Ayodam
Ayodam
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@drsoontm said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3778573#Comment_3778573
Survivors are a team.
That's why a tie is 2 escapes and anything else is a win (for either side).
That's why survivors playing solo have a lower chance to win.
That's why the devs have considered rewarding self-sacrifice to save another.
Survivors are not a team like in Apex Legends, Overwatch, or similar team-focused games. They’re four players with the same goal. This is why why survivors are graded individually at the end of each trial (MMR and pipping). It’s why survivors are rewarded individually at the end of each trial (blood points & EXP awarded). The devs have repeatedly stated this; survivors can help one another or play for themselves and both are absolutely legitimate strategies this game. Both can lead to individual victory, which is what survivors are graded on and rewarded for by every available metric we have.
What survivors are, are resources for one another. Just like pallets and perks that can be used to help individual escape efforts. At the end of the day, to spell it out plainly, teams profit and lose together; not individually. When you die in trial I’m not punished as I glide through the exit gates. I’ll gain MMR and pip regardless of what happened to you. You will earn less BPs and may not pip at all. When depipping was a thing, you might have that happen to you. But these consequences that you face wouldn’t affect me or any other survivor who escaped at all.
Killer mains have this xK = win or loss nonsense. And maybe for you all it works. But it doesn’t apply to survivors. Survivors don’t win or lose collectively, per the metrics BHVR has established in their game. For survivors trials are technically a ([1v1v1v1)] v1.
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@NerfDHalready said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3778453#Comment_3778453
oh i see then, yes aura read/afk crows shouldn't happen very quickly so survivors can do gens while heavy stealthing because that would be needed.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3778523#Comment_3778523
queue times are okay without 2v8 so there is no such problems and you should stop making up scenarios in your head. also idk if that's a self report but i couldn't care less if hide for hatch rats don't queue as survivor, they don't add anything of value to the gameplay anyway.
No they aren’t. They’re still long as hell. I waited 15 minutes for a game as killer last night. Stop the cap.
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I never understood why they hid ranks in lobbies but then revealed prestige. Frankly, I believe lobbies should be blind to all parties. It’s the only way to ensure dodging is kept at a minimum.
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@solarjin1 said:
This one might be bit controversial because it could be seen as survivors working with the killer. I'm not encouraging it in anyway but im sure we all have done it before.
If someone been hiding the whole entire match everyone cease normal gameplay to go find/kill this individual.
I’ve never done this, and it seems like a rule violation for sure.
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@fussy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3778514#Comment_3778514
That's a problem because of what? If your team did all gens, there is no chance for killer to control all gates even if they are close to each other. If that's "a problem", because you feel like you alone deserve to escape after you obviously lost a match and second chance to escape wasn't lucky to you, and game SHOULD give you another opportunity to show "Watch me leave killer" performance, then there is no problem except your absurdly funny point of view on the game and hypocrisy.
Survivors aren’t a team, they’re four players with the same goal (escape). No player is responsible for another player’s performance and survivors aren’t treated as a team by the devs exactly for this reason. People bring different objectives to the trials. There’s already a lot of toxicity in the matches so forcing survivors to actually rely on each other to complete trials would make things much worse. The tagline for this game has always been some variant of ‘survive together or alone.’
The rest of your comment is nonsensical. It seems you have some kind of weird anti-survivor axe to grind.
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@Rovend said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3778446#Comment_3778446
Look, in this scenario (2survs - +1gen), who has the upper hand?
The killer, right?
The survivors are in great disadvantage and is really hard for them to repare the last gens so they usually hide to try to get the chance of a hatch escape.
My original response was to another user that claimed that it would be better to, in this situation where the killer has the upper hand, to remove the hatch and give aura read to the killer.
That leads to survivors being stuck with a situation where they cant repair the remaining gens and escape, cant escape by hatch and cant hide.
We can change the wording to not say 'gift' in exchange of something like 'severe buff to the already winning side to remove any option of counteraction of the losing side forcing them to accept the loss'.
Don’t waste your time trying to get through to these people. The same forum members clamoring for hatch to go away and this 2 remaining survivor reveal mechanic are the same people who would complain about killer queue times and flood the forums with “WhY dOeS nO oNe pLaY sUrViVoR” topics. Absolutely clueless.
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@fussy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3778431#Comment_3778431
Yeah, there was whole match for you. Then you had chance of pity "win" aka hatch, but you lost it too. And here you are, asking for game give you third almost guaranteed chance to escape and talking about fairness lmfao
You seem to be overlooking the spawning of two gates within eyeline of one another. Hatch isn’t technically the measure by which survivors are meant to escape; the gates are. If they spawn within equal distance of a central point that the killer can stand at and see, that’s a problem. Hatch has nothing to do with this scenario. At all.
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@PreorderBonus said:
Flashbangs are definitely overpowered. The fact that you can blind the killer mid-animation, even if they're looking at a wall, is just unfair. Background Player makes it worse by letting you hide at double the usual distance and still get the blind, which makes positioning way too easy.
From a survivor's perspective, it’s easy to say “just run Lightborn,” but since killers can only choose four perks, having to use one just to counter an unbalanced mechanic isn’t great design. A lot of people will compare this to Distortion, saying you shouldn’t need a perk just to counter aura reading. But Distortion is actually an S tier perk because it blocks the best tracking method, reveals which perks the killer is running, and if it doesn’t activate, it still helps by telling you they’re not using aura reading.
Flashbangs are really tricky to balance. Making the audio cue clearer would mess things up for players with poor hearing, and a visual cue would make them only work against bad killers. But the ability to flash the killer even when they're facing a wall should've never been a thing and the fact that it's not getting fixed is worrying
Flashbangs are easy as hell to avoid. They have a loud audio cue that sounds off like 1.5 seconds before they detonate. Survivors try using them against me and I’m looking up or away or wherever before it even goes off. I never get blinded. lol
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if you see a survivor attempting to get a glyph mid chase, let them get it then resume the chase
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@SpitefulHateful said:
I've never thought I'll end up disliking a goth girl character, but here we are.
Like, I wanted to like Sable. I tried to like Sable. She was supposed to be interesting. But sadly, the most interesting thing about her was her introduction in the DLC promo video — and that's that. Her bio is basically "My name is Ebony Dark'ness Dementia Raven Way and I'm Not Like Other Girls" and it feels like a wasted potential. She could have been attracted to things dark and grim because she was sensitive to the forces like Entity (similarly to Haddie and Mikaela), and that she was basically that haunted kid who coped with her visions through finding beauty in darkness and embracing it. Literally saving herself by replacing fear with curiosity and acceptance of her being different. Damn it, all three of her perks emphasize on her connection to darkness and shadows!
But instead, we have a girl who has a rather superficial interest in "darkness" and makes a good placeholder for sexy cosmetics, with BHVR is milking the latter like there is no tomorrow. It is extremely disappointing.
Sable comes off as a fan service Mary Sue.
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Believe it or not but survivors mains actually bring in more money than killer players. They’re more likely to buy cosmetics for their in-game dolls. Sable is a hit so they’re going to pour into her. The unknown, even if it had an amazing power, still wouldn’t net the revenue in cosmetic sales that Sable has and will continue to do.
But to offer you a little food for thought, compare the Dredge with Haddie for a reverse of this trope. The power is weak (like Unknown) but it receives more cosmetics/attention than its counterpart because people buy its cosmetics.
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@humanbeing1704 said:
for some reason they haven’t fixed this since they added endgame collapse 5 years ago and I don’t really know why
They’re shrinking maps. There’s not much they can do to improve the distance between gates on smaller maps. With the midwich update they’re adding junk between the gates so the killer can’t see both from the courtyard, but it takes no time at all to walk from one gate to the next so I don’t really see anything changing there. It’s curious they saw the problem but decided to take a half-cocked measure rather than do something to actually prevent the issue.
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@Peanits said:
We definitely don't want perks stepping on each other's toes, but I do want to take a second to clarify that Eyes of Belmont and Dark Sense do not do the same thing. Eyes of Belmont reveals the Killer as soon as a generator is completed. Dark Sense, meanwhile, activates when a generator is completed and only reveals the Killer's aura the next time they approach you. While they would effectively activate at the same time if you're being chased, Dark Sense would typically be used as a warning that the Killer is approaching while Eyes of Belmont may reveal that they're busy chasing a Survivor on the other side of the map.
We do have quite a large Perk update coming soon, though! As Nazzzak mentioned, we'll be updating around 20 lesser Perks (mostly lesser used ones) at once. We'll share more on this when the time comes.
I wanna feel optimistic about this update but if how you all ‘updated’ perks like Calm Spirit and Pharmacy are anything to go by… I’m nervous. Lol
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The amount of gaslighting in this thread is nauseating.
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I have played dozens of survivor matches and seen little to no toxicity (teabagging I guess). I have however seen killers tunnel and camp (proxy) and 2v1 and ‘hump’ downed survivors and gloat quite a bit. I’m sure you probably haven’t witnessed any of that, but my point is we can’t really use our own limited perspectives as a point of reference to determine how either role largely behaves.
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I don’t like that killers are tunneling and camping (proxy) in the mode now but I still find it kind of fun. I hope they up the blood point incentive back to 400% though.
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Warning: long explanation ahead. But it might help you. When it comes to solo queue survivor your hours and experience are kind of irrelevant. You could have thousands of hours and still be in low or mid MMR because… well, let’s get into it.
So at least starting out your killer and survivor MMR are essentially equal; that is to say, you’re at low MMR for both roles. The teammates and opponents you generally receive (not getting into how the game expands its skill pool for potential players based on how long you wait for a match; we’re going to use a very basic and common scenario) are also in that area.
As you meet the win conditions for each role, you gain MMR and rise through skill ranks. All of that is common knowledge. What isn’t, however, is the fact that the killer role has a lower skill floor (meaning starting from a blank state it’s much easier to meet killer win conditions; it requires less technical skill) while the survivor role has a higher skill floor (meaning starting from a blank state it’s much harder to meet survivor win conditions; it requires more technical skill).
Keeping in mind I’m describing the most basic nature of the DBD MMR system, what’s happening to you is because it’s harder to win as survivor, you’re less likely to experience games where you are able to meet the survivor win conditions. Because it’s easier to win as killer, you’re more likely to experience games where you are able to meet the killer win conditions—to a point (I call it the high MMR cliff but it’s an irrelevant detail right now). So the system will basically says “oh, he wins against opponents at his level as killer. I can more commonly pair him against opponents at and slightly above his level.” And as you continue to perform well at your level you will face tougher survivors opponents because the game believes you can handle them. The game doesn’t know you might have cheesed your way to that MMR because it’s easier to kill than escape; it just knows you’ve managed to consistently meet the killer win condition in your MMR bracket.
Other stuff plays into this, but it’s irrelevant to what I’m trying to illustrate. Ok. The system will also review your performance as a survivor and it’s gonna say “he doesn’t perform well as a survivor at this level; he’ll need to be placed against killers and with other survivors who are closer to his skill level.” Now remember, killer has a lower skill floor, so it’s much easier to pick that role up and win with it than survivor, so while you may be facing weaker players, they still have an inborn advantage because killer is the easier/more intuitive role to initially pick up and play with. For survivors, your strength is in numbers; the more survivors alive in the trial, the better each individual survivor’s chance at escape is. Survivors can escape when they are the lone survivor in a match, but it’s much more difficult. But if your teammates are weaker than you, they’ll be picked off until your game has become a 1v1 and no amount of survivor skill is going to beat any killer who has at least completed the tutorial in a 1v1 scenario.
Ok. So other things affect this—killers smurfing, lobby dodging, etc—but I’m just trying to offer like a basic explanation of why your survivor games feel so bad while the killer ones don’t.
So while you might actually be placed against killers at or even below your skill level as a survivor, they’ll still have a better chance at winning the game than your teammates and even you simply because killer is just the easier role for low & mid MMR players—which is why pretty much every killer (besides Nurse I think?) performs really, really well at low & mid MMR.If you’re looking for a solution, honestly, the only real one is to find a team of experienced survivors who can basically pad your MMR. If they can take you high enough, eventually you can pair with other solo queue players who are more technically skilled at the game as well and you’ll likely find those games a little more balanced.
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@deckyr said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3776957#Comment_3776957
you were rude to me. people who live in glass houses shouldn't throw stones.
My statement wasn’t rude at all. You just didn’t like it. You want killers to receive notifications when there are two survivors remaining facing insurmountable odds (multiple gens left to complete) who don’t reveal themselves. Instead of sleuthing them out. Your argument isn’t a rubik’s cube.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3776915#Comment_3776915
It seems like you stopped reading and jumped to conclusions. This post was about trying to get rid of the end of many matches which consists of survivors trying to outlast their teammate rather than do objectives and killers slugging for the 4k. I don't understand how you equated that to "wanting a 4k after 2 die". It's just to speed up what would otherwise be a long drawn out end. Survivors could still do gens and maybe both escape... 1 survivor could get hatch OR they both die. The above solution does not give an advantage to the killer that would somehow result in a 4k they wouldn't have gotten otherwise.
Your response was uncharacteristically rude.
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@Deathstroke said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3776890#Comment_3776890
You might be right but it's still often ramdom luck and can be purely accident still sometimes.
it’s not random. The cages spawn with the same algorithm as pyramid head’s cages, and tbh you can easily triangulate where they’ll spawn through survivor aura reveal and just knowing they’re going to be diametric from where you down the survivor. Not hard.
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It seems you want the game to end with a 4K once 2 survivors are dead if there is more than 1 gen left to complete.
I hoped those long killer queue times were a wake up call for what happens if you continuously repel from playing survivor. But nope. Some gotta learn the hard way. -
@Deathstroke said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3776387#Comment_3776387
Most often tunneling that happens in 2vs8 is accident but it's not common. 1vs4 tunneling/camping seem to happen every game. Games I played were very unfun. Every killer also uses strongest regression gens take so long. It's only playable with swf and map offerings. Bp incentives made me only try 1vs4. 2vs8 I had lot more fun playing survivor. I would like to see items and saves added.
Recently killer queque were even down to 3-5 minutes but then bp bonus was taken away now they might be back to 10 minutes. It's worth it as playing with other killer is twice the fun. But swf who want to bp go back to 1vs4 and use cakes.
It’s absolutely not accidental.
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@kitsch1 said:
its to prevent slugging and survivors holding the game hostage, but dont worry your head killer will get another nerf soon
it’s definitely not for those reasons because killers can literally still do those things. Lol
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@scoopahooy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3776590#Comment_3776590
He has the best perks in the game.
Not by far. But he looks nice, has cool lore, and his perks were recently buffed
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Buy him! He’s the best.
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@mecca said:
The game is certainly unattractive to new survivor players due to the difficulties. Everyone I've ever asked to play say survivor is impossible. Even as a new player you can usually win as killer which is a stark contrast. New player struggles against an effective SWF but that's about it. BHVR needs to make survivor easier.
I can’t get people to stick with the game either. For those willing to take a shot, they’ll try one, maybe two games as survivor, end up tunnel-camped and uninstall the game—a common experience for new players. Other people I’ve asked have said they’re turned off by the game’s reputation.
How do you suggest BHVR does this without disrupting killer fun?
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@Thusly_Boned said:
As has been said, this is not a buff but a fix. I've played DBD for years and recently (the past year+) scratch marks degraded into a muddled, misdirecting, infuriating mess. In some cases actually worse than no scratch marks at all, as they often lead you the wrong way.
Scratch marks are meant to make is easy for the killer to track you when you are running, and this is essentially a return to standard. With Predator, this should become almost a direct line, but that is also the point of the perk (which is still weak as hell in either case).
I mean it’s an inadvertent buff… the same way the UI hud was both a buff and a QoL change. I don’t personally believe there’s anything wrong with this (I remember scratch marks used to be pretty consistent and bright, then they changed during a patch but I don’t recall it ever being stated why). But it’s certainly going to help killers track better.
This isn’t directed at you but I find it curious how a dev would imply that survivors should take specific actions to remain stealthy while game-wise the devs are consistently releasing aura-perks for killers and, at least from what we might assume about the upcoming change to Distortion, finding ways to inhibit the counterplay. In short, devs want survivors to have stealth as an optional playstyle but are eliminating stealth as an optional playstyle. It’s so odd.
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You don’t have Yoichi?
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@GentlemanFridge said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3774689#Comment_3774689
You say this as if all Myers are running Tombstone/Piece. I don’t think using two of the most unique add-ons in the entire game as a measure of Myers’ strength is entirely fair either.
If you use that as a standard, you gotta consider all other killers using their strongest add-ons as well. I was not.
Besides, Tombstone Myers falls off hard once you actually start facing better opponents. Tombstone piece is just bs, we all know this. Again, using 1 add-on as a standard of Myers’ strength actually seems disingenuous to me.P2W implies that it’s signficantly easier to win using x obtained by real money, opposed to y available at base. Speaking solely of the killers themselves, that’s impossible in DbD, since Nurse comes with the base game. You’re not gonna win harder just because you’re playing Pig. That was the whole point.
There’s a different discussion when it comes to perks, but that wasn’t the point of my joke*
TLDR; it ain’t that deep.It doesn’t really matter if players capitalize on Myers’ iridescent add-ons; what’s relevant is that these extremely powerful tools exist. They define his full capacity for strength and don’t even require much skill to use. So yes we should heavily consider them when discussing his strength because they matter in that regard. Other killers have strong add-ons as well but Myers’ are the strongest in the game by a longshot.
As for whatever you’re implying about MMR, I don’t know what his stats are when he’s facing 4% of the player base (and neither do you for that matter), but he performs well it seems at every other level as he does not have the lowest kill rate in this game. In fact IIRC, he isn’t even among the bottom 5 killers with the lowest kill rates. He actually beats out quite a few killers who have better kits. So for whatever reason he’s able to hold his own as a solid, mid-tier killer.
I understand killers being p2w but the strongest killers (add-ons notwithstanding) are in fact free, and all perks eventually end up available through in-game currency anyway.I don’t really care about that though. I just had to pushback against this weird perception that Myers is weak. He’s not.
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@Paternalpark said:
Too early to tell if he's overpowered in either form.
BHVR has been moving towards utility in most occasions for killers. I like it as survivor as it keeps me on my toes and things fresh.
There's a fine line tho, like with SM.
SM isn’t powerful; she’s just bothersome to face b/c she wins through forced attrition.
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@Rick1998 said:
good . With the extra hook time killers will need to be in chase after chase . Hising while 2 survivors get hooked back to back to back is how you loose. Leave that bush in the corner and take agro for once. Might be what gets your team the win.
It won’t be. If anything, it’ll lead to a 3v1 at 4-5 gens. If you’re an unconfident looper, you looping is a liability for your team.
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three hatches open across the map when there are only two survivors left alive in the trial. The killer(s) can close them manually, but they also each close if a survivor escapes through them. So the other survivor took one but there were still at most two open hatches you had a chance to find. The other survivor escaping triggers EGC, but you can still potentially escape through a hatch… if you didn’t know.
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@OrangeBear said:
I don't think Freddy will be a killer because Scott recently said in an interview that in the movie he wanted to preserve the innocence of the animatronics because they are dead children possessing robots. In the film, they only killed vandals because they felt threatened.
You could stretch it and say the entity has manipulated them to kill survivors to defend themself but scott also said that he is protective of the image of FNAF so making the animatronics bloodthirsty killers in DBD misrepresents them.
Personally i think Springtrap/William Afton as the killer is perfect and sufficient. A survivor would be cool and i hope Scott and BHVR come up with something cool kinda like with Yoichi. Map has a few choices too and there's a ton of cosmetic potential.
edit : also Stranger Things does not have two killers.Vanessa could be the survivor or even Michael Afton.
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@Sngfun said:
The creator of into the rainbow got fired in the layoffs and the only lgbtq original character we have is david, who happens to be a free character.
Im sorry but we are never ever going to get more lgbtq representation, let alone bhvr isn't going to prive scott of money because of his actions.
Tubarao (a skin for Renato) is transmasculine
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@Royval said:
Why such a little kid franchise.
Stop.
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@Krazzik said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3774642#Comment_3774642
I mean that's just the 'average' height, there's still gonna be very tall female elves so it's not that odd.
True, you’re right. She should be much thinner though as DnD elves are very slim.
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@GentlemanFridge said:
I thought we all kinda agreed Myers, Freddy and Pig were on the weak side.
https://us.v-cdn.net/6030815/uploads/GC4DP9YCG6WQ/image.jpeg
Myers isn’t weak, he can bypass all hook states to insta-kill survivors. As long as that true calling him weak is super disingenuous. Pig is a lot better after her buffs. Not S-tier, but not weak. Krueger is weak imo but apparently he does well at low MMR.
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@drsoontm said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3774669#Comment_3774669
There are poor characters on both "main" sides. I don't even try to understand them.
As for Reddit, it is a cesspool. I'm not about to dip even a toe in it.
Sure, but this is specifically about 4Ks, killer mains, and a killer main ranting about the 2nd to last survivor giving up on hook before the killer can find the last survivor and kill them for the 4K. Not every discussion needs to both sides it. The reason I mentioned Reddit is because if you went to the DBD Reddit you’d find OP’s is a common sentiment. It’s not at all unusual
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@drsoontm said:
Are you complaining about the only case where hook suicide is good?
I have to ask: was that bait?
It’s not bait. I’m surprised you find it hard to believe that killer mains actually want a 4K as quickly and easily as they can. Have you ever been to the DBD Reddit?
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The elves in DnD are shorter than humans. I guess in other media they’re taller than humans but Aestri is based on a DnD elf, so she should be smaller than Baermar.
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@Toystory3Monkey said:
Play knight yourself on high mmr to see he isn't that easy.
High MMR is an extremely small percentage of the player base. The devs keep saying this. You definitely aren’t there. Most players aren’t
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@Mat_Sella said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3774423#Comment_3774423
does one really need to put /S for one to understand that one is being satirical and the post is all in good fun? No one thinks Slippery Meat is good. The post in its entirety is unserious. I'm just poking fun of something people are otherwise fuming over.
You wrote “mostly joking” and then went on to make the comment. So at least part of the statement was ‘not joking’
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3774354#Comment_3774354
Hatch Escape grants 2500 Objective-BPs (on top of the BPs gained for escaping in the Survival-Category). I dont really think it is significant at all. I dont think that most Survivors gain the full 2500 BPs when escaping, since they will most likely have Objective BPs maxed out or are close to them being maxed out.
To the rest of your post - you can revert the argument easily. Killers seem to think that a Hatch escape is a Loss. At least you get this impression when reading the Forums. But a 3K + Hatch Escape is usually a Win for the Killer, yet some Killers seem to see it as a lost, even if only one Survivor can escape.
When it comes to less BPs for Hook Suicides - nah. You would punish the wrong people with that. Someone who wants to get out of the game ASAP will not care about BPs (because otherwise they would play the game). And I dont see anything wrong with a Survivor suiciding near the end of the game to give Hatch. If it is their first Hook, they would otherwise have to wait 2 minutes (or 140 seconds after the next Patch) to get into the next game, while most likely not being saved anyway.
So why should Survivors at this point have to waste everyones time (including their own) to not lose BPs?
I can answer that. It’s so killers are more likely to get their 4K.
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@AsianMammoth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3774372#Comment_3774372
Official statistics on survival rates taken from December 30 2023 to January 29 2024 show that high MMR 4-man SWFs escape 6% more than high MMR 3-man SWFs, and 8-9% more often than high MMR 2-man and solos. This means that experienced SWFs extraordinarily break the intended 60/40 mold and make it very close to a 50/50. This prove that there is a correlation between SWFing and significantly higher success rates, most certainly on the advantages that may come from communication, namely coordination — and consistent information — which, comparatively, killers can't get in their basekit and rely on perks for.
5% is within the margin of error. Adjust your figures accordingly
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@Iron_Cutlass said:
Winning is not everything, some players want to have fun, and having players give up can easily ruin that fun and sour a good match. One of the many reasons could be because of bloodpoints or because of how it affects the flow of the match.
I dont tunnel or camp or play in ways that the general community finds "distasteful" (I play both sides, so I play in a way that I think is fun for everyone), I normally try and pull off gimmicks and niche builds or set small goals for myself to accomplish, and having someone give up kind of kills that fun for me.
Obviously not everyone is the same, so keep in mind that I am only speaking for myself here.
I guess those survivors ‘giving up’ aren’t having fun. Maybe they believe the killer tunneling them down or proxy camping their hook is ruining their fun. 🤷🏽♀️
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Slippery Meat will never be META (deliverance and wicked, much better perks, aren’t). That line is giving hysteria.
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No one besides the devs knows anything about what’s in store for 2v8, and the devs aren’t gonna release any such details on the forums at this time.
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I doubt they’d make Distortion that bad. It’s supposed to be ‘tweaked’, not overhauled. I can however see another perk releasing that does something similar to what we saw in 2v8.
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@bjorksnas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3773349#Comment_3773349
Ah you forgot the distinction between hard counter and soft counter, distortion hard counters aura perks and addons while most of those still have secondary effects that aren't fully hardcountered
Hardcounters, residual manifest active ability, flashlight, champion of light
Softcounters, flashbang, firecracker (still deafen)
"counters" blastmine since it stuns the same duration it doesn't really do anything to counter it
Franklins doesn't hard counter items off the bat you need to hit the survivor and even then any recharge perks can still get value and any items that have already gotten value have well already been used. You can't tell me it counters the toolbox used right at the start of the match.
So ~3 real hard counters and the rest are just neutered, and a perk that actually requires you to activate it, so lets compare that to distortion
Hardcounters, awakened awareness, bittermurmur, bloodwarden, bbq, darkness revealed, friends till the end, gearhead, grim embrace, im all ears, undying, lethal persuer, lightborn, nemesis, nowhere to hide, Alien instinct, floods of rage
Softcounters, deerstalker, eruption, retribution
Ill stop halfway but these are just the perks and usually killers run ~1-2 information perks / addons which then are then usually hard countered by the 1 perk slot that didn't require anything to activate, and doesn't require any effort to get more.
I don’t recognize that distinction. A counter, in my eyes, is a counter. If a thing doesn’t fully counter another thing, it’s a disruption… not a counter. I got to the point where you wrote “well Franklin’s isn’t really a counter since it requires a hit” and like, stopped. Just didn’t feel the need to go on reading the rest. We’re not gonna agree on this one.
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