Avatar

Akumakaji

Akumakaji

About

Username
Akumakaji
Joined
Visits
0
Last Active
—

Comments

  • This kit would be a bit overloaded and very, very complicated, but also pretty cool. I actually enjoy playing as the Knight, as you can do some mean pincer attacks, but I also know that he is very unpopular to go against.

  • @VoidOfMe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3538632#Comment_3538632

    EXACTLY!

    Unfortunately, some killers (probably like the one who made this thread) think they have to 4K to feel like they won. They get really frustrated when a survivor gets hatch. I'll never get the mindset...

    Unless the survivors were a dedicated bully squad and really somehow got under my skin or of course when I am going for an adapt achievment, I have adopted the habit of hocking the 3rd survivor immediately. I still get lots of survivors camping the hatch, when they find it first, till I approach, because they can't live without their little twerk show-off, but this is orders of magnitude less aggrevating then exit gates BM, because that survivor most likely got that hatch, because I didn't sweat.

  • Its something about Loyalty. There is a certain movement within the killer community, that venerate Lightborn. They say "after seeing the light for the umpteenth time, I equipped Lightborn and NEVER took it off, again." and they stand by that statement. I find that recommendable.

  • @TerraEsram said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540254#Comment_3540254

    Yeah, it's too strong how I describe my idea, litterally, you have a demon who follow you everywhere since you are not on the ground, this part is overpowered

    But yeah, if you wake up the mimic, like, trying to opening it, or making to much sound (like quick vaulting, going into a locker to quick, or if a generator explode/ if he make more sound by is progression) he gonna try to go after the nearest survivor and trying to bite him, like you say, just one time for hurting him, and after that, just waiting at his new position or sticking the survivor and slowed them down (or more like a trapper trap, just stoping the survivor since the mimic bite him), and when the survivor manage to stop him, the mimic go into the sleep mode again

    The problem is this: even if the mimic would apply only a debuff, like hindered, survivors are already accusing each other of throwing when they open chests with Ace in the Hole and Appraisal builds, because they aren't slamming gens, the situation would get exponentially worse, if chests could also bite and/or chase you ^^

  • I like the general idea, but its probably too strong. What would the mimic do? The most obvious thing to do would be to hurt and injure a survivor, but thats pretty steep for just opening a generally underpowered chest.

    Or wake up and follow a survivor around like the Knights companions? Or just bite them and stick to them, slowing them down via hindered till they manage th pry themselves loose`? Like I said, the concepts sounds really fun, but I think peeps would just ignore chests altogether if mimics could be in them.

  • @Mr_K said:

    Does placing traps in front of the locker do anything or can they disarm them while in the locker?

    AFAIK Trapper can only place the traps in front of the locker, because he can't physically get or clip into it, while the exploiting survivor can move unfettered. In essence it's like placing a trap 3 steps in front of a survivor.

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3539766#Comment_3539766

    Its a shame the alleged counter is in turn countered by a Killer who has played the Killer more than once. You have to be 50% slower than the average human, not just gamer, in order to fail at reaction M2ing a turret without addons.

    Man, you make me feel really old. I am a pretty mean Pyramid Head, but with Xeno I am often taken by surprise, when a chase takes me to a turret. Then in 90% of the time I'll just soldier through in hopes of catching the survivor, instead of risk missing the M2 and loosing it all. I guess I am worse then 50% of the average human, then.

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3511924#Comment_3511924

    I've brought up that point many times as well.

    Newbie killers should never get rolled by a veteran team, SWF or not, just like rookie survs getting stomped by a highly skilled killer shouldn't happen either. All because of dodging.

    And during one of the recent surveys they asked the community whether they favor queues over quality matchmaking, and the overwhelming response was faster queue times. So this system only gets one real shot at a fair-ish trial, and backfilling breaks it.

    I feel really bad when I go for the obvious newby ... but whatya gonna do, when their mates are running loops extra tight and are night untouchable at the best of times, and then use MFT on top of new and improved fast vaults? Its mean, but that newby can just crank out gens as any of the other ones, besides maybe a second or two due to great skill checks. And with everyone splitting up, therei s little counterplay these days, besides being hyper-aggressiv and tunnel someone out if possible.

  • @Rulebreaker said:

    We respect your opinions but we gotta ask how the hell you made this tier list?

    With tiermaker dot com. Duh. :P

  • @Melinko said:

    I still don't understand why the devs haven't done something about lingering in the exit gate area. It could be as simple as if they stay in the area beyond the gate for 5 secs a blood warden activates.

    I understand standing outside the gate waiting for teammates to make sure they make it, but when all the remaining alive survivors linger there, a blood warden would be amazing.

    My favorite solution would be a general perk called "Just Leave!" - lingering inside the exit area for longer then 10s will shut Blood Warden the exit gate and expose the survivor, till they move 36m away from the exit gates.

    I would equip this perk on the first slot of every killer and never take it off ever again.

  • @thisislastyearsmodel said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3511370#Comment_3511370

    That's all great and all, but you literally cannot hide traps anymore. There are no maps anymore (as far as I can tell) where the grass is thick enough that a survivor with low settings can't see your traps.

    The swamp maps come to mind. Granted, they have their own set of problems and are some of the least favorite maps in the killer community for a reason, but all that overgrowth also hides traps pretty well. I had a pretty good game with Trapper-kun on the Pale Rose map and I was pleasantly surprise how fun he could be, if (IF) he could use his power properly and do some big brain things.

    The big red forest maps, while big and unpleasant, are also rather thick with foilage and undergrowth, so they can work reasonably well, too. But yeah, Trapper-kun was played so dirty by the removal of thick grass, its hard to believe they would do something like this to their mascot and powsterchild and then proclaim "we are pretty happy with where Trapper stands right now". Wow, thats some serious neglect.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3511141#Comment_3511141

    They do remove the abliity to mindgame. Please take a look at shack.. Whats there to mindgame? The killer is visible from all sides. Same with the tiles i mentioned. Long tiles on cowshed are not open for mindgames. Do you know what a mindgame is?

    The rotten shack walls make for a flavorful and interesting visual setpiece, but really, as a game mechanic its so empty. The red stain shines through and is visible from the outside at all times and even mid experienced survivors can run it mostly right and alway elude the killer, until Bloodlust II kicks in.

  • @MDRSan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3511084#Comment_3511084

    Survivors don’t like Skull Merchants or to a lesser degree Knights because their powers are frequently used to create boring battles of attrition. Before the regression nerfs, they could literally guarantee no generator could be completed in a 3 gen setup unless they went AFK or something. It has nothing to do with whether they might as well be bots.

    That some chases, when run optimally and with lucky map configurations can take a while is by design. This game is designed such that a killer will always catch up to and down a survivor provided they’re both looping to the same level of skill. The only question is how long it will take. A killer is meant to make a choice in those situations - continue the chase and get a down or break chase to play for more downs by slowing gen progress, going after survivors in less favorable areas, etc. If a killer can catch up to a survivor consistently and quickly, what do you think a survivor can do to win? How do you feel that would be fair gameplay?

    Thats the lofty theory, but the reality is far from the ideal, that a survivor WILL go down. Juking and bamboozling the killer in a way that they loos track of the survivor and get thoroughly juked aside, you don't need to be a god looper, to run a tile a couple of round, drop the pallet and go to the next and due to the maps being so safe these days, the killer has no real option, but to play "like a bot" und mindlessly follow the survivor around dumb cars or trees or stacks of garbage, due to their small hitboxes and there is absolutely nothing you can do about it; a problem thats only compounded by the presence of MFT, that totally messes this kind of ups and totally breaks their balance. I had a match at the game, where I just couldn't reach that Ada who ran MFT. The only option was to leave or brute force it with blood lust ... and that inevitably ended with a pallet to the face (one of 30) and off to the next incredible safe one.

    Some pallets that needs to be broken, like on the long hedge walls on Haddonfield or Garden of Joy, are ok, but the vast majority of pallets should be mindgameble to some extend, which they aren't.

    The loss of gen regression wouldn't be so bad, if post-6.1 not basically all survivors learned that splitting up on gens is king. The extremely safe maps, non-mindgameble tile sets and strung together loops and split up survivors so often lead to 3 gens popping after the first chase .. or at least 2 with a third one following suit shortly after. 6.1 gave killers a breather after the long drought, but now it feels like we are back to zero or actually worst off, with gen regression mostly dead, MFT destroying loop balance and splitting up and fastforwarding the early game to 2 gens left after the first chase...

    What this game could use the most is a comeback mechanic: I know, peeps hate it and claim "why should I be punished for playing good?", or even better "why should THEY be rewarded for losing?", but its much healthier for the game. Right now its usually one side that stomps early and keeps winning harder, the fun close matches are rare indeed. So let the Entity eat and spawn pallets, according to which side is fareing better, block a gen for a while or spawn a medkit in the corner that you are hiding in.

  • Cheating aside and working with just a couple of your descriptions, one of the side effect if the game being this old is, that the player base became better and better. If you take a modern DBDs mid survivor, they would probably be untouchable in 2016-2017 game, just because of their different mindset and techniques that weren't known back then. You hear that all the time: "back then the game was more fun, it was totally unbalanced and we had infinites, but no one knew how to play. Lol."

    Some survivor mains with literally thousand of hours know how to run every single tileset in the game literally perfectly, they will make so little errors, that the margin to catch them is extreeeeemely slim. Thats why MFT is totally messing with any gameplay beyond mid-level skills: all the loops are designed around normal speed killers and survivors, and even slight variations can throw this off.

    As you are even struggling to get your first hit in, there could have been no MFT in play, I just think you got unlucky and got really good loopers (we call them god-loopers in the business), who are hard to catch in the best of times. If you start your trial with them, they have all the maps ressources and they know exactly how far to greed any given pallet, so they will waste your time until the other 3 gens pop and only throw down 2-3 pallets in the process. This could already be game for the survivors.

    There is not much to do, but play more, analyse whats happening, developing gamesense and get better at running loops. Watching survivor gameplay can help a lot, as you see what they are doing and what techniques they are using to determine which direction you are running. There are certain techniques of hiding your red stain, like moonwalkig or the shuffle, but really experienced survivors will even manage to call you out on this, most of the time.

    In this case its imperative to break off chase asap. The sooner you realize whats happening and you switch targets, the better. Chances are that this god-loopers WANT to get chased, so they will play suboptimally, fastvault here and there, flashlight click you or run into your field of view, just to give you the illusion of an easy hit. Don't take the bait and patrol gens and find an easier target. SOmetimes you got 4 god-loopers in one team, then there is really nothing that you can do, but this comp teams are really, really rare. Developing a good game sense is one of the most important skills as a killer (also as a survivor, but more so as a killer, as you are on your own.

    Good luck :)

  • @Solsken said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3510369#Comment_3510369

    Thank you for your consideration.

    I think my post used a bit to dramatic language.

    And i had evil cousins at a sleepover. So my parents couldnt so much.

    I guess playing against the xenomorph will work as my CBT exposure!

    It was a fun read, and I had a feeling that you will manage, but I feel you! Good luck with your exposure therapie!

  • @Sava18 said:

    I mean endurance doesn't take more than one hit with the 6.1.0 changes so your complaints are unfounded.

    Yeah, I vividly remember that PRB were this things were changed and while the general killer buffs felt awesome, it was rediculous to work through 4 or 5 layers or Endurance :D OMG, it was rediculous.

  • @[Deleted User] said:

    Considering the amount of Frenzying Legions out there 100 wouldn't take that long tbh.

    Thats due to the "hit 4 survivors within 30s of detecting them with killerinstinct" tome challenge. Source: I did it that way myself.

  • @Supernaut said:

    So... silly question... how is "Reunite" defined?

    I've just played a game and healed about 6 health states for multiple players with perk equipped, but no quest?

    I think you get flagged as "lonely" or "alone" when no other survivor is around, and once you meet up again, like within 5m, you get the "reunited score event".


  • @bm33 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3510138#Comment_3510138

    For previous meet up with injured survivor challenges you needed to be a certain distance from the other survivor. I wonder if this is same thing so like unhooking and healing wouldn't count but like running over after unhook would.

    I got it rather unexpexted in my last game. I ran to a Laurie and healed her and she me, then to a Leon and Yui that were healing in a corner... they were interrupted before I could catch up tp them, but the Yui running towards me made the challenge pop up as completed.

    So here is what I get from that: the reunite and the heal part are tracked seperately. You need to heal 100 tics or charges on other survivors AND you need to reuinte with 2 survivors during that match. You dont neet to heal the survivors that you reunite with, but of course this helps. I ran both, Empathy and Empathic Connection, so I knew where everyone injured was and they could also coordinate comming to me. I did this as a soloQ survivor, so it wasn't THAT hard, just not very well written and explained.

  • They should at least make this a 0/102 challenge, so that you get constant updates if that what you are doing is the right thing.This way its just all or nothing with no indications along the way.

  • Hmm ... nothing.

    I reunited with a lot of injured survivors and healed each other, but never with two at the same time, which seems to be the crucial point.

  • @ratcoffee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3509697#Comment_3509697

    My guy thinks that survivors can reverse their hook states if given enough time

    They sorta can. If I potentially camp a survivor (killer equivalent of working on a gen) and they get rescued at the 58s of hook stage one, I am thrown back an entire minute of my work, even if I managed to down and hook that survivor again. The two tasks are fundamentally different, of course, so you can't do one on one equivalencies, but this sorta illustrates the concept. A finished gen can never be regressed, though, the same as hook stages and deaths can't be reversed. Yet. But I hope that this stand as solid pillars of DBDs foundation.

  • Entity spawned pheromones tell the Xenomorph exactly what to do in order to maximise terror and eventually chipping away at the survivors hope. Easy as pie and another horrible day in the Fog.

  • No, but neither is splitting up on gens 2s after the trial starts. Both playstyles are the optimal one, and botj back he other side against the wall, forcing them to step up their game and play more optimal themselves, or perish and get ridiculed "gg eeeeez".

    The community optimised the game with not much wriggle room left. What the game needs would be a big reset, right now he killer is screwed if they allowed to enter 3gen stage with 4 survivors, but with 3 gens popping first chase, tunneling is basically their only option, baring massive survivor misplays at the start. And with killers ob high alert and out for blood from the start, survivors have to push that gens asap.

    We need a system overhaul: killers needs fo get more out of hooks without killing anyone, feeding the Entity survivors hope in the lore, but doing so isn't supported by the system. And right now ganging up on gens is discouraged, splitting up is the way to go and genetates trippel the amount of pressure.

    If they changed this, ie getting killers to go for 8 hooks before the kill and suevivors to do one gen at a time, then the game would be in a much better state, but as of now its a deadly race to see which side can tunnel their objective fastes.

  • Continious slapping the survivor on hook is basically the killer equivalent of t-bagging, even though its a bit more forceful and brutish. And just like t-bagging, there can be nuances to it. Most of the time its just BM, but some t-bags can show grattitude or even respect. By their very nature killers interactions with survivors are always reduced to brutality, but you gotta read between the lines. A single slap on the hook can be a complementary slap, aka "you gave me a good chase. You were really good." or it could just be used to silence the extremely drawn out screams of some survivors. But slaps without end are always meant to annoy the survivor and/or to vent. Sometimes its done tactically in the hopes that a survivor on 2nd hook will miss a skill check or two and thus die faster, but even that is bad form.

  • I feel the same, rember Wesker and Singularity or even Pinhead way back? They all felt powerful and strong and awesome in PTB and everyone was hyped. Then came the public release and they all seemed neutered.

    Pinhead became a pubstomper, but rather tame vs a coordinated team, Wesker got his hitbox severely slimmed down, but eventually settled somewhere in the middle and is okay ish and fun to play, but not PTB level.

    And Singularity...well, ya all know that story, we went from "Finally! After he long drought we get a new strong and fun killer!" to pubs "playing Singularity is a chore and super unfun, because survivors can counter you all game."

    I hope that they allow the Alien to shine, but I fear the worst. Towers with overlapping FOVs, longer cooldown for runner mode, maybe even using up 25% per Tailstrike and then standing up, because "After careful analysis of the data collected during the PTB we decided that a continous runner mode was too oppressive. The new version will be much more fun for everyone."

  • @woundcowboy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3508034#Comment_3508034

    Pain res is awful. It is too rng based. Most of the killers I’ve gone against who were using it lost badly. Regression has been destroyed gradually over the last few years

    Pain Res QOL proposal: no tokens. The perk got 100 charges and on each hook the most progressed gen gets regressed by up to 25%, paying 1% per charge. So no more empty and wasted tokens, when the gen popped right before you hooked it, the max regression is the same as it is right now, but if you happen to hit a 4% gen, the impact on you won't be as devestating. To fight hook camping the perk could go into cooldown for 25s after hooking someone.

  • @NerfDHalready said:

    remove hatch and these won't happen anymore. i understand people that don't want to lose their kill to some rng based garbage design.

    Hatch is needed, though, in order to give the survivors a glimmer of hope and to prevent spiteful stealth and hostage situations. Its better for the game to end when the survivor can no longer win, then to have hour long hide and seek sessions.

    EDIT: I wouldn't mind a hope system for killers, though :P 4% Hope mechanic to peel yourself from the hook? Imagine if a killer with zero kills had a 4% chance to just mori a survivor they knocked down :D Hillarious

  • Slugging for the 4K is indeed sweaty, but thats just what the changes in the last two years encouraged. Every round of widespread nerfs didn't relax most peoples stand, but indeed dug the trenches even deeper. The "Us vs Them" mentality became a much ingrained part of this games culture and by its very nature its very easy to get swept away in a flood of emotions and find yourself in a "oh damn you, I will show you!!!" mindset.

    Depending on how feisty and audacious the survivors were I will do my best to not let get them away, they didn't show me one inch of slag themselves and used every little trick in the book to make me look dumb. Heck, even if you win, you can never really win, because 9/10 times you "only won because of this busted mechanic" or "lol, even with 2k hours I could 360 you two times. You so bad lol."

    And one argument that no one wants to hear and that, according to my survivor main friends isn't even remotely applicable, but I see it differently, is this:

    When slugging and sweating for the 4K is so despised and the concensus is that the killer should relax a bit and just hook that last survivor, why is it then that survivors, who absolutely dominated the match, never say "you know what? That killer had a measly 3 hooks, all gens are done. Lets leave that one guy on the hook and just leave, let the killer have their one kill." It basically NEVER happens. Or when was the last time that a survivor, who lingered in the exit area, said "you know what? That killer did pretty well ... hear, just hook me." The last thing happened to me about 4 or 5 times in my entrie DBD career and each time I felt a pang of guilt and wanted to let the survivor go, but they insisted and didn't crawl out. In my own matches with my SWF group we sometimes decide on giving the killer a mercy hook, when they seem new or did spectacularly bad, but I know that this is really, really rare and we usually don't let us getting sacrificed.

    Circling back: a mercy hook is a rare choice, but I have NEVER seen a group with a realistic chance of getting the "easy 4E" not reset and swarming the hook, trading hits and reaching the exit safely. Never. And this is the foil to slugging for the 4K: you could end the game then and there, but you are greedy and thirsty for the full reward, so you go out of your way to steal whatever meager success the opposition has out of their hand, so that you can have the full four quarter cake.

    Getting a mirror handed back to you is never nice, but this isn't something that is exclusively killer, survivors do it all the time, too, and in their hands its socially acceptable.

  • @GoodBoyKaru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3508064#Comment_3508064

    Okay but like I work part time and I'm a student full time, I want the games I play to feel like games and not like another chore. If people hit iri 1 quickly then good for them but having to go home and think about grinding just makes me not play and go do something else.

    On a plus note, I've gotten pretty good at cooking recently..

    But do you think that 200 pips without depipping would be worse then 90 pips with all the up and downs we have now? I think that it would be a big, phat net-positive with a capital P, while also appeasing the "nooo, I want some challenge" crowd. But the pressure would be out of the system and the curcial 4 pip games werent as nerve wracking anymore.

  • I knew that this would be a tough sell...

    Its not that big a buff, but the 4 tokens for four differ survivors is just not a cool design and with current meta you might waste 1 or even 2 hooks, and with such limited resources, that really feels awful.

    In the worst possible situation, three gens would pop and you would still love a hook token.

  • @TurboTOne said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3508047#Comment_3508047

    Why increase the Pips needed though ?

    Just removing depips should do the trick.

    In order to keep you occupied for a while.

    If the only direction is up, 90 pips will be accumulate quite fast with the only stumbling block being the 4 Iri emblems in Iri ranks. But having 200 good matches in one month ain't that hard, remember, as long as you don't DC the only direction is upwards.

  • Killers basically have to tunnel, because survivors now all know that splitting up is the strongest move.

    Survivors basically have to split up and do multiple gens, least they get tunneled and face camped at 5 gens.

    The meta (shake-up)backed both sides against the wall and forced them to play as efficient as possible.

    What the game needs is a reset: killers need to be rewarded for hooks without killing someone; right now you shoot yourself in the foot for ot tunneling andcletting survivors reach the last gen stage with 4 peeps; you can't hold 3 gens vs 4, it's just impossible

    Killers need incentives to not kill a survivor asap, but need some kind of reward (debuffs) while everyone is alive.

    Survivors need to be discouraged to slam 3 gens at once, making splitting up harder, but they also need some protection and time to do so.

  • @AbsolutGrndZer0 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/386838/lessons-i-learned-today-when-one-pip-away-from-pipping-up

    This is poetry. If this were the Steam forums, I'd give you that award. I really wish they would just remove de-pipping already. It's an oudated concept left over from when Rank was MMR. They finally divorced Killer Adepts from the Emblem system, now they need to get rid of De-Pipping too!

    Awww, thank you. But yes, I 100% support this.

    You need about 90 pips under the current system to reach Iri1. I would propose to just do away with de-pipping besides DCing, and then increase the pips needed to reach Iri1 to something like 250 pips. This everyone can sweat when they like, give hatch whenever they feel like it and play anyway they want all month from day 13 on and still feel like that are progressing their side objective, it would only add to the enjoyment of the game, without taking anything of substance away.

  • @Nos37 said:

    Everytime a survivor in the exit gate runs back into the map and lets me kill them after their team stomped me, I pay it back later and give the last survivor hatch when I stomp.

    Let's just say... I haven't been giving hatch.

    Lol, not gonna lie, you had me at the start

  • @Ariel_Starshine said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3507203#Comment_3507203

    I think it's cuz they tooted their own horn quite a bit and their post reads as anything but humble, so the natural responses will be as what you see.

    @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3507209#Comment_3507209

    This. My response would've been way different without the child gaming prodigy and no flaws in my perfection like gameplay tidbit.

    My coworkers at my job also don't like when I tell them I'm perfect and outclass them in every way.

    @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3507203#Comment_3507203

    People would show more empathy if OP would not think of themselves as the god of the game.

    Well, yeah, you guys are probably right, on more then a casual read, he comes off as pretty condescending. BUT (you knew that there were going to be a but) I have witnesses this same behaviour on much more humble posts. Peeps on this forum have a thing for humble bragging on how much noone knows about the game and that "your oppinion is worthless, because..." Especially newer players could use at least some positive feedback. Oh well, still, I half messed this one up ^_-

  • Empathy lvl 100 in the comments again. Yeah, lets not try to show some compassion to a struggling new player, grinding through the really steep learning curve of this game, but just hammer them into the ground, just to push our egos a couple of inches higher off the ground.

  • @Rulebreaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3507136#Comment_3507136

    While we could debate the first part (the or else part specifically), the players turning sweat lord's is again, on the players. We can have fun with a loss as long as it's an interesting loss, and I HAVE recently too. It's the people wanting a boring win no matter what, and sweating to get it, than risk an loss for a interesting win.

    I mean, there is losing and there is losing. Having nail-biting chase everyone all over the map with everyone on deathhook, but then they all escape game is one thing, but having 5 "3 gens pop after he first chase, in which you did nothing wrong and even won the last mindgame" games in a row, because that somehow became the norm, will leave you with a much smaller sense of satisfaction, despite the loss.

    And now survivors are calling Leathal Pursuer op, because its used a lot, in order to turn that early game loss around.

    Both sides are kinda backed against the wall from the start, because they know that they need to play this right or get humiliated. Sure, playing chill can still be done, but you will hardly ever drop down enough in MMR that you start having fun, again that way regularly. The casual game is dead and, let's pull some numbers out of my nose, some 75-85% of peeps now play efficient as a default mode and kinda sweat, so that's the expected route for every match nowadays.

  • The most fun ones are the games where I do really well and end up killing 3, giving the last one hatch, and then they are all over me in the EGC "Nice wallhacks" and then they notice that my build is, indeed, sanctioned wallhacks, like IamAllEars, NowhereToHide and AwakenedAwareness and then they went all "Oh ... sorry about that" :D

    In this meta my gen regression is pure aggression. I try to always be in the survivors face, always get some new info and starting a new chase or quickly ending another one. Builds like this can fall flat pretty hard if you blunder big time in a chase, but if you keep the ball rolling, you keep it rolling hard and might get accused of cheating: the most honest form of flattery this game has to offer.

  • @Rulebreaker said:

    Wouldn't jump off the deep end just yet. Lately I have seen causal players (or more accurately an newish person play causally while I watch and laugh at what they do) while myself can enjoy either role for the most part and im probably not super high on the totem pole. Honestly the only thing really hurting the game is how people tend to play. Sweating to fill a pool to being needlessly an ***, none of that is particularly the devs/game's fault.

    We do agree though that it should change. Why try and be uber competitive in a party game? Its stupid.

    But Pulsar has a point. Because of the way the MMR system is designed and how the meta forced both sides over the last year to play as efficient as posible, OR ELSE, we optimised the fun out of this game in one year faster and more thoroughly then ever before. The MMR system was the beginning, adaptation to needed changed like 6.1 and regression nerfs the current conclusion. Without any systems in place to allow the losing side to catch up, the more efficient side will always win, and after losing a couple of times in a row, both sides chill players omight turn sweat lords. I know that I did.

  • 20230807010317_1.jpg

    I find it quite stressful to grind the Iri games, when you can basically just go up one pip at a time, but bad games can easily throw you back to start with the blink of an eye.

  • @biggybiggybiggens said:

    I think what most people mean by tunneling is it should be impossible to hook the same Survivor twice unless there is only 1 person left or something. As in, the game shouldn't even allow it to happen. So you hook one person, they get unhooked, you down them again and pick them up, but this time you get a message in ENTITY writing. -"The Entity requires a fresh sacrifice and will not accept the same sacrifice twice in a row."-

    Put in something like that and watch people change the way they play. Then if you have a slugging problem just make the (pick yourself up forever) certain part of No Mither base. BOOM fixed. Now Killers will go after a new person each time and if they slug, the Survivors will just get up on their own. Do whatever is necessary to balance it. The devs could FORCE people to play differently if they really wanted to. Why they are not currently trying to fix that problem? Your guess is as good as mine.

    "I think what most people mean by gen rushing is that it should be impossible to push gens so much that 3 gens pop in quick succession. It should literally be impossible for another gen to pop, before the killer has gotten another hool. As in, the game shouldn't even allow it to happen. So if you finish a gen, but there has been no hooks since the last gen popped, you get a messege in ENTITY writing. -"The Entity requires blood to grease gears and pain to fuel the generators and will not allow the trial to proceed with another survivor unbloodied".-

    Put in something like that and watch people change the way they play. Then if you have a 99%ing problem just make the gen explosion part of Pain Resonance base if a gen is voluntarily left at more then 75%. BOOM fixed. Now survivors will actively seek out the killer to get hooked, because they can't progress their objective. Do whatever is necessary to balance it. And if survivors split up and do multiple gens, give those gens a Grim Embrace basekit threatment and don't forget to make them explode if they were above 75%.. The devs could FORCE people to play differently if they really wanted to. Why they are not currently trying to fix that problem? Your guess is as good as mine."

    There, I fixed your rant. Now its perfectly balanced.

  • @BaByLLIKa1337 said:

    Literally quote from developer update: "Our studies (unsurprisingly) found that your odds of escaping drop significantly when you remove even one Survivor from the trial – who would have guessed?". Yet they still dont do anything to prevent tunneling...

    P.S. if you're playing mostly killer dont leave any comments, first go play ~10 matches as survivor, get your teammate or you tunneled 4/5 games and then you'll see how "fine" tunneling is.

    Edit: I mean hard tunneling, when killer from the start of the game goes after 1 survivor even if 0 gens have been done or its a top tier killers, im fine with tunneling when 2-3 gens pop and killer still have 0 kills

    Preface: I mostly main killer, but also have two groups with whom I run the Fog, so my split is about 65/35

    The thing is this: I know how awful the feeling is to get mercilessly tunneled at 5 gens with no option. So my standard MO as killer was to play fair and ignore the unhooked survivor etc. until 3 gens got done. But guess what? Due to the current meta and mostly destroyed gen regression with no compensation to the survivors ability to slam gens, I had loads of games were 3 gens popped at the end of the first chase, or worst: I picked the god looper and got chased for 3 gens.

    What are you got to do in such a situation? Still ignore the only survivor with 1 hook stage and go for someone else? Roll over and die? Stand in a corner and sulk while the survivors go full on ego "lol gg eeeeeeeeez. Roll. You so bad lol"?

    Back in the days I could go soft at the start and then shift gears once things got spicy. That's basically impossible, because now not only the good SWF groups split up on gens, even soloQ survivors know that this strategy is king and so if only two gens pop after the first chase, that's quite the reason to feel relieved. But as the killer you can't slack at all, unless you are against potatos.

    I would really love to not need to tunnel, bif frankly, if you hit 1 gen remaining with 4 survivors, you lost the game. You can't possible defend a 3 gen against 4 healthy survivors, but with often 3 gens popping after the first chase, you can't turn it 3 vs 1 without hard-core tunneling. The games were I get the ball rolling fast are the most fun, for me. I interrupt a gen with 3 survivors on it, down one, hook and chase another and then it's hook and trade and hook while defending that gen and I don't need to tunnel. But this kinda games have a completely different dynamic due to the altered start.

    And of course, I know that sadly most players are lazy. The situation was somewhat like this pre 6.1, but with survivors extremely safe due to several redundant safety nets. After 6.1 that was taken away and survivors tanked. I felt bad for them and slacked and relaxed my stance, but as we all know, a lot of killers, a lot of them probably ex survivor mains, lashed out viciously and with glee, tunneling and bullying with little opposition even though they didn't need to. And then survivors adapted, learned to split up and push gens with no looking left or right, especially after losing CoH as a side objective.

    And now we have come full circle, with me having to play like a villain or face ridicule and shame. You can't change any aspect of this game without it making waves and having unforseen consequences, stuff is connected in weird ways.

    I think Sadako and Pinhead shows how it's done: killers need to bring their own side objective with them. If you force to do something or else, it slows down the game enough that you can have again longer then 5min matches. We just don't need to be able to mori every survivor at 5 gens ^_-

  • @Aven_Fallen said:

    Yes, it is in the Patch Notes:

    • Fixed an issue that caused the fast Vaults to have the same vaulting distance as the Slow and Medium Vaults.

    Will take some time for Killers to get used to not getting the hits they should not have gotten in the first place. But they will spend their time complaining until this point is reached. Business as usual.

    I guess selfrightious survivor main quibs will always be the most savage. Point taken.

  • @SweetTerror said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3504775#Comment_3504775

    Yeah, there are so many things about the alien that are iconic that I'm legitimately intrigued on how it's going to be implemented in the game. The Alien is known for traversing walls and ceilings, fast movement, acid spit, etc, that I'm worried the Alien will either be overpowered or ridiculously weak.

    Traversing walls sounds great until you realize it removes survivor's resources, plus I don't know how that would necessarily work in outdoor maps. I'm worried that it'll be a cross between plague and demogorgan, which if true would be a huge disappointment.

    My guess is some kind of preinstalled Demogorgon portals all over the map, ie ventilation shafts, and the Alien can move through them, giving us some iconic and scary banging noises that could come from every direction. Survivors can use a Soldering action to weld one entrance shut and the Alien has to find another exit and unlock the welded one with an M1 attack from outside, just like Dredge does with locker locks.

    And its M2 attack might not be the classic pounce, but the pondering head-down Preatorian charge, that would have a big hit box and hurts one survivor if you hit them Head-on, otherwise it tumbles then all over the place, like Wesker, but in all directions.

  • @SweetTerror said:

    Imagine if the Alien was the first ever killer that doesn't have a terror radius, and instead of a heartbeat survivors pick up motion trackers to keep a bead on where the Alien is at? To counter this the Alien would have to be faster than any other killer, but I would love to see the devs testing radical ideas like this.

    If we can't get new game modes, then let's get killers and survivors that spice things up. Nicholas Cage was a great example of a survivor coming with perks that are fun and weird, and I want more of that. Vanilla DBD has gotten very stale and boring, and we need something to spice up the gameplay.

    Omg, as a first concept this would be brilliant and sooo cool. I don't know how unfair or utterly weak this would be, but it sounds so intriguing.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3505240#Comment_3505240

    Didn't you know? The Z wall on the edge of the map is the safest structure to self care at, lol.

    Had I known this, that Claudette would be still alive for sure :P

  • @caramelpudding said:

    The fact self-care is still used this much really disturbs me.

    For real, even as a killer main it disturbs and irritates me, like some cyclopen architecture or lovecraftian horror that the mind can't encompass.

    Last game I played around with BBQ, ad I hadn't it equipped in a while and after hooking some survivor on DeadcDogs right in front of the saloon, I saw a Claudette healing in the backyards. I was puzzled, as I remembered her using a toolbox, so I moved all the way over there, and lo and behold, I found here there by her moaning, still healing. Uff.

    Well, she went down asap and on the hook ,>

1 … 22 23 24 25 26 … 102