Avatar

CautionaryMary

CautionaryMary

About

Username
CautionaryMary
Joined
Visits
1,439
Last Active

Comments

  • @DestroyerBG said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3877476#Comment_3877476

    I mean if we are going down that route we also have to delete keys from existence since they are mostly used selfishly. And then we might as well remove hatch because lets be honest some people just play for the hatch. Maybe also they should change their steam page description to "forced team game" instead of "survive together or alone" Sorry but it feels unfair to remove playstyles and force only literally one playstyle. If we are gonna go that route for survivor then we must remove killer playstyles too honestly.

    Nah, don't touch the keys. I just started using Blood Amber and Prayer Beads.😭

    But yeah, I agree it's really not problematic at all and just rework selfish perks. I have seen people talking about how people would lobby dodge these selfish perks, but if they actually did something to benefit the team — as DBD is a team game, we wouldn't have this issue.

    Wake Up was fine the way it was, either revert or keep it the way it was. Rework the four other selfish perks that enable stealthing around and waiting for people to die. Don't touch the keys as I like to mind game with the killer. 😂

  • @sizzlingmario4 said:

    I think you could easily increase both Leader and Streetwise to a 16 meter range and 33% bonus instead of 25% and that would be fine.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3877516#Comment_3877516

    Leader already doesn't stack with itself. (but Streetwise does)

    Yeah, Leader could help with a buff and introduce it to speeding up boons or invocations if needed. I don't think it would be that strong given how niche Leader is.

  • @Unequalmitten86 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/437492/the-rat-debate-in-dbd

    I feel like the changes to Wake Up have awakened some of the debate around players who hide a lot during the match, which in turn leads to their teammates getting killed off sooner. Personally, I just never had any talent for stealth in this game. It feels like the killer is always five steps away from me and I can't even fart in the wind without the killer making an immediate beeline for me from across the map....

    I felt this in my soul

    I hardly if ever play stealth unless a survivor is hooked right near my gen or if I'm maneuvering for a save and the killer is proxying.

    Wake Up isn't a stealth perk at all. It just allows the user to open the gate faster — sure, the last survivor needs to stealth around to get the gate open but that's because they're the last alive.

    I'm against it as I'm someone that values perk synergy as I like to run different builds and it directly affected my Quentin build that I had. I'll adapt regardless, but it sucks to see a net-nerf to a perk that hardly saw the time of day. I was excited to see the buff when it was announced, but did that mean I'd play my Quentin build all the time? No. I like to run different builds, but I feel for people who enjoyed the perk and had it in their rotation for what they enjoyed.

  • @biggybiggybiggens said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3877514#Comment_3877514

    The game is indeed outdated AF. It actually hurts to see the passion not flowing like it would be from developers who really REALLY care. This is what happens when people get comfortable. DBD really needs a wake up call. I should also point out that perhaps they do pour as much passion into the games development as they can. I'm not without empathy, but if you are working so hard on the LICENSED stuff only that it is affecting the quality of the game at its core then I think we still have a problem.

    I think they have the passion obviously, especially with the crouch-tech change and Shoulder The Burden perk introduction. They just don't really listen to the community as much in my opinion and it does hurt because I do love the game. We're all passionate on the forums, hence why we're all here. 😛

    I think the game needs fundamental changes to it to liven it up to a certain extent as it would help with the burnout that people have. Remedy issues on both sides, I still remember the time they did the AMA on Reddit and people brought up seeing each other's perks and they said it would be too time consuming to do. It's sad as the game has been evolving so much with many perks being introduced since my time of playing (2020/2021), yet they have the time to add in what perks we have and what they do when we pause the game. They can do the same for other people and their perks. I can't even use Deliverance when I play with randoms, for example. There's many things that I would have introduced a while ago, but Behavior seems to not really take in community feedback most of the time and usually introduce things that not many people ask for and ignore issues that are more profound. It's mind-boggling in a way, sadly.

  • @biggybiggybiggens said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3877501#Comment_3877501

    Yes I like that idea. The map offerings could be a "DON'T TAKE US THERE!" option. Will the devs implement it though.? No..probably not. :/

    Would help killers who have many Badham offerings for sure. 😂

    Thanks for the discussion, I enjoyed it. The game is very outdated in my opinion and changes come to the game very slowly. It would help and liven up the game, imagine 5 map offerings dictating the game to not go to each specific realm but no, instead it's a roll of the dice on who picked what map offering. I hardly use map offerings unless I'm tired of seeing the same map (Coldwind Farm and Shelter Woods). I usually opt for bloodpoints and typically I don't burn Badham offerings as I know most of the time the killer will DC in the loading screen or tunnel because that's all they can do on the large map. ☠️

  • @biggybiggybiggens said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3877498#Comment_3877498

    Understandable. SWF just hurts the game far too much for Killer as literally NOTHING is kept secret from even a decent 4man. Killers have to rely on some secrets otherwise it's a steam roll. Not to mention map offerings still being in the game. I'd remove those altogether. Map offerings just rig the game for one side. Sure it feels good to beat the odds like a Trapper on Eerie of Crows, but the mere thought of sending everyone to a specific map to favor your side shouldn't even be an option.

    Yes, that's why I don't believe there should be built in-Bond or Kindred as it makes Trapper and Hag harder to play for example.

    That's why I brought up the ping system to compensate for the lack of communication solo-queue gets. It helps people play and works around communication and I believe it would help solo-queue in the long run to implement the changes I've suggested above.

    I definitely agree about map offerings, if anything I'd rework them to be the inverse of what they are. If a killer for example brings Badham, it reduces Badham from the pool and helps keep Dead By Daylight's RNG in tact. The same could be said about killer, however. The times I've been sent to Midwich or Dead Dawg (my most hated maps). Obviously they'd have to do something about sacrificial wards, but I agree that one side shouldn't be able to tip the balance in their favor unless items and add-ons are in play.

  • @biggybiggybiggens said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3877494#Comment_3877494

    As I said if you read the full post. Crappy website constantly reloading and saving messages when they are not complete. 4man only. Agree to disagree.

    I suppose, we can agree to disagree. 😊

    My bad, I was in the shower and didn't read that specific point.

    But regardless, I don't see a point of nerfing SWF. Most SWF are not team Elysium with clock callouts and not bully squads (they're not doing gens anyways). It's a non-issue to me, I just value player freedom.

    There are ways to improve solo-queue, such as showing the anti-camp meter. (that's one example) or even implementing a ping system similar to what a map add-on does. Even introducing the ability to see each other's perks would go a long way. There are definitely ways to improve solo-queue to become more coordinated as we've seen with the HUD update and built in borrowed time. Thanks for the discussion anyways. 😅

  • @biggybiggybiggens said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3877489#Comment_3877489

    They'll never be able to make solo Q games anywhere close to SWF with the current tutorials they have in place. They expect the new people to look the information up themselves, which is their first mistake. Nerfing SWF would be 10x easier. I doubt many people would care about this type of change. All it does is limit the amount of spamming the same strategy per Survivor while promoting using different perks when there are so many in the game. We can agree to disagree.

    Yet limiting how people play as well.

    We're already at a 60% killrate for killers as per the developers, yet you want to restrict SWF to playing with other perks. SWF is not comp DBD and doesn't need the restrictions that comp DBD needs.

    Again, do you consider 2 man SWF strong? Does 2 man SWF need to be addressed or are we primarily focusing on 4 man stacks?

    That's Behavior's fault for putting in terrible tutorials and the onnus of getting better in a game typically requires the person to either

    a): spectate players

    b): go on YouTube to figure out tips and strategies

    or c): taking time to read perk descriptions and figured out optimal builds

    Look at any popular multiplayer game and you'll see that people typically need outside sources to git gud at a game. Dead By Daylight is no exception to this rule and if you want to improve as survivor or killer, you typically need to watch people who know what they're doing to get a better idea of how to "win".

  • @biggybiggybiggens said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3877477#Comment_3877477

    I'd just implement it and the friends can figure it out themselves. That's already what the devs expect of player currently and with limitations like this it'd add more structure, which is exactly what DBD needs. More structure would put a cap on stuff like SWF. You want to play the game with 4 people for the communication advantage that's fine, just realize that no 2 people can have the same perk. Discuss it amongst your team before queuing up. This is also a pretty tame change that would go over much better than others I've seen suggested like slowing the generators down.

    Eh, that's just bringing comp-styled gameplay to casual games of SWF.

    Not all SWF are good, lol. I just find it odd that out of all games that involve playing with friends people want to add restrictions to how others play with one another. SWF has a marginally higher chance of winning compared to regular solo-queue and adding restrictions to a player base that primarily plays the game isn't it, imo.

    I would argue making solo-queue more in-line with SWF and buffing F-tier killers is a better alternative, especially with how loops have been obliterated anyways.

    Again, I typically duo-que, so are you implying that if my friend brings Sprint Burst I can't bring it or does this change only impact 3 man/4 man SWFs?

  • @biggybiggybiggens said:

    I agree with the SWF shouldn't be able to have any of the same perks. That's just stupid.

    I don't know how you would implement this or any other change to SWF.

    People bring up gen-debuffs, but when asked no one can give a consensus on 2-man or 3-man. Like the other poster said, solo-queue suffers without the information a SWF provides and usually has randoms running around not knowing what to do unless you're high MMR.

  • @Memesis said:

    It wasn't nerfed. Clearly they don't want it working with sole survivor. For that play style, just use sole survivor.

    It was nerfed, it objectively is worse than the standard version that we have now.

    People who use Wake Up! do not play like a Sole-Survivor gamer, otherwise they would use Sole-Survivor. People talk about wanting to shift up the meta, yet when a perk is announced to get a buff —it's a problem.

    Why nerf Wake Up and not change Vigil? I don't even think Vigil needed a buff, yet we're changing a perk that has a low pickrate and the odds of you using it is slim. Dead By Daylight always categorizes itself as a game that you can build different builds and synergy with itself, yet it's a problem with exit gates when they're buffing Remember Me from 16 seconds to 30 seconds? C'mon.

  • @Rudjohns said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3877414#Comment_3877414

    In my opinion, if the match becomes a 2v1 and theres 2 or more gens left, the survivors should automatically be sacrificed by the entity. It would help everyone

    Eh, I wouldn't say that the team should just be sacrificed to the entity. At that rate, most people would just group with SWF and not play as much solo-queue.

    I've seen people talk about the hatch mechanic but that was introduced as a form of incentive. Outright removing end game play and forcing the entity to kill the last two would be a bad move. If a survivor is slugged, what is the other survivor to do? They simply just wait until the other dies for a chance at hatch or gate and removing that would be boring as I like to get hatch escapes or gate escapes if I happen to be the last alive.

  • @jajay119 said:

    I agree DBD has far bigger issues. Also, like I said in a previous thread, until now BHVR’s philosophy has been ‘survivors can play as selfishly or as altruistically as they want’. This is literally the excuse they give every time someone calls for them to remove death by unhooking. What’s the difference though? The former allows and escape for survivors whilst the latter offers a sacrifice for killers. That’s legitimately the only reason I can think of why they’ve done such a double back from a buff to double the perk to a nerf to half it. People were clearly stacking Wake Up and Sole Survivor in the PTB and opening the doors too quickly. But id argue by that point, if you’re the only survivor left it’s fair game.

    I’d also like to point out that not everyone who takes a WU and SS combo will be a ‘rat’ but there are far more survivors out there who seem to think they’re better at looping and stunning than they are. Or ones that race across the map to unhook when they’re still injured and on death hook rather than allowing the uninjured team mate who has only been hooked once to take the risk. There are way more of these players than the ‘rats’.


    I tried the SS and WU combo for a while for this very reason, but I always do gens, I always unhook and pick up even if there’s only two of us and if the killer is trying to proxy. I just took it off because really it’s so situational you’re only ever really going in with two perks.

    This, I don't particularly use Sole-Survivor in any of my builds (I do a variety of them) — but people seem to think that anything that gives you an edge seems to be a "rat" type of playstyle. Most of the time I see "rat" playstyle is urban evading randoms, but would I opt to nerf or do anything to Urban Evasion? No.

    Urban Evasion can be useful if used properly (not constantly urbanning everywhere), but people, such as you are still pushing the game forward even with one perk that can be situationally selfish.

    What I don't understand about Behavior is their needless decision to nerf that type of playstyle when most of the time these players will not be the last person alive to gain value from Wake Up and Sole-Survivor.

    Most games get down to 2-3 gens unless survivors are constantly on gen progress. Some games don't even progress past 5, so nerfing perks for "rat" playstyles does nothing because people will still "rat" regardless of what Behavior does.

  • @cosmic11 said:

    threads like this will never work. killers will be rude to survivors and survivors will be rude to killers. nobody will ever come to an understanding. nobody understands each other, it's always a fight. i feel this problem will never be solved in a way that makes the majority of players happy. it'll either be too extreme or not extreme enough.

    I don't know, I play majority survivor sided on my end and I don't feel a certain way with responding on the forums.

    Just need to recognize that some things, like this topic ^ occurs on both ends. I've had killers and survivors dcing over the smallest of things.

    I remember a person a while ago when I was going against a Pig, the person killed themselves on hook because they were found first and had Deliverance.

    Today, I went against a Bubba where my friend dropped top pallet at Ormond and dropped down thinking my friend would drop and he dced. People just expect easy games and when reality hits them, they go next, and quit out of the game. It's honestly sad as people need to learn to adapt and take it as a learning experience and get better, rather than just quitting because things don't go their way. I hardly ever DC or kill myself on hook unless I have a good reason like giving the random a chance of getting hatch.

  • @GlamourousLeviathan said:

    Survivors have a really strange tendency to quit as soon as they get outplayed, even though the game is heavily on their side. I lost count of the times where I down a survivor twice in a row, and they immediately quit even though there are only 2 gens left. They are in advantage, but since they see the game as an 1v1 it doesn't really matter.

    Both sides really DC or give up when outplayed, you just see it more with survivor because there's four in a lobby.

    People will continue to "go next" due to incredible levels of burnout from both ends of the spectrum.

    People DC for all sorts of reasons - being downed first, no one on gens, no one going for save, based on the killer choice, based on the map choice, etc.

    People just expect gens to fly or snowballs to occur (if killer) and once they recognize that the game has any form of challenge - they DC and opt to go next.

  • @NarkoTri1er said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3877117#Comment_3877117

    nobody cares about it's pickrate, it's always a good decision to nuke perks that promote unsportsmanlike kind of gameplay, and this perk has no practical use other than letting your team die to get gate escape.

    Where is the same energy for Sole-Survivor, Self-Preservation, Low Profile, and Left Behind?

    All of these perks enable "unsportsmanlike" kind of gameplay, yet no changes or reworks to these perks?

    Is Dead By Daylight a team-based game or is it a game that enables all sorts of playstyles? I'd argue team-based but as many people have pointed out from the Steam description —Behavior allows this type of gameplay regardless and these perks need to be reworked as no one hardly uses them due to the selfishness they provide.

  • @Chiky said:

    i love sarcastic posts like this one...

    on all seriousness, tho, turning it from bad perk to trash is insane

    I don't even think it was necessarily bad, lol.

    I always use the example of me 99%ing two gates against a perma-tier 3 Myers as an example of non-selfish gameplay with the perk.

    It didn't warrant a nerf and the fact that Vigil (I'd argue is stronger than Wake Up), along with the buffs to Remember Me... It makes no sense to nerf Wake Up.

    Even with the 10 second to open an exit gate video — it's a person actively making an exit gate build. It's already hard enough to get 3-4 survivors to the end, so making it progressively get worse the more survivors die is a terrible change that punishes solo-queue even more.

  • @kreeper124 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3866743#Comment_3866743

    You know that this wasn't OG Freddy, right? The person who said Freddy used to be the worst killer in the game is talking OG Freddy. What you're talking about about is after Freddy's first rework where forever Freddy was meta. He was reworked before pinhead was released so there's no way that he was up there with pinhead before the rework. He was absolutely horrible before his first rework, not being able to attack survivors until they were in the dream world was not good at all

    I see, my mistake in thinking they were talking about the more recent Freddy as people do actually say that Freddy is a weak killer in general — as I see that sentiment online.

    I never played or was around for old Freddy, so I don't know the ins and outs of how he was. As I can see, it was more difficult for older Freddy to initiate chases and applying pressure like the more traditional Freddy that we see now. That's my bad for thinking that the discussion was on old Freddy as I see new Freddy in the lowest of tiers on weakest killers even with the high killrate.

  • @100PercentBPMain said:

    Finesse needs to br an Exhaustion perk. This perk just exists to ruin m1 killers.

    Seriously, play m1 against 4 finesse on an open level/swf and you'll spend the entire game getting nothing.

    Survivors need more good perks, but I don't like this one

    Unless you get a speed boost after Finessing like a Lithe, sure.

    Otherwise, no. I view Finesse as a weaker form of Spine Chill — especially with the restrictions of needing to be healthy and the questionable hits you get through the windows due to latency and ping.

    I loved Spine Chill back in the day and Finesse is not as good as old Spine Chill without a doubt - Finesse came into meta due to the death of the vault speed build with Spine Chill's nerf.

    I don't use Finesse that much in all honesty and I'm not really a Lithe user (I prefer the 99% Sprint Burst) but regardless I don't think Finesse needs a nerf and it's used a lot due to its synergy with Dramaturgy, Sprint Burst (I use it on my Ace), and Lithe. It's just a chase synergy too, doesn't do anything other than extend chase.

  • @Huge_Bush said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3866379#Comment_3866379

    I’m sorry. I was hoping he would be what you wanted but instead he’s become the best at stomping SoloQ players. His teleport to healing Survivors in the dreamworld is going to be so miserable if you’re not in a SWF 😭😭😭

    Yeah, the killer instinct is really not necessary especially for how hard it is to coordinate and heal other people in solo-queue.

    I never played against old Freddy as I didn't play back then, but I'm glad he can swap between pallet and snare at least. It provides more utility than having to use an add-on for a worse power as I preferred using snares as it slowed down survivors during looping.

    I would have to see how the dream pallet injuring survivors buff plays out, unless they make them more noticeable. It sounds like survivors won't even be able to destroy one if they see Freddy put one up, as the survivor will be injuring themselves. I think with this change, SWF will be able to have a person injured and can just follow the Freddy to drop fake pallets — similar to Bloody Coil and Trapper.

  • Yeah, Freddy was ranked #3 for killrate with Pinhead. #1 was Skull Merchant and #2 was Onryo. This was in the 'Deadliest Killer (All MMR stats they released a while ago).

    Obviously the stats might have changed over time, but Freddy is by far not the worst killer. I actually didn’t find Freddy that bad when I played as him and got his adept (got it the second try). He has good mobility with the teleporting and the dream snares are far superior to dream pallets.

    I like that Freddy is getting more changes to survivors needing to constantly stay awake or they will be punished. It gives him something new to his kit and makes the interactions with him a lot better, but Freddy was never the worst killer, lol.

  • @rha said:

    My personal issue is not so much that there are extremely one-sided games where everyone's dead (or dead on hook) with 4-5 gens left but rather the sheer number of those I have to endure in a row. If I have to play for hours to have one good match at some point I'll just take any opportunity for a shortcut out while I would have continued playing if it was just one or two in between multiple ones that feel fun and fair. I am playing since 2017 and until MMR and the big killer buff patch came along, I can't remember I ever suicided for some reason other than to give the other remaining teammate a chance for hatch. There were always bad matches, but it didn't bother me because there were not that many ones back to back. Plus, I felt there was always an incentive to still keep playing at my best until the end (collecting emblems to rank up and play with better teammates).

    If we assume the devs want MMR/matchmaking to stay as it is …

    I am not sure if I'd want BHVR to add any comeback mechanics for survivors, I don't like the idea.

    I'd be happier if there was some reason to keep on playing. Replace the hatch with some kind of 1v1 that is more fun and interactive and allows the last survivor to survive by skill rather than RNG. Then make it harder to slug for 4k and thus deny the last survivor this chance so there's always some hope and something to keep playing for. This is the one thing that the emblem system did better: it did reward staying in the game and doing whatever you could … MMR defines "being the more skilled player" in a hopeless situation as being the one who is just hiding and waiting for the others to die. Both options I'm being given ruin my mood, I don't want to waste my time hiding better than my teammate, but I don't want to considered worse at the game than somebody else who's not playing any longer by MMR. If I'm out of the game before it gets to this situation I oddly feel better than with those two options. That shouldn't be.

    If anyone wants to introduce some kind of "bribe" to make up for unfun matches, the only thing that would always work for me is a chance for MMR increase, I don't need any more blood points (I have almost two dozen millions of them and nothing to spend them on). Iri shards might motivate me a bit more but only for a very short time.

    Out of curiosity, how would you make it so it's more skill based? A certain duration of time of juicing a killer during end game collapse, lol?

    I'm genuinely curious, haha.

  • @Coffeecrashing said:

    I think most of the ragequitting starts happening while all 4 survivors are still alive.

    And if ragequitting happens when there are less than 4 survivors, the #1 reason is because another survivor already ragequit that game.

    Literally, I had a game the other day with three friends of mine and a random.

    The random killed themselves on hook against The Unknown at 3 generators left. Another game, I went against Scratch Mirror Myers and our random purposely threw the game and got grabbed sabotaging a hook.

    It's not just the killer themselves — sometimes it's literally a case of burn out, game fatigue, and simply needing to take a break. People need to learn to find fun in this game without outright giving up because things don't go their way.

  • @[Deleted User] said:

    I agree with a 3v1 being (usually) completely pointless to play out. DbD has a pretty big problem with survivors being locked into a one-sided trial with zero comeback mechanisms. Eliminations are extremely powerful. The amount of gen charges remaining is the same, but you have to account for more gen charges per player with one less player.

    And it's not like the games go quicker in a 3v1. It could be a 3v1 at 3 gens, and you're still going to be stuck there for another 10 minutes even though the game is lost barring some statistical anomaly.

    2v1? Forget about it. Why should that last 5-10 minutes? What compelling gameplay is happening in a 2v1? Your only play as a survivor is to hide for hatch. There is nothing else you can do. End the game quickly. Let us move on without having to concede.

    Sometimes it's hard to play in certain games without outright removing the fourth survivor.

    That's why you see tunneling and slugging becoming so prevalent because oftentimes it's best to remove one survivor to alleviate generator progression.

    When I did play killer, I tried my best not to tunnel or slug unless the team (in my own views) warranted the tunnel/slug. That's why I don't have a hard opinion on tunneling/slugging because they do help the killer in many cases.

    Yeah, it sucks having your teammate tunneled out at 5 gens and the game feels like a dead loss and this type of tunneling can be perceived as unhealthy or toxic. However, other cases of being tunneled out at 3/2/1 gens aren't as unhealthy to me. Slugging isn't toxic or unhealthy to me either, it's a part of the game — however, when it's simply slugging all survivors, bleeding them out, and completely bypassing a fundamental gameplay mechanic such as hooking survivors is when killers lose me.

    I don't mind being tunneled (slugging is a little annoying) but there are ways to equip being tunneled if it's a huge epidemic like some survivors say it is. Even if second chance perks get frowned upon, if you find yourself being tunneled match after match, at that point just equip one single second chance perk.

    I play with a friend of mine who consistently gets tunneled, I tell him to run Off The Record to compensate for this. Sure, it sucks to run a perk to compensate for how a killer plays or survivor plays, but if you're having issues with such and such perk or strategy - there are ways to work around them.

  • @CLHL said:

    The only logical reason why they probably don't want to adress the genrush is that thanks to it some players that are terrible at chase manage to escape. The shorter the match is and the less interaction they have with the killer, the more chances they have to escape. However, this also causes the matches to be so short that 12 hooks are unviable.

    The reason why they don't touch it even more is because most casual players are not having ideal games where multiple gens are popping at once.

    Many people — even on these forums consistently complain that they're in a chase and their random solo-queue teammates won't be doing gens, one might be on a gen and Meg might be cleansing a dull totem or searching a chest. It's hard to balance a game around so much variability where you have coordinated teams sticking to gens versus teams where no one does anything or struggle to find a gen.

    Point being, you're not going to consistently win game after game after game and people need to be more realistic about the game that they're playing.

    When I load into survivor, I don't immediately think, "Okay, I'm gonna win this game." and have that mentality back to back to back. Some games I'll win because I had a nice chase where my teammates did gens, sometimes we struggle because my teammates will double up on gens, other times someone is getting tunneled and removed from the game causing it harder to get gens done, or even running into slugging builds. Too much variability to compensate another 10 or whatever seconds you want to add to generator progression.

  • @Cryopier said:

    https://forums.bhvr.com/dead-by-daylight/discussion/435935/genrush-nerf-when

    Run four slowdown perks. They'll cry about it, but it's their fault for setting such a boring meta.

    Don't even need full meta, can just do 2 aura reading and 2 gen regression on a mobile killer and be fine.

    I run 3 gen regression and No Way Out on Trapper and I'm fine.

    If gens are an issue, run gen regression perks such as Grim Embrace, Pop, Pain Resonance, Corrupt Intervention, etc. You don't need full stack gen regression to be fine as killer, it also depends on the killer you're playing as (obviously some are better than others) such as Spirit, Blight, Hillbilly, Nurse, and Dracula.

    Other killers struggle because they can't maintain map pressure due to low mobility. IE: Trapper, Ghostface, Myers, Hag, etc.

  • @Valuetown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865599#Comment_3865599

    Then I'm wondering how the survivors are creating new pallets out of thin air, since maps only spawn like 15 max, and those are on bigger maps. Most maps only spawn 10 pallets and awful windows.

    And awful 50/50s, why you see Lithe utilized so much to get out of the unsafe pallet spawns that Behavior created.

  • @XtremeDBD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865124#Comment_3865124

    The chase times are always bad usually and the gen speeds are too fast. Like back in the day a survivor could last a good 2 minutes and only 1 gen would pop. Games are just ending too fast and on both sides i agree there are problematic perks and playstyles, like slugularity and especially prevalent with the snowskull exploit

    I consistently get 1-2 minute chases in my games, not all the time but it's definitely doable.

    Yes, games can go fast especially if there is a killer without gen regression, not patrolling their gens, or even not learning to drop a chase. These are all facts that can make or end a game, especially depending on the killer used.

    That's why I don't use Basement Trapper builds when I play Trapper, he needs all the slowdown that he can get but that doesn't mean that we should tackle on more gen time to compensate for killers getting genrushed.

    Like I said, if you're having three gens pop in three minutes - you are in a long chase, you are dropping chase too much and letting survivors reset, or you are struggling in general as a whole. I'm not saying it's impossible to be in a situation where it's literally out of your control, but at the same time tackling more gen speed on top of the current gen speed time we have isn't the answer. Like I mentioned, we aren't going to have ideal situations on either side.

    Just because I get completely obliterated by a certain killer doesn't necessarily mean I think to myself that we should nerf such and such just because of one bad game. I self reflect and wonder what made the game get so bad in the first place and adapt, something I believe many survivors and killers need to do.

  • @buggybug said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865130#Comment_3865130

    Exactly this, cant tell you that it feels 80% of the time you have solo q people who aint even doing gens when your in chase specially if you felt should be 1 to 2 completed. Then that is when I have all right to wanna next match because the 3 stooges is walking around doing other unnecessary things.

    Hence I also too avoid solo qs who had flashlights in their hands, give me tool box and medkit users please as survivor.

    As killer now click squads I do not mind them since I then I that the chances to win is high since click squads just love to chase behind you to try wanna be heros to rescue their teamate. Crutchborn and star struck wesky or vecna makes it pie.

    Lmao, people don't understand that survivors are humans and are definitely fallible to make mistakes.

    I haven't played solo-queue in a while, but people don't recognize how much of a huge difference comms does when versing a killer. That's why I advocate for more solo-queue buffs, such as seeing each other perks that DBD mobile users have. Even going an extra mile that when you pause, you can see and hover over what your teammates have - we have the space to do that in the pause UI menu.

    Allowing survivors to see the anti-camp meter would go a long way too.

    I try my best to not DC or kill myself unless the game is completely lost to give the fourth a chance for hatch, so I couldn't advocate for dcing just to DC - but I can understand the feeling when you're in a chase for 1-2 minutes and no one touches a generator. That's why making gens even worse to do would just make the casual base leave, the competitive players (such as I) stay, and we have more sweatier games in general.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865022#Comment_3865022

    Friendly Competition is a measly 5% bonus for having two Survivors on the same gen. It's a bad perk, even if you don't need to do a whole gen. It is more efficient to have two Survivors on different gens. The efficiency bonus slows down generators when two or more Survivors are working on them, so I'd say it's pretty important.

    https://us.v-cdn.net/6030815/uploads/7FV8W665ELFG/1ffue250k4p91.jpg

    Your math on QG is completely wrong. QG saves around 4.5 seconds, iirc. At most, that is giving the Survivor team a total of 13.5 seconds, which isn't significant and are FAR cry from this minute you keep raving about. Also, are your Survivors gen rushing by stacking up on gens or by splitting up? You can't seem to decide which is what you want to complain about.

    Wake Up lets you open Gates 15% faster. Can't see how that lets you take hits or how it's any more useful to a SWF.

    If you are losing three gens in 3 minutes, that's completely on you. Prove does essentially nothing in that scenario, as you are clearly outmatched.

    Now you've expanded your complaint list again. Adrenaline is fine, like I said, but it's not something I would personally take. It's not guaranteed value. DS is completely fine, have you considered spreading pressure at all instead of tunnel-visioning on the person who wants to be chased?

    I highly doubt that you play comp or have thousands of hours. Pretty much everything you've listed is a standard new-ish player complaint. Basically, seems like you're at the point where you've actually got to learn how to play as Killer and you've started to get opponents better than you.

    I think you might've watched comp, but I doubt you've played in it. Thinking those perks are good and the reason for you losing, not knowing what gen efficiency is and the efficiency penalty are all giveaways.

    Like I said though, I'm down to give you pointers

    That and people don't recognize that if you're losing three gens in three minutes - more often than not these survivors will be in a three gen situation.

    Killer starts out weak because obviously there are four survivors alive. You'll be in one chase, the best scenario for the survivor in chase is to have all three survivors on three separate gens.

    Killer starts to progressively get better the longer the game goes on.

    However, the likelihood of this happening game after game is very low. You're more than likely having one survivor in chase, maybe one or two on gens. Sometimes a survivor will be in chase and no one is on gens.

    Just because in an ideal hypothetical that three gens pop during three minutes of chase time doesn't warrant a nerf because not all games are as coordinated as the above — either those survivors are getting in a massive three gen or the killer is in a massively long chase to cause this to happen.

  • @XtremeDBD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865060#Comment_3865060

    Dude those are small QOL buffs to basekit killer, no huge, not game changing. You are kinda right about solo queue, its really a 50/50 no matter your MMR. From getting an insane killer and terrible teammates to insane teammates and terrible killers, this games system is broken.

    They are small in a vacuum, sure - but when put all together you wonder why people's chase times are not as they used to be. Let's not mention the nerfs they did to loops and jungle gyms in general.

    Most of the loops have been nerfed to be a simple 50/50 where the killer can cross around the shorter side and hit you regardless.

    The Ormond variants at construction sometimes don't even spawn the pallet to have a sufficient chase, rendering that side useless.

    When you have everything coupled with the 6.1.0 buffs, yes — survivors will struggle to continue a chase. I'm not speaking on my behalf, I'm perfectly fine with chase but I'm talking about the casual base -- the ones solo-queuing with either them giving up or their teammates giving up. All of these changes, along with the increase in slugging and tunneling - I'm not surprised with people dcing at the rate that they're doing.

    I usually find that if you're consistently getting terrible teammates all around, that usually suggests a lower MMR as a whole. Killers usually excel well in lower MMR and struggle in higher MMR.

    Edit: Actually now that I reread what you said — if you're getting insane teammates and a terrible killer, it just means those teammates were able to handle the killer for the MMR that you're at. On the flip side, if you got bad teammates and a good killer, the killer did great and were able to keep pressure throughout the match.

  • @GonnaBlameTheMovies said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3863235#Comment_3863235

    Respectfully friend that's your one little group, I still have plenty of people to SWF with. I do agree slugging is an issue, but I don't think the Mori is why. I think the fact slugging has become more powerful than hooking is why.

    Also, BHVR wants the finisher Mori, they've wanted it for years. Nobody asked them to add it. They just wanted it. And it's very unlikely they're gonna remove it, actually, so the least they can do is fix it so it doesn't create situations where people endgame slug for the Mori. Removing the Cypress and then making Green Mori basekit would be more than enough.

    The thing is once they added the mori finisher, Knock Out and other slugging builds have been utilized because again, most teams are comprised of solo-queue... Maybe the odd duo-queues unless you're high MMR and going against 4 stacked SWF.

    Yes, people slug at two people to prevent the other to get hatch. Oddly enough, I only find this with people who don't play competitive. I've went against MomoSeventh, he doesn't do it. I went against BleakBtw, he doesn't do it.

    Usually it's only done by people who aren't content creators or streamers because they simply just do not care and will hook the third because 3 kills is a win in their book anyways.

    The problem occurs where we have the killer, I played against a Blight the other day where he slugged all four survivors and waited for everyone to bleed out to just kill the last survivor with the mori finisher.

    This is a problem in and of itself because this would not be possible without the mori finisher mechanic. I don't really know how I would fix this issue, but it leads to another problem where people get severely burnt out because slugging becomes an exacerbated issue. Honestly, feel like they should have held off on the idea in general because there isn't a mori system (store). It gets kinda boring, at least to me -- to be slugged on the ground and seeing the same mori done to me for the umpteenth time.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3864497#Comment_3864497

    THIS is also true. Whenever I see Reassurance being used it is just a Survivor who uses it on me right before the Unhook. The amount of times I saw it actually be useful in my Survivor games is a handful at best.

    It is an Anti-Camping Perk which is bad at Anti-Camp so not many people bring it.

    Another thing I find as someone who does reassure and then leave the survivor on the hook, oddly enough — people get upset about it, lol. I had a random a long time ago get upset that I reassured them, I did a gen, popped it, and they proceeded to kill themselves on hook.

    Even if you reassure and try to do a gen nearby, random solo-queue survivors will get upset if you reassure and don't unhook immediately. ☠️

    I actually like For The People for mitigating tunneling, yes it can make it so you are next on hook but at least it does something. Even when you Shoulder The Burden a person off of hook, they'll still be injured unless you have a way to heal them fast.

    But again, all of these perks are best used in a SWF and that's why you don't see Reassurance, For The People, and Shoulder The Burden in regular gameplay as all of these require coordination.

  • @XtremeDBD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865007#Comment_3865007

    What? Tell me im living in 2022 rn. Did bro just say dbd is killer sided? Surv is not unfun, but the perks killer scan run in unison is. Also you should be SWFing with people on comms, then you'll see how strong survivor really is. Its been and always will be the better faction.

    What? Ever since 6.1.0 the killer faction have been getting buffs over and over again. Yeah, we got the HUD and the basekit borrowed time to mitigate facecamping and solo-queue having a semblance of what their other teammates are doing.

    Your argument to go play SWF because that's strong than killer as a whole defeats the purpose that there are people who are casual, hop in a queue of solo, and then have a random idea of how the game will play out.

    I've said this before and I'll say it again solo-queue is the hardest to play because even with the small changes Behavior has done, solo-queue still needs more things addressed to even be comparable to SWF. At the end of the day, SWF will be the strongest. Yes, killers struggle at higher MMR because most of the time you will vs SWF, but that does not mean solo-queue should be left to rot. Killer has been easier since the basekit buffs and speed nerf that survivors got after a hit in 6.1.0 and making gens even more longer to take to get done will make the game even more of a slog to get through.

  • @Daniel_Silva04 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3855863#Comment_3855863

    Crouch tech is not dodging, it is taking advantage of the killer's hitbox error that is stuck vertically to make a hit that was supposed to connect not happen. You can take advantage of low relief in some areas of the map to crouch and make the killer miss the power, even though he is clearly in front of you, so yes, crouch tech is a bug.

    Well, apples to oranges — if you think it's a bug and unintended feature, then bring back hug teching as somehow the conversation diverted to that direction. 😊

    Regardless, facing a Hillbilly or a Blight out in the open in a dead zone or in the open shouldn't simply be a case of "Okay, it's time to die now." — sometimes your only option is simply to crouch and dodge the attack. However, if people feel so strongly about crouch teching even though one definitely has more cons (survivor loses distance) and the killer can catch up, sure.

  • @Daniel_Silva04 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3855467#Comment_3855467

    So if you consider a bug a "skill expression" then they should bring hugtechs back.

    Dodging isn't a bug, if that's the case many games with the dodge mechanic is inherently a bug.

    The topic was about crouch teching, yet we get led into a form of whataboutism — but sure, bring back hug techs and people will adapt to crouch tech your M2.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3855842#Comment_3855842

    Thank you, friend!

    I need to master this ability. Really tired of that tail attack.

    Yeah, it's just trial and error with the regular crouch tech method.

    It's not 100% foolproof, just something that can potentially extend your chase or keep you alive for longer. Generally you want to keep space between you and Xenomorph and an easy way of doing that is by pre-dropping a pallet and forcing him to M2. I kinda view him similar to Deathslinger in a way as they have to choose between destroying the pallet or simply trying to hit you over it — best case scenario being that you dodge and Xenomorph hits over you. 😊 A Xenomorph out in the open is quite deadly, so you need any space you can have over it whether it's a pallet, vaulting through a window and instantly crouching, or running into a turret as a form of distraction. I believe in you, you got this. 🤗

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3855813#Comment_3855813

    I can show you the video if you want to see it. 🤣

    If you're willing to share it, I'll happily accept, friend.

    Here you go friend:

    https://youtu.be/VIb5XR0tmKI?si=X0w0OVmY8zziWdZV

    As a bonus, here is a chase I had against Trickster as well yesterday I believe.

    https://youtu.be/_5CBGASy91M?si=6Sh_ZAQL_V-5EgDI

    It just takes a lot of time and practice, but just know to pre-drop a pallet against Xenomorph and crouch away!

    Edit: Honestly, you just gotta believe and hope in some cases to not get hit and you'll be pleasantly surprised on what you can get from this game, haha.

  • @Ryuhi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3855806#Comment_3855806

    The fact you're trying to put the stance of "M2 killers should have no counterplay" onto me is a pretty strong indication that you refuse to understand my point, and keep trying to dress up my arguments as something they are not. You also doubled down on your assumptions about BHVR's stance without providing any evidence when requested. For all I know it exists and I simply haven't seen it, but you either can't or won't strengthen your own argument. This discussion is pointless, but I hope at least someone understands the point I was making so this wasn't for nothing. Please do not tag me further.

    Cool, don't engage with the fact that these techs are nowhere near similar to each other and one obviously has more pros than cons. Salutations, my good sir. 🫡

  • Lmao, I was surprised when it even happened. I can show you the video if you want to see it. 🤣

    I was playing Ace with only Self Care as I was doing the dreaded challenge to escape while only using Self Care. ☠️ I did it on RPD in particular. I think it's mostly timing and the angle where Xenomorph shoots his tail at you. I always just instinctively drop a pallet and crouch under to avoid the tail. Just takes practice is all. 😊

  • @GeneralV said:

    Does this thing work against Xeno?

    I always try to do it and it never goes well.

    Yes, I have a video where I consistently dodged Xenomorph's tail attack three times over a pallet. It is doable, just a little trickier.

  • @Ryuhi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3855786#Comment_3855786

    Since you refuse to get the point I was making:

    Comp has absolutely nothing to do with whether something is or isn't an exploit.

    My "assumption" was that you are holding these exploits to different standards. It has nothing to do with your experience in the game, nor your usage of either "tech."

    The risk to crouch tech is messing it up and losing distance and/or getting hit. The risk to hug tech was the survivor abandoning the loop and circling around the tile in a way that you would be unable to reach them in time, especially since most of your bounces were used up (this is admittedly much easier on tiles that block visibility, for obvious reasons.)

    Appeal to authority is not an argument. The devs being silent on an issue is not the same as an issue not existing, so I don't really understand what you're trying to prove there. Did they ever actively approve of it? I would like to see if there is any evidence they endorse this "tech" any more or less than the other ones that have been patched out on both sides (remember, things like flashlight blinds and vaults cancelling stagger on landing were fixed as well, so it does happen with both sides.) Many of the exploits that have been patched out of the game had been present for very long periods of time (most notably hug tech,) so the fact that it hasn't been addressed yet isn't an argument.

    An exploit is not suddenly ok because it has been around for a while or because it only affects certain killers. This is exactly why I bring the parallel with Hug Tech, it was around for ages and it was much more effective on bad survivors than good ones. I'm not saying "git gud" so please don't try to put that sentiment in my mouth, I'm merely pointing out that both exploits have disproportionate value depending on the skill of the players involved. Bad players don't crouch tech, nor did they use hug tech. Both require a degree of understanding about their respective scenarios and applications.

    Lastly my stance has nothing to do with "whether killers need" to not be subject to their hits just completely disappearing into the aether because someone tapped a button at the right time, it has to do with the inconsistency between the two changes, and how each side's arguments for/against them can often be applied to both. You're trying to claim an unintended interaction is good because you want to use it as a method of "rebalancing" what you think is skewed against you, not whether mechanics are actually working properly. So again, you're making excuses for why you get to keep your fancy toy while being completely content with your opponent not getting the same courtesy.

    Lastly, telling a killer to not use their power, especially M2 killers, is a completely asinine reaction to exploits preventing said powers from working properly. It doesn't address the core issue even remotely.

    Right, so your argument is that hug tech is comparable or at least on the same level of crouch tech?

    A survivor using crouch tech against three killers that I've listed doesn't always work as it requires precise timing in terms of crouching and again, as I've said prior oftentimes puts a survivor at a disadvantage as they're losing distance to these killers. 2/3 of these killers have the momentum to catch up to the survivor to make the crouch tech redundant in the first place and only punishes the killer if they decide to continually M2 over and over again.

    However, hug tech on the other hand — yes, it requires precise timing and control... But Blight has the ability to continue that momentum due to the fact that he has the mobility to catch up to said survivor. Behavior in and of itself said it was an unintended bug that Blight had and justifiably took it out of the game as it was giving Blight the ability to not only hit the survivors and traverse the map in such a way, but also keep the momentum going to steamroll over the survivors.

    Now tell me, how is crouch tech any way shape and form similar to hug tech? Crouch tech has more downsides and risks involved when we compare both techs together.

    Competitive Dead By Daylight is a great example to use as they often use stricter rules and ensure more fair gameplay and tactics are used — if crouch tech was as problematic and game breaking as it is, it would be outright banned.

    Behavior is quite aware of the crouch tech, yet here we see one is removed while the other is still in the game.

    I must ask you, why you feel like there should be no counterplay to M2 attacks? Why do you feel like you need to consistently hit survivors during a rush or an overdrive hit just because you aim at a survivor and now they're no longer able to crouch to dodge it? Now survivors can only move side to side allowing easier downs for the strongest killers in the game?

  • @Ryuhi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3855756#Comment_3855756

    So you're making excuses for why you get to keep your shiny thing while making excuses for why others can't have their shiny thing.

    "I don't understand how dodging your enemy's attack is considered an exploit, but in any other game it's alright."

    You are abusing an unintended mechanic, ducking to dodge hits is only for things like ducking projectiles, not for attacks where the camera is locked and they are unable to angle their attack downward. You are also misrepresenting the two by implying that hug tech was just free hits with zero skill vs understanding elevation differences and tapping a button at the right time with crouch tech. Both techs have skill requirements, both break the game's collision interactions in unintended ways.

    You can be for or against these "techs," but at least have some consistency.

    I have seen many people on this forums love to talk about how survivors should be OP because of comp DBD. if it was truly unintended, it would be banned from regular competitive DBD gameplay.

    Contrary to your assumption, I learned about the tech a few months ago and yes, I will admit that I do use the tech when going against Hillbilly and Blight (both considered to many comparable to Nurse).

    If you want to make an argument - what are the risks and are they comparable to crouch tech? What is the exact risks and counterplay to a Blight abusing hug tech where the developers declared that it was an unintended bug that Blight had?

    Yet, "crouch tech" has been in this game for a very long time and you only see drastic gains against Blight, Demogorgon, and Hillbilly. If it was an unintended feature, it would have been thrown out early on and Behavior would have removed it outright from the game. It's not an unintended bug and I don't understand why YOU feel like these killers (Blight and Hillbilly) NEED no counterplay to their special attacks.

    If you FEEL a survivor will continually crouch tech you, go up to the survivor and M1 them. It's really not an issue and I don't know why DODGING a character is an unintended game mechanic.

  • @Ryuhi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3855719#Comment_3855719

    Do you think Hug Tech should have been addressed? The issue is a lack of consistency in which "techs" get addressed, and why. Crouch teching can completely nullify hits, which is certainly not insignificant for an action with minimal requirements or mechanical skill (its literally just a matter of routing and reacting.)

    First of all, there's a major difference between crouch tech (which helps a survivor miss attacks from making their hitbox smaller... While slowing them down as they have to pause, crouch, avoid attack, and move) versus hug tech that allowed Blight to maneuver easily hit survivors.

    Let's not forget that Blight is categorically an S tier killer.

    At this rate, any killer that you could feasibly crouch tech (someone mentioned Nemesis earlier as you can crouch tech under a pallet to avoid being hit with the tentacle) along with the fact you can do the same with Xenomorph.

    I don't understand how dodging your enemy's attack is considered an exploit, but in any other game it's alright.

    But then again, Hillbilly and Blight are considered up there with Nurse — so, I don't really see the issue for them having counters, where again the vast majority of the playerbase doesn't even know about.

  • @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3855683#Comment_3855683

    Anniversary event offerings always stack, and the old Scorching Summer BBQ invites did too, hence why alot of us don't understand why certain event offerings are so stingy. There was also the Lunar Event where you could interact with each other's envelopes and award each other with bloodpoints.

    I see, I don't typically play during events generally but as you've mentioned — it's probably moreso the stinginess of Behavior not allowing certain bloodpoint offerings to not stack.

    I just remember playing during the rod event and my friend using Bloody Party Streamers as the rods didn't stack, similarly to the event ones here.

    I doubt Behavior will change it, given that the event already commenced but I do agree that any and all event offerings should be stackable in the future. 😊

  • @Oloy294 said:

    First of all, Otzdarva may know a lot, but don't take his word as Gospel. You should be able to make your own conclusions (which I think you have already made)

    Second, the reason I think he put it there is because the average player just throws the perk on, runs into the basement, activates invocation and gets killed. To use the perk you need to go in the basement stealthily and listen to when the killer is close to get off without getting interrupted. It's a risk reward. Even after doing that, the risk reward stays from the permanent gen reduction while you are permanently broken. While I'm not saying it is necessarily a meta perk, it isn't bad by any means in its current state.

    No, the perk is placed there because it's objectively a waste of time.

    Not to mention the fact that the killer gets notified of it when they walk into the basement and see the salt circle anyways.

    It's generally a waste of time, making you primarily useless the whole game as you're permanently injured.

    You can't help the team at all and it makes it even riskier to do certain plays due to how much of a detriment and time sink the perk provides. All that time that the survivor did doing a Weaving Spiders is best placed on a generator.

    Once the survivor is done — what can they do? They sneak around the map because unhooking is harder, trying to complete generators is more riskier because they're constantly one hit away from death and is an easy tunnel target the whole game once found. Both are abysmal perks that hardly give any value and it would have been better had they not made you permanently broken the whole game. Some can argue that it might be too broken in that stage, but in its current iteration it provides nothing for the team.

    Someone mentioned Potential Energy - I used to run the perk with Prove Thyself before it was nerfed in an unwarranted way — this perk is also a waste of a perk slot given that it makes you doing generators at a slower rate and you lose all stacks when you're injured. They sound good on paper but when applied in actual games, they hardly make a dent into regular gameplay.

  • @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3855338#Comment_3855338

    According to an in-game notification we have a Bloodhunt starting in a few days, followed shortly after by a Bloodfeast. I'm guessing that's why they made them personal. I'd rather they just made the offerings shared because it provides a sense of community. But I think they'd rather the Bloodhunt/feast to boost numbers.

    Aren't most event bloodpoint bonuses individual? Usually with events I find Behavior always makes individual based bloodpoint offerings, especially with the rods that we had earlier this year, lol.

  • I find that early on in the events it's usually chill, but the later the event goes on — the more you find people who "sweat".

    Additionally, there are people who try to play the event in a "nice" way and then get completely steamrolled on survivor/killer. These killers/survivors then queue up and take the game more seriously, causing the little cyclical tournament style of gameplay you find.

    At the end of the day, one side wants to win so you have both sides equally sweating unless the other party makes it absolutely obvious that they want to have some sort of snowball fight or whatever. 😊

  • @Dadeordye said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3855467#Comment_3855467

    Skill expression is the general excuse to exploit the bugs the game has.

    Eh, crouch tech is something that people learn once they get hundreds/thousands of hours into this game and the casual audience (most of DBD is) isn't aware of it.

    Removing it would just make dodging certain killers M2 attacks harder and it does in fact remove skill expression (losing more as time goes on) in the game.

    Just because you crouch near a Blight, Hillbilly, or Demogorgon doesn't mean that you're automatically going to avoid being hit/downed and there's counterplay to it in general once you recognize a survivor keeps dodging your ability.

  • I would recommend you to only really Counterforce totems if you spot that they actually have Thrill of the Hunt.

    You waste so much time trying to go from totem to totem that usually most of that time is best suited for generators.

    I usually run exhaustion perks, Deja Vu (for avoiding three gens), and/or Off The Record to prevent being tunneled off of the hook.

    You could use Windows of Opportunity if you don't find yourself great in chase to learn pallet spawns and windows of certain jungle gyms. It's usually best to put perks on that help you survive in the long run.

1 … 13 14 15 16 17 … 19