Ayodam
Ayodam
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@PreorderBonus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3821517#Comment_3821517
You're confusing win rate with kill rate. They're completely different things lmao
I didn’t confuse anything. Peanits says they’re not. That kill rate win rate nonsense is made up by forum killer mains. The devs have said that did NOT come from them, and if they had any kind of a system like that then kill rate = win rate.
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@Spare_Them_Mori_Me said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3822042#Comment_3822042
Not in my experience. Iron will is a beast, and just staying in the cloud usually has them wander off. Not saying you're wrong. My MMR might just be in the negatives. I hope anyway.
So as survivor, to make the event item useful you need… a specific perk? Do killers need a specific perk to get use out of the double-tap haunts..?
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@Spare_Them_Mori_Me said:
I have become an altruistic ninja with those smoke bombs. Have had a few games where bombing and immediately unhooking in the killers face is met with 2-3 swoosh sounds of their missed swings lol
The thing about the bombs is that you’re also (weirdly) blinded. And because killers can still hear you, if they’re half decent they won’t lose you because they can’t see you for a few seconds. It’s basically like playing Spirit or any other killer who relies on sound cues to find survivors.
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@GeneralV said:
I haven't had any issues with balance so far, to be honest. I'm loving the event.
You can double tap someone right off hook a la Leatherface w/Haunts and an m1. That’s a major issue right there.
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@Eelanos said:
Didn't we just have a thread about how endgame perks were fine because you had to sacrifice match-long perk effects for them? And everyone was like "Yeah, 20% extra speed, undetectable and instadown on killers is fine, you're sacrificing early and mid game perks for these effects. People are just being dramatic".
To be fair that was about killer perks and add-ons. It’s different for survivors.
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@danielmaster87 said:
Survivor base is already strong. Even if you did get nothing, which I doubt is the case, you're still set to win.
Is that why the killer win rate is 60%? Doesn’t seem like survivors losing 60% of the time is strong… for survivors.
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@Laluzi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3821425#Comment_3821425
The smoke bomb completely obscures the killer's vision. They can't see you unless they're close enough to touch you. Throw it in a tight corridor and it's seriously confusing. I've lost a few chases to it in areas with no resources. It's a great item, the problem is that you have to make a big diversion to get it and that diversion isn't worth it unless the killer is either pretty bad or also wasting time noodling around doing event things.
Can’t see but can hear you, yes?
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Someone explain to me why survivors should enter the void? They are revealed to killers at all times while inside, are exhausted and broken. And they do this to possibly create a smoke bomb that briefly hides scratch marks in a small area around them..?
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3820713#Comment_3820713
Unbreakable only works while slugged and requires the killer to hit them. Plot twist is activated while injured by the survivor alone. One is used to counter slugging, the other is used to heal to healthy. Comparing these two because both involve the dying state is like comparing iron will and resilience because both involve the injured state.
Both Unbreakable and Plot Twist have effects that activate while a survivor on the ground. No where in the description for Unbreakable does it say “to counter slugging.” That’s something players made up. What the description does state is that it recovers a survivor from the dying state… just like Plot Twist. And No Mither and Exponential. You’re imposing weird arbitrary conditions to invalidate one of these perks and the more you go on the more this looks like this thread is a thinly veiled attempt at complaining about the synergy between Plot Twist and DS b/c plot twist heals a survivor along with allowing them to pick themself up. You obviously don’t like that.
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I mean they are shrinking maps, this is a consequence of that. Not much they can do besides make maps larger and they’re not doing that as killers dislike it.
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@GeneralV said:
Funnily enough I just had a match where the killer had Blood Warden in her build, but it didn't matter because we didn't even get to play the game.
Sable got caught early because of Iron Maiden (against Huntress btw) and tried to suicide on hook. I go and save her because I never let the "go next" players actually go next, and she runs directly towards Huntress. Said Huntress downs Sable again, kills her, then DC.
Amazing experience.
I love how even when a survivor beelines to unhook someone they trying to die on hook that unhooked survivor can completely circumvent that by literally walking to the killer, vaulting, or just standing still. But let’s increase DV penalties
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3820697#Comment_3820697
it has nothing to do with the strength of a perk. Just makes no sense to me that self care is considered a conspicuous action while Plot twist, a perk that has the same requirements of only working while injured, must be specifically activated and results in turning healthy... is somehow not.
Plot Twist incapacitates a survivor. It’s more similar To Unbreakable, which also works with DS by the way, than Selfcare.
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@TieBreaker said:
"Why is it so hard to balance a game so both sides face a challenge and require skill.."
Balance in this game is incredibly difficult. Both sides are completely different mechanically, and have completely different objectives. Not to mention the vast expanse between a competent SWF and new solo survivors. It's like when killer players say that they should have access to sixteen perk slots, as survivors have sixteen in total. Sounds good on paper, but in practice it would be a complete disaster. Game balance is extremely messy. Especially for this game.
Although, if it's not hard to achieve, I'd be interested in hearing about a simple and easy way to fix the game's balance.
Competent SWFs win 40% of the time, no?
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Damn, are yall complaining about meme-arsed Plot Twist now?
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@Grigerbest said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3819469#Comment_3819469
If you are losing 8 games out of 10 - your MMR will be so low that you are going to be matched with VERY unexperienced killers and escaping the same amount until you reach "YOUR mmr cap".
With 60-64% killer "win-rate" - it suppose to be 6 out of 10.
I hate the sentence: "Skill issue" - but if you dying more than 6 out of 10 games all the time - you either on much higher MMR than you supposed to be, you just playing bad\making a lot of mistakes, or killers (somehow\unlikely) tunneling exactly YOU all the time…
I can assure by my experience with soloq - MMR system is working. If I got killed in 4 matches in a row (doesn't matter how) - my next 2 or 3 matches I'm usually escaping because I get matched with "not really" experienced killers. Which is almost the exact 60-64% of the opposing side "win-rate".
A lot depends on the player's skill, and honestly… Luck. When it comes to soloq.
Haven’t you previously criticized MMR as dysfunctional and not performing its job (and we all know it has issues so you aren’t wrong here)? How then can you suggest it act as a factor in balancing matches? In either case the kill er winrate is stated to be 60% without matches that have at least one DC or a hatch escape but the solo queue escape rate is 38% and this also doesn’t factor in matches where a DC occurs or a survivor gets hatch. With how often we see DCs we know for sure the killer winrate and survivor escape rates are higher and lower, respectively, than those figures. Given this fact, 8/10 is not an unreasonable figure.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3820036#Comment_3820036
Yeah. It's sound occlusion. Whenever there is an object between the killer and the flashbang while it's dropped you can pretty much guarantee it will be silent. Sometimes it's even silent when it's dropped right in front of the killer.
ohhhh
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@Xernoton said:
Flashbangs are mostly fine. The only things they need to do is deal with sound occlusion, so that the killer can actually hear the sound of a flashbang being dropped and the glitch that allows survivors to plant a flashbang inside of the killer. Both are bugs.
WGLF is fine. I honestly have no issue with it.
Is Flashbang bugged (the sound)? I played against someone with it this morning and heard the click before the explosion. They didn’t pull it off either. Lol
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@I_CAME said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3818451#Comment_3818451
Waiting for someone to come in here with the mental gymnastics and tell you why it's fine for killers and not survivors.
They’re here. lol. Like clockwork. But I’m sure BHVR is watching. Things will be adjusted accordingly.
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@Grigerbest said:
Tbh - we or developers can't do anything about it, unless their experience and moral will be higher\better.
"Survive as a team… Or not." - this feature regardless of what you think is - advocating such unsportsmanlike conduct such as DC. (I don't care about the team - I'm not a team-player - so I'm out guys - bye-bye!) - sort of thing.
Harsher penalties are just going to scare away players… If only DBD was an actual Team-based game for survivors - then you can make harsher penalties.
But until then - the only thing is - make soloq experience more enjoyable\bearable\fair.
DC isn't an issue - it's a consequence of the real issues with the game.
It can be reasonable (emergency irl) and also unreasonable (such as hating particular killer\getting downed faster than expected)
Players just need to be more thick-skinned, and don't treat the game like their life depends on it, or like they're obligated to win all the time. Especially in soloq.
No solo queue player believes they should win all the time. But surely you don’t believe losing 8/10 games is something any gamer should “just accept.” Right?
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3818175#Comment_3818175
Freddy probably won't make it, friend…
:(
It is my understanding Krueger’s license holders are extremely particular about how much creative freedom gaming studios can take with him. I remember several years ago there was talk of his and Quentin’s appearances in DBD changing to better resemble certain actors but that ended with a hard no from the license holders, even though the actors were fine with it. Sources also tell me the license holding saying no is why they haven’t received new cosmetics either, unlike other licensed killers (Pig, Leatherface).
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@Bookern said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3816430#Comment_3816430
AFC is a feature they need to tune extremely carefully cause if devs make its range to far or fill to fast we could have survs jumping off hook without needing teammates depending on the map. That being said i do think we could buff the range by 2-3 meters and decrease the time it takes to fill by 4 seconds. However theres not gonna be a feasible way to make AFC work on ranged killers they are just always have that advantage
I would rather devs scrap current AFC and just transport hooks when a killer lingers within X range for X seconds. At least then if a killer insists on camping it’s much more difficult to pull off, as they’ll need to travel across a map (even if it’s a small map) to do so.
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@Ryuhi said:
well that was unpleasant.
Anyway, I wonder why players don't like when their location is revealed frequently. Its almost like theres a way for groups of up to 4 to have all that information without even needing a single perk.
I know its technically whataboutism, but if nothing else it should at least create some understanding of the frustration that a lot of killers feel when going against SWF on comms. At least the killer has to dedicate multiple perk slots to have aura reading for specific occasions (like i'm all ears, new zanshin, etc.) and have to play into those situations as much as possible.
Its not meant to cause an argument or anything, I just feel like some of the people opposed to aura perks for killers might benefit from the perspective shift. Obviously not all SWFs are on comms, nor are they the majority of the playerbase.
People aren’t opposed to killer aura perks and add-ons. They’re opposed to reliable counterplay to these perks and add-ons being hampered to the point of uselessness. It’s a different argument. Killers should have aura reading abilities; survivors should have ways to reliably counter them. There’s always a risk that a build you run could be useless (at least for survivor), but that’s a risk that survivors accept when they queue up. What is unacceptable is that there are certain playstyles or killer builds that cannot be countered. Not so for survivor, obviously. That’s the problem.
The rest of your post reads like killer apologia & clock SWF boogeyman argument.
Less than 5% of survivor teams consist of a 4-man SWF. It’s difficult to guess how many are on comms (realistically not all of them are), and it’s impossible to know with 3 and 2-player SWFs how many are on comms though the benefit shrinks when there are fewer players directly communicating match details. In any case most players are solo queue, and those that aren’t still don’t appear to see an impactful advantage from using comms.
You cleaned it up at the end but I felt the need to address the impact of your statement.
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@NarkoTri1er said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3816576#Comment_3816576
if killer can destroy your team without any slowdown, i have bad news regarding collective skill level of your team
Survivors aren’t a team. And if you’re struggling to handle four survivors in today’s DBD I have news about your skill level.
@Akumakaji said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3816576#Comment_3816576
What strange take is this? Copium is real. How does seeing survivors automatically win you the game? You could see the survivors automatically all game, and gens would still get done, you also need to win chases and down and hook survivors.
Of course, if you break it down to the smallest nominator, then yeah, you could ignore gens and just go for survivors, but that's no armsrace that a killer can win, but blindly getting pulled into fruitless chases. But playing killer is much more then just chase and chase and chase.
It’s not cope. I don’t use slowdown (I run aura reading) and do fine. It might also help that maps are shrinking (I definitely exploit this), dead zones and unsafe loops are increasing (I exploit these), and killers received a ton of basekit buffs (I make good use of these). I’m sure those elements have something to do with it. If you’re personally struggling perhaps you should consider leaning into some of these features? They’re meant to help killers achieve that < 60% WR that every killer main but you seems to have?
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3816576#Comment_3816576
If that were true, then for the past years we'd have only seen info metas on killers. But that's not the case. Without slowdown the game is still too fast paced for the killer to do much. Most killers barely lose any time in looking for survivors anyway because they already have an idea where to go thanks to their experience and the fact that survivors usually don't hide either way.
A balanced build with slowdown and info is better than just overcommitting on one thing (very few exceptions).
Survivors are your objective but that objective becomes unobtainable after a certain amount of time. Meaning, you have 2 ways to try and win.
- You do your objective faster.
- You try to buy yourself more time to do your objective.
The second option is the more common for killers because there is only so much you can do to increase your own progression speed. After all, survivors have a direct impact on this and there are some time traps that you can't avoid normally (picking up, carrying, hooking, traversing the map).
We also nerfed the best chase perks for killers, STBFL and Sloppy (for the sake of the argument I'll consider it a chase perk because chases with an injured survivor are way shorter). So that already makes point 1 harder. Meaning, you'll need to decrease any other time losses you have, which you do by using info perks. The time you can save with this approach however is finite. Even if you were to see survivors at all times, you still couldn't win the match infinitely fast. So at a certain point more info doesn't do anything anymore.
With slowdown perks nerfed, the approach to buy yourself more and more time has become less effective, which means that the hybrid playstyle of both saving time and slowing down the game is the most effective way to play.
3 of the top 6 most popular killer perks are aura reading perks.
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@biggybiggybiggens said:
https://us.v-cdn.net/6030815/uploads/7CBO1M9ONEKD/robert-englund-jpg.jpg
Please get his man's voice into DBD with a Legendary skin before Robert is gone for good…
Even if all we can get is the voice of Robert, so be it. Just make it happen. This man is 77 years old.
Wouldn’t they still need the actual license holder’s approval to do this? Robert Englund may have provided the voice for a version of Freddy Krueger but he doesn’t own the licensure for that character (or any other version of Krueger), does he?
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@Huge_Bush said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3816621#Comment_3816621
Face camping did exist and it was a problem. Now it no longer exists thanks to this mechanic (which is improved with base-kit BT and the removal of hook grabs) and is no longer a problem.
12 meters does make a difference. It just doesn’t guarantee a free and safe unhook if the Killer decides to apply pressure.
If the end result is that the killer is almost immediately back at the hook right when a survivor is unhooked then no AFC didn’t achieve anything. The purpose of AFC is to give survivors a chance to get unhooked so they can play the game, not get unhooked and be almost instantly downed/unable to play. Additionally, sometimes if people see a killer proxy camping they’re not going in for an unhook, so that’s no different than when killers face camper closer than 12 meters before AFC. If AFC is such a grand feature why wasn’t it in 2v8 this way? If you got within 12 meters of a cage the cage moved. It didn’t produce a bar, it just moved across the map.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3816726#Comment_3816726
Hes the least chosen killer? Can you back that up?
I think he is speaking sarcasm. The least-picked killer are the Twins
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3816221#Comment_3816221
He also has a hidden boost to the volume of footsteps in Bat Form, fun fact.
It’s to all sounds a survivor makes (breathing, injured, etc) but it’s thematic so I don’t mind it.
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@hacendado said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3816608#Comment_3816608
There are actually 25 reading aura perks (plus a lot of addons) for killers. Distortion was the only genuine counter to killer aura perks and it's useless now. A killer can see survivors aura almost from EVERYTHING. Hit gen - aura. Surv finish repair gen - aura. Surv repair gen together - aura. Hung on a hook surv - aura. Carrying a survivor on a hook - aura near scourge hook. Open locker - aura near all lockers. Surv healing - aura. Surv open chest - aura. Surv destroy totem - aura. Run near totem - aura. Surv go at basement - aura. Surv staying near open gate - aura. Run near empty item (Weave Attunement) - aura. End chase (Predator) - aura
That's insane!
1. BBQ & Chili
2. Awakened Awareness
3. Lightborn
4. Territorial Imperative
5. Nowhere to Hide
6. A Nurse's Calling
7.Undying
8. Rancor
9. Bitter Murmur
10. Friends 'Til The End
11. Face the Darkness
12. Weaved Attunement
13. Darkness Revealed
14. I'm All Ears
15. Gearhead
16. Lethal Pursuer
17. Alien Instinct
18. Blood Warden
19. Deerstalker
20. Grim Embrace
21. Hex: Retribution
22. Nemesis
23. Predator
24. Scourge Hook: Hang Man's Trick
25. Shattered Hopeyou forgot Zanshin Tactics (Oni) and Human Greed (Dracula).
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@PreorderBonus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3816576#Comment_3816576
If the game were as simple as just "constantly see survivors and know where to be" then the meta would consist of the top four aura perks. But go play any killer that isn't Nurse with such a build and you'll see why it isn't
3 of the top 6 killer perks are aura reading perks according to nightlight.
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@PreorderBonus said:
Out of all the aura reading perks available to killers, there are only three or four that are even worth using. A killer could equip four aura-reading perks and see survivors for most of the match, but they’d be sacrificing gen slowdown or other pressure perks. Plus, it doesn’t matter if the killer can often see survivors if they aren’t good at chasing.
Let’s be real: how often do you see a killer running the top four aura perks in the game? Probably not too often. This whole aura perk discussion is getting way overblown, and I’m guessing it’s because now that SM has been gutted, people need something else to complain about.
If you constantly see survivors you don’t need gen slowdown perks at all… because you know where to go/be at all times. Survivors are your objective, not generators
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@katoptris said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3816441#Comment_3816441
Bubba can't chainsaw through borrow time like he used to.
He still can. I did it last night.
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@MrMori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3816455#Comment_3816455
Yeah that's fair. Now that you mention facecamping during trials I remember the awful hook grab mechanic too, I'm glad that ######### was removed lmao.
I may be in the minority but I actually liked the hook grab thing. It felt thrilling, like a high stakes mini game. I know a lot of people strongly disliked it and I didn’t like it when it was used to grief survivors (like almost taking them off but not and repeatedly doing it). And I understand it could result in the killer obtaining more downs. But I really felt it was exhilarating
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@MrMori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3816441#Comment_3816441
Facecamping has not been rare in the endgame at all from when I played survivor before they added anticamp. There's not much else for the killer to do once both gates are 99'd and everyone else are healthy. Leaving hook after that would just lead to a rescue and a free escape. Basekit BT off hook could be considered a coddle measure too, even if a select few killers can power through it. That doesn't mean it's a bad feature.
The reason why many survivor perks disable endgame btw is that they used to lead to guaranteed escapes. Before 6.1.0 when the killrate was 50%, not 60% as it is now, if you were unhooked with DS endgame you were 100% out as long as the closest gate wasn't at the other side of the map. You could even 99 the gate and then have the DS user open it themselves.
I fail to see how anticamp, which wasn't even in the game for most of the game's life is a coddle measure for anyone but survivors, if anyone at all. Most of these system and restrictions are there to promote the best gameplay, having AGC in endgame would just make defending hooks in the endgame impossible for half the cast, while the others that you mentioned like Huntress, Bubba, Trickster, etc, wouldn't care at all. That's bad game design.
Oh, face camping in end game has never been rare. I misbelieved you were referencing face camping during the trial. Before AFC was implemented people still camped during end game so it’s an inconsequential change that it deactivates during end game. But I suppose if AFC is meant to give survivors a sort of competitive edge then the opposite remains true in EG: killers have always had and still have a competitive edge there.
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@MrMori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3816432#Comment_3816432
Isn't it more accurate to say that the anticamp is a coddle measure for survivor which is taken away during endgame, rather than having anticamp removed being a coddle measure for killers? Anticamp was added after 7 years.
Plenty of killers would have zero chance to defend against a 2-3 man save if anticamp was active during endgame.
AFC isn’t a coddle feature for survivors because 1.) face camping has always been rare and 2.) Killers still camp fine with AFC: Deathslinger, Huntress, Hillbilly, Cannibal, Artist, Trickster, to name a few.
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@supersonic853 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3816407#Comment_3816407
But this thread isn't? The point is its a anti face camp measure. they even stated it in the patch they introduced it it was not meant to "eliminate all camping" she is out of the 12 meter range to be considered face camping. So the thread just proves the features working as the dev's intended. IF somehow the killer was standing right in front of the survivor the whole hook and the bar wasn't filling from like a bug or something. Then the thread would be proving the ANTI-FACECAMP measure wasn't working. This is just people complaining that it doesn't hit camping overall in general.
I’ve always had an issue with the imprecise nature of “face camping.” Before the AFC measure was introduced you could realistically face camp at any distance up to 18 meters. Hillbilly and Leatherface and Deathslinger and Huntress and Trickster and Artist and several other killers can still ‘face camp’ beyond 12 meters. It seems unfair and possibly like a lazy oversight that this hasn’t been addressed. The feature restricts some killers but not others. That’s unfair.
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@Grigerbest said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3816007#Comment_3816007
Even when they nerfed DH - there wasn't such an inflection in killer players.
And what buffed aura reading? Zanshin and Predator? I don't believe that Zanshin is THAT GOOD now to even consider replacing it with any of my perks that I'm currently using on killers, let alone the Predator.
Distortion was just overly used because it's COMPLETELY removed any value from killer's aura reading perks. It's just unhealthy.
How would you feel if somebody told you - ALL your aura reading perks are useless, coz everyone running Distortion? 1 perk should never counter the FULL value of other side's perks.
It happened once before with Iron Will and Stridor. Because everyone was running Iron Will - Stridor was literally 100% useless perk. How is that healthy for the game? It should not be a thing.
The the point is that there are more great killer aura reading perks now (Zanshin and Predator are much better with their buffs—that cannot be argued) but the one tool survivors had to counter it has been thoroughly weakened. And mind you killers already had a half dozen or more great aura reading perks… like weave (+ Franklin’s). In any case people probably just don’t want to play survivor so they’re playing killer or not playing the game at all.
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You could probably alleviate most of those issues by playing in a SWF. Not even a cracked SWF; just a group of likeminded players who want to win.
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@Grigerbest said:
Also: 150% survivor bonus is probably due to players doing killer's challenges.
I don't think there are anything in the patch-notes that made soloq worse.
Maybe the buffed aura reading and nerf to Distortion.
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@jajay119 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3815609#Comment_3815609
I had a really fun Dracula the other day who kept going into his Wolf form for pets.
Interesting. I have yet to see a Dracula meme.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3815399#Comment_3815399
I can understand the thought process behind doing it, but I strongly disagree. This wasn't always normalized. It did happen, yes, but generally speaking the end game was more than scummy tactics and rushed actions.
Funnily enough, my teammates did manage to save me against Dracula, but only because that Lara spun him and he missed his fire attack. Against Plague I wasn't so lucky.
The Draculas I face normally get the unhooked and the unhooked with the fire attack, then down both. Good that they got you out.
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@mizark3 said:
The only losses I had as Killer, were when a Killer was actively throwing. Either they were throwing because they were bad, trying goofy stuff to meme with their friend, or someone literally went AFK making it a 1v8.
It doesn't help that the new Killers include Blight and Spirit. That will make me even less inclined to play Survivor this time around, unless they bump the incentive up to 800%. I don't know why the least fun Killers are the ones they decided to add.
I think Blight and Spirit were just easier to stick in because they have relatively simple powers (Hillbilly dash, Wraith invisibility). They’re going to be difficult to deal with especially if they’re buffing Huntress but I think that’s also why BHVR tried giving survivors the new abilities (rebuilding broken pallets, etc). It’s what they did in lights out as well because survivors just wouldn’t play it.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3815392#Comment_3815392
Endgame camping is the problem.
I have always been extremely against it. I refuse to do it as killer, and I hate seeing it as survivor.
It is something that I don't think should have ever been normalized.
I understand your perspective but many people here find it fair game. A lot of good survivor perks deactivate during this time to make way for end game camping. I’ve never really understood it but it’s normalized here.
I guess the other survivors could have attempted a save but honestly against Dracula that would have been a throw no matter what. The Plague had those survivors in a bad spot as well because one was injured and couldn’t heal without cleansing too far from hook. Yeah, you were pretty much doomed either way in both games.
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@GeneralV said:
Well, I played a few games as survivor earlier today.
Here we can see the "fun" and "engaging" gameplay for both sides that I was able to experience:
https://us.v-cdn.net/6030815/uploads/8PZSNILRT6IT/image.png
And here we can see it again:
https://us.v-cdn.net/6030815/uploads/7ZKHRGCOXOVX/image.png
Amazing.
What is the problem? Those killers appear to be camping during end game.
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@NerfDHalready said:
they asked none of their consultants about that change lol. however it should've been an obviously horrible change, consultants or not.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3814976#Comment_3814976
"eyrie".
And I forgot Haddonfield
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@ReverseVelocity said:
Seems like an oversight, probably should be changed.
Don’t think it’s an oversight. It’s probably because they feel it would be too powerful with deliverance and I guess up the ante / slippery meat.
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probably to balance out what they did to coldwind and Macmillan and crotus and eyrie and… etc.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3813989#Comment_3813989
I thought this hook existed specifically because of Boil Over.
I dunno about that. There is usually a hook that spawns nearby below it. That could be due to this map being reworked though. I can’t imagine a hook that can be camped with only one way out is in response to Boil Over though. It’s probably an oversight by the devs.
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I think you experience MMR decay if you haven’t played for a while, but after seven months you should be beaten. That’s over half a year. DBD shouldn’t be the kind of game a killer main can pick up after over half a year of not playing and demolish the other players—SWF or not.