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BubbaDredge

BubbaDredge

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BubbaDredge
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  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3560796#Comment_3560796

    I agree it shouldn't work every time. If we disregard several parts of game (most recently boil over fiasko that indeed could make you unhookable), this wasn't the case. I also am not talking about having consistent way how to sabotage - that's why I was concerned with bg player buff.

    But I didn't expect hook changes that were implemented. That's the only reason why I am quite frankly very unhappy. If sabotages were as strong as specifically at patch 6.0 (6.1 reduced hit cooldown which changed some crucial timings), I would be super satisfied.

    There were some maps that were strong for sabotages and others that made it impossible. You could force some trades if played reasonably well, but even that wasn't guaranteed.

    Right now there are no maps that are good for sabo (with exception to parts of selected few maps), but there's growing number of maps where going for sabo is stupid no matter what

    I think I see what you're saying, but it's pretty far into areas I'm not qualified in. I do see what you mean about the other, I was talking about sabo-only strat, and you were saying saboing as a smart play. You're right, saboing to help win should be viable, I don't enjoy it, but I respect it.

    What was the change to hooks that messes with sabo? I didn't play last night, and I doubt I'd know it if I saw it.

  • @betelgeuseyes said:

    Being slugged isn't the end of the world. There's a few perks that you can recover yourself at least once. You can try to crawl to a safer spot for your teammates to heal you. Failing those, if you think you're gonna bleed out, go take a piss or get a glass of water. By the time you get back you'll be dead. But rage quitting because you got downed is behaviour I'd expect from most people these days.

    I've had two DC while I was finding the hatch for them. A third actually DCed after I dropped them beside it.

  • It really works better for me. Survivors know they can break me out faster than I can stalk them, so they do. :)

  • The killer was nearby for 8 seconds, clearly unplayable.

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3560707#Comment_3560707

    And I really have to ask you. Did you see new maps? Do you really think sabotages can be called consistent strategy? Do you trully believe it? Or do you think sabotaging as a whole concept (not just a rare ocasion when it works) was OP at say patch 6.1? Answer truthfully please.

    No, I didn't look at any new maps. I'll be extra-truthful, I am not strategically-minded enough to have any idea what the differences will be. I've only played survivor once, ever. I know what strategies work against me, other than that, I'll take your word for it on what is or isn't viable. Also I'm not smart enough to keep track of which patch is which.

    But I don't think saboing to win is supposed to be viable. I don't think holding 3 gens for an hour is supposed to be viable, either. I think both sides are supposed to fight back and forth while doing objectives, the winner is the one that gets there first. Other things can work sometimes, but playing for objectives should be the most effective.

    Sabo here and there, that's good. Sabo to save someone from death-hook, great play. Sabo every time? I don't know when that is or isn't viable, I don't think it should be. An atypical playstyle shouldn't be consistently viable for either side during any patch.

    I often play atypically, but I don't think it should be as effective. It's a long shot, if it works it might be awesome, but it shouldn't usually work.

    Coming into a game with the idea that you're not going to be hooked at all because of your build, I don't know if it's ever viable in any patch, but I don't think it should be.

    Like I said, I don't know what works for survivors except for my own experience. Saboing to win has never been viable in my games, as soon as I see that's the plan, it's 4k unless the last one gets the hatch. If I can't go for my 12 hook, I'm happy to play for pretend-revenge. Making killers give up on hooking shouldn't be viable, that's what I'm saying.

    But I also don't mean to say it's bad or should be penalized like it would be if killers were doing it, variety is what keeps me playing. I like the drama, the struggle and I love it when something different happens. Hook-denial teams can be a ton of fun, but I don't let them win. The only viable strategy against me is outplaying me. Plans won't save you, builds won't save you, you either get away or you don't.

    That's how I think it should be.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3560226#Comment_3560226

    Who says they were tricking the game?

    @Reinami 's assertion is that the survivor 'exploited' the system by approaching shack and then leaving. But look at it from the survivor's perspective:

    If you approach a hooked survivor, and the killer is headed your way, do you just bumrush the hook, or do you double back and try to lead the killer away from it so someone else can get a safe unhook?

    Because to me, it looks like someone chose the latter. And it's Reinami who made assumptions about the survivor's actions and intentions.

    And as someone else mentioned: this is not some four, five second deal either. Reinami must've stuck around for a -long- time.

    First HaunterofShadows did, then I did. When the game is misunderstanding what's happening, it's being misled. The survivors weren't necessarily the ones that tricked the game, Haunter said "if they did... it's on the killer", and that's what we were arguing about. A hypothetical based on the Anti-camp being wrong, whether is was cool for survivors to cause it.

    Ya gotta read the whole thing before you can get into the details, and I think me and Haunter both lost interest once we moved so far from the original point.

    My only real concern is that no player should be penalized for something they're not doing. I don't care what mistakes they make, the game shouldn't be interfering unless they're camping.

    Once an argument gets long, the context is lost unless you read every single bit, and it wasn't that interesting in the first place, just a couple players arguing over tiny moral issues in a hypothetical situation.

  • I think there's too many gens. There should only be five, since only five are needed.

    See the problem?

    When a killer downs someone, that's supposed to be a hook. Blocking, saboing, Boiling Over, these aren't supposed to be an entire strategy for winning. Stopping a hook is supposed to be an extra thing survivors accomplish, not what they expect to do instead of running.

    When a killer finds a way to stop gens completely, that's not a fun game, the basic objective of survivors isn't supposed to be stoppable. Stopping survivors is a bonus, but shouldn't be something that's consistantly do-able, shouldn't even be consistent.

    If I bring gen progression to a halt, that's an accomplishment. If I bring all slowdown perks to bring gens to a halt, that's not an accomplishment, that's just being obnoxious. I don't want the game to be impossible for the other team, or miserable. I'm not trying to stop survivors from getting points, if anything, I'm piling them on.

    And as others said, when a killer can't hook, there's no choice but to bleed survivors. Once a team shows me they don't think I should be able to play at all, that's when I camp, tunnel and bleed people out. If I can't get anyone hooked because they wanted that type of game, I have to make every hook as deadly as possible.

    Once it's clear the plan is to not let me get hooks or points, the only thing left to play for is kills.

    Don't yearn for a game that's too hard for killers, killers just adapt. I was here when sabos were permanent, I've played when the only hooks left were in the basement. Survivors didn't leave happy, they didn't leave at all. The game is healthier and more fun when basic objectives are possible.

  • Are they, though?

    I make little to no effort to protect specific gens, I'm just looking for survivors to chase and chasing them, but I'll often have a team throw a 3-gen in my lap and then blame me for letting them.

    Had one tell me "get that 3 gen crap outta here", after his team did exactly that. I didn't even protect the 3 gen, didn't even kick any of them, and didn't win. The urge to blame me and throw salt was stronger than logic. Also SM has convinced survivors that 3 gen is the ultimate strategy that's unfair and mean.

    3 genning with typical killers doesn't win because of the hopelessness, it gets one more good chase, while remaining survivors do the gen. There's nothing to complain about unless the killer is refusing to chase and trying to make the survivors die of boredom. If no survivors are willing to be chased, then it's 100% the survivors that are drawing out the game and making it suck.

    Also, Huxx sucks at protecting things. Any Singularity should put cameras on the last gens, regardless of placement. Same goes for exit gates. That's just his power.

  • I don't think it should be straight give up and die, just a way to make yourself bleed faster.

    That other survivor the killer is looking for might run up and get you on your feet for an escape. If it's just "press x to die", survivors will hit it right away, and maybe Bill is risking his tail trying to get a chance to save. Don't want players rushing to give up.

    But in cases where you're bleeding to death, it would be nice if you could hurry it along some.

    Maybe dying survivors could have an optional faster crawl that also causes faster bleeding? That way they might do it a few seconds, but then see something that changes their mind before it's too late. That's dramatic.

  • @HaunterofShadows said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3560226#Comment_3560226

    Except no one's tricking the game. The killer is near the hooked survivor. The other survivor is not. As such, the anti-facecamping meter goes up.

    Tricking the game would be like the anti-camping mechanic on PTB, where a survivor could lead the killer to the area above the hook, where the anti-camping meter would go up, even though neither the killer or survivor is close to the hooked survivor. That is very different than the killer making a wrong read and staying near the hook even though the survivor left.

    This is you:

    "That...honestly sounds more like your fault than anything else. If they tricked you into thinking they're somewhere they're not that's just you"

    But it's not just him, you said IF THEY tricked you. If they trick the killer, that implies they did it on purpose, by choice.

    And the game is being tricked, unless jump-offs when no one's camping is working as intended.

    Doesn't really matter who's tricking the game, though, the problem is the game being tricked.

  • @HaunterofShadows said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3560190#Comment_3560190

    So survivors are abusing something because the killer ######### up?

    You replaced the words "game mechanic" with "something." Does that mean you don't understand the difference or are pretending there is none?

    Tricking the killer is fine, tricking the game is an exploit.

  • @HaunterofShadows said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3560040#Comment_3560040

    That...honestly sounds more like your fault than anything else. If they tricked you into thinking they're somewhere they're not that's just you

    So it's anti-camp and anti-killers who can be tricked? Killers should know better than to go to the place where they think survivors are?

    Some would call abusing a game mechanic through trickery to be abusing a game mechanic.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3559290#Comment_3559290

    So Pig is above Wraith then or what? Sure if you value the on demand part so highly, but even then her terror radius does not just disappear when she crouches it shrinks and that takes some time, whereas wraith for example is just gone after he used his bell... So even under that aspect she looses against Wraith.

    Even with that brown addon she is still only 100% ms, which is still rather slow but you do you.

    I mean... I would say it is objectively better to prepare more than one person so you can get back to them later, so 99 them first and then surprise them when you have the opportunity. His stalking does not really help you get a hit easier, sure it makes it so you only need one hit, but it does help you with getting that one, unless you are using a (purple?) addon...

    I would not necessarily say that about right or wrong, it is more about definition, for example what do you define as a chase power? Because in my book Myers/Ghostface don't really have much in that category. Sure t3 has faster vault and longer lunge, but ghostface only has hiding light and crouching, which is not really much.

    Jesus man, you just want to argue.

    Sure, I am claiming Pig's stealth WHILE STANDING IN THE OPEN, NOT TRYING TO HIDE is better than Wraith's invisibility. Because believing or arguing about absolute nonsense is something we both love. Invisible people are easier to see than Pigs that hide in the open, is that what you're hoping to argue with?

    That's sarcasm.

    If you take away Wraith's invisibility, his stealth would suck. His stealth isn't better than Pigs, his Cloaking is. Because Pig can't do that at all. Surely you can understand there's a huge difference?

    Who's better at being invisible? Not the Pig, because she can't do that at all. Weird that I even have to say that.

    Also I told you exactly what I do with his power IN CHASE. I define powers I use to chase & down survivors as "chase powers", because I use them in chase.

    Nobody is telling you to play Pig, you hate Pig, don't play her. Argue nonsense with someone else for a while, I've used up all the interest I have in this specific nonsense.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3558573#Comment_3558573

    “If survivors play badly, I'll +2. They played badly or just didn't know the basics, so I get recognition.”

    Really? I want to know your secret. If I play badly I’m not getting 2 pips.

    I'm sorry, I was unclear. I only play killer, so I'm saying matchmaking throws me a team that plays badly because they're just inexperienced, I get +2 for winning. I'm not playing badly, just doing the basics.

    I'm complaining that a 3k with massive points, interactions, tons of awesomeness should be worth more than an easy 4k is. I don't want to pip up because my opponents don't understand the game yet, I want to pip up based on what I do when I'm against a good team.

    But no, I play badly as well, no pipping there. :)

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3558584#Comment_3558584

    Sure the dash is rather weak and all but it is still more chase power than ghostface has, but he has nothing but m1 killer gameplay and removing the red stain + crouching.

    Her stealth is the best in the game???? Her stealth is the worst in the entire game. Her fov is way too low, it is just too slow to effectively travers the map and you still have to hide behind los blockers because otherwise people will spot you. Even Myers Stealth is probably better.

    Pig's stealth is on-demand, no cooldown. I should have said "not counting Dredge", but when it comes to getting some stealth whenever you want it, Pigs is top.

    But it's really a matter of gameplay and opinion. It seems like you use stealth very differently than I do. I use the brown add-on to +10% movement while crouching.

    With GF, I don't stalk to mark unless I'm in chase with a healthy survivor, so for me, GF's stalk is a chase power.

    " you still have to hide behind los blockers because otherwise people will spot you."

    That's what stealth is, if you do it while people can see you, it's not very stealthy. Invisibility is a separate power, She can't do that at all. "Undetectable" is the power, stealth is what you use it for.

    Toggle undetectable anytime I want for as long as I want, that's a powerful ability in my opinion and experience, doesn't mean it works for everyone. Especially if you're doing it while survivors can see you. I don't think that would work for Myers, either.

    But ya gotta recognize the difference between opinions and facts. I feel like you're wrong, you feel like I'm wrong, opinions aren't really wrong or right.

    If Pig's stealth does you no good, it's weak. I do better in chase with GF, so in my hands, his chase is better. Sounds like you get more value out of Pig's ambush, so it's a stronger ability in your hands.

  • I love to play on pallets, but most survivors are just dropping and hitting W, so I generally break them.

  • @Crowman said:

    I spend bloodpoints in the lobby often not ready up due to that. Would be unfair to get kicked because sometimes it takes a while for the lobby countdown to finish with people lobby dodging.

    Are you the guy that always makes the rest of us wait the full countdown? Straight to jail.

  • @Pulsar said:

    It will be nerfed when any non ancedotal evidence shows it needs to be nerfed.

    You can say it feels bad to play against, and that's valid, but half the time people scream about MFT in streams, said person doesn't have MFT.

    I don't care about it one way or the other, but it does encourage killers to hit the one being healed rather than the healer. That's often tunneling.

    BT discourages tunneling, but then MFT comes along, cancels the BT and says "I changed my mind, now the correct play is to tunnel or else I get to play super-survivor."

    It's one thing if a killer brings perks to tunnel or camp with, but when survivors are doing it, that's forcing the killer's hand in a way that maybe neither side wanted. Seems unhealthy.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3558563#Comment_3558563

    I don't think Ghostface has much of a chase power besides not having a red light and maybe the crouch, he ends the chase before it actually begins. Wheras Wraith does have a chase power in his increased lunge after uncloak... I would even say Pig has a better chase port than Ghostface bc of her dash. The main is though that Ghostface does not need a chase power because he can hit you before the chase starts and you are able to use tiles...

    Tatarui was playing devil's advocate, saying that's the question that the devs would ask, so I was trying to focus on answering in kind.

    Maybe you're a really great Pig, but that's just the general consensus, she's nothing special in chase. It can work and you can make it work, but that doesn't make it better or stronger, you're just making up the difference.

    Crouch>roar>lunge is just too many steps for it to compete with what other killers can do, that's my complaint. The lunge is great, but only if survivors hung out long enough and ignore the roar.

    I get why Pig is a problem. The traps are either slowdown or straight deadly. Her stealth is the best in the game. A great ambush might be too much.

  • @Emeal said:

    You seem like a player who is too much focused on the score screen of the game at the end than enjoying the chase or the scare. I used to be like that and yes it was stressful, until I realized I was just guiling myself up to hate it. I don't need 9 hooks, I don't need 4K. What I need is to have fun, so I do that. I do dumb builds that are entertaining, I play a silly Killer, use random perks and try to make the game as fun and entertaining for myself.

    Funny enough I find that if I just focus on enjoying the game, I happen to end up with 9hooks or 4Ks anyway.

    This isn't advice, I cant predict how you could enjoy the game without stress. But I dont think you will be happy about your gaming time if you keep focusing on just the numbers going up.

    But I'm not, I don't care much about rankings, etc, but it's kind of irritating when I have a really good game against a good team, 3k and no pip because my chases were short and survivors healed regularly.

    If survivors play badly, I'll +2. They played badly or just didn't know the basics, so I get recognition.

    I'm playing way better against a good team, more action, more struggle, more points. My ranking should be based more on MY gameplay, not matchmaking.

    And the fact that I have to handicap my chase build in order to get a chase emblem really gets on my nerves.

  • @[Deleted User] said:

    Okay.. but why?

    Ghost Face is a stealth Killer and he has a full 32 meter terror radius. Same goes for The Wraith.

    What would be the reason for The Pig to have a 24 meter terror radius when her attributes are identical?

    (I'm not disagreeing btw; but these are the questions you would get if the devs read this)

    Wraith and Ghostface are better, more popular. Both are good in chase, while Pig isn't.

    Pig has traps, if she doesn't use them to kill, they might create some slowdown, then they're gone and you still have to play Pig for the rest of the trial. Usually killers get stronger as the game goes on, but Pig's exciting part is over, now it's just mediocre chasing.

    I play Amanda's Letter pretty much every time, not because I hate the traps, just got tired of the fun part ending early.

  • @WashYourHands said:

    In the lobby, if a player has not pressed the "ready up" button at the 15 second countdown, kick them from the lobby. This will reduce AFK players at the beginning of the match. If a player has not moved from a spot (moved; not simply turning their camera) in X seconds, begin a countdown of X seconds until they are kicked from the game. The countdown will stop if they move during the time.

    That would reset the countdown over and over.

  • When I finish all the challenges, I just make up new ones for my own entertainment.

    Bubba won't hook you unless it's a chainsaw-down, Dredge only comes out of lockers during nightfall, things like that. Just playing killers differently or incorrectly gives me hours of entertainment. Ghostface doesn't stalk, just uses killer instinct to get chases. Nemi is lazy, wants the zombies to do all the work.

    But ya gotta have some other games. Right now I'm on a DBD kick, so it's all I'm playing, but most the time I have a couple games I'll also dabble in. Remember, you're supposed to be entertaining yourself and enjoying your free time. I love DBD as much as anybody, but if I'm not in the mood, I'm not playing. Sometimes I'm just not feeling it.

    Find you a game that scratches another itch, a gamer does not live by DBD alone. The Entity won't let you leave, but she'll let you play other games.

  • SWF is a huge draw for DBD. This is a harsh, difficult game. Killers play to be the boss in a boss-fight, survivors have to want to be victims, that doesn't sound as awesome. Horror with friends is fun, even if you're suffering and having a terrible game, a group can laugh at and with each other and have a great time while getting stomped. I don't play survivor and it's always annoyed me that SWFs call out and undermine my stealth, but SWFs are the fuel that keeps this game going. Friends that want to fight/run/troll the killer will always be a fresh source.

    Killers can't carry the game, financially. I play most the killers and I spend way too much on cosmetics, but four survivors will probably spend more, at least in the short term. I need them to keep buying, auric cells feed the Entity.

    You just gotta learn to adjust your game to your opponent. SWFs are too altruistic, they'll go for the unhook even when there's clearly not enough time left. They'll come to each other's defense despite it being hopeless. They generally work as a team, with specialties, take out the gen-jockeys, the game come to a crawl. Take out the runners, the jockeys are as good as dead. If everyone's only good at the same thing, they're a weak team.

    Like SWF bullies, don't even come to win, they play for hatch. They hope to make the killer angry, play into it and you get a 3 or 4k every time. "Yes, you made me angry, now I'm going to kill your whole team under this hook. Reeee, I'm so enraged, I hate getting all the points."

    DBD is like poker, you're not playing against the hand, you're playing against the player. Solos are wild cards, the best and worst players in the game. SWFs have a big advantage when it comes to working together, you have to interfere with that, just like you interfere with healing or doing gens.

  • @Venusa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557000#Comment_3557000

    Setting my clock, measuring Killer distance to hook and doing calculations to find out the AFC meter progress!☝️🤓

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557060#Comment_3557060

    The killer isn't suffering if they aren't facecamping. I don't understand your point and dedication to make sure solo players lack this information. You are forcing people to play in SWFs to have a decent game just for you to come back to this forum to complain about how busted SWFs are. AFC probably doesn't serve you personally and you want least amount of players to benefit from it so you have a hard time emphasizing.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557098#Comment_3557098

    Did you test the PTB? I did test it. If a single survivor is close to hook and killer doesn't see them (meaning they're not even in a chase) the meter literally STOPS. Ofcourse I understand it needs to be tested more on LIVE but I don't understand why some are so scared for solos to have the tiniest bit of information compared to what SWF is going to get with this feature.

    Actually, I think I did get a bit stubborn over this. Got caught up in principles instead of how little it matters, really. In my mind, that info was as good as an aura, but now that I've thought it over, it's not.

    I retract my againstness and replace it with unconcernedness.

  • I'm settling this once and for all.

    The answer to the SWF problem is add proximity-based voice-chat to the game. Gotta be close enough to talk, then you can talk. If the killer is too close, killer can hear that you're talking. That would be fun for both sides.

  • I love basekit BT, gave survivors a way to invite tunneling. Anti-camping is fine with me, if I want to kill someone, I'll use it just like I use BT. Jump off the hook/rehook might be faster than waiting through hook states. I've been playing against perks for years, I'm fine with all of them. That's the challenge in the game, succeeding despite the opposition. I care more about the fun of trying than winning, that makes me hard to dissuade.

    Maybe someday the devs will add a mechanic that forces you to see the opposition as a challenge instead of something that needs to be removed from the game.

  • @CountOfTheFog said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557069#Comment_3557069

    Oh, I thought it was two hours. I was close to one full hour, just 10 minutes shy.

    Yeah, you were about to find out firsthand. Still 10m is a while in a trial.

  • I've pretty much given up on any challenge with the word "basement" in it.

  • @Melinko said:

    https://forums.bhvr.com/dead-by-daylight/discussion/393153/unhook-body-blocking

    Everytime this topic comes up, my answer will always be the same.

    Why are you at the hook anyways that this is an issue?

    There is 4 survivors. 1 hooked, 1 getting them off the hook and 2 working on gens.

    You are focused on the 2 who are not a threat (needing to unhook, and heal and get back into working on a gen) vs using any of the really useful information perks and going after the other 2 who are working to finish gens.

    If you aren't near a hook, this would never be an issue.

    Hook.

    Leave.

    Find a new survivor on a gen and attack.

    Repeat.

    If they use it when there is only 2 survivors left, welp that's a fair down as you've clearly not tunneled.

    But if you are near the hook when 4 survivors are still up (unless they follow you to hook like a moron) then you should never have a problem.

    You're not the boss of me.

    If I know where 2 people are, I'm not going to go look for a third, you can unhook safely or someone goes up. I give people a chance to unhook when I want to, if I don't, I don't. I won't be bossed.

    You can take your time-out whenever you want, but I'll put you on a hook if I see you lounging around. If you don't like how I kill, run.

  • Unless something's changed, at one hour the game ends with all survivors dying.

  • @Tsulan said:

    Yeah the amount of survivors that suicide for no reason at all has been getting kinda ridiculous. Its almost like they always quit unless they get the perfect match, on the map they want, against a weak killer and with the perfect teammates...

    "Oh you're playing a killer? I quit."

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557041#Comment_3557041

    soloQ will get information that SWF will 100% provide to their teammates via discord every single time (if said SWF is using voice comms that is). So if this is the case - then providing this information to everyone is strictly buffing soloQ (or non-voicecomms SWF).

    So if one group is breaking the rules, the answer is to buff their non-cheating team-mates and punish the killer? Everyone who follows the rules gets free auras, except killers, we still just get cheated.

    I'm thinking we're not going to agree on this one.

  • @Venusa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3556711#Comment_3556711

    "Bring Kindred" they said for years as if it's going to magically fix the gap between solo and SWF. This is a brand new feature that is being introduced to combat a specific issue that is most effective against solo players but the solution is still "Bring x Perk"?

    Yeah because we all know countering x problem with y perk has been such a healthy bandaid fix for the balance of this game for years... I'm sorry "Bring Kindred" ain't cutting it no more.

    I think it's going to have to, that's how the game works. You bring the loadout you need, or don't. Your call.

    This "balance of the game" issue doesn't involve killers. We're not using outside communication for in-game advantages.

    Why do you feel the killer's game should suffer to fix this issue that's created entirely by survivors? Them messing up our stealth perks/powers isn't good enough?

  • @OnryosTapeRentals said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3556711#Comment_3556711

    It's to help the player being facecamped, not to help the team get free info and save time

    But why can't it do both?

    The disparity between solo queue and SWF is one of the biggest and longest standing problems with the game IMO. Showing the progress on the HUD wouldn't resolve it, but it would help.

    Giving all survivors more info doesn't change the disparity, just means it's the same but survivors get extra info.

  • It's to help the player being facecamped, not to help the team get free info and save time. Bring a perk if you want info, otherwise just go look.

  • STBFL

    I don't consider it necessary, but anytime I don't bring it, I miss it so much.

  • We'll get Jason eventually. By that time, everyone may have forgotten who he is, but it'll happen.

  • I'm really looking forward to them, when there's no challenges to do, I get a little bored with the 9-5 of killing.

    Also I missed last years holiday season, so I'm hoping to get another shot at some Dredge skins and really excited about the new one.

  • Seems like the obvious compromise here is rewarding Prestige with cosmetics.

    I've got no hate for DBD's money-making. Auric cells keep the Entity alive and growing, that's not lore, that's reality. Cosmetics could be cheaper, but I'm sinking so many hours into this game, I'm getting my money's worth over and over. Playing this game all the time saves me lots of money because I'm not buying other games at all. I hope they ride this cash cow for the rest of my life, just so I'll always have the option of playing.

    But the Devs aren't perfect, this was clearly a bad call. Fixing a mistake is the best PR a business can do because it can be done so cheaply. They're in the business of making cool cosmetics, recoloring a few is nothing.

    I'm sure they didn't think it through, they just didn't realize the importance of things like that. Doesn't matter if most players don't get there, striving to get there is the point. The fact that most don't get there is why the cosmetic is so valuable and obviously necessary. Many of us just like striving, striving players are great for business.

    This is a tiny amount of work to make something that encourages playing more. If people are already playing to get there with no reward, how many would if there was a half-decent reward or even a cool one?

    Especially now that the whole thing's blown up. Now it's free publicity, people who might not have even known P cosmetics were a thing will see these. All DBD players will find out. Posts will make the front page of Reddit, etc. Marketing, player retention, good PR, for nearly nothing.

    So yeah, it's gotta happen.

  • Pop is powerful because it has requirements and a time limit. You can't get all your Pop value because sometimes none of the nearby gens will be worked at all. It's making you kick the gen after the hook, which is often giving up a chance for a chase. It has to be powerful to be worth the trouble.

    Most regression perks just require kicking a gen or normal gameplay. I'd argue that Oppression or Jolt are stronger overall because you're getting so much regression with less or no time invested.

  • Wraith is really fast, you break all those pre-dropped pallets and then rake in the downs later. Also, don't bring so many information perks, you don't need to know everything. Wraith can just go check, one is plenty.

    Furthermore, work on your people skills. You come here frustrated, ask for advice, then lash out. If we're so dumb, how come you're the one complaining about basic gameplay and how to counter it?

  • My mindgame starts at the lobby, I ready up instantly to assert dominance.

    That being said, it can get annoying waiting in the lobby while survivors drift in and out. Then the one that isn't readied starts changing clothes over and over, it's funny because everyone else is waiting.

    I'll tunnel over lobby foolishness without a second thought. I love to start the game with a grudge.

  • You're getting rattled, that's what they want, everyone gets all jittery and clumsy when the emotions kick in. You have to take a second and settle yourself. Bullies aren't as good as they seem, by the time they're looping you, they've already made you mad, so you're just playing badly. Remind yourself that you're the killer, and just play.

    Put Lightbourne in your build, it's a wonderful anti-bully tool. Negates their item, messes up their plan, now they can only interfere at the hook, that's a good place to fight about things. LB is one of the best aura perks in the game, if I'm in a chase with someone who has a light, I'll get an aura over and over because they just won't stop trying.

    If you had LB in that trial, that player was giving you a long aura and 75 points every time he flashed you. Chase is really easy when you have an aura.

    But you have to not care. When you don't care about the outcome, you can do whatever you want. That's how a killer should feel.

    Don't quit, join in my attitude and watch how much fun this game becomes. Also watch how much better you play when you can be cool during the exciting parts.

    Also never DC. Another reason bullies seem to be good is they're not playing typically, typical playing doesn't work against them. Can't get stacks on CdG if no one does any gens. Patrolling gens doesn't find them because, again, not doing gens.

    The only way you get practice against toxic players and bullies is when you get matched up. Don't spend any time caring about their opinions, just practice playing ugly. They came to make you quit, you can make them quit. Bullies quit a lot.

  • @mecca said:

    Slightly? *rolls eyes*

    Play both sides and I think you'll know the real thing. Watch Twitch too. Killers are winning all the time and it is painfully boring to watch.

    Play killer: Wins like 99% of the time.

    Plays survivor: Win like 1 out 10.

    Someone says the stats show a killrate is like 60%. Did you know they are not accurate? People DC, people ragequit, people kobe. They don't count these and people usually do these things when the killer is like noob-stomping which is most of the time. The killrate is probably like 80-90%.

    People please. The game is so killer sided it is not even a question any more.

    Pretty sure ragequits, DCs and and kobes all count as kills if the bots die.

  • @ReverseVelocity said:

    I don't know. It'd probably become too good with a shorter cooldown, and it'd be unreasonably good on some killers, especially with Lethal.

    Probably only trigger twice in a chase, and I know that's enough, but there are other perks/addons that can do as much or more.

  • @Emeal said:

    I swear if it keeps going like this, there will be sex in dbd within the next five years.

    If we get Jason, it will be necessary. One of his main powers is killing people who are trying or having sex. Ask Kevin Bacon.

  • Why are killers even allowed in this game at all?

  • @Rudjohns said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3551639#Comment_3551639

    Because they want to play the map

    Dead Dawg Saloon is also one of the most common offerings by survivors

    Are you gonna say that map is not killer sided as well?

    My question was asked and answered. I didn't say any maps were killer sided, I don't pay attention to things like whining about maps.

    We get it, you said it multiple times right in a row. You think RPD is killer-sided, along with all the other maps.

    Ok.

  • Smart players.

    The current playstyle for survivors is just so dumb I can't believe how easy it makes the game. Every survivor just plans to trade on the hook, every hook. I could so easily turn every one of them into two downs, (STBFL+RB), but why bother? The guy that just got unhooked will come straight back to turn my second into a third. I win about half my wins just doing that. By the time the first hook and unhooking hooks are done, half the team's on death hook or at least one is dead. They'll still rush the hook, so it's fine.

    Camping is a problem? My presence doesn't seem to concern survivors. Does what I'm doing during the 1-5 seconds someone is on hook really matter at all? Teleporting is really the only way a killer can get away from the hook.

    The game is starting to feel like Tucker & Dale vs Evil. Doozy of a match, Entity, these college survivors just keep running up and killing themselves all over my property.

    Actually, I'd love Tucker and Dale skins.

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