Atom7k
Atom7k
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@Lixadonna said:
Killer Mains perfectly fine rolling SoloQ but once a SWF gives a little push and challenge and rolls you it's unfair. 🤣🤣
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.
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I hate this killer. Not because of the franchise but because of his power and especially because of how people play him.
- Mindgaming this killer is hard because of his fov, also you don't really see where he is because of his height.
- His audio (laugh in stealth) is too quiet for people who don't play on headsets. You see people getting grabed from generators because of this. His footprints are not visible enough. You already have a hard time seeing him, his footsteps are nor precise enough.
- His cooldown after a failed dash attack should be much longer. Missing that attack is very forgiving as he just can follow up with an m1 really quick.
- The add-on which breaks pallets should be removed. It is completly broken. Legion can do this too yes but only in frenzy and frenzy can only down you at 5 hits.
- He should not be allowed to dash a window or a pallet and then just following up with another dash.
- He should loose his stealth power when being closer then 18 meters to a hook. A big part of chucky players proximity facecamp. They get aways with this because of the stealth and his size.
Honestly if you'd just delete him from the game that would be fine with me too. Even though I own him I don't want him. I'd rather play against 3 gen skull merchant and basement bubbas all day long then against a stealthy mini blight
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@Leachy_Jr said:
Right now the most frustrating aspect of playing chucky is his long cooldown, making power drill feel like a necessity to run and encourages overly safe playstyles with scamper.
Though just a reduction in cooldown would make scamper extremely powerful, so I think both should be adjusted at the same time.
- His cooldown should be reduced to 12s (from 18s)
- His scamper outside of slice n dice should be increased to 1.8s (from 1.4s)
- His scamper inside slice n dice should be decreased to 1.2s (from 1.4s)
- And then reworks to his cooldown add ons, drill and screwdriver
After that he would become one of the best designed killers in the game in my opinion.
He is a hard to see stealth blight. I think his cooldown should be even longer his add-on to break pallets removed and for sure he should not be allowed to keep attacking after a dashing through a window or pallet.
This killer already is overpowered. If you are struggeling with him maybe you need more practice or this killer simply isn't working for your playstyle.
According to nightlight stats his killrate is in a kind of okay state but from my experience he is the most hated killer to face right now. Many people throw the match or quit once they know it's him. The reason for this is that many chucky players do proximity face camp. They get away with that due to their size and stealth.
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@FFirebrandd said:
Her downside for her stealth specifically is a near complete lack of followup lethality.
Myers and Ghostface have ways of inflicting exposed.
Wraith has his super lunge. (Spirit too if you consider her a stealth killer)
Pig and Chucky have their dash attacks.
What's SM got? 7% haste at maximum... and if she's got that, you all have messed up incredibly badly. But that's OK because SM is very much not a one trick pony. None of her tricks are the strongest of their kind, but she's got so many and they are all so smooth that it all comes together.
I wouldn't put the pig's dash in the same sentence with chucky. If the pig hit's one survivor every 3 weeks with a dash she will get nerfed again xD
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@Ethromel said:
With all due respect that's really a YOU problem. Because you know what people try to mean by crouching in front of you and the like, you let it bother you, and you want BHVR to do something about people misusing a basic function in the game like crouching because players taunt you with it? Are you that sensitive? Is your ego hurt? It happens to me all the time, and I annihilate most of them. Then I'm the one who does the taunting.
Be made of tougher stuff.
Honestly and with no offense, you sound like someone with a bully mindset.
You don't think this to the end and where this problem could lead the community. It seems it already started to affect you. You say you ignore it? Doesn't seem to be the case if you feel the need to focus on this survivor and taunting him. But what if you still loose? Or the survivor escapes?
I think after 6 hours of toxic games everyone get's tired no matter what youre made of.
But maybe I'm made of wax, Larry, what are you made of?
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@Chaosrider said:
The thing is: survivors being toxic as of teabagging or flashlight clicking has no influence on the gameplay. Its just a psychological issue, you probably just could ignore for the better.
From a logical point of view that may be the right thing to do but we as humans are only capable of ignoring stuff to a certain point. Basically what you say is the same as 'Ignore the bullies'. The situation in online games might be a little bit different but ultimately you can't ignore something like this forever. And if it happens a lot more often over a short period of time everyone is getting pissed at some point.
I don't like the chain reaction of anger this whole thing starts. Toxic survivors lead to an angry killer over time which leads to other survivors having to endure an angry killer which then will lead again to survivors being angry at killers and so on. That's why I think toxic gameplay should be detected and punished.
I may have been around for only 3 years in dbd but I noticed a big mood swing in both parties. Lately a lot of killers tunneling hard for no reason and tons of toxic survivors.
If nothing is done I think this might lead to a vicious circle which will make the game experience worse and worse over time.
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@BlightedTrapper said:
I don't know about dead silence, it'd be kind of unfair if even a pro survivor has zero tell that the killer is right on top of them without line of sight. But less sound would certainly be nice, it's crazy that undetectable Dredge has almost no benefit over a full terror radius.
I agree. I think some reduced noise and maybe not being that directional anymore would be nice. I think it's pretty unfair to have a killer with a gps tag on his head because someone baught a 1k gaming headset. Like how am i suppose to mindgame if they have wallhacks with ears?
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@UndeddJester said:
Ah, so you're saying the target shouldn't get endurance. It's not a bad point at all... however this makes Buckle Up a non-conditional MFT. The main issue for me with new Buckle Up is it now steps on the toes of 2 other perks, and the real issue is, with FTP it is better than both of them:
- Made For This gives endurance to healer (but only when wounded and takes as long as a regular pick up)
- We're Gonna Live Forever gives endurance to target (but only when satisfying the activation requirements, and at +100% heal speed, which equals 8 secs from 0% recovery or 0.4s from 95% recovery)
The counter to both of these is hitting the other target, and in the case of Made For This, doesn't work against instadowns if you're full HP, like Myers, Bubba, Ghost Face, Hex: Devour hope, etc, etc.... neither case of which is an issue for FTP + Buckle Up.
To my mind it isn't healthy to have multiple perks do exactly the same thing, with one being safer/better in almost all scenarios, and having one additional scenario where it is outright obnoxious (i.e. healing in the killers face during the attack cooldown animation). This kinda thing cuts off build ideas, and makes the game less interesting overall.
I personally want Buckle Up to go back to how it was, and then buff the numbers. Give it something like 25% haste that degrades down to 10% over 6/8/10 seconds to the person you pick up, and 10% flat for the person who picks up. This way they're actually able to make some distance from the killer for the duration, while you become the easier target, which fits Ash's badass hero persona.
This would mean you can use MFT and We're Gonna Live forever with Buckle Up for some fun, and if you used FTP, you can use something like Dead Hard to try and get away with it. Things like this actually opens up pathways for being clever with builds, rahter than just having one unga bunga combo that is way better than everything else by default.
Yes sry sometimes I tend to translate freely but forget then, that there is a difference in the transaltion sometimes. Edited the post
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@TheRealConsent said:
POV: This guy and his AI artist takes over BHVR
Jokes aside, i really admire the passion put into this, and you seriously have to say which AI you're using.
As for the balancing, not my place to say but ill just tell you the perks are too overpowered.
I appreciate it.
I used DALL-E to help me generate some pictures of what I had in mind for this killer. Took a good amount of time though.
As for the perks. I think the hex totem is fine as its just a passive slowdown which can be removed. It kind of helps detecting survivors but also alerts survivors when a killer gets closer.
Inhuman strength will only be helpfull in a very few situations. Obviously avoiding pallet stuns is the strongest advantage you can get out of this and you can avoid bodyblocking. It may be rewritten to only pushing a survivor aside once after picking one up.
I kind of agree with enforced suppression maybe being overpowered as it might cause a lot of damage when a blocked generator gets hit by jolt and then keeps regressing or something like that. So tweaking numbers might be the solution. Something like blocks the generator for 20 seconds or only regresses generator with 75 % of normal speed.
Aside from that I think if this killer would come alive in dbd "inhuman strength" would rarely be used at all. The hex perk would find some usage on probably nonstealth killers. Enforced suppression might be meta for a while until we know if its too strong and then gets nerfed in the process.
But it has been a long time since gen slowdown perks came to dbd, so I felt like creating one
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I think to fix it, they simply should add the option to "give up".
If you are on the floor for more then 30 seconds and only one other survivor is alive the option "press m1 to give up" appears which simply leads to instant bleed out.
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@Lixadonna said:
Crying about Windows of Opportunity is the pinnacle of Killer Mains wanting low effort/low skill games.
You obviously completly misread the topic the thread and every comment. I could now accuse you of just wanting an easy life as survivor. See how that is not leading us anywhere? We might have different opinions but that doesn't mean I'm wrong. What I personally want is a less frustrating game. As @Batusalen said this perk is a problem because most of the survivor use it. It probably wouldnt be if only 1 per team would have it.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3614861#Comment_3614861
At least they'd run into dead zones without WoO. Eventually every pallet is gone and they won't find any without it. Also, then I'd at least play against survivors that know maps. But as it is, not even that is the case.
Also, I know play time isn't an exact indicator of a player's skill but I'd hardly call someone with more than 1k hours (the least I see in my lobbies) a beginner. Yet they use WoO.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3614868#Comment_3614868
Good luck catching up to a survivor that pre drops. They will not stay at an unsafe loop. But pre drop the pallet to Block the killer's path and make more distance. Then they get to the next pallet or the pallet after that and repeat the process.
This has no counterplay. If the killer can't catch up, then they can't mind game to get a hit either.
If it is an experienced player, then I at least play against people that have a bit of knowledge about the game. Someone that would eventually run into dead zones or actually play around pallets, once enough pallets are gone. That is more fun and interactive than playing against people, that die the second their favorite crutch doesn't play the game for them. I mean, just try using UW. How many times do you have survivors that run past whatever pallet they get to because it isn't highlighted in yellow? I assure you, it's a lot. This happens even with people that have thousands of hours. Because crutching on WoO means you forget how to play the game without it.
I would agree but stealth killer (especially the dredge, even though its not a real stealth killer with its integrated dyson v12) have a much harder time. Fearmonger/Mindbreaker is gone after 4 secods. A terrorradius is weakening every stealth killers base kit power. The dredge especially as it can't even controll when to drop nightfall. So UW doesn't work on these kind of killers. Killers with low mobility will also suffer from this because they have a harder time playing around high wall tiles.
I kind of dislike the idea, that the only counter for good survivors with WoO is to run UW or to be lucky. It ultimately means we would have to adapt all our builds on all killers to blind surivors just to avoid it. I don't think thats a good thing
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@IronKnight55 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3606052#Comment_3606052
Getting a hit won’t win you the game. And he’s punished a lot for making a mistake. He is a 110 movement speed killer with a long cooldown on his power… too long imo.
I think its way too short.
By the time he picks and hooks a survivors its back up. If he uses it for mobility or the first hit the cooldown animation from the attack is so short that he has no trouble following up with a second hit a few seconds after that
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Kinda just a vent but for real. I dont want to buy an expensive headset and crank up the volume to max just to play this game.
I just got grabbed from a generator. We were three people and none of us saw or heard him comming ( no it was not tinkerer the match had just started and the gen was at 15 %).
Thats just unacceptable. His laugh is barely audible even with headset and without youre just done for. God damn it I'm so over this garbage killer
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@OrangeBear said:
Your nerfs suggestions are ridiculous. You literally want to make him powerless and then make him worse than powerless.
Chucky isn't that good. There are plenty of better killers.
You probably weren't reading carefully enough. I said it's enoug if one of the suggestions happens, not all of them.
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@squbax said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3605686#Comment_3605686
"Not that easy to pull off if someone knows how to avoid getting juked" how is this bad, so if a player is good at avoiding juked it is expected for them to be hard to juke? Am I missing something? Are we really expecting killers should be easy to dodge/juke even if the player is good?
There is nothing wrong with being good at a character in the game. But it's different when the character is not hard to control to be considered "good". My point is, that his kit allows him to forgive many mistakes he makes allong the chase and still catch up. In case of chucky it's not that hard. You need a lot more practice to be considered good with the blight or the nurse. Strong killers indeed but useless in the hands of somebody who can't control their powers. Monstrous in the hands of those who can. Chucky however bypasses that. You can mess up a lot and still get the hit because of his advantages. That is my point
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@Xendritch said:
Just juke him? Most Chucky's I've played against can't curve well at all so once you realize that you just have to never run in a straight line and he hasn't been that bad for me.
That may work on new chucky players but after just 3 to 5 games you pretty much know how to dash around corners or doing a little hug tech.
Its like saying just juke a blight. Yeaht thats possible but not that easy to pull of if someone knows how to avoid getting juked
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@Chocolate_Cosmos said:
Chucky is popular because he is rly fun to play as and also being good Killer (not OP).
It's like new Wesker again.
But it's pretty much a one sided thing. He can be fun to play as but is absolutely annoying to play against. It's like playing against a tiny stealth blight with reduced dashes.
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@Xernoton said:
A lot of what you mentioned is only a problem when you haven't quite figured out how his counterplay (I hope this helps a bit) works. Chucky is definitely a strong killer and can be quite overwhelming in chase but keep in mind, that's his only strength. Hiding in corners should never have been a thing to begin with because it's just a use of the FOV tech, which is exploiting the killer's poor FOV. This will no longer work, once the FOV slider is introduced anyway, so it's probably best to focus on how else to play around him.
His stealth doesn't quite work that unrestricted. He only becomes undetectable when he activates Hidey-Ho Mode, which is active for 14 seconds (less, if he attacks or uses Slice & Dice) and has a cooldown of 18 seconds. It's also not quite face camping when the killer is more than 16 metres away from the hook, is it? The term literally comes from the killer standing right in the survivor's face and that is not the case in that situation. As long as Chucky isn't on you, there is nothing stopping you from doing gens. In 120 seconds your team can easily do 3 entire gens and maybe even a 4th if you have the right equipment and when Chucky already loses a gen at the start of the match (very common because survivors spawn next to their objective, while the killer has to find the survivors) that should already put you in a good position, when that survivor doesn't go down immediately.
The reason why Chucky players may be more inclined to play territorial / camp, is his lack of mobility. He is 4.4 m/s killer with no mobility power. Everything does only really works in chase and it has a huge cooldown. Meaning, running across the map can cost him too much time that he doesn't have. His time management is his weakness. A weakness, that you can use to beat him.
For a killer like Chucky, it's common to be very oppressive in chase and feel overwhelming (part of what makes him strong) but he does not hold up well in the 1v4. If you can track him (not easy but not impossible either) you can avoid him and make him lose time looking for you, if you can delay him even a bit, that is time that your team will spend on gens. Your best bet is to focus on playing around him rather than playing against him, if that makes sense.
I agree that hiding in corners is not a good play but sometimes it's your only option. Mindgaming this killer doesn't work really due to his fov. So I would say it's still a lot. Lots of players used the perk insidious to intentionally camp without using his ability or better, activating when someone approaches to scare them of with the dash or even hit them. That's the point where I disagree with you. The stealth is an issue on its own but his size makes it even more complicated when hes camping. And yes I know why the term facecamping is called facecamping. But I don't see much difference from someone standing in front of you or standing 16 meters away. Killers like Bubba still can run to the hook and down the survivor with a chainsaw so it didn't really change much.
Lots of players use his dash for mobility so I don't think that point is really valid. When some tiles are dropped on the way you could run half the map in a few seconds with him. Because of the short cooldown after a missing dash it's pretty easy to use to catch up to survivors.
Wasting a killers time is pretty much a default tactic against every killer so I wouldn't say its a special trick to counter chucky. Besides solo q survivors will have a lot harder time because as I said seeing him approach is hard due to his size. Stealth perks further enhance the problem.
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@Annso_x said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3558031#Comment_3558031
You don't seem to want an overall balanced game, you seem to want a game balanced around the weak side for killers but the strong side for survivors, meaning strong killers would absolutely obliterate survivors and playing sweaty swf would be the only viable option for survivors.
It sounds like you're only taking into account the killer side and don't realize that survivors aren't bots. As you said, nobody wants to loose 25 games in a row, so why should solo survivors and casual swfs be miserable and left behind so weaker killers can 4k every couple games against comp swf and call that "balanced" ?
Making weaker killers more competitive should be done by buffing them, not weakening survivors (just like we shouldn't nerf every killer to the ground until solos can escape 1 game out of 2).
As it is partially right what you say, this discussion has gone off topic. I want what I wrote at the start. These perks must be nerfed. The sinergy of these three in particular or even worse combined with resiliance is simply off balance. The insta down add on for huntress has been nerfed because it was too strong, this is the same for me. I play survivor and killer 50/50 so I'm not taking sides here because I want a 4k every game or whatsoever.
Somebody above said it right. DBD is about expecting movements. That's why the nurse can be hard to counter because you don't exactly know where she will appear. If survivor run's at different speed levels while vaulting faster permanent while seeing every pallet and window the killer easily can misread whether he gets a hit or not. So you gotta avoid muscle memory while trying to mindgame someone who has more space for mistakes because as I said is faster at everything and can see his escape routes all the time.
From my point of view it is too strong and is especially a misary for slow killers.
I agree that weaker killers should be buffed if they simply are too weak to be competitive as they (finally) did with homeboy trapper. But when they add something to the game (like mft) and the balance gets kicked off, then they also should nerf it (like they did a lot in the past)
I dont demand easy games, I demand not being annoyed by every chase. Killer and survivor have a limited room for mistakes in the chase. A perk combination with a sinergy this high increases the space a survivor gains to an unfair level.
I can't remember a single game where not at least 2 people where using this combination. Often it's even 3 and about 15 % of the games all 4 survivors run a build like that.
I get it's popular, it's safe, it's great from a survivor perspective. Gives you a lot of second chances you normally wouldn't get. But it also means every chase is a drag for the killer. IDK how it's going in your part of the world but at my location there is a constant lack of killers 24/7 because they are annoyed. I can relate. I play less and less killer because I don't enjoy it anymore.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3558045#Comment_3558045
As I stated before it is possible, considering some streamers did it with m1 only no killer power and so on with 90% + winrate... So the whole point about Blight colliding and so on can be disregarded...
I mean as for the get better, obviously there is still stuff you can do and improve on, otherwise those guys wouldn't manage to do what they did... And you even have it easier than those guys because you can use the killers power. So yes it is a skill issue, matchmaking doesn't give you decent survivors that often, and those you face regularly can be beaten fairly easily.
To improve watch guides, play 1v1s and so on it is not that hard to do, it just takes much time and practise.
I disagree on this one. Streamers are never a good reference as you don't know what they did in preparation of the stream/game. Some of them simply create new accounts, some loose games on intention to drop the mmr so they look better on stream. I don't say it's impossible to win with just M1 but without statistics there is not much to prove here.
I agree that you can almost always learn something new from others. I don't know how your game looks on a daily basis but on my half 8/10 games the survivors are very decent. Looping very tight, to maximum efficiency, faking actions, leading a chase away from generators or survivors, saving pallets, splitting gen pressure.
Very few games survivors are 'easy to beat'. But that may be to mmr, rng and different geographical position. Too many variables to exactly pin something down.
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@[Deleted User] said:
What is with this community and the obsession with thinking up new ways to punish other players?
It's not something you have in mind when you start the game imo. But when you see the same patterns over and over again you start to question, why people are allowed to live up to their bad behaviour.
I think we all faced enough toxic people in this community to say it's not a loss if they cry about not being able to be toxic anymore.
Ruining the fun for others is not part of the game concept yet some people only play this game to do exactly this. I don't mind putting restrictions on bad playstyle at all.
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@DemonDaddy said:
There is nothing wrong with killers slugging. The only issue is a lack of team altruism which results from players not the mechanic itself. It is a state which results from the individual survivor's mistake and failure to escape during a chase.
You are kind of right. It is the result of a failed chased to be in dying state. The intention however is not to prevent slugging overall. But I don't see much difference between facecamping at a hook or being in close distance/right above a survivor in dying state for a long period of time. When picked up you don't gain condition (until a perks allows you to) so you can be put right back into dying state.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557877#Comment_3557877
You do realize thought that winning 90+% with purely m1 without using the killers power basically means it is fairly possible to do so on most killers if you use the killers powers? And if you can't it is basically a skill issue and you just need to get better? I mean you could see how he outplayed tiles, maybe just learn something from it instead of complaining...
As you are kind of right here, where do you draw the line?
What is the line where it's considered a 'skill issue' or something basically not possible to do? I think it's really easy to say 'get better' but is it that easy?
If you know how to loop tiles, know your mindgames, have map knowledge, some strategy, a build suiting you and know the abilites/tricks of the killer there is not much left you can do. It then comes down to survivor mistakes or rng. Which gets reduced drastically when playing in a team.
I think that's what @xltechno is on about.
Personally I think there are limits how 'good' you can get with some killers (depending on the way you think probably). I don't really intend to spend hundreds of hours discovering which wall or tree on map is slippy or not (when playing blight) and I don't think it should be necessary except when you want to win a championship or something. Most of us just want to play the game and not getting completly destroyed, tbagged and then getting told to just get better.
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@RpTheHotrod said:
While I get what you're saying, and it's mostly accurate, social interaction is important in most multiplayer games. I'd imagine DBD would have probably died off a long time ago if you couldn't group up with friends. I'd argue it was smart to have the devs allow it. That being that, I am very unhappy with how much power survivors have where the killers are expected to bend over for them on a regular basis, especially with howbthe devs are starting to make following the survivor rulebook mandatory for killers.
I don't think anyone wants to cancel playing with friends alltogether. The original intention was to balance the level of information a team gains (or most likely gains) compared to what the killer can do (as he is just one person) to have equal opportunites.
I appreciate the change that you no longer can facecamp except for the endgame. However I whish the same rules would be applied to toxic survivors.
After a 9 to 5 people want to have some fun and not getting frustrated, facecamped or tbagged. This week I got the chance to play early morning and late evening. The difference is out of the galaxy. Early morning most matches people have fun, sometimes do some funny jokes with the killers/survivors (like playing bartender killer at dead dawg saloon). Evening matches where a lot more 'sweaty' lots of bad behaviour from both sides and barely fun or even good matches.
As I play both sides equally I came to the conclusion, that the killer is at the overall disadvantage if he plays 'fair' or is up against coordinated survivors. (Let's leave aside whether they play as a team or not for a moment).
I don't want to become someone who tunnels someone out early at the game (which is something I've seen a lot lately) to have an easy win. But getting outplayed that hard and tbagged on top will eventually lead everyone to the 'dark side'.
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@Annso_x said:
The good ol' "nerf this because it's too strong against weaker killers and nerf that because it's too helpful for weaker survivors (solo q)"
"I still think this is more fair from a killers perspective" no joke you want the game to be balanced around the weakest killers and the strongest survivors (wannabe comp swfs)
I want an overall balanced game.
Thats not much to ask init?
If you don't balance around 'weaker killers' people will eventually stop using them which makes the game even more stale. I don't think it will be much fun having people to main only the strongest killers and run into them eventually in every game.
It will simply shrink the pool of killers to be seen in the game. Nobody wants to loose 25 games in a row. So people will leave the 'weak killers' behind at some point.
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@adaw0ng said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557791#Comment_3557791
I get it, but other perks excluding Hope were never a big deal. Dark Theory was always laughable. Imo haste not stacking will keep those survivor perks strong without them being that insane. If that’s your biggest fear there are plenty of exhaustion addons and perks for killer, and you can advocate for the addition of new ones! Maybe one that once you Blood Lust the survivor in chase suffers exhaustion for X time.
Think of counters more often instead of nerfs, that’s the problem with DbD and why it gets so stale so quickly. People just want nerfs nerfs and nerfs instead of counters.
I get what you your intention is but exhaustion won't work on hope. Further imo it's not good to create a build to counter one specific build or perk. There are antifacecamping and antitunneling perks but it still remained an issue which now get's changed with the upcomming patch. So basically no one wants to equip anti perks like this just because of the abuse of the system. So the system got changed. Reassurance will be completly useless with the upcomming patch but we don't mind because a much bigger problem got solved. What I'm trying to say is: Running a counter build isn't fun, it's not gonna work a lot of times. Equipping them often feels like having to counter abuse of the system or bad behaviour instead of doing something whats acutally helpfull to the team/killer or just fun to do.
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@Boons123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557554#Comment_3557554
You rely entirely on the survivors' mistakes? Don't try to improve your skills so as not to depend on the mistakes of survivors?
You can exploit your enemy's mistakes, but this does not mean always relying on the enemy's mistakes and then expecting the same result
Try to recognize your own mistakes in chase so that you do not repeat them, and do not blame everything but yourself
I think in the future we will see a post requesting that the Nerf screen for players be completely black
You are not really adding much value to the discussion.
I always try to improve my skills as I think most people try to. Your skills however won't be enough for a lot of loops as we all know how to loop the jungle gyms and shack to maximum efficiency. The killers base strength won't help most killers. So you can either try to mindgame them hoping they will fall for it or bloodlusting them.
Bloodlusting however won't work when they know where a pallet is to drop it in your way all the time. From what I've seen survivors who dont use windows of opportunities don't last as long as those who do, as they might run into a zone where the pallet is already gone without their knowing.
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@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/393327/nerf-playing-with-friends
I think you're mainly talking about elite veteran surv teams that have been playing together for a long time and are all very good at the game.
The amount of these teams in the game is so very very small compared to the playerbase as a whole. If you are truly getting swat team after swat team comp level nightmare teams then you yourself are in that mystical "high MMR" area, where nothing is really balanced anyway. And if so, you too are in that very very small percentage as well.
There's no way for the game to even know who's on comms or not, and the devs have said that outside the highest levels the surv escape rates weren't all that different from mostly solos overall.
Good game sense and your build matters more than who you're facing. Unless rng completely borks you over, and in that case we all get that from time to time. 🤪
I have honestly no idea whats exactly happening as I can just talk about my experience. I started to check on the profiles of the survivors before the match starts a while ago and lately I saw a lot of people being from the same country having a rougly equally amount of hours in dbd. That leads me to think they play together though its no absolute proof.
As every killer has its own mmr score I can tell you that in 6 out of 10 games with blight I had survivors from the same country with summed up 10 k - 12 k hours in dbd. Once even met people with 10 k each. This doesn't happen with clown for example though I have won every game since I got him (maybe because Im simply better at him idk) but it also started to happen with huntress and nurse after a while. I know that your mmr gets higher when winning so it makes sense you get better survivors after time but it didnt felt like a steady rise more like abruptly batteling greek gods after just playing in the backyard. It simply wasnt adding up to me as the skill gap was all of sudden significant.
I do not claim to be a top tier god killer but I know that I am not that bad. Thats why I was getting pretty concerned after loosing 25 games in a row (using the killers I talked about above) but then kept winning when using killers I haven't played that often.
My conclusion was that either it all is a coincidence and I reached my peak at these killers and rng and mmr just gave me bad 2 weeks or these survivors who all were from the same country actually were playing as a team and annihilated me.
That beeing said I do not care loosing a match. Heck I often let the last one go but getting destroyed that hard in a row makes you question your skills. I know it sounds like I'm making a fuzz about not being able to slaughter beginners anymore but I can reassure you, that this is not the case. The survivors I faced in the last 10 day were not just strong, they were simply insane. Absolutely nothing worked and started to question how I ever won a match.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557342#Comment_3557342
If you just take the chase then this is on you anyway, it is the killers choice to decide if taking a chase is worth it and if a certain area is too strong to chase in or not worth the time, all windows does is show survivors certain strong areas to loop in that experienced survivors know anyway...
If the chase takes too long just break the pallet and find someone else, on the other hand the value windows provides players cannot really be seen, because you don't know if the survivor would not have done the same thing regardless, the information is nice and all, but after some time you know where the tiles are and so on...
It is your decision to take a chase thats true, but you can't drop every chase because of a loop being nearby. This leads up the issue that many loops are connected to each other which makes 2 out of 3 chases a very long one (if you don't use a killer who can counter loops by his own strength).
Windows of Opportunity does prevent the survivor from doing mistakes in the chase because they can see far ahead whether a loop is safe to run to or to choose another one. If he simply presses 'w' because he knows the next window or pallet is nearby mindgames don't work either. Might be a desert island opinion here but at least I do struggle with these far too long lasting chases when playing killer.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557347#Comment_3557347
Just look on Twitch at regular players that are in SWF and on comms. You'll quickly see they usually aren't that great and 99% of their chatter while playing isn't even about the match they are in. Most aren't these elite squads calling out every move of the killer.
I dont think you can compare twitch streamer which have an audience to entertain and comments to read to the topic I am talking about
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557335#Comment_3557335
Spot on.
Also, I've had the killer mention that we were a SWF many times in chat and even whey I tell them we aren't they never believe it. Solos can paly just fine.
I kind of agree in this point but the discussion is about the extreme side of survivor teams. I dont know how to change that to make it more balanced but teams have advantages that solo q players dont have. Also the killer can have a lot harder time to deal with them. I am not really considering nerfing everyone who plays with a friend all together. But its a fact that these kind of strike teams with pre made battle plans exist and it can be really frustating
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@HugTechLover said:
“As killer you immediately know when you play a SWF”
The amount of times I’ve had killers just assume we were all SWF in post game chat (entirely solo q), then deny deny deny the possibility of us being solo Q is insane. It’s such a fallback excuse… “I only lost because SWF”
SWF does not = good
SWF does not = comms
SWF does not always = better than solo q.
You cannot punish players for playing with friends. You cannot punish players for playing with friends. You cannot punish players for playing with friends.
It all depends on the skill of the survivors and luck. I agree that playing with friends does not guarantee a win / escape but it still gives you a lot more valuable information. If you get good solo q survivors along with you, lucky you. However even a medium discord team of 4 will give the killer a really hard time.
I think punishing is the wrong word to use. I'd say balancing the game. Because that is all I was suggesting. The value you can get out of playing with friends outweighs all perks and a lot of killer skill too. Maybe absolute pros do not care but for the rest of us a discord team is brutal to deal with most of the time
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@Archol123 said:
If a 4man swf with discord who tries to win use windows of Opportunity then they basically gift you a perk slot... Because they could just call out which pallets got used... I think Windows is just a band aid fix for unclear visibility of objects on maps... Let me explain, with all the clutter and overwhelming amount plants and what not on many maps the visibility of tiles is decreased by quite a lot, remember when borgo first came out and you couldn't even tell if there was a pallet or not? It is similar with many maps, where there is so much trash around it, it obstructs the visibility of pallets and windows. So the perk kind of helps with this issue, it would be better if you could just see the tiles properly without the need for the perk, but it also helps solo players it know which tiles got already used, therefore I wouldn't nerf.
The problem with your nerf idea for this perk is basically that by only showing the nearest one you might run into a dead zone accidentally, I think the overview is fine. Better players tend to know where the tiles are anyway and don't need to rely on the perk, the still get value from it by knowing what has been used...
I kind of agree that nerfing it the way I proposed could lead survivors into a dead zone. However I still think this is more fair from a killers perspective instead of having to loop every tile in the game because you can make up a plan/path to run. On the other hand when I am on a new map I like to use it too. You are absolutely right that its hard to find things to work with on new maps. I still think windows of opportunity is too strong the way it is but my suggestion might be a little too much. Maybe a little nerf would do the trick