IrlClownMain
IrlClownMain
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@Skill_issue said:
for killers is it 12 hooking? no tunneling/camping/slugging?
for survivors is it lots of long chases? only large maps?
curious to hear your thoughts since i consider pretty much anything goes in this game except for tea bagging since it is only in the game to bully killer players and possibly face camping bubba
and can a fair game be an enjoyable game?
For me, if I lose but had a good time with the killer that's pretty fair for me, same with killer. If I get some dirty flicks on blight but only end up with two kills i'm pretty happy
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@Canas said:
I played two matches today and both were marked by abhorrent bullying by the survivors, I simply couldn't bother playing any further after this.
https://us.v-cdn.net/6030815/uploads/9OABVK7J2XUR/1.jpg
The matchmaking and map design were so blatantly survivor sided that it took me four gens to secure my first hook. With no other option but to camp I kept hooktrading just to end up with a 1K anyway. It was an extremely onesided experience and to make matters worse they verbally abused me for being unable to compete against these sort of odds.
https://us.v-cdn.net/6030815/uploads/VGGBTU62YGML/2.jpg
Another unwinnable match, once again the survivors were playing like a sweat-hitsquad while I was struggling to down anyone. Circle of Healing completely nullified any damage I put out. In the end Nancy even had the audacity to ask me if I feel ashamed for losing to the survivors. It's absolutely abhorrent how survivors like these full-knowingly abuse their role to bully killer players with.
The game is extremely survivor sided in its current state and bullysquads know it damn well. They show no remorse when it comes to exploiting their busted role.
They revel in harassing and insulting the killer while a simple m1 killer player like me can do NOTHING to stop their relentless assault on my sanity. Dead by Daylight is a bully simulator and nothing else.
In the first match you ran NOED and rancor...? if you're that concerned with winning, why did you run an endgame build without No Way Out? Also, their perks weren't even anything that strong, other than a few meta perks and an okay medkit. Maybe they just outplayed you
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@ehe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3382352#Comment_3382352
Bruh. Spoken like someone who has never played killer. I seriously can't believe how many times killers have to explain this.
If you have DH and go down at a pallet, then you're just a bad DH user. The killer however, can do everything right and still lose.
The problem isnt that I cant read it. Its that I do and I cant do anything about it. I noticed all you talked about was how short the DH timer is, and how they cant drop mid animation. That doesnt matter, because that half second will get them to the pallet either way.
Its not hard to read a dh user. Playing risky while injured, constantly looking backwards.
0.5s of invulnerability, 4.0m/s. 1/2 of 4.0= 2 meters. Roughly the height of a survivors player model in which you are unkillable.
So im being looped by a DH user. On this go around of the pallet loop, im close enough to lunge and land that hit. But wait, oh yeah. DH removes lunging. The Avg human reaction time is around 250 milliseconds, so 0.25 seconds. a killer lunge lasts for 0.8s.
(0.8-0.25)-0.5=0.05
And im being generous with that equation. That equation assumes a killer lunges at maximum distance from the survivor, and still lands the hit. So that means, with that generous presumptions, theres a 50 milisecond time at the end of the dead hard where the survivor goes down.
Will that ever happen? No, because killers dont go for risky lunges like that. They wait until their sure it'll land, the go in for it.
So back to that scenario where Im being looped. I would hit that survivor if I lunged, but they would surely DH and its not worth the risk to go for it on the small chance they slip up.
So not only will DH provide you with a free 2m of effective distance, the killer cant use their lunge to catch you and instead will catch up slowly for the M1.
However if the killer is in lunge range but not M1 range, its unlikely they'll be in a position to hit you before the pallet goes down.
So the DH user uses it about 2m from the pallet, gets their invincibility, and wins.
So it goes like this:
Loop loop loop
looped long enough to lunge
cant lunge or I lose
wait they have DH so even if I dont lunge I still lose
They DH to the pallet, either I hit them and they dont drop or I dont and they do. Either way, distance.
The pallet goes down/I hit, they keep looping me.
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So go on, explain to me how this is a personal issue. I've read the DH, I've waited the DH, but because DH exists I cant lunge and they get the pallet.
I've shown you math, examples, and explained exactly how DH is not fair. If you still think it is, congrats your entitled.
most of my hours are in killer alone lmao, I've only recently began playing survivor more often. This is just my personal experience but more often than not it's incredibly easy to wait out the .5 seconds at a pallet then just swing before they can drop the pallet. also who says you have to swing? If they DH at the pallet and stun you they don't get that much distance and their exhaustion kicks in.
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@ehe said:
Okay bestie, now tell me in great detail the exact actions a killer can take against a dead hard at a pallet. go on, tell me. except it cant be killer specific, because I shouldnt have to play a killer to deny a perk.
Yeah no. pallet+dh is uncounterable BS, play some more killer and you'll know any good DH user is a NIGHTMARE.
its half a second and they can't drop the pallet during the animation, if you can't read a survivor with DH that's more of a personal problem lol
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I think there should be more ways survivors can share info between each other in solo queue, giving survivors the ability to see each others perks and maybe being able to show a survivor they're going for a rescue or something like that
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They're a nice addition, would like to see more changes to solo queue like this
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Usually one exhaustion perk, something to help team like We'll Make It, usually Windows of Opportunity, and if I have a medkit I'll stack charges with Built to Last. This build let's me be aggressive in chase and heal myself as well as my teammates without wasting too much time.
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Takeaway from this post: Always play in a swf. Honestly this whole debate isn't whether or not it's hard, it's the fact that there's no fun to be had playing a match with little interaction from the killer side at all. It's also baffling to see people defending this play style that's so obviously unhealthy and unfun for the game.
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@TigerSnake said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3369587#Comment_3369587
Not well enough, also kicking gens is one of the “missions” for killer, don’t pull ######### out of your ass.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3369688#Comment_3369688
Ruin still facilitated 3 gens then and it would do so now, especially if you dedicated more slots to totem perks. Someone like SM could easily use it to great success, by guarding a totem on top of their 3 gen. Costless fast regression is necessary, and with Ruin gone, Call of Brine and Overcharge need to stay.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3369699#Comment_3369699
And make the maps even more survivor sided? No thanks.
Obviously now that these perks have changed ruin could be used in that way. But I'm referring to the fact that you're comparing pre gen kick meta, to the current gen kick meta. Prior to CoB, Overcharge and Eruption being buffed to synergize really well with each other. Old ruin without undying could be cleansed and removed for the rest of the match. However, there's no real way to get rid of gen kick perks permanently. Scott Jund recently made a video about 3 gens, and he goes into detail about how the gen kick meta forces survivors to play a certain way.
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@Skill_issue said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3367965#Comment_3367965
how would you nerf the high mobility killers? blight might get less rushes, wraith might not be able to stack speed addons, but what about say nurse?
Nurse Nerf: She no longer exists
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@BlightedDolphin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3369533#Comment_3369533
This is what they did with Eruption and Thana and everyone hated it.
You can’t just buff the bottom without nerfing the top, otherwise the new top will have to be stronger than the current to compete.
Hey at least we got zero cooldown jolt
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It takes a lot of time to get good at either role but don't feel too bad about solo queue. I've spent a lot of time practicing survivor and more often than not I get a claudette who's more interested in bushes than doing objectives. But for killer I'd suggest looking into different builds or trying out different ones to practice as. Watching streamers also helped me learn what I could do better
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@TigerSnake said:
You have every right to complain about long matches against our favorite boring ass killer, but you guys saying that guarding 3 gens in close proximity to one another needs to be removed need to knock it off as what you’re asking for is literally impossible. There’s no viable way to prevent gens from spawning close together or implementing some other system to kill the strat without severely unbalancing the game entirely. And don’t say it’s a perk problem either. 3 gens have been viable without CoB/OC for all these years, and will continue to flourish with other perks, including weaken versions of the two I mentioned. What you guys should be asking for is reworks to SM as this is literally the problem here, especially when she literally cannot do anything else but guard a 3 gen. Even Knight’s power has more strength to it where 3 genning is not the only option for him.
The old meta featured completely different perks compared to what we have now, so your comparison to old dbd falls a little flat. For ruin, before the broken form of undying, you had one totem and it could be broken meaning your 3 gen wasn't as strong. And with Pop, the activation condition meant you couldn't just sit by gens all day kicking them, you actually had to chase. But with how cob eruption and over charge work, there's absolutely no way of stopping it from being applied. Since neither one of those perks has a special condition killers can kick the same 3 gens over and over with little to no counter play.
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@TerraEsram said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3369055#Comment_3369055
Believe me, the number of survivor posts complaining, the number of videos on this subject to show the difference, making certain killers, much more dangerous, like wraith and Myers, they were worse before, now, with Wraith, you can literally destroy a pallet in less than 0.5 seconds, and pass a window in less than 0.4 seconds, that's huge
the buff to killer animations were huge, especially for perks like brutal strength of stbfl. I honestly wish more people appreciated those little tweaks
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@NerfDeadHardPLZ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3368608#Comment_3368608
why is it waste if i win ? 10 or 60 mins same to me as long as i win, their decision not to DC not mine
least insane dbd player
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3368632#Comment_3368632
What's funnier is OP currently has another thread going where they're complaining about 4 man swfs running meta builds lol guess they don't mean these games?
What's even funnier is there's like one gen perk and it's not even a good one
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it's certainly better, but not my favorite perk to face. I mean it does reward skillful play as well as reading your opponent, but it also feels like a complete guessing game sometimes.
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@Zaydin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3368803#Comment_3368803
Because most killers can't act on aura reading the gutted Eruption provides and by the time you can act on it, the lost progression has already been made up for and by the time you get there the generator is about to pop if it hasn't already.
Aura reading when you've downed someone is useless because if you just downed someone you're going to be carrying them to the nearest hook, not stomping over to an Erupted generator.
I think that's the point, it's a good perk on some killers but not overly oppressive on EVERY single killer. A billy can't just lock down gens using a mindless gen kick build, but if he's decent he can use his mobility to act upon the information given by eruption
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@AverageKateMain said:
I do not like Blights. Too many of them have this weird mentality where they're allowed to sweat and it's called efficiency, but if a survivor bodyblocks to stop tunnelling, lasts longer than a 1 gen chase or picks up a slugged person it becomes sweat gaming and must be called out in egc
I personally like playing blight but I think a lot of blight mains should be a bit more humble when it comes to playing an S tier killer.
@HugTechLover said:
Any gen build paired with strict 3 gen holding is pretty miserable.
Possibly one of the worst strategies to go up against lol
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All strategies are fine really, I just hope people don't automatically resort to playing in unfun ways for no good reason. I get if a game is going downhill, and a light tunnel is needed but camping the solo queue dwight at five gens is just kind of unfun and generally annoying to do/go against.