1ettuce
1ettuce
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3489079#Comment_3489079
"I'm right because I say everyone agrees with me, and anyone who says otherwise is a DISHONEST LIAR. Now bare with me while I rephrase this in 50 different ways"
Just being real ๐คทโโ๏ธ chase being the fun part of dbd is something that's always been said for ages, don't know what u want me to tell u
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3489067#Comment_3489067
"Hit and run should be discouraged because chases are more fun!"
There that's your entire argument. Every single paragraph is essentially repeating the same thing, including the two you screenshotted in response.
And my response will continue to be "to you maybe".
Yeah, chases are more fun, which everyone agrees with until they have to defend hit and run lol. - and also because it's lazy and hurts solos most so yeah, not as much just to me there
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488921#Comment_3488921
No not at all.
Wow could have saved yourself a ton of effort if you led with that.
Cool. Still stand by everything else I said lmao
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@BarnesFlam said:
Hit & Run is a good strategy to apply pressure on the whole team. Its either that or facecamping and tunneling.
Don't want to face that? Then don't get hit.
There's more than 3 options
Also yeah, just don't get hit by a wraith who can sneak up on me from behind a wall, should just hide in a locker all game instead of falling for their "trap" of doing gens lol
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@Exarion said:
As wraith & ghost player I laughed a lot reading your post. I knew survivors hate it even though they usually only explode about camping, 3 gen and killing 1 by 1.
You are talking so much about "boring" and "awful" hit and run because it's a "no skill tactic usually done by a stealth killer who can get a first hit very easily" - reliably play safely in other words, and then say "My problem with hit and run is that solo survivors cant reliably play safely vs hit and run". So survivors playing safely is not "boring" and "awful" right. You contradict yourself so bad it's ridiculous, what you really want is for all to be the other way around. Hit and run is only "boring" and "awful" because you are on the receiving end. You just hate it when the other side has higher ground and makes it uncomfortable for you :) I like to imagine there is maybe some other universe in which you have reread all your nonsense and opened your eyes before posting, but then I wouldn't have fun laughing.
Genuinely what are you talking about lol. Saying I'm contradicting myself from a lot of nothing, you realize the alternative to playing safe for survivors is going down right? Meanwhile the alternative for killers is requests for maps to be made better/not being ass at chase. You're acting like it's the same when it's not lol, but I'm not surprised to hear such nonsense from a wraith player
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488909#Comment_3488909
Your 'picture' amounts to "because I said so" which really isn't an argument.
No it doesn't lol because you're acting like I want killers to do things to lose themselves the game for my own enjoyment which is dumb especially when I said I didn't already
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488914#Comment_3488914
but getting an easy injure off gives an advantage in chase in itself.
no it does not. it just removes second-chance. there is no anti-loop from the killer when being injured. being injures mean nothing to the killer till you go down. In the face of all those safe pallet loops and strong window vaults. being 1 hit means nothing if you do not get hit. If anything, the survivor was more powerful when injured in the past because Iron will and old DH empowered for staying injured. those perks got changed but new version of being rewarded for injured is MFT. your odds of hitting survivor go down. not up. the chases are harder when the survivor is injured. I bet some player would describe it as survivor gaining anti-loop towards killer powers but that is a weird interpretation.
uhhh...no... in case u forgot, when chasing a healthy person, they become injured, and then get all those possible benefits, but only after getting that first hit on them which could take ages if they react to a terror radius. and after whatever effort it took to get a first hit on them, they only become injured. if they start injured....then the next hit on them will be a down. sure theres all the pallets and whatever trash map design there is while they're injured, but thats no different then when theyre healthy? suffice it to say getting a down on an injured survivor is easier than getting a down on a healthy survivor, im pretty sure thats kinda just objectively true tbh, except in the cases of instadown killers which we're not really talking about so, yeah
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For anyone willing to answer, would you care if they simply buffed solos to have easier access to finding each other to heal? Because that's pretty much all I want in regards to this
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@ChaosWam said:
Hit and run is sometimes needed if the other survivors are running gen progression builds, your build requires multiple harmed survivors, or you need to apply as much pressure as possible.
I swear I see people complain killers chase survivors too long and now killers focus multiple survivors too much.
ik that, but it shouldnt be, u should be able to commit to chases without immediately losing the game vs good players
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@JustAnotherNewbie said:
Your problem with Hit and Run is the fact that it takes forever to heal now and usually those killers bring Sloppy Butcher as well.
If anything you need good positioning and good awareness. If you don't get hit the first time you probably can make them commit somewhat (and anyone who's playing stealthy will probably attempt a grab at a gen or something which is worse), most of the time they don't play perfect either.
I personally always try to find out who the killer is as soon as spawn in the map to avoid stealthy plays, so I just move to the center of the map and try to find any sign of the killer. Also SB helps a lot against the first hit, you also need to be aware of your surroundings to know where to head in case they show up.
I dunno how strong hit and run is atm when played right, so I'm just going to say that there should be some diversity in game play. Not all killers should play the same. Find survivors chase survivor for 40+ sec - down survivor - hook - look for someone else, rise and repeat, because that's what you're essentially asking for. To homogenize killer gameplay. I don't think variety is bad as long as you and your team have reliable tools to play against it and does not require bullshit counters such as being in a SWF to do.
Also Spinechill gamers were the most spineless teammates I have ever gotten, nect to Urban Evasion ones. They won't continue working on a generator until their perk stops lighting up and waste a lot of precious time hiding and waiting for the killer to leave, they take no risks whatsoever and they also can't loop to save their lives. If they were at least gen jockies I could be like ok, at least they do gens, but even when it comes to gens they are extremely inefficient. I'm glad to see this perk go in its current form. What is not ok is giving it nothing as compensation, it'll be trash after the changes.
my problem with hit and run is moreso that solos cant reliably play safely vs hit and run, and have to make a lot of random guesses and take risks when they really shouldnt have to. i dont mind variety either mind u, but this playstyle of just sneaking up on survivors for downs is just absurd. and chases themselves have variety between killers btw
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488668#Comment_3488668
there are killer that had stealth and used stealth as follow-through mechanic to get first hit. those two being spirit and deathslinger. Spirit gains an advantage if she gets first hit and her power does promote chasing though I do not think many people think of spirit as hit & run but she does have 24 meter terror radius. Back before she had no directional audio cue, you could hit & run with spirit using phase-walk.
Deathslinger was also pseudo stealth killer with a chasing tool. People said monitor&abuse was unfun on deathslinger and they weaken his gun so he no longer has any real stealth capacity similar to spirit. Like spirit, he gained an advantage for getting the first hit as his gun would become a lethal tool when injured.
I think your thinking more of these two types of stealth killers that used to have hybrid between stealth and chase. the wraith and ghostface type stealth killer are pure hit & run and their viability hinges on that gameplay being viable. asking "it should never lead to downs, ever, reserve does for actual skilled play." means that those pure hit & run killer will never be strong. I think your just failing to adapt to the killer's gameplay.
but getting an easy injure off gives an advantage in chase in itself. also ghost face is hardly a hit and run killer anyways, he has stalks and marks and all that, playing him like wraith is hardly a good idea with his lack of mobility and his recharge. also....yeah, a pure hit and run killer shouldnt be strong and really shouldnt exist unless maps and whatnot become more in a chase powerless killers favor, depends on however that whole thing works out. and u gotta realize thats how things would be anyways if solos had better info, theyd easily be able to heal up in safe areas and you probably wouldnt be able to get a down without commiting to a chase after getting an injure, assuming the survivors play it well that is
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@Seraphor said:
I want players to only be able to play in the single particular way I personally enjoy the most.
I want to run around a loop structure 50 times until I can drop the pallet and move to the next loop and repeat until my team mates complete all the gens. (This is not boring for them, but it is boring for me)
Killers should understand this and make the poor decision to commit to unbeatable chases.
I don't want to have to consider my surroundings and look out for ambush killers. This is boring to me and thus destroying the game, probably causes cancer too.
@DaddyMyers_Mori said:
Stacking gen regression, nerfed
End game builds, nerfed
Camping, nerfed
3-gen, best perks nerfed, will get nerfed more
Hit&run is supposed to get nerfed too now?
You really want to get tunneled, don't you?
@dbdthegame said:
I'm confused, what exactly are killers supposed to do?
Gen regression = bad, we should be able to genrush
Tunneling = bad, killer should have to 12 hook every game
Camping = bad, I should be able to get a free save every game
Slugging = bad, I don't like having to get off a gen to go pick up someone
Blight/Nurse/Wesker = bad, I should be able to camp pallets and be completely safe
Hit and run = bad, I don't like having to heal to work safely on gens
What tools do killers have left? You can't nerf your way to an easy win every time.
@RoastedGarlic said:
sure just remove every killer strat in the game. its not like I play killer anymore. BHVR has made playing killer extremely unfun with all the map reworks and increased clutter. Nothing like being in chase and getting stuck on the smallest little object you can't even see on the ground with the crap fov. The nerfing of nearly all regression perks. The existence of made for this. etc.
You better hope killer bots come soon because I don't see many of us stick around much longer if bhvr doesn't get their act together sooner than later.
Then you got some mod around here that has deleted some posts of mine that broke absolutely no guidelines and didn't receive any indication or warning. They were just gone. For no reason whatsoever.
think my time in the fog will be coming to an end and that is all on bhvr for not listening to the players and the community feedback.
There really should not be this many comments that I can validly respond to with literal pictures from the post, lmao
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@Raconteurminator said:
Hit and run is bad because there's not enough chasing, but tunnelling is bad because there's too much chasing. There seems to be a teeny tiny window where Survivor players won't complain.
Tunneling isn't bad because there's too much chasing, getting tunneled can honestly be very fun. Problems are: none of your teammates get to experience chase, and pretty much are just subjected to sitting on gens, there's basically an inevitability of you dying, which sucks, and being vulnerable against some killers who already have very oppressive chase powers, sucks
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488661#Comment_3488661
contrary, hit & run is how stealth killers are entirely meant to progress the game. they don't chase. they ambush and play off altruistic mistakes and poor map awareness. in the list of killers, i forgot to mention that dredge is also ambush killer, but only during nightfall. he's kinda half chase, half ambush though i think his ambient sounds(lullaby) and long locker exits make him sort of not that great at hit & run against more coordinate experienced teams. The lack of information to find people healing is mostly soloq vs swf type imbalance that been in the game for long time. I cannot say anything other then I don't really think it is that healthy but it is part of the game at least until something changes.
Well it shouldn't be, maps should be more in their favor as to encourage "following through" with the ambush, and not being forced into a game of hoping the survivors make a mistake (or hoping the survivors are uncoordinated as it is at the moment). But indeed that is how it is until something changes, that's why this is in feedback after all
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488645#Comment_3488645
if killer is not chasing, he is not doing anything productive to advance his objective. your taking a risk to get gen progression in favor of the killer getting a chance to ambush you. hit & run is not intuitive because doing generator is trap. stealth killer use generators as bait to get hits. After that, they attempt to use your altruistic gameplay against you. You want to heal after you get hit? Well guess what? they don't want you to heal and they want ambush you when you are healing because that is when you are most vulnerable.
Previously, Med-kit healing was so over-tuned and anti-stealth perks were so outrageous powerful that you didn't need to be any good vs hit & run. The perks and items auto-piloted you to the win. Now it is more of skill-based interaction between survivor and killer. you have to learn how to play against hit & run. use game-sense to know when killer is leaving chases. use vantage points to heal to not get ambushed. etc. there is still lack of information in term of finding teammates to heal quickly which is still an issue but that is why perks like Bond, Empathy, kindred and so on exists. Truthfully, you should not be forced to run aura perks to play soloq but that is another topic entirely separate from hit & run.
I digress, if we agree on solos getting more help finding each other to heal up, then we agree to the full extent to which I want something done about this playstyle. If solos can reliably heal each other up, that's good enough for me as far as I can tell, because then hit and run is about delaying the game as opposed to getting downs, which is how it should be, because a strat like hit and run shouldn't progress the game for the killer, but I have no problem if it merely slows the survivors' progress down. I fully agree that being getting a hit should do something (notably, forcing a survivor to invest time into getting healed instead of working on a gen), which is why I don't at all defend old coh or medkits.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488607#Comment_3488607
this is not true. this may have been a valid complaint before chase UI was introduced but it is not valid complaint now. You can tell when your teammate are being chased. When the killer leaves a chase, the chase UI will indicate that your teammate is not being chased. This was huge indirect nerf to stealth killers because previously, soloq had no information when a killer was inside a chase and when he was outside the chase. Now you do have that information. all you need to do is play passive. sometimes best play is not doing the gen and just waiting for the killer to re-enter the chase. Hit & run is counterable. it is just not an intuitive play-style to counter. Its similar to slugging. Its unorthodox play that requires out of the box gameplay.
Stealth killer like GF and Wraith are definitely designed around this ambush-type play-style. Myer's, Pig and Sadako also have stealth in their kit, but its purposely under-tuned due to mori mechanic. Those killer are in general under-tuned for regular gameplay but it is whatever. this type of gameplay is going nowhere. Previously there used to be instant-win type perks to counter this gameplay but now you have to learn to adapt to the play-style instead of relying on previous old perks that deleted the play-style entirely.
So what? Whenever the hud show that nobody is being chased, everyone everywhere should just get off their gens? Especially when wraith and sadako in the next update can chase someone while cloaked/demanifested without it showing on the hud? Or should solos really just get the luxury that SWF has in countering this mindless playstyle? The fact is that swfs can just heal up and go back on the gen just fine without needing to use that info, and solos deserve to be able to as well. It's one thing when an ambush playstyle is in the form of someone like ghost face, who actually has to put effort into getting bang for his buck, but wraith sneaks up, gets a free injure on you, dips, then does the same thing again later for an easy down. It does not take effort. This kind of playstyle has no right being the way it is.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488515#Comment_3488515
TBH I don't really know what your issues are. The seem to be all over the place, is it hit and run, stealth killers, not being able to heal back up quickly enough or all of the above?
I don't see how it's a "free down" or takes no skill. They still injured you the first time and still need to down you the second. If you see it like that do you have an issue with the exposed status to?
The whole point of a stealth killer is to sneak up and hit and/or down a survivor. I think it's a bit rich to say that the killer must always commit to the chase just because you want that.
You claim that you just want more chases and enjoy that. That's fine, good for you. Not everyone shares this view and you haven't provided anything compelling that shows why this needs to change.
All of the above, I guess? They kinda overlap. The reason it's a free down is because you don't do anything remarkable for either hit, just sneak up on survivors from behind LOS blockers, there isn't anything they can do about it bc no matter how aware you are you're not gonna see a killer from behind a wall. And if whoever's playing this way would have to put in effort to get the hit for whatever reason, they just immediately drop chase and try again somewhere else. It's playing in a way that guarantees as much value with as little effort. This is especially and possibly only a problem in solo where you can't find your teammates to ensure safety in an area, so you either have to run around looking for them like a headless chicken, or just accept that you could easily go down at any time. Exposed is fine because you actually have to work for it and it can be very much dealt with, although ghost face for example only has to sneak up on you at first, finding a good spot is important since you will have to be in a survivor's LOS to stalk them, and that gives them the option to reveal you. Meanwhile a hit and run strategy with a stealth killer is basically the same thing, except without needing to be within LOS for a continuous amount of time before attacking, and over an obviously much longer period of time. I'm not saying a killer should always commit to a chase, but the game should be changed in a way that encourages that. This kind of playstyle is horrifically uninteractive and punishes solos disproportionately.
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@nars said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488532#Comment_3488532
lmao he really thought it couldnt be done and you just pull up with an otz video
v1 low mmr blight bro trust, literally new player
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@CamperSluggerVillain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488522#Comment_3488522
no good blight is running corrupt buddy please send screenshots right now i'd love to see this. PS blight must be a least pretige 30 low mmr games don't count
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@nars said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488517#Comment_3488517
You know what thats fair I hadnt thought of that. Whenever I think undetectable I just think TR, the red stain could actually prove devastating to certain mindgames. especially on a mindgame based killer.
Fair enough, though I wouldnt describe corrupt as a crutch perk. Its something to help with the early game, the hardest time for killer since you have no pressure. And once it gives that pressure you need it deactivates which seems fair enough to me. Besides there are few actually earned perks in DBD. Sure a lithe or SB can be used in incredibly skillful ways but they arent earned unless you are actively conserving/managing them. I'd actually say pain res and adrenaline are the best designed perks in the game. Both reward being skilled and one discourages tunneling.
I wouldn't even necessarily describe anything I mentioned as a crutch perk tbh, just using the same standards as cheryl pfp to prove a point, just that both sides have strong stuff
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@nars said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488511#Comment_3488511
1 i have no clue what you even mean. How is undetectable useful in chase? Its just not. Jenners refills one blink sure but 1 blink can be mindgamed. you seem like one of those people who thinks nurse is this uncounterable demon that must be deleted.
also what? the second part just makes 0 sense.
It hides the red stain, jenners also brings you back to where you were which is a big deal. You seem like one of those ppl who can't accept losing the game as killer but you didn't see me talking abt it.......
And for the second part, there's no survivor perks that can be considered crutches if the standard for a killer perk crutch is only if it "automatically downs them for you"
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488294#Comment_3488294
But do you really want that? If that was the case what's the issue with being injured? It seems like you want to be chased but to be able to dip as soon as you get hit and have a way to heal up quick. A chase is only fun if you are pretty certain you'll get away.
How does it seem like that? What's the logic to "what's the issue with being injured?" The issue with being injured is that it doesn't take any investment of time into chasing. Just because I get injured doesn't mean I got chased, because a stealth killer just popping up out of nowhere reallyyyy is not a chase. I don't want to be able to dip as soon as I get hit at all, that's literally what the hit and run killers want. I only want to if they drop chase instantly, because otherwise they'll be able to get a free down off me, which is stupid, they should have to commit to the chase to get the down (in general)
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@nars said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488491#Comment_3488491
fair enough with deadlock, but corrupt? you at least need to do something for corrupt to get value. deadlock just makes the game slower for free. also nurses addons are fine now, most are useless. except maybe campbells....
You need to do what for corrupt to get value? Also no they're not, 3 blink, lunge distance, jenners, etc. I've also heard scary things about how the undetectable addon impacts chase
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@nars said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488465#Comment_3488465
"high mmr isnt real" what
once again camping doesnt guarantee a 1k at all. Only if you already have two kills. 2 survivors can easily coordinate a safe save, its not even hard. plus if you have a 2k you already win so
High mmr is indeed not real, sorry tru3 andys
Also yeah it does as the killers I mentioned, doesn't matter what survs do at all, a bubba for example will literally just down the unhooker and you can never get everyone out of that situation
Also a 2k isn't a win lol
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@CamperSluggerVillain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488465#Comment_3488465
1 Wrong again if you can't unhook a survivor vs a camping killer with grabs being removed and base kit BT/anti camp you're just bad.
high mmr is a thing just because you're not in it doesn't mean it isn't real And the only reason survivors make to endgame 98% of games is because they have 20 billion built in crutches 4% chase perks gen speeds crutch perks and bad map desgin all working in their favor that way even you suck at survivor you can still make it endgame .
basekit bt does stop trades when the whole team body blocks survivors have control of the match not killer.
If the whole team body blocks vs one of those killers and others then they'll all go down, quite literally just objectively isn't possible vs a bubba with a brain without deliverance or a specific perk or something. High mmr isn't a thing, it's been shown over and over again because the softcap is too low. Also ig we don't gotta talk about the crutches killer has like S tier killers, with their S tier addons, easy slowdown like deadlock, the continued easability to tunneling, etc. Pretty clear you got a "surv players bad killer players good" type bias
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@CamperSluggerVillain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488449#Comment_3488449
1 yes they do that's why their in lower tiers
2 in high mmr gens are getting down no matter how good you play as killer so just because a killer made it to endgame doesn't mean their bad the game is desgined to get to endgame
3 wrong, because bhvr handhold mechainics like base kit BT/ and soon built in deliverance prevent this
1 I'm referring to them in camping situations not in general, hopefully you realize that, because they indeed have no counterplay in camping situations
2 High mmr doesn't exist, and I didn't say that, I just said bad killers make it to endgame which is true. So instead of requesting endgame to be even easier for killer, how about asking for good players to be rewarded and not forced into making it to endgame?
3 Basekit bt doesnt help stop a trade at all and the anti camp feature will be disabled in endgame, so theres still gonna be nothing stopping a killer from guaranteeing a 1k in endgame with that
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@GrimReaperJr1232 said:
That would require some pretty substantial changes, considering killers such as Wraith are specifically designed and balanced around that strategy, as shown by the official dbd website's description of Wraith as "a hit and run specialist."
Indeed it would, I see that on the website now, that's mindnumbing
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@nars said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488438#Comment_3488438
1 what does this even mean? you said you can easily play them and 1k because they have 0 counterplay which is just wrong. and now because I point out that you are wrong you are saying that I want them to stay c tier? thats not a rebuttal thats a strawman.
2 ds would be a free escape. OTR would be a free escape. i dont really get how you can want MORE lose lose scenarios in the game.
3 reasonable, except a bad killer wont have any kills before endgame. making that unhook extremely easy, making that escape extremely easy as well. a few protection hits and a 99 guarantees they make it.
1 I didn't notice the part where u said they have counterplay, but no they do not, it's a free 1k when they're camping
2 Because bad killers who make it to endgame shouldn't be able to continuously tunnel? Like a bad killer would?
3 Hardly, because any killer can simply hold out their chainsaw or whatever and just force a trade
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@nars said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488431#Comment_3488431
1 okay what. bubba billy and trickster all have counterplay. there is a reason they are all c tier. if I want a guaranteed 1k I'll play nurse or blight. 2 bad survivors make it to hatch. being a coward will get your teammates killed but at least you have a chance at hatch. its to the point where if theres two survivors left at like 3 gens, the most opimal play is to LET ONE DIE and take hatch. because hatch lets you escape for free while doing gens requires effort. If survivors get a clutch mechanic why cant the killer? You say killers dont need more just because anti tunnel perks deactivate in endgame. Why do you even think they do that? so the killer can have any semblance of a chance.
3 a bad killer will make it to endgame but their only getting kills with noed. even the worst survivor in the game can get hatch or 4%.
1 So what? You want bubba billy trickster etc to stay C tier? I'd think not 2 I agree with hatch being dumb but the killer hardly deserves the chance they get with those perks being deactivated in endgame, just makes camping for a 1k even easier 3 A bad killer will make it to endgame and still get a 1k because camping is also something a bad killer will do
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@nars said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488418#Comment_3488418
no you cant just camp for a free 1k. thats only if theres 2 survivors alive which you've already won at that point. any other time any hook you get is pointless thanks to basekit bt and 0 risk protection hits. Dont even try "the gens got done so you are a bad killer". The average killrate (last we saw) was 61%. That means 2 survivors escape on average. That means that the gens get done on average. Are you trying to say that on average, killers are just bad players? Thats just wrong. And those stats were from the gen kick meta, a meta notorious for making games unwinnable for survivors.
hmm... remove nearly all regression=gens go faster. who woulda thunk it.
1 Yeah you can, play bubba or trickster or billy or someone else and there's zero counterplay for the survs and you get a 1k effortlessly 2 I didn't say that, I said bad killers make it to endgame, which is just true, and they shouldn't be rewarded
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@nars said:
Once the last gen pops you lose. Killer is completely helpless in endgame without a NWO or NOED. I get that endgame being survivor sided is a reward for finishing the gens but thats another thing, they only even finished the gens because I actively chose to play fairly and not tunnel. I'm being punished for playing nice.
If you are playing fair on all but 2 killers in the whole roster, survivors equal to you in skill are making it to endgame with at least 3 alive. Meaning thats 2 survivors to take protection hits and bodyblock you, 2 survivors to go 99 both gates, etc etc. im not gonna get into details.
Essentially what im getting at is that endgame is just a loss for the killer. Which is stupid because playing fair will always get you to endgame against good survivors. Its completely unfair for endgame to be this unfair to killer, to the point that things like protection hits have 0 risk involved once it begins. In fact, NOTHING has any risk in endgame!
- Unhooked survivors have basekit BT, meaning if the gates within 44m they escape. Moreover, if theres a pallet within 44m then they will very easily be able to get distance from that to the gate. Combine this with the inevitable protection hits and that survivor is guaranteed to escape.
- Any strategy you use in endgame is void. Camping? 2 survivors rushing the hook guarantees they get free, unless their incredibly dumb. Which loops around to the first bullet. Tunneling? You arent gonna be able to start and finish a chase without them making enough distance to the gates to escape on almost every single killer. Then coordinated teams will be taking hits constantly since those have 0 risk anymore.
- Protection hits become a ggez. Normally the counter to protection hits is just to hit them. The downside being they are now more vulnerable and give great slowdown for later. its a risky tradeoff you take to help your buddy out. But not in endgame! Simple spend the measly 20s to 99 the gate then rush over to take as many hits as possible. They are not going down before they reach the gate. One hit guarantees 25s of distance before they can m1. Granted thats a 4.6 m1 based calculation, but it holds true. Not every single killer can use their power on every single loop. Even wesker can easily be dodged by just running behind stuff at long range. and since 25/4 is 100... if their healthy at the start of the chase then if the gates within 100m they escape. Throw in protection hits and adrenalines and MFT+hopes and its just unwinnable
- MFT HOPE. THIS COMBO IS JUST NOT FAIR. Nobody with these two perks is dying in endgame. Sure with other survivors there was a chance at the very least, you could severely outplay and get an early down etc. MFT hope just guarantees that if you are alive when the gens pop, you are escaping. Adrenaline shares this issue a tiny bit... but adrenaline pops once and thats it. a big chase extender, even better if you are injured etc. But thats it, the effects over. MFT hope guarantees you just win the entire game in endgame. As if MFT didnt do enough of that.
Theres a reason killers love NWO and NOED so much. They are the only things making it possible to comeback in endgame. Any hook you get in endgame thats not a kill is worthless. If theres 2 others they all escape. If theres one, you get your 3k by camping etc. But even thats only IF you can catch them. Horrendous map RNG, mft hope, protection hits, 99ed gates, basekit bt and many more make doing just that extremely difficult.
Why do survivors get hatch and 4% for clutch mechanics when their being stomped but killers have nothing? Thats not rhetorical its actually kind of confusing. Pretty much everything about killer falls apart in endgame. Pressure? useless. Hooks? near pointless unless you already have a 2k. Chasing? near impossible thanks to a certain combo. etc etc the list goes on. the game breaks down in endgame.
Sounds like you should be asking for "playing fairly" to be more rewarding instead of losing all the gens, because you know who else loses all the gens? Crap players. Killers already got otr, ds, and anti camp disabled in endgame, they don't deserve more, they deserve less if anything since many killers can just camp for a free 1k, but they do deserve more before endgame
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488266#Comment_3488266
The end goal for survivors is to have killers be bots who find a survivor chase them for a few minutes eating every pallet stun so they can "earn" their 4 man escape every game.
Killers shouldn't be able to think strategy and do anything more than mindlessly chase every survivors.
Can't say I'm surprised ๐ but of course your comment which is as brainless as the strategy you defend will get upvotes anyways + Hit and run isn't a complex strategy at all, nothing complex about dropping chase the moment a health state doesn't come to you easy, and chasing survivors isn't mindless, unless it's you chasing them ig
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@nars said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488316#Comment_3488316
stealth is inherently about ambushing them, which will always be their biggest strength. That is to say hit and run will always be their best strategy unless we just turn them into another chase killer.
As I just said you can ambush survivors without commiting to hit and run constantly. + I really don't think it'd be their best strategy if maps,exhaustions,and solo were changed. ++ Ghostface's best strategy is definitely not hit and run, not sure what it is with absolute precision but it definitely involves marking as opposed to just constantly stealthing around for injures
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@nars said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488293#Comment_3488293
then still killers are functioning as intended. They are meant to be stealthy, hows that a problem? Hit and run really isnt an issue.
When did I complain about stealth itself? You can have stealth without commiting to hit and run every opportunity you get. Getting an easy initial injure on someone will make the following chase with them much quicker
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@DrDucky said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488306#Comment_3488306
And even with this buff and a nerf to her other addons, you still never see this addon. It is weaker than omega blink.
Bit of an unreasonably high bar tbh
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488294#Comment_3488294
but long chases for killer is losing the game. you see the problem? stealth killers also have no chase capacity. their entire gimmick is hit & run. the maps are also imbalanced for chases for m1 killers so there is even a greater incentive to hit & run for a big portion of killer cast. in any case, I think hit & run should be legit strategy if the killer invests perk slots to make a legit strategy to play on. survivors can use perks to make it less effective if they so choose too but those perks have all been nerfed because they were over-used and deemed too powerful.
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@DrDucky said:
https://forums.bhvr.com/dead-by-daylight/discussion/384111/why-was-this-addon-buffed
This is worse than before since before you could just run heavy panting with it to make the penalty even less than 30%.
Even if that is right (idk the math exactly), it still only takes up a single addon slot now, def overall a buff imo
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488266#Comment_3488266
I'm not speaking for the OP because I don't know their position but I think there are a number of players around here that want to loop the killer for a few gens and escape. Anything that might pose a change to this play causes them to cry "boring, unfair and should not be encouraged"
I want to chase and I want to be chased. Whether or not I escape idrc, should come down to how well both sides played, separate story from how fun or boring the match is. I literally have always heard agreement in the opinion that chases are obviously what makes dbd fun for everyone, up until hnr is brought up, weird
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@nars said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488288#Comment_3488288
thats why the terror radius exists. Only stealth killers can reliably play hit and run, and even then theres SB. Just dont get snuck up on, be more aware.
I know only stealth killers can reliably play hit and run, that doesn't change the problem. Infact that's basically the entire problem because it's not like anyone else besides legion is really doing hnr anyways. Having to use a perk to counter something is literally never a good argument. And it's just not as simple as "Just dont get snuck up on, be more aware." You can't see the killer from behind walls, it's that simple, you can't just be more aware and all of a sudden see the killer when they're behind a rock or whatnot
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Hit and run does not encourage chase, it is the exact opposite. Sneaking up on an injured survivor and getting an easy down is not chasing, hell it often won't even initiate chase. Also it's not even out in the open you need to worry about, it's LOS breakers, which will prevent you from being able to see a stealth killer on their way to you. Even then, it's not always up to you whether or not to be near LOS blockers, it varies from area to area but as long as you have to do a gen and as long as there's LOS blockers nearby, there's nothing allowing you to see the killer when they're literally behind a wall.
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@Evan_ said:
I think what you're missing from the equation is the option of dropping chase to pressure gens. It's a way to slow the trial down without using gen-perks.
I do agree that it's not the most efficient tactic available. I'm personally happy that since the CoH and healing nerfs hit and run became viable at least against some teams, because some players like to employ different approaches instead of perfecting a single one.
I'm sorry that you find this playstyle boring, but considering how often I hear this word used for various killers, builds, and tactics, you must be having so many exciting trials if hit and run is the only one that doesn't meet your expectations. Especially if you do enjoy it when not done by stealth killers.
I don't know what exactly gave you the idea that hnr is the only thing I find boring. Do I have to bring up skull merchant too just to complain about hnr? Also congrats to those players, but that doesn't make the strat any less problematic. Just because I want to camp and get a 4k doesn't mean I should be able to, same goes here, hit and run shouldn't be effective
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@Iron_Cutlass said:
And how exactly do you intend on removing Hit and Run? The obvious answer to "fixing" Hit and Run is by making stealth Killers have a more reliable power to use in chase. You could punish Killers for leaving a chase but that idea is fundamentally flawed to begin with, that would just be awful for Killers, especially when on certain loops you can walk to remove chase anyways, it would just set up the game for absolute disaster.
Realistically, Hit and Run is based on the idea of catching players off guard, and it makes up for the weaker areas of a Killer's power, mainly filling in for their weak chase potential. If you put yourself in a good position and are alert, than Hit and Run does nothing. The pressure for Hit and Run is not really the best either, since it takes awhile to actually get a down even when doing Hit and Run effectively.
So who are the people who actually suffer against this playstyle? New players or less experienced players of course, they dont have the tools or knowledge to be able to deal with Hit and Run. But cant that be said about almost everything else? New players or less experienced players suffer to a lot of things, it's why the Killrates for low MMR are so high compared to other MMR ranges, but I dont think it is insanely necessary to change an entire playstyle just because of new players or less experienced players.
That's how you fix hit and run. As for your second point, it's not up to you whether or not you can be in a good position. Sometimes an important gen is by LOS blockers, no awareness allows you to see killers from behind walls. Solos are the ones who really suffer most from hit and run, experienced or not, as they can't be healed nearly as reliably as survivors in a SWF
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@Devil_hit11 said:
there used to be a perk to counter this. it used to be called spine chill. it was recently changed in 6.1.0 and there is another change coming in Nicolas cage chapter.
Even then, shouldn't have to use a perk to counter this as a solo, but still, RIP spine chill ๐
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Ah that's right thanks, yeah that was....yeah. Kinda still get second hand embarrasment from that change to this day xd
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@CatnipLove said:
Like many have said, please remove the speed decrease on CS. It's so bad I often go to find someone, then lead them to the hex instead of doing myself.
What's CS?
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488215#Comment_3488215
This actually not bad idea tho. But it should have cooldown for this effect if you get hit. Like 30 seconds maybe. Not for main effect ofcourse.
I had thought maybe it'd be a little busted or annoying if it was constant too, especially at unsafe pallets, but at the same time 1 meter is a veeery short range, so im not really sure it could be tested in game yk
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488034#Comment_3488034
the add-on used to have a drawback where it remove your ability to blink through walls. I remember tru3 trying the add-on and he said it is worst designed add-on ever. they changed it so that add-on is more usable.
i remember that, im pretty sure it wasnt quite so restrictive since it was actually based on LOS so you could blink through a wall if it had a hole in it or something. Idrk I tried it once in a custom and it was finnicky like that, still tho doesnt really justify what we have now, and I take tru3 takes with a grain of salt lol
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@MikaelaWantsYourBoon said:
Mods please don't move this post to feedback, i just wanna see how people would buff weak perks.
If i may start:
Bite the Bullet = Now perk will hide survivor auras too if they are in healing action.
Zanshin tactics showing auras of survivors within 1 meter of all revealed pallet would be cool, pallet campers make me mald
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@NoOneKnowsNova said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488117#Comment_3488117
Seeing as I don't play Nurse, I'll take your word for it.
Truth be told I don't either xd, just have friends that do and understand her really well at a high level
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@seeseetvs said:
I don't think I need to say much more about how powerful preconfigured squads are. There are so many other things I'd like to say, but I wish the killer could tell if the survivors are in a pre-organized squad. The killer has to do the tiring job of scouring through steam profiles to find out if the survivors are a preconfigured squad, and even then, they can't be sure, and it causes a tremendous amount of stress for the killer. I think preconfigured or not should be known to the killer so that a killer skilled enough to deal with preconfigured squads can deal with them.
[This post was written through a translator]
"The killer has to do the tiring job of scouring through steam profiles to find out if the survivors are a preconfigured squad, and even then, they can't be sure, and it causes a tremendous amount of stress for the killer." OR! They could just, play the game? If it causes a "tremendous" amount of stress for you, maybe you should just stop playing.






