ChuckingWong
ChuckingWong
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@OneGoodBoyDemo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3898825#Comment_3898825
Stronger killers have choices, weak killers don't and that's why most of the time tunneling/camping/slugging are practiced by weaker killers due to power discrepancy.
In a match would you feel more threatened by a Ghostface or a Blight? Which of them has the best chance of winning? Which of them has the best chance of turning the game around if they are losing?
Things are just like that, you may not accept these strategies that some killers use but you can understand why they were practiced depending on the situation.
But I agree that a killer practicing these strategies at the beginning of the game is bad behavior.
Depends on the map for ghostface blight comparison.
Lery's
Gideon
Hawkins
RPD
Midwhich
insert smaller, bunch of obstacles map here (Maybe one of the red forests)
Ghostface 10/10 times
Bigger/open maps Blight. -
I hope it doesnt, just got out of a game and honestly just about done until 2v8 comes back.
Guy just sits within range to camp, but not anti-camp, tunnels one out. 5 gens 0 pressure on them. 2 other teammates picking their nose, role playing, … honestly who knows.
Was looking at both of them closer than me for the save with kindred, and they just let it happen. One of them just kind of stood there looking at the killer.
The sable went stage II for free. And got tunneled out after FINALLY, I traded after crossing the map for it, since noone else wanted to do anything.
The only person wanting to do any teamwork in a team game, was me. Yet I get punished for it.No I am leaving, except I cant because someone unhooks my stage II. Killer slugs me to camp the slug after. DCd took the penalty.
Just a regular… what is it, its not even thursday yet. -
They should make 2v8 permanent.
Only way to enjoy any semblance of soloQ -
@Rulebreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3898680#Comment_3898680
if BHVR actually stood by their community and made soloQ less miserable
Our question is: how?
BHVR:
"We want to bridge the gap between soloQ and SWF"
Also BHVR:
"You dont get communication or coordination in a team game, but get punished all the same" -
@OneGoodBoyDemo said:
I can't blame the killers for tunneling/camping/slugging in chaos shuffle. they simply have no other choice.
lmfao
-
https://forums.bhvr.com/dead-by-daylight/discussion/440819/what-is-considered-winning-to-you
Having accounts created to farm removed.
-
@CrossTheSholf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3898367#Comment_3898367
4 Flashlights one game, 3 BNPs the next, 2 syringes and 1 sabo box and 1 bnp….
likely story
-
Still an easy mode version of Artist with a teleport.
Doesnt need any buffs thats for sure -
The game tries to over correct with some adaptive latency system that speeds people up to where IT THINKS you should be.
So some bubba could have 200 ping, be super far away, their silly lag system will over correct him forward and now you're down at a window from a chainsaw that never should have hit you. -
Nope and the player base wants to keep it that way as much as BHVR.
No to lobby loadoutNo to comms/Ping system
No to any slight killer nerfs that would favor soloQ but not swf.
Its a joke and will continue to get worse and worse. -
The heat dissipation was a good soloQ buff.
Sadly we cant have any of that, majority of your matches being that and all -
Objectives to progress the match I think is the key distinction.
You're basically arguing that there is already chests and totems here. -
That red herring buff though, survivor hand holding I swear.
-
Bout the only one that is bearable is Thompson house.
Rest of them just yikes. With rotten fields making me laugh every time it loads up -
Unfortunately the people that abused it for means of hiding and doing nothing ruined any chance of this happening.
-
Too much hiding?
With the amount of buffs to aura read youd have to be blind at this point to think this. -
@TWS001 said:
It comes down to solo queue vs SWF. An even half decent SWF with a semi decent knowledge of the game mechanics stacking up on coordinated 2nd chance perks is going to be a massive pain for most killers, whereas a strong killer running meta that's needed to keep up with SWF stacked with 2nd chance stuff will absolutely stomp a solo queue of randomly put together players that can't communicate and don't have a clue what the other 3 are running.
The game is a never ending circle of solo queue getting stomped by meta killers and killer losing to SWF stacked with survivor meta and being on comms which in effect gives them several other perks as well as completely nullifies any killer stealth perks.
I play both sides and you can tell within one minute how a game will go and what you are playing against or with.
ehhhh soloq gets stomped by killers with no addons or perks lol.
You could load up with chucky probably with brutal strength and win 70% still -
@EliteTertle said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3897178#Comment_3897178
Easy for a nurse player to say 🤣 but seriously, your right. generators are not fast. But a commodus toolbox with extra speed and extra charges is absolutely busted unless i'm blight, nurse, or even singularity and billy in some maps.
Yea I mean if you think playing nurse will solve all your problems with pressure and macro play go for it. Not sure why you are saying to play nurse here.
Id suggest though pressuring correctly, and picking your targets correctly over playing nurse though. As most players who play nurse, as seen by stats now, 4 times, is not a good idea. -
@buggybug said:
https://forums.bhvr.com/dead-by-daylight/discussion/440656/teammates-is-why-i-hate-soloqueue
Not sure why your being downvoted(but then again until they get rid of this lame button its gonna be abused) anyways yeah and this is why killers once again need to STOP qqing about swf this swf that, cause its honestly the only reason to enjoy the game or even get things like this whack challenge done. I as we speak tried 10 times in a row and gave up till my swf is on.
The devs continue to balance the game towards that is why.
Players are doing it too just look at all the xenomorph qqing about the flame turrets.
Its a 100% change for soloQ as you cant really tell your teammates not to waste turrets, where to put them etc… but killers dont like this as it nerfs them against comms.
Look at how many people like the new killer because hes insanely strong. One that seemingly behaves like wesker/nurse. Dash next to someone let go, down someone. Dash over a pallet down someone.
Players and devs are making soloQ, with every patch, more unplayable. -
Cause the locker strat requires way too much guesswork which if you have all that, just run away from the area. Not give a free grab, fast hook, and fast team pressure.
The idea with 3rd point of just not going down, is good as well. Continue using resources.
Its more of a planning to be downed approach. Like you know you are going to an area where youll probably be dead (dead zone)
Which…. just go edge map/away from the generators. Which the overwhelming majority of maps in this game, this works on. Not much unlike the locker guess and hope strat. -
@CautionaryMary said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3897225#Comment_3897225
And how does edge map work for the hypothetical attempt of crawling underneath a pallet or having a hovering teammate flashlight save?
Surge still gets value for going edge map regardless - my counter completely voids Surge.
This is my last response because this conversation is going nowhere and it's just, "What about this, what about that, what about here, what about there?"
We're talking in circles at this point, I look forward to others and their responses - thank you for the conversation, Chucking.
Again. Hovering teammate is just one option.
If you play at the MMR you keep bragging about then flashlight saves (hey another thing that is commonly complained about on the forums), should be pretty common. Or pallet saves (cant imagine why killers slug survivors sometimes).
Free hook and fast pressure, with no way to save you by running into a locker< < < < < < < < <just going down
Its not a what if its just a why not.
You apply the same logic to the situation you do for a locker but for edge map/away from the generator.
= Killer farther away, wipe animation, pick up animation
You just dont like that its a better option is all.
Ergo:What the hell are you hopping into a locker because of surge for?
PSA: Counter surge
Run away from generators not run into lockers. Or play as a team, dont brag about MMR but then say your teammates cant pallet/flash save you. -
@CautionaryMary said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3897218#Comment_3897218
Like I mentioned prior, I can respond to you and what @DarthYooDar45 said.
Sure, you didn't mention that but bringing up a lukewarm argument that Dredge complaints in lockers is the same as a survivor finding a locker isn't the same.
Does Dredge have to go up to a locker and search it to go teleport elsewhere? No.
Dredge pulls up his power, teleports to a locker, that may or may not be locked. Those are two separate actions and comparing both of those are an oversimplification.
You keep going on and on about how unrealistic a locker is for me as a survivor to get into - yet lockers exist in many areas, especially near gens unless they're in a corner where a deadzone is located - still you can walk a few feet and go into a locker - look at Temple of Purgation and Mothers Dwelling as prime examples of these generator spawns.
The whole point was that if you are about to go down, you're near a locker, the killer has Surge, you can deny its value.
You are the one overanalyzing and doing all of these "what about, what about, what about" scenarios that do not matter. If I am near a locker, I go into the locker to prevent Surge. Like @Spare_Them_Mori_Me mentioned, we can have two different playstyles and you can do your little strategy and hope that a survivor is nearby for a save. I would rather have my teammates doing gens and for the MMR bracket that I am in, they do that - they do them separately and don't double anyways.
So, most of the time when I load into a game - all four survivors are doing gens. If someone goes down and I notice Surge, I play around Surge, that is all.
Again I have no idea what you are talking about here.
Dredge is something I brought up for your "lockers are everywhere" idea.
As they arent, and map RNG is a real thing with lockers.
Your list of knows for your strategy:
1) You know the killer has surge
2) You know there is a generator within the area of surges activation
3) You know the generator has progress
And you chose to, when you are about to go down, path to a locker. To counter the perk
If this is the case, why not, path outside of the generators range?
Ie: Edge map? -
@CautionaryMary said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3897209#Comment_3897209
Alright, let's go back and forth shall we -
You know, there is a difference between a survivor directing themselves to a jungle gym or main (loads of mid to high MMR survivors do this) - obviously, you will be in situations where a locker is not nearby but to compare this to a killer who relies on lockers isn't a strong argument.
When I loop a killer, my first instinct is to run to tiles where there are pallets that I know from playing for thousands of hours. My first instinct is to spot a pallet, go to the pallet, greed/predrop depending on the killer I am going against and chaining tiles together. Eventually, I am going to reach or at least be near a jungle gym. Again, you are assuming that I am going to take a locker after I get hit. No, if I am looping and I do not know that Surge is active I will not do it because there is no point of doing it.
Comparing ^ to a killer like Dredge who relies on his lockers and having them be a little away from gens and having their lockers locked are a bad comparison. I should know because I've also played Dredge (the survivor main that I am 😜) - these are not comparable. It's easier for me to find a locker to get into to deny, let's say another perk - A BBQ mobility killer, so I can continue doing my generator uninterrupted versus a killer like Dredge that can have it disrupted if they're teleporting to a locked locker or one that is not so accessible near a gen - redundant point and two entirely separate situations.
Maybe if you noticed, that was me pointing out a multitude of issues that were wrong with the game that needs to be addressed for both newcomers and veteran players. I have been saying for the longest time that they need to recognize the WHY people DC and go next, versus continue to ignore these issues that continually persist.
Many people on the forums and even the Reddit itself have posted pictures of gen spawn logic where they still have not fixed, still have done nothing, or even acknowledged it.
Notice how a lot of the maps that you mentioned all have jungle gyms (lockers), main building (lockers), and shack (lockers). You're acting like I am doing this every single time I am in chase - if I'm near a locker, I go into the locker. If I'm not near a locker, I go down normally and crawl to a pallet or crawl outwards in case a flashlight/flashbang save is possible.
You are the one insinuating that I, myself, am always in these perfect situations where a locker is magically nearby for me to go into it. My counterstrategy is works when I am near a locker to deny its value, it is not hard to find a locker to jump into as a survivor and comparing that to killers who rely on lockers is not the same type of argument.
You keep taking things I say and not like…. responding to what I am saying
Ie:
Niche situtation - you applied it to the perk surge
Dredge - you think I am countering your entire argument with dredge.
And then loading up a comprehensive list of things …. I havent said to you.
Keep things short and …. what I say I think is the advice here.
Keep the other things out. Entitled survivor main, and all that other crap that I didnt say.
————————————————————————————————————————————————————————————————-
Your entire idea of countering surge, seems to be more of a indoor and small map sort of situation. And still knowing a lot. *
As you wouldnt need to do this on coldwind, yamaoka, hadonfield, autohaven, swamp, springwood, forest, ormond, Eerie, GOJ/Greenville, …… they are large enough… etc…
Pretty much the only maps that would should be attempting this on would be:
-Lery's
-RPD
-Gideon
-Hawkins
-Midwhich
-Dungeons and dog sh…
Everything else is spaced out enough.
*Which if you have all of this knowledge. Its undeniable what you should do.
The real counter here is not to go into a locker, but to run edge map. Which would … actually help far more than giving a fast pickup/hook/locker grab. -
Eh…
I think if something is being kicked at that amount the killer is … extremely bad at chase
I dont think I have ever got over like… 4 regress events … maybe 5? On a single gen; getting to 8 is really hard work and … I would agree with the devs kind of stalling the game.
Probably safe to keep the regress limit as well just for match times. Devs are doing anti-hiding logic as well, so it would be pretty consistent with this approach. -
@CautionaryMary said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3897203#Comment_3897203
Yes, I appreciate your passive aggressive and condescending behavior just like any other person who gets hyper defensive for absolutely no reason on these forums.
You're acting like there isn't a plethora amount of lockers nearby. There's lockers in main building, lockers in jungle gyms, anywhere you go there are lockers. I'm not hyperactively thinking to myself - omg, where is a locker - me needs to prevent Surge. If I am in a chase and I know I am about to go down, I am next to a locker, I will prevent further damage with compounding effects of gen regression.
You play how you play, I play how I play. 🤷🏾♀️ I have success in my soloq due to my counterstrategy towards Surge. You wanna rely on a random for a risky flashlight save, be my guest, but don't come on here and think it's impossible for gens to get done if you're actively contributing to the issue by having 8% + 8% + 20% + 20%.
Me getting called an entitled survivor main for sharing what I find successful for MY games and in a forum based on the game that I am playing, when you have killer mains proactively saying how gen regression is weak (it's not LOL) and how they don't want to work around second chance perks and that's fine.
But a survivor sharing a Surge tip and they're an entitled survivor main. Your suggestion does more damage as gen spawns (which have been talked about) are in a horrible spot, yet has not even been a focal point of "Operation Health" is asinine. I am pointing out a multitude of issues with the game.
- The fog removal rendering stealth useless and forcing survivors into a chase oriented playstyle and allowing killers to see people from one point of the map to the other.
- The increasing amounts of nerfs towards loops, as we see with the Coldwind variants.
- The fact that they nerfed Distortion by causing it to cap at 2 (originally 3) and then announcing two more aura reading, on top of the plethora amount of aura reading in the game.
- Increasing more 50/50s, which renders looping in general harder to do. Many of this casual player base don't even know how to chain loops together, let's make more 50/50s where it's simplified down to killer walks a few steps and hits them anyways.
- The lack of actual map reworks for both strong and weak maps - case in point, Haddonfield and Badham.
- The horrible gen spawn logic that has gens clustered all in one section, shadowbuffing Surge which was why I brought up a counter to it.
But go off, King - continue telling people they should rely on a random survivor who hovers all game and does nothing other than make gen regression worse longterm.
1)Plethora amount of lockers around?
No, no youre mistaken. This is maybe true on a couple maps but the majority of them this is not the case.*****
Just search the forum for how many dredges are constantly annoyed by this problem.
Bunch of things here which I am unsure why you are responding to me about them.
2) Never said you were an entitled survivor main, not sure who did.
3) Never said gen regress is weak
4) Never said anything about fog
5) Never said anything about map nerfs/deadzones and terrible loops (in this thread at least) ***
Which is where you get caught in maps more common now, and you will not have any
Ding ding ding, lockers to hop into.
Yamoka for like nearly 1/2 the map after a single pallet is broken. (sanctum of wrath)
Coldwinds (rotten fields lol)
Hadonfield (only lockers in houses) Unless you are seriously running to the friggen dead pallet on the 2 bushes on either side lol
Ormond
Shattered sq
Toba/Alien (garbage delete please maps)
Most of these maps gens are so spread out (because they are outside) I dont know why youd get in a locker to counter surge that wouldnt reach anyways.
And theres almost NO lockers in these variations im giving the HARD variations where its pretty much blank everywhere.
6) Never said to rely on a random survivor who hovers all game….
***** I think what this entire thread is, is about indoor maps which is where this can be true. -
@CautionaryMary said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3897187#Comment_3897187
So, you're asking me to rely on a random teammate for a potential flashlight save that they may or may not pull off?
On top of that, let's say the save was successful. That's 8% in my 32 radius of my dead body, I get up, I get into a chase once more (I will bargain that this random will not take a protection hit anyways) so, I'm in the injured vulnerable state the entire time. I'm not magically healed and it doesn't remove my injured state, I will inevitably go down once more (another 8%) on my dead body. Sure, Nea could continually hover over me but this is generally a waste of time as a whole with 16% now being triggered around my two downs.
Now couple this with Pain Resonance (20% and more if the survivor doesn't let go) and another 20% from PGTW, this is a lot of regression going on. You're acting like PGTW, PR, Surge, and another gen regression or another choice of your perk is not a build that you see consistently.
Evidentally, Mr_K recognized my counterplay by highlighting that they need to use another perk as I mentioned counterplay to a "niche" #7 most used perk. Gen regression is primarily used in mid to high MMR, which is where I am.
Therefore, yes I will take the more reliable route of denying Surge its value than have a hovering Nea do more and more damage as Surge works on every single hit that a survivor undergoes to go into the dying stage. My point is to minimize gen regression as a whole - I routinely would face killers with a myriad of PGTW, Surge, PR, DMS (pairs strongly with PR), Corrupt Intervention - and by implying that these perks are niche is absurd.
And I think the best part about this is like pre-routing yourself to a locker. Otherwise it just wont happen. Usually you have this ammount of freedom with Meyers, because you just assume the worst of your team and hes always 99d with 1 of of two broken addons he has.
Like you usually are not at this amount of freedom in the game when you get downed. That, or you are severely nerfing pathing to always be next to a locker when you suspect surge making a giga play and you feel like you just cant make the chase any longer.
Im glad you play like this and think its great, its just not realistic.
And also terrible advice.
Edit: Niche was your situation you painted to where it would be good to get a locker versus surge. Not the perk itself. Cmon now…. -
@CautionaryMary said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3897162#Comment_3897162
Okay, sure I denied a flashlight or flashbang save but at that point I would rather have my team doing gens than a hypothetical flashbang/flashlight save.
I saw no one mentioning a Surge counter - even when I take a quick Google search - no counters were discussed.
Possible being that if I go down near generators, 8% is applied like you've mentioned - in combination with other ones like Pain Resonance - usually I play with people - soloq specifically that know how to counter and let go of the gen. Pop Goes The Weasel would also be applied to a further out gen causing more regression as a whole.
Are you arguing against 99ing a door? Sure, if the whole team is reset and you can ensure everybody is able to get out - yes, you can open the door freely. But opting to just open the door to open the door also kills your team depending on the endgame that is presented to itself as survivors can be overly altruistic in general.
There isn't much of an issue with 99ing a door, now if you're 99ing a door and you don't open it when you recognize a survivor is running full speed ahead to you, yes - go ahead and open the door.
People 99 doors specifically to counter endgame perks like NOED (they need time to go and search for the totem), Blood Warden (to prevent the exit gate from being blocked as a whole), and to allow their team to reset and take bodyblocks when necessary.
I wouldn't want a random survivor or my teammate to hover over me for a potential flashlight save or flashbang save - at least I would rather them to be on generators for the best chance of survival as more gens done = the higher chance of getting out of the trial with more people alive as it minimizes tunneling out a survivor.
But again, you're talking to someone who is constantly on gens so I would rather take the locker attempt, have my teammate (they typically do) get off their gen in preparation of Pain Resonance - again, you're thinking I am doing this every time I am in chase which is redundant and assumptions on your part.
If I recognize that the killer has Surge as they will typically down another person and my gen is affected, in my chase with them I will hop into a locker especially if I am near many gens that I know are being worked on. 32 meters is a large radius to encompass for how small gen spreads are. I have had someone go down in the corner of Toba's Landing (opposite side of main) and my generator behind main on the other side is affected, so I'd rather take my chances. 🙃
I brought up 99ing a door because,
much like your counter to surge proposal here as a general rule to "just hop in a locker".
Which to say again, dont do it people, this is not a good idea.
People think you should always "just 99 a door" to give more time at the end game.
There are specific things that have to fall into place, and generalizing these things,
Like your post says,
Is not something anyone should do.
There's a reason noone really does this. And noone has really posted anything about it (your words)
And its because it would more than likely, lead to worse outcomes, than good ones. -
Yea I mean with that logic, we should just bring back hook grabs.
All it is, survivor handholding right?
It was totally fair gameplay to just down someone after they were unhooked, and then have standoffs at the hook grabbing people.
100% -
@danielmaster87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3896956#Comment_3896956
Oh, so free BT and anti-camp, and 10 second longer hook states isn't handholding?
Just to make everyone aware here.
You think:
Hitting a survivor straight off the hook, and being able to down them, is fair gameplay? -
Get better, pressure better.
Pick your targets and objectives better.
Generators are not too fast. -
@CautionaryMary said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3897052#Comment_3897052
Where in my post does it talk about entitlement? Giving survivors an idea on how to counter #7 Surge via https://nightlight.gg/perks?
It's a rarely popular perk, but used in tandem with other gen slowdown? Are we being serious here?
Also, I'm on mobile so here is ChuckingWong's response - Surge is directly countered by hopping into a locker by preventing the basic attack. So, why not jump into a locker to prevent multiple gens from regressing with Surge? The #7 most used perk via Nightlight.gg.
I find it ironic that my post is seen as survivor entitlement, when all I see are killer mains getting entitled over me sharing a fundamental tip that others might not be aware of. As we see with, Mr_K where he says that other people should use another perk because I named out a counter strategy.
It's fascinating to me to see over the years when Iron Will was in the top 10 most used perks and years ago, I would see killers use Stridor to counter it. But when I name out a viable counterstrategy towards Surge and telling other survivors that counter strategy and tips - I am the one entitled? You guys need to look in the mirror.
Its a trade off though. You are countering the perk sure, you are also making pickup and pressure faster. All to avoid "POSSIBLE" generator regression.
Possible being that you will only regress generators that are in its area, which may not be something your team is even working on/worked on. And you just gave the killer a quick grab rather than going down on a pallet or going down for a flash save etc…
Or you just gave the killer a fast pain res/pop, that regresses the almost completed gen you wanted to avoid surge with, but now just gave the killer even more regression….
The amount of ######### that could go wrong here, from you avoiding surge on…. a guess on A LOT of different things
DISGUSTINGLY
Outweigh,
The amount of disadvantage of surges 8% regression.
I guess if the situation presents itself and you KNOW all these things(parameters),
Cause in soloQ, we just have all this information in those matches right?
Sure go head, hop in a locker because surge.
I personally wouldn't, in nearly every circumstance. It would have to be so NICHE, for me to even consider it.
This is the equivalent of always 99% a gate when only very little times you should do it, resulting in you killing your entire team.
Which happens wayyyyy too often, "because me see streamer do it, so me copy streamer" -
Comp SWF> Killer
>everything else
SoloQ is just a different game mode where you load up and roll dice.
Which is funny because soloQ is the majority of matches.
And BHVR, along with the player base, want to continue making it not balanced at all towards soloQ. -
What the hell are you hopping into a locker because of surge for?
-
@Megaspyder said:
They say things like "Survivors have too many 2nd chances", "Survivors get handheld by bhvr" or "They get too much help with basekits and features"
Why do they say such things?
Cause they think the majority of their matches is against some comp swf team, when in reality its 1/15 of their matches.
Rest are just soloQ.
Its pure cope -
Some truth, some false here.
Not how I would phrase any of this. -
Bait post #45600
-
Agi, Lethal, Floods, Pain res usually does the trick on nurse.
Goes the same for survivor? Are you talking to single player survivors and asking why they run specific perks or …. ?
SoloQ, regardless of the killer you are facing, or perks missing on the killer/on the killer, perks ran by the "team",
Will lose most of their matches. And the game keeps doing everything it can to make it worse each patch, including this next one!
Edit: Regardless of your personal skill in SoloQ as well, as seen by people who play this as a career, lose most of their matches.edit 2:
Also Nurse can't use half of the perks in the game since they changed her blink attack to be a M2.
OP talking about meta perks and pretty much all of them can be used on nurse.
-
@CautionaryMary said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3896795#Comment_3896795
Yeah, what's that supposed to mean?
On topic, I've been having alright games. It depends on the hour for me, but when I play soloq it's pretty good. I don't have as much people dcing on me when I play.
SWF is more of a mixed bag for me at times because of the range of MMR levels, but otherwise games are alright in general. - just gotta find fun ways to keep the game from practically burning you out and just taking necessary breaks when needed.
They have made 3 similar posts that have answers to what they are asking in the last week.
Account was just made to farm. Not a genuine post. -
They really need to have better detection for creating accounts on this forum.
-
People like the buff to exiting the tunnels.
But they dont like the nerf to the flamethrower/burn mechanic.
Shocking.
I better see some downvotes, facts are always the hardest to take. -
Its called nurse
-
Fishing rods are out
Think you forgot to use bait this time though. -
@Brutha said:
Killers should be able to surrender during endgame collapse, a lot of killers don't wanna bother trying during endgame collapse if they've had a bad game, there's also the fact of "Watch me leave" survivors sitting there and making the game last longer than it needs, obviously you can just force those ones out but sometimes a survivor will go hide just so they can let the timer almost run out and then leave so the killer can't find them and make the game drag. This could also fix issues with exploiters holding the game hostage by not letting the endgame collapse kill them.
And let's be honest both things currently planned to let the killer surrender for are very unlikely to happen so this would make the option even exist to killers.
No.
Lol, "I lost the game can I just exit and not get penalized?"
You're unwillingness to push survivors out because you cant stand the cntrl button is not what the upcoming surrender option is for. -
@kaoraku said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3893476#Comment_3893476
This is nice but you say those things like those are unarguable facts. Do you have any data that dodging because of perks is a the EXTREME minority? Where it is?
Also comparing the 2v8 to the normal mathces a little bit extreme…
Ill look past why I have to prove it wont be a thing.
But apparently you DONT have to prove it will be a thing.
Lets just take what we know for HOW things WILL turn out.
1)Lobby dodging is minority to begin with. Fact
a)People say it has to do with prestige. Barely had an effect after the change. Fact
b)People say it has to do with private or not. Barely has an effect. Factc)People say it has to do with crossplay or not. Barely has an effect. Fact
d)People say it has to do with someone holding specific items. Barely has an effect. Fact
e)People say it has to do with the skin of a certain teammate. (Sable hate remember?) (Meg continued hate) (Blendette)Does not have an effect. Fact
This is the same as map offering DC, its a minority. The fact the devs are hiding them now(changes coming), wont really change anything. As if someone sees a hidden offering after the change, and they did this sort of thing with map offerings before, they wont just DC, of course they will.
Devs really dont critically think on their decisions.
Again we can take what we know and does happen. And apply it to what will happen.
Every single case were doom speakers say/said something will happen, were, and are still, wrong about lobby dodging.
I said 2v8 with a preceding descriptor "to an extent" for a reason. -
@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3893457#Comment_3893457
A comms wheel would be nice, but for alot of this stuff that SEEMS obvious to you... many ppl do not want it. They don't WANT their teammates to see their perks because then you'd have ppl lobby dodging if someone is using a perk they don't like. No one wants to sit in the lobby forever because they DARED try to use an invocation perk or something.
A wheel or simple call out functions would be nice. Or comms either one.
For lobby loadout:
I mean thats just a downside of a benefit. Nothing is 100% in this game. The comms function above could be abused as well by trolls right? Nothing is perfect.
Your reason though is exactly what is wrong with survivor mode. If you dont want people to see your perks, honestly, we should just put you in your own mode where you want to play by yourself. Its a team game, team loadouts isnt foreign in…. any multiplayer game I can think of.
…. There is a reason SWF is able to do things SoloQ is not able to do. A lot of it has to do with how they synergize with eachother, and not stack open handed or multiple prove thyselves etc..
"oh Feng has this setup and Kate has this setup okay, let me try to compliment those. Or let me adjust my play KNOWing they have things like shoulder, deliverance, etc…"
Even MMO's have this with basic inspection functions.
Eventually youll get a game where people wont dodge your no mither, left behind key holder with hide perks. Whatever, its not like youll sit forever with no match. ESPECIALLY on survivor. You dont wait to play survivor in this game anymore. You wait to play killer.
Even the 2v8 mode does this to an extent, where it tells you what kind of composition you have (spotters, chasers, repair…ers, etc.)
The mobile version of this game did this just fine.
The amount of benefits for a lobby loadout team screen, completely outweighs the extreme minority amount of lobby dodging disadvantage that would even happen. -
@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3893449#Comment_3893449
Can't really blame the devs for alot of this when they have ppl telling them they don't want these things. In-game chat has been brought up plenty and ppl make the argument it would just lead to an increased in toxicity from their teammates. They'd either get shouted at after a misplay or get left on hook or something if they choose to not use the chat.
Thats just something they have to moderate every team game does this.
Its just for dbd the decs dont want to im guessing as it would be too much work?
Even a basic ping wheel system would be better than the nothign we have now.
"Im saving"
"I have agro"
"Killer is missing"
"Using reassurance/for the people/shoulder" (x perk call outs that would be enabled when you have them equipped)
"Danger here" (alerting your less paying attention survivor of a meyers stalking you)
And of course a team loadout screen because its pretty obvious why this should be in the game.
Just basic problems the game has for the majority of survivor play that has 0 work done to combat it. -
Lotta missed chat opportunities here
"better hope im not the pig kid"
"Why? You afraid im gonna make some bacon" -
For majority of survivor play its really simple. But the devs refuse to do it.
Devs: "We want to bridge the gap between soloQ and competitive swf"
What devs have not done to fix this simple problem:
-0 communication or coordination systems in a team game implemented.
a)No ping system
b)No in game chat system
c)No in game voice system
d)No teammate loadout in lobbies
Result: A bunch of people with different agendas on survivor that dont necessarily mean they want to engage in teamwork, winning, or escaping. Leading to matches that should never have happened at all. -
@Malkhrim said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3893321#Comment_3893321
Talk as much as you want, you are are still wrong according to definitions of the rules and the devs. You keep acting as if slugging is comparable to hiding to delay the game indefinitively, the point the other person was trying to make before you, just because there is a possibility of using it to bleed someone out for up to 4 minutes. Well, it isn't. One is considered a bannable offense that validates a report for griefing, the other doesn't.
Killer humping and survivor T-bagging are still the same thing. Both are tiny quick movements made with no purpose other than trying to and annoy another player, and both are name after sexual acts. Both are nothing more than BMing. If they are performed while someone is slugged or not, it still doesn't make them any more of an offense because slugging isn't a bannable offense either, in any scenario, in any context.
If you think I'm wrong, just look at the list of invalid report reasons I had just posted on the other comment.
Or better, just look at some of the multiple times devs had to state this over the years. I hope this clarifies the distinction for you.
You are getting side tracked on something I havent said.
Quoting to me what the devs think is not what this conversation is about.
I am telling you the difference between griefing and bming.
And I am giving you literal definitions of them. If you want to disagree with them tell me why, quoting something the devs have put about report reasons is not why you disagree with them.
For reference again:T-Bagging, typing GGEZ, Emoting, is poor sportsmanship or Bad manners.
Slugging and humping delaying the game until bleedout, when you have the option to hook, is intentionally ruining someones experience or Griefing.
It seems you are stuck on something I havent brought up which is the rules of the game and what is reportable or not as said by the devs/community managers. Im not talking about what is reportable or not
-
@MrT1412 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3892969#Comment_3892969
I mean, don't undersell the hook timer increase. Camping will absolutely lose you the game if you try now.
Really the majority of your matches, which are soloQ opponents.
You wanna say right now that camping will lose you the game usually?