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Anti051

Anti051

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Anti051
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  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3591765#Comment_3591765

    If you are saying you need to do a specific thing to win because you have no other choice then yes... If they can do it and you cannot it is simply a skill issue, besides the point where you have a killer power you can rely on whereas those guys limited themselves... You can even bring strong addons...

    Limited themselves against intermediate teams/solos...

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3591754#Comment_3591754

    Well actually a few streamer did a challenge to play m1 only with no killer power and they average on about 80-90+ % killrate, so yeah... I don't think so buddy. As far as I remember they even had it in the challenge to not slug or tunnel or camp or anything, however I could be wrong on this one, not sure.

    Do you think going against a bunch of intermediate teams/solos and calculating a percentage from that means something?

  • You know what I'm over? Survivors blowing through all generators minutes from game start.

    Downing as many as possible in a cyclical fashion with knockout in tandem with other gen slow is one of the only things an M1 killer can do to actually stop truly efficient survivors from erasing the generators faster than a fart in a hurricane. You can't do any more reckless damage to any of the slowdown perks until it's not possible (by default) to finish gens faster than unnatural #########.

    That wraith was a socially weak jackass for rubbing it in your face, but that doesn't give you license to tear down a key component of the only tactic standing in the way of real "rush" squads exerting full-spectrum dominance in advanced gameplay.

  • As long as it's possible for the gens to be decimated a few minutes from game start, the killer has to take that into account and act accordingly. There is no way to accurately gauge the players you are about to face and nobody with an iota of sense is booting up a PvP game with the intention of losing.

    If you want the game to be more chill, then the win conditions have to be altered, but all the devs want to do is screw around with MMR to lessen their work load.

  • This combo is a prime example of why people say "the devs don't play their own game."

    Mere minutes to make a difference before gens are done and you're going to table something like insta-pickup with 10 seconds invincibility for the victim and rescuer...

    Could we please have somebody with more experience with DbD's game flow in charge of making these sorts of development calls? And will you guys please stop stonewalling the killer experience with 'endurance?'

  • Breakdown: UW interrupts the survivor's agency and makes the match harder for them to control, therefore, warpath.

  • It's a 5-point capture system.

    A good killer will always try to get the final gens to be the tightest if possible.

    As xEa and others have pointed out, Deja Vu is the perfect tool for knowing which generators you ought to be focusing on as a survivor.

    It has to be well within the scope of reason that all killers on the roster are able to stop generator completion, otherwise DbD ceases to be a game and turns into a cakewalk-style charade.

    It would be better if there were other game types to play instead of constantly trying to modify what we currently have.

  • The effects from 'Chewed Pen' and especially 'Lasting Perfume' should be base kit since the anti-camp mechanic is in effect, but I don't think he should be immune to reveal at endgame.

  • @Yoshirama said:

    This perks can activate so easily and gives a lot of value for nothing.

    Plus, most of my game with this perks people just use it to slug and tunnel.

    Maybe it can activate per hook or make changes in the cooldown. Also, it should deactivate in endgame or when there's just two people left.

    Maybe you should just accept that the killer is the power role.

  • God loops are just as bad as short loops imo.

    Virtually nothing the killer can do at a god loop and virtually nothing the survivor can do at a short loop.

    On 50/50's there's PvP. On short/god loops, it's like taking turns winning.

  • 'Save the best for last' is in 4 out of 20 of the top most seen killer builds.

    'Made for this' is in 15 out of 20 of the top most seen survivor builds.

    There is no STBFL "epidemic."

    On the other hand, there definitely is a MFT epidemic, which is why it's slated for a nerf.

    This is a baseless 'weaken the killer' campaign thread.

  • @VomitMommy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3583633#Comment_3583633

    Probably had fun playing against For the people + Buckle up.

    Pretty much.

    You succeed at a piece of really tough gameplay, and one of these clowns waltzes up with that broken combo while your hands are tied during wipe animation and undoes the pressure of your first chase instantly.

    They run off giggling, covered to safety by invincibility then want to turn around and act like they were good at something.

    Meanwhile 40% of the gens hit completion while you're still at 0% hooks, you down the original combo user and another rotates in, runs up and repeats the same process while you're in wipe animation, keeping your progress at 0 while theirs flies unabated.

    May as well have started playing at 1 gen left, it's a pile of manure.

  • @altruistic said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3582723#Comment_3582723

    It’s not fun going against Pop + Pain Res + Surge + Whatever else literally every single game. I don’t sit and cry for nerfs in the forums for things I don’t like. I try to improve my gameplay so the annoying perks aren’t so noticeable.

    Difference is that survivors just have to squat for their progress, the killer actually has to do something real for theirs.

  • Pop isn't stronger than pain resonance.

    Example: If you've got 10% of a gen completed and it gets popped, it goes down to 7%.

    It's not a 30% wipe of the whole progress bar every time, it's 30% of whatever is currently done on the gen.

    If a gen is 99'd and gets popped, then you'd get close to a 30% cut of the entire progress bar.

    Get it?

    Original pop used to cut 25% of the whole progress bar every time, it's fine now.

  • @Livaria said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3580904#Comment_3580904

    I'd say it's way easier for a killer to accomplish a 4 man slug than you think. And I already do bring unbreakable, I even take No Mither, too. I use it about half the time in my recent play-throughs. And I still think my idea is valid.

    It's only easy if the team is inexperienced or overzealous and that's without counting the double invincibility from the 'FTP + Buckle Up' combo.

  • It can't be inevitable that all generators will get completed, that's a proverbial cakewalk.

    Both concepts of 'survivors powering the gates' as well as 'killers stopping gates from being powered' need to be well within the scope of reason, otherwise we wouldn't be playing a game.

    Pop Goes the Weasel was previously over-nerfed with the near negligible '20% of current progress,' but is presently fine with the '30% of current progress' alteration opposed to the original 25% of the entire progress bar with each use.

  • When are folks going to realize that you can't use the same playstyle for every map?

  • Picture this: You're busting your ass in a difficult match against experienced survivors as an M1 killer, you finally start outplaying them and then suddenly all sorts of hits just don't count...Do you have any idea how infuriating that can be?

    You can lose matches at the moment solely because of endurance, and you're sitting here trying to justify stacking it?

    Have you completely lost sight of the full picture??

  • @drsoontm said:

    You have to understand "boring" here often means "too difficult for me".

    It's easier to complain than trying to learn and to improve.

    Be ready to see an increase of complains after the PTB because all the boosted survivors will die way more often for a while (and then will either give up or learn)

    Exactly.

    Any time you figure out a good perk combination/strat, the survivors call it boring and if it's effective enough, they'll take to the forum/social media in an effort to get it weakened.

  • @[Deleted User] said:

    This thread is the epicenter of us vs them.

    PvP games are literally centered around the idea of one side versus the other...

  • The threat he'll pose is real enough to be respected, that's a good thing.

    Being able to easily tool killers around with endurance and strong loops is one of the main reasons why the game isn't scary.

  • All loops becoming easier after getting hit was never a sensible idea in the first place.

  • Most maps are already too safe by default.

  • 'Unbreakable' and the incredibly strong 'FTP + Buckle Up' combo are effective counter measures.

    How many hours do you have?

  • Remember how well V.H.S. went?

  • @Matthardscrabbl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3574492#Comment_3574492

    When you slug all four survivors and then won’t pick any up? Yes you’re holding the game hostage.

    No.

    "Holding the game hostage" means that you are doing something that prevents the game from ending.

  • @Chocolate_Cosmos said:

    SoloQ Survivor here.

    Killers today so far: Tunnel, tunnel, tunnel, slugging Nurse with anti-healing, slug build fun stuff. When I try to meme with Killer or do event interaction they just hit you anyway, etc. When you try to meme with them, they will just take advantage of it and hook you instantly. My gosh...

    It's a horror game...

  • It's not an easy mode perk, that's MFT.

    People just don't like their agency interrupted.

    When gens can't be completed as fast, then a nerf would be in order.

  • @xEa said:

    After 3,5 hours playing this game today, hoping for some nice rounds, i finally stoped... a little bit in disblieve.

    This is no news for you: DBD has one if not the most toxic and generally speaking worst community someone can think off. But what i have wittnessed today is beyond my usual, most of the time sub par experience.

    Today i played exclusiv survivor and i am not exaggerating when i tell: Not a single round, in 3,5 hours where the killer has not tunneled 1 person out of the game early on. The endgame chat was in 8/10 cases bashing like "gg ez" or other rude language.

    I need to ask this question, and i am not sure if it is rhetorical in nature. What is wrong with people in this game? What makes people play like complete jerks and then even beeing aholes in the chat?

    Is there really nothing BHVR can do to fix this issue? After a day like this, i would even considere something like base kit DS, which would not be a terrible idea - forcing the killer to play the game instead of cheapshoting an easy win by creating a quick 1v3 situation.

    This of course wont happen to me to that degree when i play in a group of friends, since generators would be done and you can coordinate things. But playing as solo survivor is a different story.

    Thoughts about that?

    Generators can be completed too quickly for perfect sequential hooking to be a realistic option. As it stands, most killers on the roster need to take what they can get as fast as they can get it or they lose.

    Once the current situation is finally acknowledged and a solution is formulated for quick gen completion, THEN more strict anti-tunnel measures could be implemented in a fair/progressive way, but until that time arrives you can count on things staying the same.

  • @mecca said:

    That's what happens when you balance around bad killer versing top experience SWF that are coordinated. The game is insanely too killer sided.

    Considering all the invincibility effects virtually carrying survivors at the moment, I have to disagree.

  • @Farya said:

    At the moment, the "dedicated server not responding" disconnect happens often. So maybe most times when you think it's a ragequit, it might be just a disconnect.

    On one hand it's true that technical DC's are happening a lot, on the other hand it's hard to blame killers for getting fed up with all the extra endurance effects, speed, body blocks etc.

  • @CatnipLove said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3572478#Comment_3572478

    Thank God nobody complains about MFT. Or toolboxes. Or Resilience. Or SWF. Or Pallets. Or WoO. Otherwise this statement would be would a load of crap.

    I just checked your history and you're a professional victim, so I guess have fun feeling sorry for yourself.

    Nah, survivors actually do act like killers aren't supposed to do anything that defeats them.

  • No.

    The large time investment is killed in a super unfair way and it just doesn't fly.

  • By ignoring the inevitable tirade of whining and all manner of disingenuous ploys to get said changes prevented or reverted.

  • @CountOfTheFog said:

    Wouldn't you all like this as a variety in weather? I think it would be scary as hell having Ormond at night and seeing Myers in Tier 1 when lightning strikes. I'm surprised this isn't a thing in a horror game 🤔

    Very good suggestion. It's unsettling things that create a scary atmosphere like thunder and lightning in inclement weather, actual darkness, actual fog and somber/grim lighting. The only thing is that a lot of folks in the community are honestly too sissy for actual horror effects, I mean they fall to pieces and raise hell over the most insignificant things.

    These sorts of ideas have got two thumbs up from me and would be quite effective at making DbD scarier, and I hope BHvR realizes that there are times when you have to put your foot down in order to make cool stuff happen.

  • @CrypticGirl said:

    This highlight tells it all. https://www.twitch.tv/videos/1958750156

    It doesn't have to be crazy, just 3-5 seconds would suffice.

    You need no such thing, not_requested49 is right.

    Plus it was the end of the match, what was the huntress supposed to do in that situation, hook you so the team could swarm and you're covered by basekit borrowed time out of the gate?

    You can't just have endurance covering your butts all over the place.

  • Until gens can't be completed in less than 3 minutes, you may as well forget about getting anything altered so that hiding is easy. Too many of you refuse to acknowledge to entire picture.

  • Listen,

    As long as it isn't going to eliminate the contest of the entire activity, go ahead.

    If it isn't more endurance or another mft-level atrocity, it's probably fine.

    Nobody playing killer wants to work their ass off and have it not count just for the sake of survivors feeling like they're good at something.

  • You do realize that almost any other game in the world is more worthy of your time than DbD, right?

  • @not_requested49 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/394061/permanent-sacrifice-hook-destruction-needs-to-go

    Just be smarter with where you hook or hook in the basement? I don't get the issue, the whole point of the basement is the hooks can't break there, and multiple can be hooked there at once

    You don't get a completely free choice of where to hook somebody unless you have agi/mad grit or an oak offering, and neither of those things should be mandatory to insure that your scoring process (in the mere minutes you have to make a difference) goes uninterrupted by bs.

  • @UndeddJester said:

    I've never understood the argument that MFT is a "fun" perk for survivors... Fun is ofc not objectively quantifiable as it is subjective, but in MFTs case the argument doesn't make sense.

    The effect is very subtle to the point visually its hard to tell the difference. Usually the defence for MFT is "its only 3%", which if that were true, you have to ask "if its only 3% and that isn't really doing anything, why do you and every other odd player out there run it?". In order for it to have any value, it has to be subtle but potent at increasing your ability to loop, especially against the weaker killers on the roster...

    By this logic, MFT by virtue of what it does itself can't really be "fun" since you can't really see it in effect... successfully looping the killer more times is what is actually "fun"... but only achieving that with the crutch of MFT just makes it non sensicle to me... it's like you succeeded way more, but you needed a flat increase in your stats to do it cause you weren't good enough to do it otherwise...

    So the perk doesn't really have anything to redeem it to my mind... it targets the wrong killers, artificially increases a players success rate when looping, doesn't bring anything new or interesting to the game....

    -And makes BHvR look incompetent as all get out.

  • Tell me you didn't read anything under the 'Getting Started' tab without telling me you didn't read anything under the 'Getting Started' tab.

  • "Rewarded" with something that makes you virtually uncatchable in endgame...when it isn't hard to get to endgame...puts off some serious Idiocracy vibes.

  • It's just a treadmill to a magenta nerd-badge.

  • Every map needs more fog.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3560769#Comment_3560769

    It's a joke. I'm agreeing with you.

    This doesn't feel like a horror game anymore and it hasn't for a long time.

    Amen, Sir.

    People complained the darkness offerings away.

    People complained the fog away.

    People complained the general power of the killer away.

    Now people want to complain that the game isn't scary anymore...

    What a clown-car act, to be frank.

  • It's not a problem, people just don't like their agency being interrupted.

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