Anti051
Anti051
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- Anti051
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Definitely not stoked about even more hits not counting via endurance...
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It's pretty uncool, yeah.
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@LobbyDodgerLeonidas said:
Yeah the general advice about creating dead zones is hilarious because the maps have so many pallets that survivors can snap drop each one and still have pallets to run to in end game after they finish the gens. If they don't have the gens done in that time, you were facing a potato squad and you would have won anyways
Honestly yes,
The ratio of resources to gen completion time needs some revision. Being able to fly through gens in 4 - 5 minutes and still have assloads of pallets plus this new broken mft + hope combo...it's nutty
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@Killing_Time said:
Played Docktah against a team running it alongside crazy flashlights. It's darn near impossible to catch up with a M1 killer. It's completely BS to be given a BONUS just for getting hit. It needs to be gutted. It's completely unfair.
Yeah, they've really screwed the pooch this time, very disappointing and off-putting.
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Does the annoyance factor for the game really need to shoot upward by adding emote-assisted trolling?
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@KateMain86 said:
The worst slugging is when there are 2 survivors left and the killer leaves one on the ground even though the other survivor is nowhere near them. They'll do this up until the slugged survivor only has about 5% left on the bar. It is beyond toxic. Slugging has to become a thing of the past in this game.
Is the killer not supposed to stop everybody like the in-game manual says?
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@Emeal said:
How is Wesker tunneling more than any other Killer? Why does this merit a nerf on Wesker?
It doesn't, most in this community are just scrubs.
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Wish they'd just revert the scream length, it makes the whole game a lot more annoying.
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You'd think something like mft would get shot down in the planning phase by having a basic sense of familiarity with the game and its history of problematic perks. It's really disheartening to see things made fair with DH after years of unfair charades only for BHvR to suddenly cut another perk from the same cloth like they've literally learned nothing.
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@Mandy said:
Made For This is something we are going to be monitoring, for right now we don't feel that it needs much change - it will continue to be monitored over the coming weeks.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/380552/surviving-really-that-bad
The problem is that multiple different people will have multiple different definitions of this exact thing. For example.
Tunneling:
- Is it tunneling if someone intentionally goes after the person who was just unhooked and completely ignores everyone and everything else? Most would say yes.
- But, when if i'm doing that because the person just used deliverance before i left the area, is that still tunneling?
- What about when someone immediately unhooked them before i could even fully walk away and then i go for the unhooker, but the unhooked guy forces me to hit them by body blocking?
- What about when i hook someone in a dead zone, and then i start chasing someone else, but the person i start chasing is running to an area of the map with shack linked to a jungle gym, linked to the fun bus? Should i throw the game to chase that other guy? Or go after the weak one who was just unhooked. Is that tunneling?
- What if i'm using a perk combination like Remember me and we are near endgame and i need to remove the obsession. Is that tunneling?
- What if i saw the survivor immediately went back to a generator instead of healing themselves or getting healed because they wanted to "tunnel" the gen. Is that still tunneling if i go after them?
Camping:
- Is it camping if i play leatherface and sit there waiting to chainsaw anyone? Most would say yes.
- But, if i'm playing trapper and i hook someone in basement and place a bunch of traps that someone steps in while i'm away. Is that still camping?
- What if i'm playing hag, and place a couple of traps near the hook, then they go off and i teleport. Is that still camping?
- What if i'm using a MYC build and demogorgon, and teleport over just as the unhook happens to instadown the unhooker?
- What if i downed a survivor who was hiding nearby to get the save and they didn't realize i saw them while i was hooking. If i stay there because i have 2 survivors there, am i still camping? At that point, if i pick up the survivor, i'm giving the others a free unhook. And 2 survivors can't completely 5 gens by themselves before the timer runs out, so its a good play to make in that case.
- If we hit endgame, and the gates are 99'ed and i hook someone and camp them, is that still camping? (hint: a lot of people still think this is "camping", but i don't. i mean, what else am i supposed to do at that point, i have no other objective)
Slugging:
- Is it slugging if i down all 4 survivors and let them bleed out for 4 minutes? Most would say yes.
- But, what if i'm using a build specifically for slugging, using knock out, and infectious fright, and so on, is that still "slugging"? There are perks literally designed for it...
- What if i'm playing Oni, and i down someone with my power, but i know someone is nearby, is that slugging?
- What if i down someone, and i know someone is going to go for the flashlight or pallet save so i go after them. Is that slugging?
- What if it is the last remaining survivor, and they ran to a corner where there are no hooks and get downed, knowing it is impossible to hook them. Is that slugging?
- What if i'm playing a killer that has a timed power, and i down someone, such as t3 myers. And i know someone else is nearby, is that slugging?
- What if a gen is about to be completed and i see survivors working on it, and i just down a survivor, is that slugging?
The reality is, there are people that exist that would answer yes to every single one of those. And then there are people that exist that would say No to the majority of them. The reality of the situation though is? Why assign subjective labels to anything, when the goal is the same. The killer is playing to win. They are using the strategy they think is going to give them the highest odds of winning the game.
I would suggest reading the free e-book "Playing to Win" by Game designer David Sirlin:
https://www.sirlin.net/ptw-book/introduction
Here is an except from the book that exemplifies this exact "issue" imo.
Introducing...the Scrub
The derogatory term “scrub” means several different things. One definition is someone (especially a game player) who is not good at something (especially a game). By this definition, we all start out as scrubs, and there is certainly no shame in that. I mean the term differently, though. A scrub is a player who is handicapped by self-imposed rules that the game knows nothing about. A scrub does not play to win.
Now, everyone begins as a poor player—it takes time to learn a game to get to a point where you know what you’re doing. There is the mistaken notion, though, that by merely continuing to play or “learn” the game, one can become a top player. In reality, the “scrub” has many more mental obstacles to overcome than anything actually going on during the game. The scrub has lost the game even before it starts. He’s lost the game even before deciding which game to play. His problem? He does not play to win.
The scrub would take great issue with this statement for he usually believes that he is playing to win, but he is bound up by an intricate construct of fictitious rules that prevents him from ever truly competing. These made-up rules vary from game to game, of course, but their character remains constant. Let’s take a fighting game off of which I’ve made my gaming career: Street Fighter.
In Street Fighter, the scrub labels a wide variety of tactics and situations “cheap.” This “cheapness” is truly the mantra of the scrub. Performing a throw on someone is often called cheap. A throw is a special kind of move that grabs an opponent and damages him, even when the opponent is defending against all other kinds of attacks. The entire purpose of the throw is to be able to damage an opponent who sits and blocks and doesn’t attack. As far as the game is concerned, throwing is an integral part of the design—it’s meant to be there—yet the scrub has constructed his own set of principles in his mind that state he should be totally impervious to all attacks while blocking. The scrub thinks of blocking as a kind of magic shield that will protect him indefinitely. Why? Exploring the reasoning is futile since the notion is ridiculous from the start.
You will not see a classic scrub throw his opponent five times in a row. But why not? What if doing so is strategically the sequence of moves that optimizes his chances of winning? Here we’ve encountered our first clash: the scrub is only willing to play to win within his own made-up mental set of rules. These rules can be staggeringly arbitrary. If you beat a scrub by throwing projectile attacks at him, keeping your distance and preventing him from getting near you—that’s cheap. If you throw him repeatedly, that’s cheap, too. We’ve covered that one. If you block for fifty seconds doing no moves, that’s cheap. Nearly anything you do that ends up making you win is a prime candidate for being called cheap. Street Fighter was just one example; I could have picked any competitive game at all.
Doing one move or sequence over and over and over is a tactic close to my heart that often elicits the call of the scrub. This goes right to the heart of the matter: why can the scrub not defeat something so obvious and telegraphed as a single move done over and over? Is he such a poor player that he can’t counter that move? And if the move is, for whatever reason, extremely difficult to counter, then wouldn’t I be a fool for not using that move? The first step in becoming a top player is the realization that playing to win means doing whatever most increases your chances of winning. That is true by definition of playing to win. The game knows no rules of “honor” or of “cheapness.” The game only knows winning and losing.
A common call of the scrub is to cry that the kind of play in which one tries to win at all costs is “boring” or “not fun.” Who knows what objective the scrub has, but we know his objective is not truly to win. Yours is. Your objective is good and right and true, and let no one tell you otherwise. You have the power to dispatch those who would tell you otherwise, anyway. Simply beat them.
At the end of the day, anyone complaining about these tactics, is simply a scrub. Because these tactics have counters, and these tactics are counters to certain things that survivors do. The reason that tunneling, and camping and slugging is working, is because the survivors let it work, by making a bad decision. You can argue that these things are "unfun" or "boring" or anything else you want, but the killer is playing to win. If those tactics are "unfun" and "boring" and whatever else. The person you should be directing your anger toward, is not the player using them. It is the developers who allow such tactics to exist.
This was a gorgeous post.
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@Brimp said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3462558#Comment_3462558
Yeah but when you lose 3 gens by the time you get your first hook it forces you to play in a more boring way if you want to have a chance at getting more than 2 kills.
Can't be restated enough ^
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Sounds like somebody straight up doesn't understand what's going on in Dead by Daylight.
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People want to use a killer with a power that's good for chases? That clearly doesn't make any sense at all.
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Feels the same.
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Well here are some basic foundations for any game:
- A game is a contest.
- You're supposed to play toward the object of the game to the best of your ability.
- A game is considered good or bad depending on how it feels when playing toward the object of the game.
All of this upside down, headass bully-rhetoric criticizing people for doing something as natural as trying to win at a game is the most flamboyantly awkward attempt at social manipulation I've ever seen from a gaming community.
You'd have to be pretty ignorant to step into a PvP game with the belief that the other players shouldn't try to beat you🙄
It's sort of like arguing against the very nature of the type of game you're playing, and if that's the case then why are you playing a PvP game in the first place?
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Gen Tapping
Considering how fast gen speed can be, it feels lame that the killer needs to do a channeled timer to put a gen on regression, but the survivor doesn't need to do one to put the gen back on progression.
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@lifeisstrange said:
Anything that helps survivors even if by a small amount is OP in the killers rule book for survivors, every perk for survivors is op. Yay technician
You think it's small to have a perfect prescience of where everything is at all times?
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We don't need tools to intensify trolling.
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'Windows of Opportunity' in a nutshell -
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I understand your frustration, but unless going for hooks with every killer kit suddenly turns into a realistic prospect, you can't whittle away everything the killer can use to actually stop survivors.
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The super long screams are pretty damned annoying, yeah.
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@mikewelk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3447346#Comment_3447346
If you go against the survivors I go against you would realize mediocre perks don't do much but waste space. There's a reason no one runs them.
And there's a reason I'm in the top 10 for Ghostface 😉
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I hear a lot of people say the devs don't spend very much time actually playing the game. This event is making me a believer.
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@mikewelk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3446813#Comment_3446813
Franklin's Demise is a terrible perk as the BNP can be used on a gen instantly and Built To Last can recover all the charges. Knockout is useless against SWF, a little communication prevents the toolboxes from melting. Jolt does nothing when survivors jump in lockers and wait to be grabbed or run away from gens so when they get downed none are affected.
If it works for me, it can work for you too tbh
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@Archael said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3446830#Comment_3446830
Yeah, exactly, you are talking about camping, ticket system would help with that. but it would incetive tunneling more. If there is a weakest link in a party, killer will tunnel this one even more than now since it now not only remove that one guy, but will deplete etire team tickets.
Yes, if Killer would like to camp this one person on hook, they will most likely never die. But we are talking about tunneling, not camping.
You're not even reading what's written...
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@Archael said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3446801#Comment_3446801
How? How longer chases with better loopers would lasts less than shorter chases with worse loopers? Yeah, if killer commit to that one survivor and w8 for it near the hook instead of applying pressure on others... but this is camping, and im talking about tunneling.
You can't quickly "tunnel" somebody out with this suggested system. If the killer only attacked one person the entire match under this suggested system, it would get them nowhere because the team could just leave the person on hook and they would never be sacrificed until the tickets are gone, and the only way that happens is if the killer goes and hooks more survivors to burn down the ticket counter before the gens are completed. This suggested system combined with the upcoming anti-camp changes would make it utterly pointless to camp hooks, tunnel people or proxy camp a hook.
This system would force the killer to go for hooks and actually exercise skill with their kit if they want to win.
And again, it might take some experimentation to figure out how many tickets the survivors should start with.
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@mikewelk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3445313#Comment_3445313
Please inform me of how to counter that and I would be grateful. I'll even let you choose any killer perks you like to counter this scenario.
For that you might try 'Discordance' to know if they're double humping a gen, 'Franklin's Demise' to take their toolboxes, Slug them with 'Knockout' so they can watch their toolbox melt to nothing and 'Jolt' to defend the tightest generator spread.
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The nyctophobia is real 🤣
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Yeah, I've never understood the reason why the devs think killer FoV absolutely needs to suck by default. Has anyone from the team ever explained why?
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@Archael said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3444483#Comment_3444483
Actually no, this would incetive tunneling even more since hooking the weakest link constantly would eliminate all tickets from better loopers so they would have only one chance. And tunneling would deplete those tickets much faster than trying to spread hooks with better loopers.
Incorrect.
You're not taking gen speed into account. Completion would be achieved long before a single person could use up all the tickets unless the killer is working in tandem with 2 of the survivors.
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3444483#Comment_3444483
Oh right, share hook pool.
Hell no, soloQ is bad enough. It would be amazing for SWF.
I would love to see one troll using all our hooks while running towards killer.
Trolls gimp your team faster with the current system.
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@Xord said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3443881#Comment_3443881
Tunneling IS an exploit whether the game is balanced or not. Is the game too survivor sided still today? Honestly I'm not sure. But there is absolutely no way to know that if Killers have a joker card they can use to have a 100% winrate. It's litterally impossible to lose.
Now, if DBD was competitive by essence, I'd understand using an exploit to ensure the win. Like, you want to climb the ladder, you use the tools you're given, no matter how unfair they are or how unfun they make games.
But DBD isn't competitive, there's no ladder, the main thing that can result in a win is blood points. Even ranks are really just nothing but ways to gain Bloodpoints And tunneling doesn't even grant bloodpoints. So you're only strealing a win that you don't deserve by playing badly and gain nothing out of it except you can say "I won by using a strategy that doesn't allow loss".
Do that in LoL, I understand, do that in CS:Go, I understand. But do that in DBD? Why?
Why? Because it's a player versus player game and it's starting to look like more than a few people have no idea what that means. What exactly do you think the killer is supposed to do? Use an ineffective strategy so you can take the W?
Killers don't like that survivors take the fastest route to completing gens, but that doesn't make it an exploit just because it's not fun for the killer...
Try to win in the PvP game LoL, Try to win in the PvP game CS:GO, but don't try to win in the PvP game DbD? Are you for real?
(I'll paraphrase the actual in-game manual) 'the killer is supposed to stop survivors from escaping using anything in their power.' What part of that is unclear? Because the entire activity seems pretty straight forward to me.
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I also doubt it was hacking, the natural completion speed is ridiculous at the moment.
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The faster the generators can be completed, then the faster the killer has to jump to desperation tactics like camping and tunneling.
When killers get to the level where generators start getting completed in 4 - 5 minutes, then desperation tactics come into play pretty much at the start, lest the killer eat ######### and lose with nothing.
Since generator regression was weakened, but generator progression was not, it actually makes sense that the utilization of early desperation tactics has intensified.
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@MoNosEmpire said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3444020#Comment_3444020
So how would this idea work? Survivors have X amount of lives and once they're all dead they're gone for good? or?
And now that you mention it.. maybe allowing teammates to give you 1 extra life if they wanted to as well? (that 1 life would be permanent and you wont be able to transfer it back) That could maybe stop killers from tunnelling as aggressively.
Well for example, in the game 'Depth' the team of 4 divers (survivors) start with 30 respawn tickets, as the divers are killed by the sharks (killer), they use up the respawn tickets. Once the ticket counter reaches zero, the divers can then be hard eliminated from the game.
With this type of system applied to DbD, it wouldn't matter if the killer targeted the same person the entire game. All tickets would need to be used up before anybody could physically be removed from the game. It would make "tunneling" and "camping" pointless, and ultimately, a sure way for the killer to lose the match.
What the ticket pool ought to be for survivors might take some experimentation though.
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@MoNosEmpire said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3443853#Comment_3443853
I'm not sure if a ticket system would be effective enough.. Imagine someone being new to the game and wasting all of the lives within the first 2 minutes, t hen everyone else is insta-dead on the hook and I'm sure people would be more toxic via chat and messages. Personally I think it is not the way to go.
You couldn't waste the tickets in 2 minutes
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@Xord said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3437741#Comment_3437741
"tunneling gens"
Dude is coimparing a gameplay exploit to doing the objective.
I'm just going to say it,
"Tunneling" isn't an exploit, it's excuse-terminology invented by bad players and sore losers.
Survivors complete generators too quickly for every killer on the roster to consistently hook everybody in perfect alternating order, especially M1 killers, it's completely unrealistic and insane to assert otherwise.
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The only way to completely fix tunneling is to get rid of the three strikes system and introduce a ticket based system similar to the game 'Depth.'
Then it wouldn't matter if you get "tunneled" over and over again, because nobody would actually start dying until all the "respawn tickets" are used up.
I suggest this since nobody wants to drop all the made up terminology and accept the game's current iteration.
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@TheTom20 said:
The last few ghostfaces i gone against have had 1-3 hooks i don't think it's urgent
It's not, people are just being dramatic. He's one of the weakest killers. The devs actually ought to do more, like make all the other outfits match the backwoods outfit's cloak noise volume. Strong add-ons are fine since.....oh yeah.....He can do little to nothing in chase.
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@KingFieldShipper said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3443812#Comment_3443812
Why would I do that? I'm not going to run 2 subpar perks to counter a perk, even if I think SB is strong and annoying, which I do.
Fear Monger + Blood Echo puts a damper on all exhaustion perks, not SB alone. These perks are not sub par in the slightest.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3443787#Comment_3443787
And that's the problem. Nobody wants to play one match for 30 minutes.
And no killer wants to play a barely defensible generator setup on any of the maps. The match can't be a cake walk, especially at the final generator.
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@KingFieldShipper said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3443792#Comment_3443792
It's not a good counter and makes sprint burst incredibly easy to 99
Then combine it with Blood Echo
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Dying Light is more of a supplementary slowdown, I use it to supplement Jolt to decent affect. You can defend your primary generators and you basically get paid for each hook. I do think you should get tokens for obsession hooks too though, either that or increase the slowdown percentage per token.
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They need to pick one, make balance revisions to it, then delete the other 4.
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@mikewelk said:
I just had a SWF game where they sat on gens and whenever I got near they just sprint bursted away to a safe loop. There's literally no counter to it. Dead hard was so easy to bait with just a camera flick or simply waiting it out. Am I the only one who thinks this? It saves you from getting hit (extending your chase time), makes the killer miss their lunge attack (from surprise) which gives survivors extra time to hold W, and gets survivors to a safe loop from a deadzone.
I'm not saying it needs a nerf, I was just curious on people's opinion on it.
The counter is Fear Monger.
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It isn't camping, it's patrolling. You're supposed to pick the most realistically defensible patrol route at the start of the match and stick to it, you can do this on every map unless you get an extreme rng roll.
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You can't be allowed to easily prevent the killer from scoring, wiggling is primarily there to prevent the killer from constantly getting you to the basement.
If hooking becomes more difficult than it was made during chains of hate, then which playstyle do you think more killers will start to adopt?
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I'd consider map balancing to be a big QOL change for killers, but I hear you.
Personally I'd love it if the music was optional and adjustable like a normal game. It's good music most of the time, but it really doesn't need to be forced. Rocking out to your own tunes without the DbD music colliding would be *chef's kiss*


