ChaosWam
ChaosWam
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The problem is it's really an arms race.
Anticheat can only go so far, legally, to detect third party software interfering with the game files. I'd suggest they add detections in-game for things survivors/killers should NEVER be able to accomplish (downing all survivors and hooking in x timeframe for example, or you know the flying around and disabling all hooks/breaking all generators instantly should be detected) but even those has it's downsides if the hackers can make it detect a different player or if the game itself throws up a false positive on a player.
I mean, people crack DRMs pretty quickly these days, I would assume it's pretty simple to get around any anti-cheat relatively the same in terms of time. It's really just a game of whack-a-mole, and the best we hope for is BHVR gets to them fast.
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Let me tell you a tale of many years ago when I played Dark Souls on the PS3, my brother had found a save editor for it and goofed off with it. I also used it, but only after running into so many other hackers in that game I decided I'd use the save editor to counter those players and ignore anyone who clearly wasn't cheating. Even figured out the best ways to counter their hacked stats to kill them faster than they could kill me.
The messages I got were extremely concerning. It was either a person losing their ego trip and absolutely freaking out, threats and all, or there were those who had absolutely no empathy and were confused why I didn't pick on normal players.
Playing against hackers in DBD, they act somewhat the same if you DC. I remember one time I picked up someone as the 1.0 Sadako and all the hooks disabled, with an Ada going super speed and tbagging. I DC'd and it was almost word-for-word the same weird ego trip I experienced back in Dark Souls.
Basically they cheat to feel artificial power.
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Some people say he's overtuned. I can't make that call since I don't play Billy very much before or after the changes.
That said, I have never had so much fun running into things on Red Forest trying to learn the changes. Got a 3k almost on accident with survivors running in front of me and me somehow getting crazy curve shots (at least in my own experience) just goofing off with the turn rate and additional overcharge time addons. I didn't even bother kicking gens, I was having that much fun.
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There's a few reasons to use lockers, I've learned during my time trying out survivor these pasts 5 or so months.
Inner strength and Built to Last are both extremely good reasons. BBQ and Chili is also a good reason if you mentally time the duration. I'm sure there's more than those too, combinations of Head On and Flashbang like I see in my killer matches too.
I guess some people assume the lockers are only used for those who try to greed hatch? Same people that think Urban Evasion is bad even though I've ran it against Skull Merchants and kept drones disabled constantly.
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Hot enough to melt the steel doors for the Nostromo map.
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@HeavyPress said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3638446#Comment_3638446
Chase while demanifested is actually something that was removed during her first rework, and was demanded back by most long-term players of her. It's useful for Sadako because she lacks tools like Wraith's stealthed speed. This way, she can gain bloodlust while demanifested, which means you can use her stealth actively during chases and survivors can't abuse window vaults to avoid her (as they only become blocked by the entity if you overuse them during chase).
It also meant survivors could infinitely vault windows if you even think about demanifesting for mindgames.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3638159#Comment_3638159
I played Sadako....
Its bad. Your literally disincentivised to use your power. You can tp fast, but why would you? It does nothing.
I sincerely hope that they remove this cooldown alltogether. Its completely pointless.
Agreed. I've been extensively testing it and it's kind of a joke to waste a TV if you're not getting condemned value, or at least threatening with condemned if survivors choose to ignore tapes.
On the upside, the hook lock cap isn't as harsh as I first assumed, only if they ignore the tapes though. Really the problems are the condemned cooldown as far as my testing has gone down, but I'd have rather the PTB Sadako release as she was then make adjustments depending on the data.
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@Cypherius said:
Another laughable issue is that Sadako got nerfed while Blight was made easier to play but remains overpowered.
You would think that a killer with such a powerful base kit should not have strong game changing addons. At this pace i am genuinely concerned they will make Pig worse once her turn comes.
Personally I'm scared for whatever changes comes to Pig, Doctor, Huntress, Demo, Clown and Hag after this nonsense.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3638171#Comment_3638171
It takes them years to do number changes or nerf overperforming add-ons.
Why would we ever expect them to change things significantly from the PTB.
That's just it, most of us aren't asking for significant changes in the PTB. It's mostly number-tuning and suggestions for further adjustments down the road.
Take Sadako for instance. Most of us were happy with the changes both as and against her since her strong power had a strong counterplay. With the nerfs, now survivors have far more counterplay than she does a power, leading to the exact playstyles the devs tried to avoid with these nerfs, just with less condemned because players feel like tunneling now is their only option. All people asked in the PTB for the most part were smaller TV aura reading ranges, keep the 2 second interactions with tapes, and Iridescent Tape having the increased cooldowns removed or have the tape back to it's 1.0 incarnation.
With DMS and GE, most asked for GE to be the primary block and have DMS only activate if the survivor gets back on the gen and releases it after GE. Or, they asked for GE to be tuned down in numbers here and there.
And as we know, none of this was considered. The developers had pre-planned a lot of changes before we could supply information and an input and then claim things happened in the PTB that most of us didn't experience or made no sense with the killers and their kits. Really the only one who got it off easy with Billy all things considered, which I personally think is fine because Billy needed some QoL.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3638159#Comment_3638159
At least you can participate in PTBs
Problem I see is what's the point participating in the PTB if the input goes nowhere anyway?
Quite a few people brought up the DMS/GE combo, myself included.
Sure it's neat to try content early, but the point of a Public Test is to stress-test changes and comb over feedback to find logical changes when these problems pop up. If they're already planning changes regardless if they make sense or not and ignoring problems during and after the PTB phase then why even have a test? Feels more like a glorified bug-test.
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I'm more and more convinced PTB isn't there for actual input at this point. Just a bug-test and they decide what to change after regardless of any feedback or warnings about this stuff.
I don't think I'll ever participate in another PTB.
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I agree and it reflects on killer reworks as well. Not a lot can be done with them or their powers or else it becomes too complicated for newer players and they won't know what to do without the right information. Then, it leads to really bad reworks or ones that reflect that the devs don't really know what to do with a rework when they need to cater to both a large community of players who are lost and a community that can do simple counterplay too easily.
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@brokedownpalace said:
One whole game? Thank you for your contribution!
To be fair, plenty of us played a ton in the PTB and knew the drawbacks/rewards without these restrictions. It's not hard to play a couple matches with the nerfs and know how god awful it is compared to the PTB, which we gave feedback about and ultimately ignored for pre-planned changes.
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PTB Sadako was perfectly fine. The post-PTB changes were not warranted. The cooldown to condemned pretty much discourages using her movement because it's no longer efficient, and waiting 10 seconds loses a ton of pressure. Meanwhile, survivors can take a tape extremely fast and stop 7-ish entire condemned cooldown teleports since TVs turned off by survivors are off for 70 seconds.
The condemned hook cap, in my opinion, is only extremely bad because of the condemned cooldown, since if survivors barely even do tapes they still keep most condemned off of themselves. Therefore, the one who does end up getting condemned becomes the target of extreme tunneling to keep that condemned on them. It's a terrible feedback loop.
Either tapes need a downside again, or these changes need to be reverted and have the PTB Sadako play out to see what is needed. Maybe even keep condemned hook capping to be safe.
Edit: And for the love of everything, she needs an addon pass yet again. Iridescent Tape is pointless to run, VCR is bad since TVs have an aura so survivors know she doesn't teleport to it, and tape editing deck makes no sense to run if tapes are just a boon to the survivors.
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C, but I wouldn't even buff the haste.
And as I said in another discussion, add animations per haste stack to make her look more on the prowl as the haste increases so survivors know she's slightly faster and more of a threat. Because does she ever need to have ANYTHING threatening about her as a character.
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I still can't understand how anyone thinks PTB Sadako could effectively 'spam' teleport when a tape could be grabbed before she could teleport a second time. It was the easiest, least threatening counterplay because the tapes gave you no downsides. Unless you greed gens and ignore the TVs, there was no real issue with spam and if you're active with TVs you could suppress her power pretty easily for a long time.
You could still make an argument for lock-on tunneling, even though I personally think the system in the PTB rewards spreading hooks and condemned stacks were healthier since Sadako can't tunnel effectively due to strong tiles and had a strong counterplay to stop having tons of stacks before being hooked, but the spam argument is simply due to survivors refusing to participate in the killer's power and honestly, they deserve the L if they sit there and get maxed out stacks. Especially since the active TVs are highlighted when you're in range.
All the 10 second cooldown will do is make it impossible to gather stacks and make it a useless pressure tool against survivors who take the 2 seconds to run over and grab a tape.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3636931#Comment_3636931
I think the issue is that a niche outcrop got pruned, but the compensatory buff is going to have wider impact.
It'd be comparable to the MFT nerf being paired with survivor movespeed being increased to 101% across the board, as a 'compromise'.
With a limited amount of kicks, the buff just gives a fair recourse for killer. If it does become a problem, I'm sure BHVR will fix it.
And I would not say that's comparable at all, the changes were made because killer now has limited kicks/regression events. A fairer example would be if they kept MFT but gave all the killers a 3% haste basekit as compromise, or something along those lines.
And even then it's what, an extra 3 seconds you repair? Just repair when the killer leaves. When I tested it all in the PTB, I was able to get that 5% done and then some before they came back when a 3 gen was attempted.
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@Hexling said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3637020#Comment_3637020
so then youre saying buckle up ftp is a fine perk then or the blood pact build?
Neither, and it worries me you'd assume that at all.
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Really it's up to the RNG gods I find.
Some days I'll get 5 of them in a row, other days I don't see one for 40+ levels.
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Suppressed presence is pretty top tier ngl
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@Hexling said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3636513#Comment_3636513
same could be said about killers remember mft.
There was nothing about MFT that led to smart or original combos, it was just a broken haste perk with no limit while injured. I was able to loops most killers pairing it with no mither and didn't feel in danger 90% of the time.
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With arguments like this, I guarantee they're going to get themselves killed by a 3 gen regardless of any cap because "OH LOOK KILLER GOT A SMALL % BUFF"
Seriously, they're limiting regression per gen, how is this not a good compromise regardless of how they adjust it?
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@mecca said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3636900#Comment_3636900
It is just a massive pet peave for me there is double standards to balance. In almost every case, the feelings of the killer is always the most important.
A survivor hung by a NOED totem is no less of a problem than a survivor using their one time perk to escape at the end of the match. It is simply wrong to nerf one for reason X without looking at similar situations for the other side.
Even NOED has been nerfed crazy amounts though. Unless the killer hooks next to the totem (which at that point the other survivors should just take their losses and leave) the others can find it because it gets highlighted.
Really if you think hard, killer side got plenty of nerfs. Lots of gen regression got hit hard too. And speaking as a Sadako main, she is getting unjustifiably nerfed compared to the recent PTB on accusations that make really no sense if you sit down and think about her power and counterplay.
And again, a lot of things could be fixed or alleviated by basekit design choices. Personally I think the anti-3 gen system coming up is a good example of the right steps to take. A limit on regression events and a hard counter to gen tapping, something both sides should praise if they know anything about the struggles of both sides.
Not saying it's all perfect mind you, but with BHVRs track record on nerfs and buffs, we take the little victories.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3636881#Comment_3636881
You're right about that part of SWFs not revealing themselves. It was just an idea. I hadn't fully thought that through yet.
The thing that I don't get is, why it would take years. This isn't that hard to code. Just as survivors seeing each other's perks. So I can only assume that it's not very high on the list of priorities. But honestly, I think most of us would accept, if some other things were delayed a few months for this.
Mostly BHVR's development time. If you look at everything else that hasn't been addressed or touched, it takes them a massive amount of time.
It's not entirely on them being lazy or whatever either, if you think about it they have to constantly deal with changes people want with killer kits, behind the scenes bug fixes and counter-cheating, coming up with new content to keep themselves afloat and other development responsibilities. I'm not sure how many people at BHVR are on-board with DBD itself either, the manpower could also be a problem.
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@mecca said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3636876#Comment_3636876
Why is it so bad for a well equipped SWF noobstomping a killer with help of a perk, however it remains unaddressed for a well equipped killer to noobstomp survivors?
Both is considered bullying in your description.
A killer that camps and guarantees a kill in endgame with or without assistance of perks could be considered bullying to the one survivor since it is uncounterable.
Nobody said it wasn't an issue, the problem was it was a MASSIVE issue before the nerf and didn't really fix the intended flaw to begin with. In fact, I remember back then most killers just committed to getting DS'd because swapping targets risked even more active DS strikes. So why not tunnel the one and get the 1k at the very least?
The problem is DBD, whether we like it or not, has these design flaws by the nature of the game itself. Throwing overpowered perks, combinations and broken strategies isn't going to solve it across the board on either side.
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@I_Cant_Loop said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3636758#Comment_3636758
That response to the SWF question was absolutely laughable. Everybody knows that information is what makes SWF stronger and pretending that it's not is why the issue has go unaddressed for so long (other than the status indicators which helped some but still are nowhere close to the info you get with SWF on comms).
I also question that statement considering it's not uncommon for most players that they don't know about reworks, killer powers and how to deal with them, and how to work with your teammates effectively. Information is absolutely a problem, both the lack of it and the overload that a lot of killer powers have a lot of moving parts and are more complicated.
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I kinda like this idea.
An alternate would be instead of a decoy randomly placed, it could delay the aura reveal by x amount of time and show a 'ghost' of the survivor through the aura where they would have been running before the delay.
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@jasonq500 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3636877#Comment_3636877
The new game mode might be fun for sadako with iri tape with stealth perks, that’s the only good thing she has
I tried that in the PTB, unfortunately due to survivors making TVs have long cooldowns, her innate stealth having a lullaby and teleporting creating a lot of noise, you'll get one or two, maybe 3 hooks until the survivors realize which stealth perks you're running. I did make it work in 2/6 games I tried it, which I guess isn't a bad rate but it's not enough of a pool size that I'm confident in.
That said if anyone finds a good build around this, absolutely call me out.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3636856#Comment_3636856
You could say simple things like: "Hey, I need a heal.", "Help me repair this gen.", "Killer is near me.", "I'll go for the unhook.", Come towards me." etc. Of course some of these commands would need to reveal your location to your team mates. It would work across the map. Otherwise there wouldn't be much use in it. They could even add the risk of you being revealed to the killer, if you use it too close to them (like 12m or maybe less).
The core design philosophy of DBD is a bit all over the place. On one hand we have the game as a party game with killers like Chucky flipping survivors off, Naughty Bear and certain cosmetics (Mr. Puddles doesn't exactly scream "horror" in my opinion). On the other we have DBD as a horror game. The player base is also divided between people who want everything to be casual and people who want the game to be more competitive. So I think this isn't really a strong argument against a chat wheel.
Honestly if they kept it where only survivors can hear each other, and these changes brought up SoloQ to near-SWF levels since SWF would never reveal themselves with in-game vocals, it would pave the way for better killer buffs across the board to compensate any drop in killrates.
It'd take years though, which is the major issue.
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@mecca said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3636828#Comment_3636828
I wholeheartedly disagree. BHVR nerfed decisive strike because killers are entitled to winning and devs are oblivious to their game and blindly do what the community (killers tell them). Yes, they do a little here and there to help survivors but this is more of a ---look here, we are doing something ---. Take 3 genning for example. If they are trying to solve a problem of killers abusing a strat, why did they buff killers all over again? The 5% gen regression and increased difficulty of stopping the regression is a huge buff for killer. Another exploit of that non-thoughtout buff will be: how will survivors cope with a doctor that prevents survivors from being able to stop the regression. 8 times x 5% equals %40 regression per gen without any additional perks.
So why?
There is complaints everywhere surviving is next to impossible without being in a pro team. Why did devs just make it even more difficult? And, they are allowing a broken combo to go live that will basically prevent survivors from completing gens.
I would like to be wrong but this sounds like devs are trying to kill off the game.
Sorry but I need to roll my eyes every time I see someone say it was entitled killers that got DS nerfed.
It was bully squads all running it every match to bodyblock, stop other chases and guarantee escapes at the endgame with combinations where the killer couldn't make any other choices.
You could argue it was overnerfed and should have been kept at 5 seconds to compensate for the drop time, but let's not pretend there were broken combinations abused by SWF teams. If you wanna be mad, be mad at SWF.
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Play Billy or Bubba long enough and you'll realize how bad of an idea this is, for intentional movement with Nurse trying to get around this stuff.
Also with this restriction she'd definitely need a movement buff.
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Don't put too much stock in steam charts for this game, people take regular breaks between content. The numbers constantly fluctuate, and not to mention with how old this game is, it's normal for some to completely drop it or numbers to dwindle down outside new content.
That said, SoloQ does need more assistance. But we need to be careful not to just add buffs that can be exploited. My suggestion is more information in-game about things like killers, their powers, addons, items and perks in a neat and organized compendium instead of having to go through loading screens and between killers/items to get the information.
Also, cutting down on a lot of complicated explanations of powers would also help. There's still people who think Skull Merchant's drones are the same as they were on release, and making it more streamlined and explained with proper in-game notices about reworks would do wonders.
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I think the duration may be an issue, especially on killers who can pressure multiple points at once (which isn't a lot)
However, gen block is a bit more fair since it doesn't actually regress the generators, only delays for the killer to try and win more chases and remove more pallet loops. I think that's way more healthy for the game than the old gen-kick meta and 3 gen setups. Anyone who defends CI should know this to be true, since it makes early game have less pressure on gens.
I think with some adjustments, making GE prioritize the block instead of DMS for example, would be the proper step.
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Mixed feelings
As my main being nerfed, that really sucks and I may not touch her until she gets appropriate changes.
Otherwise, I want to try the new game mode and I heard the next tome has Slinger stuff so I'm kinda excited for that.
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Survivor definitely can't heal as quickly as before during the CoH meta, thank goodness for that.
And you're forgetting survivors have to commit to repairing 5% of a gen to keep it from regressing once it's regressing now. That's pretty big and it means no more gen taps.
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@The_Krapper said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3636236#Comment_3636236
Just my opinion but Solo q doesn't need anymore QOL people just need to grow a brain, how hard is it to do gens when you're not getting chased or read the big blueprint on the side telling you everything you pretty much need to know? Lol Same can be said for people complaining about killer not everyone is the best killer in the world you can't expect every game to be a comfortable experience, I win probably around 70-75% percent of my killer matches just messing around with different killers but sometimes I pick a killer I'm not so great with and get roll stomped by seal team 6
Unfortunately the problem seems to be trending toward reworks focusing on those players due to a mass of players unable to keep up on changes, counterplay and other things like that. At the very least, some kind of in-game compendium on killers, powers, items, addons and so on would be nice and even then it's up to the players to read it.
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Or, hear me out, commit to your matches and adapt.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3636338#Comment_3636338
Counter-counter-counter-counter point: There isn't anything wrong with a coordinated save against a facecamper at the end game. They are never guaranteed to work.
Unless you mean the only problematic aspect was DS still being active at the end of the game, then I see your point.
That's exactly my point.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3636317#Comment_3636317
Counter-counter point: I never said survivors should be guaranteed an escape.
Maybe they missed their Decisive, maybe you had Blood Warden on stand-by. All fair play.
The end game is no place for pity kills or escapes, it is part of the game. I don't mind if DS doesn't activate at the end, but I don't think it was as bad as it is said to have been.
Counter-Counter-Counter point: It's not just DS that's active in these situations. Other survivors can bodyblock, basekit BT can extend it, other survivors can run unhook perks and BT to extend the time, etc etc and guarantee an escape, even in live now without DS, and all that revision does is punish the killer for managing a down against those odds regardless if the survivor has the ability to miss a skillcheck.
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Or my personal favorite popping up "Rework Sadako"
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3636326#Comment_3636326
We had it in more than 2/3 of our games today.. EU region.
Out of my 10 games last night as survivor on NA I had about 4 hard tunnelers, 3 running pain resonance and one running Surge/Deadlock and we managed to get at least 1 gen done, max gens done was 3 before someone died and one of those 4 was an escape because the tunneled player ran OTR and DS.
This is why I talk about the disparity of no gen stall/regression and more gen stall/regression builds. Because the other 6 games were 0k-2ks running minimal regression like just Surge or none at all to devote to chase/stealth and it failing.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3636306#Comment_3636306
People were doing gens!
Killer returned to the hook when unhooked, and ignored the other survivors just to tunnel.
People took hits, even downs in hopes that the killer would switch focus, and they just left them downed to tunnel.
We did manage to punish 1 tunneling killer, by blasting gens as fast as we could, so he did only get 1 kill.
But that was 1 out of ≈10 games.
We stopped playing because this just became unfun.
I can't remember the last time I've ever seen a survivor die to tunneling and no gens get done while survivors are doing gens and taking hits. Most of the time I get 4k's at 5 gens, it's because I end chases quickly and apply DMS with Sadako's mindgame teleport using VCR and they never get around to fixing them again.
Were all the killers running some kind of gen block/regression combination? Even Pain Res alone doesn't stop at least 1 gen from getting finished by first or second hook.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3630249#Comment_3630249
It isn't a punishment. Playing nice the entire match didn't make you entitled to a kill at the end.
Choosing to tunnel at the end of the game was the same as choosing to accept the risk of Decisive Strike. It was natural.
Counter point: Survivors shouldn't be guaranteed an escape if they were caught endgame. If there's 3 other survivors, they already have a really good chance of escaping the unhook without additional aid. The changes were made because there are hooks close enough to the exit gate that guarantee escape with these active at endgame. Heck, some are still guaranteed with basekit BT.
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What 1st person does to an Oni:
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Only if it doesn't work on stealth killers/killers effected by undetectable/if the survivor is suffering from oblivious.
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@[Deleted User] said:
I played like 10 games today as survivor, we got hard tunneled and/or proxy camped on the hook, even at 5 gens.
If thats "so much power" to the survivors, then i really dont know what to tell you..
There's a few factors to consider here:
- Why was nobody else doing gens? Not one other survivor?
- If they are proxy camping, it should give enough time to slip in and get the save, if not trade hooks if the killer is patrolling outside the facecamp circle
- Survivors can see what other survivors are doing and if they're in chase. More survivors need to be aware of this.
- Tunneling is a problem depending on the killer. The only things you can do is take hits for them, do the gens and hope the tunneled player can loop well and has access to loops.
- If they are camping too close, don't crowd the hook and allow the survivor to pull themself off the hook, then take hits for them to make sure they stay alive.
The answer isn't to do broad nerfs to killers, most already feel like tunneling is needed because of gen speeds which is another topic, but survivors need more information at their disposal. Maybe a visual indicator for the facecamp ranges, or better manuals in game for killers, powers, items, addons, etc etc. Also, some anti-tunnel changes to killers that bypass it.
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@Iron_Cutlass said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3636292#Comment_3636292
I mostly just do it to protect teammates who are on Death Hook, depending on the match state, if they die, we lose the match. Maybe it's just my incredibly altruistic brain (I will go down to protect teammates who are going to die).
I see that as a good reason, if they're about to die give them a fighting chance. At that point most loops should be exhausted too.
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@Beano744 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3636143#Comment_3636143
You can't say any side is favored in this game. There's far too many different factors, which all change match to match.
You can get a blight with full meta running against solo queue survivors without items running off-meta, and then in that case it's killer sided.
But then you can have a match against a Trapper with 1 slowdown, but against a 4 man swf with 4 bnps with adren, dh/sprint burst, bond and windows, and then it's survivor sided.
It all depends on who decides to play more sweaty, which is impossible to tell before the match has started, except for the rare occasion where the killer sees 4 p100s with 4 toolboxes/medkits.
And even if you pair a 10000 hour nurse main against 4 survivors with 4 bnps, the best perks possible, then there's rng that comes into play. Which map did you get? Where did gens spawn? Is there a 3 gen? Where did the survivors spawn?
Arguing over which side this game favors is such a ridiculous argument, and it's entirely pointless.
This right here is exactly the point I'm trying to make.
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I feel there's a time and place. Legion can still just M1 for a hook if everyone is injured, but it should be saved until all other safe pallets/loops are exhausted. Otherwise you can 100% get away with not healing and just loop the funny M1 killer.
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@BlightedTrapper said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3635947#Comment_3635947
Practice chases, do something fun. Staring at a survivor on the hook sure isn't why I queue for killer.
That is not idealistic in a public lobby.
You have an endgame timer at that point (if the gates are open) and if someone is unhooked they're going STRAIGHT to that gate. Next to nobody is practicing loops, doing something 'fun' or anything else at endgame except escaping. In fact, some of the time survivors will mock you for not defending your kills and letting them go scott free.
You're playing as a killer, your job is to kill. If you personally don't want to, that's your own objective.