Ayodam
Ayodam
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@Xendritch said:
No those changes were needed for her to actually feel good to play it was so clunky before being where you wanted to place a drone but needed to wait for it to get off cooldown. SM was always strong at 3 gens even on ptb and decoupling the cooldown from placing drones didn't make that that much stronger it mostly just made the setting up in the beginning of the game feel better and it improved her chase placing her drones from loop to loop. But in terms of midgame and 3 gening no it didn't really do anything because it takes 10 seconds to get the drone back anyway if they disarm it so you have to wait to replace the drone even now.
She’s not chasing anyone. She’s guarding a 3-Gen. She doesn’t need chase potential really because she’s very effective at protecting a 3-Gen. And the drones going away after 10 seconds or whatever doesn’t really matter.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3367643#Comment_3367643
They can, actually. Haddonfield, RPD and Suffocation Pit for example all have some weird kind of bug (I hope it's a bug) that spawns gens much closer than they should. Especially since all of these maps were ok in that regard before.
Not a bug; deliberate, although I believe they stopped RPD from spawning a 4-Gen it still spawns a 3-Gen virtually every game. As maps become smaller gens will naturally spawn closer together. It’s why killers want smaller maps.
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@TragicSolitude said:
https://forums.bhvr.com/dead-by-daylight/discussion/366886/this-game-has-a-serious-problem
If you have to tunnel you’re bad and need to get better. If you hold a three gen from the start you are bad, if you camp at 5 gens ur bad.
"If you play in a way I don't like, you are bad."
I'm all for shaming my teammates into playing better because we're on the same side, but shaming my opponent when they used an allowed tactic is pretty transparent. I don't enjoy being tunneled and camped, but this is on BHVR for designing DbD in such a way that those tactics work. My opponent taking advantage of it is to be expected.
Tunneling and camping are stale strategies and killers do it for easy wins but god forbid a swf gen rushes for "easy wins" Killers are hypocritical and i’m over it
I'm not sure what the point of this is. Turn the first sentence around and you get a statement we also see regularly: "Gen rushing is a stale strategy and SWF do it for easy wins but god forbid a killer tunnels and camps for 'easy wins.'" Both sides make the same kinds of arguments. All it means is that both sides are unhappy with the game's current state and the stale gameplay loop.
The tunneling and camping is genuinely draining the fun out of games for survivors.
Killers aren't NPCs, nor do killer players get paid to entertain survivors. Survivors don't play in such a way as to ensure the killer has fun, either.
In general, players don't care about their opponent's fun. It's on the game designers to design the game in such a way that both sides can have fun at the same time.
I haven’t even mentioned the slugging for the 4k all of this is not fun.
Again, this is BHVR's fault. They even recently made it worse: they updated Adepts so that a 4k is required. I used to be able to farm out a double-pip so that it didn't matter if the last survivor got the hatch, but that's not even an option anymore.
BHVR also buffed wiggling and super buffed Boil Over against console players. Any survivor who brings Boil Over: either crawl to a hook or I leave you slugged. I'm not picking you up just so I can be stuck in place while you wiggle off my shoulder.
Ds is a joke.
This is true. Decreasing the stun time killed DS. If I see a survivor use it they almost always go right back down within seconds. And DS still has the difficult skill check attached to it, which stops some players from being able to use it at all because console performance problems can really really make those things impossible to hit.
Anyway, starting off your post by insulting players who use tactics you don't enjoy doesn't bring strength to your argument. It just looks like you're trying to shame your opponent into playing in a way that's easier for you to counter. The majority of people who you're playing against aren't even on these forums, they're not going to see your post, and even if they did see it they wouldn't care. Players aren't going to change their behavior just because they were insulted. The developers are the ones who have to make changes. Of course, those same developers just released a killer whose strongest strat is 3-genning, so the future looks bleak.
I mean tbf you shouldn’t shame other survivors for playing in ways you dislike either. They aren’t puppets or AI props. Lol. They’re tools in a sense that they help your escape become easier (which is why survivors are rewarded individually, not as a team). But that’s all, really. Tbh the way BHVR intended this game, you should be able to survive the trial alone.
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@Tsulan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3365293#Comment_3365293
To keep it in sports, the comparision would be more that the team wins, which has less people eliminated due to injuries or red cards.
Doesn´t sound fun to me.
The most efficient and easiest way to win as killer is tunneling & camping early, because turning it into a 3 v 1 at the start of the game pretty much guarantees a 3-4K with any killer on the roster. You may not think this is a skill but BHVR says otherwise. While I understand your point and do think there should be a better measurement of skill in this game, I have to agree with Seraphor: the only objective way to measure skill in this game is by kills and escapes, unless BHVR changes core features of the game.
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@Nirgendwohin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3365416#Comment_3365416
to summarize it. the only adjustment there is is how high the killer ping can be. currently the limit seems to be over 1000ms (2000 irc) at which a killer can start a game. a red symbol is displayed from a ping of 300ms. however, this is already practically unplayable for all survivors.
So the question again, why are killers allowed to start a game with a ping of over 300ms although it is obvious that their internet connection is not sufficient for this game. furthermore, four other people are punished for the killer not having adequate internet connection. let's say the killer plays 4 games a day. that's 16 people he's making miserable just because his internet connection is bad.
…additionally, neither Overwatch nor Valorant ‘reward’ or validate the actions of players with unusually high ping. It’s important to point out that this is like an exclusively DBD thing, at least in my experience with online games.
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@Phasmamain said:
Because BHVR can’t balance maps properly so they design killers that ignore loops (Artist and Knight for example)
It’s not really about maps. It’s never been anbout maps. It’s about survivors not having anything at all to counter killers. The general opinion here is that Survivors shouldn’t be able to loop or run forward to escape killers. Also stealth is a problem; survivors shouldn’t be able to hide either although that’s largely mitigated by their noise, blood, and scratch marks.
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@Eelanos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3364776#Comment_3364776
"You know what a much better alternative would be?
- When you unhook another survivor, you gain a 8% increase to repair speeds for 60 seconds."
Ah, there we go. That's always the solution. Either more gen speed or the eleventh health state.
Well, what else is there? Survivors can’t have stealth because killers hate that. Survivors can’t have additional health states or second chances because killers hate that. Survivors can’t have haste or endurance because killers hate that. What incentives do you suggest here?
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3364785#Comment_3364785
Again, if the perk relies on being paired with other perks to prevent it from being abused, it's already a terrible idea.
"gens go too fast" is an issue of balancing, and perception.
Gens don't go too fast if you prevent them going too fast, and this wouldn't make gens go too fast if you chased the unhooking survivor instead of the unhooked survivor.
Literally what is wrong with tunneling? It’s a viable strategy that the developers of this game constantly reinforce. What’s wrong with another kil—survivor perk designed to make it more efficient?
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There’s no game without survivors either. There’s no game without either side.
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@NerfedFreddy said:
There are no underperforming killers even weakest killer in the game Trapper has 56% killrate
Peanits touched on that. When people want “underperforming killers buffed,” they mean strengthened against higher-caliber survivors (less than 5%* of the playerbase, per BHVR’s stats). But the problem with that is by buffing these “underperforming killers”, they become too oppressive for average players (around 95%* of the playerbase). So while it feels good to be able to compete with your favorite killer against really good survivors, you’re actually ruining the experience for people who aren’t in that top percentile. And no one speaks about that because no one is going to complain about their own guy being too strong. Additionally, most players here are self-serving & self-absorbed, so “balance” is always “what feels good to me.” Anyway, that’s why they don’t make balance changes like players want. Really, no game does.
*These percentages are based on MMR ranking. Less than 5% of players have high MMR, indicating great skill. Most players have low to average MMR. All killers have killrates above 55% across MMR levels, meaning they average a 2.5K per match.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3361435#Comment_3361435
Wait, how is that a nerf to Boil Over, though? Boil Over's effect is even stronger now than before as long as you hit some great skill checks. And that really isn't too hard.
No it isn’t stronger. With Boil Over now you wiggle as much as you did without Boil Over prior to the recent wiggle change. Regardless of hitting skill checks. Boil Over now basically equals the older form of wiggling, but like weaker since it isn’t ‘stacking’ with the older form of wiggling anymore
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@Xernoton said:
Did I miss something? As far as I know Boil Over still adds bonus progression when the killer drops off a ledge. Also Boil Over is still a pretty decent perk. You will not wiggle out just for bringing Boil Over but you will definitely make it harder to hook you. Especially on some indoor maps the stronger wiggles make it more difficult to get through doorways. You are not supposed to wiggle out as someone else pointed out. The wiggle progression was added so that killers wouldn't carry you halfway across the map but instead hook you when they get the chance.
Iron Grasp is not a problem in any way. It's only purpose is to make it easier to hook survivors and that's exactly what it does.
If you could reliably wiggle out, that would be a huge problem. A killer can't chase you twice for a hook stage. How fast do you think the killer is in ending chases or even catching up to a survivor after they got stunned?
Boil Over was recently shadow nerfed when the devs changed the wiggle mechanic. Like now survivors can’t really wiggle in a way that affects killer movement without Boil Over. With Boil Over, survivors wiggle about as much as they did prior to the ‘new’ wiggle mechanic.
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@Ἥφαιστος said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3359399#Comment_3359399
Killers never needed these buffs, survivors needed NERFS. Their BNP and medkits are still a problem, their dead hard is still a problem. Nothing has changed whatsoever.
Survivors didn’t need nerfs. The escape rate has never been over 45%. Maybe they’re dominating you but in general survivors suck at this game. Lol
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Well, if people are breaking ToS by threatening or insulting you in endgame chat you can and should report them. Beyond that, there isn’t much you can do about people behaving in ways you dislike (teabagging, saying you’re a bad killer or whatever, etc)—similar to how survivors can’t really do anything about killers camping & tunneling & then saying GG ez or whatever in endgame. 🤷♀️
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@Nos37 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3358188#Comment_3358188
I did not mean they were the same match. I meant I had some matches against bully squads. Some against very efficient gen completions. And one with an uncatchable survivor (wish there were a perk that insta-downed survivors who take a protection hit for someone who's NEVER BEEN HOOKED)
Why didn’t you just like… drop chase? Why would you pursue the same elusive player for 5 gens? Lol. You’re being matched with survivors who are good because you probably burnt out the babies/bad survivors you’ve faced. Now you’re stuck with what’s left. But because the skill floor is so low for killers at the start vs. survivors, you can raise your MMR super fast as a killer. But see when you make it to high MMR as killer you’re facing survivors who had to earn that place (they can’t just tunnel/camp/4-gen perk slowdown their way to high MMR). So then you kind of have to realize that the cheap tricks that work when you’re facing clueless, casual, and generally unskilled survivors don’t work against survivors who have learned the game. You could Smurf your MMR but that means you’ve basically gotta keep letting survivors escape. And then you’ll eventually pair down to survivors who are on your level.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3354565#Comment_3354565
Because they haven't enabled it for Console yet.
I can't remember the specific reason, but it WAS enabled and then it got disabled.
It superseded settings by PlayStation and Xbox and no game can do that (override a console’s settings/abilities), so they had to revert it or risk being sued.
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@Basement_Bubba420 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3352272#Comment_3352272
Yes I am aware. In the PTB the initial version was 1 second.
So 4m of invulnerability compared to the previous version which had 4.2m.
The stated goal was to reduce distance gained when activated. The deployed rework to the PTB was a 5% reduction in distance. This equates to .05 seconds of extra time the killer had to swing. That is 25% of the normal human's reaction time to a distinct visual stimulus. Not a situation where they must gauge distance, probability, the speed of their target, their own speed, and other factors. The initial version was a buff because of Endurance.
The actual rework isn't that much of a difference and shows a fundamental misunderstanding of the problematic nature of the perk. Dead Hard is still used to gain distance to a point. It's problematic nature wasn't that it gave distance on the killer. It was that it gave you distance to a pallet or vault. If you are invulnerable and thusly uninteractable you are gaining distance to a certain point. The killer can't do anything.
They should actually rework the perk. While Dead Hard is in use and for 1 second afterwards, all pallets and vaults are uninteractable. This way, you actually lose distance to a point. You can't interact with anything for 6m. You must dodge the hit.
The killer can try to fake the hit, bait the dead hard, and hit the survivor during the uninteractivity. The survivor can either Dead Hard the hit, activating Endurance and allowing for interactivity or outplay the bait and drop the pallet. No more free distance. Dodge, or die.
most of this is dribble but I guess the one thing that intrigues me is why you think it is at all important to point out that DH nerf was 1 second on PTB (and thereby gave a distance if 4 m vs 4.2), when what actually went live was .5 seconds with a distance of 2 m.
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Camping is still a thing (both proxy and facecamping; I see both pretty evenly and they’re common). No, you cannot finish 2+ gens before a killer finishes camping their first hook or whatever to death. No, you cannot do it with “gen rush” perks. The person who mentioned that above has lied. Killers can easily stack slowdown and that along with natural Gen completion increased means that you probably won’t get all gens done in a camping situation without losing 2 survivors.
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@EvilSerje said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3347930#Comment_3347930
Oh, true. As I was saying many times before, to play survivor you are required to have skill no less than Airyn, Nyimety and JRM. Very nice. Very healthy game!
I'm almost 2K hours, btw. It's either not enough or you could blame me for being "physically challenged". In the latter scenario it doesn't prohibit me to win almost always as a killer ;-)
Tbf every one of those players you named tends to lose more/most of their matches when they play SoloQ. Now if they’re in a SWF—even if it’s just a duo—they’re more likely to survive. But yeah, even at their MMR their solo queue teammates stink. Individual skill doesn’t really matter in this game because survivors can’t 1v1 killers.
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Well, killers complain about exhaustion perks so they can’t release those. Killers complain about boon perks so they can’t release those. Killers complain about healing perks so they can’t release those. Killers complain about aura-reading perks so they can’t release those. What else can survivors have? Lmao.
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I believe this chapter was meant to be licensed, based specifically off the Predator / Prey film from Disney. But I’m thinking that the deal fell through and BHVR basically scrambled to salvage the work they’d already done, which left us with this. I don’t believe they didn’t try, or that they intended for what we have received.
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@woundcowboy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3348280#Comment_3348280
And yet people surprise pikachu when they only get Nurse and Blight in their games.
Idk why because nearly every killer has a kill rate over 50% at top MMR. And Pinhead has the highest kill rate of all. Seems Nurse and Blight aren’t the only killers people play or win with at high MMR.
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3347416#Comment_3347416
I don't think this perk works with Overcome though? Once Overcome activates, you're no longer healthy so can't use this perk. You have to be healthy, running, and exhausted to activate it.
And on death hook. It also only works if you’re on death hook. So it’s not even as good as DH.
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@Laluzi said:
Horrible idea for a perk. It along with Blood Rush are huge incentives for tunneling. I can only pray that it doesn't catch on and people won't use it - which is likely, because as an exhaustion perk, it's pretty unreliable and un-useful.
But seriously, it's just 'throw your teammate under the bus: the perk.' It's not even great against facecamping because the killer will assuredly get a smack on you anyways while locked in the animation. Whoever thought this was a good idea should feel ashamed.
Let’s be honest: Killers don’t need incentives to tunnel. They’ll do that regardless. Yes, this perk might well be throwing a teammate under the bus on its own but if it is used with other perks that help with hook saves (meaning survivors make a full build around it), it might be okay. I guess if they have to build around it they can’t deal with Gen slowdown, slugging, or tunneling but at least they can sorta help with camping.
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@TigerSnake said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3347104#Comment_3347104
Blood Rush literally turns Sprint Burst into old Dead Hard, but better. It’s gonna punish people who don’t tunnel and do nothing for people who actually want to tunnel.
It doesn’t do any of that. You have to have one hook left before you die, be fully healed, running, and exhausted to use it. And all it does is remove your exhaustion. I agree it won’t really save the person being tunneled but hey it buys a little more time for the team. Maybe they can come in and body block/take aggro.
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@fulltonon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3347080#Comment_3347080
Which is already extremely outdated, and 60% is not even massive when we actually think about how this game works so not "vastly favor the killer".
But a kill rate of 60% means there is a survival rate of 40% and that isn’t a game that is “eXtReMeLy SuRvIvOr SiDeD”.
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@TigerSnake said:
I mean, I’ve played a majority of my games without Eruption, and have done fine. I don’t think losing it will be as bad as you think. Now if CoB or Pain Res get nerfed next midchapter, then I’ll agree that there’ll be no good slowdown left to run. But for now, we should be fine. Furthermore, two of those new perks you’re talking about suck really bad. Literally Deja Vu and Quick & Quiet are better than those two. Blood Rush though, yeah, that’s gonna be a problem.
I think Bloodrush is basically meant to counter tunneling. It just seems like it’s supposed to help a survivor being tunneled out. Tbh it’s just a weaker form of Adrenaline.
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@CrimsonMothKing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3345764#Comment_3345764
Yesterday I got the game 4 times and was taken to RPD twice by offerings. I love the Dredge and Knight, but I was miserable in those maps.
I don't even care if a map is big, it's literally just that there are too many pallets.
RPD is super killer sided though and as Dredge, who can teleport & create darkness and Knight, who can camp super easily, you should do really well there.
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I read the first sentence and stopped because I knew this was gonna be a SuRviVoR bAd KiLlEr GoOd post. Lol
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@TigerSnake said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3342189#Comment_3342189
With Botany, yeah. Maybe not good, but not completely dead unlike the killer perks I mentioned.
It’s pre-nerf Selfcare with Botany and that wasn’t good either, lest you forget. Thanatophobia is extremely good on Plague, Legion, and, well, now that the mangled status is bugged, pretty much any killer with perks/add-ons that inflict a mangled status. Ruin stinks but is outclassed by other Gen regression perks that do its job without the drawback of being hex totems. Eruption isn’t bad.
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Looks like she was going for adept. It’s tough to know that as killer but it can be pretty frustrating when you’re a survivor going for adept because most survivor perks suck. Yui’s aren’t that bad (sans Breakout) but idk she didn’t really have good perks to deal with a Legion.
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@Chocolate_Cosmos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3341001#Comment_3341001
Deal. Please take my Blight and Nemesis matches, thank you :3
I love facing Nemesis. I feel pure joy when I hear those loud ass footsteps blundering about.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3340299#Comment_3340299
Depends on which nerf.
Nerf so that it doesn't activate in the EndGame? Nope.
Nerf so that it's always active regardless of what you work on? Nope.
Nerf so that it can be popped whenever? Nope.
But if you mean reverting it to 5 seconds, sure, I'm all for that one. To be perfectly honest, it's not going to dissuade me from tunneling very much.
I’m glad you said that because people act like that 5 seconds is some sort of hardcore tunneling deterrent. Like even before its recent nerf DS still wasn’t a great anti-tunneling perk. You could just slug a survivor and oop that’s more pressure, now someone has to save them (or not). Now there are only at most 3 survivors contributing anything to the match. I really think killer mains hoodwinked BHVR into believing DS is some sort of highly oppressive perk when it absolutely isn’t. I love how gullible the devs are, how nefarious killer mains are, and how pathetic survivor mains are. It’s been 7 years and survivors are still whining about tunneling/camping & the best thing BHVR has done is made those strategies more efficient.
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@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3339580#Comment_3339580
That's kind of my point. I don't give up on hook even when face camped because I see the other survivors as my team.
Some people in this thread, and BHVR themselves, say that each survivor should only care about themselves. The whole 1v1v1v1v1 argument, which, if true, every survivor should give up on hook if facecamped.
That's why recognizing survivors as a team and giving a team 'win' message would help a lot. In plenty of multiplayer games sometimes I end up in the "boring" role, but I do it because I want the team to win.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3339599#Comment_3339599
Who said anything about rage quitting? The game has a built in get out of the game mechanic.
I mean it’s a judgment call whether you give up when being camped or not. Sometimes others will try to save you, sometimes they won’t. But they don’t have to, and it isn’t really another player’s responsibility to save you from bad game design. Like I said I can’t think of any other game where a single player is able to completely hijack the experience of another player and hold it hostage. But even if that were a common game mechanic it would be colossally inappropriate for the solution to rely on the selflessness of another random player.
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Well, the same people complaining about WoO complained about Selfcare, so… C’est la vie.
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That’s an impressive game. One perk, no add-ons and you cleaned house. Did you let that last survivor go?
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3339016#Comment_3339016
So I just went back to look to see if the top choices had changed since I last saw and the current leaders are Cowl Tower, Dead Dawg and Ormond.
I think most people are totally fine with Coal Tower and Dead Dawg (myself included, as killer or survivor), those are two very balanced maps in my opinion.
However Ormond, while better post rework, is still extremely bad for most killers. There are many worse maps don't get me wrong, but it is still very much up there in terms of being very unbalanced. It's still just way too large for most m1 killers.
Isn’t the Saloon a map with some of the highest kill rates? And Coal Tower is kind of up there (as far as being good for killers, like all the MacMillan maps are) too.
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Because if you loop a killer for several gens but get downed & camped, was it even a skilled play?
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@crogers271 said:
Much like DbD moved away from stealth to looping gameplay I really feel like they need to ditch the idea of survivors are not a team (1v1v1v1v1). While a nice concept, it doesn't really work as a game.
As @StarLost says above, if as a survivor I'm getting facecamped why shouldn't I suicide and go play another game? The way to counter camping on the survivor side is to just do gens/reassurance the survivor on the hook. This all though depends on the survivor sitting on the hook and just accepting a loss. Which they currently have no rational reason to do other than the idea that they are helping their "team".
I feel that the game would be improved by an end screen that says 'survivors win', 'killer win', or 'draw' - we don't even have to discuss new perks/changes. Knowing there is a team to play for will give a reason for the survivor to stay on the hook instead of suicide and also give the killer reason to play more aggressively. You can then also do BP, etc. based rewards on overall survivor performance, but I think the message screen would be a big help.
You shouldn’t surrender on hook because even though the game may be over for you and you’ll de-pip, earn fewer bloodpoints and drop in MMR (all tangible measures of loss), you’re helping other players earn more bloodpoints, pip up, and increase their MMR by escaping the trial—which may well come on the back of your loss. We call it ‘sacrifice’ so it doesn’t sting as much. But for some reason DBD is the only game where you’re like expected (mostly by killer mains) to basically give up your enjoyment of the game you’ve purchased so that other people have a good time.
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My Killer matches pretty much feel the same. Survivors are slightly more efficient at gens but they’re still bad at chases and honestly tunneling 1 person out early, which is what killers were doing before this solo queue HUD change anyway, is still going to essentially win killers the match. At least it does for me.
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I don’t think it was really nerfed but there is some weird glitch going on right now that prevents killers from swaying with wiggle. Unless a survivor has Boil Over equipped killers won’t feel much resistance when they carry survivors.
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I don’t think there is an answer. As a survivor, you want your chases to last as long as they can—ideally from start to finish. As a killer, you want extremely short chases. From a balance perspective, I guess you have to leave that mostly up to players. When stealth was primarily how survivors played, many people complained. Now that chases are at the forefront, people still complain.
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It’s easy and works. Tunneling out early basically guarantees a win as killer.
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@RainehDaze said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3336771#Comment_3336771
I mean, if you stand outside the gens refusing to go near them unless the Killer chases you, and the Killer refuses to chase anyone at all, you're both in the wrong.
If you start gens but get off as soon as the Killer comes back, and the Killer starts chases but returns to the gens as soon as it seems like someone's going for them, then nobody's actually in the wrong, you're all just trying too hard and wasting time. No point trying to out-stubborn someone once it's not fun. xD
But Survivors aren't expected to commit to doing gens even when it immediately leads to being downed, and Killers aren't expected to commit to chases that are guaranteed to let gens get done, so it's going to happen. The problem is when no side even attempts to do it--i.e. Survivors won't go near the gens at all, or the Killer won't take an easy down/hook.
You’re incorrect. If a survivor touches the generator but flees when the killer returns to that gen that survivor is in the clear (not holding the game hostage). If the killer simply stands by the three-gen they are not progressing the game. A couple of people linked to older posts where devs specifically commented this.
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I’ve heard it’s bugged. Killers aren’t really affected by the sway and it’s still supposed to give survivors BPs. But idk they’re treating it as a shadow buff (which it kind of is), similar to the mangled glitch. Devs are aware because Mandy asked about it a few days ago.
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@AbsolutGrndZer0 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3337077#Comment_3337077
Free heals for your entire team the entire match was considered game-breaking.
Also, to be clear I am not saying I don't think something should be done (if it really is broken and isn't just a visual bug as I am pretty sure it is) but I don't think they are going to killswitch it. Should they? Maybe. But I don't think they will.
It wasn’t that at all. Tbh COH was still better. Inner Healing basically allowed everyone to heal off one totem, but if you were already healed up you got no buff. It didn’t retroactively apply. And of course it removed that totem from the match permanently. A much better healing perk even when Inner Healing was bugged was still COH.
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I thought they changed it because they didn’t want people to confuse it as an offering for the Borgo or whatever Vittorio/Knight’s realm is. That one also has gallows, and they’re actually more prominent than Dead Dog’s.
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I thought it was meant as a killer buff.
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@sanees said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3335713#Comment_3335713
another question when i took a break for 4 months why i didn't get pepe players against me
Because MMR doesn’t decay. The devs mentioned that possibly becoming a feature at some point but as it stands you don’t lose your MMR by taking long breaks
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@sanees said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3335710#Comment_3335710
I rarely play as a nurse, why don't weak players play against me then?
So while each killer in your roster has their own MMR, they also have a generalized pool of killer MMR that is shared amongst them. This exists precisely so that you don’t face baby survivors with Nurse, whom you claim you rarely play, when you main Legion or w/e. Because while the powers differ, the mechanics of the game are functionally the same. So you’d have an extremely unfair advantage against lower-skilled survivors.