Atom7k
Atom7k
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I kind of disagree with everyone.
It is absolutely demoralising ot get hit by 4 adrenalins. I think the main issue with this perk is the same issue we have with WoO. It's the high pickrate.
But even then it is a really strong perk. The point I think where its unfair is, that it will activate no matter what youve contributed to reach the objective. So even someone who was just edge map camping half the game will benefit from it.
Mostly the survivor you have been chasing for way too long gets a free huge second chance if not escape.
The only change I'd like to see is, that you have to have at least repaired 1 1/2 gens (in %). Which means you complete one solo and one with another then you get your adrenalin.
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@tyantlmumagjiaonuha said:
After 2022, there are more opportunities to feel comfortable playing solo survivor due to HUD implementation, Basekit BT, and OTR enhancements. Of course, it is not possible to escape all the rituals, but since it is impossible for either side to have a 100% win rate, I accept it. As someone who plays both Killer and Survivor, I have the illusion that the thread owner's argument is about a different game.
In the first place, the reason killers use tunnels and proxy camps is to reduce the number of survivors and reduce the speed at which they work on Gen, or to increase their ratings by executing as many survivors as possible. Scourge hook spawns are stuck at the edge of the map, and generators that should be kicked at PoP are far away. The reasons for tunneling or camping vary from match to match, such as not bringing a regression park in the first place, but with the latest patch, using a Gen Kick Park is significantly punished (or a glitch makes it difficult to kick a retreating Gen in the first place). There will be more and more camping tunnels in the future.
If you don't like that, shouldn't you equip OTR or create a build that won't be discovered before you get chased?
You can't just blame it on the survivor by saying "oh why don't you just run anti tunnel perks".
Well obviously a lot of players don't have them. You need to buy a dlc to get them or being lucky with the secret shrine. RNG can sell you out by placing scourge hooks edge map. I still miss a valid reason for tunneling. Just chase the survivor into the direction of a scourge hook then.
I don't think that there is a different reason each map for tunneling. The majority of killers simply does it because they can. I never saw someone defending his tunneling with a reason. 99% of the matches you just get a "ez" from the killer before he goes on.
Yeah I get it was easy for you tunneling the weakest survivor out of the game after checking the profile for who has the lowest hours. Having only 3 survivors decreases your chances to escape so drastically you are almost guaranted to lose if you have more then 2 gens fully to repair.
And let's be real, there are very few who can loop a killer that long.
Loosing a match is part of the game. That goes for killers too. They cry that they would loose the match if they don't tunnel. So what? Maybe you don't belong in this mmr range then. Honestly if someone starts to tunnel at 5 gens in solo-q I just loose all my respect for the player.
I play both sides equally but after today (8 matches with just 5 gen tunnel killers) I'm honestly thinking about leaving not just playing survivor but the whole game for a while. It is simply not fun anymore.
And if a game is not fun anymore, it's dead.
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I think I did not understand the reason for this.
So if I get this right the killer still does see the item in the lobby but in the game anymore?
What's the benefit of that?
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Overdrive is reached too quick, you don't have enough time to react when comes at you with overdrive his cooldown is too forgiving.
I don't get why he does not need to slow down for his attack. If he tailgates you it's a guaranteed down. If you manage to spin him somehow his cooldown is forgiving enough for you not to make any distance. Currently his power is like a spam mail.
I don't think there is a single killer which benefits from using his power the entire match. And I think there shouldn't be one. His power is unlimited, too forgiving and too fast.
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@Bambelbar said:
Hey, I'm new here. I have a fresh video to submit. Can someone steer me toward the place to submit a cheat report, please?
Hey and welcome to the fog. To report a cheater or for any other request you visit the following website
https://support.deadbydaylight.com/hc/
There on the bottom right you see a chat icon. When you click it, it will start a chat bot which will lead you through the steps of sending a report.
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@VomitMommy said:
That would be difficult with 4 survivors, which often will be 3 +/- killers "banned".
Also it would kinda suck for new players, because people mainly play free killers there. So it was just pointlessly create longer queue times.
With 33 killers in the game I think having 3 less in the pool would be something I could live with.
I agree with the second point. Maybe the system could get implemented in a way to only get active when you cross a certain threshhold in hours or mmr.
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@[Deleted User] said:
I wonder why there is not a server confirmation of what people do.. ect. run from A to B, faster than possible with out x perks. or people going out of bounds on the map.
Cheaters were the main reason i stopped maining killer, some days i saw 2 cheaters in 3 games (and thats just the one not rtying to hide what they did).
But the stuff you describe where killers is slapping you on the hook, its not any worse than survivors tbagging killers at every loop or pallet dropped. And even bots do that, so that is pretty much a statement on where bhvr stands on the toxicity part. I was baffled that they even let the bots be toxic.
I totally get where you come from. I stopped playing my favourite killers because a lot of times I had to face cheaters who then are toxic on top and your killer may not have the mobility to catch them.
Most cheaters can only be punished by suprising them (assuming they don't have wallhacks) or if your mobility is a lot higher even with cheats.
I think it could be possible to monitor the game on the server side (if the architecture is somewhat the way I think it is) but it would consume more computing power as you have to analyse the builds the latency and calculate the graphs on the map youre moving on. It would probably result in an increase of ressource usage regarding cpu and a little more memory. It may not be much but if you scale that up to 100.000 games per night that extra cost will add up.
As the game itself is free to play (you don't pay for playing online) everything has to be cost efficient. That's why new cosmetics and dlc's have higher priority. Cheaters will always find a way to work around the system but in the end they only make up a small percentage of players in the game base. So as long as there is no significant increase in cheaters, the priority will be too low to assign more budget to this.
People who play killer regulary will face more cheaters as they often escape thus having a high mmr. That's why it feels like there are a lot of cheaters in the game to those who play killer every day.
Toxicity and bots on the other hand is a different topic. Yes it's bad and it is a valid reason to get banned if you get reported. But being toxic does rarely affect you (in the way of game mechanics). The reason its bad in my opinion is because people can only ignore bullying for a certain amount of time until they snap.
In the end two complicated issues with no real solution in sight.
Thats why I record my games with obs (delete the files after playing if nothing happened) and report as much as I can (justified reports of course nor rant reports). It's the only thing we have to get revenge on cheaters or toxic people. So we should keep doing it.
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@RFSa09 said:
head on is for helping team mates, it´s not like dead hard or someting like that
How exactly is this perk going to help team mates? Saving someone with a locker head on is even more situational and rare then a successful CJ Tech or Head On stun + Escape.
That would mean the perk is completly useless except when you play on coms and manage to die in the right spot
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3640776#Comment_3640776
I have never even considered this to be productive conversation. It was just funny to see you try complain about "did not contribute any to the discussion", while your post failed at this in first sentance.
This is just another rant post, not reason to take it seriously. I gave this equal effort you put into it, which is close to 0.
Yes I hate him. So what? It doesn't invalidate the fact that his cooldown is too forgiving which is part again why I hate playing against him.
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@cipherbay_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3640281#Comment_3640281
You are off your rocker if you seriously think Chucky is OP. Its practically impossible for him to sneak up on you if you are paying attention since you can literally see his footsteps through walls.
Most of the time you cannot. His footprints are only shown to you if the wall is so low, that a tall killer would be seen. So against a high wall you absolutely see nothing.
It get's harder when you don't have the volume on ear breaking levels or an expensive gaming headset. Hearing him sneaking up to you is rarely a thing too.
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@I_Cant_Loop said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3640268#Comment_3640268
Beating a decent 4-man SWF on comms (good map knowledge, know how to loop/mindgame tiles) without any camping or tunneling is extremely difficult unless they are not trying hard. Many on this forum will claim it's easy to do, but nobody ever backs it up by showing or linking their gameplay videos.
Exactly
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3640281#Comment_3640281
Spinning that little piece of trash is hard enough
Oh right, but this is so good start for a productive conversation...
This post sounds like skill issue to me.
Honestly IDC. It's just what he is. Everyone I know is currently more annoyed by a stealthy mini blight then a facecamping basement bubba.
If you want to stick with one sentence and ignore the rest of the post fine. Youre not productive either.
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@Rumble said:
They already nerfed it. Stop wanting to play against m1 killers
Then he needs to be nerfed again. Hard! Stop trying to protect your overpowered killers because you want easy kills. See how this last sentence did not contribute any to the discussion? Take it as an example for yourself
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@Reinami said:
I'm looking for some matches where killers play against GOOD survivor teams, like really good top tier high MMR teams. Comp matches are fine, but the match specifically can't have any restrictions or rules like: "no same perks" on the survivor, or use any special scoring systems that tournaments often do.
In these matches i am looking for games where the killer specifically does not tunnel/camp/proxy camp in a way that seems unfair, and for matches where the killer wins. I would also like matches where the killer is not running 4 slowdown perks, 2 max.
Matches where the killer is not playing nurse or blight (or tomestone myers) is preferred as well.
Hoping to get these matches because i am genuinely convinced that it is not possible for killers to win consistently without camping/tunneling etc against top tier teams that are really good. I have been attempting to do an experiment where i "play nice" today, and after 10 matches i haven't won a single one.
So, while this is my belief that this is true, i WANT to be proven wrong. I want to see some matches to see if maybe i'm doing something wrong, and can improve on my personal play.
I have looked around and the only thing i can ever find are comp matches where they have special rules in place, or are doing some kind of challenge. Or content creators.
Thats hardly gonna exist. Teams on coms make the game extremly survivor sided and the killer will loose if there are 4 survivors free to roam the map.
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Will the dredge be silent? Will we hear lullabys?
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@Config said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3639312#Comment_3639312
This is a change I’m not particularly against, in my opinion Blight, Billy, and oni in power should all have 40m, I would like to see it been made into a pattern. Although I’m not sure on the implications of it, it doesn’t seem to matter that much to weaker, in fact it seems to benefit at times, but Billy is FAR from broken, learning counter play is always important though;)
I just had 3 matches today. The cooldown is way to forgiving. If you dodge the chainsaw hes right behind you a second later. There is no room to reach a pallet or window. Even if, the pallet cooldown is pretty forgiving too. With the new fov corner techs are harder so thats not gonna work either. I managed to dodge his chainsaw 3 times in a row but he was still so close that I could not reach any tile or resource. So I think it's fair to say, there is no real counterplay besides hiding with distortion.
A pattern for high mobility killer to have 40 meter terror radius is a fine idea
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The cooldown is way to short and forgiving. If you manage to dodge a hit you don't make enough distance to get anywhere. Last game I dodged 3 attacks in a row but didn't gain enough distance to make it to shack even though it was right next to me. I couldn't reach it.
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@Rumble said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3639140#Comment_3639140
Despite overheat one thing that held him back was his power was basically unstable on most maps. Again, MAJORITY of the maps ingame handicap him. Survivors use map knowledge to their advantage, same thing with loops.
It's the map,killer and survivors
I don't know for how long youve been playing but you are quite repetitive. If we would buff every killer to work on his worst map all killers would be absolutely broken. If you're having a hard time with Billy maybe he is just not for you. Sometimes killer and their power do not work with us as a person and the way we play.
His cooldown is too forgiving and the argument that he bumps into clutter on maps does not erease that fact. Once his overdrive hits he can travel the map in a matter of a few seconds. Not even enough time to react/run away if it's a gen in the open.
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I get that he was at a weak state but this is a little bit broken. He should have at least 40 meters terror radius because you barely get a chance to react once overdrive hits
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Illumination needs a second effect. Something like: Reveals the Aura of the killer to all Survivors if the killer is inside the boons range. Just like wiretap. Maybe with a 10 second limitation.
Right now I only like it on indoor maps in solo q but wouldn't use it otherwise.
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@ratcoffee said:
i'm sorry i can't take any complaint about "gen tunneling" seriously. sure the most efficient survivor teams that spend every second on generators can be overwhelming but saying tunneling for that instead of "gen rushing" just feels like trying to create an equivalence between a killer making sure one player doesn't get to play the game and... survivors making sure a generator doesn't get to play the game?
A killer is also not getting to play the game if he plays to survivor rules. Gens are done in 3 minutes and he gets squad bagged at the exit gate.
I don't like tunneling. But lately it feels more and more necessary at some point to keep the game running.
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@Toaster427 said:
It won't be a broken killer, it won't be busted perks, it won't be unbalanced sides or bugs....it will be the inability of new players to learn how to play the game.
Most people can argue this wasn't much of an issue 3-4 years ago. The perks were very straightforward, and there was a pretty decent balance between new content and learning curve requirements.
Looking at the game today, that balance has completely changed.
New players today are facing the absurd task of understanding a combination of 1000+ addons/items/perks/maps/killer special powers...it's completely unrealistic now to expect anyone under 500-1000 hours to know everything they need to know to be an effective teammate or killer. There is just so much to learn and the game does nothing to ease a player into the game.
Hell, even veterans of the game are having a hard time keeping up with killer changes...I doubt even half of the experienced players today know how skull merchant or oynro work anymore with all the constant changes...
And to top that all off, the game actually goes out of it's way to prevent players from learning or informing them of a negative status effect that cuased them to lose. The HUD for example is so cryptic, that new players (or even experienced ones) have no idea what those icons mean, or worse, the HUD doesn't even inform them at all of a negative status effect. So they'll just continue remaining oblivious to the fact that a certain perk is revealing thier position, or that certain actions are giving the other side an heavy advantage...
Right now, the only way a player can progress through the learning curve, is to purposely seek answers themselves by memorizing what each of these things do, and how they are combined to impose even more punishment to the opposite side...how is this even realistic to expect players to do this? Especially new players who are already overwhelmed with the basics of the game itself? It's not, and the experience just ends up overwhelmingly frustrating.
And finally, the game actually goes out of it's way to prevent players from communicating with eachother, and the teammate action indicators on the hud are are incredibly limited as well...so not only are we giving new players an seemly impossible task of learning every aspect of the game, but BHVR slaps duct tape over the mouths of thier teammates to prevent them from helping a new player, which in turn makes the game incredibly frustrating for even experienced players since all they can do is watch a noob teammate consistently make mistakes...
BHVR needs to focus on making the game more accessible to new players. The fundamentals of this game has completely changed from what it was 3-4 years ago, and there has been zero compensation to either side to help ease that burden on new players.
If the game continues the way it is, and as even more complicated perks/killers are released or changed, it's only going to get worse. BHVR needs to retain new players, otherwise there will be nobody to replace the experienced players as they move onto other games...
As someone who went on a hiatus with this game for a year I agree with this.
I pretty much had to relearn the game as everything had changed.
Personally I think the MMR system needs a rework where new players are only faced with new killers. Both sides don't have all killers or perks so they can start at a steady learning curve. If facing a killer with more experience they should get 3 % haste + 5% gen repair boost until they are out of their kindergarden shoes.
Yes this would lead to bully smurf account squads beeing a problem but I think it would be a small problem.
I feel so sorry for players who have less then 100 hours facing a 3k hours killer.
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So you are talking about afk killers.
I am not sure anymore but I think if the killer is not moving the system detects him as afk and he gets a timout for that
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@PogbertChamperson said:
The penalty shouldn't be permanently removed, but I would like to see the first and maybe second DC of each day have no time penalty. The match can count as a death, and you can move on. If someone wants out of a match they'll do it. I've rescued enough survivors that wanted to "go next" on hook to know that they will either AFK after or throw every pallet. The number of DCs will increase for sure but these were survivors that were going to give up or ruin the game anyway.
I don't see why this is an improvement.
It would only encourage people to quit a game they don't like because there are no consequences. Less consequences always means higher activity in that arena.
Waiting a minute or 5 if you already did it twice is fine imo. Waiting 15 minutes for the third dc is fair.
Personally I think after the third dc it should stack. Leave again? Wait 30 minutes? Lost the map offering? Wait an hour. you got downed first? Wait 2 hours and so on.
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Bots are pretty easy to kill as they do weird stuff and leave safe loops almost all the time.
Replacing a survivor with a bot can be worse then leaving it to the remaining survivor. Like going for hatch is not possible anymore because the bot is running around being useless.
Personally I think if you leave the team behind just because you are not in your comfort zone then you should be punsihed. That means I am all for adding a punishment to for people who leave the game via hook or run straight into the killers arms on purpose.
So if you get a penalty either way, it's quicker to dc. The team gets a halfway usefull/useless bot you get the penalty you deserve. No free hooks for the killer. Happy end.
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I enjoy playing her and I like to up against her. Well only if the player doesn't tunnel or facecamps but trying to juke a nurse is somewhat refreshing after running around loops for hours.
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@[Deleted User] said:
I've just recently been back into playing him and been having some good fun. Though now I will not play him addonless anymore. Rag Doll for longer Nightfall and Haddies calendar for quicker locker exit are a must for me.
Remnant wise I almost never use it in loops as I'm just bad with it.
He might not be the best choice if you're sole goal is to win, though trying lots of different builds with his versatility can net you some good results.
Thanks for your thoughts.
I do not play for the 4k but for fun. Though it's hard to say it like that because having 4 survivors escape and just 3 hooks is not fun, especially when it's the 5th match in a row.
I tried a lot of builds but I think he is pretty weak in chase. If you place the remnant the survivors will just run away from the loop, teleporting outside of nightfall is not a good idea as you might end up in a locked locker and most survivors will just change direction if they notice your tp. So it's pretty much just holding w for both until a resource like window or pallet is reached.
Mindgames do rarely work as they can hear where you are because of the directional audio the dredge is emitting.
So I think I will have to leave him behind until something in the game changes or a new perk has high synergie with his powers.
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@Bafugaboo said:
I am new to the game and thought all of these behaviors were just normal. I think the problem lies in putting too much into needing a win. I have never even seen any toxic chat. If being told ez offends them then this might be a personal issue with self esteem. These are competitive games. As in both sides are trying to win. People do get a little carried away at times but that is the nature of competition.
I do feel sorry for them that they felt bad after a tunnel. That is not enjoyable. The method to deal with it is to laugh with your friends and think up ways to change your plan of play. You aren’t going to be the target every game. Mindset change is the answer. Positive thinking will help you out.
Well not every new player will play with friends. Even if, I've seen it all. There defintely are fair matches and everything but I've also seen people getting paired up with the most miserable players for hours, days and weeks.
I quitted dbd 3 years ago for that exact reason. I came back because a friend wanted to play it with me 2 years ago but I wasn't sure about it. Calling it a mixed experience would be mild. Lately, when playing solo-q I saw 3 new people playing the game together and for whatever reason I got added to their lobby (probably because I was alone idk). I was concerned that because of me being in the lobby the killer might be stronger and here he comes our 3k hours ghostface camping at the basement and t-bagging downed survivors before hooking them and hitting them 8 times in a row leaving just right before they could unhook themself.
I felt very sorry for them but there is nothing I could do except report the killer. I just thought it needed attention because it definetly can harm the game and overall the mood of the players. Not everyone can shake this off immediatly.
I learned to shake it off pretty good but even I catch myslelf getting angry when I run into the 4th bully squad of the evening.
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@[Deleted User] said:
I've just recently been back into playing him and been having some good fun. Though now I will not play him addonless anymore. Rag Doll for longer Nightfall and Haddies calendar for quicker locker exit are a must for me.
Remnant wise I almost never use it in loops as I'm just bad with it.
He might not be the best choice if you're sole goal is to win, though trying lots of different builds with his versatility can net you some good results.
Thanks for your contribution of thoughts.
It is kind of hard to answer the question behind because fun does not necessarily means 4k but on the other hand having 4 survivors escape with 3 hooks or something is not a lot of fun too. Expecially when it's your 6 match.
So I do play for fun and not for the 4k but since the power of the dredge can be outplayed and in chase he is just an m1 killer (remnant games aside) then it leaves a lot of potential for boring chases with zero result as players with WoO will just predrop everything and run and there is nothing you can do about it.
The best working build for me was "rapid brutality", "batteries included", "barbecue and chili", "sloppy butcher". Sloppy butcher is optional to noed as everyone is eager to heal fast against dredge to prevent nightfall.
This is obviously to end chases quick as the main flaw of this killers power is to outplay jungle gyms and large tiles. He is almost powerless in chase without nightfall.
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@Raconteurminator said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3633550#Comment_3633550
And what some people fail to understand is that calling everything they don't like toxic will diminish the term and allow actual toxicity to fly under the radar because we've all long since tuned it out and stopped caring. Ironically, this will harm newer players more than the things you're claiming are toxic. I mean, nodding aggressively?
While this is true it doesn't invalidate my point. Tbagging for example is widely know to be toxic. I don't think anyone can seriously defend that. Nodding may be an edge point and is imo not that important.
I don't see how adressing toxic killers stomping newbies is going to harm them. It already does affect the game. 4 people I know pesonally have already quitted the game because they got stomped by high experienced killers and got made fun of.
As I said it is not just about people being toxic but keeping the game alive by attracting new players and hold them to the game.
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What most of you seem to misunderstand is that this toxic behaviour will prevent new players from joining dbd. My friends told me so when they started to play that they see a lot of newer players complaining about not getting a chance to get to know the game.
If you're fresh in the game and someone with 5k experience laughs about you thats what I call pathetic. Ultimately this game will sign it's own end if it is not capable of attracting new players.
I don't have an answer how to handle this perfectly as @Simfeliz pointed out. But we can't just keep acting like toxicity in this game is not a problem.
MMR system might be not working but there is absolutely no reason to drop Chuck Norris on freshmans and then laugh about them when they loose quick. That's why I adressed it in this post. Toxic sweaty killers are a problem for all players in all games but in this case (where they seem to get paired up with newbies for whatever reason) it will cut out a large amount of new players from dbd.
Thats not good for BHVR, and thats not good for us because, as I said, it will lead to the end of this game a lot faster.
Most of the time I don't care about people trying to be toxic. But imagine you are new to this game, why would you bother playing dbd ever again if this is the experience in your first games.
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@Emeal said:
Matchmaking is probably the hardest problem Game Developers can try to solve, there is like a million variables and concerns to take into account. Calling the efforts so far a joke is just rude and crass.
As someone who works in IT I am willing to die on that hill. It is a joke.
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Wouldn't it be a pretty simple solution to simply apply the same timeout if a survivor kills himself on the hook. It's not that hard to detect that he tries to unhook thrice and then misses two skillchecks. It's also not hard to figure out if he runs straight into the killers face when being rescued after trying to off himself.
Just let them have a timeout. Once they notice they have to wait 15 minutes to play a match they will not be so willing to throw the game instantly
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I agree. Just today I was playing a match where I felt like all of my experience is worth nothing. The survivor ran faster then she should be able to. It felt like she was having old mft even though she was not even hurt. Also she was able to fast vault even though not running for the window and (we were on larrys) she knew every window and pallet position on the map like using windows of opportunity even though she didn't have that perk. Resiliance was also more 20 % then just 9.
Call me paranoid but I think a player with 300 hours cannot know a map that well already.
This is a serious problem especially because these people are more likely to play risky and toxic and will get away with it due to cheats.
But imagine paying money to cheat in this game.
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I agree that illumination is not a strong perk and probably won't be used much. When it comes down to finding generators everyone would prefer déja vu. However I don't think seeing where other survivors are is worth the effort to reach for the boon.
I think it would be more interesting to show the aura of the killer to the survivors if hes inside the boon just like wiretap.
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@PogbertChamperson said:
If I were to suggest a perk that, by merely equipping it, completely prevented med-kits from being used or prevented the use of toolboxes/maps then I'd imagine that perk would be poorly received. This is what Lightborn currently does for flashlights. Lightborn is not a bad perk in terms of utility. The peace of mind to pick up a survivor when there is a flashlight user skulking about can be valuable. This doesn't however mean that the perk should exist as it does.
Removal of killer power interactions with flashlights is what really made me think about my distaste for the perk. If a killer had Lightborn, but their power could be hindered with a flashlight then I still thought that my item had value. This post isn't supposed to be about the removal of those interactions (which really should have been considered on a case by case basis), It's just that unless you're playing specifically against the Nemesis then Lightborn outright denies the player their item. Flashlights don't spawn in bloodwebs as frequently as med-kits/toolboxes and the risk that they aren't going to be usable is a bit of a pain point.
It's not like there aren't alternative perks to counter flashlights either. Franklin's Demise gives the killer the ability to take a flashlight out of a survivor's hand and deplete it's charges. Overwhelming Presence drastically increases the consumption of item charges if the item is used in your terror radius. Flashlights have to be used fairly close to the killer so this isn't hard to use. Both of these options allow the survivor to use their items while providing the killer with an option to deal with them.
Another issue with Lightborn is that it serves as an accessibility option for those who are photosensitive. The bright yellow-orange screen no longer covers your screen with this perk equipped. If there was an option in the accessibility tab that changed the blind screen to be dark instead of bright yellow-orange then that would remedy the issue. BHVR has made some good changes recently in regard to converting accessibility perks into features, so this would be something I hope they'd address.
It does take away a perk slot though while youre flash light is just an item. Killers having the possibilty to avoid being bullied is fair because flash lights are getting more and more powerfull every 3 months.
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@kit_mason said:
I think we should either come up with a game system that does not allow swf's to have the same characters and builds 4 times (2 max) or divide the player base by adding 'casual, tournament and hardcore (no perks no add-ons no items)' game modes to the game.
punishing people for playing with their friends sucks and split gamemodes wouldnt actually fix any of these problems. casual mode would be full of people tryharding for clips, tournament would have constant ruleset disagreements and hardcore would be a fun gimmick that'd die almost immediately because people like their perks.
Its not about punishing swf for playing with friends. It's about getting to a common ground on balancing and rulesets. I hate tunnel killer as much as meta build swf squads or bully squads. So if you gain a huge avantage because youre on discrod swf coordinating your team then you also should face some conditions to keep it fair.
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@Nathan13 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3632399#Comment_3632399
There’s no way to get rid of SWFS, if that were to happen I don’t think anyone would play the game anymore.
Nobody said we should get rid of it.
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@jonifire said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3632399#Comment_3632399
Not really, I play a lot with friends and I would go that far to say I loose more with them.
Compare stats, survivor/ killer win streaks and everything else, it becomes obvious that the killer has everything in their hand.
Personally I don‘t think it’s the right way to balance everything around top tier players. It makes the game miserable for everyone else.
Don‘t get me wrong, it can be really frustrating as killer, but the problem is not, that it is survivor sided. More so some killers (not the player, the character) are just really bad bad, they should absolutely get buffs, instead of removing cool perks from the survivors and nerf them into uselessness. Right now survivors don‘t have more than those perks that you showed.
Well I can't say I have the same experience. But me and my friends rarely play in a competitive way. We don't play clock system or stuff like that but still you gain more information then a solo-q player. It kind of depends what point of view you take. I think some issues need to be adressed in the game system, some killers reworked but ultimately a perk which has just by its existence the potential to drag out every chase by an extreme amount of time without a downside unlimited. Thats the kind of stuff that needs to be nerfed. Like they had to nerf pain resonance becaues it was totally op, especially in combination with dead man's switch.
I think there is much to do in balancing and bhvr for some reason never seems to think things to the end when designing killers or perks
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@jonifire said:
Complaining about fine perks, that aren‘t really strong, only because there are no real perks to complain about. Nerfing those perks will make people loosing hope in behaviors balancing ideas. Survivors already have mostly useless perks.
Thats a pretty wild shot considering survivors having access to every trick in the book. Swf makes dbd extremly survivor sided. I don't say bhvr is bad at balancing but some things are ridicilous.
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@MrDrMedicman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3631123#Comment_3631123
The game isn't really constantly changing pro one side or the other. The devs swing wildly between one then the other. They did change mft (months later), but they added anticamping. The clutter you're complaining about is more survivor sided than killer. They are working on antislugging and a nerf to stbfl.
The issue the skill valley. Low mmr survivors get stomped, and never get the chance to get to mid mmr. This catapults killers into high mmr fast. High mmr survivors, in turn, stomp killers very hard. Both teams feel they need to be as toxic and as meta as possible for a chance
This is probably why dbd felt so bad lately. Every survivor I face is toxic and so is every killer.
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@BlightedTrapper said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3632283#Comment_3632283
Why would WoO need to be nerfed? Actually good players already know where windows and pallets spawn. And SWF, the most powerful survivors, can just call out which pallets they've already thrown, so they don't need WoO. The only thing it does is prevent solo players from running to dead zones, and help newer players who haven't developed map knowledge.
You're also forgetting that WoO can be countered by killer's best information perk at the moment, Ultimate Weapon.
Not every swf remembers dropped pallets or plays competitive in first place. No competitive dbd player runs a build like that.
Even so you see pt100 survivors running these builds or WoO. So yeah they should do it without it but they don't because they are afraid they will mess it up.
These builds are annoying because bad survivors can behave like good survivors without the training. And mindgames are hardly possible as they just drop every resource and run to the next yellow box. A squad like the one above would be way lower in mmr becaues they constantly would mess it up. yet they feel like theyre good just because they dropped pallets and hold w.
And thats why a lot of people think its too strong. Showing you every resource and therefor every safe spot is something you should earn by knowledge and not be given without condition unlimited by a single perk.
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@Chaosrider said:
So you complain about meta perks, but all survs of your example got killed. Killer hypocrisy at its best. Just take a look at how killers play, then ask yourself again.
I guess you have not read all the comments. So to you and @Devil_hit11 I will repeat it. I brought the map offering midwich while playing the dredge. Yes I don't have a problem with the killer (well lets say I do but thats regarding him being so dependant on perks add ons and locker rng) but midwich is the single best map for dredge. It was my only win that evening as I wanted to have some fun for my last game, so I brought the offering. Midwhich dredge is a true nightmare. Yet the post is not about dredge. It is about having to deal with builds that are very forgiving for mistakes. Not every killer is able to make up for a mistake in chase but with meta builds you sure have a lot more room and your skill as survivor does not really matter anymore. You just hold w to the next resource and drop it, repeat.
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@Lixadonna said:
You got a 4K.
I brought midwich offering as dredge and it was my only win that day. I snipped it from that match because it was my last game of the evening and decided to adress the problem.
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@WitchWalpurga said:
Tbh i don't see a problem in these perks. They all use exhaustion perks, best perks in the game and you just have 3, which you can more or less rely on if you play them for chases: SB, Lithe and Balanced where Balanced is defiently the most situational one. 3 use an anti-tunnel perk so just don't tunnel early game. 3 of them use windows which is only wasting a perk slot if you are in a coordinated SWF - you could call every droppeld pallet instead and use something else. All of them use adrenaline which is an endgame perk so they need to reach the endgame at all to get use of that - high risk, high reward.
The game gets constantly changed into killers favor (reducing cooldown, hit distance, "reworking" maps by making them smaller and adding tons of clutter with no safe loops) so i am wondering that i don't see any gen perks like deja vu or somehing around hyperfocus. Survivors simply don't have a chance besides playing sweaty in the early game and most of the survivor perks are just terrible. So if you want to see more perk diversity, survivor side needs more perks with an actual use.
Especially windows is a problem. It drags out every chase to an unfair amount of time because how is seeing every resource in your reach not overpowered?
Laser himself said it in an interview just a few days ago. Swf makes the game extremly survivor sided up to the point you have to play the most burtal and most advanced way you can think of. I don't really enjoy playing that sweaty.
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@crystalkitti said:
Different game modes like that means more queues, meaning more wait time and less probability of getting into games, depending which mode you're playing in. Also gives the opportunity for players to purposefully join the wrong queue just to mess up games.
I get it, when I've played Killer against SWFs like this, it sucks. But either you keep playing and keep pushing, or you give up, maybe AFK or farm. Make the best of the situation, understand that its how the game works and sometimes this stuff happens, understand that you happened against a group that isn't really play-againstable with your current Killer/build, and just 'gg go next'.
As Survivor, if I bring a flashlight or medkit and run into, say, someone with Lightborn, or a Plague/someone with an anti-heal build, it sucks. But you just keep playing; you don't go into the endgame chat and yell at the Killer for bringing in those perks/character. It's pure chance, most of the time. You just 'gg, go next' and hope the next game is better. 😔
While lightborn might become more regulary the pickrate of plague and skull merchant is pretty low. Yet I do face this almost every match. Especially on evenings when I want to play bit after work it seems there are lots of swf teams around who all bring a build like this + red addon medkits.
So if I just throw the game once I realise it's this kind of match again, that would make up 80 % of the matches. I take the longer queue wait time in this case tbh
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I feel like sloppy butcher is mandatory as his power relies a lot on survivors being and staing hurt
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@[Deleted User] said:
I offer a better fix. Remove endurance for the one using buckle up. They can save their downed friend but it should be a sacrifice.
Im fine with eiter verision, someone has to go down. A perk combo which guarantees 2 extra health states is wild
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@Chaosrider said:
Why would 4 noob swfs player get better killers to get stomped?
If you are not good at the game and your mmr is let's say around 300, then 25 % extra won't actually hurt you that much. (375)
If you are very good at the game and your mmr is 1800 you face a top mmr killer. (2250 but its capped so 2200).
Maybe numbers needs to be adjusted but I think the idea is pretty solid
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Your comment is not adding any value to this discussion.
Stop acting like this is just a 'typical case of a killer main being mad about swf'. You try to downplay the topic and the points made. Thats not very fair as every voice shall be heard in the community.
SWF is and always has been kind of a problem. The MMR System does not seem to work in a way so solo q and SWF is regarded. Playing with friends gives you a lot of benefits solo q players don't have. That's why many killers are feeling a little thrown under the bus by the system.
That may not be a problem at lower ranks as everyone is equally confused but in the middle and upper ranks this becomes more and more crucial. Lobby dodging is a thing because swf's have a lot of potential for frustration.
I mean knowing where the killer is all match long is already a pretty strong benefit.
That being said I think dbd should introduce a 'Ranked' playmode. So sweaty suvivors and sweaty killers can meet there and play like in a tournament and those who want to have fun can play casual.