Ayodam
Ayodam
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@SoGo said:
A bit unrelated, but can we please make the blueprints to be secret offerings, like shrouds and moris?
I’ve always believed all offerings should be hidden and revealed only during the postgame screen. There’s really no reason for anyone to know beforehand what’s been played. It’s not like anything can be done about an offering when it has been played and revealing them before the trial just encourages unsportsmanlike conduct.
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@Grigerbest said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3783777#Comment_3783777
Man I don't know. Yesterday I was having a blast playing dbd, I don't think I EVER had a better experience with the game by playing soloq gameplay wise.
Yeah, it might be something like a "Honey moon come back" coz I've had a really long break, maybe the game is still the same and I was just lucky, but players from yesterday just completely made me wanna play soloq again.
I'm not a hard-core competitor, I'm just your average "casual Andy" playing the game for fun and enjoy chases.
Maybe you are stuck on way higher mmr?
Play consistently for a weak, then check back in. The high’ll die down. lol
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Most of the replies are gaslighting you (“You aren’t REALLTY being tunneled..”), invalidating your experience (“Well the killer needs pressure!”) or attacking you in some other way. I want to validate that in case you wondered if that was happening here. This forum is killer-sided so people, as you see, will protect the killer experience over whatever enjoyment you believe you should have with this game when you play survivor. You aren’t alone and you aren’t imagining it. With that being said, as you’ve mentioned you aren’t a strong looper so yes you are in fact being tunneled out. You’re easy prey and killers want to turn the game into a 3v1 ASAP because that’s a much easier game to win for them.
My suggestion: you have to become comfortable with looping. You cannot show any killer that you’re an easy down/weak link. The only way you’ll improve at this is with killer engagement. You’re gonna be tunneled until you’re a strong enough looper to make the killer think twice about wasting their time pursuing you. Don’t bother with ‘anti-tunnel’ perks; they don’t work. Endurance doesn’t stack and if the killer is pursuing you after you’ve been unhooked Off the Record’s 80 seconds doesn’t matter because you’re going to be hit and lose the protective factor. DS lasts about 2 seconds. By the time the stun is over you’ll be on the ground again.
So instead of running perks that pretty much aren’t going to help you avoid being tunneled, run perks like…Windows of Opportunity: to help you plan an escape route, identify dead zones and see pallets and windows—the weapons you have to fight back against a pursuing killer.
Alert/Premonition/Fogwise/Any aura reading or detection perk that will allow you to see or sense the killer’s approach: but if you’re found first avoid perks with activation requirements (like Dark Sense, which requires the completion of a generator before you can see the killer’s aura). If you’re bold enough you can even run Object of Obsession. You know the killer is coming for you but at least it’ll give you a bit of an edge to gauge how much time you’ve got before they’re on you. And it’ll desensitize you to being chased as well.
Exhaustion perk: Sprint Burst, Overcome, Lithe, or Balanced Landing. I’ve ordered them from most to least useful if you’re consistently found first. If an exhaustion perk isn’t mentioned it isn’t one you should bother with. It won’t help your situation.
Wild card: Something like Lucky Break, Iron Will, Bite the Bullet or any other similar perk that’s gonna help you hide / break chase.
So a build I might recommend for you would be…
Windows - Lucky Break - Overcome - Iron Will
And that would be your anti-tunnel build. I don’t like calling it that because honestly there is no ‘anti tunnel’ in this game. There isn’t anything you can do to stop it. But what you can do is delay going down as long as you can, and my recommendations will help you waste as much of the killer’s time as you can. That, in turn, will make you look less appetizing to a tunneling killer. Hopefully this helps you enjoy your survivor games a little more.
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@caipt said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3780757#Comment_3780757
survivors have a built in coin flip to win if they get stomped, not seeing the 50/50 pity kill mechanic anywhere
What’s that?
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Damn, the dust hasn’t even settled on Distortion’s nerf and y'all are already on to the next. Lol
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3781791#Comment_3781791
Distortion wasn't mention in the post I replied too. It's also not an aura reading perk.
Sure, but Distortion is an aura-based survivor perk that that is being nerfed. It’s more analogous to Weave than WoO.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3781788#Comment_3781788
The entire thing is super suspicious is all. Usually when someone does really well, it's due to their mastery over the killer's power. This shows the polar opposite, almost as if the person trying to make up an impressive, yet reasonable spreadsheet has no clue what normal Trapper gameplay is like. There's 0 actual footage to go with a random spreadsheet that is taken as fact.
I know there's much more impressive killrates than this, but... that's typically due to a Billy getting alot of value from his saw, a Huntress from her hatchets, etc. This however doesn't really add up. I can believe you'll have some teams that play horribly, but not to the extent that after 200 games of slaughtering teams you haven't boosted your MMR enough to go against teams who can handle "Man with knife" with random perks who apparently deleted the gamescript for the hatch entirely.
Someone had a 400 streak on Clown… and it seems every other killer has similar numbers. Not sure if they’re all playing to the full scope of their killer’s kit, but I think what’s damning is that a person can obtain such a kill rate without fully using a killer’s powers. It really speaks to how oppressive killers are.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3781937#Comment_3781937
I think you are missing the point i'm making.
I'm not saying they are not legitimate strategies. What i'm saying is that the strategies themselves are not actually that good most of the time against survivors who know how to deal with them. What i notice in most of my games is if the killer comes back to the hook after a survivor is unhooked, the unhooked guy often just stands there, lets the killer down them so they can kill themselves on hook to get out of the match. Or if the killer starts camping, they just start trying to kobe and let themselves die.
Let's say hypothetically BHVR released a killer that does the following:
- Moves at 1.0 m/s
- Increases the time it takes to repair generators by 1000%
- Increases the time it takes to open the exit gate by 1000%
- Survivors can permanently see the aura of the killer
Obviously such a killer would be really easy to beat, they move slower than survivors, and you are gonna take forever to down them if you even CAN land a hit. But, this killer would make a 90 second (1 minute 30 second) gen take 15 minutes to do. Meaning if all 4 survivors do separate gens, all they will really do is spend 15 minutes each on a gen, and then another say, 5-10 minutes on the 5th gen, then another 3.5 minutes opening the exit gate. However, this would also result in the most boring match of DBD for everyone involved.
This would result in an extremely boring 30+ minute match. Now i would imagine that survivors would often not like to play against said killer, so what they might do, is just throw themselves at the killer, so they can kill themselves on hook and quickly move to the next game. The reality is, this killer would be massively "underpowered" in the sense that, when played correctly against, survivors should 4 man escape literally every time.
So lets say we play 100 matches with this killer, and in 80 of them, the survivors just throw themselves at the killer so they can quickly move on to the next game, and in 20 of the matches, the survivors properly play out the game and get 4 escapes. This results in the killer getting 320 kills while survivors escape 80 times over the course of these 100 matches. This would then show that this killer has an 80% kill rate, making them one of the "strongest" killers ever released in the game.
THIS is ultimately my point, is that survivors giving up when they don't like something, or when they find it boring, or they don't like the killer, or they get quickly outplayed in the first chase, or they are trying to do a tome challenge to like, stun the killer, and they find out they are playing against a nurse or something who is very hard to stun, so they just give up and move on to the next match as fast as possible.
What this does is massively inflate kill rates. Sometime in the next few weeks, i'll be doing an experiment to see how often these types of things actually occur in my games as both sides to see if kill rates are actually being inflated.
Camping and tunneling work against all survivors at every level of play. High MMR survivors still lose to camping and tunneling; several notable killer players (including Otzdarva, whose content I know you enjoy) have shown this time and time again. These strats aren’t just effective against baby survivors. Part of a higher killer’s skill expression might be knowing when to use them while a lower-skilled killer might use them all the time (as they’ll still work against opponents), but the fact is they are still incredibly valuable tools at every level of play.
Survivors give up against camping and tunneling because trying to resist them are usually fruitless endeavors. There’s no way to stop a killer from doing either. There are some perks that can delay or prolong, but nothing outright stops it. Even rushing gens doesn’t help because the survivor who is camped or tunneled will still die.
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2-3 man SWFs don’t actually have much of an advantage. 4-man SWFs are better but still below 50%. And they’re so rare it doesn’t seem worth it to do anything at all to limit them. Additionally SWF is pretty much what keeps survivors playing this game at all. The same people crying for SWF to be eliminated, restricted, or nerfed in some way would be the same ones making “wHy DoEs No OnE pLaY sUrViVoR?” threads with a shocked pikachu face once SWF is gone. Clueless and ridiculous.
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Camping and tunneling, two legitimate play styles, are not artificially inflating kill rates. Suggesting otherwise is akin to saying using moris artificially inflates kill rates. These are play styles killers have access to, BHVR has continuously legitimated, and will be a part of the game until the servers shut down.
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3781647#Comment_3781647
Weave is already getting changed in a future update. Guess this means we need to nerf Woo.
Distortion is receiving a nerf before Weave. What else ya got?
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3781512#Comment_3781512
His traps show he doesn't even average 2 caught survivors per match... not DOWNED, but simply survivors in bear traps. This means this is mostly "man with knife games". Beyond that, this is also 1 person. I could do a similar thing where I slug for the 4k every game. Is that a good indicator of hatch chances on average? If I go afk to get 4 escapes, does that show the average experience?
His shown killrate already shows these stats are far different than average Trapper stats... and this is apparently with random perks?
It doesn’t matter if he played the killer as M1 primarily. That argument is akin to saying “well, he mori’d people instead of hooking them when they were on death hook.” How the survivors fall is irrelevant. You’re splitting hairs. Why?
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@Akumakaji said:
My current go-to build is Franklin's/Weave Attunement, as it is kinda fun and effective, but it will probably gone for good in a months time max.
As my third perk I run PainRes, because the game without any slowdown is very painful for killer.
My fourth perk is flexible and I usually run something fun here, like Trail of Torment, Unknowns stealth perk, Coup, Deerstalker or Spies, with Spies actually being my most used perk in this slot.
Its a very dangerous and aggressive chase build with only token regression, and if Weave Attunement gets nerfed I might be tempted to run POP again, because why bother with anything? Survivors didn't want to adept to Weave, so it got complaint about so much that it got nerfed and in the end nothing changes.
That aside, my build allows very few mistakes and can be pretty unforgiving, but it allows me to get into the thicked quite regularly and having very little off-time out of chase ... which is needed, because, as everyone knows: gens fly these days and even one dedicated gen jockey can slowly erode all your progress while you try to play the hook game.
Yesterday I had a game vs an obvious SWF, all running SB and/or DH, Resilience and Windows plus flashies. I had two on death hook pretty early, but then dropped chase when it was obvious that they would take me on the long tour over he map; committing would have 100% cost me the game. I got one lucky kill later at 2 gens remaining, then broke a tight chase at 1 gen because I had a feeling that they other two were duoing the last gen in the odd corner.
Due to Resilience they had stayed injured and I arrived with barely time on the clock. But that allowed me to down them both, skillfully noting the telltale signs of DH and thus baiting it out, and then methodologically hunting for the last wounded survivor. Got lucky with my pick of Spies, as they ratted out the safe attempt preemptively.
But that 4K was only due to some very good decisions on my side and them missplaying and staying injured. They would have eaten any slightly lesser experienced killer for breakfast and the game would have ended with sour 0-1K. I would have had more breathing room if I went full on gen regression, but well, I also don't want to be a meta slave, blindly following the most played perks without any variety, but my descision in my build often costs me games and makes many trials VERY difficult. The situation isn't helped in the slightest that like 90% of all the obvious SWF feel also the need to further push thinks in their favor by buring survivor favorable map offerings. God, I hate this so much.
Weave isn’t scheduled to see any changes until November. Weirdly, they’re modifying Distortion before it (in October). So you’ve at least got longer than a month to enjoy the near permanent wall hacks of Weave + Franklin’s.
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@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3781686#Comment_3781686
And I'm pretty sure they said they will not do any of these three options either. The second one is imo one of those rare things that would actually kill the game, with almost half of all survs in a least a two-man SWF.
You’re correct. The devs have stated they aren’t bringing in voice comms, they’re not removing SWF (which would kill the game), and there are no plans to create an ‘ranked’ and ‘casual’ mode either. Frankly, I think this would probably kill the game as well if considering what happened with 2v8 / 1v4. There weren’t enough survivors willing to play so both queues suffered. Would be the same with a ranked vs casual mode really.
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@HexHuntressThighs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3781759#Comment_3781759
Nah. BW blocks the gates after a hook. This completely shuts open gates causing survivors to have to open them again after completing the new generator that spawned.
Extremely powerful. So what’s the trade off?
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Is this like Blood Warden?
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2v8 wasn’t the cause of those hits. Hit validation is killer-sided, so killer players with higher ping get hits that on your screen don’t appear to connect.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3781491#Comment_3781491
You can't say "obviously these numbers are not representative" while trying to use those numbers to represent. The entire thing is pretty far off from normal gameplay to the point it's hard to believe it's not a complete fabrication.
What about it seems abnormal to you? That person has a 77% kill rate out of 400 games. That doesn’t seem anomalous. At least one killer main has shown a 90% KR out of 1,000 games. And there are others with varying kill rates (all above 60%, which is the average BHVR gave us) who go on win streaks of hundreds of games. It’s quite feasible this player got a 77% KR out of 400 games.
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@NerfDHalready said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3780887#Comment_3780887
3v1 at how many gens? idk how much of a comeback a 3v1 at 2+ gens can be called.
It doesn’t matter. Turning a match into a 3v1 at pretty much any time carries a chance at massive snowballing for the killer. Survivors don’t have that as an option unless the killer allows it. Killers don’t need a survivor’s buy-in or consent to turn a match into a 3v1.
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@Caiman said:
I was under the impression the hatch does not count towards escape rates and other statistics.
I thought so too, but it was explained to me that while hatch counts toward escape rate stats, it doesn’t count toward MMR.
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@k3ijus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3780755#Comment_3780755
He only does really well because the only players who do play him are new killers matched with new surviviors… which is always a bloodshed or a really experienced player. His whole power takes time to build compared to hag, SM and other killers who just begin with their power, just imagine a huntress who has to collect hatchets from lockers one at a time. And he has the most counters as literally just run past or disarm to negate his entire power, he has no secondary power at all.
And even if the killer plays perfectly, if one survivior tails them his whole power is negated.Trapper performs well at both low and mid MMR. Most survivors are at mid MMR. They aren’t newbies. They aren’t clueless about his counterplay either.
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@VantablackPharaoh91 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3780754#Comment_3780754
I'm exactly like you, I don't believe in Killer Tierlists. I believe ANY Killer can be very good, or very bad. It depends on the player.
When I say "weak Killers", I mean "Killers that do not have a ton of power in their kit, so winning consistently requires more overall skill and cleverness as well as knowing that Killer REALLY well." Myers is a weak Killer not because he's BAD, but because he requires knowing what does and does not work, being flexible, and all the little ins and outs of what he can and cannot do with various addons. Winning consistently with Myers means you need to put in a lot more effort than the average Killer player to do well.
When I say "strong Killers", I mean "Killers that have lots of stuff in their kit that can be extremely powerful when mastered." Pinhead is a strong Killer not because he's really really good, but because once he is mastered he can create situations that are very difficult for all but an experienced SWF to get out of, and doing so requires significant effort to get to that point consistently. Pinhead already has stuff in his kit that makes him good against the average Survivor, but go a bit further and you become very strong, to the point you can even become highly competitive with him and do well.
When I say "overpowered" or "underpowered", I mean those Killers that either do something that breaks the game, or fundamentally can't keep up with the game in its current state at all. Nurse is an overpowered Killer because for the effort you put in, she is much too strong and her kit is so basic is is really simple to learn, plus being good at her gives more value than the average Killer. She breaks looping, she just breaks looping. That's overpowered. She is in bad need of tweaks to be made more fair, but that doesn't mean she cannot lose. Meanwhile Freddy is an underpowered Killer in that he does many things, but none of them overly well and none of them seem to be as effective - he antiloops poorly, he teleports poorly, he stealths poorly, and he slows down the game poorly. He is in bad need of tweaks to be fully effective, but that doesn't mean he can't win.
If I had to tierlist Killers, I would do them like this, in order (left to right) of most to least need of any changes to make them more balanced:https://us.v-cdn.net/6030815/uploads/5A4RXE833HXS/image.png
Wesker is plagued by glitches and could stand to have some stuff made partial basekit. He needs looking at. Skull Merchant's kit is bloated and needs a change badly. Trickster's changes are not fun for Trickster Main and feel bad for Survivor Mains, he needs to be given another look. I am happy to explain anyone else on this list.
How are Wesley and Trickster in need of reworks??
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I’m not sure how they could make a ‘final chase’ more all or nothing for the last survivor(s) than it is now. But the finisher mori that’s coming is supposed to function like a yellow-cypress mori. Essentially the last survivor alive can be killed by mori once they’re down. Technically yes killers could, with this new system, slug three survivors then mori the fourth but they can do that now. The original finisher mori tested on the ptb different because let’s say a killer slugs 3 survivors then downs the 4th. Well, they would immediately enter the mori animation while the other three survivors were immediately sacrificed like if the egc timer ran out. I don’t think this new iteration will function quite like this.
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3780892#Comment_3780892
A killer can be weak against decent players and a noob stomper at the same time.
Wasn’t it said that even in high MMR he still performs decently though (not great, but not terribly)? And newbies make up a small percentage of the game. Most players are in mid-MMR, which wouldn’t make them newbies.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3780831#Comment_3780831
Statistical outliers.
If your examples of comp players are getting 90% kill rates while the average sits at around 60%, then the majority of killers have less than 60% kill rates.
I’m pretty sure Peanits said based on their data Trapper performs super well at low and mid MMR, which is why they aren’t buffing him. He’s not a weak killer at all.
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@NerfDHalready said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3780757#Comment_3780757
can i ask what those natural comeback mechanics are without mentioning bubba trickster and huntress (facecamping)?
Sure. The biggest is 3v1. :)
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Not y’all going through withdrawals lol. Survivor mains especially are gonna have a tough time getting back into 1v4. It was much easier to escape in 2v8.
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@Hannacia said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3780641#Comment_3780641
Why should the survivors be entitled for a win after going against a stronger opponent and technically losing if you are too scared to even try finishing a gen at that point ?
If survivors 3 gen themselfs thats in most cases on them. Sure sometimes killer can push it on the survivors, but it's quite easy to tell when killer is trying to 3 gen you.
No survivor should be allowed to rat out in corners and lockers just because they might die going on a gen. Killers playtime is precious too. Not all want to be stuck 1 hour in a match and no one should be forced to take DC penalty for ratty survivors. "Just finding them" isn't that easy eather especially in bigger maps.
Just go do the gen and die trying, does it really matter if you die and go to the next? Ive been in situations as a survivor where theres 2 survivors left and things didn't look good but i never ratted in corners for a hatch.
No player is entitled to a win. Both sides should have a chance at victory during every minute of the game. Killers have natural comeback mechanics. Survivors do not. That is a problem.
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Doesn’t this kind of match what the devs have shown? Trapper specifically is said to perform extremely well at low and mid MMR, which is why he isn’t being buffed. It’s killer mains on this forum (and on Reddit) who think he’s weak. The data does not however bear that out.
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@Toystory3Monkey said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3780095#Comment_3780095
and yet basekit changes were made to address the most glaring issues especially when it comes to holding games hostage. 8 kick system for example.
your own argument contradicts your narrative.
Killers have also received basekit changes; far more than survivors, in fact. Are you new here?
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@Jim_Tonic said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3780095#Comment_3780095
Anti facecamp
Anti 3-gen
Anti tunneling
3 features that have been introduced into the game despite certain perks alredy existing. I think its totally reasonable when killers demand something too for a situation that is also very annoying to them.Anti-facecamp was a waste of time. For one thing face camping was pretty rare, and more people complained about proxy camping than face camping because proxy camping is the more efficient play. If they devs really wanted to “hurt” face camping, they should have considerably raised repair speeds when the killer was within X meters of a hooked survivor because guess what? If a killer is face camping a hooked survivor and they unhook themselves, what will the killer do next? If you guessed down them 8 seconds later you’d be right. And this brings me to your final point: Anti-tunneling as in the baseline BT? Doesn’t work. Killers tunnel through the 8 seconds. Easily.
Anti-3 gen actually works better for killers due to the regression event change they made on PTB. I’ve never gotten to maximum allowable regression events (#########? Who does?) and have never seen any other killer—including those holding 3-gens—do so either. What I have seen are the basekit buffs to damage-based gen regression this system has brought used quite efficiently. Ironically that’s no where in your comment.
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@supersonic853 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3780105#Comment_3780105
https://us.v-cdn.net/6030815/uploads/2E6E6ZWD4VXR/cf218859-6bbc-4cca-9bab-2d0eb9d22e57.jpeg
Had to find this as it's been a while. It's been over 4 years since this statement. Though this hiding has been around since pretty much the beggining. Same as a killer blocking a survivor into a corner until they inevitably die. Personally I just think a mechanic would make it less of a pain point so it doesn't have to resort to just "I lose 30+ minutes of my time but you get a ban"
I’m not sure if 4 years later Peanits or any dev is saying this, but what I do know is that they’re extremely evasive when asked if, in a situation where multiple gens are left incomplete and two survivors remain, is it against the rules to play for hatch. They don’t say: Survivors should do risky things that expose themselves or that survivors must engage the killer. I know for sure they don’t ban or punish survivors in the scenario I described above, even if they don’t touch any gens at all. I’ve reported people for it and received the generic ‘we will take action’ message in response and nothing came of it.
As for interacting with gens, all you need to do is touch a gen to facilitate this. You don’t have to do much; just touch it and the game will register that it has been interacted with even if it isn’t making a lot of noise or showing any meaningful progress.
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Is this some weird new form of bait?
Going to that player’s stream to say “GG” after your win seems condescending. Not sure why you’d think someone who rage quit would want to hear anything at all from you. I wonder if you really did it to like mess with him because there’s no way you thought someone who rage quit would appreciate you entering their stream to say something known for being mocking. -
I wonder if the controversy with its skins also has something to do with it.
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@wsm10 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3780260#Comment_3780260
So, going out of your way to be a complete jerk, with no interest in playing a real game, isn't punishable? That was the goal 100%, and that's OK? For future reference, what exactly counts as "griefing," I'm genuinely asking so I know down the line? Would appreciate an explanation.
I’d like to know too. In the report section of the game it looks like only survivors are capable of griefing.
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@supersonic853 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3780095#Comment_3780095
Ironically that's not how I feel about things. I'm aware that perks can help this scenario (depending on the situation) though that can go in many cases of the past with borrowed time DS and the Like as you stated. And to not dive into stuff like basekit BT because I definitely believe it's healthy for the game as a 50-50 player. The thing is, this isn't playing the game, and is actually listed as a bannable offense as your holding the game hostage. Same as SM players who would just kick gens and never chase. And they changed that by introducing the kick limit. So if the survivors want to do the reverse and refuse to touch a gen for over 15 minutes. The game should step in and say enough by actually either forcing them into a Chase or to actually interact with the gens. Because then your just not playing the game at that point.
Survivors must participate in normal gameplay as defined as things that progresses their goal of escape. Healing and using items is normal gameplay. Deliberately throwing themselves at a killer is not.
I think the devs are cautious about explicitly stating that survivors must reveal themselves to a killer when there is no reasonable chance of escape because that would attract a lot of blowback. They’ve been pretty skittish about their positioning on certain playstyles since Patrick said survivors who loop for 5 gens but still end up on hook or dead aren’t skilled players. It’s also why there’s no reveal mechanic or whatever to expose immersed survivors. They allow slugging and tunneling and camping, which are legitimate playstyle. But so is immersion.
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You could run Whispers, Spies, or any other number of perks that detect immersed survivors. The response to survivors who face uncomfortable playstyle is always to “run X perk.” Apply that to your killer games as well. 🤷🏽♀️
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They’ve made some bolder choices (UI hud, basekit killer features). What’s your idea of bold here?
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3779877#Comment_3779877
The weird thing I find about ppl being stressed about the killer's teaming up is... 2v8 has been widely asked for for years. Did no one honestly think of that part?This shouldn't be a surprise that the 2v8 that's been on the wishlist does infact include 2 killers on the same map.
It was mostly killer mains who wanted to duo or team up with other killers. Not survivors.
On topic: I find 2v8 as killer less stressful than 1v4. It’s probably a combination of things: the teammate, more gens, I don’t have to walk to hooks so there’s less downtime between chases, it’s easier to snowball by tunneling and proxy camping survivors, slugging feels more rewarding.
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@drumboline said:
Killer bad, surv good. They dont want to bother setting up flame turrets so they flame the devs for xeno nerfs instead
Turrets were nerfed from PTB.
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Killers on any platform do it. Once you’ve played a few games of 2v8 or if you’ve ever played as Pyramidhead, predicting where the cages spawn isn’t tough at all. Wraith and Nurse are the best at cage tunneling but I’ve seen all of the available killers show up to a cage after downing a survivor. Some will say “well they saw other survivors nearby” but that isn’t always true. I’ve seen them show up even if there were no other survivors nearby. Basically killers have learned how to camp and tunnel in 2v8 so here we are.
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@Science_Guy said:
It probably won't be changed any time soon. And you can thank everyone who praised the devs for nerfing it earlier this year, even though that nerf did nothing to address the situations/strategies where Adrenaline was actually frustrating and simply made the perk bad for solo queue. Toxic tribalism at its finest.
How else could it be changed in a way that makes it viable? It no longer activates with a delayed effect when a survivor is on hook.
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@drsoontm said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3778659#Comment_3778659
In counter strike you are getting your own score, however if you don't play as a team you get poor results.
Same here.
It’s not the same at all.
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3778719#Comment_3778719
Off the Record and Lucky Break don't really have any overlap in their effects though.
One hides Grunts of Pain, Auras and gives you Endurance. The other hides scratch marks and pools of blood.
Like, yeah, they're both stealth perks but they're not identical.
Didn’t OtR hide scratch marks at some point?
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It feels like the devs have decreased the chance of a map offering map spawning. I’ve seen people play an offering but we go somewhere else, a couple of times now.
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@Marc_go_solo said:
Dwight's quote for Bond sums the idea of Survivors teams very well:
"We have to work as a team. I need you to survive so that I can survive!"
You need as many of the others about as you can to improve the chances of escape, so you have to work as a team. However, when things become dire, a more survivalist instinct kicks in, and people may rely on other Survivors' misfortunes for them to survive.
Of course, there are many cases which contradict this. It all depends on the moment. Will a 3-man SWF sacrifice the SoloQ because they are not one of them, or will they sacrifice everything to make sure nobody is left behind? Will someone sacrifice themself to let another escape, or will they decide to deliberately sabotage another Survivor for an earlier discretion? It's all about h9w it plays out.
Conversely you have Yun-Jin Lee’s Fast Track:
”The weak are sacrificed first. It's nature, it's business... it's the truth most refuse to face." — Yun-Jin Lee
And a bevy of survivors in between who support both altruistic and self-focused playstyles.
Whether players want to function as a team is a personal choice, and there isn’t anything wrong with it. Issues arise, however, when people mistakenly present the notion of survivors as a team as if this is a cardinal rule. Survivors are not a team. Can they play as one? In a way, yes. Are they treated as a team? Not by the game’s mechanics or the developers. Is it acceptable for them to synchronize in a team-like way? Sure. It’s also acceptable for them to play in a cutthroat manner where, as Yun-Jin states, the weak are not teammates, but fodder for your own survival.
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Why are survivors running Lucky Break with Off the Record when those perks do nearly identical things?
Why are you pursuing a survivor who has Off the Record active meaning they were just unhooked?
And why aren’t you in wolf form which makes scratch marks darker & forces survivors to drop scent beads in a manner similar to Oni’s blood orbs?
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@Jim_Tonic said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3778667#Comment_3778667
you could also do the glyph when i dont see it btw. So you dont put yourself in danger when doing a glyph and the killer is around close to you.
It depends on the specific glyph. It can be hard to keep track of where they were seen during chase, several requirement a survivor to be close to spawn them, and at least two for survivors have drawbacks (pink exposes you, blue makes you oblivious and I think blind?). Technically yes you should try to activate them when safe to do so but glyphs are kind of unpredictable
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@solarjin1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3778575#Comment_3778575
Yeah it quite the evil thing to do but it happens sometimes. poor immersive gamers 🤣
I only see two kinds of survivors doing this: one, babies, and I want them to keep that innocence & suspense that I had when I started playing so if it’s down to two of us & I catch ‘em hiding I will let them do that and draw aggro so they have a chance at hatch (this game is not friendly to beginner survivors at all). Another kind of survivor I see doing it usually has a key or plays one of those hatch offerings, which signals to me they’re probably trying to complete a challenge. Given how difficult I know those can be I will also help them with that challenge by distracting the killer until I die. A third type I guess would be survivors who maybe don’t fit either category I’ve described but maybe see the match is fruitless and just hide then. And in that case I mean may the best survivor win.
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@Jim_Tonic said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3778376#Comment_3778376
Do i get a free hook then aswell for waiting and wasting my own precious time?
A hook state isn’t equivalent to a glyph, although it’s pretty unlikely the chase would last much longer anyway. And it takes maybe 2 seconds for the survivor to finish the glyph. That’s hardly any time at all to waste…
Also to answer your question for @not_Queef you get extra BPs if survivors leave their items in trials