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Ayodam

Ayodam

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Ayodam
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  • @Firellius said:

    Currently, splitting up is both the most efficient, and the safest method of doing gens. It's pretty much a no-brainer. Which is annoying, but there's a problem if you try to invert it.

    I have thought about it before, making gens take longer at base, but then inverting the co-op penalty to a co-op bonus to encourage grouping up on gens, making it easier for the killer to get pressure in. It would also reward the killer more for occupying a survivor's time, or incapacitating them, which sounds great on paper, as it's a way to give the killer more playtime without necessarily condemning survivors to more M1 holding.

    But the problem is that camping and tunnelling are still things, and those would be buffed massively by such a change. Currently, a hooked survivor cannot cost the survivors more than 1 c/s, barring gen-speed perks. If you were to invert the co-op penalty to a co-op bonus, that hooked survivor can cost considerably more than 1 c/s.

    So until that's fixed, you can't really do anything about this.

    Remember EruptOverBrine? A killer could camp two survivors from 1-Death hook and maybe two gens could get done. Maybe.

  • Some of what you mentioned is intuitive: like don’t do vulnerable actions in front of the killer (rescue or heal). I feel anyone who has ever played a video game that has an opposing force should know that. But yes the tutorial could use updating.

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3619318#Comment_3619318

    I must say I lost track of where we are with the vaults now. Are they back to how they used to be or are they still shorter than normal or were they buffed again?

    I saw some survivor youtuber (I think it was Ayrun?) claim they were buffed after that whole thing with the bugged vaults but I'm honestly not sure.

    I personally don't feel much of a difference. It feels pretty much like it always does. Good ping on both sides = save vaults. Bad ping on either side = I get hit all the way from Uzbekistan.

    Vaults are back to where they were before the last glitch. Medium and fast vaults are the same as in they provide the same speed and distance. Slow vaults are unchanged. Female survivors no longer have the bug that made their vaults really bad. Male survivors no longer have the bug that made theirs really good. BHVR is apparently looking into the bug that makes medium and fast faults functionally the same which is why vaults were ‘changed’ to begin with.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3618984#Comment_3618984

    Yep, and it's always irked me. So stupid to have something that counters a perk that the killer doesn't have to equip and is built into the game.

    At least it's not too bad now. I recall when it was busted for ages and you could never see the killer's aura. Make the perk useless for me.

    @CountOfTheFog said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3618981#Comment_3618981

    That would be nice but the devs have said that the bubble is intentional.

    I don't know the reason, but my guess is so that the killer can stand still for 2 seconds to activate Insidious if they have it.

    Of course, the bubble has been there since before the anti face camp mechanic was introduced.

    Yes the bubble exists so that survivors cannot see where the killer might be going after hooking another survivor. It’s by design, is free, and advantageous. But the hook bubble wasn’t always a feature and people initially believed it was a glitch because when it showed up, the devs didn’t say anything about it. They clarified their stance on it within the last 1-2 years IIRC and that is when they said it is an intended feature. It does nerf kindred. Anyway using the hud isn’t a substitute for kindred proper and a basekit kindred that doesn’t show killer aura cannot be used with hud to know if the killer is camping.

  • Vaults are in a weird place right now. The devs say they’re still working on them.

  • It also shouldn’t make it easier to see survivors who could otherwise hide in your periphery but, well, here we are. 🤷🏽‍♀️ If you’re more easily blinded it’s just a consequence of accessibility, if that’s why you’re really using it. If you’re more easily blinded then it’s a drawback of the advantage.

  • @Xernoton said:

    I said it before. Even a 10 seconds DS wouldn't stop me, if I wanted you dead. But it would disincentivise tunneling a bit and push killers towards a more pleasent play style. If 4 survivors have DS, that means I can ignore 4 perks, if I don't tunnel.

    A 10 second DS would stop you eventually. You’d get tired of losing matches.

  • @squbax said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3617897#Comment_3617897

    Directly to point 1 yes larger samples mitigate the impact of outliers but it will not always do so, as adding more points to a distribution does not guarantee those points are gonna make the median representative as more data can add more outliers or data that randomly skews the distribution, hence why for example in population genomics we use an n= 20 because addin more data essentially just adds irrelevant data that does not contribute to the estimate in a significant way but makes the computational analisis way more unoractical.

    Now to point two, mostly if not all animal physiological neurology principles were determined by using even one single animal as contrary to what you mught believe is more ethical than opening the brains of the whole population of animals, studies with n=7 can be read regarding insect phisiology and if Im not wrong electric fish neurology was fone with like 14 fish, now extrapolating this data has been usefull even to date as the samples were correctly handled.

    Furthermore if you want an example in humans, when Pasteur developed his rabies vaccine it was used in a single person to test if it worked, and afterwards went on to save thousands of lives of children bitten by rabid animals, literally an n=1 that saved countless lives by extrapolating the result.

    However I myself am against extrapolating data in the medical field, but given we are discussing dbd, a sample of 1000 if its of random players is more than enough to give a reasonable estimate.

    While larger samplings vis-a-vis population do not guarantee a change in outlier, they are still more likely to prevent data skew (outlier impact). That appears to be Smoe’s point—and he is right on that. 1,000 out of 700,000 is not indicative of any sort of larger trend.

  • @squbax said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3617613#Comment_3617613

    As someone who analizes scientific data, this is not true at all, thats why sample sizes exist. In fact you can see groundbteaking research done with data sizes of n=20 because a good random sampling will ensure you have a sample representative of the population. Adding more data points can just add variation that in fact may be different to the populations variation, literally from a point of statistics study you are wrong. If that were thr case no drug ever could be approved as you have not sample all of the worlds population to observe all adverse effects, which is a sampling effort that is imposible, thats why we use test statistics with radom data samples.

    They’re not actually wrong. Technically larger samples are preferable because such mitigate the impact of outliers. What groundbreaking research has used a sample size of n=20 & extrapolated its results to a population of millions? It sounds like it would be super unscientific and unethical.

  • @ShErMaDeRmA said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3617662#Comment_3617662

    Yeah I worded it poorly. Buckle up alone is fine, niche but strong. But with FtP it's just stupid. I think perks need to be dynamic. Like not being triggered by other perks, being more/less effective depending on the character you play, less effective if in a sfw, etc. Just a rough draft of an idea.

    Buckle Up is neither ‘niche’ nor strong by itself. It just sucks. And it has for years. Try to remember that perks should have value—for survivors and killers. Survivor perks don’t exist for novelty.

  • @ChaosWam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3616498#Comment_3616498

    Are these statistics BHVR has put out recently though, or is this more outdated information from years prior? As I understand it, BHVR doesn't put out these stats very often.

    They always release stats around the game’s anniversary. I’m not sure if the ones I referenced were released this year or last but the stats are at most a year old.

  • @Rulebreaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3616504#Comment_3616504

    Since we're talking about their terms we dont get your point.

    Ghostface has more than just stalking as part of his power and going cloaked doesn't stop him (don't think crouching stops him either). Myers power has stalking true but thats to lvl up evil within, which is part of the power. In lvl 3 meyers has a longer lunge with a 1 shot down (or kill depending) and lower vault time (and looking at the wiki apparently lvl 2 does as well) meaning you must play the loops differently than say GF. Don't know bout you but preventing a survivor from jumping down that chute in the Game shuts down that loop real quick for us.

    1.) You three (I think that’s how many of you there are, correct me if I’m wrong?) jumped in to white knight someone with a bad take, and you’re clueless now because you don’t really know the context of the discussion. Probably because you skipped my first post.

    2.) I can’t be bothered to read whatever else you’ve produced beyond that first sentence. It’s irrelevant to me now.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3616510#Comment_3616510

    A year ago? no.

    This last year? Yeah. New or bad players deserve to have fun matches too in a game increasingly dominated by sweat.

    I certainly wasn’t expecting that answer. Well played

  • @TeleportingTurkey said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3616351#Comment_3616351

    you know how long 3 seconds of basically standing still are in chase? survivor gets free 7.2 meters of distance difference by using a turret which is a lot for a renewable resource.

    That’s less distance than a survivor gets from current DS. And it isn’t free; survivors waste time carrying those turrets around to set them up. The cost counts too.

  • @GeneralV said:

    Not to me, he ain't.

    Because in my opinion Chucky has one little detail that makes him different from Wesker: Chucky isn't awful to go against.

    I actually love (and prefer) facing Wesker. Chucky is a pain to deal with, but Wesker is fun.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3616194#Comment_3616194

    That is....literally exactly why I want to change it. It's easy, extremely effective and nearly impossible to counter.

    Likewise, Killers control the flow. Everything is dependant on the Killer.

    When you play killer and you see a team struggling, do you pull back? Like let’s say you see a Meg working on a Gen, you get really close, she panics and blows the Gen then runs into a wall (accidentally) and her teammates are equally poor. You’ve got them all on death hook with 3-4 gens left. Would you pretend you didn’t see her and kick the Gen or just finish them off?

  • @Rulebreaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3616354#Comment_3616354

    That's your definition and we simply stated what THEY said and how in their terms it's technically true.

    And if we may be so bold, GF doesn't need to stop to turn off the red stain, Myers can already be in T3 when they start a chase so he doesn't need to stop, and wraith can straight up body block loops much easier than other killers.

    While there’s no official classification system for killer powers (as in endorsed by BHVR), what I stated is the widely accepted definition of what “anti-loop” means. Xernoton’s definition is fringe. Most players would not describe any of those killers mentioned as anti-loop; see m1 killer vs. anti-loop killer.

    Also the ghostface’s power is the stalking. So is Myer’s, and both stop (technically Myer’s slows down) to activate these abilities. The insta-downs are byproducts of successfully using their powers. Wraith can block a loop yes but *slows down* to uncloak so that he can actually interact with a survivor. Not a single one of these are anti-loop abilities.

  • @Config said:

    They are not, they are indeed supposed to buy u a bit of time by the slowdown he receives from breaking then, also I’m pretty sure Mandy has confirmed this on the forums already

    Can you share where she said this?

  • @ChaosWam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3616468#Comment_3616468

    1, I started asking post match and a lot of the time, there are 4 man squads more often than I'd think considering how downplayed it is around here

    2, one of the proposed game modes was a 5v5 on the survey recently.

    1.) It doesn’t bear out. I don’t know what “a lot of the time” means to you but per BHVR, 4-man squads make up less than 4% of all lobbies. Duos however make up 40+%. It’s possible you’re facing two sets of duos in these games but even that seems unlikely given that solo queue itself makes up like 52% of all survivor player lobbies. Every killer main believes they’re constantly facing 4-man SWFs. It’s just hard to believe most of such a small percentage of something can be so common.

    2.) Oh the 4 + 1 vs. 4 + 1 thing. That makes sense

  • @ChaosWam said:

    I completely understand the arguments for SWF here. Playing with friends should never be punished, or reward the killer for playing against a SWF. It makes no sense in a modern multiplayer game not to be able to lobby up with some pals.

    HOWEVER, I think coordinated SWF is downplayed like crazy around here. When I play killer against a SWF, more often than not I get extremely good coordinated 4 stack SWFs compared to bad 2-4 man SWFs because of even simple location callouts. I can go on a losing streak playing goofy builds and not focusing on kills, then when I go to play normally or swap to a killer I rarely play I'll get the sweatiest survivor 4 man SWFs with hook breaks, perks for punishing pickups or sometimes even downs, survivors built for ignoring them on the ground for other survivors being a problem nearby, offerings, and being as toxic as possible in endgame chat every single time. When I play survivor with friends, I can use my knowledge of killers I main/play a lot to do callouts and on-the-fly explanations of their powers and their weaknesses with no real effort.

    It's really a mixed bag. You can't take away SWF because it's genuinely fun to play with friends and should be part of an online game. But you can't make killer feel like a punching bag, the entire point of the game is how intimidating and scary (depending on your definition) they are. I feel as if MMR needs further adjusting, some perk and loadout combinations and better map balancing across the board.

    Edit: I do hope that 5v5 thing becomes a reality, because that would be THE best place for SWF. 4 survivors doing their best with a killer ally in tow.

    1.) you definitely aren’t facing 4-man squads ‘more often than not’. They’re less than 4% of 700,000 players.

    2.) it’s 2v5. There’s no way a group of four survivors could handle five killers—even if those survivors had one killer ally. That single killer ally would basically need to protect every survivor and fend off one of the killers at nearly all times to give the team a chance.

  • @Rulebreaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3616203#Comment_3616203

    He specified "There is not a single killer in the game that cannot use their power for a little bit of an extra edge in a loop." To which he correct in that its technically fact. Each one has something that can give an edge in looping, even if poorly.

    Anti-loop means denying the loop, not potentially ‘edging a survivor out’ during a loop sequence. Anti-loop powers exist to functionally shut down loops—impacting them in a major way. A minor inconvenience isn’t anti-loop. Myers, Wraith, and Ghostface literally slow down or stop to use their powers at loop, which gives survivors more of an edge at the loop.

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3616082#Comment_3616082

    Even that can be considered a chase power. No red stain, going down in one hit and his ability to crouch to avoid being seen definitely help. On top of that he has the ability to sneak up on survivors and force them to play around the first loop they get to because they have little distance.

    Your argument is a stretch but it’s clear you’re committed to being wrong, so..

  • @TeleportingTurkey said:

    you arent meant to consistently remove runner mode.

    the idea is to use them in order to force xeno to break them and therefore lose distance and not hit you instead.

    so they basically just win you a bit more time in chase and help extend it further.

    then it's entirely up to you / your team to outperform xeno.

    Xeno disables them in like 3 seconds. They’re definitely meant to take it out of power, not buy a survivor 3 seconds. Lol

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3615383#Comment_3615383

    I'm saying that the term "anti loop killer" is inaccurate. There is not a single killer in the game that cannot use their power for a little bit of an extra edge in a loop. That is not a hot take but a fact. Name one exception, I'll wait.

    Ghostface.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3615872#Comment_3615872

    Make it more difficult and dissuade people from attempting it.

    You can't reward people into not tunneling

    What are some ways you think this could be implemented?

  • @daffyd said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3615863#Comment_3615863

    4% are SWF is the craziest stat I've heard to be honest, at least in my games where every game you are likely to have at least a swf.

    Ah, reading further here you are talking about a 4 man swf. Would be interesting if this is from a survery or from actual stats.

    So you're saying 64% are swf, making either 64% swf unbalanced or 36% solo and unbalanced.

    You mention running kindred which is unfair as this takes up a valueable perk slot which isn't needed with comms.

    No like 52% were solo and the remainder were a form of SWF (2, 3, or 4 with 4 being the least common and 2-man being the most common setup). And tbh it’s not unfair to ask survivors to run perks for a specific benefit.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3615809#Comment_3615809

    Because it's not really fun for anyone except people who do it to be an #########.

    You’re taking it too personally. I guarantee most tunnelers couldn’t care less about your gaming experience. And they don’t care how you feel about their play style. They’re doing as they do because it’s an endorphin rush to win and the strategies most detestable for survivors are incidentally the ones that most easily produce a win for killers. These players frankly aren’t emotionally-invested enough to be a-holes; they’re just people who want to win (like you) and have better strategies available to achieve that (than you). It sucks for you and other survivors certainly but what are you going to do about it?

  • @daffyd said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3615685#Comment_3615685

    If we are truly talking about balance in the game then I'm afraid communications should be one of the highest priorities due to the imbalances it creates. I wouldn't want to be playing solo when the game is balanced around swf on communications nor killer if the game is balanced around solos without communications, in games we all want fairness and fun

    This game isn’t balanced around SWF with comms who actually make up less than 4% of all players. The devs have repeatedly stated that they balance around pretty much all levels of skill. That’s why some killers (Trapper, Legion, Doctor, etc) are ‘weaker’ than others (Nurse, Blight, Spirit, etc); it’s intentional & by design. If the game were balanced around the upper echelons of players it would be Death Garden 2.0 which died for that very reason. And they would still need to ‘balance’ around top-tier killers, not 4-man SWFs.

  • Several of the killers I’m sure I could take in a fight (Legion, any of the female killers beside maybe Huntress, Chucky, a few more) if not kill outright (the only ones I probably couldn’t kill are Myers, Dredge, Spirit, Nurse; the more supernatural killers basically). But hmm. I guess if they’re supernatural then they are bound to the rules of the supernatural so they can be exorcised and such. I could probably kill the rest with enough setup (Nemesis, Xeno, Singularity, etc).

  • @adsads123123123123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3613432#Comment_3613432

    I only wanted it to be added due to how many killers inaccurately crying about 4 man swfs. The reality is that a very small percentage of matches have 4 man swfs and killers were just playing against solos most of the time.

    I feel like the change you’re asking for won’t change that at all.

  • I thought you stopped playing survivor months ago because of stuff like this.

    In any case I think in the first clip the other survivors were all coming for the save because you had been tunneled (from what you said) and no one had Kindred to see that the others were on their way to the hook. They broke off when they saw Laurie get hit by the trickster. He wasn’t necessarily camping because he did appear to meet her halfway (so no reason to leave the area) but you mentioned he tunneled you so it’s likely he would have proxy camped anyway. Lastly I think Laurie saved you for two reasons:

    1.) She thought you were trying to let go. There is no universal code of body language or w/e that every survivor agrees to—especially new players.

    2.) By the time she was injured she wasn’t going to escape so she figured she could get a trade out of it rather than her going down while you were on hook.

    As for the other clips…

    Chucky is a very good killer despite whatever people here say, and yes killers are in an incredibly good spot strength-wise—again despite what people here say. But I mean why shouldn’t killers camp and tunnel? These are avenues available for a win. Like who’s gonna check them—it sure isn’t BHVR. And neither DS nor OTR + MFT + DH is gonna save you. The best thing you can do to send a message is to stop financially supporting DBD, criticize it loudly and discourage new players from playing the game. Like so many players in this forum you are jaded and miserable so it’s too late for you, but there’s still time to save others.

  • @Ryuhi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3615635#Comment_3615635

    True, but they apparently already have enough on their plate with dealing with cheats/hacks/etc, adding voice comms would require a good deal more manpower (assuming they're adequately staffed to handle their workload currently.)

    I don’t personally want the devs to implement voice chat. There are much better features to introduce or improve.

  • @Ryuhi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3615612#Comment_3615612

    It gets a lot more tricky when crossplay is introduced, I do not believe (correct me if I'm wrong) any of the platforms have anything they can do about platforms other than their own. Which means you would need to know which platform the offender is using and be able to report them through their process. I know microsoft's systems lets you record a clip and submit it (not sure how sony handles it logistically, but I imagine its similar) but for the most part you would need to be recording and submit a ticket to BHVR (the same way cheating has to be recorded and reported.) Online account bans are different than ingame bans and have to be handled differently, after all.

    Yes that is my point. Inappropriate speech can be recorded and submitted as proof of a rule violation. It can be done.

  • @Ryuhi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3615428#Comment_3615428

    Considering this game has rules against subjects like bigotry/racism/hate speech/etc. there certainly is a need for some moderation. People get banned for things like threats and telling people to self harm in the post game chat, because the devs do not want that type of toxicity in their game.

    And again, opt out excuse is pointless when it puts the player at a distinct disadvantage that is not being accounted for with balancing. Clock callouts aren't worth children screaming into their mic when getting chased/downed/missed a skill check/whatever reason. Look at how little it takes for people to give up and try to go next, you can't tell me they're going to be calm and courteous over voice.

    To be fair pretty much every online game prohibits hate speech and harassment. Shoot, Steam, PlayStation, and Microsoft also prohibit these things and at least with PlayStation and Steam, they will enforce. So to say that moderation is the missing ingredient doesn’t really work as a reason why voice chat isn’t in DBD.

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3615023#Comment_3615023

    Wrong. There has never been a killer (maybe except old Wraith) without any kind of anti loop power. This has always been a part of DBD's killer design.

    Sadako is a great example of what happens when a killer doesn't have a good chase power. They have to double down on everything else in their kit to build pressure somehow and it ends up pretty unfun to play against.

    Also, the killers that are generally considered the most fun to play against are all killers with (in theory) oppressive chase powers. Blight, Demo, Oni, Bubba, Huntress and Billy come to mind.

    Are you saying every killer is anti-loop..? That is an extraordinary hot take.

  • @Krazzik said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3615041#Comment_3615041

    It's not only because WoO has the highest pick rate by a decent amount. You need to realise that the most popular perks are heavily weighted toward universal perks, and unlockable perks from free characters. This makes sense because newer players will only have access to those perks, so their pick rate is always going to be much higher.

    Last time we got data from BHVR I believe that 8 out of the 10 most popular survivor perks were 'free' perks, with the only DLC perks being WoO and MFT. MFT was pretty widely acknowledged as being OP, and was rightly changed, but WoO was STILL picked more than that. WoO has also been the most picked survivor perk for quite some time now, and I mean it does go to show that it's simply too strong.

    It isn't as obviously OP as perks in the past like DH and MFT, it doesn't make survivors faster or allow them to do anything they otherwise wouldn't be able to do normally. However, being able to always see where nearby windows and pallets are is clearly incredibly strong or else so many people wouldn't run the perk. It allows even bad loopers to be decent in chase and allows decent loopers to be much stronger in chase.

    I don't think it's particularly 'unhealthy' like many overtuned perks in the past, but I do believe it needs some kind of change.

    BHVR has shown in the past that they don't like stale metas and they want to force change, which is something many players agree with. It only makes sense that the number 1 most picked survivor perk for months and months will get tuned down to allow other perks to get the spotlight.

    I typically like your takes Krazzik but the problem with the ‘it’s too strong!’ argument for perks like WoO is that these perks rise to fill a vacuum left by the nerfing of other, more useful perks. WoO doesn’t do anything for survivors that they cannot do without the perk and killers actually have a direct perk equivalent (Zanshin Tactics) they refuse to run.

    There’s always going to be a mediocre survivor perk (I never see this argument leveraged against mediocre killer perks so I can’t say both but if it happens feel free to correct me) that’s ‘too strong’ in some player’s eyes. If it wasn’t WoO it would be some other middle of the road perk that survivors receive non-situational value from.

    Not every perk survivors have should be hyper situational. Some of them should be good *and* general.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3614951#Comment_3614951

    A vast selection of killers that cannot be looped.

    If a killer's primary counter is holding W and pre-dropping everything, then we have a problem.

    DBD has anti-loop killers because players wanted killers that could more easily handle loops. But survivors still need some way to counter that; hence pre-drop and run (although to be fair that’s not a sure-fire way to escape an anti-loop killer).

  • So what’s the excuse when survivors don’t use that perk and yet still drop every pallet they see? I’m curious.

  • If the killer plays perfectly, brings their best, and is a Nurse, Blight or Skull Merchant? Killer. If the killer is not one of those three probably survivor.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3613217#Comment_3613217

    https://www.youtube.com/watch?v=ZZlO-7fgJt4&t=735s

    Around 9.35 or so the relevant part starts. The same guy who also did the 383 streak before that.

    This was years ago. Do you know of something recent? Like within the past 8-12 months? Just something analogous to the killer winstreaks that are current.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/400736/killer-winstreaks

    It mostly shows how bad the matchmaking is and that it is basically impossible to get "top mmr" matches for players like Knightlight, he didn't lose a single game in over 500 matches and the survivors are still nowhere near his level... Guess the reason why it works is highly skilled killer players where the matchmaking cannot find somewhat equally skilled opponents is the reason for this.

    Also the 200 for Swf is not true, there has been a 500 escape streak on survivor some years ago, Otz also made a video about that, it was something about madlads in DBD...

    From what I’ve found the highest verified win streak for survivors was 383 around three years ago. Didn’t find anything about a 500 escape win streak. Is there a source?

  • @xEa said:

    Otz just released a new video on some impressive winstreaks on killer. Beside Scotts Bubba speed limiter streak and Fungoose Plague streak, they are relative recent and some still ongoing.

    https://www.youtube.com/watch?v=Y5PKg4HPjnE

    When i see that a mediocre killer like Wraith is capable of winning over 40 times in a row (1st and only try!) without loosing more then 2 gens or a Blight that wins 1600+ times in a row, or a Nurse winning 500+ times and ongoing without even using addons or perks - this begs the question:

    Should this be a thing? And where did the ballance go? Keep in mind, survivors are currently at 38 wins in a row solo and 200 wins in a row as SWF, done by one if not the best team in the world.

    Opinions?

    It should not be a thing. And I’d like to highlight that no survivor (solo or SWF) have winstreaks anywhere close to what most of these killer mains have. I think the highest I’ve seen for solo was Ayrun with like 30. And a SWF (Oracle?) with around 190.

  • @egg_ said:

    This just shows the absolute state of survivor players, which is also why you keep seeing threads about the state of soloq: THESE are the players you get. Which is also why you keep seeing people here crying about CoH, medkits, MFT nerfs or other busted stuff that got rightfully tuned down

    Regarding the perkless nurse streak, Knightlight himself says that if he gets sniped by some decent players he will lose it. I'm following that streak and watched most of the games, and man are most of those survivors utter potatoes. The moment they see someone tryharding they either immediately give up or anyway stop thinking critically and lose any possible game sense. There's plenty of games that would've gone way differently if the survivors didn't throw by trying to protect a tunneled team mate.

    Wraith is a soloq destroyer. V1 did an amazing job with his streak but again, look at the survivors' gameplay. Compare it with any comp wraith match where even the best wraiths get at most average results against equally skilled survivors.

    Regarding the other nurse streak and the blight streak, I don't really think there's much skill behind them. I agree that bringing the most busted stuff on the most busted killers and playing "efficiently" too is overwhelming and particularly unbalanced, and will just give an easy win 99% of the times. Nothing skillful basically. There's no solution for that other than butchering the killers (which won't happen fortunately, because they're both pretty fun when played normally).

    So, hard to swallow pill: 99% of the survivors these players went against are really bad at the game and I'm willing to bet most of them are of the kind to say "DBD is a party game" as an excuse to stay in a permanent state of cluelessness instead of trying to improve

    Also, just a reminder, as soon as we get 4 really strong survivors together we get equally lasting streaks (Hens e co.?), which kinda proves my point regarding how bad most players (in this case, survivors) are

    Btw I'm not in any way downplaying the skill of (most of) these players. They're really good, pair it with what I just said about the majority of the playerbase and we get these results

    Most of this is absurdly wrong (like all of your takes) but the most egregious thing is the part where you say ‘when we get equally skilled survivors they do it too’ and that’s patently false. The literal best survivor team has a win streak of around 180-200. Every major killer win streak going on right now is at least twice that. At least.

  • @Tsulan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3612330#Comment_3612330

    Side objects like Hex perks. That are so bad, no one bothers to go search totems anymore.

    Boons are also terrible. I understand that the devs wanted to improve teamplay and not have everyone constantly self heal. But i think a better approach to the CoH nerf would have been to just reduce the self healing, but have the teammate healing buffed.

    That’s exactly how CoH was changed. No self-healing, buffed altruistic healing (shows aura of injured survivor when they’re in range of the boon). But there are like 3 other perks that do its job much better and even those aren’t meta. Because at the end of the day survivors don’t really need perks to increase altruistic healing.

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3612172#Comment_3612172

    It doesn't stop. If that Deathslinger walk to the bottom floor and stand there enough time without another survivor in range, the bar would fill up and grant a free Deliverance without reason.

    This was changed from PTB to live. If the killer is below the hook on another floor, the meter will not fill up. It is supposed to fill up slowly if they’re below or above hook but it doesn’t appear to fill up at all. Could be a bug, but it’s a thing regardless.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3611812#Comment_3611812

    Look at the hook progression between pictures to get a decent idea of time. It looks like he MAYBE went away for like 10 seconds before returning.

    That isn’t what the clip shows. He is far from that hook for at least half of the time that other survivor was on the hook. He appears at least from the clip to have gone back within the 16 meters once for a few seconds to see the Deathslinger camping. That hook is in the library, he was at the bottom of the stairwell near the exit. Well beyond 16 meters away.

  • @Tsulan said:

    You are to close. The meter fills to slow, because you are to close to the hook on the first and third screenshot.

    Its to prevent survivors from looping the killer around the hook.

    Too close? He’s at least 50 meters away from the hook.

    ???

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