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Archael

Archael

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Archael
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  • @Groglin5000 said:

    I am just wondering this because anytime anyone suggests anything being added to the game that allows the survivors to kill the killer or even just fight back (other than flashlights or pallets.) When asked, DBD players usually say "no because being able to kill the killer makes the killer less scary" or "no because that is unrealistic and the survivors can't fight back against killers," but like, in every horror movie ever, the survivors eventually fight back and confront the killer. That doesn't make the killer less scary, and it isn't even unrealistic. Plus, the Friday the 13th game has an option to fight back against and kill Jason, but that doesn't make him any less scary and he's still pretty unstoppable. Plus, being able to kill the killer would add variety into the game. Like, what if you were able to unlock a weapon during endgame, the same way a Hatch works, but it is a special weapon that you can confront the killer with, and once you take down the killer, you can sacrifice him to the Entity or something like that. Idk but either way, why are DBD players so against putting in a way to kill the killer? After all, getting revenge on the killer for killing your friends is the best part of any horror movie or the Friday the 13th game.

    Because it's entirely different game. Not slight different - entirely different.

    I would agree with some gameplay changes, but to fit with dbd theme.

  • It may be unpopular opinion. But I think that Devs have no ideas for perks (not that there are no ideas in specific subforum, I have posted 3 killer perks and have quite few for survs). And there will be less and less good ideas of perks, eventually depleting pool of perk ideas.

    IMO Devs should reduce number of perks in game, Dead by Daylight 2 would fix the problem, but I don't want new game to fix problems that can be fixed here.

    So MH solution would be overhaul to perk system (and I know lot of people will disagree with this for reasons I really don't understand):

    All perks should be available to all players and shrine and character grind could unlock 3rd perk lvl on all characters. Every character should come with only one perk.

  • @Junylar said:

    It's a wonder why hook farming still gives you more bloodpoints than a whole gen. For one unhook you get 1500 bp + 250 bp for just approaching the hook, for one FULL GEN you get 1250, while the latter takes 90 seconds and the former just a few seconds. If you are playing for bp, doing gens will be the last thing you will do as it's the slowest way of gaining them.

    Are you sure about the numbers?

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/415047/pretty-much-all-recent-haste-perks-for-killers-are-trash

    People forget that haste is better on survivors that it is killers. Yes, 5% haste TECHNICALLY gives the killer more movement speed than 5% haste on a survivor, but what is important in DBD is not the absolute movement speeds of either side, but the differences in the movement speeds between either side.

    For example, imagine this scenario where there is just an infinite straight line, and the survivor and killer start 20 meters apart. The survivor runs in an infinite straight line for both hits. How long does it take the killer to down this survivor in these different scenarios? Lets do the basic math:

    With a 4.6 m/s killer and a 4.0 m/s survivor, the math works as follows.

    • The killer closes the gap at a rate of 0.6 meters per second.
    • The attack hitbox of a killer extends out about 2 meters.
    • A lunge, increases the killers movement speed to 6.9 m/s for 0.8 seconds, and during this time the survivor is able to move 3.2 meters. So a killer can max range lunge a survivor at 4.32 meters away.
    • Post-hit speed boost lasts 1.8 seconds at 6.0 m/s for the survivor
    • Post hit attack animation is 2.7 seconds for killer, in which they can move 0.46 m/s

    Knowing those, it takes the killer:

    1st hit: to close a gap of 20 meters (with the 4.32 lunge factored in) takes 26.1 seconds.

    2nd hit: survivor gains 13.158 meters of distance, to close that gap takes 14.73 seconds.

    Total: 26.1 + 14.73 = 40.83 seconds.

    Now lets do the same math, with the killer moving 5% faster:

    So a 4.83 (which is 0.23 m/s more) m/s killer against a 4 m/s survivor.

    1st hit: to close a gap of 20 meters takes 18.89 seconds

    2nd hit: to close a gap of 13.158 meters of distance it takes 10.65 seconds

    Total: 18.89 seconds + 10.65 seconds = 29.54 seconds

    Now lets do the same math, with the SURVIVOR moving 5% faster:

    So a 4.6 m/s killer against a 4.2 m/s (0.2 m/s more) survivor.

    1st hit: to close a gap of 20 meters takes 39.2 seconds

    2nd hit: survivor gains a bit more distance of 15.12 meters, to close that gap takes 27 seconds exactly

    Total: 39.2 seconds + 27 seconds = 66.2 seconds.

    So you can see that:

    Base: 40.83 seconds

    5% faster killer: 29.54 seconds

    5% faster survivor: 66.2 seconds.

    • So a killer moving 5% faster, reduces the length of the chase by 11.29 seconds, or 27.6% faster chase
    • A survivor moving 5% faster, increases the length of a chase by 25.37 seconds, or 62.1% longer chase.

    So a survivor moving 5% faster, is much more significant, than a killer moving 5% faster. This might not make much sense, but its because the thing that is important is not that a killer gains 0.23 m/s movement speed and the survivor gains 0.2. It is about the DIFFERENCE in the movement speeds between both sides. So a killer moving at 4.83, is gaining 0.83 m/s of distance on the survivor, which is only a 27% increase. But a survivor moving at 4.2 against a 4.6 killer, has a difference of 0.4 m/s which is a much higher increase in movement speed. This is compounded by the survivor gaining this movement speed during their speed boost, which increases their speed boost even more, whereas the killer gains it during that post hit attack, which is basically nothing already.

    This is why killer haste effects feel so underwhelming and why perks like MFT for example were SO much more powerful than people realized.

    I'm pretty sure haste do not increase relative speed but is applied to fixed value.

    Surv running 100% getting 5% haste is moving 105%

    Killer moving 115%, getting 5% haste now moves 120%, not 120,75%

    But this will further validate your point, not contradict it, unless you calculated something poorly I haven't checked this yet.

  • I would love to see his traps being semi transparent so those would be harder to spot.

    Other on that I think he is fine

  • @Foxxyness said:

    Just remove gens at this point not a single survivor in solo queue touches them. They just play farming hook simulator where they hide in a corner, unhook someone, run and hide again. Or maybe BUFF the BP that people get for ACTUALLY TOUCHING A GEN. At this point the only way to play the game and get BP is to play killer. If everyone plays killer there is no game. Something needs to be done to break the cycle of TOXIC survivors that ruin the solo queue experience. It's not even the killers being OP, it's the fact that NO ONE touches a gen so if you do touch a gen you get tunneled out of the match because you're the ONLY person that killers can find as the others wait to farm you off hook for more BP and get rewarded for HIDING IN A CORNER.

    First - I'm soloq surv and I do gens. Most of teams I get do gens.

    Second - how do you know that people do it for BP farm? Especially that gens gives more BP? It's either all of them said it to you, You are one of people you complain at, or you made it up.

  • @Akeeno said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3724956#Comment_3724956

    we wont know till we test it, in a ptb, and if its too strong then yea, but huntress struggles in tall loops like the farm maps and giant boulders from Ormond,

    Give her 115 and she will not struggle there nor anywhere else. It's not quantum mechanics to guess more less how this would ends up. Huntress have very good yet simple power, it's like extended M1 that can hit through obstacles, this is why she is 110, to struggle with M1 and rely on her power (it's the same reason why Nurse is 96% iirc). Give her 115 and she will not need M2, and use it only if it's necessary or to end chases faster

  • Imagine 115% Huntress. That would be new S tier killer. She is already strong, give them more speed for being able to easier catch with M1 and she would beat Blight and Nurse.

  • Huntress actually have tokens. Its not called tokens specifically but those are tokens used for power and replenished in the lockers. Deathslinger have low range that you propably should escape from during stun. Tho some testing in ptb would be needed.

  • IMO all stuns, not only DS should remove killer power, not by disabling it, but removing power tokens

  • @Alen_Starkly said:

    From the devlog:

    • [CHANGE] Reduced stun duration to 4 seconds (was 5 seconds).

    Dev
    note: Our last update increased the stun duration to 5 seconds. This
    was
    a little too effective, so we have fine tuned the stun duration to 4
    seconds instead.

    DS was "a little too effective"? You mean, when I stun a Nurse with DS, and she downs me again in less than 3 seconds after the stun is over? :)

    Seriously though, DS doesn't need a number tweaking. It needs to disable killers' powers buttons. By default, those are M2 and CTRL. Disable those for X seconds when hit by DS, just like killers can't use their powers while carrying a survivor.

    I would rather ask for any stun to disable killer power/remove tokens

  • @CountOfTheFog said:

    It's crazy a Green Envelope costs as much as a Bloody Partystreamer

    Yes, bloody party should be purple xD

  • Wicked main thing is aura reading. Other on that is one use is specific scenario so why bother?

  • This can feel sarcastic and provoking if game went miserable. But not every killer knows and need to know if game went miserable for survs.

    It's better to learn that GG is always friendly gesture this way one can achieve two goals:

    1. Be not triggered when this shows up.

    2. Takes satisfaction away from people that use it sarcastically.

  • Idk what particular survs do during trials.

    If I can't see a surv I assume they play well, unhooking, booning, doing gens but knows when to hide so I couldn't find them.

    Secondly, I often spare survs I found playing well.

  • @mizrak3

    You arguments are realy bad. But since most of them goes from feelings rather than logic (It can be also apply to me), i dont think i can reason with you. There is one thing tho i can specify here, yet its not as much rellevant:

    1. Comparing rectangles and squares is not about comparing the similarities of two objects, but about showing the width of a given set. The set of squares is much wider than the set of rectangles, and in addition, the entire set of rectangles is contained in it, so all rectangles are squares. On the other hand, the set of squares, being wider, also contains sets other than rectangles, so not all squares are rectangles. That's why I think your comparison makes no sense. Since not all cheaters use anonymous mode and not all people using this mode are cheaters, it means that these are sets with a common part and none of them is included in any of them.

    I will just add that I believe that the mere fact that some cheaters, or even most of them, use this mode to feel unpunished is not an excuse that victims of harassment and insults from members of ONE game should either continue to be victims or should be switched off from social life on the WHOLE platform.

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3703898#Comment_3703898

    And people who are sick and tired of people abusing Anon Mode to break the game rules and banking on the fact that the majority of the playerbase doesn't understand the report system. I can't tell you how many jerks play Anon, both as my soloq teammates, and Killers, (and presumably some of my Survivors as Killer, but I can't tell if they griefed their own team). They all too often engage in flagrant rule breaking, and Anon mode empowers their belief that they are safe. At the same time, because I've seen people on the forums all too often not understanding how the report system works, means the vast majority of people don't report people properly, thus Anon WORKS as a shield for bad actors, mostly due to ignorance and poor implementation.

    Also you can private your steam profile so random people can't comment, or only friends can comment on your profile. Why wouldn't someone do that? My steam profile isn't a forum for public discussion, it is more akin to my house, and only people I invite are allowed there. You can have reviews, and steam group/game posts publicly visible and available to comment, but there is no reason to have your profile open for comment. As far as consoles, you can get people banned for DMing insults as tame as 'you are 2% stinkier than the average person' since their rules for bans/reporting are so lax, so just report them there.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3703916#Comment_3703916

    Showing username after the match is over is normal for this sort of feature, as you don't need to worry about streamsniping/anonymity after the match is done. The purpose is already reached by blocking mid-match. The welcome is overstayed when you can clearly see people not understanding the report system because the system is so obfuscated only AFTER the advent of Anon mode.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3704107#Comment_3704107

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3704117#Comment_3704117

    This is a square/rectangle problem (although with most instead of all). All squares are rectangles, but not all rectangles are squares. Most griefers/cheaters use Anon mode, but not all Anon mode users are cheaters/griefers.

    People act out more under Anon mode, and there are already protections in place for console/steam unwanted messages. (Steam can disable messages from non-friends, private profile comments to only allow for friends, etc. Console has far less requirements for ban reports on messaging.)

    Should anyone have to take extra effort to prevent griefers or harassing messages? No, but sadly this is the internet, with both its highs and lows. Some actions should be done to ensure more harm isn't done than good, and currently IME, Anon does more harm than good, especially when the benefits of Anon are already solved through other (and far better) means. I haven't had any messages prevented by using Anon (that weren't prevented by disabling messages from people off my friends list), but I have had griefers actively ruining multiple matches because they feel empowered to do so with Anon mode. That means I now have to record matches and provide video evidence and hop through all the hoops of the report system from a problem caused by a solution for an already solved problem.

    1. Not all cheaters use anonymous mode, so comparison to squares have no sense.

    1a. Especially that in oppening post it is said: "The only players that use self anonymous mode are cheaters, griefers"

    2. It's better to give people ability to prevent being harassed since one can report cheaters regardless of anonymous.

    3. You really prefer to let people being harassed by toxic dbd player to achieve slightly more reports for bad behavior?

  • @bleep275 said:

    I put it on because of griefing. Had a trapper focus on only me and bm me four matches in a row because I looped tf outta him the first time. Also had survivors body block and lure the killer to me because I didn’t body block for them in previous matches. Also had people snipe my profile for ammo to use against me. I also don’t want to be on a YouTube video or stream where toxicity is prevalent.

    I wonder if I am something on yt or twitch. I would like to see that despite of how toxic the streamer was xD

  • Soloq and swf are so different that balancing killers and game itself has no sense.

    For me, game should have two modes: competetive where only soloq is allowed with limited info, and casual, where everything is available. And game should be balanced towards competive soloq.

    But since neither devs (can't or don't want to) nor community wants such distinction, the other way is to buff soloq, giving them all, or most info that sfw teams have - killer position irt as long as any surv have direct line of sight on killer, info of which killer there is and others, including quick chat. And then buff killers and balance them towards swf.

  • @darkshadows8326 said:

    The only players that use self anonymous mode are cheaters, griefers and/or players that don't want to ruin their reputation. It is a feature that promotes the negativity of the community and doesn't allow other device users to report the accounts on those other devices.

    My friend was often getting lot of messages, and comments about how terrible person she is, just because she was noob, and was not able to loop a killer, often getting caught in 10-15s. So she used anonymous mode to not be flamed... That means she is griefer?

  • @JudasChrist said:

    As of right now, hooks only glow red when it is obscured through an environment, and do not glow red when it is not obscured.

    This has happened to me occasionally when I miss seeing the hook that was closest to me, and instead try and carry them to a farther hook which sometimes leads to them wiggling out.

    Nothings wrong with my vision, but I see this as a quality of life issue and an accessibility issue.

    I tend to obscure my vision with weapon/arm/whatever to see if there are hooks that are not covered with environment.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3703135#Comment_3703135

    She has the normal lunge that every other killer has as well as far as I know, at least without the addon... So I don't know about that.

    As for the powers getting reset, during charge or after a blink sure I guess, but usually stuns don't remove all power tokens.

    Even the best nurses rely on the lunge to correct the blink, I don't think it is humanly possible to be always so precise that you don't need to use the lunge and I don't think that should be expected of players.

    It is. Try to use "White Nit Comb" addon. I use it more often than other her addons, precisely to learn how to perform precise blinks. And for the most time i do precise blinks.

    As for stuns. Nurse power allows her to regain distance made by stun extremally fast. Making her lost all tokens while stunned would make great counter play for her. Especially for Nurses that was so reckless they got pallet stun.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3702862#Comment_3702862

    I don't think the upper floor is much of an issue for a good nurse, but like I said a mediocre one will have issues.

    I don't think reducing the lunge is a good idea, I don't like the addon that increases it either, but by the nature of a survivor able to bodyblock a blink location you need to be able to have a lunge, otherwise you will just increase her skill ceiling without changing her strength much...

    I don't know about the stun stuff, playing pallets against Nurse already offers a play with the before mentioned body blocking, maybe a slightly longer stun duration, but taking all her tokens away would be really annoying.

    Lunge is a problem playing as Nurse I often hit survivors I should not because of poor blink, and yet I do because of lunge. As surv I often see that I outplayed Nurse, and yet she hit me with this extremally long lunge. This also compensate for their suppoused weakness - movement speed. She suppouse to move slower than running survivor, but lunge compensate for this, it's like third blink.

    As for stun. Yes, this should be a thing. Lot of killers powers are reset when stun, yet she is not affected. Also, dropping pallets on her wastes more time than gives distance, even if she is in fatigue.

    And those suggestions will not affect experienced players that already makes precise blinks and don't need this lunge after using power. While less experienced survs will have more opportunities to escape if less experienced Nurse misses her blink. Especially if they managed to stun her which is difficult task.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3702847#Comment_3702847

    Nah man it didn't bother me, but I don't like sugar coat things and pretend it was 100% perfect. Like I said it was understandable and that is what matters.

    Obviously everyone can speak on the forums, I didn't say anything about that either. I'm not native in English as well, it is my third language to be frank^^

    I think Nurse is overall fine right now, however I for example think the burn mechanic could have stayed maybe even re add it as a killer specific item, because there was quite a nice interaction with that and a skill cap behind it. But other than that I don't really know what to change without making her miserable to play or a worse version of other killers.

    The game is actually a fun thing here, because the game is Nurses strongest map xD Just a few days ago when watching Knightlight stream (a polish comp player and one of the best Nurses around) getting asked about why Midwich is not the strongest map for Nurse but the game. However I agree, most mediocre nurses hate indoor maps in general, me as well, but the really good nurse love those two because of the traversal between floors and so on.

    I would make that all stuns on her, removes her blink tokens, and adds to fatigue duration instead of... Being ignored (if surv was able to stun her during fatigue). I would also reduce her lunge.

    As for multiflor maps. Yes, in terms of map traversal, it's great, but go and try to hit survivor on upper floor if they know what they are doing.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3701944#Comment_3701944

    I mean it is understandable, but I would not go as far as to call it "nothing wrong", there are quite a lot of grammatical errors... But like I said, nothing that would hinder you from understanding what was meant.

    I'm sorry I bothered you with my poor English. I thought everyone can reply on forum, not only native speakers :(

    But for real.

    I'm not saying Nurse is weak killer. But she have her downsides. I would love to give her few minor nerfs, but she has counter plays.

    I remember two games where Nurse players hated me so much. One was on the game map, obviously I was on the first floor during chases. Another one was on McMillan. Good times

  • Nurses blink is double-edge sword

    Neither You nor her see where blink will land. But she cannot stop her blink untill fully charged, so You can predict her blink by duration she channel last breath, just like she herself. Try to break line of sight and move unpredictibly since if she choose way poorly, she will lost tons of distance. If map has multiple floors, go upstairs, and use it as your advantage. If You will see her channeling her power, go to her, she will blink either far, far away from You, or to the bottom floor. Also hitboxes with auto-aim works weird. And as far as i enjoy hitting survivors i thought i cant reach, there are also times when i hit a wall when i was sure im hitting survivor.

    Tho her power is mostly guessing, but for both sides.

  • Removing certain perks from being used if someone is sfw also has that perk is one way. Another is reduced number of perks for sfw squad.

    But there is another way - buff soloq, give them all information that swf already have - killer position as long as one survs have direct line of sight. Info about what the killer is as soon as first surv spots the killer or its power. Pings for certain actions, info about spotted perks.

    And then buff killers accordingly

  • Idc about escaping, so i'm going for save cause i know some people like to escape

  • I would not mind if using another token would extent chainsaw by max amount, not reset currect swipe. But it seems its here to make his play more skillfull, better players just knows his swipes (this was my first thing to learn playing him), and know best moment just before swipe ends to extend power to the max.

  • @C3Tooth said:

    Its actually simple. 5 matches, 12 kills, 8 escape.

    You can list all the possibility. The win rate is ALWAYS higher than lose rate.

    https://us.v-cdn.net/6030815/uploads/C0JSVSVQY4DO/image.png

    In 3, there should be 40% win, 40% loose :)
    Do the same for 50% killrate :D

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699236#Comment_3699236

    This doesnt need a math.

    The whole point killers try to make "60% kill rate doesnt mean they win more than 50%" is just attempt to make Devs aim for higher kill rate balance, there is no reason other than this.

    1. So I put a math that there is no way the win rate is lower than 50%
    2. Why killers not content with 50% win but want survivors to content with 40% win

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699229#Comment_3699229

    If 60% kill rate doesnt mean 60% kills, then what does it mean…?

    Killers count a survivors death as a killer, either Mori, Hook, or Entity. Counting hatch escape as kill only increase killrate and gain unnecessary MMR for harder match (which is not benefit to killers). Win or lose is made up to each players, not by the rule.

    If the post game instead showing "Merciless / Brutal killer", but showing "You win" everytime killers get 8 hooks but 0K, will they play fair and spread hook?

    No, the more kills, the better.

    I have said (in the very post You quoted)

    "60% killrate does not means EXACTLY 60% kills"

    Its because devs are okay with killers having 58% killrate, and 60% is just rounded number.

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699213#Comment_3699213

    https://us.v-cdn.net/6030815/uploads/P4043E6UQSTQ/image.png

    40% win is the lowest possibility, while 80% win is highest possibility. Of course in a thousand of games, you dont get exact 400 matches with 3K and 600 matches with 2K to argue about "Killers only have 40% win". But rather a mix between all 4 possibility, which is about 58% win rate in average.

    What survivors have? 40%.

    You are right (tho possibility 3 is 40% win, 40% loose, 20% draw). But not exactly.

    60% killrate does not means exactly 60% kills.

    In a grand scale its much more 2k and 3k, and much less 0k and 4k, so avarage will still be closer to 40% winrate than 55% (this should be value in Your post, not 58%).

    But yes, there is possibility of series of 3k making winrate around 80% in such scenario. But vast majority will be with 2k (or at least that should be from statistics) and thus much less 3k and wins. Median killrate then is 55% but avarage will be much lower.

    (Imo. 3k and hatch should count as 4k for purpous of killrate count, and killrate should be balance little below 60% like 58%)

  • @sinkra said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699071#Comment_3699071

    "A 53% killrate means killers almost always draw with the surivors. This is because a win for the killer is a 3K, with 2K being a draw and 1 or 0K means a loss."

    Absolutely and completely false. Average does not mean that number is the most likely outcome. A 50% kill rate would mean something like this (roughly)

    20% chance of 0k, 1k, 2k, 3k, 4k. So a 2k would only happen about 20% of the time.

    Im this example its 50% killrate and 40% winrate. I wonder, can killer with avarage of 50% killrate have more than 40% winrate? And what is winrate of every single survivor then? Because even in Your example, survivor have 50% winrate vs 40% killer winrate... Is it fair in any means? 50% killrate means that each survivor always have 50% chance of escaping thus 50% winrate, You gave example of killer having 40% winrate, and @Batusalen gave example of 0% killer winrate with same 50% killrate and with same 50% winrate for every survivor. And numbers may vary, from 0% to 40% or maybe higher winrate for killer? But to what max winrate with same 50% killrate, and what is avarage winrate for that killer?

  • @ratcoffee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699091#Comment_3699091

    If a killer plays 8 games, wins 5 with a 3k, and then loses the next 3 with a 0k each time:

    1. What is the killer's win rate?
    2. What is the killer's kill rate?
    3. What result, on average, is the killer getting?

    I know, i know!

    1. 62,5% winrate
    2. 46,875% killrate
    3. What?

    I have another riddle: same 2 questions but with different numbers, and in 10 matches for simplicity:

    1. All 10 matches are draw with 2k
    2. 5 matches are lost with 0k and 5 are won with 4k.

    And what about single survivor in both cases.

  • @Commander_Nefarious said:

    survivors just complain about tunneling and slugging and camping and noed but dont realize its difficult to play killer. managing time, perks, choosing chases. its only 1 person vs 4.

    survivors have each other to rely on but the killer is all alone, and have to be ur own ally

    I agree.

    Butt...

    Survs playing as a team is a high level concept that can be reached only by swfs, and not all of them, and even if, its rarely 4 escapes.

    Survivors not only compete against killer to not being killed, but also against all other survivors for escape. Single survivor escape rate is around 40%, and in each match, they have to fight with eachother for them being able to be the one who escapes.

    Game is 1v4 only for Beata swfs.

    For most players game is 1 v (1v1v1v1)

    And yes. Playing killer is difficult with managing time, choosing chases and lot more. But its also for survs who have to decide when and who they should help, and when and who they should not. See that over-altruistic survivors dies.

  • Its not taking game hostage... I think people missunderstood what that means.

    But its is reportable if this survivor did not participate in game - did not loop killer, was not doing gens. Or if their behaviour reaulted in other survivor death

  • @HexHuntressThighs said:

    https://forums.bhvr.com/dead-by-daylight/discussion/410630/mixed-messaging

    I think it’s just a misunderstanding lol, it’s a 4v1 but they see it as multiple 1v1s when it comes to chases. But I don’t think they thought about body blocks and things like that. Also I don’t think that ad is even live because you can’t access it without the link and it has the aspect ratio and stuff in the title

    Not really. It is not 1v4, tho it can be seen that from killer perspective. From survivor perspective (and devs, and me, and lot of other players) its 1v(1v1v1v1) because every survivor is not only competing against killer but also other survivors, and even if killer loose a match having only 1 kill, this one surv also lost a match, even tho his "team" technically won.

  • Im sometimes playing The Plague and maybe its skill issue, but i havnt found corrupt vomit being as op. Hitboxes are weird, vomit trajectory is weird, survs often just crouch to counter projectile, and no, i cant hit with angle, around the corner or just behind window, not to mention that this power have time limit and short range.

  • I started playing both sides because of dailies, first win of the day and Rift rushing. So my comments are called both wrotek by etitled killer and survivor.

    Its either me or one of my teammates who is victim of tunneling or camping, its very common and unfun gamestyle i could encountered and i think it should be removed from the game.

    But without slugging its almost impossible to get 4k especially with 5gens. For that survs need to screwed tremendously.

    Im playing the way i concidered "fun" as a killer so im not camping nor tunneling unless i got 8 hooks, then i start killing (sometimes wait untill survs heal themselves or finish one gen, which means they do not heal). I can get 4k this way, but only with luck on finding hatch, yet mostly because survs made too much mistakes not only in chase but also with unhooking, healing and spreading gens.

  • My wish is to change way of how survs are sacrifice, it could be done as a gamemode for now and look how it works:

    - survs cannot be sacrifices during a trial.

    - hooking surv means he cannot do objectives.

    - after xx seconds being not unhooked, surv is removed from the hook by the Entity at least 34m away of killer, floors are counted.

    - mories remove surv for longer than hooks with no way of returning before set time ends (something like a ghost mode).

    - trial has time limit counting through night to dawn (all maps are night).

    - if survs manage to do their objectives before dawn, Entity is punishing the killer.

    -if survs fail to do their objectives, all are sacrifice by daylight.

    - perks, power and objectives balance through testing.

    My another wish is to overhaul perks and make that every character brings only one but not useless perk. I just dont want the situation when devs are out od ideas for perks and game dies.

  • @Doxie said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3689898#Comment_3689898

    Ok but.... Without knowing the killer that point is mute at best. Yes there are counters… but you'd have to go in knowing. If I saw Michael waiting for me in the lobby, I'd change my build in a heart beat. Point is .. if I only do gens, or if I only hide and try to escape.... I'm punished....point wise. Why is this not the same with these perks?

    You have to be prepared for either:

    1. Every situation

    2. Things that bothers You the most.

    People who hates being camped the most, brings anti camping perks (not much of them unfortunately).

    Most, advanced players can find totems in no time, but i am bringing map with addon that shows killer belongings, or totem tracking perks. If hexes is what bothers You the most, You can do simmilar thing.

    But yeah, hexes are suppouse to be powerfull because can be broken easely.

  • And for clarification

    60% killrates means that killer have 4k in 1 of 5 matches, and 4 are draws with 2 kills.

    This also means that in those 4 "draw" matches, 2 survivors won do each survivor wins 2 trials (1st, 2nd / 2nd, 3rd / 3rd, 4th / 4th, 1st).

    So 60% killrates is 1 4k for killer, and 2 wins for each pair of survivors for every 5 matches.

    If my math is wrong (it may be, i hanvt slept two nights already) pls tell me

  • @Choaron said:

    We had this exact discussion billion of times over the years already… Just use the Google search bar next time.

    I love those posts in technical forums

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3689927#Comment_3689927

    Right, there are counters to counters. That's how games work. There's also a counter to pentimento, you could bring maps, you could bring detectives hunch, or counterforce to very quickly cleanse them.

    Yes i also said that in previous posts

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3689904#Comment_3689904

    Ok so now its 2 perks combined that are a problem? That's called a synergy.

    I was reffering to answer that to counter noed is to clense all dull totems, and my respond can be paraphrased to: its not as simple as just clensing dull totems. There is also pendimento that makes this simple activity another mindgame - should we clense all totems? When should we clense all totems? Did my teammates clensed some totems?

  • @Ryuhi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3689878#Comment_3689878

    The risk is playing the game with 3 perks while the dulls can be cleansed preventing it from even showing up. Bonus points for it revealing its own aura within up to 24 meters over a short period of time.

    Problem with cleaning dull totems is pendimento

  • @Doxie said:

    I am still newish, and part because I'm seeing more of it.... especially in solo... But here I am, playing a good game with teammates that are not so good. I avoid the killer, escape, do gens, wait for the good time to unhook…basically play the way I should. No hooks and then I realize I'm going to have to run interference while teammates are are two hooks in. One hit, down , moir. I mean playing a great game and then dead. Isn't this kinda opposite what they are going for. I get punished if I don't unhook, heal people. Gens and escape...I fail to get emblems, but if I play…instant dead. Then I get a stupid killer that tells me I need to get better. One hit and I'm garbage? Besides spending every game looking for every totem, which is a waste, what's the counter? Lockers and hide entire game? It's just unfun.

    As much as i understand Your frustration (i had simmilar match), i have to say, that Devour Hope is one of few Hex perks that are worth using. Those perks are high risk high reward perks, because You can easly remove it from the game and leave killer with only 3 perks. There is lot of perks that helps dealing with totems, and map, that is IMO very underrated item. Toolboxes may saves You few seconds of doing gens, while map may saves You tons of seconds of looking for totems.

  • This topic is another reason why there should be some kind of hints in game. Like transparent box showing tips as soon as any survivor either see a killer or interact with their power.

    Example: "fighting against xenomorph, You can interact with supply cases to set flame turret. Be careful, turrets słowa Your movement while holding"

    And "its better to place turret near loops or generators You are working on, instead of Xenomorph tunnels"

    Simmilar to killer perks

  • You can play different killer and spend bp on Your main

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3688500#Comment_3688500

    That's like playing Fortnite and uninstalling it because you don't know what you are doing and get killed not even one minute into the match because, well, you are a noob that doesn't know what you are doing. The reason to keep playing the "trash" is to get good at it. When I started playing DbD as killer, if I had said to stop playing because I lost I wouldn't have lasted a week playing either.

    I mean, I get it, competitive games are not for everybody but you should blame the player, not the game.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3688494#Comment_3688494

    That he is wrong in the "enjoying losing" part, but right in everything else. Nobody likes losing, but it is part of any competitive game, and talking like you are right now only makes you look like someone who thinks they are entitled to "have fun" (win) in a multiplayer competitive game just because "you paid for it".

    1. Fortnite is f2p game.

    2. Dbd is not competetive game.

    3. Dbd is asymetrical game. In most of those games, match ended when either team is totally wiped out, with some kinds of respawn.

    4. With getting better, killers also arę better, and still, same small mistake means end of playing.

    5. Making mistake and loosing in fortnite is instant. In dbd it takes 1min per hook stage, and how much time spend in chase.

    6. Even being really god. Looping killer for 10min, while other survs done gens, and then dying on a hook, means loss, and gives almost no reward.

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