Chaosrider
Chaosrider
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- Chaosrider
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This just reads like you doint know anything about this game. Learn to play Trapper.
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Makes no sense.
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@ad19970 said:
I agree that the map is a bit too killer sided, but saying that all pallets are bad is just a lie. The map actually spawns a fair amount of decent pallets that survivors can work with.
It just doesn't spawn enough pallets and windows for it's small size. But it certainly is playable, and survivors can win on that map.
If you play against a halfway decent killer you wont win on haddonfield a single game.
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@Rythoriak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3716996#Comment_3716996
So a solo que team should auto lose cause someone picked one of these challenges?
There is no auto lose unless you go brainless for the challenges.
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So doing your objectivbe as killer is hard? We call this skill issue.
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@Azulra said:
"Deadlock is quite effective while being rather easy to activate. We have slightly reduced the duration of the generator blocker to bring it in line with other options."
This is completely false because the average duration time that generator block perks are 30-40 seconds and they're making Deadlock 25 seconds when you have DMS with up to 30 seconds, Undone with up to like 30 seconds, Grim Embrace up to 40 seconds, Corrupt Intervention up to 90 seconds, etc. This means that 25 seconds is NOT "in line with other options" by getting nerfed.
While, yes, it is easy to activate then you have to try explaining that with all of the other options with the fact that they're all EQUALLY as easy to activate with DMS requiring you to just simply hook a survivor on any hook to activate, Undone requiring you to just simply kick a gen(very hard to activate BHVR, very hard), Grim Embrace just simply requiring the SAME THING as DMS just with the extra step of leaving the hook to activate fully, and Corrupt Intervention just requiring the killer to spawn in(again, VERY hard to do BHVR).
Just undo this nerf because your reasoning is COMPLETELY false for justifying this nerf and hardly anyone complains about Deadlock meaning that you essentially nerfed it just because you felt like it.
You can circumvent Dead Man Switch as survivor by just not letting go of the gen. DMS is effective on average lower than 30s. Grim is 12s, and just 40s at the end (even though i think it shoulnd be so high at all). Corrupt is entirely different form of blocking that doesnt kick in midway. Undone … literally havent even seen it once cause its so bad, and effectively far less than DMS. So, youre completely out of basis.
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You just get the perks activation by doing your objective. How can it be any easier?
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Cause those are actual challenges and not just tasks to do.
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@Rivyn said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3716275#Comment_3716275
Why are Pop/Pain Res annoying? I don't use the other two, so I can't say, but both of the former require hooks, and one can only be used four times.
Cause its super fun if you get hit wirh 3 pains and some pops while your team is in chases and you try to do a single gen for 4 minutes.
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@BlueMoonBRUHMOMENT said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3716285#Comment_3716285
Out of pure curiousity, what is this if not a meta shake-up?
It's definitely not a balance change because they would've buffed other perks to make every perk more in line.A meta shake-up would mean that the meta will change. But it wont. Slowdown is still the most efficent combination to go with for starters. Its clearly a balance change, cause those perks are the most annoying combination to go against right now and are not healthy.
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Slowdown will be still the meta., cause its still the easiest way in combination with cheap strategies. The effects of those nerfs will not be much at all. The DS nerf is just another example, that devs dont care for game health - not that DS actually would be a good perk to begin with. DS being to effective is the most blatant lie in years.
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@AnxiousGummy said:
Is that it seems like the devs mainly nerf perks that are used more often even if they aren't inherently broken or need nerfing. And when they do nerf perks, they completely gut them. I'm not sure if it's to force players to use other perks or what, but then the cycle continues - players use other perks so the meta changes and then the devs nerf those perks. I get that this is to be expected from a live game, but my problem with it is that they nerf perks that aren't problematic instead of buffing the countless useless perks that are out there.
The slowdown meta needed nerfs. Still those perks will be at the top of the loadout choices, cause slowdown is the easy choice.
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One CC. And it doesnt matter cause its just a CC. None of the devs called it a shake up, that would matter.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3715678#Comment_3715678
Try playing trapper some time.
Maybe do this yourself. Or explain to me how people got over a 100 winstreak on trapper (or any other killer) if its that hard to win.
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Nobody said anything about a meta shake-up. The meta perks are just a bit less annoying to play against.
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A perfect example of a community issue: bad understanding of gameplay.
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@mustdogen said:
https://us.v-cdn.net/6030815/uploads/SGKS92RTE1DH/image.png
seems like 7.7.0 didn't decrease enough of player.
Don't know why every time when player base increase enough BE will start to nerf killer again.
The data just show you again and again that buffing killer = more player ,nerfing killer = less player.
But BE is sill so insist on nerfing killer every time they can even if it will decrease the player base.
Unlucky that your comparison lacks everything to prove your theory.
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"Because there is simply no other option if you want to win the game." … Here we go again making false claims.
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@HexHuntressThighs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3715378#Comment_3715378
That’s not true at all because of the killer is defending a certain set of gens then it won’t be as big of a loss to switch gens. It’s actually huge for breaking 3 gens as well. Not to mention you can stack actual BNPs on top of it.
So what exactly is not true? Do your math, its not that hard.
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@HexHuntressThighs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3715285#Comment_3715285
60 Seconds for 7 brand new parts is beyond a worthy time investment. Almost a whole Gen worth of progress that can’t be undone at all is crazy lol. You’ll see when the update goes live. I’m telling you it’s a great perk.
2 of those brand new parts have zero effect on the game, so those doesnt matter. add the time you need to run to basement. while you can basically do a whole gen and are not one hit the entire match. its still a noob trap.
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@Reinami said:
Even scott thinks that you MUST bring slowdown if you aren't playing a top tier killer (which is most of them)
How about you take another look at what he said? I give you some hints: "consistently winning" … "zero slowdown". Your turn.
And to your title: If that would happen, we would have another bright example that killer players are just too reliant on game mechanics than on learning proper gameplay.
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Still the worst looking map all times.
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With the stackable regression meta such changes were inevitable. Still you can soo much slowdown out of this perk cause you get it everytime you progress your objective.
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Its just comical. You cant take any devs action serious anymore.
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The cooldown isnt significant to the perk at all. If 20s or 40s doesnt matter. Also you cant spam something that you cant activate at will.
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Lets be honest, its still a noob trap. 60s + time to get into basement + being one hit for the rest of the game for 50s if played right. The perk is a complete misconception in itself and will never be viable unless its OP.
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The change basically kills both perks again, cause both on their own are by far too situational. survivor perks gettin bvhred again.
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@rororoxor said:
Before 30%, pop was at 20% current regression which everyone felt was too weak. It was buffed to 30, after which it's being reverted back to 20%. Why not keep it at 25%?
Cause of how bad regression meta is. Easy as that.
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CAuse as long as killers can stack slowdowns limitlessly it doesnt really matter how strong a single perk is. And being honest, Deadlock is mostly used within tunneling builds for a reason, and thats plainly unhealthy. Thre is no reasoning to say it is healthy. Still this perk is a good one, 5s isnt even that much of a nerf.
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To be honest, cant imagine anyone to be excited after bhvr did everything to spoil the mood for months.
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This game is balanced around a 4-man SWF playing vs a bad killer. That there are still people claiming SWF to be the issue is comical, and literally sums up how much gamesense this playerbase has.
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@ember__lol said:
I will die on this hill btw.
Tunneling is good, it forces survivors to improve at their looping skill, i wouldn't be half the survivor i am now If i didn't get tunneled.
You also won't be tunneled as much if you can improve at looping, killers like tunneling weak links, it's smart easy pressure. If your getting tunneled your probably the weak link, or so good the killer has to prove to themselves or you they can down you, in which case you buy loads of time for your team, and if your the weak link you can improve.
Now, i know alot of people rage bc of tunneling and complain it's bad. They have a skill issue and are not willing to forcibly improve themselves at the game. If they get discouraged and uninstall or leave that's shows alot Abt them. They were never worthy of improving.
If you want to improve you will, if you get tunneled all the time you'll want to improve.
Each time a survivor gets tunneled it creates harder survivors for killers to go against.
Tunneling is ultimately incredible for the games health, i know when i first got tunneled i was like "damn, I'm never gonna let this happen again" and i improved and now killers abandon chase with me after 30 seconds and i sit on gens all match because they know I'm good.
Feel free to disagree. But you have to admit i do have a point. Tunneling creates good players
And no. This isn't bait. And no I'm not a killer main (i play both sides evenly)
You have absolutely no point. People cant get better if theyre tunneled out as they have no room to improve in such a short time span until they get downed again.
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I havent seen any decrease in tunneling at ll. Not in my games, not in any of the streamers i follow. Ans to be honest, this was to be expected, as everyone that played before DS nref knew that DS isnt doing anything favorable for survivors.
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Was already an issue on PTB. Dont know why they even forced this patch if its that bad at times.
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@arcaneGospel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3703277#Comment_3703277
I mean, if it does something else of note, please, elucidate me.
Gamesense doesnt help you to identify which pallets are gone while teammates got chased, which rng on windows is going on nor which doors are shut down.
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@Blueberry said:
It’s balanced around solos playing at a lower skill bracket so you’re fine. The game isn’t balanced around playing with friends on coms even though you can.
How could anyone get such an image of the game balance? The game is obviously balanced around low skilled killers and playing as a 4man swf. Data showed that pretty good.
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So we still get an unnecessary Adrenaline nerf, again a half-baked DS, another entirely trashed map. Devs never fail to undercut expectations.
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@arcaneGospel said:
I think WoO is only that good if you've got no gamesense, yeah. I've got good enough gamesense to not need it—I occasionally find myself in a deadzone and think "man WOO coulda helped here" but only rarely. Now, that is still pretty good, giving someone a floor for how well they an do in chase isn't insignificant, but it isn't gonna give you better potential.
I think Ultimate Weapon has the same issue. I usually already know when someone's nearby, what does them screaming do for me? Most survivors hide so badly that screaming might make them stealthier.
Didnt know that there are still people thinking WOO has something to do with gamesense. Sad.
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3702668#Comment_3702668
Yes and the hypothetical other people that could be being tunneled that are not "themselves" would be taking the survey too.
Ive already explained this. Sigh.
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3702491#Comment_3702491
His own games data does show results as well. Also, that survey would include the other people hypothetically on your team when they're taking the survey as well.
It would not include them as he speficially asked for peole themselfs being tunneled. Thats not how stochastics work.
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Rhe SBMMR just didnt do anything positive at all for the game. And still nobody knows why they even implemented it besides "esports ready trollolol".
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699912#Comment_3699912
"For my experiment I included anybody getting tunneled" Literally quoted from the video.
So he did take into account other people being tunneled and says that it was included in the data.
Just at his own games, but not in his survey. And thats the critical point, why the survey isnt useful for his conclusion on prevalance.
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@ScottJund said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3701424#Comment_3701424
The point of the survey was not about whether or not people feel they or someone is getting tunneled, it was about finding patterns in region, team size, time played, etc, in the reports of tunneling.
Fine, so this question wasnt the main topic. Still it lacks the foundation for your conclusion (tunneling isnt that prevalent) as you just look at one survivor per match, while there are four. So if one survivor feels tunneled every forth game, and there is most likely just one player tunneled every game (you could make this up to 3 but most likely its one being removed this way and after that tunneling doesnt really matter anymore) you would have 4 people every forth game: in other words four games four tunneling issues. (not that i would assume its that bad, but your numbers are likely to add up to this).
Then rhere is the point, did everyone really told tunneling for themself and not for everyone in a match. Most likely not.
Not that I want to decry your survey or conclusion, but I think it has asked the wrong question to make a conclusion on prevalance.
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I have one big issue with Scotts survey: its the wording of his main question, as he asks how often people themself (!) feel to be tunneled. He doesnt ask how often someone in a match is tunneled. There are still three other players each match that could be tunneled., and thats the important thing to ask. Like this it makes his final assumption not useful in arguing against the prevalence of tunneling.
Also you can always fight about the definition of tunneling. Like, I still would say that blocking with BT to prevent a guaranteed hooktrade, doesnt justify tunneling not being tunneling. the killer is still willingly going for the same survivor though he has another target, that has even less distance (blocker with boost after hit).
Although i would be cautious on surveys filled in by dbd players. I do not say this happened here, cause noone can prove it, but this could be manipulated by biased players, answering in an incorrect way. If you look at forums for example, you see that esp killers like to overexaggerate if it comes to defending their "strategies" or other unwanted behaviour.
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@NarkoTri1er said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3700519#Comment_3700519
comp players are literally not the ones who pushed this strategy in pubs.
And strategies people mainly choose to DC, hook suicide or just simply not learn to counterplay when playing against are NOT gameflaws, it's all about mentality of an average survivor player
Tournaments made tunneling more prominent, thats undeniable. Mentality doesnt counter tunneling, but i guess i can retell all the arguments given over the past years and you still defend it with no reason. Killer strategies are gameflaws. There is no logic behind strtegies that makes fundamentaly trvial to play.
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@NarkoTri1er said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3700300#Comment_3700300
in what world does losing to a noobstomper strategy make you good and opponent that is using it bad?
A strategy that got rise cause of comp players is sure a noobstomper. (though i dont even care for people playing by their own rules) But those arent noobstompers. those are serious gameflaws that are handholding to bad killers to give them some nice times.
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@NarkoTri1er said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3700266#Comment_3700266
how and when did those bad killers win against good survivors? How can you tell that killer was bad and survivors were good? And let's not call someone bad because they were tunneling/proxying/slugging that's jus a tantrum thrown as a reaction to killer using strategy survivors don't like.
So you think tunneling, proxycamping and stacking slowdowns is skillful? Its not.
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@NarkoTri1er said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699907#Comment_3699907
you are winning because average skill of your opponent is terrible, not because the game is balanced bad.
BHVR once tightened up MMR system, everybody cried because of longer queue times. Now people have completely lost their views over the game because skill level across players in the lobby is usually very disproportional.
So then explain to me why bad killers can easily win against better survivors, but not the other way round? Let me help you: its because the game is unbalanced. Bad players should never win against better players unless those make mistakes.
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Thats how gameplay works out if both survivors see no chance in finishing the gens. It becomes a 1on1 on survivor side, first gets found is sure dead, if the killer is greedy both are dead for sure.
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@Neaxolotl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3698946#Comment_3698946
They never killswitched boil over despite it was quite obvious that perk completely disabled hooking
It didnt completely disabled hooking. Youre totaly exagerating.