Anti051
Anti051
About
- Username
- Anti051
- Joined
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Comments
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Problem is that most people don't vpn to the closest game server location and the game runs on amazon dedicated servers when it was written for P2P, typically resulting in what I call the McDonalds Wifi effect.
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As long as 3/5 gens get blown through by the time the killer gets 1 hook, you can expect slowdown perks to be the answer that most killers turn to.
Imagine trying to run a killer build that seems fun when suddenly 60% of the entire survivor objective is done when you've only got 8.3% of your objective done.
Regression perks were recently cluster-nerfed without progression perks being touched…making the problem of fast gens even worse.
Bottom line is you can't realistically expect to see much killer build variety at all until there's a solution to quick gens that isn't perk-based.
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The best part is we get addressed as "people of the fog"
What fog?
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The only thing that MMR does for any game is insure that you'll have less fun the more you play.
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@Gplays2000 said:
Taking unbreakable in Solo Q is just not worth it most of the time. In my opinion they should implement a basekit unbreakable mechanic to incentivize the killers to go for hooks and not leave people on the ground…as that is just completely miserable.
Talk to BHVR about hook-activated god mode perks if you don't like it tbh.
As hard as endurance will carry survivors, did you really think people wouldn't adapt and start cooking pressure through knockdowns instead?
You can't funnel all the killer kits into this insane endurance factory as if every kit has the same capability as the blight or nurse. Hard reality-check, dude.
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Sit on youtube for awhile and learn how to play better.
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@Yoshirama said:
No, people use Knockout just to annoy survivors.
Slugging will never be a good strategy and is unhealthy for the game.
People use knockout to combat the gen rush. You just refuse to look at the entire picture.
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@bogwitch69 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3789459#Comment_3789459
okay so you genuinely sound like you don’t have that much experience as killer. as a wraith main, another M1 killer, here’s how to counter these perks:
DH: literally just wait and don’t swing right away. many killers have little ways they can bait out DH. you might get tricked the first time, but this was also the case with old DH pre-endurance.
OTR: if you notice they’re not making any injured noises off hook, they have it. either avoid them and go after someone else or wait until they do literally anything. if they decide to do nothing for full 80 seconds for whatever, that is a GOOD thing for you, the killer.
DS: again, either don’t tunnel and go after someone else, or if they’re using it offensively, just slug them until the DS timer runs out. yes, i said slug. because the specific issue i’m talking about here is killers intentionally wasting survivors’ time by bleeding them out because of spite and butthurt. and bringing a perk that very much encourages them do this.
learning how to play around survivors’ different perks and strategies is literally part of this game’s learning curve. throwing a tantrum and bleeding people out is not going to make you a better killer.
5th in world for marked downs, thanks.
DH counter: Don't activate it.
DS Counter: Don't activate it.
OTR Counter: Don't activate it.
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@bogwitch69 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3789304#Comment_3789304
if you are so wound-up about a core mechanic of the game that is entirely meant to keep all players continuously engaged and move the match along, then maybe you should play a different game? also endurance shouldn’t be such a big problem for you if you know how to play outside of camping & tunneling lmfao (and know the very simple counters to perks like DH and OTR). that status effect is the least of my concern when i play killer. literal skill issue.
What's the counter for DH, DS and OTR if you play Ghostface or any other M1 killer? The counter is that you don't play for hooks like a novice.
The only skill issue in this case is being granted god-mode and then acting like you were good at something when the hit literally didn't count.
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The damned thing glows white…
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@ppmd said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3789287#Comment_3789287
Killers can be strong and interactive. Dracula is not very interactive.
Neither is the Nurse. You just want the new killer to be weak for a cheap thrill.
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If there weren't so much punishment tied to hooking then it wouldn't be such an issue. You should probably forget about a knockout rework until "endurance" doesn't swoop in to hard-carry survivors against the weaker killer kits.
You've got 4 minutes to make a difference in standard DbD and no killer-player is interested in getting screwed by god-mode perks that pardon survivor-players from needing to play well for the escape.
You guys really ought to stop ignoring the entire picture just because you think something isn't fun for you.
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"Boring to go against" just means that you want the dev to make it easy to get away.
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You definitely have to overperform in the accuracy department to make the kit somewhat work. And true, the 115 change really doesn't make any sort of real difference.
Drop it to 7 knives for an injury instead of 8 and see how that goes for awhile.
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That doesn't need to happen.
The red stain is an archaic feature. In fact, the only reason there would absolutely need to be a red stain at all is if the survivor had a first person perspective.
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- First chase can easily last long enough for 3/5 gens to be gone with plenty of pallets remaining.
- Nothing to help if gens become virtually indefensible with 2 on one side of the map and two on the opposite side (basically the killer version of getting 3-gen'd).
- Most killer players don't have 1000+ hours of experience or the patience to even get there anymore.
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@sluggedeverydayyy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3781802#Comment_3781802
what does that have to do with the killer leaving the last survivor on the ground for 4 minutes just to BM? i just had a match where a survivor DCd so we gave up and wanbted to give last survivor hatch, killer slugged for 4 minutes walked around the map 3 times checked like all lockers. why do the downed survivor have to be there for 4 minutes?
There needs to be a solution, especially towards leaving the last survivor on the ground for 4 min.The solution was final mori, so depending on how they've changed it, you might get an answer in september.
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@HEX_DEAD_BY_AI said:
Compared to camping and tunneling, slugging was never a big problem until it was used with the perk 'KNOCK OUT'.
I don't understand what the point of playing like this (from match to match) is. For what, 4K and 0 gen?? 🙄
This is the second time I have met this Ghostface 😀
Here we are 🙂
https://us.v-cdn.net/6030815/uploads/BKK5587H12RP/screenshot-3.png
The Ghostface kit is extremely weak.
There are commonly used perks that can completely cheese the Ghostface kit, most of these perks are activated when hooking and provide a god-mode style effect.
Why would a good Ghostface….give the survivors any opportunity at all….to nullify ridiculously difficult M1 plays.…by allowing them a chance to use god-mode perks?
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@supersonic853 said:
Might be a weird title. But it's the best I could come up with with 2 gens left on red forest with 2 survivors not touching either for over 30 minutes as I walked around looking for them. I don't know if they were using items to prevent themselves from ever getting crows since the one I did find was in a corner away from everything else. Now I get it 2 gens with 2 survivors is probably not the easiest to come back from. But I did not play in a way that could be perceived really as unfair. First survivor I downed just wanted to go next (like usual). And the 2 survivors let their other teammate die on hook I guess because he wasn't grouped with them or something. So to spite me for some reason, they just hard stealth. I get it's reportable eventually but it's fairly boring when it happens. It could be nice to have something where if a survivor doesn't do over 10% of a gen for like 5 minutes or something they get max AFK crows until they actually work on a gen for long enough. Other ideas I've seen is aura reveal or Killer instinct. Just something that says the "hiding" has gone on long enough lol. It's like the opposite of 3 genning since the survivors don't even plan to do the gens. They are just keeping you here as long as they can.
Anyone else have a stance on this and what it could look like?
After 19,685 matches over the course of six years I have to agree.
- If a chase hasn't started for 4 minutes, then the effect of whispers is granted until a chase starts.
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As long as killer kits like Ghostface and Freddy remain ultra weak you can forget about it.
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@doobiedo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3781659#Comment_3781659
Then why do streamers with over 8000 hours and in the top percent of mmr use it?
Makes chases a lot less dangerous if you always know precisely where to path.
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Well-lit and clear maps reduce the horror aspect. Rotten fields should be overcast and hazy, not a happy, sunny day on the farm.
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They should lose collision for the duration of the free BT.
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Don't be silly. You can't just keep on getting systems to make things easier and easier for you while most of the killer roster just gets a middle finger and second class treatment from the developers, it's ridiculous.
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@jezebelthenun said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3753178#Comment_3753178
Im sure you're outraged.
The point was victim blaming. It's ok if you want to act like you care. I just don't believe you.
Uh huh.
So can you provide anything to support what you're saying or what?
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3753168#Comment_3753168
Facts show tunneling happens to the reporting player in about 27% of matches.
How many Survivors per match? Four. Completely conceivable that someone, at the very least, feels like they're being tunneled in every match.
It's literally at the top of the page in the OP.
/facepalm
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They're Amazon servers, direct your anger at Amazon.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3753168#Comment_3753168
Facts show tunneling happens to the reporting player in about 27% of matches.
How many Survivors per match? Four. Completely conceivable that someone, at the very least, feels like they're being tunneled in every match.
Might try reading the whole thing.
- There were 4776 survivors (1194*4) in total. Therefore, the odds of a specific person being tunnelled was 51/4776 (1.1%)
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@jezebelthenun said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3753068#Comment_3753068
Are you asking for videos or? Like, sir, what are you doing here? This has some serious "What were you wearing when it happened" vibes.
How dare you relegate the experiences of SA victims to the same level as something happening in a video game. The utmost shame on you, how disgusting.
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Yes, and it can be confusing as hell to survivors.
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Them: I'm "tunneled" all the time!
Me: Prove it.
Them: Trust me, bro.
Scott Jund: The facts show you're not being "tunneled" very much at all.
BHVR: Better add more assists to help with the "tunneling" problem instead of realizing we're being manipulated by liars.
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You think one-hit downs aren't fair when a match can be over 4 minutes (or less) from the start? Are you serious?
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Are you?
Go ahead and prove it if you can.
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If hooking weren't so punishing and time-consuming it wouldn't be such an issue.
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- The killer is there to make you die.
- The killer is not your friend.
- Being mad that the killer is trying to kill you is the dumbest way you can react to what happens in dead by daylight.
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https://www.youtube.com/watch?v=HI7FFpVpgRY@jezebelthenun said:
Well, it's finally happened. I've become so frustrated that I made an account here to vent.
I've been playing since 2016, and the amount of tunneling I've seen in this event needs to be discussed. It has been, without exaggeration, 9/10 games. When confronted in EGC, they always just say "Calm down, I'm just playing the game". I don't play an anti-tunnel build because it shouldn't be this much of an issue. If I have to waste 1 to 2 perk slots each game on anti-tunnel perks, it's a bigger issue in general that should be dealt with. I don't get BNP, toolbox add-ons, or even toolboxes in more than 50% of my bloodwebs, but I can be tunneled out of 90% of my games. I've even taken to playing gentle killers who chase and release during the event just to spread BP and let people have fun, because they might not otherwise given how toxic killer mains have been lately. It's just a bummer. As I said, I've been playing a long time, but it's just ridiculous lately.
Prove it or stow the anecdotal preaching.
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If you want something that's catered toward your individual experience, then you should probably play a single-player game.
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@Batusalen said:
Apparently, it obscuring so much view and being such an interference to the normal gameplay of both survivors and killers is a design choice.
Why? Nobody knows, as they didn't explain and it doesn't make any sense.
I'd be pretty embarrassed at that if I were the project lead. If it's buried beneath hard-to-alter coding, it'd be more based to just admit that, rather than giving us non-answers like "just because."
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Unless a massive deadzone has been created toward the end of the match, the current map formula allows survivors to always get to another pallet/window before most of the killer roster can do anything about it.
A survivor can just strap on windows of opportunity and eliminate most of the danger in being chased because of how close together resources are. Why does anything need to be made easier than it already is?
Making things less fair to the killers so it can be more "fun" for the survivors is a really childish demand.
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It should be base kit that if a chase hasn't started for 4 minutes, the effect of the 'Whispers' perk is granted until a chase starts.
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What's the explanation for why the hook bubble behaves this way?
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The counter is go for knockdowns (not hooks) at the beginning of the match, but you are correct about there not needing to be any more gen-assist perks
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Honestly, going for hooks is so punishing at this point, it's better to just not go for hooks at all unless it's the basement. All this "tunneling" garbage has flown out of the scope of reason. Just look at Scott Jund's analysis video on it, the claims are blown completely out of proportion and the negativity bias is very real.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750110#Comment_3750110
No, it should not, it was a terrible mechanic and there is no reason to being it back.
With the weird levels of BS put on killers recently, it would definitely be fine. You don't need to worry about balancing what is essentially a consolation prize.
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Base-kit Cypress Mori, please.
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@Neaxolotl said:
Literally easiest perk to counter and doesn't even function without franklin, who needs a nerf
If they nerf franklin's, then they'll have to nerf the effectiveness of toolbox repair add-ons again.
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@VASRIO said:
The game is at the sweatiest state it has ever been.
Literally every killer tunnels. Every single one.
Because guess what - it works, by design.
And the only thing survivors can do to prevent is, it to run two perks, aka dedicate half their build only to prevent something which shouldn't be in the game to begin with.
Off The Record and DS.
Here's the problem though.
- The survivor is completely useless whilst those perks are active, if he wants to keep them. In other words, you and your entire team are getting punished, if you were to prevent yourself being tunneled.
- They don't even do much. Off the Record can be disabled 1 second after being unhooked if the killer directly hits you fresh off the hook. And DS can simply be waited out.
"B-but that's the point, the killer wastes time tunneling, so its worth it!" - And if that time waste actually contributed to something, killers wouldn't tunnel consistently, and win by doing so. Because guess what, removing someone from the game is worth it, even if you lose a few gens in the process.
Better yet, trading is easier than ever, and by proxying the hook from 16 meters, killers can immediately get a free down on the unhooker and go straight to tunneling the one unhooked.
During that time, half of the survivor team is doing absolutely nothing.
And here comes the worst part: In soloQ, people don't even punish killers for tunneling, because nobody even sits on gens. And there's zero communication in this game.
This game is literally made for SWF's only. It's a nightmare to play an soloQ survivor. As for killer, if you were to win, you have to follow toxic, unfun playstyles, because it's simply how this game works by design, going for 12 hooks as a killer is NONSENSE.
Nah, don't give me the "b-but if you're good you can make it" - Nobody is trying to make it by getting 12 hooks, because its shooting yourself in the foot as a killer.
This game is flawed by design.
If you ask me, killers need to receive punishments for choosing to tunnel. If you hook the same survivor twice in a row, the requires charges to finish all generators get reduced by 5%, stacking up to 5 times or 25%.
There you have it, now that's an incentive not to tunnel and actually punishing the tunneling playstyle.
The counterbalance for killers? Each time you hook a different survivor after hooking another one, get passive buffs for 60 seconds. Haste, faster vault, stronger base gen kick regression, you name it.
Make it so healthy playstyles are rewarded and there's an incentive to play fair. Now, there's literally none.
And all the tunneling changes done in recent years have been shite.
Buffing a perk locked behind a monetized character by 1 second ain't gonna fix the tunneling issue in the game. What a joke.
Are you sure that you aren't just refusing to accept that you just got caught again?
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@Crowman said:
BHVR just needs to remove the ability for survivors to kill themselves on hook. The downsides of it existing far exceed any benefits.
Agreed. Plus it isn't like the killer gets a 4% chance that a survivor trips mid-chase for a free down, so why should survivors have a 4% chance for a free hook escape?

