Anti051
Anti051
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@Mandy said:
There is a very small amount of people in the top level of play, a game has to be more balanced for the majority - which is the mid range, balancing for the highest level would leave the majority of players in a pretty difficult spot.
Despite the rhetoric that everyone is at the soft cap, very very few actually are anywhere near it - it's not the "easy to get to" that people believe it is. we have to consider the game as a whole. And whilst we do think of how things could be used at the higher end of play, it cannot decide the balancing for the whole game.
People only get better the more they play. Balancing from the middle-down draws a line in the sand and creates a scenario where if people play, become good enough and cross that line, the game goes into a monotonous downward spiral. This is because after the novelty of the game wears off, players will focus on the objective of all PvP games - trying to beat the other player.
You balance a game from the top-down (skill-wise) so that ridiculous events are less likely to happen. Take endurance for example: In matches with intermediate level players, endurance works fine because they'll probably make a lot of mistakes, but at the higher end it can easily become the only reason that people escape. It's the same for gen progression perks: fine in intermediate level matches, but allowing comically fast 2 and a half minute completion times at the higher end.
S-tier killers are no different: Blight, Nurse and Krasue are fine in novice to intermediate matches, but insanely broken past that. Just because things seem fine/fair at the intermediate level does not mean they're fine/fair globally. You end up creating an environment that starts to repel players as they progress past the intermediate skill level if you choose not to care that certain elements become game-breaking at the low end of advanced play.
If the company wants to sell more content, it has to aim for player retention, and the current model won't hit the mark if the game goes from frustrating to straight up busted the further you play into it. Also the overt bias demonstrated in the latest dev stream wasn't the wisest decision.
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Used to be able to see survivor auras even if they were behind a gen, it was argued that BBQ was overpowered because of this which seems pretty silly now.
I stopped using BBQ and Gearhead because there's a decent chance the perks just won't work when activated.
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The killer's purpose is to kill.
The game is all about whether the survivors escape with their lives or the killer takes them.
There are 4 survivors, so there are 4 possible points for either side to score via kill or escape. First side to three points wins. It isn't unhealthy, strange or complicated, it's just what the game is. You're supposed to look for fun in overcoming the challenge.
A killer who didn't get a kill and a football player who didn't score a touchdown are upset for the same reason.
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I don't get how this pallet density change was a smart call unless there are some unspoken changes coming to assist M1 killers with the current state of the game.
I've had to abandon all but my knockdown-only builds to stand a chance as Ghostface with the pallet increase. Catching people with the previous pallet density was already an extremely tall order using nothing but M1, a gimmick power and zero chase tools. This change has been a pretty huge middle finger from my POV.
Now I have to play a very drawn out game of stab tag, ignoring hooks and leaving everybody in the dirt, otherwise I can't generate enough pressure/break enough pallets for it to start to matter in a timely fashion. With the increased pallet density creating a web of interconnecting safety, enhanced status recovery from vigil, gen speed and endurance factored in, you guys have effectively set up an environment where nobody actually has to be good at anything to take lower tier killers on multi-gen chases.
I don't even have time to sneak around and use night shroud the way it was intended if I expect to end up beating survivors who understand how to play.
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@cammoking123 said:
I don't get why killers would uninstall. Yall got it pretty good compared to survivors, tbh. You should be winning most of your games if you're any good.
Try playing your favorite killer, working, studying and practicing your ass off to get good at it just to get screwed out of a fair game and ultimately regulated by 'endurance.' Now play thousands of times, then watch over the years as the devs constantly butcher your tools and roll out system after system that piles more weight on your shoulders while lifting it off the survivors, making the good players virtually uncatchable while making the bad ones feel like they're good. Get told that you're bad and wrong for winning and get called every name in the book for figuring out anything that allows you to be more efficient at killing with your favorite killer. Now get the pallet density increased on you as you get treated like an NPC that can be infinitely nerfed by a company that gives a snide smirk and claims they're not biased.
Tell me it doesn't feel like the shittiest thing you've ever experienced in a game.
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My wishlist after 11k hours of mostly playing Ghost Face.
- After 3 successful marked stabs, gain the ability to throw the knife once (one-shot down if target is exposed).
- While crouched and in Night Shroud, the Ghostface will not trigger chase.
- Accrued stalk points do not drop off on injury. (All accrued stalk points drop off when put into the dying state)
- All reveal progress is instantly lost when technically losing sight of the Ghost Face while Night Shroud is active (Current time to reveal is 1.5 seconds).
- Add slight speed burst, stun recovery and pallet break speed bonus when revealed.
- Make directional indicators more accurate when in the process of being revealed.
- Cut cooldown of Night Shroud in half on successful marked stab.
- Make effects of current 'Chewed Pen' and 'Lasting Cologne' base kit (Increases reveal time for dying/hooked survivors to 3 seconds).
- New Chewed Pen: Marked targets become blind for the duration of the mark.
- New Lasting Cologne: For 80 seconds, survivors injured while Night Shroud is active take 1.5 seconds longer to reveal the Ghost Face and leave scratch marks for an additional 5 seconds.
- Make current effects of 'Headline Cut-Outs' base kit (+40% movement speed while stalking holding M2).
- New Headline Cut-Outs: Increase time required to reveal the Ghost Face by 0.5 seconds.
- Cinch Straps: Night Shroud remains active after successful 'Silent Stab' scoring events. (Putting survivors into the dying state ends Night Shroud)
- Marked Map: After performing the damage generator function, survivors within 10 meters of the affected generator will have their locations revealed upon the next interaction with the affected generator.
- Victim's Detailed Routine: (In addition to the current effect) When marked, generators being repaired by marked survivors will be highlighted in Yellow and marked survivors receiving or performing healing will have their locations revealed.
- Night Vision Monocular: (In addition to the current effect), auras of all survivors within 10 meters of the revealing survivor are shown for 5 seconds.
- Telephoto Lens: (In addition to the current effect) stalking has no range limit.
- While Night Shroud is active, if a survivor is 'stalkable,' their portrait will animate to indicate they are 'stalkable' (unintended marking can be extremely detrimental).
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Truly interesting concept! Penalties for game-spoiling tantrum DC's do need to be higher, but this cannot become an abusable social credit system that can potentially punish players for winning or making tough decisions.
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@Alicia_Tried6041 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4016576#Comment_4016576
Killers seeing items makes most of them useless. It's too easy for a killer to go into their perks and put on lightborne because they see one flashlight on a survivor. I see it as a form of cheating. What if we were able to see killers add ons? Wouldn't be too fair huh?
You don't seem to understand the asymmetry of the game. It's four players versus one, the survivors are not the power role and are not meant to be on an equal playing field with the power role, otherwise the activity turns into more of a charade than an actual game. The killer may be able to see what items are coming in, but they cannot tell what add-ons are used, they have to make an educated guess and attempt to play around the possibilities. Knowing you have an item might change the behavior of an intelligent killer, but does not decrease the power of the item.
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@Alicia_Tried6041 said:
I came up with this idea and of course bombarded with killer main hate. lol The first option at least. Have no idea why they are allowed to see survivor items.
Because items are powerful enough to sway the outcome of the match. Seeing what items are going into the match gives a vague, but necessary prescience to the killer so they can more appropriately embody the power role. If items were not as influential, then it would be fine to hide them in the lobby.
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But the killer has to watch a bunch of a-holes teabagging at the exit gate, rubbing their face in the loss, free of any form of penalty while making the entire experience as lame as it can possibly be?
Until there's a new system built around the idea of 'leave while you can,' I think you're fine to watch a mori animation.
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@AcesSpeedo said:
vigil is finally a decent perk and you want it nerfed aint no way bro
also it has a downside — that being it NEEDS another perk to actually be good, on its own its probably one of the worst perks in the game
It massively slashes all status effect timers (except for incapacitated) and you want to call it one of the worst perks in the game…Vigil is meta right now.
Mangled from Sloppy Butcher for 90 seconds? Let's cut that to 30 seconds.
Broken from Forced Penance for 80 seconds? Let's cut that to 27.2 seconds.
Exposed by Make Your Choice for 60 seconds? Let's cut that to 20 seconds.
Exhausted from using Sprint Burst for 40 seconds? Let's cut that down to ######### 13.6 seconds so you're virtually always sprint bursting into pallet city…
And to top it all off, the effect spreads/sticks to anybody within the immediate area.
Vigil is indefensibly overpowered bullshit + being tied to a licensed character makes it a red-hot case of pay to win.
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I don't get why a low-hour survivor main is being allowed to make balancing decisions that actually get pushed to live. Trying to hook into a win as a low tier killer is a fool's errand at this point. The amount of resources that spawn on a map should depend on who the killer is.
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@Alicia_Tried6041 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3983376#Comment_3983376
No they are being punished for not hooking survivors which if you read in the tutorial is the killers main priority. Not injure, injure, injure injure then slug slug slug slug oops game over 8 hook states bypassed.
The killer objective is to stop the survivors by any means in their power.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4007647#Comment_4007647
Take the entire thing in context, though. The changes to tunnelling and slugging were a follow-up on an issue that's nine years old at this point. 9.2.0 was originally supposed to disincentivise these strategies. While the patch was poorly received and a revert could be understandable, taking a patch that was supposed to alleviate a problem and then turning it over to utterly gut two perks that help keep the problem in check is, I'm pretty sure, unprecedented.
Context is also important for the killer nerfs you are referencing. Pain Res having copped 4 nerfs over its lifespan isn't that remarkable when it's still the most-picked killer perk in the game. Pentimento, also, didn't get a straight nerf, becoming easier to use and get value out of, even if that value is diminished, and this is a few patches after it got an indirect buff due to the boost to Thrill of the Hunt.
While OTR can be argued (With difficulty) to be deserving of a nerf, there was nothing to put Tenacity on anyone's radar for a gutting, and the nerfs they have received are far more extensive than any of the ones you mentioned, with both of them having lost their core components entirely.
(Gets unhooked), (OTR activates), (gets healed by rescuer in under 10 seconds).
"Wow, I've still got 70 seconds of invincibility! I'm gonna go screw with the killer for perk value!"
(Body-blocks killer in another chase), (Gets exposed by Ghostface), (purposely takes the hit but doesn't go down due to OTR god-mode).
Killer ends up getting significantly punished by the abuse of a so-called "anti-tunnel" perk.
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If they nerf it now, they'll just have to buff it again after the revised anti-snowball effects go in. So quit hooting, hollering and crying like kids in a day-care and just chill out.
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5% hinder for 5 seconds has no real effect when pallets/windows tend to be 3.5 - 5 seconds apart (even if you stack it with Nothing But Misery for the extra hinder effect). The only nerf that was truly necessary for the previous version of Knock Out was putting a timer on the effect. Burying the perk the way they did feels like a pretty overt make-the-survivors-happy move.
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@PetTheDoggo said:
You remind me MFT defenders…
There are things that are visibly broken even without months of testing.But hey, I will be so happy to be proven wrong here, feel free to tell me what counterplay she has when you find it. But if someone is not going to find it fast, she is going to be first killer, when I am just not going to play against her.
Quite the ambitious equivocation.
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@OnryosTapeRentals said:
Why on earth did Off The Record get its Endurance removed?
Or Monitor and Abuse get its effect nerfed for the smaller TR Killers?
I thought the feedback was pretty clear here. Revert these ASAP.
Because most players didn't utilize OTR as a just-in-case barrier against "tunneling" and instead would just run into the killer on purpose.
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@ThatRyanB said:
In addition, I wanted to confirm that I've seen the comments in here about Off The Record. I appreciate y'all being open about your thoughts on it. Rest assured, I've pulled together this feedback and am sharing it with the team.
Appreciate that, man. Always a big plus 1 from me whenever m1 killers become less frustrating/annoying to play.
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@ImWinston said:
- I don't understand why Off the Record has been weakened... so now only DS remains as an anti-tunneling tool. How long must this madness continue?🤣
It was rarely used as a barrier to "tunneling," most people just used the invincibility aggressively to screw with the killer. Plus staying invincible even after being healed was pretty bogus. Now you can't run into the killers face on purpose knowing you'll be fine.
You can run DS, and if the killer has tunnel-vision on you and you can't manage to outplay them in the increased pallet density or cheese the hit with DH, you get a free escape, and if they leave you on the ground, you can just get up.
Toning down the ability to spam endurance in high level lobbies is definitely a welcome change (especially for M1 killers). There should be more to the game than activating endurance as often as possible, riding the effect all the way to the finish line.
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Play an M1 killer into the deep end of the queue without trying to snowball and see if you feel the same.
If you want snowballing gone, then gen completion rates need to be addressed so there's actually time to rotate hooks in the way you demand and still win against experienced survivors.
If gens can be completed in 5 minutes, but the killer can snowball - there's still a contest there.
If gens can be completed in 5 minutes and the killer is suddenly roadblocked from snowballing - there is no longer a contest.
If you kill off the contest, you kill off the game. You must respect the asymmetry of the game and accept that it isn't centered around you as a single survivor.
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"Having a 320-hour novice making balance decisions couldn't possibly be a bad idea."
~ Some brilliant BHVR shot-caller
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@kit_mason said:
Just to be abundantly transparent, you have made:
- 6 posts arguing that endurance should be toned down
- 1 post aruging that, quote, "Players should not be able to complete generators so quickly that there is no contest."Why is it acceptable for killers to optimize for their win con, but not survivors?
Because the killer is under a ridiculously strict time constraint. You have about 2:30 from the start of a match to start a chain of events effective enough to stop experienced survivors from escaping. Ignoring the time constraint and roadblocking the killer from snowballing via an overabundance of endurance features is not fair if you actually consider the reality of high-level play.
Many survivors are currently escaping trials not because they were good at looping, counter-play or macro-management, but simply because too many of the killers hits just didn't count.
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It's something that's annoying when the game is already extremely frustrating to participate in. It's funny the first ten times you run into it, after that it's like nails on a chalkboard.
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There can't be any further anti-killer alterations or roadblock-style endurance features until a solution is found to aid the M1 killer issue.
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@Atsuka_Anarchy said:
I'd like to assume we'd all want the same thing for our community, that being less toxicity than one flooded with all sorts of unhinged man-children. I simply suggest a more strict and stern penalty/punishment for toxicity in the EGC. No one should feel comfortable tweaking out and DCing and then spewing all of their toxicity out in the chat. Are there any plans in the works that'll tackle this issue?
You can turn off end-game chat, don't have to see a damn word of it.
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@coolgue1 said:
At this point every match feels the exact same:
- Someone gets hooked
- Teammate trades
- Killer goes right back to hook and tunnels
There’s no counterplay, no variety, no skill expression. It’s just hook → trade → tunnel until someone is out of the match in the first 5 minutes. Survivors don’t even get to play the game, and killers aren’t being pushed to actually improve because tunneling is the easiest way to win.
The worst part? Every killer can do this. It doesn’t matter if you’re playing Nurse, Wraith, Clown, whatever—they can all tunnel, and they don’t even need a perk to do it. Yet survivors are constantly told “just bring X perk” as if it’s our fault. Why should survivors be perk taxed just because killers want the easy way out? If it’s a strategy every killer can abuse without building for it, it’s a design problem, not a survivor problem.
And BHVR, stop listening to the people that live on the forums instead of actually improving their gameplay. The players defending tunneling aren’t interested in balance, they just want their free wins. Meanwhile, the larger community is getting tired of the same unfun loop.
BHVR needs to implement something at this point. Look at the player count—dropping every single day by the thousands. That’s not just “burnout,” that’s people getting sick of an unplayable loop
Dead by Daylight is supposed to be about tense chases, teamwork, and clutch moments. Right now it’s just a tunnel simulator, and if nothing changes soon, the playerbase will keep bleeding out.
Engage your critical thinking skills and stop mindlessly diving the hook…
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@90bubbel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3991109#Comment_3991109
you literally get punished if you bounce between 2-3 different people, you need to hook 3 people twice each before killing anyone to not get punished for it,
for example
lets say that my game has a nea-steve-claudette and david
1-i first down claudette and hook her,''
2- i then find and hook david,
3-i find steve and hook him
4- then i stumble upo n claudette and hook her again,
5-i find nea and hook her-
6-and i find claudettte for a third time and hook her,
now im getting punished for tunneling? how exactly is this fair?
It's not.
Frankly I don't think it's inappropriate to declare that all this effort to assuage the game-scrub mindset is a little rampant and out of control at this point.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3990810#Comment_3990810
"These tactics" wouldn't have come into play if killers didn't have to use them
It's been 9 years and "these tactics" are still meta. After 3 straight years of deliberately modifying the game balance on the killer's favor, people are still using them, but it's because they have tried nothing else.
Maybe people can't even imagine playing any other way, which is what your really mean when you say you "have to", despite these changes literally including base kit tools to not only find survivors, but also slow down gens.
Rotating hooks in perfect sequence
You really don't. A minute of actually considering gameplay in this system would tell you that "perfect sequence" isn't even remotely necessary, you just have to not hook the same person twice... And the game literally now indicates who that is.
I promise that you, and nearly everyone else, can figure out "trades" at the hook. Especially since the most common response to not tunneling is usually "but I'm going for the unhooker", and "elusive" solves body blocking completely.
against knowledgeable survivors to stand a chance at winning. If a team is experienced
If you only know how to do one thing, and literally can't adapt to other situations, then why should you be going against "experienced, knowledgeable survivors" at all?
You should be going against survivors who are actually at your skill level. But tunneling is so wildly overpowered that doesn't happen. It's the reason people complain about MMR from a killer perspective: they've used simple, too effective tools like camping and tunneling to boost themselves fast beyond what they can handle as a player and then struggle.
The mark of mastery in just about anything is how well you can adapt to handicaps or restrictions and still perform. Like "running perkless" or "standing afk for 30 seconds at the start of the match" and still going on win streaks or winning consecutive matches in every killer in the roster. (These are actual examples btw, done in game. The only reason everyone isn't doing it is because of skill, and things like camping and tunneling are far, far simpler to execute)
comically weak killers like Ghostface and Trapper actual improvement passes
Good. I'd love to have actual discussions on how to improve individual killers who need help.
Unfortunately those conversations almost always fall flat because when you add "literally any buff ever" on top of camping and tunneling. It just buffs those already overtuned strategies further and effectively kills any conversation about buffs.
Tunneling needs a significant change before any of that can happen, and they're at least willing to test that change soon.
- "These tactics" have been consistently employed because they have been and remain the most effective strategies available for combating how quickly the survivor objective can be completed.
- You can't see exactly when somebody is unhooked anymore, so good luck trading (even though 'Elusive' is definitely a good change).
- You can run a mapwide sweep after hooking someone, not find anybody else due to good stealth plays and haphazardly run into the last person who was hooked, you could lose the match if you ignore them considering the strict time constraint, but regardless of any of that, you're still considered to be in the wrong (soon to be literally punished).
I've never had a problem with the idea of spreading hooks, but something the community needs to understand is that the time to facilitate spreading hooks cannot be consistently created against experienced survivors without "camping, tunneling or slugging" unless you're playing with a higher tier killer kit. On paper, the new game climate seems pretty bleak for killers, but we'll see how the new changes flow in practice.
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3990810#Comment_3990810
Most players are casual players. The game should cater to its majority, not its stat-obsessed sweats.
And it's pretty likely we're going to see a ton of changes coming. This is just the beginning. They have to see how things go to know how to move forward. But if everyone just cries then there will be no changes and the game will stay stale.
They're doing so to the point that it's no longer a contest.
"Most of the player base plays survivor, isn't good at the game and refuses to learn or practice what it takes to be a better player, they just make up terms for actions they lose to and yell at us. How about we make developments around the made-up terms that most of the player base clings to (ignore the reasons those actions are practiced in the first place) and screw over the people who dared to get good at eliminating survivors. We don't need to respect killer-players who are good at killing, the survivors just call them 'sweats,' let's just treat them like second-class players. The fun of survivors is paramount, it doesn't matter if it isn't even fair to our second-class players."
Pretty awkward stance for a game company to take.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3990805#Comment_3990805
And yet, it is a buff, and it's incentive to not tunnel. Two things that killers have been asking for.
Three, really, since it's literally regression reward.
And you can entirely choose to not opt into those buffs and continue to tunnel. That's still a choice. It just happens to be a choice with consequences, and it may not be the "best option in every situation no matter what".
It would really be great if people had to use their game knowledge, game sense, and skill to determine which strategy was best instead of just always doing the same thing, regardless of what else happens in a match.
I'm surprised so many of these "Max MMR" killer gods on these forums aren't chomping at the bit to finally show off their actual skills.
Try 12-hooking an experienced team in perfect sequence with an M1 killer…
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@UnicornMedal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3990785#Comment_3990785
Was that limited to Killer? I can't remember. I know that boneheaded hockey comment was really annoying too. PR nightmares honestly.
The hockey comment aged pretty poorly. Now the goalie can only block the puck 8 times before they have to just let the other team score 🙄
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3990616#Comment_3990616
Survivors didn't decide. Killers decided by playing dirty too often and taking away other players' agency. And those players make up 80% of a match. It's logical to give the 80% a buff if they're all universally unhappy.
If these tactics were rare, this wouldn't have been an issue. And if you didn't engage with them before, you'll be buffed and unharmed going forward.
"These tactics" wouldn't have come into play if killers didn't have to use them against knowledgeable survivors to stand a chance at winning. If a team is experienced, you've got about 2 minutes from the start of a match to do something real enough to make a difference or you lose. Rotating hooks in perfect sequence instead of catching/pressuring whomever you find is a great way to lose the match as a killer, especially if you're playing an M1 killer. It's pretty lame to push the weaker killers on the roster to adopt a playstyle that sucks for them so casual survivor players can have more fun.
Unless there are plans to give comically weak killers like Ghostface and Trapper actual improvement passes on their lethality, these changes are a real dick-move.
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@FearlessHunter said:
The worst moment I've had on 2v8 was when both killers were proxy camping a feng in a cage and for whatever reason the cage would just not move so she went into second stage
I managed to sneak past them while a few other survivors were distracting them and JUST as I was about to pull the feng out of the cage, the game decided it was finally time to move her into a new location where there were no players and she ended up dying.
I felt so bad for her
What happens to the gens if the team is on-point and both killers choose to lurk around somebody in a cage?
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@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3986715#Comment_3986715
In 2v8 theres no hookong and way less risk of getting palett or flashlight save and with cages you can stop survivors for some time.
Down, stop, go for cage, repeat - It's very likely you will not stop the generators from being completed (unless using specific and well-played killer combinations).
Multi-Down, stop, cage one, attempt more multi-downs, repeat - Better bet that you'll actually succeed at stopping the generators and turning more survivors into victims.
You can't stand up and be like "hey, make it so we can't be stopped cause it's not fun!"
I've got news for you, bud: the whole activity ceases to be a game when the "fun" of one side starts to take precedence over what's fair. A lot of you guys don't respect what DbD is (asymmetrical PvP). You forget that you're not in a single player game, trying to demand that DbD become some sort of proverbial fixed-track fun house ride where escape is not challenging and is all but inevitable. It's like you want the satisfaction of winning a PvP game while putting in less effort than a storymode campaign.
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There's no real game slowdown besides doing a lot of knockdown, so no.
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@FusedGod265 said:
im so tired of playing against try hards. I play survivor i get try hard killers. I play killer i get try hard survivors. Like matches of clearly full parties who get no hooks they using flashbangs and head on. Like fix the system and put try hards against try hards. Cause its legit taking the fun out of the game. Survivors shouldnt be able to bully a killer. And honestly idc really going against a try hard killer but does stink when you get put on a team of incompetent players then its basically get out the hatch or just go out tea bagging like just do it already so i can start a new match. Cause like id use left behind but im trying to get whole team out. I usually run Deja Vu, Blast mine, Built for this, and windows of opportunity. Im just saying id rather play a leisurely match that i can enjoy not go up against sweaty try hard after sweaty try hard.
PvP games aren't designed for you to take them at your own pace and leisure, PvE games are.
The entire point of any PvP game is to attempt to outpace and outplay the other player.
Looking for leisure in a PvP game is basically like looking for meat in the produce section.
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@oecrophy said:
maybe
step one: stop following an imaginary survivor rulebook you never signed up for?
Just play however you like and however you feel you have to.
Exactly. Making up extra rules that the game doesn't recognize and then attempting to hold other players to those rules like it's the law is the very definition of being what's called a "scrub."
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Ghostface needs help, not nerfs. Like he needs a lot of help…
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@MaTtRoSiTy said:
Do gens. The best thing you can do is do gens and let them camp, otherwise trade hooks with the hooked survivor.
I hate that people play like this but I see so many random team mates rewarding this by hanging around hook and not saving or doing gens.
This.
Be smart, demolish gens, especially any 3-gen cluster.
P.S. to whom it may concern,
Gen-efficient survivors force the killer to utilize desperation tactics like "camping, tunneling and slugging" from the very start of the match. If the killer runs all over the map going for chases, obeying the survivor rulebook and paying no attention to the macro game, they will lose. There is no cartwheeling around that fact.
If people want all sorts of restrictions for the sake of survivors having fun, it can't be ignored whether or not those restrictions are fair to the killer. If forcibly stopping killers from "camping, tunneling and slugging" is desired, then gens can't be allowed to be completed as fast as they currently can be.
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She should work like the Oni.
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3975580#Comment_3975580
It's already easy for killers to get undeseved kills though, and undeserved 4ks. I've had endless matches where a killer gets little to no hooks, can't chase, can't land basic attacks and then their Noed kicks in and they get some skill-free downs.
On the flip side, there's no equivalent of this for survivors. Killers get to choose if the hatch even spawns. They just slug the second to last person and keep the game going until they get both downs.
The equivalent is all the ways endurance (invincibility) can be obtained. Also, anti-tunnel features can punish the killer even if they don't tunnel.
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Is it a stretch of the imagination or does it feel like they've broken the killswitch system with the new engine update and haven't got the fortitude to admit it?
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@Defnotmeghead said:
Or at the very least, the timer should be based on how many survivors are alive. It doesnt make sense to reward a killer with the maximum value if they decided to kill over hooking all 4 survivors once.
And yeah, that does mean that killers have to decide what they rather have, a dead survivor, or 40 seconds of no gen progression. I could even argue upping the timer to 50 or 60 seconds if it means deactivating once someone is dead.Enforcing compliance to imaginary rules is awkward.
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It's not a good time needing to run multiple anti-exhaustion perks and addons to only sort of combat the strength of vigil/sprint burst.
You're not "streamlining" anything by adding bogus combos that cancel out the need to play well.
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Part 1: The reason people go for an elimination as fast as possible is because gens can be done in 4 minutes if the survivors choose to focus on gen efficiency. You're basically saying that killers trying to stop you is "unhealthy," to which I say 'get real, bud.' If you want to be "tunnel-proof," completion speeds have to be addressed.
Part 2: You're basically saying that killers have a habit of trying to do what they're supposed to do (kill everybody), to which I just roll my eyes. You can have a bleed-out faster option, but you can't have a free unbreakable seeing as you lost the game.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3973014#Comment_3973014
My point mainly was that it is another overreaction from the community. Because you have to give things a bit of time to settle in the game, currently Fog Vials are very popular because they are new, but once they are in the game for longer, their use will go down, since they are still worse than Medkits and Toolboxes.
And not being aggressive, just stating a fact to be honest. Makes it even funnier that you said that people here are downvoted into Oblivion while you are handing out Downvotes like Candy here.
Whenever you're in danger, drop smoke for massive survivability increase, that's how it is right now.
They see me stalking from a distance, they drop smoke. I stalk somebody to expose, they drop smoke and unless I'm within a few meters, they get away. They hear the billowing of my shroud, they drop smoke and run, completely sh*ting all over the effort I had to put into the attempt at a stealth play. Rinse and repeat because the dumb item is unlimited use with a short cooldown.
I don't think you realize or appreciate the level of power and survivability a smoke grenade grants.
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@ThatRyanB said:
Hey folks. I really appreciate all of your feedback on the Fog Vial in here. We're actively collecting this feedback in order to bring it back to the team, so please know, it's being read.
As you get chances to encounter this item in the wild, please don't hesitate to share your in-game experiences here. Specifics about what feels good and what doesn't (like the note about The Spirit above!) are super helpful.
Ryan, Honestly,
Whomever calls the shots on gameplay mechanics ought to have known better than to ever add something like unlimited use fog vials to the base game. You guys have really been pumping up the annoyance factor on playing the killer role, and you can't do that ad infinitum. If you keep making the killer role suckier and suckier to play, you guys are going to hit a wall where folks start hanging up playing the killer role en masse. Please, kindly, stop.
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@PatchNoir said:
not only that but while they have hook endurance they shouldnt have any collision at all for killers. Basically you can use OTR,DS,BT as weapons to get out of the hook and bodyblock super strongly with the hook haste on top of it.
I love that we talk about chasing the rescuer, but the rescued just keeps getting into your way until you eat the ds or slug them, also these antitunnel perks should deactivate once another person is hooked, in high mmr you will constantly see someone come back full life to get aggro just to still have OTR or DS even after you hooked, kicked gens and such. Now its worsened because resetting is FAST
Exactly!
Anti-tunnel features should only work to combat the thing that everybody complains about - "Tunneling."
Anti-tunnel features should not alternatively function as anti-pressure tools that punish the killer even if they are NOT tunneling.
I reiterate: No more nonsense, please.
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I could see this working if there were a perk currency system, otherwise it would just be full meta jacket hell.