Paribean
Paribean
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@SoGo said:
While yes, these sound scary, these assume the first survivor can last 90 seconds in a chase.
Which is rare.
Another thing that can happen and does happen, is 3-genning. It got nerfed, but it still works really well.
A tight 3-gen as the final one is a death sentence against any stronger killer.
Not that this is completely invalid. It shows why tunneling and perks like Pain Res are popular, and why everyone complaints about gen times.
10 - 20 seconds to make it the other side of the map for a non-mobility killer and then on top of that find a survivor.
If the survivor has an exhaustion perk then that´s another 10 seconds for the killer to catch up
If it´s not an instadown killer or a mobility then they get a 3s cooldown and the survivor gets more distance so let´s add another 10s.
That´s already 40s and if one or more of the 3 survivors brought a commodious toolbox and a gen rush build they can do a gen within 34s max so that´s already 1-3 gens gone assuming they all brought it and are within a swf.
After that the killer has to pick up which can risk a pallet or a flashlight save so adding more to time to a chase (even though granted, they do lose out on gen progress). Wiggeling out takes 16s to do, so let´s assume the killer takes 15s to hook a surivor next to a high progress gen.
That´s 55s off of a gen and again if the killer has no mobility or hooked the survivor far from gens with progress than good luck catching up and winning that game.
So in conclusion you only really need to loop for 30s and just run exhaustion perks.
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What are the chances he´d look as chopped as the majority of licensed survivors.
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Yeah, but the new players aren´t going to stay new forever, eventually they´re going to realize that the game is a frustrating, sweaty, umbalanced mess and either they´ll endure it in hopes that the devs get their sh1t together or they´ll drop the game.
And that realization is basically what this post is.
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One that doesn´t bug out and isn´t just another dash slop killer.
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Because bhvr usually goes for the laziest solution to a problem and because they consider killer benefits "handholding".
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@Crowman said:
It's very clear the devs hate Skull Merchant and her mains. You had the anniversary event loading scene where a dev made a comment about skull merchant that wasn't well received. She's being used to describe "evil killer behavior". And during the initial Skull Merchant rework previews they led off about how they weren't focused on making it a killer for her mains.
I´d say it´s quite the opposite. I mean, look at how many times they are willing to rework her and she´s not even lisenced. If anything it just shows that skull merchant mains are just a bunch of miserable people, always seeing the glass half empty.
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Well just like with the updates, the devs value quantity over quality. So if you get a SWF where one of the survivors has low MMR and ends up in a high MMR match getting tunneled or camped, well now 4 people share the same opinion that tunneling/camping = bad.
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It´s almost like survivors don´t want to go against the same 3 killers all the time and killer´s don´t want to play any killer weaker than S-tier or else they´ll have to deal with 30 pallets on 60% of the maps
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4019440#Comment_4019440
Add-ons that are almost certainly getting nerfed. And have you been tunneled? The killers who've decided to do it completely ignore survivors who literally hurl themselves onto their knives. I've been slugged trying to save someone many times and the killer just leaves me there and goes after their original target. I've had all three teammates try to break their focus off me to no avail. People determined to hard tunnel with do it if they want to.
Yes I have been there and I got picked up within 5 second of being downed and then my teammate went to take another protection hit to rest bloodlust and to make sure the tunneled guy makes it to another pallet
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@Firellius said:
Okay, so what if BHVR decides to send toolboxes and medkits the way of the fog vial?
'killers will stop tunnelling!'
Will they? Or will they take away from this that if they tunnel, they get buffs? Because if BHVR keeps bending over backwards to make your gameplay easier every time someone complains about what you're doing, that sure seems like an incentive to do it even more, to me!
I didn´t make this post as a suggestion to stop tunneling rather pointing out the disparity between killers and my believed cause behind it. I don´t even think removing tunneling, slugging or proxy camping is possible without ruining the role entirely. I´m rather just saying what I believe the reason is to why weaker killers resolve to these strategies.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4019422#Comment_4019422
Tile chaining, maps, and pallets were addressed over two years. Weaker pallets, reduces tile spawn chance, smaller maps, were absolutely part of conscious balance changes…by community request.
The recent pallet rework was an attempt to undo the major damage they did to maps as part of that, and, like usual, they went to far there too.
Similar thing happens with health states.
I never said tunneling is completely uncounterable or impossible, but it takes coordination and the right perk combinations, on top of RNG with maps, spawns, and matchmaking, to even attempt it.
Coordination and good RNG are absolutely not core game features. Even "the right perks" have been nerfed also.
I don't pick my teammates, and even if I did, that's yet another thing players complain about also.
All it takes is a medkit with addons or for the tunneled survivor to just lead the killer to the other survivors to divert the killers focus, it´s not that hard. And with the pallet density update half of the maps have good RNG. Also if you don´t pick your teammates in solo queue then that´s on you. There´s a reason why survivor tier lists and stereotypes exist and why a lot of the time an average solo queue lobby has frequent lobby dodging.
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@AmpersandUnderscore said:
A short, of the top of my head, list of "reasons that killers tunnel", since about 6.1.0:
- Gen speeds
- Dead hard
- DS
- Dead hard again
- Circle of healing
- Prove thyself
- BNP
- Medkits
- Maps are too big
- Tile chaining
- Pallets are too strong
- MfT
- Survivors are playing healthy (too many health states)
- Survivors are playing injured (just doing gens)
- Distortion (can't find anyone)
Every one of these has been addressed, and each time the goal post moves again. Because tunneling itself is the problem and the cause.
why they occur
Tunneling is a base kit comeback mechanic that is always available and has no downside for using it immediately as the game starts. It is simpler to execute for the killer than it is to counter for survivors, making it highly effective.
Tunneling at 5 gens is not a response to anything. In fact, doing so makes gen speeds worse, because the killer has decided to force the game to be a race: put all of their attention on one player and leave 3 others to do gens. The match becomes a race to see if 3-4 gens are finished before the killer can get 3 hooks on the same person to eliminate them.
When it works, the killer wins.
When it doesn't work, people post like this: complaining about the flavor if the month, or defaulting to "gen speeds". Even if "doesn't work" is one match out of an entire game session.
And, clearly, the killer community does not allow BHVR to actually address this issue, so it will not get better.
Tile chaining and pallet strength has not been addressed or if it has it keeps flip-flopping like the strenght of maps like haddonfield. And even tunneling at 5 gens can be combated by having survivors taking hits for the teammate being tunneled effectively giving them multiple health states or just not unhooking them immediately and letting them stay on the hook which was encouraged the devs themselves on yesterdays stream.
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You forgot dead hard.
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Well, at least there will be less DCs now lol.
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Nope. The same PTB that they tried to push the anti-slugging changes they made his tier 3 drain while carring a survivor, thus encouraging slugging. Also don´t understand why they made his tier 3 20s shorter (which is now shorter than the Oni´s blood fury) and for some reason nerfed his movement speed in tier 1 from 4.4 to 4.2, you could say "just run the addon that makes him 4.4 again", but that just makes him addon reliant.
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The Krussy supremacy
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Been happening since kaneki´s release and it´s been happening to every ranged killer besides the unknown.
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@Dokta_Carter said:
Nah, the anti tunneling and antj slug ahould stay, but tweaked. Let's talk realism here.
Being on the ground by a jerk who is intentional slugging and you dont have anti slug, your kinda screwed with most Soloq matches.
Getting focused on and being killed on hook is also not fun. These are true.
BBut At the same time Slugging is a pressure strat from killers who use it properly and arent attempting to be jerks. And honestly if your on the ground for 90 seconds now that's not the killers fault that's the teams.
Tunneling, should not be as harsh a 6 hook state. 5 states, that's the better point. And frankly will prolong the game just as much in most cases. And if your intentionally tunneling someone out, you should at least give a bone to survivors up to 2-1 gens left.
Okay, having 3 gens pop at the same time is not fun. Getting left on hook in end game is not fun.
My point is addressing issues like this on one side only exacerbates the issues on the other. And that this ptb is not the solution to the problem.
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@SnakePVP said:
https://forums.bhvr.com/dead-by-daylight/discussion/455780/can-the-whole-update-get-scrapped
Listen im a D1 hater of the changes, but even I think something had to be done for solos. I think the changes are too heavy handed with the gen regression perks nerf. I think their should be more consideration of how these changes affect the feel of the game from a low movement killer perspective and how some of the punishments create situations where you have to ignore a player if they were last hook or on 2 hook before 6 even if they made a bad play and got caught out. Effectively rewarding them for bad play while the killer gets punished. In addition, I think some modifications need to be done such as reducing the hook count to 4 or maybe 5 with if they reduce some of the gen regression perk nerfs or they change basekit pop to a non-kick version of regression or just remove killers losing the buff if they hit a player or break something. As if im a slow killer trying to get to at gen and I run into a survivor caught out of place Im basically in a lose lose situation once again. Once things like this are addressed I think these changes will be manageable. If they are never addressed I think it will push more killers to meta builds on meta characters. That why if it goes 100% live i think killers should get a penalty free abandon when gates open so they at least do not have to deal with t-bagging survivors that won't leave or if the gate could act like a blackhole after a survivor sits at the door for say more than 100 seconds and sucks them out that would also be fine.
Yeah fat chance the abandon for killer in end game is ever going to happen when they can´t even change the abandon where 4 survivors slugged to be a loss for the survivor.
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The knight should get a horse named Shabadoo and have the ability to kill survivors irl.
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Yeah, but ghostface is not getting a game to compete with dbd so no one cares.
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HA, NOPE. Expect only S tiers every game cause doubt anyone else will be playable, which will probably result in survivors complaining more about those killers which will in return result in bhvr nerfing them. Or maybe they´ll nerf killer as a whole once again after that, idk but what I do know is that whatever the balancing team has been doing this year it´s been a disaster.
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He feels alright in terms of strength, it´s more of a map issue where he feels incredibly weak on maps like ormond or any map in the coldwind realm because of how few lockers there are on those maps, but as soon as you go to an indoor map or a map with good locker spawns like the ormond mine he´s at least B tier. I think a better change would be if there were guaranteed locker spawns close to gens like a killer specific prop.
