FabledSpider
FabledSpider
About
- Username
- FabledSpider
- Joined
- Visits
- 1
- Last Active
Comments
-
@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3990209#Comment_3990209
You're the second person to say that to me, but survivors aren't getting any buffs in those areas, so I don't really understand the point.
Hell, survivors are arguably going to be made very slightly worse at hiding because of the killer buffs proposed in this patch. Only slightly, but it's there.
what he is saying is if a survivor you have already hooked twice makes a mistake and you haven’t hooked many people you are supposed to say “cool be on your way” instead of taking the opportunity when you see it.
-
@Green_Sliche said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3990179#Comment_3990179
How about survivors let killer chase every one of them first before even touching a gen? Apparently this won't happen in a normal game, only in some fantasy dream one.
Killers need to capitalize on every mistake survivors make, just like killers are currently punished for every mistake they do. This seem to be a norm when applied to a killer role but when same principle is given to survivor role, suddenly things stop being fair or equal.
am I supposed to see a survivor make a blunder and go “ok chill my guy you just made a mistake, be on your way”?
-
@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3990183#Comment_3990183
You are so confused.
It's the killer, not the saboteur.
Killing survivors is the objective, gens are a resource that you can expend in the process of that goal. In fact, killers can still complete their objective of killing survivors even if all gens are done.
you are more likely to kill all survivors if all gens are still up that is just a fact you are arguing a point that is completely countered by the fact people run anti gen progress builds
-
@jesterkind said:
I've only skimmed the later responses to this thread so I may be repeating others' points, but I want to point out that your scenario here makes two massive assumptions.
First, "You hook survivor A but can't find B, C, or D". Let's talk about this- why can't you find them? I did read far enough to know someone pointed out that these proposed changes also include basekit information to help you out here, and they also brought up that there are a lot of other tools.
To reinforce that point, not being able to find survivors is pretty much just a skill issue. You should have a good idea of at least where some survivors are, and if you know that's something you struggle with, you should bring perks that complement this to better track survivors.I don't say this to denigrate you, it's encouraging - this is in your control, you can fix this problem.
Second, "Survivor A wanders into you and you hook them again". This glosses over that you don't have to do this, you can choose to down them and then leave them there on the ground to avoid penalties. Sure, they won't stay on the ground forever, but that's still to your benefit.
You have more agency in this process than you might think. Spreading pressure is already good, and it's set to get buffs- you're gonna do fine, and there's no shame in crowdsourcing advice if you're not sure what you're doing wrong.
not finding survivors is as much of a skill issue as losing a chase quickly so why do survivors need a buff because they can’t win their chases?
Also you understand this update also has anti slugging changes. Your method to not get screwed by the anti tunnelling changes is to slug them instead? So what do you want us to do slug or not to slug?
-
@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3990160#Comment_3990160
This isn't a hard concept:
How do you know if they're the weakest link if you only chase one person?
If you've chased all 4 survivors, then I could buy this argument, but then... You aren't tunneling and this new system is literally only buffing the killer, since none of the "tunneling deterrents" come into play.
HE IS SAYING THEY ARE THE WEAKEST LINK BECAUSE HE KEEPS MAKING MISTAKES AND GETTING FOUND, are you ok?
-
@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3990133#Comment_3990133
Gens aren't the killers objective, survivors are.
Gens are, at best, a consumable resource for the killer like pallets.
But you're shifting the goal post. You started by saying that you couldn't find anyone, and now it's "but the gen had progress". But this is a viable way to find survivors, base kit, for all killers. It's also called game sense, and a player skill.
what are you talking about, gens are a killers objective, the whole point is to slow down how fast survivors are doing them to stop people getting out, there are whole builds about slowing them down. Have you even ever played killer before.
-
Literally, if you were to ever complain about getting gen rushed people would always say “don’t stay in a chase if you’re just gonna get looped” but now they are forcing you to chase the stronger survivors allowing the others to gen rush you
-
@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3990130#Comment_3990130
Because searching for the "weakest link" isn't a part of this process in any way. You're just chasing the first person you see into they die.
You're trying to imply there's some calculated strategy here, where the reality is it's literally a "shut off your brain" and "chase the first thing that moves until it dies".
If you get lucky and get fast chases, then that results in a steamroll win. If you get unlucky and find the strong link, you can still lose (although the "good" survivor is still likely to die).
Maps have been nerfed, pallets weakened, loops nerfed, tile spawn logic required to avoid chaining. This isn't 2018 with literal infinites, it's 2025 with entire maps of dead zones. Getting chased and downed isn't a "skill issue" when the last few years have all been pushing to make those chases shorter (demonstrably, with stats to show that was successful). Not by skill, by literally stacking the deck in the killers favor.
So even with this "strategy" killers can still manage to win games quite often because the mechanics to stop it simply didn't exist in live yet. The band aid perks are merely suggestions the killer can freely ignore.
he’s not saying he targets the weakest link he is saying they did because they are the weakest link
-
@Foggyguy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3990120#Comment_3990120
… Right anyway the devs literally stated that the game is biased in favor of killers and they aim for a 60% kill rate minimum. The can bee seen as balanced in the simple fact that any killers who didin't rely on tunneling now get basekit buffs like extra gen regression, free bbq, and other stuff. Simple fact is that any killers who were actually good at the game will likely do better and any that never actually had any skill and just tunneled will be left in the dust and be forced to actually learn how to play the game.
no because it limits what killers can do, there are games where you don’t intend to tunnel a survivor but they just fall into your lap because of their own mistakes, I’m now supposed to leave that person even though HE made a blunder? Will they return the same courtesy if I blundered?
-
@Green_Sliche said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3990086#Comment_3990086
Same can be said about survivors. One of tasks that survivors have is to run away from the killer for as long as possible. Why killer should be punished for finding the weakest link in the survivor team? Survivor's inability to last longer than 10 seconds in chase should be on them, there are plenty of perks to ''extend'' chases and remain relevant in the match too.
exactly, their whole argument is that that it’s a skill issue if you can’t find anyone. Well it’s also a skill issue if you get caught then, it’s also a skill issue if you don’t last longer than 10 seconds.
-
@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3990087#Comment_3990087
Ok so my mechanic to help me find other survivors is undone by using lockers
Speaking as someone who played before 6.1 and the meta was to hop in a locker to avoid BBQ, this is good for the game.
Aura read is not the only indicator of survivor existence (you have gen progress, scratch marks, breathing, loud vaults, or just general "I've been everywhere except shack and haven't seen sable yet").
But even so, having to get off a gen to hide in a locker for 8-10 seconds and go back is all time spent not on gens. This slows down the game for free.
Also why do miserable survivor games get developer intervention, but there is a trend at the moment (bully builds on new killers) and they aren’t doing anything about this to solve miserable killer games.
I'm not even going to bother dealing with the whataboutism here.
Tunneling and camping have been complaints since the beginning of the game: 9+ years. Dead hard was nerfed twice after 6 years. It's been long since due for them to do something meaningful about these day 1 issues.
half of those listed ways to find survivors are temperamental, or are only used to keep a chase rather than find someone outright. Also if your way of finding someone is “I have been everywhere but killer shack and haven’t seen her” then the chances are she’s popping that gen before you get there.
-
@MDRSan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3990087#Comment_3990087
If every survivor goes into a locker every time you hook someone then no one is on a gen are they? Use that haste buff you got from your hook and start patrolling. I think you're overestimating the number of survivors that will notice you're hooking someone, think to hide in a locker, and have easy access to a locker right when they need it though.
If you 'unintentionally' tunnel someone out early on you've still turned the match into a 1v3. The match isn't exactly going in the survivor's favor.
that is only like 10-15 seconds that people aren’t on gens, and there are some gens that have lockers RIGHT next to them. That haste will not make up that much of a difference compared to the benefits survivors gets, they essentially get a free 2 additional perks for free now.
-
@Foggyguy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3990087#Comment_3990087
So, do you want a list of the massive basekit buffs killers have gotten over the years or is this just gonna be a full on delusion thing?
you can’t tell me the game was pretty balanced as it was, you could make valid arguments as to whether it was killer sided or survivor sided, this has by far been a massive buff to the survivors. My sister (a survivor main) even agrees either my brother, my friend and I that this update is survivor sided.
-
the funniest part is, the main reason the game is survivor sided is because the survivor to killer ratio is 4:1, 80% of the games player base will see changes that make the game ridiculously hard for killers and think “these are good changes and devs will think the changes are overwhelmingly positive. The 20% of the base that are killers are out numbered and get their opinion ######### on.
-
@MaTtRoSiTy said:
It really isn't but I guess we will see how these changes will change the balance of the game.
Either way, I am all for anti tunnelling measures as the tunnelling is ridiculous at this point. A minority of killers ruined it for everyone, as they simply tunnel someone out every single match, which makes the match almost unwinnable for survivors and just creates all round misery for the majority of the players in the match.
This took longer than I hoped it would but better late than never.
ok I don’t disagree there should be extra anti-tunnelling mechanics (there is already the deep wound affect for unhooked survs) but then what are the devs going to do about all of the “bully builds”.
Miserable survivor games get developer intervention but miserable killer games do not?
-
Ok so my mechanic to help me find other survivors is undone by using lockers… and the only thing that shows me who I have hooked before is a hud symbol that indicates the previous survivor I have hooked. So I will query this.
Survivor A gets hooked
Survivor B gets hooked
Survivor A screws up and gets hooked again (not tunnelling because it was their mistake and you hooked someone in between), They get annoyed and give up, now there are 4-5 gens that I cannot kick at all.
Also why do miserable survivor games get developer intervention, but there is a trend at the moment (bully builds on new killers) and they aren’t doing anything about this to solve miserable killer games.