Ayodam
Ayodam
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@squbax said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3450071#Comment_3450071
Ahh yes, the new survivors (gabriel) perks are the perfect example of useless perks, idk what you consider a good perk because if you say that regarding him, just...Lmao
I think Ada and Rebecca had okay perks (Wiretap and Hyperfocus, respectively; and this may be because they’re licensed so Capcom had specific ideas about how they wanted their abilities to work). But survivors usually release with pretty bad stuff. Gabriel is probably the first non-licensed survivor since Mikaela to drop with anything decent. And he only has like one solid perk (Made for This) now.
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@GentlemanFridge said:
https://us.v-cdn.net/6030815/uploads/R8T5RJCLF0GF/image.png
from the pinned Anniversary Stream Summary© thread
I think OP is asking about killer bots. They reference knowing that survivor bots are here.
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I think there are better ways to memorialize Puppers.
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I don’t think I’ve seen Unbreakable ran or provide value in a loooong time. Tbh that boon perk is somewhat better but even that sucks b/c killers don’t typically leave survivors slugged long enough for these things to work.
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@[Deleted User] said:
I have a theory that my solo queue escape rate is completely dependent on the time of day that I play. My perks don't matter. My playstyle doesn't matter. Even my individual performance doesn't really matter. It's the time of day and the matchmaking that occurs at that time. I want to do an experiment where I play during the day on some days and track those games with a controlled set of loadouts, and then use those same loadouts in the evening EST and compare the escape rates. I will also note the role bonus and see if there's a correlation between escape rates and role bonuses.
Problem: one person's results won't mean anything. My experience at my MMR could very well be unique to me. And I'm extremely busy between work and school, so I won't be able to gather a huge volume of my own games. But what I can do is summon any other solo queue masochists who want to track their results vs time of day and role bonus.
If anyone wants to join in, start tracking. I'll probably post another thread in a week or two (assuming I remember) with my own results where everyone else can post theirs.
@Nazzzak @Justa335i y’all wanna form a SWF?
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3449957#Comment_3449957
i believe it will still spawn people next to you.
@YOURFRIEND said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3449952#Comment_3449952
Nah, I need to start using the one that starts you away from the killer. I think that'll get you away from a teammate as well most of the time.
Your builds a fun one though. There's more than one way to win a chase and they're equally valid.
It just spawns you far from the killer. You can still spawn near other survivors by using this offering.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3449786#Comment_3449786
16m is good enough to make safe hook saves. Huntress probably will be problem but it's Huntress issue, not general killer issue.
You can technically make safe unhooks at any distance. It depends on a number of factors. My point is that killers can still efficiently camp a hook at 16 meters—and many do.
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@MimiDBD said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3449786#Comment_3449786
I despise camping as much as the next but 16 meters? Is that really camping? What can you do with that? Free unhook is what 16 meters is. Proxy at best.
It’s definitely proxy but it isn’t a free unhook. It’s the distance a killer can be from a hook to counter Kindred.
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Can’t you still camp at like.. 16 meters though?
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@HugTheHag said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3448675#Comment_3448675
I'll hook the person, then look for someone else, generally at the door I think they're opening (I also play with BBQ a lot so sometimes I'll find someone isolated far from gates or trying an early rescue and get value from them). If I find someone on my way who's going for the unhook, I'll chase them. But I'm not going to camp or tryhard to secure a kill, it's gonna be chill.
In the situation you mentionned, if they're (I assume all healthy) coming up to me as I literally just hooked the guy, I don't have a precise strategy. I just hit whoever is in the vicinity for points but won't tunnel if they manage to unhook near me. If I get another survivor on hook for it, then great, if not, then eh. It wasn't my game ! I'll take note of what they did well for future reference.
That's actually how I met one of my best friends, getting steamrolled by his team and him offering advice and private games to practice =)
Well-played…
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3449426#Comment_3449426
What you said reads more like "this is a buff, so it has to come with a nerf, at the same time".
We won't know if it's a buff until it's at the very least, tested on the PTB, if not waiting for data from live kill rates. THEN we will know if it's a buff.
Until then, it's all conjecture.
Fair enough.
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@Seraphor said:
With all the issues of survivors killing themselves on the hook, do you really think a 'quick bleedout' feature is a good idea?
What’s the alternative? That they’re slugged for 4 minutes? Either players have some sort of autonomy or they don’t.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3449272#Comment_3449272
That's not how it works.
IF it has a substantial effect on game balance, that will be reflected in the kill rates.
IF the kill rates go up, THEN killers will get nerfed, and rightly so.
They didn't immediately nerf survivors after the HUD actions update, they left it to see how much of an effect it had on game balance.
me: “Killers getting buffed increases kill rates. Then the devs will nerf them to rebalance kill rates.”
you: “that isn’t how it works. Killers getting buffed increases kill rates. Then killers get nerfed.”
You said the same thing I did, just with a few unnecessary conjunctions. There’s no reason why a buff wouldn’t help whatever it’s strengthening. If it isn’t helping, it isn’t really a buff; it’s at best a lateral move. I feel like you were so eager to “ackhually” me you didn’t even comprehend what I wrote. Maybe you didn’t even read it at all.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3449234#Comment_3449234
So then don't nerf Blight? because a higher FoV isn't a problem?
Not to me personally, but it’s dishonest to pretend it isn’t a buff as it produces an advantage. For //all// killers. I believe killers should be buffed though because what that is going to do is increase kill rates. This’ll lead to subsequent nerfs, for killers, and buffs for survivors. Just like we’re seeing now. 🤷♀️ It’s like shooting your (plural) own self in the foot. The only one hurt in the end is you (plural).
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3449174#Comment_3449174
Then nerf Blight as well.
Shadowborn works well on fast killers, because moving at that speed with a low FoV is very disorienting. Motion sickness or not, it's not fun. Does it increase Blight kill rates? Possibly, easier to play means easier to kill.
If Shadowborn was truly a powerful perk, it would be reflected in general usage and kill rates. If it's only helping certain killers, then address those certain killers.
I dislike the idea of nerfing Blight. When you have extremes like Nurse + Blight and, say Trapper on the ‘weaker’ end, it’s easier to find balance. It’ll always be somewhere in between. Plus Blight destroys mediocre survivors but pretty much every killer does; that’s why their kill rates are all 53%+. Blight is only really problematic for top-tier survivors so what would nerfing him really accomplish?
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@HugTechLover said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3448954#Comment_3448954
Just like the survivor hud?
More FOV is the most needed change in the game right now. “bUt oUr sNeAkS aNd MiNdGaMeS”
Sneaking is such an outdated play style in this game now. I hardly come across any survivors other than the kind that beg for chase. And I still don’t understand what “mind games” an fov increase would eliminate. FOV techs? Lol
I personally think the HUD update was a buff for solo queue survivors. Your whataboutism aside, there is a reason nearly every Blight main runs Shadowborn, and it isn’t to deal with motion sickness. I expect a better argument from you, you normally have very balanced takes like Karu. Maybe you’re both off today for some reason.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3448955#Comment_3448955
He's pretty miserable. He's not DM (nobody is) but he's pretty unpleasant.
Also, Dredge's Nightfall really hurts my eyes, so he isn't exactly fun either.
It’s only solo queue that really suffers against Pinhead. And because it comes down to a lack of coordination, the answer to that problem is to SWF. That’ll help & it seems to be what BHVR wants anyway, as they’re consistently harming solo queue.
I like Dredge’s Nightfall. It’s basically them repurposing that old fog offering that made the maps really dark. Dredge is a rare killer so you probably aren’t dealing with it too often, or at all since you’ve stopped playing survivor, no?
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I thought it was only even being considered because they couldn’t introduce the finisher mori without It as a counterbalance. If they did, a killer could slug three survivors, mori the last, then the remaining three would be instantly sacrificed—and it could also theoretically happen before any individual ‘anti-slugging’ perks proc’d.
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@MrPeanutbutter said:
If there is another killer like Pinhead, I am quitting the game. Most miserable and broken thing ever to go against in solo q.
He’s not that bad? He can’t camp the Lament Configuration anymore and soon Franklin’s won’t force survivors to drop it.
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@Ryuhi said:
Good, finally some good news on this after so many topics.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3448890#Comment_3448890
Not only is it not some massive buff, higher fov ruins any and all muscle memory with said killers, while also making sensitivity feel different and require reacclimation. Also higher FoV makes focused vision worse and peripheral better, making it easier to hit obstacles when using those powers. Its not a buff, its QoL.
It’s a buff for all killers as it expands their field of vision. It’s surprisingly disingenuous of you to argue that something that allows killers to see more isn’t somehow advantageous. But I guess, in the end, we’ll just need to see how the change plays out. If it’s too much of a buff I’m sure BHVR will adjust it.
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@Maelstrom808 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3448466#Comment_3448466
Skilled survivors will do the two main things that beat 4k slugging: 1) let the downed survivor sit on the ground while they finish gens, and 2) if you do down more than one, crawl away from each other so you can't realistically guard more than one.
The only time slugging for the 4k is easier is when all of the survivors play super altruistic and all jump in for a rescue. If they play smart and slam gens in the four minutes of free time you are giving them, you'll be lucky to pick up anything better than a 1-2k in which case, your aren't really moving up in MMR anyway.
If you don't guard the survivor and run off to down another, assuming that you are again playing against skilled survivors, you might get the 4k at some point, but it's going to take so much time and effort as they keep picking each other up that it would have been far easier to just hook them.
Unless a killer is just being a troll, there is literally zero incentive to slug for the 4k.
Isn’t slugging for a 4K when the killer downs 3rd survivor, leaves them on the ground, then hunts the 4th/remaining survivor? Slugging (or attempting to slug) all four survivors isn’t called that..,
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Can’t Myers also instadown in T3?
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@Thusly_Boned said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3447380#Comment_3447380
I won't go out of my way, but I always break that wall as soon as I see it. Once you do that the window is neutered.
That’s my point. If you just break the door that vault becomes weak.
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@TheMruczek said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3447387#Comment_3447387
Or maybe i am just aware that loops are extremely close together making his chase power very underwhelming.
And that main building is just very unfair.
The main building is very strong naturally but it spawns several lockers, which innately helps Dredge. I haven’t really struggled with Dredge there. Other killers? Yes. But not Dredge. Heck, even Sadako does alright for me there (but I don’t chase with her, I just build condemned).
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The rarest for me are Hag, Krueger, Skull Merchant, Artist, and Trickster. The second rarest are Dredge, Knight, and Hillbilly.
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@HugTheHag said:
I usually don't. If the survivors are in a position to have a big win at that point it's either that they played really well or that I made lots of mistakes. In both cases, they deserve the win in my opinion, and I'd rather meme around and have a fun chat than defend the last hook for a few more points.
Do you stand by and watch them? What if there’s one survivor on hook, two going in for the save and one seeming watching you from a (short distance) coordinating the save, like they’re the Leader?
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/378142/tome-challenges-leading-to-bad-behavior
Blame the devs for making challenges that you can't do by playing the game normally, or really the game design. The reality is the way the game works is, if you aren't on a gen, saving another survivor, or healing when you aren't being chased you are wasting time. It really doesn't leave much room to have interesting challenges.
I mean the killer challenges can be completed through normal gameplay. Maybe survivor challenges cause survivors to basically throw the game so that killers get some passive slowdown?
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@BougieBlackChick said:
Survivors are “gen rushing” because ever since the healing and medkit and COH nerfs that’s all they can do to possibly escape the match (especially in solo Q) since killers have increased the tunneling and camping since those nerfs.
BHVR was really stupid to think that killers would actually try a different tactic besides tunneling and camping just because they nerfed healing, medkits and COH. All they did was gave them more of a reason to do it because they made it even easier to tunnel and camp people out. It’s all about the “most efficient and fastest” tactic to win right? So why would people give that up?
If a hunter is trying to shoot a healthy rabbit and you hobble all the rabbits and slow them down, why would the hunter then say “Oh the rabbit has been hobbled so now I’ll chase it down with a knife to give myself a bigger challenge.”? They wouldn’t. They’re just gonna keep shooting the rabbits because it’s been made even easier.
Tbf the devs nerfed Gen regression along with healing so that killers couldn’t bloodbath survivors with gens taking forever & healing taking forever.
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@lifeisstrange said:
Where is midwitch? it needs a rework.
It isn’t there.
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@Aurelle said:
Because indoor maps tend to be more stronger than more open, outdoor ones.
Lery's has a ton of windows which can suck for some killers. Some killers do thrive in this map though.
The Game (AKA Pig's Pallet Plant) has a boatload of pallets and strong loops that connect to each other, making it difficult to catch/injure survivors.
RPD is good for boons and/or area effect perks and gen locations there are pretty safe. Some killers also have trouble with their powers on this map and some find it hard to navigate/travel through.
I'd say Midwich is the only balanced indoor map, save for certain hook RNG placements.
Doesn’t RPD always spawn with a 3-Gen? And no one really uses boon perks anymore. I’m not sure about tiles connecting well in Gideon. It has a lot of good pallets & they make some tiles individually safe but the tiles don’t really connect. Midwich isn’t balanced, it has the highest kill rate, long corridors with easy line of sight, two safe pallets (everything else is unsafe) and exit gates within LOS of each other.
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@TheMruczek said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3446955#Comment_3446955
Bro... what? That map is awful for Dredge.
Not for me. There are lockers everywhere naturally and even more spawn when you play Dredge. Also when it’s dark it’s even worse for survivors because there are a lot of structures/obstacles for them to get caught on. Maybe you just aren’t a good Dredge.
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@CorvusCorax86 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3446692#Comment_3446692
Come on what about the vault location in the back upstairs? That's pretty annoying without Bamboozle.
Against a good team you can lose anytime.
As for gen speed: same here, my matches tend to be short. And if somebody makes a mistake the rest of the team are there immediately. If basement is involved less so, of course.
Isn’t there a breakable door attached to one of those rooms with the decent window? And while ur spawns a weak pallet once that’s gone there’s really nothing else. They could vault back and forth but I’ve still see killers catch people there.
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@sulaiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3446955#Comment_3446955
Brogo is quite bad for dredge. at always, it depends on rng, but Borgo tends to have large Lockerdeadzones, and often gens are nowhere near a locker.
For Dredge, Skull Merchant map is the only one worse, because there are so few lockers to begin with, and most are not relevant.
Ahh. Yeah, at least on GoJ lockers are everywhere. I guess it makes sense since it’s the Dredge’s map but I love it when I play Dredge.
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Garden of Joy is pretty good for Dredge and other teleporting killers. At least in my experience. Borgo I don’t see enough to have an opinion on.
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@Bartlaus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3446930#Comment_3446930
I've asked about buffs and nerfs for both sides in the past. If you think I'm biased, fine.
killrate is currently quite a bit higher then 50%
and
killrate is still high, so no exhaustion perks are fine the way they are
The kill rate is a bit over 50% and that's because the exhaustion perks are too bad? I'm honestly glad you're not responsible for balancing.
You have to ask yourself why the kill rate is a few percent higher than intended. You say Solo Q is a nightmare. But why is it that most Solo Mates die? Consider how often your mates let themselves die on the hook or sabotage the match by trolling, questing, or doing anything but gens. That's why the devs can't just rely on the stats alone.
BTT: Regardless of any stats, I'd still appreciate it if less popular exhaustion perks were made somehow more attractive.
The last stats we received (October of last year) had the kill rate at about 61%. That’s much higher than 50%. And this was before the nerf to healing, which harmed solo queue most.
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@hailxsatanxeveryxday said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3446920#Comment_3446920
Pig is a very different animal than Ghostface or Myers. People say that she's a D-tier killer because she has no chase power, but she has built-in slowdown and can afford to run information perks (and therefore benefit from them more).
And that's the thing: information builds are extremely deadly on killers that can make good use of them. I've actually done some experimenting with them lately, and my best Plague build is three info perks plus Bamboozle - no slowdown required, and I win almost every game - but Plague has a ranged attack and all four survivors are running around broken for most of the game.
Myers and Ghostface can't give survivors extra objectives or deter people from rushing gens the way Pig can. If survivors are on gens against those types of killers, they're on gens, and every info perk you run is one slowdown perk you lose out on, which was fine when there was more than one decent slowdown perk in the game.
I'm going to have to disagree with you there: If you're running Ghostface or Myers especially, and all-info build is a great way to lose every match. All the information in the world doesn't help you if the gens are done by the time you've gotten a single kill.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3446933#Comment_3446933
You're probably just going up in MMR.
I think I found a place in my survivor MMR where I wasn't moving up or down, and suddenly it feels like everything on survivor got much easier out of nowhere.
If Nazzzak is losing she isn’t going up in MMR. She’d be losing MMR, which would make her games theoretically easier, no?
I wish I had your luck. My survival rates are below 50%. My kill rate is probably 70-80% but I don’t really use m1 killers. The couple of times I played Ghostface I honestly did okay (a couple of 3Ks and they weren’t 4Ks because the people found hatch before I did).
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This makes Self-care even worse. Now you get no progress if you don’t make super fast skill checks. You could buff it to 50% without any ‘drawback’ and it would still be a bad perk. Just like it was before its nerf in patch 6.1
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@JustAnotherNewbie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3446318#Comment_3446318
Might be different from region to region. Where do you play?
North America, which I think is the largest server.
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@Marc_go_solo said:
This might have been said here earlier, but there are too many comments to read, so apologies if this is a repeat.
Removing the 1st hook opportunity to unhook yourself would be the wrong correction to this problem. Especially with the changes that occured a while back with Borrowed Time becoming basekit, sometimes this is the right option. The 1st hook stage should not be altered.
What they could do is remove the skillchecks on the second hook. Then they're forced to endure the full hook.
The problem is if somebody does not want to continue they will always find a way. They just go AFK and wait for the killer to hook them. Of course a killer could see this and force a bleedout, but there's no reward for this (certainly not the reward they'd receive for a sacrifice) and any increase in raising a bleedout to reward the killer with more BP would just create a slug epidemic!
The only way is to make suicide attempts reportable. There are a lot of issues with this too.
My guess is that the only true way to complete this is to give the option to quit and replace themselves with a bot. Only to be applied on the hook. That's a little way off yet, I gather.
I think it isn’t reportable because you can’t really discern the ‘legitimacy’ of someone dying on hook. Are they just bad at hitting skill checks? Are they new and trying to escape (which the user guide does encourage)? Are they irritated because no one saved them in first hook? Were they tunneled? There are just too many variables that would need to be assessed to assign punishment for such a natural feature of the game.
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@Brimp said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3445954#Comment_3445954
Drawbacks = not worth using lul. You dont HAVE to hit the greats if you get chased off a gen and come back with 4/5 greats hit while the gens 60%. If anything you could get more value out of this perk than 90% of other survivor perks.
I’m disengaging from you. Please don’t tag me anymore. Thank you, good day.
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@SpiritsHusk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3446290#Comment_3446290
getting tunneled out is different though, i'm not sure exactly how but it's sort of less mentally aggravating. Atleast you know your teammate died by the killer and played the match out rather than instantly disconnecting.
I personally feel the turbo tunneling for a 3v1 is more aggravating. And it’s still one player ruining the potential fun other players could have. Why should survivors in this situation continue if they’re guaranteed to lose? No one wants to play a game where loss is imminent—that’s lunacy. But people do want to play games with reasonable odds of winning. Anyway I guess DC bots will somewhat alleviate the burden of a teammate who DCs.
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@HugTheHag said:
As a very average survivor mmr-wise, i'm not seeing many early DCs or people letting go on hook. I'm playing western EU, generally evenings. It's entirely possible that in another region or timeframe people are playing differently.
That being said, it's always interesting seeing someone who mains one side try out the other ! I personally have a good time on both, though I do play more survivor (it's just more practical as it allows me to both play and chat with friends, two birds one stone).
This is what I’ve been saying all along. I play on NA servers yet I don’t see it either, and I’m definitely low to mid MMR. It’s why I think people are exaggerating on this DC/hook giving up crisis. I rarely SWF, and I just don’t see survivors giving up like that in solo queue. Even if we suck, the survivors still appear to be trying to win/play well (as well as we can given our skill level).
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@JustAnotherNewbie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3446059#Comment_3446059
I actually see that very often. Like some survivors if they get downed a second time soon after the first time they DC or suicide. It's not always tunneling. Sometimes they just don't find anyone to heal them and they're easy downs if the killer catches glimpses of them. Next time I play I'll try to keep stats, but to me it seems very common.
Sometimes we get a random DC even if the game is going well, which could mean either they had to leave for irl stuff or they lost connection (has happened to me a few times as well, but rather rare).
Idk like I said I’m definitely low to mid MMR (where this is largely happening) and I haven’t really seen it. I saw one person DC in 15 games and that was with 2 gens left on Ormond. I don’t really see survivors throw on hook. In fact what I have seen is survivors actually get to 2nd hook without being saved and still struggle. Maybe it happens but I’d think I would see more signs of this alleged epidemic of survivors throwing games. After all I am in the population where this happens. So why am I not seeing it?
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3446059#Comment_3446059
Same. I very rarely get DCs in my games. I've played quite a bit the past week and only had 1 team mate DC. When they do DC I find it's usually because they're being tunnelled.
Letting go on hook is more common but even that doesn't happen often. One person did it in one of my games yesterday because they went to second stage on first hook - I was in chase with the killer and not sure what the other two survivors were doing but it certainly wasn't gens or unhooking. So I kind of didn't blame the guy for wanting out.
I think people are creating a false narrative to push some sort of anti-survivor agenda. Idk. I’m not high MMR so I’m typically matched with other survivors who are average and I’m just not seeing this massive amount of game throwing. In the solo queue games I play I see survivors actually try. They don’t last long in chase but they do give it their all. And the trend is that they wait to be saved on hook, they don’t just give up. I’ve been keeping my eyes peeled for these game throwing survivors that OP and others complain about but it’s just not there in my basic-ass survivor games. So where are these players?
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I’ve played solo queue and yet to see any one quit at 4-5 gens. I think I’ve seen one person DC in like 15 games of solo queue over the last two days and that was with two gens left. I didn’t see anyone give up on hook in those games. I just don’t believe people are DCing and unhook failing as much as people here claim.
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@pollyer3 said:
Well, even slugging wont work soon when they make unbreakable basekit.
I have gone from 150+ hrs per 2 weeks on my steam to less than 10. I am nearly done with the game, I am playing it out of habit now.
2018-2020 was peak imo.
There’s no guarantee that Unbreakable becomes basekit. And given BHVR’s track record, I doubt it will. Plus they just buffed that slugging perk (Forced Hesitation) from the Singularity.
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@Brimp said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3445806#Comment_3445806
How does built to last out class it? Maybe after the first recharge with a double charge addon commodius but the 2nd and third uses are still a net loss because then its just 34 charges which is still under 14 seconds of "time saved". Plus I find it curious how you call it a net loss as its a fact when there's legit no testing available.
Its drawbacks have been explained to you. Crowman did a thorough job of this.
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@Brimp said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3445345#Comment_3445345
Yeah a net loss if you just use it at the start of a gen its the matter of when you use it.
Nah, it’s a net loss at any point in the match. Built to Last outclasses it.
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@RaSavage42 said:
Solo Q is weird right now... yea the HUD update made sense but what else can BHVR do to make Solo just as good as SWF's without making SWF's even better
Killer has had some down times... but hoping that the Killer plays in a way that makes the Survivors happy is just awkward
For me I spend more time playing Killer then Survivor (to which I realize that it isn't what the game wants but... yea)
So how would you feel playing against:
Pig- Oppression, Surveillance, Corrupt and Whispers/ with John's Medical File and Combat Straps... Whom doesn't Camp nor Tunnel
Or a One Blink Nurse
Or a bad Oni
Yes I am talking about myself here
I think improving matchmaking is all BHVR could do to help solo queue feel better.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3445511#Comment_3445511
Made for this has exactly three possible outcomes:
- Made for this never activates at all, because of insta down, didn't activate by healing another, etc. No reason to complain.
- The chase after MfT activates lasts less than 15 seconds after the survivor is injured. The chase is short, no reason to complain.
- The chase after MfT activates lasts longer than 15 seconds after the survivor is injured. The killer can gain bloodlust 1 for free and catches back up because it fully negates the speed bonus. No reason to complain.
I've never seen so much complaining about a perk that is hard countered by both a base kit killer mechanic AND nearly every single killer power in the game.
I suspect that killer mains are so accustomed to survivors releasing with bad perks (Thalita, Renato, Vittorio, Ada*, Haddie) that if it seems like a new survivor might even have a decent perk there’s gonna be outcry.
*I like wiretap but it’s too easily countered.