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  • My main is huntress because she is extremely satisfying to land hatches while also being relatively strong. I like Deathslinger for similar reasons, he is definitely a lot weaker than huntress unfortunately.

    Contrary to popular belief Bubba is actually a pretty hard killer to play, at higher MMR people will bully the crap out of you, if you do not play him properly. The reason he gets a bad wrap is because he is the most popular killer to camp with. If he is camping you kind of just have to let that person die. I don't know enough about newer players playing Myers, he isn't very good, and takes some general game knowledge to not get dumpstered on.

    Newer players in my experience play the M1 sneaky killers like wraith and freddy. You can sneak up pretty easily on newer players with these two and get free hits.

  • Killer queues are bad, depending on your MMR you could be in queue for 15 minutes. Tunneling and camping got much worse. They buffed killers and nerfed survivors, SoloQ is a disaster.

    If you enjoy paying killer and having easy matches and don't mind sitting in queue, come back. If you are in a SWF looking to bully killers, come back. If you are anything else don't bother.

  • Probably because it's the number one thing that causes people to quit the game.

  • The reassurance and better than new changes were pretty bad but everything else was good.

  • As someone who mainly plays soloQ, I camp and tunnel because it won't get fixed otherwise. And you should too.

  • @Kaitsja said:

    https://forum.deadbydaylight.com/en/discussion/comment/3148168#Comment_3148168

    What is the chance the killer finds you healing nearby because you left scratchmarks, pools of blood and are moaning? Around 95%. 5% chance they're hard of hearing or not wearing a headset.

    Has happened consistently for a very long time.

    If you aren't running OTR and you complain about tunneling, maybe consider a different game? Just walk away from the hook and don't be in eye shot of the killer and I promise you, you won't be tunneled.

  • @Kaitsja said:

    https://forum.deadbydaylight.com/en/discussion/comment/3148119#Comment_3148119

    That definitely wouldn't help. It's faster to heal under the hook, you leave scratchmarks and pools of blood while moving away from the hook so the killer's gonna find you before you're healed anyway.

    What is the chance the killer will return to hook if they couldn't find anyone before you were unhooked? 100%.

    Listen to me or don't, run OTR and just run to a safe loop after you get unhooked.

  • Funny part is, half of tunneling could be prevented if people stopped healing under hook.

  • The funniest part of all of this, is that nurse players will still likely run the perk. It just got nerfed to a point that only killers who can make use of starstruck will run it.

  • @BlazePyron2 said:

    Yeah as fun as Wesker's gameplay and animations are, his perks got nerfed into uselessness.

    However, the next dlc is worth buying purely for Rebecca. Hyperfocus and Better Than New are two build-defining perks that will make gen rushing easier than ever.

    Hyperfocus, Fast Track, Stakeout, TINH = hit your skill checks and do gens in almost have the time

    BTN, Botany, We'll Make It, Desperate Measures = Quickly get survivors buffed and genrushing faster than ever. Completely nullifies Gift of Pain after the BTN buff.

    Better than new is dead, it no longer grants repair speed. Wesker's vault perk will likely see use on many killers.

  • I wouldn't jump the gun on Weskers strength, the proposed changes are very good. On top of him already being a decently balanced killer.

  • The question is, is it strong enough on it's own to warrant killers from avoiding camping and tunneling. I suspect if only one person in your game runs it, it will largely have no impact on the game. But, once more than one person in the game starts using it, it could easily save people that would otherwise have been camped or tunneled out of the game.

    So if the community at large uses it then camping and tunneling will quickly become not an option for killers. But, if killers convince survivors the perk is bad and they don't run it, nothing will change.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/3147439#Comment_3147439

    It only needs slightly adjusted to make up for cooldown and speed boost changes. But there's still no incentive NOT to tunnel to keep stacks of the obsession unhooks.

    I mean it is without question probably the strongest perk in the game right now, across all killers. And yea, that is why I was proposing one, it is a start they could make it OP.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/3147343#Comment_3147343

    Maybe to some. I wouldn't care about the BP. It wouldn't be a good incentive to make someone play "fair". If they're playing to win. If im using an m1 killer and using STBFL, and it's my obsession who unhooked. I'm tunneling to save stacks. Regardless of BP gain

    Well, in a perfect world STBFL would be nerfed by the time they added an incentive mechanic.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/3147235#Comment_3147235

    Non of that would be incentivising or useful. Why would I care about 10 seconds of aura reading ? Especially of they can get to a broken structure. Why would I care about aura reading and exposed if they're at strong structures ? The BP thing would be ok. But really. People camped and tunneled while bbq gave stacks for each survivor..Why would this change anyone's mind ? None of that stuff makes up for broken map design

    I think you would be surprised at how many people would play around trying to do it 2 to 3 times a game, to give themselves free 300% blood points for the game.

  • @Deathstroke said:

    https://forum.deadbydaylight.com/en/discussion/comment/3147144#Comment_3147144

    Yeah only way to change tunneling is to do that yourself and if everyone starts doing it devs has to nerf it as most survivors would probably stop playing. I find it unfun playstyle personally as killer as I don't enjoy ruining others games. It also feels like cheating given how easy it is now. Before it was fair when you had to eat bt/ds/dh and even bodyblocks but now usually nothing and if they have ds it gives them only few exta seconds.

    I am actually super excited for reassurance for this reason, if the killer is planning to camp or tunnel, the perk will severely punish them even after the recent nerf to it.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/3147156#Comment_3147156

    We can disagree. That's fine. I don't think going after unique survivors would really do much. What's it matter if I go after 4 different survivors. If I can't catch them because main building of x-map is way to strong. Or long wall is 5m away from shack

    What if it was, 1 hook unique survivor gives nothing, 2 hooks on unique survivors gives - see the auras of non hooked survivors for 10 seconds, 3 hooks see the aura of non hooked survivors and they suffer from exposed for 60 seconds, 4 hooks on unique survivors, double blood points and 4% haste for the game. And then it would start over, any hooks in-between that was not a unique survivor would reset your counter.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/3147144#Comment_3147144

    They need to fix maps in order to do that. They need to make chasing THE best way to win a game, and it's not. For any changes they made. Most maps are disgustingly safe

    I don't think you need to balance maps to stop people from tunneling. Two easy changes, first you buff DS back to 5 seconds. Second, you reward killers for chasing unique survivors. Have something like Devour hope exist base kit where you get bonuses throughout the game for unique hooks.

  • @SOULWARRIOR71K said:

    https://forum.deadbydaylight.com/en/discussion/342468/tunneling-has-gotten-out-of-hand-since-the-mid-chapter-patch

    If you want to see more killers not tunnel or camp, you can always just play killer and not tunnel or camp. You are playing solo queue anyway right? Be the change you want to see 😉

    I disagree, I want the change to be that they fix the problem, which is that tunneling is the best strategy to win right now. So that means if you are a soloQ survivor. You should swap to killer and exclusively tunnel until they cannot ignore it anymore.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3147138#Comment_3147138

    To be clear, I’m not advocating for Left Behind not to show hatch, the devs apparently like having perks which only work if you’re the last survivor and clearly if you’re the last survivor then seeing the hatch is useful.

    But that said I do agree that one flaw DbD has in general is that it doesn’t clearly treat the survivors as an actual team but instead as individuals who happens to be in the same game. Semi-cooperative design rarely works well unfortunately and DbD isn’t an exception. It’s why the official boardgame specifically went with having the survivors clearly win or lose as a group.

    I would much prefer a system where everyone wins or loses, as it would keep bad survivors from being able to get to higher MMR.

  • When I was going for hatch challenge or use a key to unlock a hatch challenge, I didn't use left behind. I used clairvoyance and open handed. I think left behind should just always show hatch, because currently you just always want clairvoyance over it. That being said I think talents that encourage you to look for hatch are causing you to go down a road of griefing. I don't think talents like Left Behind or Sole survivor should exist. Mainly because they encourage you to let your team die to get value out of them. I also think perks like knock out and deer stalker are in the same boat, they are encouraging you to grief. Leaving people slugged is fun for almost no one.

  • @Norhc said:

    People unironically believing that Midwich is a killer-sided map really shows the huge gap there is between casual and seasoned players.

    It is mathematically killer sided, you couldn't interpret it any other way.

  • @VikingDragonXii said:

    https://forum.deadbydaylight.com/en/discussion/comment/3145678#Comment_3145678

    It's not a single escape is a loss for Survivors and a drop in MMR.

    Escaping from the Hatch is not considered a Win or Loss but a draw and dosnt not affect MMR.

    I don't consider it a win because you can literally hide all game as survivor and escape from hatch or gate for free. It takes skill to get a full team out, it takes being bad to get only yourself out.

  • @ThiccBudhha said:

    Midwich is probably the closest to being killer sided, so I would imagine that is the one. It used to be Hawkins. Shout out to the only genuinely killer sided map we had. Boy do I miss it, easy to see why they did not reskin it, however. Can't have just one map for killers.

    It was killer sided before the update, I wouldn't be surprised if the kill rate is 60% on the map right now.

  • @Deathstroke said:

    https://forum.deadbydaylight.com/en/discussion/comment/3145616#Comment_3145616

    True before I have to calculate my hooks and dh/ds but now I can brainlessly go after unhooked usually they don't even have otr. If I want to play nice then I leave unhooked alone. I still avoid outright tunneling one out but it's so easy now so you have to really avoid it.

    Yep the deterrents are gone, so anyone is free reign to tunnel.

  • @Aneurysm said:

    If you're near a strong window or pallet it doesn't matter it it's 3 seconds or 5 seconds. Unless it's a nurse, and then it still doesn't matter if it's 3 seconds or 5 seconds.

    You have to plan where you get downed more, although obviously there's some situations where that's not always an option

    The 3 seconds starts with the animation so realistically you have only 2 seconds to make it to something. So they need to either increase it back to 5 or let the timer start after you land on the ground.

  • How do you know they were killing themselves and not going for the unhook yourself achievement.

  • I would prefer that they do something to the base game, but the reassurance perk coming next patch will likely kill most face camping.

  • I don't know about anyone else but I don't consider a solo escape as a win.

  • So saving in the end game depends entirely on how far they are hooked from the gates, and what killer they are. Just know that if you get hit before unhooking you are the next person to get camped. So now you need to body block and unhook properly otherwise the killer will just keep trading.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/3145602#Comment_3145602

    So, first, when you say that every perk that helped you live through tunnelling got gutted, you mean... Decisive Strike? That's the only anti-tunnel perk that existed, period, and it did get nerfed. Dead Hard is not an anti-tunnel perk and is still pretty good if you know how to use it, so that one doesn't count, and even those two are the only ones you mentioned- what about Off The Record? That'll give you a ton of opportunity to outplay a tunnelling killer. On top of that, you literally cannot be downed immediately off hook anymore, so you always have agency when you're tunnelled.

    The MMR part I can't speak to, I've not personally noticed it but that doesn't mean it isn't a thing for other players. Fair enough, maybe you're getting mismatched enough that it's more frustrating, I could see that.

    So the way it worked before the patch was the killer had to go through borrowed time, dead hard, decisive strike. Now the killer just has to realistically only go through OTR. Even if you choose to run DS they eat it and you last another 5-10 seconds. Lets also not forget in end game right now no true anti-tunnel perk works. If you are the last person chased you usually just in a solo game. It has gotten to a point that people have given up on trying to save people that are not close to the gates.

    The true power of DS last patch was that most killers didn't want to give you the DS. Also if you showed a killer you had dead hard, they had to calculate that as well. In most cases even if they managed to down you quickly after you were unhooked, they would just leave you slugged. Now they aren't afraid of DS or DH, even if you run it they just eat through it.

    So yeah, your tools were nerfed. Killers are more comfortable tunneling because they aren't afraid of any perks you are running.

  • Everything that allowed you to avoid being tunneled got nerfed. Playing solo you have very little chance of living if you are being tunneled, all the perks that helped you live got gutted. Mainly it was the nerf to DS and Dead Hard but the killer buffs made it even worse. This didn't hurt SWFs because they will just protect the person you try to tunnel, but very few teammates will help you in soloQ.

    They also loosened up MMR parameters to reduce queue times, so weaker survivors are being introduced into the MMR cap games. Add on to the fact that there is a abundance of killers and not enough survivors to go around. The games being played right now are far from fair. Add all these things together and you have a death fest for anyone not playing in a group.

  • If you were the entity wouldn't you give yourself all the cool outfits too?

  • I don't think anyone is arguing that SWF isn' capable of beating the top killers. I think people are aware that the role being ignored the most is soloQ and if you look at past numbers, that is the largest population in the game by a lot. It's weird you would balance the game around SWFs rather than soloQ knowing that you are screwing over around half of your player base.

  • I have a feeling the "fix" has been put pretty far back on the back burner. But also, if they managed to remove the butter from random objects that should be a buff to him.

  • @ad19970 said:

    I don't get this argument. It's so ridiculous to me that some people are acting like solo queue has been completely destroyed but swf survivors are as strong as ever. Just insane.

    How do the killer buffs not affect swf survivors? And how do these killer buffs make solo queue suddenly unplayable? It's Honestly just so, so ridiculous.

    The frustrating part is that survivors do need help at the moment, especially solo queue. It's just not fair for killers to get a bunch of good buffs that help them with their frustrations, but survivors getting nothing in return. And those 5 second endurance after being unhooked are not even close to enough.

    But people just seem to rather participate in hyperbole than actually voice proper criticism, at least at times it seems. Solo queue is not dead, and swf hasn't been left untouched. The buffs actually help killers, giving them a better and fairer chance at winning. The problem is just that solo survivors didn't get any help, and that camping and tunneling are still as effective as they ever were, and maybe even more now. Pretty bad if you ask me.

    I think they are saying that the buffs to killer weren't enough to make them stronger than SWFs. Realistically all the buffs and nerfs did was make soloQ a even more tragic experience. People were hoping they would buff SoloQ as it was already the worst role before the patch, and then adjust killers accordingly. Instead they just nerfed survivors and buffed killers, making soloQ even more abysmal. If we don't see any changes to help survivors in the coming patch, I will probably just be a Wesker andy.

  • Next like stream

    Question: "Are there any plans to make kindred or DS base kit?"

    Answer: "There are no plans to make kindred base kit"

  • The reason wiggling back and forth works is because of aim assist, without it the zig zag wiggle would be pointless. Play killer and have someone do it in front of you, 50% of the time the aim assist pulls back and causes you to miss.

  • For the life of me I don't understand why unhooking from pyramid heads cage creates a notification. You take the time to hide the cage from him, and then just give him in the info to tunnel?

  • Splitting queues does a lot more damage than people realize, on top of the fact you will experience the same symptoms in both queues.

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/3144151#Comment_3144151

    The goal post is still "Adapt or stop playing". It's been like this since 6.1.0, but I'm not going to waste my time on you, I've already wasted too much

    To me it sounds like it's stop complaining or well keep tunneling and camping.

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/3144132#Comment_3144132

    There's not much they can do, not with how stubborn they are anyway.

    They could revert the nerfs to the Perks that incentivized leaving the Hook/going for unique Hooks, but I doubt they'll ever revert any change they made.

    And I doubt they'll add base-kit incentives to going for unique Hooks that are also powerful enough to warrant not tunneling.

    https://forum.deadbydaylight.com/en/discussion/comment/3144138#Comment_3144138

    Are you actually trying to find an excuse as to why people are pathetic enough to give up/DC when something doesn't go their way? Please leave

    It's just funny that the goal post moved soo much since patch day. First it was "dead hard got nerfed get over it", then it was "tunneling and camping got nerfed stop complaining", then it was "you just can't adapt get over it". Not its "yeah we tunnel and camp but you don't get to stop playing".

  • @ThatOneDemoPlayer said:

    What do you expect Killers to do?

    Spreading pressure isn't worth it when the current meta Perks are all about 3-Genning and camping a single area. Tunneling makes that even easier by forcing a 3v1

    And people wonder why survivors keep giving up. We all know tunneling isn't hard to do and is extremely frustrating to play against. And yet, 9 out of 10 killers do it every game.

  • I think Wesker is going to be worse than people expect, but he is fun so that should carry his popularity. I expect many bugs to go live with him.

  • I mostly play soloQ and before the patch if I played to win I would escape around half maybe even a little over half of my games. Now, when I play to win, I am lucky to escape a quarter of my games. Anyone who claims this patch is anything other than killer sided, is just not playing survivor.

    I mean I just played against a tunneling spirit with mother daughter ring, ######### am I suppose to do against that? Reload into the game with better tunnel perks? Oh wait they killed all of the tunnel perks, guess I'll just die.

  • I once played against a Demogorgon that chased someone for about 3-4 gens, then just camped the hook. His noed ended up spawning right next to the hook and he camped both the totem and hooked survivor. At the end of the game when he was basically handed a 3k despite playing extremely poorly, he said ggez. I still think about him sometimes.

  • Corrupt intervention - Plague

    Deadlock - Pinhead

    Those are the two most useful universal perks in the game.

    Discordance is good in this meta - Nemesis

  • Circle of healing and Shadow step is a pretty deadly combo, I have noticed my survival rate sky rocketed when I started using them every game. Windows of opportunity is still very very strong, have also been using a lot of dead hard and lithe.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3142581#Comment_3142581

    Who told you, actual BHVR employees or mods on these forums or just randoms?

    Mods, I was soft banned on the forums for a week. The exact reason was "Refusing to participate to the normal gameplay is against the rules."

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