Blueberry
Blueberry
About
- Username
- Blueberry
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
@Deathstroke said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730868#Comment_3730868
Using slugging has it down sides too it means you don't get emblems score on devout category so it denies likely pip. But with hooks you get pips and reach better grades. Reaching red grade is still big goal for many. Also bleedouts don't count as kills on xbox at least so winning that way does not have any real reward and also less bp. So hooking even it's more risky way to win now on is still superior way to win. I personally probably use agitation and mad grip to get my hooks and sacrifices to entity.
It’s still less consistent than hooking yeah, but with Knockout maybe not so much. It also has the benefit of avoiding all the hook related perks. Like if you count how many perks not hooking prevents from activating each match it’s actually a lot. I agree your premise, but the specific killer can alter that a lot as some have more synergy with slugging such as Onryo for just one example that may push slugging over hooking. I think mad grips a meme perk personally. Agitation is one of those perks that I think the community highly over values. Very, very rarely have I ever been like, yeah Agitation had a huge impact here. If we’re using it for consistent scourge hooks that also seems silly. Two perk slots to make one perk slot function how it should sounds like a bad deal.
-
@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730163#Comment_3730163
Correct! MMR is mean to match people with similar win rate. From the other games, you win by skill, your skill is higher so you win more. And matched with people who has similar 'win more'.
In DBD its difference. I can decide to play as Myers without slowdown, or Nurse with 4 slowdown and tunneling. The meta stacking in this game is so great that skill just a fragment.
You misunderstood what I tried to explain to you. You've just reiterated what you already said and not addressed my point of what you are getting wrong about mmr.
-
If gen speeds aren't getting slowed down chase speeds have to get sped up, it's one or the other. Survivors don't like all the anti loop killers with short chases but that's what we get as a consequence of gens being too quick.
-
@HEX_DEAD_BY_AI said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730962#Comment_3730962
I don't know how you can handle it with your confidence in soloq. I usually bring gens-speed or chasing perks, I don't know which perks you bring. I don't know which perks my teammates bring in the trial until it ends.
In my case, that map, one by one down, and we couldn't find each other before the killer found us. And if we could find, we have no time to heal. If he hadn't brought KnockOut, there wouldn't have been anything to post this thread.
If you excellently can handle this case as a soloq, I really want to watch your TTV.
The link to my stream is on my profile if you want to watch, I stream regularly. I've got about a 68% win rate right now in solo queue. The vast majority of the time I just run meme builds with no exhaustion perk.
-
@HEX_DEAD_BY_AI said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730878#Comment_3730878
If you meet the guy Ghostface in the case of my photo, you'll see that combo is a very big problem. I don't know if SWF can handle it, but as a soloq, it is unbeatable. Starting with Lethal Pursuer, one by one we fell very quickly because he would find us before we could find where our teammates were lying, no time to make the gens fly.
Imo, slugging is not a big problem, exposed basekit + revealing-aura perks are still fine. The problem is 'KNOCK OUT', it makes sense.
No matter what perks and addons Ghostface is running he's very weak, much less unbreatable. Ghostface actually needs significant buffs, even when running this build that you think is super strong. I've never had issues with aura builds, Ghostface or Knockout in solo queue.
-
@HEX_DEAD_BY_AI said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730868#Comment_3730868
Ya, it's not a big problem in case SWF, and killers have no 'exposed' basekit, and don't bring revealing-aura perks.
As a soloq, most slugging cases I've encountered have been fine.
Exposed base kit or aura revealing perks is pretty irrelevant imo. Most Exposed base kit killers are already very weak killers in general and if a killer is running aura perks he's not running gen perks, so the gens should be flying. Aura revealing builds are more for meme builds than builds you actually plan to win a lot with.
-
It's extremely good. It saves you pick up, carry and hook time on every down. Which people don't realize is a lot of time and pressure lost. People tend to overestimate how devastating it is in solo queue and underestimate how good it still is against swf.
I don't necessarily think there's an issue with the perk at all, but if people want it equalized for solo and swf we could drop the Blindness entirely and replace it with a very heavy recovery speed slow down and being healed off the ground slow down. Essentially the goal here would be to make it waste just as much time getting them off the ground as it would have wasted with their team running around looking for them.
-
@SignedUp4PTBFeedback said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730726#Comment_3730726
Let's assume the best case scenario, you're using both perks, killer isn't in chase, is rotating somewhere and you let go of the gen for 4 seconds to find out and call it out to the SWF buddies.
You have a 40 meter radius around you for aura reads, most killers have a 32 meter terror radius. You get 8 meters of advance warning that the killer is coming to your generator (they're not in chase so they will be patrolling gens). People without the perks can deduct the same information based purely on the terror radius.
What you do get admittedly is the direction the killer is approaching from since you see their aura and not just hear the terror radius. Unfortunately you could already get that info through callouts from teammates that were in chase with the killer last. If you really like the more precise information of the aura read, you can just run Fogwise, 1 perk slot, you're pretty likely to get a skill check while the killer is doing their rotation between chases, and it's map wide, no range requirements.
It is, ultimately, just an info perk that cannot be used in chase. Fogwise is simply a better perk all around as it doesn't kick you off your objective and isn't range dependent. We don't see it widely used because the killer's location is already mostly revealed through comms and callouts (if the SWF can even do callouts, this perk doesn't show your teammates the aura you see so the SWF still has to know how to callout). Just like Fogwise or Alert, it will be a comfort perk for solitary usage to occasionally read the killer's location, but worse since you're forced off of objectives.I think you're being overly generous to Fogwise, as well as overly generous to callouts or gauging killer location by TR, and finally overly downplaying how much more info the perk is giving you in that scenario.
I think y'all are getting the impression I am calling this perk S tier or something. I'm not. I'm literally just saying it's a better perk than people think. Given how many people seem to be acting like this, it seems my assumption was accurate, at least on peoples gauge of it. The power remains to be tested.
-
@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730702#Comment_3730702
it won't get used because it is -1 on gens. what made object so powerful was that you could eliminate mindgames while staying on gens in swf and it also enables pre-running to be stronger. If survivor do use this perk, it will be the best gen defence perk in the game for killer. a free 3vs1 for entire match.
It's a few seconds let go of the gen, I think you're vastly exaggerating the -1 on gens.
-
@Riou2024 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730567#Comment_3730567
Something like Alert will still be much better than this perk and people already don't use that over their usual meta perks.
Those two perks have very different uses. Also, not saying it will be meta, just better than people think. While Alert also isn't meta, it's also a lot better than people think.
-
I feel like this perk is going to be way better than people think it is.
-
FNAF and Jason
-
I primarily play solo queue because it’s what the game is balanced around and playing as swf is in fact an unfair advantage, heavily. I want to win when it’s a balanced match, not when the killers got his hand tied behind his back basically. I want the win to feel earned basically and if I’m in a swf it isn’t earned fairly in my opinion. It’s the same reason I don’t tunnel, the win wasn’t earned fairly. I don’t like anything that removes skill from the game and both of those do.
I do play some with friends but I understand those matches aren’t fair for the killer and definitely don’t stack that unfair advantage even further by bringing a map offering and styptics, syringes, BNP. Bringing all that just says I want to win and I don’t care if it’s a fair or balanced match at all. I also don’t think it’s fair to complain about tunneling if we’re in a swf as at that point we already weren’t coming at it from a fair game to begin with.
-
@Darkest_Night said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3722594#Comment_3722594
I honestly think the Cenobite should be able to see his box as well and it should have a little less cool down once the hunt has ended.
I’m not even favor of him seeing his box as that’s just giving him free activations and understand box spawn logic is part of his skill ceiling and one way I can immediately tell if it’s a good Ceno. I would like those other buffs I mentioned though.
-
@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730081#Comment_3730081
Thats what MMR is for, since the game allow players to stack meta heavily, if Devs make MMR "use more Meta to win more", there is no reason for players to ever not using Meta.
The fact that there are players who understand the reason for MMR exist is why there are survivors with fun builds for killers who try hard to tunnel them out of the game in 3min (and same to low tier killers against bully squad). But Im pretty sure alot killers are okay with a Blight with quad slowdown tunneling fun build survivors, the pull out cards "learn to play", "its mis matching", "why should survivors win if killer is better" as I heard all the time.
I accept mis-matching/out meta is a thing to both sides. Do you?
Why would you ask that question? You obviously know we both do, it serves no purpose other than to be patronizing. We can have a conversation without needing to mock the other person for something they don’t even think.
I think your Blight analogy is off base and that most people would actually not agree with that. It’s attempting to make this another us vs them point when it’s not. It’s strawmanning.
You think MMRs purpose is to make killers lose 40% of games that they played better in? Its purpose is to make you face players better than you in which leads to losing 40% of games from being outplayed. Those are two extremely different scenarios.
I think you’re misunderstanding what mmr is meant to do. MMR isn’t just to make you win or lose a certain amount of matches, it’s to make you face opponent skill levels that will lead to those amount of wins or losses. Very different but I think you’re using them synonymously.
-
@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3729742#Comment_3729742
This is the correct mindset when play as killers.
If I won 10 matches in a row with 0 slowdown then suddenly the game is harder that I can 2-3K instead of 3-4K. I can put a slowdown or two to 3-4K again. Then the game is harder that with two slowdown but I can only get 2-3K. Then I use quad slowdown to get 3-4K, then the game is harder that quad slowdown is still not enough for me.
For some reasons killers just dont understand this.
Just play the build you like and MMR works for itself, you SHOULD have 60% kill rate no matter the build and play style, MMR exist for that solve reason "try hard or casual have similar win rate". So why try hard?
Why you lose those 40% is being left out in this scenario. You can run all “fun” builds to get 60% kill rate like you said, but what’s happening in those 40% games you lose? Are you losing them because you were outplayed or did you outplay them and still lose because of balance problems? I’d lean towards the latter.
Winning 60% and losing 40% is fine if you’re actually being outplayed those 40%. However you reach a skill ceiling where you’re losing those 40% because you brought the wrong perks, not because you were outplayed. Losing 40% games where you played better but still lose IS a bad feeling. That bad feeling is lack of agency. You feel cheated because the better player didn’t win.
-
@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3729862#Comment_3729862
i am expecting very little changes for Vecna as some player said his tool were sufficiently good.
Oh every single streamer or YouTuber I watched all said he needed buffs to some degree.
-
Indoor maps are generally my favorite maps as killer or survivor. I think they’re much better balanced than outdoor maps as well as simply being more aesthetically pleasing. Playing indoor map actually feels like a unique experience whereas every outdoor map is basically the same loops over and over with a different splash of paint. The loops on indoor maps are also more balanced in my opinion. The biggest benefit of indoor maps is that it cuts off lots of LoS which reduces unhealthy hold w game play since you can’t see them coming a mile away. This lessens the benefit swf has in callouts compared to solo queue. Indoor maps are bad for some killers but those killers are typically already very strong to begin with so I think this evens it out and they’re extremely good for stealth killers which are already generally very weak. Good balance dynamic there. Worse for good killers and better for bad killers. We need more of that.
They’re just a more unique experience and overall healthier design for the game. I’ve yet to hear a rational or logical reason for why they’re worse other than it’s not good for the specific killer they play.
-
I think most people are expecting some significant buffs to Vecna since most people thought he was quite weak. Ideally some perk buffs as well since they were all very underwhelming and won’t be used in their current state.
-
@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3729566#Comment_3729566
You're doing more than "just focusing on the most broadly used definition". You're telling other people their definitions are invalid, and are demanding for other people to use the one specific definition you want to use. That's really not a good strategy, and can cause a lot of communication problems.
If there is confusion over word definitions, then it's fine to clarify which definitions people are using, to clear the confusion. But it's absolutely not fine to tell other people their definitions are incorrect, if they are still using valid definitions of the word.
The definitions I’m using are the most used definitions. Finding an off definition that is not the one people typically use does not make my point invalid. My point and definition is still correct. Exceptions don’t make the rule. Your statements of what I said or implied are also exaggerating what I actually said. I’m not “demanding” anything or saying people have to use the definition “I want to use”. I am using the most broadly used definition. I didn’t pick an obscure not often used definition to fit my narrative as you’re implying. You’re making my points sound like I’m being much more aggressive than I actually am. We’re also not going to agree here so I’m trying to drop it so we don’t detract from the topic of the original post at this point.
-
@For_The_People said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3729575#Comment_3729575
I shall look out for your name in Onryo matches!
..though I probably won’t as you’re likely about 5000 MMR leagues above me 😅You might find me! There aren’t too many people that play Onryo so if you get one there’s a good chance lol. I wish we could actually see our killers individual mmr’s though, I’d like to see how my Onryo compares to old mains. I’m currently on a 148 win streak with her, no tunneling!
-
I just change it to whatever I’m maining at the moment.
-
@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3729367#Comment_3729367
A person can give rational and balanced feedback, and still have a major survivor bias.
https://us.v-cdn.net/6030815/uploads/BLE64DO5AZQS/img-5279.jpeg
Words have multiple definitions, and you can’t just pick one part of one definition of one dictionary, and claim all the other uses of the word are invalid.
It is valid for me to use the above definition for the word “bias”, that I got from the Cambridge dictionary.
I just focus on the most broadly used definition sources as we can find variations of definition interpretations in all directions. We’re just arguing semantics at this point and detracting from the main topic.
-
Singularity is indeed the epitome of "exhausting killers to play". Other than Soma needed base kit, he really just needs QoL to make him more smooth to play and not as clunky.
To a lesser degree but I also find Unknown exhausting as you mentioned. It's essentially any killer that is overly punishing for mistakes. I think it's because his Weakened is too easy to remove so you essentially get one shot and if it misses the whole thing is reset and now you need to apply it again. Annoying. This could be smoothed out by making Weakened take a little longer to remove or by reducing the cooldown on his m2.
Yes these are skill issues, but at the end of the day people say all day on here how they want the game balanced around the average player, not good players, and the average player misses a lot.
-
Anyone who's used to winning all the time is going to be upset when they lose. Just goes for most people in general.
-
@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3729425#Comment_3729425
this is most obvious to slow killers right? You think a hag that moves 4.4 m/s and pauses the game every 2-3 second to place traps is going to be moving around the map? It is like nope, all you're getting is 3 gens and hook camping.
Anti-loop exaggeration is like Nurse or Chucky, you just get hard-tunneling because the killer is so effective at downing the survivor that you might as just target same person over and over. it is not like the survivor is going to "loop" you.
In term of exaggerated game-delay, Forever freddy was exaggerated game-delay. Old 3 gen skull merchant with COB/Overcharge/Oppression/Eruption was exaggerated game-delay. Exaggerated game-delay don't really exist anymore. They got nerfed out of the game. Closest thing you get to game-delay in dbd is pig's reverse bear traps which temporally remove 1 survivor creating 3vs1 for about 3-4 minutes of the match. There is only 4 traps so yeah.
Too much time is wasted with holding w on non mobility killers that they would have to save a ridiculous amount of time in other ways to make up for it.
Pre-running is main reason why none non-mobility killer are successful. The answer is that coordinate SWF can just pre-run for like 20-30 second on before single chase and split up and do gens. Killer that don't have good catch-up also get abused by health-state system and med-kits so just free time to rush gens.
Yeah basically lol.
Survivors hate the "anti loop" killers but that's what they get when they wanted all the heavy slow down nerfed. Personally as killer or survivor I prefer killers with high map mobility and built in slow down. It gives the survivors their fun chases they want while as killer is doesn't cost you the whole game. I think those are healthier designs than the heavy anti loop killers. Unfortunately as I said before, they keep killers with these designs in pretty weak states. See Pig, see Onryo or removed forever freddy and removed 3 gen kick meta.
For how much survivors hate slow down in DBD, it's probably the healthiest and most enjoyable of the alternatives that you get other wise.
We've currently been leaning heavily in the anti loop killer design for quite a while now and I hope we go back into some more macro or stealth killer directions.
-
In order to have a killer be that good without map mobility their anti loop or base kit slow down would have to be so over the top that no one would be okay with it. That's why. Too much time is wasted with holding w on non mobility killers that they would have to save a ridiculous amount of time in other ways to make up for it. Just walking around the map wastes crazy amounts of time, hence why people try and 3 gen.
-
@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3729302#Comment_3729302
No. I'm literally saying it's 100% fine if you get people that are 100% trying to "unfairly" buff the survivor side, if you also get people that are 100% trying to "unfairly" buff the killer side.
The important part is having a variety of opinions, and people that can give detailed explanations for their opinions. For example, If a person can consistently give detailed and thoughtful feedback about their opinions, then it's fine if they only support survivor buffs and killer nerfs. This isn't a court jury, and game decisions aren't decided by popular consultant voting. It's just a way for BHVR to gather opinions and feedback on various topics.
"No. I'm literally saying it's 100% fine if you get people that are 100%
trying to "unfairly" buff the survivor side, if you also get people that
are 100% trying to "unfairly" buff the killer side."Oh well then I don't really agree with this. I don't want unfair in either direction, I just balanced and rational, unbiased ideas of people from both sides. I don't really want bad opinions on one side as long as the other side also has bad ones. That's just a weird mentality to me. It's like well it's okay if you have an OP perk as long as I get one too. Rather than neither of us get an OP perk and we work towards both sides getting balanced perks.
"For example, If a person can consistently give detailed and thoughtful
feedback about their opinions, then it's fine if they only support
survivor buffs and killer nerfs."I guess I don't really see the use or value in detailed and thoughtful feedback unless it is also rational and balanced, and if it was in fact rational and balanced, then it's no longer biased.
-
@Mooks said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3729310#Comment_3729310
"prejudice in favor of or against one thing, person, or group compared with another, usually in a way considered to be unfair."
I guess it’s mostly used in such a way but it doesn’t have to be - as per definition.
As that's "usually" the case, I think it would be unfair to go by exceptions rather than what is usually the case. IE putting so much emphasis on "usually" for small exceptions turns this into an argument of semantics rather than reality.
-
@Mooks said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3729305#Comment_3729305
it’s not even new. Just that members now are allowed to make it public. And still - you don’t need to say anything especially if you say ‚who cares?‘
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3729282#Comment_3729282
why would you think they only listen to consultants? That’s just a baseless assumption no facts at all. And assuming it’s is like that is literally kinda hating on BHVR?
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3729302#Comment_3729302
bias doesn’t need to be unfair or even negative
-Bias
"prejudice in favor of or against one thing, person, or group compared with another, usually in a way considered to be unfair."
By the definition it would seem otherwise.
-
@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3729250#Comment_3729250
I think it's fine to have biased people in the program, as long as BHVR picks a wide variety of biased people, so there is a wide variety of opinions.
I get where you're going with this but I think it's misusing the word bias again per my main point.
Bias means an "unfair" leaning towards one side. Emphasis on the "unfair". IE only wanting buffs for their side because it's what they play. So by what you're saying we'd have one person on each side "unfairly" wanting their side to get better improvements.
What I think you mean is people who mainly play each side for different perspectives, but still aren't biased.
-
It's tough to pick people that are "unbiased" as people these days tend to call everyone that disagrees with them bias. Think survivor is weaker and needs buffs? Bias. Think killer is weaker and needs buffs? Bias.
It's nearly where unless you're basically fence sitting and think things are overall pretty good where they're at you're bias. Needless to say most people misuse the word "bias" when throwing it around.
The other tough thing with picking consultants is that people have different views of what the game should be. What skill level should it be balanced around? Competitive? Party game?
Overall even though I disagree with some views that people we know are on the consultant group have about the game I still think this is overall a very good change. I just hope they get a variety of different people with different views on the game and it's not so much an echo chamber of same opinions. People with a good amount of hours in the game as well.
I'm optimistic about the consultants. This is something good for the game.
-
I think of DBD more like the Super Smash Bros. of horror.
-
@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3729044#Comment_3729044
I didnt say Unknown is no popular, just saying there are complains about how Unknown being mediocre because he's not A+ tier strength in chase.
And my point was killers dont like it because those killers dont have insane chase power.
Right, and that's where I was getting at. I disagree with that sentiment.
Killer players are totally fine with a weak chase power if they have built in slow down, map mobility ect for a strong macro rather than micro play (i personally even prefer these killers). The reason we don't tend to see people happy with this is because most the "macro" killers are generally weak overall, not because because people don't like it.
These killers tend to do especially well against unorganized groups, aka solo queue. This leads to them have a higher kill rate against bad players and most the game is bad players. This artificially inflated kill rate prevents them from being made strong enough against actually good players. Hence their less than stellar reception because they aren't good against good players typically.
Nothing to do with a lack of insane chase power.
-
This was an extremely quick throw together so I could for sure swap my immediate thought on a few of these. Hard to not think of a specific killer as this can very wildly depending what the killer choice is. There is no left to right on mine, just threw them in the category willy nilly. Pretend the letters are the same as yours.
-
@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3729028#Comment_3729028
We already have a topic about Unknown isnt worth to play because his M2 is not Huntress hatchet with blast radius.
Well firstly, that statement is a completely different point than what I asked or what you we're saying.
Second, Unknown is extremely popular as a killer. So whether people are saying that or not isn't backed up by what we actually see.
-
@SoGo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3728827#Comment_3728827
I'd say that it's better than the flashlight one...
It's worse. They typically ran Franklins for flashlights or just dodged flashlight lobbies. The devs also don't want items countering killers kits.
-
@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3729019#Comment_3729019
Pinhead, Pig, Unknown have 4v1 tools and killers dont like it because they dont have insane chase power. They're more than just M1 on Gen hoping teammates hold Blight & Nurse, Wesker long enough.
" have 4v1 tools and killers dont like it because they dont have insane chase power"
Are you saying that killer players on average don't like killers that focus their strengths on macro play but are weaker in 1v1?
-
@The_Krapper said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3729015#Comment_3729015
I looked him up he's a good slinger but still even a good killer can be screwed by RNG sometimes , getting bad perks and bad map for a certain killer against a competent squad who separates on gens is going to be a challenge no matter who you are, it's no different than chaos shuffle giving me no Mither, self care, reactive healing, and second wind yesterday , it's still winnable but RNG royally ######### me over there making the game alot harder than normal. I almost screenshot it just to post it on here and show the greatest chaos shuffle build lol
I don't think anything he described had to do with especially getting screwed by RNG bar the map and even that doesn't explain the gen speeds entirely. You could even put zero perks on him with a bad map at his skill in deathslinger and gens shouldn't be going like that if the game was balanced well.
-
@Chaosrider said:
Calling out a skill issue.
You really should look up some of his videos. He is literally one of the go to Slinger guides on youtube. The farthest thing from a skill issue.
-
@The_Krapper said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3728977#Comment_3728977
This is good I wish they would totally remove the ability to unhook yourself without slippery meat on and then change the perk so you can attempt to unhook yourself twice without going into struggle.
Either this or everyone on the forums need to come together with me and start reassuring these players to troll them back and make it miserable so they DC and you can unhook the bot to go back to normal play.
Yeah I'm totally fine with the perks that exist still allowing self unhooking just not the base kit since it just gives a way to ruin matches for others.
-
Gen speeds are an issue. I watch your content as well, you’re an extremely good Deathslinger. So this isn’t a skill issue.
The problem is that the average player in the game is really bad and walks around wasting time. So they balance the game for these players since they’re the most common player. The down side is for the players at higher mmr and against all the swf this balancing makes it a complete mess up there since the game isn’t balanced for good players.
-
Remove the ability to remove yourself on hook.
I just can’t disagree more with people saying it’s a game issue. People keep listing all these reasons for giving up in a game relating to losing, perks, playstyle ect. Okay let’s be honest here, the vast majority of DCs and give ups have nothing to any of this, people are giving up or DCing in most cases in their first hook or within the first 60 seconds of the game. Before any of these points are relevant. It is not because of how the match is going.
The main reason people are doing this is because of entitlement. They messed up on their first chase, they don’t like the killer, or they don’t like the map.
I also couldn’t disagree more with people saying survivors don’t have a come back mechanic. It’s literally a good chase..that’s it. I mainly play solo queue as well and my win rate is in the high 70s%. These problems people have are mainly skill issues but it’s easier to make excuses instead of taking accountability and improving at the game, which won’t happen if they give up every time.
-
@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3728827#Comment_3728827
trappers traps have had 3.5 second disarm time for years.
Um and? I’m confused what this has to do with Hag.
-
Hag does need some help. That base kit wipe away nerf hurt them a lot.
-
If we've still yet to receive our bloodpoint code from subscribing how are we supposed to expect we'll get this one?
-
It generally only works against lower mmr killers.
-
No. This should've been a removed feature years ago. It does nothing but creates dead zones and forces slugging that no one likes.
-
I'd be interested to see how the kill/escape rates changed.
-
I agree with your premise.
I think the better route would be to remove the ability to remove yourself on hook. Yeah they can still afk but that wastes a lot of their time and de incentivizes them from doing it. We're essentially trying to make it inconvenient and tedious for them to do it. Currently it's easy for them. I think even this change would lower the amount we're seeing significantly.
I personally think the DC penalty should be a bit harsher too.
It's definitely a problem that needs addressing though in some way.
