah bring back old DS, just keep endgame nerf. Or have basekit endurance (or change OTR) when unhooked endurance lasts until someone else is hooked or 180 seconds which ever is longer, being hit does nothing, conspicuous action does nothing UNLESS another person is hooked or game registers a protection hit then endurance goes away.
Reason I say conspicuous action should do nothing is because this was also part of another DS nerf. I get the argument if you have time to do a totem or gen you're not being tunneled but as time has shown killers will pretend to drop chase briefly so survivor touches something only to resume tunneling, newsflash IT'S STILL TUNNELING.
There's very little distinction between loopholes and "mind games" these days.
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You can blind the killer without saving during pickup and when carrying. If pickup, your timing is off, if while carrying the killer could be looking down, up, etc and you cant tell because the flashlight beam obscures this especially when barely looking down or up.
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I should of added tunneling has became more prevalent when DS and BBQ were nerfed (when they added match incentives). Because DS was meta and discouraged killers from tunneling. Same with BBQ, it encouraged killers to hook everyone (like pain res now) for more bloodpoints. OTR while a great perk is rarely used because it's not actually an antitunneling perk.
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Tunneling (especially at 5 gens) is a broken mechanic where the killer is trying to make an intended 4v1 game a 1v1 game (and more commonly a 2v1 aka the two man tunnel as I call it). It breaks the game, just as comp survivors break the game. So like usual soloq pays the price. Soloq aka 1 survivor vs 4 killers.
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Ooooh another post where somebody 4ked their way through soloq to reach high mmr where people that know how to play efficiently actually exist. Cry me an ocean, so i can go on vacation.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3590931#Comment_3590931
I don't think anybody cares about BP or the emblems at that point... Your emblems are completely ruined regardless... So I don't think this would help much if at all...
well i knew if i suggested any in game mechanic i'd make people cry. And how they punish survivor for doing easy compared to rewarding killer for doing ez, shows bhvrs true bias.
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Facecamping was never the issue, any experienced player knows this, proxy camping always was. Flat out facecamping was rare and meme. This is what experienced killer mains dont want you to know and why theyre ok with antiFACE camp (and theres ways around this as well)
Also the reason dude was so adamant at correcting anticamp to antifacecamp, because most killers would barley get a 2k if they couldn't camp, tunnel or slug because they've became spoiled since the ds bbq nerfs (which dissuaded tunneling a lot) and complete basekit killer buffs (oh no base kit bt)
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I barely ever saw face camping in games when i did it was funny (before the feature). Proxy camping is the real problem especially with certain killer powers: ranged killers, 99 stealth killers, stb4l perk, etc. Killers are barley punished on the emblem system for camping (have to facecamp the whole game for it to be detrimental).
A very simple thing to try is to severely punish bp and the emblem for camping (amongst other cheap sh*t used vs soloq). As survivor if I do the easiest thing possible as survivor, only hide and escape, i won't pip in basically every scenario. As killer you will get rewarded for doing the easiest stuff possible (proxy camping, tunneling,sligging).
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@Raconteurminator said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3588383#Comment_3588383
Funny they dont call it that and the meter still goes up (albeit slower) when the killer isn't facecamping.
https://us.v-cdn.net/6030815/uploads/0RLAYTMI2MOD/untitled.png
They've always called it that.
Nah,they sometimes called it anticamp. Regardless of the semantics, it does nothing except teach facecampers how to camp better by proxy camping,so this is a killer buff disguised as a survivor buff.
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@CodeDB said:
Is it the Pain Resonance or the "bad teammates"?
Would, or even should, you win with bad teammates regardless of the perks being run by the killer?
I mean bad killers win all the time vs soloq cause its much easier to camp, tunnel and slug than it is to loop for multiple gens and not be tricked by false logic that thinking gen stacking is the most efficient way.
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@MrDrMedicman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3587783#Comment_3587783
Mft was needed because it was toxic to the game and forced killers to a chase that takes much longer, sacrificing Gen pressure and losing the obj, or forcing Gen pressure and allowing for an easy reset
laughs in basekit bloodlust
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@Disco said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3588370#Comment_3588370
All you have to do if you're getting tunnelled is pre drop every pallet. Chances are the pallet will be safe and the killer will have to break it which will give you another 10+s to get to the next pallet which you should loop around a few times until the killer is slightly further than a lunge away then pre drop that pallet. Doing this doesn't take much skill but would most likely lead to all the gens getting done before your 3rd hook and if you're running OTR or DS you could even escape.
In a team sure, in soloq nah. Hardly ever do I see soloq survivors get on separate gens, they pretty much always stack. On the Game (meating packing plant) this could work without being on seperate gens simply because it's got the most pallets of any map. But pretty much in any case in soloq if you start predropping pallets the whole map will be a deadzone without resources and there will still be gens left.
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@Hunkulese said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3587774#Comment_3587774
Once you get into higher MMR, your teammates are usually at least competent. Keep at it and you'll get there. Stop blaming other people when it's on you. I have no problem having great games in solo queue. Nothing to do with defending killers.
If you almost exclusively play soloq there is no "higher mmr" because soloq is a Catch-22, only gate escapes increase mmr. So you're going to be consistently escaping more then dying, I don't believe you and even if I were to believe you, then you're just being selfish to escape. Or put simply you're not in "higher mmr" because no one knows their mmr.
@FreddyVoorhees said:
There is no anticamp mechanic. There is anti-facecamp mechanic.
Funny they dont call it that and the meter still goes up (albeit slower) when the killer isn't facecamping.
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@duygu said:
ill never understand when people argue against literal strategies and say 'it takes 0 skill' as if that matters. survivor takes 0 skill in repairing generators from the beginning, i think survivors should find the killer and start getting chased asap because that takes more skill. or if they have totem spots memorized they should use that knowledge to find and hunt down dull totems because that takes more skill.
what do you expect the killer to do besides chase the first and most vulnerable target they see. run around patrolling unoccupied generators like a bad AI would thinking this applies the magical strategy of 'map pressure'?
It's more the skill reward ratio. Looping for multiple gens takes a lot more skill than tunneling or camping. Evidence: Baby killers camp/tunnel all the time, baby survivors dont loop multiple gens.
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I think sloppy needs balanced for medkits
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Haddonfield was already reworked, I think swamp maps are in much more need of rework.
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According to nightlight.gg Pain Resonance is the most used killer perk #1. So if we go by Bhvr mentality it should be nerfed (again), just like dead hard was nerfed again and MFT.
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Usually the argument is they balance to the top 1% because if killer is balanced to soloq then killers will get stomped playing against the top 1%. SO? Don't they already get stomped by the top 1% anyway? Seems killers want to stomp soloq but dont want to be stomped by the top survivors, hypocritical I'd say.
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@th3syst3m said:
"Baby" survivors can rush gens, drop every pallet, and hold w. In most cases that will be enough to get at least a 3 man out against most killers across most skill levels in this game. Why there are so many survivors that struggle with the above is beyond my understanding however is evident whenever I play solo q.
Gen rush? what does that mean to you? Thisis thrown around alot, killers saying it usually means I'm a bad but instead of admitting that I'll cry gen rush. To me a genrush is every survivor has commodious toolbox old brand new part all on separate gens. Sorry to say I can't remember a time i've seen this in soloq.
So predropping pallets (which I already addressed in My OP because I knew this would be brought up with be on seperate gens omitted) doesn't work in soloq because even if you're lucky and everyone is on seperate gens theres no way to coordinate to not get a 3gen because survivors don't necessarily know where everybody spawned and what gens they are on.
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@NerfDHalready said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3586618#Comment_3586618
let alone a baby killer, even veteran players playing top tier killers won't beat a full team of good survivors but what i understand from the op is these "comp" killer tactics work wonders against solo q players that have zero clue what they are doing or just too selfish to, say, trade. just realized they edited op with lots of "soloq" in caps lmao, that was what i felt at first anyway.
if the killer happens to see you first and commits until they get you, you can carry the team, that's a possibility for sure. but what happens when you need the team? you might go down, get to a dead zone, get bhvr'd or they have lag or whatever, and your entire team swarms your hook while the killer is camping but not saving, what happens? or what if they were being a bush or a rock while you are having your "5 gen" chase? or what if the killer instantly turns the game into a 3v1 or 2v1 tunnelling your teammates? or my favorite, i trade a survivor killer is camping and i die or go 2nd on that exact same hook because noone is aware they need to save at some point.
I edited for the anticamp mechanic, SOLOQ in caps was there all along.
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@Hunkulese said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3586285#Comment_3586285
What exactly is your point? A survivor isn't going to be able to loop a killer for multiple gens because they're aren't better than the survivor. A killer isn't going to win by camping and slugging if they're not better than the survivors. It works both ways.
I play a whole lot of solo queue survivor and it's pretty easy to counter a camping killer. You don't need comms anymore to see what your friends are doing and there are no more hook grabs so a one for one is almost always possible. Just use the time you have to see what the other people are doing and stay on a gen in no one else is.
If you're usually doing the right thing as a solo queue survivor, you'll escape most of the time.
SOLOQ SOLOQ "better than the survivors" MMR doesnt really work well, so you're not going to be paired up with 3 people of the same skill hardly ever. So all you're saying is a team of competent survivors will beat a killer with less skill. I specifically said SOLOQ. But I see this all the time, killer defenders acting like every match is a team of players on comms with thousand s of hours who play together often, when in fact the majority of matches are exactly the opposite.
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It was fine then killers cried incessantly and guess what they nerfed it right away. They also nerfed RPD in fact made it into 2 different maps and got rid of catwalks in library. They will also only rework survivor sided maps. Over nerf survivor perks. Keep broken stuff that helps killer for months (merciless storm, invisible wesker, alien, broken female vaults, etc) Buff all of killer basekit, etc.
So yeah game used to be survivor sided when it came out, now its killer sided. You'll be able to tell by the amount of hate i get for this message or any message in here that suggests buffing survivor or nerfing killer.
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@Huxy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3585893#Comment_3585893
Except that Blindness only stops Survivors from gaining information they do not need.
The only piece of information Survivors legitimately need is the location of the hooked Survivor, something Blindness doesn't affect.
That's very misleading or just flat wrong. Blindness does affect seeing where someone is hooked, you can only see them when they're first put on the hook for a short time, if the survivor(s) aren't paying attention, busy/distracted or aren't even aware they're blind they wont be looking as the hook happens.
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Yeah this was really just a killer bias check on the forums, still definitely way killer biased. When there's only two posts thats even neutral to what I said. Then of course all the upvotes on the against posts. Makes sense, there's barely any survivors left in here after the hiatus I took. I knew they'd eventually leave too.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3586263#Comment_3586263
The cooldown gives you a minute between uses. How is that not long enough?
The cooldown is 30 seconds, the perk works for 30 seconds.
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@Evan_ said:
In comp three survivors are constantly on gens. What's stopping baby survivors from doing the same?
The other issue with this is what is common sense to a baby? common sense to baby is stacking gens will make the gen get done faster (which actually hurts the team). Common sense to a baby killer is to camp tunnel or do both which will only help them vs soloq most of the time. And Let's be real most "teams" are just casuals having fun they're not comp players or even that good most time, i play soloq i see these trios and duos just throwing with flashlights (following killer around) or saboing.
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@Akumakaji said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3586285#Comment_3586285
Maybe your massive miss-representation of the actual situation in most peoples games, while grossly overhyping killers abilities and capabilities all hint at this being a big, phat YOU-problem, with a capital "git gud".
But thats no problem, we all experienced that sinking feeling at one point in our career. Just ask around and you will get a lot of tips and tactics and we will make a t-bagging, gg-eeeez-ing and flashlight clicking looping-king out of you in no time, who constantly complaints on the forums that the game became dead-beat easy and most killers gave up after you looped them for three gens.
Point is I try to be fair to killer (I play killer occassionally). I don't bring flashlights unless for a challenge, I dont play in teams 95% of the time (certainly not full ones with sweaty teammates), i dont teabag (unless scummy killer). Teabagging is funny though as it provides no advantage for the survivor it actually loses them distance but killers sure do love to complain about it.
I've ran 5 gens (just recently last week or so vs 12k hour pinhhead), i got a lot of hours, hence i've played awhile and have seen a dramatic shift in the past year and half in the quality of killers. Before BBQ and DS nerf, I'd get camping tunneling killer about 20% of the time. Now it's the opposite like 80% of the time.
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It protect survivor trolls and coward killers who want to tunnel at 5gens or let the whole team bleed out.
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I like how no one asks whats preventing baby survivor from looping multiple gens? LMAO Certainly you all seem very sure of yourselves you'd address this too or is it just the same old forum still overrun by killer mains?
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@HugTechLover said:
If they are a baby killer then why are you and the whole team going down? Baby killer is ez 5 gen chase if you’re a vet survivor.
Maybe you’re a baby survivor too…..
That is if gens are being done also not an EZ 5 gen chase. A lot depends on the map and map rng. Also if you're not running windows SOLOQ randoms could of dropped pallets not aware of. Doesnt matter how good you are in chase if gens arent getting done, in a deadzone especially when killer is always faster and has basekit deadhard for distance with 3 sec exhaustion AKA lunge.
@appleas said:
Baby Killers still need to get the first down in order to slug/tunnel/camp etc
If said Baby Killer was able to get this first down early enough to capitalize on, the Survivor who went down also needs to accept that their misplay led to an early down so that the Killer had time to tunnel/camp. The other Survivors also share the blame for not being more efficient on gens/trying to take chase early if they were more skilled in chase.
It’s not one sided.
Rarely do I see a baby killer not get a down, by baby I dont necessarily mean it's there first match ever, just a lot of killers play like babies even if they aren't
@Evan_ said:
In comp three survivors are constantly on gens. What's stopping baby survivors from doing the same?
No COMMS bro, even if they do that can easily three gen, and before you say "deja-vu" that doesn't prevent your random teammates from doing the gens they want to do.
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They also decided a long time ago basement was no longer needed because other hooks arent permanently gone upon first hook anymore.
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@Yatol said:
how do you know its a "baby" killer?
By the way they don't know how to counter certain loops, what pallets they break, how much they whiff, etc. But sure baby or just bad either works.
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The cooldown isn't long enough, that's it really.
