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C3Tooth

C3Tooth

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C3Tooth
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  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3676308#Comment_3676308

    killer consider themselves winning when they kill 3 out of 4 survivors or or 4/4 survivors. They lose whenever 4 people escape, 3 people escape or 2 people escape because in all of those instances, the survivors powered exit gate and exited the trial. I am going ignore the 1 escape exit gate and 1 hatch scenario.

    60% kill-rate /= 60% win-rate.

    I can get

    5 games of 4k and 5 games of 2K. This gives me a 50% win-rate with 75% kill-rate

    OR

    I can have

    1 game of 0 kills

    2 games of 1 kills

    1 game of 2 kills

    5 games of 3 kills

    1 game of 4 kills

    This averages to 23/40 for 57.5% kill-rate and 60% win-rate. Kill-rate is misleading for killer. It says very little for how good a killer is.

    It wasnt about how good/strong killer is. It is about "win rate" as they're talking about. With 12 kills out of 20 survivors, lose rate will never higher than win rate.

    If they demand killers should have at least 50% win rate, then survivors should have the same thing. Not bias one side.

  • @Rulebreaker said:

    We vote for adding blindness on killers affects scratch marks. Least if theres another way to give blindness to killers it'll always be somewhat impactful.

    Im thinking of hiding the perk user's scratch mark, but its alot better if remove killer's ability to see scratch mark in general. Means the perk user can blind killer at pallet to help the tunneled teammate and get away.

  • @Crowman said:

    Kill rate does not equal win rate. 60% kill rate is still less than 3 survivors on average and 3 kills is what is defined as a win.

    Adrenaline has been complained about on and off for a while now and it's always been a perk that feels awful to face against so it getting a nerfed is pretty understandable.

    I will wait for your setup 12 kills out of 20 in 5 matches where killer lose more than win.

  • @Crowman said:

    Kill rate does not equal win rate. 60% kill rate is still less than 3 survivors on average and 3 kills is what is defined as a win.

    Adrenaline has been complained about on and off for a while now and it's always been a perk that feels awful to face against so it getting a nerfed is pretty understandable.

    No matter how you put, win rate is mostly higher than losing rate.

    0-0-4-4-4 (2 lose - 3 win)

    2-2-2-3-3 (no lose - 2 win)

    1-1-2-4-4 (2 lose - 2 win)

    Total: 7 win; 3 tie ; 4 lose


    40% on survivor side is always losing 3 out of 5. And this count is Im being generous, because if counting as a team, 1 escape should not be counted in 40% escape because its losing.

    Lets do the same thing to survivor side

    0-0-4-4-4 (3 lose - 2 win)

    2-2-2-3-3 (no win - 2 lose)

    1-1-2-4-4 (2 lose - 2 win)

    Total: 4 win ; 3 tie ; 7 lose

    Should we bring up the win rate for survivor up to 50% then?

  • @ResidentLeaf182 said:

    As nice as it would be, I feel like it would create lobby dodging amongst survivors, especially if a perk you run is deemed "selfish."

    That one is the reason. Second reason is I will not remember teammates' perks when the game starting.

    There is a better way, need alot more working time from the Devs, which is not possible. Something like...

    • Show perk icon (Reassurance) on a teammate's aura hook if the perk is activating on them.
    • Show perk icon (Head on) on a locker, with yellow aura in a short distance (12-16m).
    • Show perk icon (Plot twist) on a survivor with they slug themselves with the perk.

    I have only those in mind. But teammates' perk info should work like that.

  • @PotatoPotahto said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3675636#Comment_3675636

    Sure thing, but UW is an info perk. It's not doing anything special other info perks don't do. It's in line with them, so there's no reason for it to be treated as a special case.

    Well, unless you're going to say that blocking WoO is super obnoxious, but then I'm going to laugh.

    Blindness, deny the base ability to see slugged and hooked teammates

  • @Xernoton said:

    4 slowdowns aren't ok, info is not ok, STBFL was nerfed, NOED is not ok... What perks do you propose killers run instead?

    Bloodhound, Dissolution, Dying light for examples.

  • @Raptorrotas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3675195#Comment_3675195

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3675162#Comment_3675162

    People on this forum are acting like disliking your opponent getting an advantage is some shocking groundbreaking revelation.

    Survivors are sodden they get killed and want that strategy removed. Thats it.

    Survivors want killers to not to press theadvantages when they obtained them. Like not working that gen you used a bnp on...

    Or worse, killers shouldnt be able to gain advantage in the first place.

    Killers dont even want survivor to run away from Gen when they're coming. What are you up to?

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3675069#Comment_3675069

    Show me a video of a killer who isn't playing nurse or tomestone myers (they don't count in any challenge) of a killer winning against a comp team without tunneling.

    I look forward to it to learn from it.

    You said like a comp team should not have at least 2 escape.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3675133#Comment_3675133

    No, that's not anywhere near enough compensation. Tunneling can often be a massive game advantage, and asking killers to avoid tunnelling is a huge thing to ask. BHVR revealed that for the vast majority of the players, being solo doesn't really affect kill rate. And not stacking meta doesn't mean much to me, as all the survivor perks I complain about are largely considered non-meta.

    And if your attitude is that killers don't need to tunnel, because the game is pushed towards a 60% kill rate, then the same applies to survivors. Survivors don't need to ever try to flashlight save, or hook sabo, or excessively hide, or use voice communications specifically for game advantages... because they'll be near a 40% escape rate regardless of what they do. And therefore, survivors can easily avoid doing things that killers think is unfun, because they'll "have the same escape results" regardless of what they do.

    Tunneling can often be a massive game advantage

    Thank you for confirming how broken tunneling is. I close my case.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3674765#Comment_3674765

    Tunneling has nothing to do with empathy or respect. It involves trying to win a video game. It's an unrealistic expectation, to believe killers should purposely make bad game decisions for the sake of survivors, when there's absolutely zero reciprocation on the survivor side. And if people honestly think tunneling is ruining their gameplay experience, then they are being unrealistic.

    And I threw in the 60/40 kill rate, because that forum member literally made an entire post to complain about the 60/40 rule, and complained about awful survivors feel now, and specifically mention that survivors used to have a higher escape rate. And all the talk in this thread regarding how it's "unnecessary" for killers to tunnel, all revolves around the fact that regardless of killers tunnel, they still have a 60% kill rate, and therefore it's "unnecessary" for killers to do things that survivors think is unfun, because a 60% kill rate is still in the killers' favor.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3674983#Comment_3674983

    And I noticed you never said "I care about killers' fun when playing survivor. Because that's my entire point. Where are your hard rules you follow when you play survivor, that you do for the sake of killers' fun?????

    Why should killers care at all about "empathy" and "kindness", when survivors clearly don't have a list of strategies they avoid doing out of empathy for killers?

    I dont stack meta as survivors and I play Solo 99% of the time, and thats enough, if killer can not kill me and my teammates finish Gens behind thats on killer's fault to make mistakes, or thats my fault to not give killer a free hook?

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3674563#Comment_3674563

    I understand your point. But I also think your point is wrong. Your fun isn’t my responsibility.

    And let’s just get to the actual issue here. You’re upset that BHVR wants the kill rate to be around 60%, and many of your recent complaints revolve around this. You’re upset that the kill rate used to be lower than 60%, and BHVR raised the kill rate.

    The difference between you and me is:

    • I care about survivors' fun when playing killer, thats why I put hard rule of not tunneling in the first place, even if I made great mistakes, thats my fault I should lose, not tunnel to make up for the mistakes. So I want to have the same fun when playing as survivors and complain about tunneling.
    • You dont care about survivors no matter what skill they are, even against newbie (hard tunnel at 5 Gen is perfectly acceptable). While complain about survivors playing well in chase efficient on Gens because that affect your fun.

    Your mindset is not "Your fun is not my responsibility", but "Its my fun to make you miserable"

    image.png


  • @xEa said:

    Weaving Spiders would actually be an interesting perk, but it seems way to weak.

    It takes 120 seconds and it even afflicts the broken status effect for the rest of the trial, so something worthwile would be more reasonable.

    What if it finishes one random generator? That would actually be pretty good and would add something to the game, for both sides. But devs are way to scared to give survivors anything decent these days.

    Time exchange on Gen like this is not good at all.

    • Vittorio exchange 27sec of realtime for 18sec of Gen, and killer can "instantly regress" all that work with a single hit.
    • Now we have 120sec of realtime for 50/70sec of Gen, come with permanent Broken that helps killer to make the chase half long.

    Since the PTB, I saw killers complain about this perk. But not anymore because the perk is obviously bad.

    @Nebula said:

    I’m surprised that I haven’t seen anyone talk about what I think is easily the worst part of the perk, it loses progress when you stop, and quickly.

    That minute and a half you just spent trying to get this perk to work? It’d be a shame if someone went down next to the basement and you just spent 90 seconds (a literal full solo gen) doing absolutely nothing.

    I heard that you have to commit to the invocation? Means leaving mid way will reset the whole thing?

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3674435#Comment_3674435

    No. I’m complaining to survivors of any skill level. I’m complaining about a double standard, where killers are expected to avoid certain strategies for the sake of survivor fun, but survivors aren’t expected to avoid certain strategies for the sake of killer fun.

    People don’t care that you personally think tunneling at 5 generators is unnecessary. That’s just an arbitrary one-sided rule. And it doesn’t matter if something is necessary or unnecessary either, because it’s part of the game.

    Guess you refuse to understand my point, I leave this conversation.

    image.png


  • I totally forgot, Trapper need a before the Fog skin

    image.png


  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3674413#Comment_3674413

    Where is your list of “unnecessary” “sweaty” survivor strategies, that are unfun for killers, that survivors should avoid doing?

    Im saying this again.

    Its unnecessary to tunnel lower skill teams, or even equal skill teams. You will mostly get at least 3K in the end with hatch escape. Those are who complain about tunneling.

    Those who you are complaining toward are high skill teams, they dont complain about tunneling, they ASK you to tunnel them then run you for 5 Gens and escape.

  • @squbax said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3674032#Comment_3674032

    Does this have any footage? I saw only a spreadsheet and will welcome any footage. For example I have gotten up to 35 wins as slinger (without slowdown btw), and my conclusion was that it took me 35 games to get people who knew how to play because god damn my survivors would struggle against a goldfish in a chess match. Like I got 4ks as slinger in garden of joy, if a team is decent at the very least, a slinger should NEVER get a 4k in GoJ, yet it happened like 3 times. Dont have any footage too but might start recording because I need to show people how bad someone can play, like even after like 5 consecutive wins I still get survivors who get sniped, how on earth do they achieve this? I have gotten to thr point I believe some of them are throwing on purpose.

    I have a recorded of 20# match, you can scroll down in the topic to see the vid.

    I mostly meme around when playing killer (means I was probably in low MMR), only start playing serious with 50 matches challenge as Myers, early matches I totally dominate survivors, then the game starts to get harder.

    There are alot of RNG in play that affect both sides, and we have to accept that.

    @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3674343#Comment_3674343

    Tunneling at 5 gens isn’t sweaty, and wanting to 4K isn’t sweaty either. You’re just trying to shame people for trying to win. It also doesn’t matter if killers are doing things you think are “unnecessary”.

    The reason why people don’t care, is because this is always just a one-sided expectation. Where is your list of “unnecessary” “sweaty” survivor strategies, that are unfun for killers, that survivors should avoid doing?

    Then the first chase cost 5 Gens and 4 escape isnt sweaty, so stop complaining.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3674237#Comment_3674237

    Tunneling at 5 gens is perfectly acceptable.

    Most survivors don’t care if the strategies they do are unfun for killers, so why should killer care if the strategies they do are unfun for survivors?

    Yes, some killers dont care about survivors' experiment, so do some survivors.

    But for the most part:

    • The survivors that get bad gameplay experiment are the one that casual and newbie. High skilled survivors dont complain on tunneling (those who you're complaining toward).
    • The killers that get bad gameplay experiment are the one that sweaty to pull everything to 4K against casual and newbie at 5Gen remain (those who has mindset of tunneling at 5 Gens is perfectly acceptable for example) to gain unnecessary MMR to play against high skilled survivors - who are welcome killers to tunnel them.
  • Im not a good player but play long enough to understand a match flow.

    image.png

    The perk is nothing different than 1 survivor "tunneled out" themselves at the beginning of the game. Its a 3v1 game.

  • Image the change is the opposite, no longer gaining a health state, but remove and protected against ALL negative effect, even Wesker/Nemesis virus, Noed...

  • @Raptorrotas said:

    So 3 survs didnt manage to do 1 gen in the time it takes to tunnel out a survivor? First searchtime + Chasetime + optional camping the first kill should be enough for atleast that much.

    I dont get the "at 5 gens" complains either. Is the koller supposed to give you a headstart? If 3 gens are popping within 90s of a trial starting theyre also supposed to just deal with it cuz izs normal gameplay according to this very forum.

    If killers get an early hook, its a huge advantage to killers. That happen either by the first survivor's mistake, or the team's skill is lower than killer.

    At that point, tunneling at 5 Gens is already no more necessary. With fair play against equal skill team, killers still have a high chance for at least 3K even if 5 Gens done. Or 4K / hatch escape if the team's skill is worse.

    But here, defend tunneling at 5 Gens when killers already in the lead and have a high chance for winning again equal team or even worse team. That proves "balance around 12 hooks and killers will play fair" do not work. Thank you for the confirming.

  • Trapper literally only need grass, but new realms/maps keep having less and less.

    @Xernoton said:

    Complexity. They will never find the sweet spot where Trapper will be strong but also fun to play against otherwise. He pretty much needs the Billy treatment. Some kind of second ability or whatever to help him out.

    You can add more grass of course, but then we're only going back to invisible traps, which makes him pretty terrible to play against.

    Second ability: spend extra time to actual put grass on top of the already setup traps.

  • @FunkadelicPeach said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3673872#Comment_3673872

    LOL! nope. Going from 65 seconds, to 70, then to 80, now 90, AND with more brutal slowdown perks than we've ever had before? We definitely don't need to encourage survivors to hold m1 on generators any longer than they already are, just as we don't need to encourage killers to run horrible slowdown perks. There should be a middle ground where chase and teamwork are prioritized over gen-holding, or gen-rushing.

    Gen used to be 65sec ???

  • @Sandt1985 said:

    If the slow down gets an across the board nerf AGAIN, then gen times need to be increased again. Its really that simple

    The 50sec Gen basekit was because Ruin/Pop heavily nerfed. Now the new slowdown combo is more powerful than old Ruin/Pop, on top of that 50sec Gen basekit, on top of Medkit nerf, on top of self healing nerf.


    But if nerfing the new combo should add another 50sec Gen basekit.

    Okay...

    Its not that individual slowdown perks should be nerfed. But stacking 3-4 of them should not be a thing.

  • @I_Cant_Loop said:

    https://forums.bhvr.com/dead-by-daylight/discussion/407813/i-am-so-god-damn-sick-of-every-game-revolving-around-tunneling

    Show us how easy it is to win (or even 2K) consistently without tunneling. Looking forward to seeing your gameplay.

    @C3Tooth said:

    https://us.v-cdn.net/6030815/uploads/0MNMABXS17T5/image.png

    --- Note ---

    Generally many matches with less kill were because I cant first hook the 4th survivors to process to second hooks others.

    • Match 5: Struggle to first hook Zarina so I can process to second hook other 3 because other 3 keep trying to flash light save Zarina.
    • Match 12: Struggle to first hook Adam to process second hook other 3. Adam was the last standing while other 3 were slugged, he failed to pick other up. Lead to 7 hooks 4K
    • Match 17: Bad spawn, I was on the upper floor corridor. Felt like survivors could see me right in the beginning. Really close to get the Claudette's 2nd hook, but 1 mistake costed it all (Tier2 98% stalked to 99% and stab her before vaulting window, only injured Clau)
    • Match 18: It was really tough, down a Meg early, Haddie blinded me but I didnt drop Meg, but when blindness slightly cooled down, Im blinded again when I still dont see anything, and Meg was saved. Wish I could know if my face is on the sky or on the ground so dodge the 2nd attempt.
    • Match 26: Gabriel was the last one to be on second hook, the big problem were he's out of stacking juice, he was being healthy, had MFT and tried to run away from Gens area, made it extremely hard to second hook him. He was the easiest to find, which was early game I downed him multiple times, and stalked him out completely.
    • Match 27: They had 2 Balanced landing, and RNG really brought us to Lampkin lane. It was almost 2K but got flashlight saved.

    Between match 30-31, a survivor dropped 2min into the match, I made sure to get 2K so I dont drop/increase MMR.

    • Match 31 & 35: Widely open map like these gave me really hard time to ambush survivors, plus I believe its much easier to remember where Gens are, and they use time on Gen more efficiently.

    After 34 matches, I have 1 toxic survivor, adding toxic rate table

    • Match 39: Altruism kills, it could be 1K if they leave.
    • Match 40: Exact like match 17, spawned on the same spot. But now I know where I should go.
    • Match 44: Harsh hooks spawn, the area where 2 gym titles spawn next to each other had no hook.

    Between match 48-49, a survivor afk, so I dropped.

    • Match 49: For some reason there was a new Ripley with only 1 yellow perk, 2 survivors used full meta, 1 with Locker focus.

    You can scroll down for a vid of my gameplay 20/50 Myers. No slowdown, no tunneling, 2nd hook only all get their 1st hook, 3rd hook only all get their 2nd hook.

    Let me guess your future comment "they made alot of mistakes"

  • Help me over here, please.

    They added voiceline for Sable???

  • @WolfyWood said:

    Seems more like a team issue than a killer issue imo. Why is no one on a gen?

    You could easily do a gen while someone else hovers then forces a trade.

    Its not about winning and losing. But mostly the experiment of game play for the hooked survivor.

    Saying “no one on gen” prove the AFC mechanic is pointless.

  • @MalekithHatesSnow said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3673437#Comment_3673437

    Yeah that hook stage wasn't free the killer downed him that's not free unless he plot wised into a hook

    I didnt know survivors will never reach to the next hook stage in the next 60sec.

  • @Killing_Time said:

    You're not entitled to a free unhook

    So does a free hook stage.

  • Thing is, for how cheaper they are and more BP earning. There is no way you can ever spend them all.

    Unlike back then earning 10k BP would give you 2 Brown addon and a Brown offering (how you perform in previous match decides your loadout in the next one)

    It lead to another problem, its almost pointless for killers to ever use Brown Yellow addon, because you can buy 7-10 addon after a match when you can use only 2. Why should you ever use Brown Yellow addon when you also get Green Purple?

    I really think the rarity should be decreased in variation (Green, Purple and Iri only). And less trash in BP. Blood web needs a whole rework.

  • @xEa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3672581#Comment_3672581

    Thats why i think they need to add more resources for survivor and in exchange a second object.

    I once suggested drop the number of pallets by 1/3. For example, from 15 pallets down to 10. Then have 5 wood scrape around the map, you can pickup (like an item that can drop), and choose a place to build a pallet. Can not place on used pallet places (so no 6 shack pallets).

    But now, after everything nerf on survivors while 4 slowdown is still in play. I dont think the idea work anymore.


    Adding more resource only make it mindless to play as survivors. Because the map size is still the same, cant expect more pallets to fit in. And chests are so useless to spawn more of them.

  • @BlightedDolphin said:

    I'm sure they can share so long as Sable doesn't touch his chest.

    Get out1.png


  • I really dont know how to make a power that press M2 without time investment like Trapper/Hag that have a whole area affected. To make it fair and interactive, plus skill expression on killer.

    Perhaps her current state is fine in some aspect, but there is zero skill expression which make injuring survivors feel not deserved

  • @Peanits said:

    Those stats do exist. 👀

    As you can imagine, there isn't a significant difference in escape rates between Survivors. But I'd love to share some weird stats like these in the future if that's something y'all would be interested in.

    If possible, I would like to know

    1. The average Gen time of a character sit on in a match.
    2. The average chase time...
    3. The average number totem cleansed...
    4. The average number of booning....
    5. The average times of taking hit for teammate.
    6. The percentage of a character tbagging at a Gate (like there are 4 out of 13 Dwight tbagged at a Gate would be 30.8% Dwight being toxic)

    I may write more if I can think...

  • @canonjack001 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3672380#Comment_3672380

    You don't understand.

    He said if you leave your lovely gen right before the guy got hooked, then DMS do NOTHING to you.

    A Mika was down, then I was able to sabo hook, tanking a hit to save Mika. 2 other random teammates just stop doing Gens for those 10sec.

    So technically, DMS saved 20sec of Gen.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/407545/can-we-stop-saying-tunneling

    So we should make it more complicated to express what we want to say?

    I mean if you can come up with a single word that replaces tunneling, sure. But im not replacing it with a full sentence.

    Not because its convenient, but because its funny.

  • @VomitMommy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3672016#Comment_3672016

    I almost always have 100% BP for killers between 20:00-1:00 +/-

    afternoon etc is time for survivors.

    I was talking about time before healing nerf, where survivor queue were hell on earth. Right now there is time to play both roles.

    No, its been like this after 6.1.0 Almost 2 years ago.

    The only time killer incentive all time high was the introduction of CoH.

  • @VomitMommy said:

    If you want 50% killrate you also want 5-10 minutes queue times back?

    I guess you forgot this little detail, I don't know about you, but I will rather have to try a little to escape than waiting several minutes just to play the game.

    Im desperate to play killers because the BP incentive is +100% on survivors 85% of the time. Killer queue take 5min to find a match.

    image.png


  • @Brimp said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3671545#Comment_3671545

    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.

    5 matches, 12 kills over 20 survivors, we have:

    0k ; 0k ; 4k ; 4k ; 4k (2 lose, 3 win for killers /// 3 lose, 2 win as survivors)

    2k ; 2k ; 2k ; 3k ; 3k (3 draw, 2 win for killers /// 3 draw, 2 lose for survivors)

    Killers still win more than lose, what your point?


    If you see 2k as a draw, sure, then survivors with 2 escape should count as a draw. You know, survivors are supposed to work "as a team" so the result should count "as a team".

  • @Caiman said:

    The most reasonable explanation I have heard is they want to make Huntress easier for new players to try because she's free so a lot of new players will naturally try her out, because positive first impressions help with player retention. But I think this is nonsense because Huntress is perfectly fine if you take time to get good as her.

    The only killer that they need to buff for newbie friendly is the Nurse. And everyone knows its stupid. The same goes to Huntress. Generally killers are alot stronger in low MMR so there is still no reason to buff Huntress for newbie.

    If its about locker spawn, they can just add a locker to all loop-able titles. There is a huge different between missing 5 hatchets then choose between M1 chase or reload ; and 2 extra hatchets.

  • @Leachy_Jr said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3670391#Comment_3670391

    If he had looked at the drone and crouched for half a second when it went over him he wouldn't of been injured.

    That is a skill issue if ive ever seen one.

    Meg success to stun SM at that loops has the skill already far superior than the SM.

    But what is the skillful play input from the SM here?

    Success mind game the easiest loops in game? No

    Success at one step ahead setting-up trap? No

    Still earn the hit.

  • @Raptorrotas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3670505#Comment_3670505

    Dont remember telling killers not to kill. I'm saying survivors shouldnt demand killers to spread their focus if theyre unwilling to do so themselves.

    Am I right to assume youre saying that it's more effective to stay on the same gen and finish it as soon as possible compared to searching other generators and doing them at the same time?

    ... Thats exactly tunneling.

    I dont even demand survivors to shoot themselves in the foot by not focusing on a gen at a time. But they shouldnt demand the killer to play worse, innefficient, "considerate of their fun", if they've internalised the same strategy they blame killers for as "normal" gameplay.

    The efficient is the same on your progression, up to your skill in chase. Killers tunnel because there is a huge reward behind it: making Gens at least 33% slower, not even 4 slowdown able to slow the Gen down this much.

    I dont tell killers not to tunnel, if they want to, its up to them, sure I dont have fun that match, but dont complain about after this 4K lead them to MMRs they should not be then "survivor hate tunneling but Gen rush", no your skill is too far below that even tunneling dont make up for it.

    Chill killers rarely complain about Gen speed, only tunnelers do, I never tunnel, and I do fine. This game gives player the illusion of being good at the game by stacking multiple levels of meta. A low skill Trapper with 4 slowdown, strong add, tunneling would get more kills than a good Trapper with meme perks and weak addon, spreading hooks.

    I would never tell survivors to get good while I homing an injured survivor again and again.

  • @Raptorrotas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3670480#Comment_3670480

    1. Do that gen
    2. Help your teammate
    3. Split your attention evenly among the 4 nearest gens.

    The 3rd choice btw is what survs tell killers to do and wouldnt it be unfair to choose the other smarter choices. No pressure. Survs should do as they preach rught?

    I'd predict most survs choose 1 or 2.

    Given 90sec of gameplay

    Say killers get 2 hooks in 90sec. Either 2 hooks on Dwight, or 1 on Dwight and 1 on Meg. Killer still get progression.

    For survivors, its either

    • You finish 1 Gen
    • Or you do 15sec of Gen1 ; spend 15sec running to Gen2 then do 15sec of Gen2 ; spend 15sec running to Gen3 then do 15sec of Gen3 ; spend 15sec running to Gen4. The total progression you made is 45sec spread out to Gen1 Gen2 Gen3 that Gen1 and Gen2 already kicked and regressed to zero.

    The comparison is fail on so many level.

    The thing you're try to preach is Killers should only injure survivors but never down and hook. And survivors dont ask killer to do that.

  • @mustdogen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3670452#Comment_3670452

    No.

    killer tunnel because it is meta,as same as why you as a survivors would want to tunnel gen.

    oh sorry I forget you don't, you only do gen after your teammate died.

    On second thought. If Im healthy, standing next to a Gen, and you're chasing a teammate. What should I do?

  • @mustdogen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3670438#Comment_3670438

    And I guess that is the reason you're in a rank that tunnel is a problem.

    Same to most killers tunneling so hard they're in an MMR that even tunneling not able to cover their problem.


    Killers dont tunnel because its effective against 10% of good survivors, they tunnel because it work against the rest 90% of weak and average teams.

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