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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/3749531#Comment_3749531

    Hatch standoff reloaded… You do realise that hatch standoff the lenght of several hours existed… And that was terrible, why on earth would you want that back?

    Because killers can close the hatch now. The old hatch grab should definitely come back.

  • It's just an adaptation to fast gen completion and the continuous trend of nerfing regression perks.

  • Same single overmastered game type + new survivor skin = hype?

    Probably not. Frankly if we don't get at least one other permanent mode of play, it doesn't matter who they add to the game.

  • You have tools to deal with that situation. Aggressive knockdown is the only real way to stop the gen rush and some killer kits are so weak at this point that they can't do much else against an organized team.

  • Things get worse for killers with every update.

    DbD has never been in a good place;

    The game started out awkward and weird…Now it's awkward, weird and full of cheesy super-armor features.

  • Like when you get the stalk meter to 99%, but don't expose them. If everybody has close to 99% stalk on them, they can all be chain downed if you have both iri addons.

    'Ghostface Caught on Tape' resets your power whenever somebody goes down, 'Outdoor Security Camera' reveals all auras whenever you knock down a marked survivor.

    You'll knock down one victim, get a nightshroud reset and immediately know exactly where to go to get the next one. If you use knockout with it, everybody will be blind for the entire assault, it's the deadliest thing that Ghostface can do.

  • Sorry, dude, legendary killers are allowed to kick ass and they should. Chucky doesn't need to be nerfed into a celebrity punching bag like they did with Freddy.

  • The only addons that need to be adjusted for utility are 'Victim's Detailed Routine,' 'Chewed Pen,' 'Lasting Perfume,' 'Cinch Straps' and 'Marked Map.'

    When used together, the Iridescent addons allow you to chain knockdown the entire team in one fell swoop if you can get 4 99's.

  • SWF's aren't a problem until they strap on endurance perks and score an unfair win purely because your hits didn't ######### count.

  • If it were reportable, that'd be like one of those old Counter-Strike servers that enable friendly fire, but then punish people whenever there's a friendly fire incident.

    "Kobes" should just be retired at this point; It isn't like there's a fair opposing 4% chance for survivors to trip on nothing and be screwed.

  • STBFL: Nerf was not necessary, was only done due to a combination of gullibility + disingenuous trick-whining.

    Ruin: 200% regression (full stop) was fine, revert it...It's a fragile, easily deleted hex perk, there is no reason it should suck so badly that barely anybody even thinks about running it. Much like the STBFL nerf, was only done due to a combination of gullibility + disingenuous trick-whining.

    Grim Embrace: Not that great imo, even with DMS (most people don't seem to understand how DMS actually works). Forces survivors to develop better evasion skills which is great, but you have to hook which leaves you wide open to get BS'd into defeat by off-the-hook perks.

  • Survivors have more than they need at their disposal to deal with it. Besides, it shouldn't even be possible in the first place to complete gens as fast as they can be completed right now.

  • You do realize that salty, selfish survivors invented the term "tunneling" off of "tunnel vision" and the only fix is to shut up about it and stop trying to frame a made-up concept as a colossal issue. Maybe you should take a closer look at just how fair things really are.

    • Gates can be powered mere minutes from match start (never forget that).
    • You're playing on a team of 4 people vs one other person.
    • A lot of loops are designed on purpose to be easy to run and hard to be caught in.
    • You get to use unfair perks that make hooking a moderately punishing thing to do as well as perks that let you keep going even though you got caught (devastating when gens can be done so fast).
    • Map resources are so plentiful and close together that they basically form an EZ-2-navigate safety highway that almost never runs out or becomes considerably unsafe before the gates are powered.

    The structure of the game is so stacked against the killer that they need to jump to desperation tactics immediately if they want to win (btw everybody needs to collectively stop talking to/about killers like they're not supposed to try to win the game, it's pure 100% Grade 'A' Cringe).

    So many survivor players want to go on and on about what feels unfair from their perspective alone, never acknowledging the full game picture...never thinking about why killers develop the strategies and playstyles that they do...Mostly harboring thoughts like "I don't care if there are other important factors to consider about it. Me, Myself and I did not have any fun, therefore there is an issue and I shall now lobby the dev to change the game without thinking about what I'm doing."

    If you want something designed to spit out fun like a vending machine spits out candy bars, then you should be playing a single-player game and you know it...Not ignorantly trying to diminish the power role into the prey.

  • Too killer sided?

    Funny how the power role actually is the power role when there aren't any BS perks to pull you out of the fire with second chances, cancelled out chases and straight-up invincibility.

    And fyi, the killer gets to see gen auras because otherwise they couldn't patrol/protect anything worth a damn (how that's not obvious idk).

  • @GeneralV said:

    Nope. The 4% is an important mechanic that shouldn't be touched.

    The correct thing to do would be to understand why people want to leave trials prematurely and fix things.

    How is it important?

  • Global stats are subject to throws and sub par skill level, it's silly to try using that as an arguing point. Stats on the best players for each killer vs the best survivors is the only clear view you're going to get and balance should trickle down from that.

  • @hermitkermit said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3630429#Comment_3630429

    I'm sorry if that's the impression this post gave off. To clarify each of these games has happened at the start from 5 gens, it's not as if they simply weren't getting any hooks and defaulted to this. We never got farther than 2 complete gens in any of the games. And they wouldn't ever hook anyone, they would just slug and hump and wait. The point of my post was just to ask if this is becoming a more common occurance for anyone else or if it's just bad luck for me.

    The humping/bm part is lame af, but fighting the gen pressure with knockdowns + hooking selectively is one of the best ways to stop the rush. There is no period where you can wait and see what sort of survivors you have or give them the benefit of the doubt; If they choose to focus the objective and go full speed from the start, then the killer must focus on stopping them ASAP, otherwise they'll be done in minutes with plenty of pallets left.

    Time to chase down and hook is long, while time to complete gens is relatively short. If the killer isn't incapacitating multiple survivors at once, then they're not pressuring to the greatest extent that they could.

    I mean what's better for the killer's pressure: Downing two with knockout, hooking one and going for a third, downing everybody if possible, or just downing and hooking one at a time?

  • Could at least let us shut off the stupid auto aim/aim dressing.

  • If you're playing a killer that doesn't have a chase-based power, then playing for knockdowns is what's going to build pressure for you. You have to create time for yourself to get everybody killed and making the other survivors have to search for a slug is better than putting somebody up on an aura-lit hook for quick rescue + activating off-the-hook perks that wreck your pressure.

    From my experience, unless the team isn't on point, people tend to spend roughly the same amount of time sitting out on hook as they do on the ground.

    Plus if the killer is playing stab-tag and going for knockdowns, you get more chances at getting caught before you're dead.

    If you're really concerned about it as a loner in solo queue, you can run bond and pay attention before your teammate goes down.

  • Killer: "It seems like it's really easy for you guys to fly through the gens, by the time I got one hook, you were already 60% done with your objective."

    Survivors: "Just pressure better."

    Killer: *Puts on Knockout and makes survivors have to stop doing gens and search for downed teammates*

    Survivors: "NOT LIKE THAT!!"

  • Yeeeaaah...Being guarded by invincibility all the way out of the gate is bad m'kay?

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3621835#Comment_3621835

    Because you need a lot of preparation to deal with Hex perks compared with the whole build the killer should bring to make them somewhat viable just for things like this to happen anyway, of course:

    https://imgur.com/a/TaeF1tz

    So yeah, bring Hex builds people, Hex are great. Perfectly designed and implemented.

    Why is it even possible to be screwed over this hard? You should at least get a real shot at trying to use your perk...

  • The only thing you could really do to actually fix tunneling is to make it inconsequential by having a form of shared respawn ticket pool for survivors, similar to the asym game 'Depth.' Nobody is eliminated until the respawn ticket pool is depleted, effectively turning "tunneling" into a nonfactor.

  • Ever think about why they call the match a "trial?"

  • Sincerely, thank you so much for this! No more hyper-annoying gen tapping, I literally fist pumped with a loud 'YES!'

    At some point, figuring something out for too much endurance/invincibility against lower tier killers would make playing them feel a lot less unfair.

  • @VaporLion said:

    Slugging is a playstyle no Survivor enjoys to face. Your own time gets waysted for the Killers enjoyment. Im not a fan of that.

    That's about the same way the killer feels when gens get blown through in minutes. You can't be fine with gen efficiency, but not fine with kill efficiency.

  • Playing for rapid knockdowns is the opposite of rushing generators, so if you change anything about "slugging" then you'd have to change gen completion difficulty to compensate. Be careful what you wish for.

  • @GravelordNito99 said:

    Title. I have almost 2k hours in this game and my experience over the past couple of weeks has driven me very close to quitting.

    I'm a killer main, and until recently won around 80-90% of my games, despite the fact the game (and devs) naturally favors survivors.

    However as of recent, I'm running into EXTREMELY sweaty matches every single game. The survivors I'm going up against are P100 squads almost every single time I load into a lobby, and they play like literal gods every match. I'm talking the best of the best survivors who are ridiculously good at the game, all have exactly the perks they need when they need them, guess correctly on every single mindgame, make the correct macro decisions depending upon what my killer can do, etc.

    It's just very frustrating to go from winning a nice amount of games and sometimes going up against a sweaty squad to going against a sweaty squad every single game. Either I get a 2-3k after a long slog of a match or I can't even hook anyone. That is the variety I get now as a killer.

    The reasons this is not fair are obvious. For one, the game is extremely survivor sided. Nobody would dare argue against something as obvious as that. However, more importantly, and perhaps less obviously, it feels MUCH worse to lose as killer than it does as survivor. As survivor you only share 1/4 of the blame for losing, and so can easily deflect and mentally relax. Just go next. On top of this, survivor gameplay is much more relaxed and less skill-oriented. 3/4 of the game will usually be spent holding m1 or w. Meanwhile killers have to mindgame and macro to perfection from the start of the game to the end of the game at high MMR. If you lose, you have to watch 4 people gang up on you, so the pressure is higher. You were more involved in the gameplay from the start, and only have yourself to blame for losing, so it feels much worse. However, this isn't logical. The game is to blame for a large amount of losses in high MMR, since it's mathematically impossible for killers to win vs perfect survivors. It's, as they say, asymmetrical.

    MMR is punishing Killers much harder than it is survivors. If you're unlucky like me, you're going to find sweat lords every match because the cap has been raised, meaning you won't be matched vs casuals any more.

    I can no longer run my fun anti-heal loadouts because the survivors just bash gens and don't heal, running early with w as soon as they hear my TR. I can't run my fun chase builds because gens are so fast that no gen defense means a loss.

    This is the worst experience I've had in DBD for years, and it's sadenning to see that BHVR plans only to make killers have an even harder time in future when we're already the underdogs.

    Please, for the love of everything, save this game for me. Just let it be a party game and put me vs every kind of player. I want to mess around with newbies sometimes; I want to have some tough battles sometimes; I want to get stomped by perfect survivors sometimes. I don't want to get stomped 70% of the time, and struggle to barely draw the match the other 30%.

    Whenever I play survivor I run the killer ungodly amounts of time with ease and escape pretty much whenever I want to if I try. Survivor is pathetically easy anyway, and you somehow made it even easier. Killer is the harder role, so if anything they should have a natural advantage.

    Fix your game before you lose all your killer mains and survivors have nobody left to tbag.

    Stop playing for hooks.

  • The killer's power being micro-adjusted away over time has caused good killer players to respond by playing more efficiently against good survivor players and the recent mistake of tightening MMR has started to compound that effect.

    What you've experienced in that match above is exactly how the killer feels when the survivors focus gens.

    It's equally as boring for killers and "not fun to go against" when they try to play for hooks and can't get but 3 by the time gens are done due to all sorts of super-annoying invincibility effects + the general ease of gen completion (without counting progression speed boosts) + pallets and windows being overabundant and easily chainable + exhaustion perks + anti-guarding mechanic + soon to be anti-3 gen mechanic + soon to be 'mangled' nerf + how punishing hooking can be in general.

    What do you honestly expect most killer kits on the roster to try at this point against good survivors besides playing for knockdowns and only hooking strategically?

    "Just be good" doesn't fly, because you can be plenty good at getting downs with any of the killer kits, but it won't matter against experienced survivors if you screw over your own pressure by immediately putting the survivor up on an aura-lit pedestal for fast rescue or risking some form of save at pickup.

    "Just apply more pressure" is exactly what the killer in your match was doing.

    You can't ask the devs to take away everything the killer can do to stop the survivors or DbD ceases to be a game. The killer is not the survivor's toy and the trials cannot be treated like a vending machine that spits out fun just for survivors.

  • You picked up, I am now 'The Flash.'

  • The billowing noise on some of the shrouds is louder than others.

    Terror tassels on all shrouds that have them should drop to the floor when ducking so they don't clip through the environment to give you away or float up into your face and ruin your stalk attempt.

    The effects of 'Chewed Pen' and 'Lasting Perfume' should be base kit, these add-ons in addition to 'Cinch Straps' and 'Marked Map' need new functions.

    Chase should not start if Nightshroud is active while you're ducking.

    Progress on a reveal should completely reset if you lose sight of Ghostface unless you're hooked or in the dying state.

    Losing collision while stalking should not happen for Ghostface or Myers as it makes no sense for the current state of the game.

    Scoring 4 Marked Downs should earn a single knife-throw (think Scream 3).

    The dual knife mori from Scream 5 would be nice.

  • @Kunuto said:

    When I play killer I play with a clear set of codex/rules:

    - Everyone hangs once before anyone hangs twice

    - No one hangs twice in a row unless it is hang nr. 4 and 5

    - No one dies before everyone has been hanged twice

    - Leave room for unhooks, don't knock down any individual going for the unhook

    - I allow myself to knock down survivors just to buy time/keep survivors busy, but I don't hook them

    - Any survivor that fails to unhook someone that could have been saved is off my codex, and becomes a target of me not necessarily playing nice. If one die then all die (quickly), unless they were not able to perform a unhooking at the time (like if they were in a dying states, as an example)

    - If I survivors reach 2 gens left and my progress as a killer is bad then I allow myself to take the gloves off, and play more dirty, codex is pushed aside

    - If I use a survivor to get another survivor, then the survivor I use gets to escape (like if there are three survivors left; one is hooked, one is hidden and the last is on the ground with me. The hidden one hides instead of going for the unhook. The hooked die on hook, I pick up the survivor on the ground near me, let him (or her) wiggle off, then I go find the one survivor that could have performed the unhook, kill that survivor, and then let the last survivor escape, because I kept him (or her) alive to get to the one that failed the unhook.)

    - Probably a couple more points but I can't remember right now as I'm tired.

    Usually when I play a survivor I feel that most of the killers I meet play without a mind, most killers just feels empty to go up against. I rarely meet killers that seems to have a plan going on, other than the huge amount of tunnellers and campers, there are a lot of those. (If that can even be called a plan. I just see it as a ######### low skill way to play the game. Lol.)

    But yeah, are there any other killers our there with a "codex"? Or is it just me?

    People-pleasing nonsense.

  • @SirXenomorph said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3608268#Comment_3608268

    Than maybe the game is not the right for you? Because surprise that is what the survivors have to do. Imagine playing a game of chess and be mad the queen can move like she does and that is why you say nah now I can throw my pawns to destroy your tower. You basically say because they play how they have to, you start to become dirty, and that is okay, because they play how they have to so, why should I keep staying fair? XDD

    Or there could be less interconnected safety so chasing is generally more viable.

  • Because it's lame to sweat your butt off chasing people through tons of interconnected safety while their teammates blow through an easy-to-complete objective.

  • When are you guys going to let us turn off aim assist/aim dressing so it can't screw up the pathing on our lunges around corners? Mobile DbD allows users to turn it off, can't we have that option on PC/Console too?

  • It takes zero skill to fly through the gens, address that first THEN you can talk about a Deadlock nerf.

  • They'll start doing things like that after the 'Child's Play' chapter sales start to dip. At the moment they're offering the new feature with the only way of having it being that you buy the new chapter i.e. being scummy about it.

  • @codebibi said:

    i understand that you want to keep your totem as long as possible but body blocking a totem like a powerful hex like devour making it impossible to break is totally cheating and should not be a thing. body blocking just should be removed from the game.

    The only type of collision that needs to be removed is when a survivor has endurance off the hook.

  • The cold fact is that the game is pay to win. Nurse/Blight are left broken for something to point to as a cheap counter-argument.

  • @Everllark said:

    Wow killers really can't cope with the idea of having one Gen regression perk being taken down a reasonable notch from a must pick perk to a perk you need to build around.

    When there's a sea of other Gen regression perks there is to stack together on their blights and weskers.

    It was a need that needed to happen.

    Considering how quickly totems can be taken down, it makes no sense for any hex perk to be pretty much next to worthless. Base regression (100%) = One charge lost on a gen every four seconds (pretty much worthless). The previous version of Ruin was 200% of base regression which means that one charge was lost every two seconds, which was completely fine for a hex perk.

    The nerf did not actually need to happen at all, it was honestly just a thoughtless maneuver to please survivors. There is no "sea of gen regression perks," the only truly useful combo atm is pain resonance/pop goes the weasel.

  • iirc there actually was supposed to be a channel time for survivors to put a damaged gen back on progression, just like there's a channel time for killers to damage a gen, but the devs left it out because they thought it was "funny."

  • Sounds like you want to play Fortnite.

  • Because it's a trial, not a mickey D's playplace, you're meant to have a tough time.

  • @MoNosEmpire said:

    The 4% is not unfair lol, I've had possibly 100+ games where I've been able to unhook myself once. You just got super unlucky.

    Nah, it actually is unfair if you think about it; Survivors get a 4% chance to screw over an earned outcome, but there's no converse chance for a "screw you" type of event happening to survivors like tripping and falling once per trial while running. Plus there's the issue of bypassing the dc penalty by giving up on hook.

  • What do you guys think people are trying to do when they use buzz-phrases like "this isn't fun to go against"?

    Every killer is supposed to be their own flavor of a challenging "trial." Please revert the Trickster changes completely minus the recoil or let your initial ptb alterations run the gauntlet on live for a time, but either way please stop listening to folks who only want every killer's kit to be an ez-cakewalk.

  • Evidently, design decisions are in the hands of people with little to no DbD perk knowledge.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/398035/buckle-up-ftp-biggest-bs-in-the-game-at-themoment

    If it happened to you four times in a game, at some point, you kinda need to hit the guy that's chasing you. It's like getting flashlight saved four times, at a certain point, it's on you.

    Also, them using it in the gate is inconsequential. Heal tech gets them out as well.

    If the person/people following you are injured, then just listen for them, sure. That's not how the combo works, is it?

    You can't always know if healthy survivors are following, especially with the current prevalence of 'Calm Spirit.'

    Let's say three gens go quickly at the start (which is common), one gen operator starts laying into the fourth gen while the other two shift to rescuing the runner with ftp + buckle up combo. The killer is instantly robbed of vital pressure while the first rescuer or initial runner rotates out (covered by invincibility) to continue repairs while the second rescuer remains to rob the killer again, instantly eliminating even more pressure that the killer worked for.

    The gens are completed, the killer has a single hook, you do the math on the odds of a 4-out.

    And you're going up to bat to defend this nonsense?

  • The only thing that would solve "tunneling" is a respawn ticket pool similar to what the game 'Depth' had. Were that the case, it wouldn't matter how many times the killer went after the same person, because nobody would be eliminated from the match until the ticket pool is empty and by the time the pool became empty, the gens would be long done or the survivors are outplayed by the killer.

  • @Cecaelia said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3593036#Comment_3593036

    It's not "free information" I do not know why you keep describing it like that, and it points towards a huge misunderstanding/lack of game knowledge. The base game gives survivors the ability to see their downed ally, it is information given to you by the devs as part of the BASE game. There's nothing "free" about it, it's intended information. Knockout removes an intended information.

    Now since we're having trouble connecting A -> B -> C I will break it down further.

    Solos: Have to spend 40+ seconds searching for someone down on the ground, sometimes they run past them due to the short range.

    SWF: do not waste that 40+ seconds searching for the body. "I'm at cow tree" tells them exactly where the downed body is, which means they pick up faster, which means that they get back on gens faster.

    Gens take 90s.

    Solos: Waste 40s+ searching for a downed body.

    SWF: might take maybe 20s to get to the body and pick it up if they are fully healed while downed.

    Now by the time a solo picks up a body, another person has probably already gone down, and that's another body you have to hunt through the entire map for. Now if its SWF, he probably just said "i'm at killers shack, killer is headed towards main." Now they have all the information they need to make an informed decision within seconds, while solos are still combing the map for the downed body; and trying to figure out which way the killer is going. Bonus points if it's a stealth killer and they have no indicator of where the killer is at, where he's looking, etc. [I'm not counting information perks atm in this calculation for the survivors.]

    Now if you break down all the time saved between SWF and SOLOS you will understand how solos are screwed with a slug build and SWF have a much better chance. Keep in mind it might take solos even longer to pick up someone since the dude that is downed is probably trying to crawl either away from the killer that is standing on their body or toward a teammate that might be running in the opposite direction. If the killer is standing on the body they probably said "killer is on my body, go do gens." While solos have to walk all the way around, find the body, see the killer standing on it, and then go and work on a gen. <- That process might take more than a minute+ worth of time, times the 3 people that might all be not doing gens to search for the other random to get that information.

    Now do you understand how much time is saved when you pit SWF vs SOLO experience vs a slug build?

    And what exactly is stopping a solo survivor from running 'Bond' and paying attention before their teammate goes down?

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