Brimstoneslinger
Brimstoneslinger
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- Username
- Brimstoneslinger
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Sayonara miguels, i was the s slinger
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With legion you could potentially get 4 injuries+1 down while ghoul ability give you 1 hit and then you immediately become m1 killer with minor zoning potential, hope that helps
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Report the filth
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Its the most intuitive and optimal way to play dbd (proved by comp and common sense)
If killer refuse to tunnel then he give the opposite side a favour and as we know favour could be appreciated but should never be expected or demanded, with that said somehow good part of survivor mains not only actively demand it but often get personal over a fact that opposite side chose to play without selfinflicted limitations, its as ridiculous as getting grumpy or spewing death threats at your chess opponent because he chose to play the strongest opener.
So i tunnel because its the most intuitive and human thing to do, like why would i go across all map with no basekit info and choose any target that farther from death and presumably in a more safe position than unhooked survivor? no offense but starting performative chase with some random objectively undesired target is feeling too robotic and "botish" to me, its a horror pvp game-"killer vs survivors", not a "1 entertainer chained by imaginary rulebook vs 4 guests waiting for performance"
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@esoteric0108 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4114060#Comment_4114060
Yes, Guess slop. you guess blindly through walls and hope it hits. DEFINITION of guessslop
you can literally see beam through walls…
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@GentlemanFridge said:
I don’t think anyone would really have noticed…
Until you pointed it out just now.
Its like eldritch insight from Darkest Dungeon xd, now you and all who stumbled across this post will see true potential of ready/unready interaction
It could be used to send messages from console players or wholesome "have a nice game" before match, some mindgames like one word "lightborn" "antiheal" from killer etc, bm is only tip of the iceberg in this tec
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@cammoking123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100907#Comment_4100907
You know what? Spring Burst is only two seconds. I'm getting tired of people like you acting it's this insurmountable task to chase a survivor with Sprint Burst. To me it's not even a deterrent. I don't care if a survivor has Sprint Burst. I still chase them cause Sprint Burst is a good perk, but it's just a good perk. Nothing special.
Firstly its 3 seconds- 3 seconds with 150% is 6 meters advantage, killer with 4.6 speed will catch up in 10 seconds which will result in 40 meter range, so survivor could choose the safest loop within this margin with no real counterplay from killer side or just waste 10 seconds… not by smart positioning, reaction check or good guess but just because lithe/sprint burst exist
if 3 seconds of 150% haste at start of every chase is not op nor "insurmountable" then give killers haste perks with same scaling and similar clanky set of "exhaustion" counters on survivor side, strongest and most similar in terms of activation condition rn is rapid- it realistically works once per chase and give only 2 meters advantage over 10 seconds
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4099279#Comment_4099279
Also nerfed the distance survivors got upon getting hit, and kick times (walls, pallets, gens) were also reduced. This community does have selective memory.
Those changes were heavily compensated by other survivor buffs at early stages of dbd such as basekit bt, as i stated earlier in last 3 years killers received 5% gen regression vs 4-6 survivor basekit perks, and this approach make sweaty tactics like tunneling even more prevalent in current state of dbd
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4099275#Comment_4099275
Gen kick regression, removal of gen taps, 90s second gens, bloodlust, nerfed infinites, nerfed main buildings, nerfed map sizes. Since apparently every feature added to the game is a perk. The amnesia about what your favorite side also receives is truly remarkable.
In most recent dbd history killers got 5% kick regression against grab removal, anticamp, longer hookstates, longer bt and since you want to derail the topic with "amnesia" argument anti 3 gen is a basekit perk too, pallet density is still horrendous and borderline lose-lose double pallets are implemented at most maps now, the survivor ui is a basekit perk on its own too
I specifically excluded basekit bt from my argument to not waste time at pointless discussions about early dbd changes but here you are mentioning bloodlust and infinites as its somehow relevant to current tunnel situation, why not go further? lets add old mori/bnp to our arguments atp, the truth is that in last 3 years one side received 5% regression while other received 4 antihook and 1 anti gen perk basekit, surely killer is my favourite side but comparing another loadout at top of 4 perks to some map changes and old balance that was excluded by other early changes is deflection of initial point
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098625#Comment_4098625
5 basekit anti-hooking perks besides BT? What?
Grab removal, anticamp, longer hookstates and longer bt, your idea would be the 5th one
Im saying that survivors already step in trial with 4 basekit anti-hooking perks and have another 4 slots to spare, even ds is free and shoulder obtained from not licensed character, atp adding 5th basekit perk is diabolical
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Even without perks survivor have a potential chance to wiggle of into hatch, as one would say "killer could potentially catch survivor at gates so he shouldnt get abandon in endgame"
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@cogsturning said:
I'm sure some people will simply call skill issue over this
They shouldn't be saying that because it's also a skill issue if you have to tunnel and camp this intensely to coast your way to an easy win.
But yes there should be something in place to stop the killer from just ruining everyone's match 2 mins in. It'd be nice if they combined the invincibility and invisibility into anti-tunnel. If they make it so the survivor has no collison and also can't be perceived in any way it would be impossible to abuse. Elusive off hook was a good idea that shouldn't have been tossed. They were far too heavy handed in scrapping every bit of the anti-tunnel ptb.
"Just add one more basekit anti-hooking perk bro" (it would make a total of 5 now excluding basekit bt)
"Just add one more lane bro"
Seriosly, its easy win only if survivors allowed it to be via not doing gens and tunneled survivor fall in 15 seconds of chase, also how its ruining game performance if tunneled survivor still engage in chase with all unhook protection? its surely making match quicker for everyone but it doesnt cut skill expression out of it
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Agree, bhvr gave at least 4 basekit perks to make hooks stronger (grab removal, anticamp, longer hookstages, longer bt) and as you mentioned all strongest second chance perks are linked to hooks, so slugging is natural response to handholding and current meta.
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4097791#Comment_4097791
also even if killer got game with 1 state at 0 gens im believe it still shouldnt result in free unhook regardless
But tell me why a person should be able to play this bad and have a chance at a kill just because it's end game? I've had these matches where I do this bad and I don't feel entitled to any freebies from the game. And why does that one unlucky survivor who did well the whole match deserve a loss to a bad killer? There are times when I commit to someone when I know the last gen is about to pop because they're my only chance at a down. Why should that player now be faced with a stronger chance of a potential loss after keeping me busy so long? If survivors had team win conditions there could be an argument, but being on the hook leaves you at the mercy of your teammate's abilities and has nothing to do with your own skill, yet you get the loss if they decide to leave.
Firstly dbd have no problems with giving pity escape via hatch
I don't know why people use this as an equivalent all the time. A killer is one person. If you under perform, the responsibility is solely yours. If a good survivor gets paired with three potatoes they have no control over the fact that those potatoes are not gonna make it. Matches would feel 100% hopeless in many scenarios just 30s in. The hatch makes them feel 90% hopeless instead. And a 3k with a hatch escape is still a win for the killer. A 1k in end game is still a loss. So why are people so obsessed with this one free kill?
I agree that even mediocre knowledge check could and will be failed which also could eventually result in a team wipe, its still doesnt make that argument much better than- "cheater could potentially lose power at home which will result in dc and victory, so lets keep things as they are"
Comparing normal things in the game to cheating is just disingenuous.
It's also not just a knowledge check. Solos can't communicate. There are many who won't even participate in saves. Even in SWF you sometimes blow saves by miscommunication. If survivors got debuffs in end game it would make some difficult saves impossible and people would stop performing them all together.
"But tell me why a person should be able to play this bad and have a chance at a kill just because it's end game? I've had these matches where I do this bad and I don't feel entitled to any freebies from the game. And why does that one unlucky survivor who did well the whole match deserve a loss to a bad killer?"
Because they was able to down and hook survivor which means that killer should have a chance to secure that kill if he play it right, correct me if im wrong but your wording- "why a person should be able to play this bad and have a chance at a kill just because it's end game" mean that last hooked survivor might as well insta tp to exit gate in endgame if you think that killer shouldnt have fair chances for comeback? also last gen pop could be delayed to the point of all team reset and positioning to instaopen gates, in that case even if killer catches survivors on one gates it would still take 1hit+1 bodyblock to get to the other which already opened atp-its not 100% strategy but its pretty common practice and it doesnt require astronomical skill to pull off, so if team allowed that down and hook at 0 gens to begin with its mistake that should be punished by fair endgame standoff, not the uncounterable 3 bodyblock circus we have at the moment.
"I don't know why people use this as an equivalent all the time. A killer is one person. If you under perform, the responsibility is solely yours. If a good survivor gets paired with three potatoes they have no control over the fact that those potatoes are not gonna make it. Matches would feel 100% hopeless in many scenarios just 30s in. The hatch makes them feel 90% hopeless instead. And a 3k with a hatch escape is still a win for the killer. A 1k in end game is still a loss. So why are people so obsessed with this one free kill?"
Killer could be massively outperked to the point where individual chase skills and macro knowledge would change ammount of hookstates but not result of the match (mainly due to funny Taurie perk), as i stated earlier this unhook situation could occur at 6-8 stages
"If a good survivor gets paired with three potatoes they have no control over the fact that those potatoes are not gonna make it. Matches would feel 100% hopeless in many scenarios just 30s"
I believe that captain should go down with his ship and every survivor should treat themselves as captains of own lobby, i singlehandedly turned so many hopeless matches into 2-3 escapes because i didnt considered hiding for hatch and actually pushed gens even when "potatoes" did nothing entire match
"Comparing normal things in the game to cheating is just disingenuous.
It's also not just a knowledge check. Solos can't communicate. There are many who won't even participate in saves. Even in SWF you sometimes blow saves by miscommunication. If survivors got debuffs in end game it would make some difficult saves impossible and people would stop performing them all together."
Normal things? if you could link eldritch god to computer with 30*10^12 hours in dbd, ability to perfectly read opponent mind,0 imput lag, 0 ping, 0 reaction time and put him against 4 survivors which got 10 hours of unhook practice the creature will get 0 successful trades out of this situation, if theoretical embodiment of skill cant do anything about this unhook strat then how its disingenuous to compare it to cheating?
Going for highlighted hook and wait in area around it for arrival of your teammates does not require SFW communication, as i said its basic knowledge check, existence of certain survivors that cant handle risks which coming with saves is not a valid reason to keep endgame unhook 100% save if everyone came
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@Mistfit said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4097538#Comment_4097538
I feel like any minor disagreement someone has is just going to result in a down vote. Some people do it and don't even explain why
Sure its strange too but i could somehow understand disagreeing with subjective topics without elaboration, but seeing person that basically wrote "the sky is blue" in dbd terms getting downvoted is dystopian bhvr
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4097538#Comment_4097538
My suggestion is dynamic unhook speed that adjusted to ammount of survivors in 32m hook radius or return of old grabs, also endgame bt shouldnt provide passive speedboost
If the person is even unhookable they only had one or zero hook states. If everyone else is alive and healthy then you did a bad job. Why do survivors deserve debuffs in a match they were already winning? What is the argument for the easy pity kill in end game? Deny it all you want but end game kills do happen. Some times whole team wipes too. End game still requires strategy from you too. When to hook, or whether to slug instead, are things you have to consider.
"If the person is even unhookable they only had one or zero hook states. If everyone else is alive and healthy then you did a bad job"
This scenario is typical for killers that chose to spread hooks instead of turbo-tunneling and it resulted in 6-8 stages and 0 kills at reaching endgame, its not looking like "bad job" in the slightest in matter of fact its hilarious how killers that chose to not tunnel is the most affected group of this uncounterable strategy, also even if killer got game with 1 state at 0 gens im believe it still shouldnt result in free unhook regardless
"Why do survivors deserve debuffs in a match they were already winning?"
Because it force lose-lose situation that could be outplayed only if survivors would somehow fail the most mediocre and intuitive check in the entire game, i cant believe that im unironically have to say it but here we go- skill expression of one side should never require necessary failure of other side to be pulled off, the fact that 3 healthy survivors got to endgame should not guarantee in potentially 100% lose-lose save
"What is the argument for the easy pity kill in end game?"
Firstly dbd have no problems with giving pity escape via hatch for last survivor and pity escape on top of another pity escape with gate/key escape. Also i never stated that this kill should be free, closest way to make it skillful competition is return of hook grabs so each side could have chance to outmindgame other but even then without some unhookspeed nerf it might still be blockable
"Deny it all you want but end game kills do happen. Some times whole team wipes too. End game still requires strategy from you too. When to hook, or whether to slug instead, are things you have to consider."
I agree that even mediocre knowledge check could and will be failed which also could eventually result in a team wipe, its still doesnt make that argument much better than- "cheater could potentially lose power at home which will result in dc and victory, so lets keep things as they are", good hook positioning and slugging will give advantage but its not fixing lose-lose problem beside hooks with rare outside collision ig
At the end of the day anti camp is implemented, anti 3 gen is implemented, extended bt and hooktimers are implemented too, even 3 gen merchant was not that lose-loseish (comp team still won) as those type of endgame saves, this phenomenon have to go
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Coldflame is 100% right and still being downvoted, dont like to be negative but what a joke of a discussion forum lol
Killer with dps of m1 attack physically cant secure hook/get successful trade against 3 healthy survivors, framedata of m1 hit mathematically disprove such opportunity if save played in right order, arguing against it is equivalent of unironically stating that 2+2=5, but ig common sense and axioms hold zero value if we discuss killer issues
The save process doesnt require reaction check, hard cooperation or niche positioning, killer couldnt fake, block or outwait it in any way either, its literally basic knowledge check which result in lose-lose situation at killer end, if some survivors could still somehow mess up lose-lose save process which as stated earlier not even mechanically challenging it doesnt mean that issue shouldnt be addressed, like some of cheaters still mess up and get killed after they couldnt press speedhack in time, does this mean that we should let them roam free unbanned because killers still could "potentially" catch them? theres simply no good arguments to keep endgame saves in current state, its either blatant ignore of gamedata or some kind of reach.
My suggestion is dynamic unhook speed that adjusted to ammount of survivors in 32m hook radius or return of old grabs, also endgame bt shouldnt provide passive speedboost
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@BigKingWoof said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4094647#Comment_4094647
Because literally unable to do anything for 4 minutes was terrible game design.
Survivors can't do anything on the hook or on the ground. The game is over. You all keep overlooking that fact. Wonder why…Survivors could stealth and get hatch while slugged or try to crawl into hookless areas of map for potential wiggle off into hatch, even if killer dont pick survivor in such areas and hovering nearby im remember cases of hatch spawning right on top of survivor location so if you know hatch spawns it could be a consistent option for win too.
So no, game is objectively not over for slugged survivor even without unbreakable, power struggle etc. youre just expecting killers to waste their time and pray for opponent mistake at gates while you clearly not willing to even think about putting that amount of effort in same scenario at other side.
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Could be a good feature but it will lead to report spam probably
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@SoGo said:
https://forums.bhvr.com/dead-by-daylight/discussion/468823/hex-perk-epidemic
And that is just the chase perks.
Overture Of Doom, Two Can Play, and Hive Mind's secondary effect all are rendered useless by the Hex state (among other things)
Wanted to include more but Two can play actually have purpose as respawner of hexes for penti, Face the darkness could be just a perk but concept of migrating hex is at least something new and others have some kind of reachy justification too, though NBM and STD (i know) are just slightly stronger chase perks that have an offmeta activation condition which already makes them questionable to pick and hex affix cut their potential from "offmeta" category to "i hope it will do something in 2/10 matches" category
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Agree, unfortunately 2 killers were recently nerfed to 4.4 and 3 new killers are 4.4 too so fulltime 4.6 slinger is not happening, basekit reload addons and tr/mending addons rework could be fine too
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@arudi said:
I would like to know if using these programs is bannable or prohibited. I’ve seen some people selling programs like these, and I want to know if they are safe to use in the game.
From what I’ve heard, these timers don’t modify any game files; they are triggered manually by a key press, and then the time simply counts down.It doesnt interact with game code so it shouldnt be bannable by any means
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Pew pew
Reason:
Pew pew
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Reshade is a "feature" that monitor (not even advanced one) could do from neutral without interacting with code of the game, therefore its not and shouldnt be bannable by any means, also attempts to gaslight players into not using accessibility option that at its lowest make game look more pleasant and at its highest save eyes health is something unique
Player either pleased with visuals of the game and not bothered by someone using reshades to not fight handicapped opponent/ have handicapped teammates or player displeased with visuals and change them to their preference/health needs
Theres no reasonable third option because in this case player consider reshade as advantage and actively refuse "adapt" to it while having ability to do so and discourage other players to improve their experience , its like calling out people for using "desire paths" instead of encouraging urbanists to reform path system that wont need them in the first place
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@MrBuffalo said:
Or you could just hit them out. Get extra BP for hitting them.
I don't think its that deep fam.Again, theres no skill expression in those gate hits, also if killer somehow manage to got survivor at gates it still happens due to survivor mistake but not good play from killer (if surv played it right its true lose lose), so killer should have choice to either farm bp from trolls or leave already finished game to not waste their time, its not that deep to oppose small QOL change that will improve gameplay per match time ratio and potentially reduce toxicity within community
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@cogsturning said:
You don't think it's kind of embarrassing to be this publicly mad about tbagging?
I dunno, arent tbagers the one who should be embarrassed in this equation? not like he was mad as you portray him to be nor problem itself is unfixable- killer abandon or mini blood warden wont hurt gameplay while shutting off tbaging on gates for good
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I upvoted this post
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@DeeBeeDeeAddict said:
https://forums.bhvr.com/dead-by-daylight/discussion/458559/why-doesnt-killer-get-to-abandon
Survivors wait at the exit gate to heal other survivors who are still running there. They might be trying to get more BPs because late heals offer a bonus over regular heals. They could also be trying to take a protection hit for another survivor, which also gives them BPs. They could also be wanting to run down the clock so they can squeeze out more XP, since XP is tied to time in the match. They could also be wanting to trigger a basic attack from the killer that'll miss when they exit, since there are quite a few BS Tome challenges where you need to avoid basic attacks as a survivor.
There's a multitude of reasons why survivors wait at the exit gates. If your ego is so fragile that you don't want to walk over to the exit gate and push the survivors out because they might hit their Ctrl button… this might not be the game for you.
Have you tried Animal Crossing or Mario Kart?
Healing,"protection hits" and whiffed m1s at gates dont provide any gameplay value or meaningfull skill expression,basically you want killers to unconsensually waste their time on meaningless "interactions" or straight up bm and be cool about it?
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"If a player chose to play as a killer, he must understand that he is creating a match, that he must try a bit harder if he wants a lot of hooks, this is not walking in the park to give them everything in their hands"
Yuh its not "walking in the park" its the game,therefore you dont have legitimacy to put accountability of your own misplays on "killer" role,i mean if one expect opponent effectively shoot themselfs in the leg at start of trial then why even bother playing? so if ya see mathematically,competitively and intuitively correct strategies as "flaws" then pls leave game for your own good
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@Volcz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3927710#Comment_3927710
When survivors are downed, they have no other option besides crawling around/bleeding out via the timer.
When survivors power the gates & wait, killers can push them out. Some have brought up the whole 'well they can hide around the map and wait for the last few seconds of EGC' - you're right, they can. But you're talking about the 1-5% of teams, most people are queing up by themselves or with 1-2 friends & they do not do this. Acting like this is the norm is just straight up, a lie.
Honestly, this just sounds like something sore losers get behind. As soon as the match is lost (at least to them), they want to quit b/c they don't want to face the survivors at the gates.
Whether they be 'toxic' or not. They just want the option to abandon when they lose (gates are powered) & their ego gets hurt.
It makes sense on one side. It makes 0 sense on the other for the situation you propose. Completely disagree as someone who 50/50s both roles nowadays. This is primarily a tool for sore losers.
Firstly why killer must face survivors at gates? there no meaningfull ingame interactions at this point,its either bm,hit farm or just survivors leaving,so why exactly killer who dont want to waste 1-2 minutes of their life to push survivors out of gates is expressing sore loser mentality? Hate jumping to assumptions but this logic make sense only if you seek validation via killer attention at gates which is certified sore winner mentality.Its funny how you bring ego to strictly practical QoL discussion and yet somehow expecting killers to waste their time feeding your own ego.
Survivors have option to crawl in corners of map,and in some rare cases if killer do objectively bad play by trying to hook them regardless surv will have chance to wiggle out and potentially get up entire team.Killer in some rare cases can get survivor at gates if surv overcommit or somehow mess up basic movement/timing.
See pattern? both sides can potentially do "something" in those scenarios but both cases heavy rely on objective missplay from your opponent which is deny main point of interactions,because what even point in playing match if wincon can only be reached purely by missplay of opposing side? there 0 skill expression opportunity at this point so why killer must go through rudimental "endgame" which could and likely will be extended by survivors for whatever reason?
Its even make more sense to have abandon feature on killers because if gates already powered killer cant really extend game at this point,but survivors can be slugged virtually at any moment in game so if devs "force" survivors stay 4 slugged it would lead to more situations where one of them could wiggle out,pick up all team and the game could continue in its normal pace,so in case of killers its only abandon chronologically finished game while at survivor side its abandon potentially winnable unfinished game so i kinda agree with yours last statement,it is logically make sense on one side but still must be implemented in both cases.