Brimp
Brimp
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No? BHVR slapped together a very basic MMR system and called it a day but when you hear MMR or SBMM you expect to be detailed. Not simply "killed = lose mmr, escape = gain mmr". The fact that a large portion of MMR isn't based on chase time for both sides... It just goes to show how rushed this system felt. Also the fact that we're talking about mmr where a LARGE factor of games are based on the RNG of maps and map spawns.
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Trapper, just please give him all his traps. Why is he the only killer who has to actively go COLLECT his power? (sure oni exists but you still can get information from just the orbs alone).
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Well if they TRULY want to stay hidden... you could always tunnel which is the smarter play.
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You comparing this to the knight bug or flashlight bug where they could make you invincible.... is just silly.
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Its more like... why aren't survivors good?
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@C3Tooth said:
I know stream snipping is breaking the rule.
But a comp team, stacking full meta and strongest item/addon, PLUS stream snipping to make the match tie (at 2K) against comp Blight. Shows there is something wrong with balance.
Both sides brought the strongest stuff and were around the same skill level and resulted in what would normally be considered a tie. What is so wrong here? Looks like a balanced match to me.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3675172#Comment_3675172
No.
We already have tons of proof that tunneling is the root cause here, not a reaction to anything.
When gen kick meta dragged out games for 30+ minutes killers tunneled more.
When survivors stop doing normal gameplay to throw snowballs during an event killers tunnel more.
When the devs delete gen rushing entirely during an LTM and give the killer free stealth, killers tunnel more.
Tunneling is base kit for killers, and only takes exactly one player to decide to play that way. The only response survivors have is to have high levels of coordination and gen rush, and neither of those is base kit in this game. It requires lots of perks, items, and most often voice comms.
If you want to play that way, that's your choice, but you aren't 'reacting' to anything. Tunneling is the cause here, not the effect.
Nah its a definitely an effect. Some people decide to play nice but then when they get so many games in a row where they play nice but its just 5 gens in 5 minutes.... That WILL cause some people to start tunneling or playing some super strong killers. It's a PVP game there WILL be cause and effects from both sides. Thinking "well its always there no matter what" is just not logical.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3675154#Comment_3675154
So your argument is that only killers should be allowed to play like it's a comp tournament.
Since the comp DbD scene is largely tunnel and camp vs gen rush, pre drop, run to comp corner.
Where did I say only killers should be allowed to do that? It's a simple action and reaction. Survivors play with auto pilot so I compensate them by tunneling.
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@Hexling said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3675144#Comment_3675144
But tunneling makes a killer worse as they go up in mmr since they never learn how to properly play them.
Well in current survivor meta where you're just allowed to pre drop W with windows + exhaustion and generous maps.... Not much a killer can do if they want a chance at winning.
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We shouldn't punish tunneling. Simply because so many other things would have to be changed for that to be even possible.
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@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3671513#Comment_3671513
No matter what base speed Trickster has that awful recoil had to go. Made him actually unplayable on console with the controller.
I find it hard to believe the recoil was that bad on console when they even got reduced recoil compared to PC. Just sounds like a skill issue. Pretty sure even a content creator made a video on it and the difference between pc and console was night and day.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3671512#Comment_3671512
Survivors are in a “good spot” with a *40% win rate..?
*likely lower, this doesn’t count games with a DC, hatch, or games that are reported.
Its 40% escape rate for a singular person. If you REALLY wanted to win especially in a 4 man its actually quite incredibly easy to get consistent 2 outs.
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@RoastedGarlic said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3671533#Comment_3671533
You dont need to pressure all 7 gens? now I know you're not playing with your brain. I also never said you don't commit to chases either. Its like you don't understand which chases to take and which ones not too which is why you say you need to resort to tunneling. Which is my point. I also said I play trapper because I DO NOT WANT to win at 5 gens. If I were winning at 5 gens with trapper consistently I would just play a different game. Destroying teams with zero push back is not fun nor will it ever be fun.
Also you can't really compare tournaments to normal game play. tournaments have self imposed rules which change things entirely. Tournament players are capable of handle being tunneled out, where in a pub match not every survivor can loop. You can't control who you match with. You could have a 10k andy bring in their friend who doesn't even have an hour to their name. Tournaments never see that skill range diversity. Public matches on the other hand do.
Pretty hard to pick and choose chases when people run to some ridiculous main building every chase or some maps are just generous in their generation (basically every reworked year 7 map) that only gets worse with perks stacked on top of it. Its just objectively the smart play to tunnel someone out because a 3v1 is WAY more manageable than a 4v1 even with the average player being bad because the skill floor of survivor is so low atm that you can be bad and still get gens done.
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@RoastedGarlic said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3671511#Comment_3671511
its a mixed bag, one game I can play against sweaty swfs the next I can play against utter potatoes. You can tell when you replaced a killer who backed out which is a problem of its own. Match Making fails a lot which is another problem all together.
A good player can make any killer work, blaming the killer you play as is just another way to pretend you didn't just play bad. Obviously Trapper isn't on Blight or Nurse's level.
I play Trapper personally to challenge my self because after patch 6.1.0 the game became a cake walk for the killer role. I don't want to play games where I win and all 5 gens are still up. If I play Huntress, Wraith, Wesker or Nemy that is exactly what happens most games unless it is a Huntress on Hawkins type of situation.
If you need to tunnel someone out its because you haven't yourself up through out the game properly, you're focusing on one survivor instead of pushing other survivors off gens. Which with 3 other survivors you're letting atleast 2 gens get done unchecked in the process. You only NEED to tunnel if you want to shut your brain off the same way you're saying survivors do.
Yeah but if you're winning at 5 gens as TRAPPER or at anything above 2 gens left... the survivors made some serious mistakes. The game isn't hard to learn, the only hard part is keeping up with survivors that spread apart which is the best way to play. There's a reason you only see only like 8 of the 30+ killers played in community run tournaments.
Also you can only push people off gens for so long until they realize you won't commit to chase so they'll only run out of LOS then back. You can't physically pressure all 7 gens at the start of the game as most killers.
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Its an Asymm where like 80% of the player base is still INCREDBILY bad somehow when this game isn't that hard to learn.
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A game going from a 0k to a 3k just sounds like a skill issue on the survivors part where areas could have performed better.
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Yeah most of the pallet are unsafe when actually trying to play them but just shift W pre drop is pretty strong.
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BECAUSE he got turned from cool pot shots to minigun is why I don't play him. I'd rather have the 6 knives to injure 110 trickster rather than 115 and no recoil.
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Survivors actually in a good spot right now. The only thing holding back survivor isn't buffs or nerfs to them, its communication which we should not be buffing perks/base game mechanics in compensation for no communication.
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@RoastedGarlic said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3669875#Comment_3669875
all I am reading here is more excuses. Since naughty bears release trapper has been my #1 played killer. You don't see me making excuses like everyone else around here. You don't need to tunnel to win even as an m1 killer. You just need better game awareness.
No matter how bad your m1 killer kit is, it will never be worse than the randoms in soloq stinking up 90% of matches. But keep lying to yourself and resorting to tunneling instead of improving in areas where you're weak so you do not need to tunnel anymore.
Funny you say that because usually playing efficiently (tunneling) is unanimously agreed upon to be being good at a game. But yeah you must get the horrible solo q players judging by how you play TRAPPER. Current surv meta just requires no brain to run to pallet and pre drop with most loops having good visibility of the killer.
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@RoastedGarlic said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3669090#Comment_3669090
I don't tunnel or bring regression perks and I win most of my games. this is just a bad excuse. You want to win and have a good time without playing like a sweat and making everyone miserable? Try an undetectable build my favorite build right now is trail, tinkerer, iron maiden and mindbreaker.
if you need regression perks or need to tunnel, that is entirely on you failing to learn to apply full map pressure.
maybe what needs to happen is some lore friendly score based changes over gameplay mechanics, the entity wants survivors to suffer over time and tunneling a survivor out reduces the over all amount of suffering that happens. So killing a survivor before a certain amount of overall hook states reduces the total score similar too how camping can lower your score.
Since most people want to pip up losing pips and bp gain for displeasing the entity may turn killers away from tunneling at 5 gens similar to how BBQ encouraged players to not tunnel for extra bp.
"Apply map pressure as a basic m1" starts to fall short. Most killers just don't have good kits. Some can have decent map pressure but fall horribly on chase potential and vice versa. I do not feel like playing pinhead just because of poor map and character design.
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Noed can be taken out before it ever comes into play, pentimento requires 2 perk slots to get use out of it and terminus is literally fine. You spend ALL game with 3 perks for a perk that could possibly not even be useful.
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You can't exactly make the game enjoyable for both sides in a roughly balanced match in current meta. Its either bring full slowdown to make up for not tunneling or tunnel and be able to run other perks.
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@felipesegatto1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3667708#Comment_3667708
all reworked maps have less pallets and more deadzones, you cant lie about this. “anti 3gen” is just a nerf because it is useless and buffed basekit regression and removes gen tapping. I dont give a damn about perks that deactivate in endgame, is just waiting a perk slot.
you can lie all you want, I play this game as survivor for 3 years, and I can firmly say that the game got unfun and unbalanced with all these changes
Reworked borgo got MORE potential pallets, reworked garden had literally 1 thing that was good changed about it and even then its still a nightmare, gas heaven and blood lodge got their fillers placed basically perfectly for chaining, mothers dwelling (rightfully slow) got reduced in size etc. Also yeah removal of hook grabs were huge along side with anti face camp not to mention flashlights got changed to be brain dead easy to time at the cost of macros....
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@PreorderBonus said:
I played Xeno non-stop when she was released, and she was a solid A+ tier due to a combination of solid map control and a very powerful tail attack. However, she's been shadow nerfed since then, and I've had instances of the tail going through survivors even when they are standing still and right in front of me. I'm not sure what they did, but the tail attack hitbox is so small now it's more comparable to Deathslinger's harpoon rather than Nemesis' tentacle.
I'm sure most people noticed this, so that's probably the reason there are not as many Xenos around. I haven't played her ever since Chucky was released, and I haven't faced her in like 4 months. I think the current Xeno and Nemesis are pretty similar in tier, but Nemesis' tentacle is more satisfying to use simply because it's more reliable and straightforward.
also the fact that the tail feels like it magnetizes towards windows instead of the survivor vaulting them.
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I would rather have a longer build up to overdrive and have it similar to Main Event. So a limited time to activate it. If you don't activate it you go back down to 33%.
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@Reinami said:
Solo queue does need some help, but the problem is adding all of these basekit things won't do it.
The reality is, the gap between solo and SWf will never be closed. If you look at all of the perks in the game, over half of them are simply about giving information about what your teammates are doing in one form or another. Discord with a SWF gives you all of those perks for free basekit. It also gives you a level of coordination that could never be achieved with any kind of perk.
Until the devs break down and admit that they need to separate SWF from solo, it'll never get fixed. The best solution would be to tie this into a "ranked mode". You create a "ranked mode" where MMR is present, your rank is shown to everyone, and its killer vs 4 man SWF ONLY. Then you balance the mode around that through whatever perk restrictions on teams/killers, or item restrictions, or gen times, or map generation or w/e you want.
Then you create a casual mode that is solo (or potentially 1 duo) only, and just remove MMR from it entirely and balance the same around that through basekit mechanics, perk restrictions, gen times, map generation etc.
Gives the casuals what they want. Gives the hardcore players what they want, gives the solos what they want, and gives the swfs what they want.
I mean one simply thing could be done.... in game comms. It wouldn't 100% fix that because not every one is willing to listen to their team but it would be a major MAJOR step forward in terms of closing that gap.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3666995#Comment_3666995
So if it is not op, what is the reason you stopped play killer. I just don't get it.
I don't think you are losing that much. You are just not enjoying it?
Whole games boring. Very little skill expression for most killers and if there is usually begged to be nerfed and goes through or killers that don't need buffs (huntress) getting buffed. And a lot of the maps are just boring with the amount of resources they have.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3666995#Comment_3666995
Sure anybody could do those very basic gameplay actions. But are you doing them and escaping every match? I’d like to know too. Share some vids! Maybe we could learn something from you. :)
Once again never said it was OP. Just very boring to go against the same cookie cutter builds where survivor goes from pallet A-Z on the map and pre drops it. But you definitely can escape with those builds because the skill floor of the game is such a low standard.
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Well items act like a 5th perk so makes sense why killers can see them.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3666962#Comment_3666962
So you are playing survivor and escaping all time with those perks i assume?
Never said it was OP, just said it was auto pilot. But yeah I could go into a game with exhaustion and WoO and hold W and pre drop every pallet I see in sight.
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Barely play anymore because survivor is so auto pilot with exhaustion + windows against most killers.
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@Snowbawlzzz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3665555#Comment_3665555
every info perk ever takes away the need for game sense
Yeah but none are as free as windows and ulti weapon
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Honestly if ulti weapon ends up getting nerfed any time soon I would say windows should be to. Both accomplish the same thing for either side, taking away the need for game sense.
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A lot of the people saying "we love going against billy" purely only said that because the billies they got they would either sit at some strong window or uncurvable loops. Now that he's a threat people don't really like it.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3661525#Comment_3661525
DBD doesn't need tunnelling. It did better back when tunnelling was weaker.
You can't remove tunneling in the current format without either some major buffs to some killers/perks or nerfs to maps. Like it is so cool when I decide to play an m1 and I get Iron Works 2 with 3 i pallet loops that are just unmindgameable.
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Insidious in an open place
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Its just a thing I do because the skill floor entry for this game is so genuinely low that if you're not experiencing games for the first time as a whole you can pick it up very quickly. Unironically the hardest learning curve is most of the killer powers which even then don't require much of a brain to counteract given the current state of the game. But nontheless slap on windows of slop and exhaustion and that can carry you vs all the M1s.
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It's just a super annoying marketing tactic. Like the amazon prime deals. Like I don't want to get a subscription to a service I rarely use just to get a skin. Limited time events I get because the ones in dbd can alter how the game is actually played. But making cosmetics limited time is just "wait 11 more months or possibly never if you miss them!"
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A lot of them just feel too safe. The fact that mostly every reworked year 7 map is still just horrible to play as killer...
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Yeah it just continues to make the person engage in more immersed gameplay which will eventually screw over their team because no killer wants to spend 20-30 seconds looking for someone who started trying to hide the moment they hear a TR so they will just walk back to hook.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3660201#Comment_3660201
If this was actually the main concern, then the argument should be that the 3 Kobe attempts should not remove hook stage progress. That solves the dc issue and leaves the hooked survivor with at least something to do other than a 60 second cut scene of being hooked with zero autonomy in game.
That's not the argument in this post, they (and you) are arguing the 4% should be removed completely. Which effectively makes the core game survivor gameplay after a down a cut scene.
"free chance to unhook yourself" Yeah no.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3660201#Comment_3660201
That's player issue here, not mechanic. If you remove this, they will find different way to leave the game. Like running to killer for example. You can't fix players if they don't want to stay.
Yeah but people running/chasing into the killer be ruled as griefing and then get a temp ban. Bhvr with their "we dont want to assum anything" means you cant report people who suicide on first hook. You can't fix it but at LEAST punish people for it.
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@MikaelaWantsYourBoon said:
Because there is no issue with this mechanic. Just because you hate it, it does not make it bad.
If devs see problem with it, they will change it. But they don't.
The problem with it is free dc's.
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People blood lust because most maps are just pre drop and forget about it. Just look at the new map for Withered isle. It doesn't have over the top resources but I found a path that you can just hold W and pre drop and can waste a lot of time with it that pretty consistently spawns. At least the main building seems balanced.
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Playing the game to win by intended ways barely counts as "scummy"
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@ScioNex said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653416#Comment_3653416
its just higher skill cap and knowledge, not a nerf, its a buff.
+30 seconds to check boxes is a major nerf.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653071#Comment_3653071
This nerf is needed, Pigs was abusing scream build for trap kills.
But however, buffs to justice this nerf is so bad. They should buff her stealth more. And i am still not sure if her anti-loop is good enough.
Yeah but it literally just doesn't change anything to scream builds. The auras and extra time just nerf pigs normally for no reason.
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That and nerf flashlights to require skill again
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Overall still a net nerf to pig because of the longer RBT nerf and no aura reading on the boxes