ChuckingWong
ChuckingWong
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Yup and there is a high chance nothing will be done about it.
Just gotta wait for 2v8 to come back out and …. yup thats about it
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@RootsofDredge said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3792345#Comment_3792345
Hellfire is weaker than punishment. Punishment goes through walls and is literally not easy to dodge. Is it that hard to comprehend?
Bat form's teleport range is terrible and teleport is really slow compared to Dredge.
Wolf form has a larger slow from missing or hitting compared to Wesker and is much shorter.
I do know how to play Dracula, I got a 20 winstreak and several hours on him. So FFS, don't tell me I don't know how to play Dracula.
Hellfire is faster to travel than punishment. Its easier to dodge punishment than hellfire.
Batform allows you to traverse UP and DOWN levels and at large distance.
Wolf form has a larger slow from missing or hitting compared to wesker.
Who asked?
You got a 20 winstreak
Who asked x2?
You think wolf pounce has a long cd, it doesnt.
Learn to use orbs in wolf form. -
@RootsofDredge said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3792329#Comment_3792329
Yes, a killer with 3 mediocre powers is B tier.
Hellfire: Weaker version of PoTD. Don't even start.
Bat form: Weak stealth, can't see anyone, teleport is slow, and can't attack.
Wolf form: Cooldown is long AF, useless at most loops without hugtech, and can't moonwalk.
In summary, get good.
Hellfire is not weaker than punishment. I dont know how many matches you load into a PH and constantly just hear the power and 0 health states happening.
Bat form: Weak stealth that lets you traverse the entire map.
Wolf form: CD is not long AF gather orbsYour last opinion on wolf for CD tells me you dont know how to play Dracula.
In summary; you dont know how to play Dracula.
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Honestly dont blame them at this point. The devs and the community have done everything to make survivor play the worst experience.
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@RootsofDredge said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3792309#Comment_3792309
He's not asking for buffs. He's asking for QoL changes. Also saying dracula is broken is a bold statement. Most people think he's B tier at best.
And those changes would be buffs to him. Unnecessary even.
And hes not B tier unless you actually want to tell me a killer with traversal, UP AND DOWN LEVELS, and 2 antiloops is worse than Chucky/Alien/PH/Huntress/Wesker…
My post is to bring some actual critical analysis and comparative power imbalance there is from the actual broken killer they just released. To something like legion that cant even injure across a pallet/vault but only mend on a 3x longer cd. And has a single power versus 3.Yet legion is perfectly fine the way it is.
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I really hope the devs do not do anything to make this killer more broken than he already is.
Real quick you guys;Hellfire is 7s basekit cooldown. You can hold people hostage at a loop with how stupid broken that is.
Dog form double pounce can be used in several functions, as an anti-loop, or if someone decides they dont like being held hostage at a loop, double pounce catchup so you can hold them hostage at another loop with brokenfire.
Then once you hook, you can traverse UP AND DOWN levels on the map with bat form. So you can repeat this strategy.
If anything, hellfire needs to be double its cd AT LEAST. And something has to be punishing for swapping forms.
Currently you have no downsides playing this killer. Hard skill issue if you cant manage to hit a hellfire, PH judgement is easier to dodge than this skill.
Why am I perfectly fine with legion, MEND HITTING someone across a pallet or vault on a 20 SECOND CD with feral frenzy? But this broken killer can just spam his m2 until he gets a health state hit? And then have 2 other powers to just laugh through the rest of the match?
Spoiler alert: its not balanced or fair at all. Stop asking for buffs to a clearly broken killer. -
Its a strategy that takes 0 effort and is rewarded for … whatever reason. There is no counter to it short of coordination and … welp.
I have already said this;
The developers and the community seem to want to do everything they can to make sure that does NOT happen in soloQ.
They want do not want to show you your teammates perks in lobbies, they want to not allow any form of pings/communication, they dont want to have anti-camp be any more than sitting within striking distance, they continually make it easier to proxy camp with killer releases Dracula/Vecna/Unknown; All have fast map traversal and AOE hit capabilities; ease of tunneling…
The playstyle is rewarded because welp, the killer players that play this game offer no pushback to blatantly broken things about their favorite killer.Just look at Dracula, why is Hellfire a 7s cd??? You have to be joking. You have another anti loop as the dog, or catchup should the survivor just run to another loop. And then hook, bat form, repeat… No one speaks up about it because they have coped themselves into thinking its fair. There is no downsides to this killer.
Oh and of course camp the hook for that sweet sweet double hellfire hit, because fair and balanced and fun.
Meanwhile I play legion, have 20s cd on feral frenzy, the only power I have by the way, and can only MEND hit someone across a pallet or vault. And I am perfectly fine with legion. Win easily…. 90% of my matches honestly. The downside of legion vaulting is you cant just get a free hit.Same with Plague, I have a SINGLE POWER that is conditional if I actually want to go grab it, with the downside of plague being you can loop her insanely well and her red puke being limited and conditional. And you can knock her out of it as well.
Killers with downsides? Right how foreign can that be?
The continued decisions of the company and the players complacency is why tunneling/camping is in this game. Not any silly strategy of some "comp SWF can do this so this is why I do it…" excuse they give you. -
Another reminder that the perks most used all revolve around hooking, so this is all just head cannon.
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Just gonna repeat that it could be removed from the game and 0 changes would be seen.
Has had 0 effect on everyones gameplay. Including people that play this as a career on twitch. -
@solarjin1 said:
Take a break to the 2v8 comeback if you sick of tactics. That the only advice i can really give you
Pretty much this.
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0 change at all levels of this gameplay, could take the 10 seconds out and not notice a difference.
Knightlight did not say that either. -
Too strong, too many powers honestly….
hellfire is too low of a cd is his major issue.
Theres no downside to his kit right now. You can hold someone at a loop because hellfire has 7s cd basekit. It needs to be at least double that.
Down someone, hook and traverse the map quickly, even up and down levels, not something many killers even have the ability to do….
The BS "hug tech" wolf form.
If you run to another loop youll just get double pounce chased and then held hostage again by hellfire…
Its to easy right now to play as. Needs some serious adjustments.
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Just you
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The sliding dog lmfao
Love the description
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@RootsofDredge said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3791231#Comment_3791231
The downside is having 3 powers that other killers have but mediocre.
You would choose to play Pyramid Head because you enjoy Silent Hill. His primary ability allows his attacks to penetrate all walls and obstacles, while his secondary ability enables an instant hook that bypasses unhooking perks and provides a free mori when survivors are on their final hook.
On the other hand, you might pick Wraith for his straightforward gameplay. He remains quiet while in stealth mode, making it easier to see survivors and set up more effective ambushes.
Hug tech is clearly unintended and should be removed.
Hellfire is not mediocre though its insanely op. Its CD is hilariously low.
Why can I not even damage, but mend someone across a pallet or wall with legion on a 20s cd, and then this guy can just 7 second cd OR LESS spam m2 until he gets a hit? Hows that even close to fair?
Its not.
Dog double pounce is not mediocre as well, you say hug tech is not intended. Well until that is fixed, its still broken.
Add to ontop of both of these powerful options you have map traversal, UP AND DOWN as well. Not something many killers can be happy to say they have.
Since we are referencing PH, the amount of times you actually get a blind hit around a corner or wall is pretty negligible verses the times you actually hit your judgement, because of HOW EASY judgement is to dodge. You load into a match and you just constantly hear the power and NOONE taking damage, its actually hilarious how easy it is to not get hit by.
Comparative to Draculas hellfire, its way quicker on its travel, it may not go through walls but it is harder to dodge than judgement is by a mile, its quicker on its trail can go through some gaps AND up and down slopes. PH judgement can only go down slopes and not breaks in slopes (like a drop off to a stair).It even has an addon that can auto aim for you which some people say isnt working currently. And if it is then that should definetely be deleted.
So hellfire is actually better than judgement in nearly every way. The only thing PH has going for him is if someone steps IN torment and then you can bypass all the things you listed. So he has a conditional advantage, -
Eh if legion has a power at 20s cd and is a fine killer then we should start standardizing things that are fair.
I get that you want to have fun with a little broken toy that was released but hellfire needs to have a cooldown. You can even bring an addons (sylph feather, ruby) that essentially just lets you spam it. Which shouldnt be a thing.And thats without the rest of his kit, you can hug tech with wolf already, and traverse the map quickly.
The killer needs to have some form of downside because currently it just doesnt have one. -
Yea I mean at any level I just dont see it doing anything. High, low, medium, casual, hardcore, mmr this mmr that… nothing.
Im neither for nor against it, but it has had no effect on anything gameplay wise. Just an extra 10 seconds on a hook. -
The last thing this killer needs is any buffs to his kit. If anything hellfire needs to have a minimal 20s cd and swapping between forms should actually slow you down. Right now you can just kind of laugh with all you have available to you. Can hold people at loops because honestly there is no counter to an 8s cd hellfire.
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Honestly the hook timer increase has had no changes in gameplay. Could take it back out and nothing will change.
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Am for lights out but they should just disable any noise notification from unhook and disable aura from hooking.
Also tuning of stalking working through the darkness, shouldnt beable to not actually SEE someone and full expose them as ghost face lol -
The fact that the top 3 most used killer perks all revolve around hooking someone proves this post is just head cannon.
Pop, Pain Res, BBQ
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3790985#Comment_3790985
Its simple math friend, but like i said, i'll post a video, i went to go show you a recent video that otzdarva did, but often times he cuts the video from the pickup to when he is hooking. And i think this is part of the problem, if you aren't watching a stream, a lot of content creators do cuts from pickup to hook making it seem like it is much shorter than it is.
But i'll show you an uncut unedited one later tonight. Logging off for now, good luck in the rest of your day and catch you later tonight.
You realize I can just load up a stream and watch his vods? I have hours of footage as well
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3790970#Comment_3790970
You need to calm down a bit friend. I am not the OP. I'm simply talking about your assertion that it does not take 15 seconds to hook a survivor. I'm simply saying it does when you add up all the times. And yeah. I did do some math around the average distances the hooks spawn from each other and used that to determine that, on average it would be about 8 seconds to walk to a hook. Yes. Sometimes you are closer. Other times you are not. That's how averages work. Over the course of say 100 games your average about 8 seconds to walk to a hook.
I'm also looking at it from a perfect standpoint. There are other factors such as the killer player probably needs to spend a second scanning around for a nearby hook. Obviously tons of factors come into play. But this is why that guy said, yeah it takes 10-20 seconds to hook a survivor.
Like I said. I'll record a match later and show you how long it actually takes to hook a survivor. Because I really do think people underestimate just how long killers spend doing basic things. I'm a bit busy today but I'll tag you later tonight when I have it done and you can see the times yourself.
You need to be honest with your posting friend. If you are going to come in here and start leaving numbers and saying "statistical" then you better mean you are actually doing that, statistical isnt what you feel. Statistical is objective tangible data not head math. Statistical analysis is a structured approach that you have to set parameters for before hand, and in this case, for average, you have to actually gather the data. Which you did not.
If you had an average or anything statistical you would also have some form of deviation, which isnt here either, no surprise.
I dont need you to post a video as the bias you have here and inconsistent use of the word "statistical" have already proven to me that nothing will be published from a mathematical approach or or non-manipulated approach but from a gut feeling approach.
And also there is a complete killer disadvantage bias in your posting here as well, nowhere is agitation mentioned, one of the most common killer perks taken with pain res… and then the obvious camp trades that happen ad nauseam in this game (see all the camping threads for that). -
@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3790961#Comment_3790961
Do the math yourself. It checks out. There are a lot of little things that happen and each is short but it adds up.
When I have some time later I'll record a match for you and show the times for hooking. You'll see it's about right in an average match.
So hold up I dont think you did any sort of statistical analysis or sample sizing for that matter, but if you are going to include the "wipe animation" You realize that same time you would include for slugging right? So take that time out of your equation already, you dont even have the parameters of this test setup correctly in the first place.
Are we talking full slug and bleedout? Or full slug and then hook? Cause you would have to include hook at the end into your equation and then total hook….Okay. This is real simple.
Bro you did not do any testing for this. This is all head math you are doing, lets be honest here, there was no mathematical approach, there was no statistical analysis, no testing, nothing.
You are completely ignoring the times, and its quite common as proof on this forum, that you just down someone at the hook where a killer is ….. ding ding ding camping.
I can post several videos myself of it taking anywhere from 6 seconds to 13 seconds. It doesnt really mean anything as things vary in matches, and quite honestly its the internet, you can make things biased to your original take you had.
Edit: I just did a few bot matches and even put footage into Davinci Resolve and watched frame by frame. If you are taking on average 15 seconds to hook, you would have to down a survivor as far as you can honestly get from a hook, and/or with body blocks.
So no you arent taking "15-20" seconds on average to hook a survivor. And this is without the obvious agitation/pain res meta -
@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3790946#Comment_3790946
It's closer to 15 on average but it checks out.
2.7 second wipe animation
3 second pickup animation
8 seconds to walk to a hook on average (based on average distances between hooks) some are shorter some are longer but this is the statistical average.
1.5 second hook animation
2.7 + 3 + 8 + 1.5 = 15.2 seconds.
Sometimes you get lucky and a survivor gets downed right next to a hook. But even that will still take you 7.2 seconds at minimum. At maximum it can take 23.1 seconds before the survivor wiggles off.
That's assuming the survivor doesn't glitch randomly and you have to fiddle with the pickup, or you aren't looking around for a pallet or flashlight save or body blocks or sabotages. Each adds a few seconds but it adds up.
There is in no way shape or form you take 15 seconds to hook a survivor.
Stop it -
10-20 seconds to hook a survivor,
omg….. the hyperbole.
No its worth to hook stop with this. -
@I_CAME said:
The survivor giving up problem is mostly an issue of lack of incentive to remain in games and broken/unfun killers. Like if you load in against a Blight, Nurse, Billy, etc who downs someone 20 seconds into the match then the game is pretty much over at that point. Then other times it's like a skull merchant or a twins match where you spend half the game being slugged. I would say 90% of games where people give up fit into these categories for me. I don't actually see people quit for no reason that often. I think giving people more reward for finishing matches and fixing things that are unfun to play against would go a long way towards fixing this problem.
Yup.
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Didnt do anything for the high level either.
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Nothing really changed.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3790635#Comment_3790635
My kid woke up from nap early today so I need to go handle that. I'll post the videos for you later tonight once he's asleep.
Who asked?
And quite honestly, you need to focus on what is actually said and what actually happens with perks.
1. We understand its range, loading up a match and swinging at the air doesn't mean anything here. You're wasting your time doing this. Unless you are making assumptions about what people know/dont know, which case you should probably just stop doing that.2. Someone gets hit, they obviously dont stand on top of where they just got hit. The idea of the perk is anyone who may come back, or are in the area UNKNOWINGLY, will provide you with that information. That includes the person walking back to try to get their item if they choose to do so. It also helps on corner or zoned hits, you know if someone just hugs the same loop with quick and quiet or someone is crouching around a down etc… franklins only works on m1, so if your initial hit was an m2 you have a pretty good idea if people are ready to flashlight save…
This 2nd point here illustrates the lack of depth you are having when approaching this perks power and its combo with franklins. Which would come with experience in using it.
3. Who asked again…? Honestly this doesn't mean anything. Streamers who play this game for a living can spending thousands of hours on this game and not know something until their chat mentions it, and they have more hours than you and I combined. Is this some form of grandstanding ? Just edit that out of your conversation.
And use the perk correctly? And just works? What ?
….ughOkay first, who said it "just works" anywhere in this thread?
Use the perk correctly?
Okay, so if you are running franklins+weaveabroken youll probably want to POSITION those hits strategically rather than just hitting m1 "because me see survivor! me click! me hit! me happy now!" do I really have to explain what I mean by using a perk correctly?
This would be like chasing someone with legion to the edge of the map, with half your feral power still available and hitting them there, rather than waiting for them to run closer towards the center or looping inwards. IYKYK
You can m2 someone (depending on the killer of course) if you dont feel like the position of the item will be any help. You are running two perks afterall you probably want the item to help.
Theres a bunch to unpack here, but I dont think I have to explain further, if you play killer as much as you say, that yes you need to use the perk combo correctly. Which you probably dont know how to, based on this comment above:I do not run this perk combo
Practice makes perfect.
4. Yea maybe for YOU thats true. Sure. Im not gonna deny that may be the case for you. -
@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3790614#Comment_3790614
OMG PLEASE LITERALLY WATCH THE VIDEO.
I was not loading a match with bots to play against them with weave, i loaded up that trapper match to show you what 12 meters of distance looks like with the traps. Please pay attention.
The other matches i'm playing against real players, i have a weave attunement game uploading and working on getting a nowhere to hide one.
@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3790614#Comment_3790614
You obviously aren't reading what i'm showing you.
The range on Weave attunement is 12 meters in a bubble. So imagine the trap in the middle is an item, a lunge is 6.21 meters, so 2 lunges is 12.42 meters, so i lunge twice, turn around walk slightly a bit, and that is going to be "close" to 12 meters. Do that in the 4 cardinal directions, and now you can draw an imaginary circle around that item and see the actual range of 12 meters.
I am perfectly reading what you are posting and the example video you are using is again ignoring why the perk is powerful in the first place. You a stripping things down so far that I am having trouble finding a comparable example; as this is reductive thinking on steroids.
You uploaded the same horrible example you did when you told me to lunge at the end of the map.
This. Is. Not. What. Is. Happening. In. Game.And. There. Is. More. To. The. Perk. Than. Its. Range.
This would be like uploading a video of someone letting go of a generator prior to it getting hit by eruption. And being like "SEE HOW EASY THIS IS?"
There was more to old eruption of "just letting go of the generator.." same with "just grab a tape…" and "just wait it out…'
Weave attunements 12 meter range is not where the perk starts and stops, there's more to it than the range at which it works. This concept seems to be a bit lost on you though.
"Well its two lunges in distance in a square, SEE??" is what you are responding with.
Like what is anyone supposed to say to that test?I'm uploading the videos now of me playing with weave and another match with nowhere to hide. It'll take a bit but once its uploaded i can show you how little value i got out of weave and how much i got out of nowhere to hide.
Please refrain from doing it if its another video of you smacking the air…
And you just admitted to not running the perk above… please stop it hurts….Do you think, this may seem pretty wild, that if you dont run a perk combo much like you said here;
I do not run this perk combo
that you probably dont get much value out of it… because you dont know how and where to use it properly???
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Okay you did not just load up a match with bots to try to justify anything. Please tell me you didnt just do that….
You know whats funny about bots?
THEY HAVE BUILT IN WEAVE ATTUNEMENT EVERYWHERE THEY GO LOL.
So yea the perk will probably do next to nothing against them.
Cmon. And a sample size of one will not help here.
And at 4k hours you did not run every perk setup… hiyaaaa…. I dont want to correct everything in that post. Cmon….
Edit: And after watching that video, what are you even trying to show here? You standing in the middle of the road and smacking the air, therefore weave attunement isnt powerful…
Please…. help… someone….Im losing health states with this…. -
@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3790574#Comment_3790574
See and here is where i'll disagree with you,
Weave + franklin's counter IS easy and it is obvious when it is in play.
- First, you see an icon when it actually is revealing your aura.
- Second, you DO know where YOU got hit, maybe your teammates don't but you do, so you should know where that item is.
- Third, it does not actually help the killer in that chase. The range on it is 12 meters. The speed boost you get for 150% movement speed last 1.8 seconds, and the killer is wiping their weapon for 2.7 seconds.
- So, for 1.8 seconds you move 6 m/s and for 0.9 seconds you move 4 m/s.
- (1.8 * 6) + (0.9 * 4) = 14.4 meters
- So, for 1.8 seconds you move 6 m/s and for 0.9 seconds you move 4 m/s.
- 14.4 meters is more than 12, and you SHOULD be using your speed boost to get somewhere safe you will be well out of range
- So now when you get saved, or lose the killer, or otherwise have a second, you go back to the area you were hit (someplace you probably already want to be since you likely were hit near an objective of yours), pick up your item, walk it a little to the edge of the map and press R.
- Each survivor has to do this once and it should take you an extra maybe 5-10 seconds and now the killer has 2 perks.
I would suggest 2 things for you, first, play a game as killer with these 2 perks, and really see how ineffective the combination actually is. It really is bad, like super bad, the aura reading is so short. I do not run this perk combo, so i have no dog in this fight, because this perk combo is not actually that good and it has such a simple counter.
Secondly, i would suggest just loading up a custom game as trapper with some bots, and go to the edge of the map, then face out into the map, and do 2 lunges. THAT is 12 meters. And you'll realize just how short 12 meters actually is in this game.
EDIT: i'll do you one better, i'll record a video right now and do a little photoshop magic to really show you how short of a range this thing has.
Welp we are an at impasse.
1)The icon tells you, so what? That doesnt mean anything when you are stuck at a loop and having permanent wall hacks on you.
2)Again not all maps are easy to see the ground. You can remember where you got hit but that doesnt mean you have pin point accuracy of where specifically you did. And you may not have the option to pick it back up depending on pressure, killer traversal…
3)It tremendously helps the killer in chase, what??? At different points in chase as well, it tells you where they run right after they turn a wall after being hit. And then at the end of chase where you can wall hack your way to a hit as they are standing at check spots.
The perk essentially closes that area down until someone picks the item up.
I would suggest several things for you.
First, dont tell others to run the perk to see how it actually works, and then in the same breath say you dont run the perk either. Like what is this response/assumption here lmfao. Noone understands the perk that doesnt use the combo but… you who also doesnt run the combo does? Apparently? What is this response? Very odd.Second, why would I purposefully make the worst decision of where to use/test the perks range, to determine how strong something is? You're ignoring context of the perk and why its strong/broken here, I cant say if its on purpose to be honest but sheesh, you picked the one time where the perk is useless and in the one place where 9.99999/10 people will not be getting hit.
Its essentially the same distance as wiretap, 12 vs 14. It works multilevel, it works around loops.Noones getting hit on the edge of the map for the most part, they are getting hit within the actual play space. Should you test something based on where it will actually happen and not some worst case scenario of where it WONT happen? Yea probably test where it will happen.
You are also ignoring the secondary consequence of picking up that item if you choose to do it. The killer saw you do it, and now you dont know if they are coming for you, for 30 seconds.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3790537#Comment_3790537
- The problem with old dead hard was not dead hard itself for dodging a hit, the problem was dead hard for distance, which literally had no counter.
- Eruption in a vacuum was actually probably fine, the problem was it being stacked with a bunch of other gen kick perks during a time of 3 genning. If they brought back eruption today the same way, i don't think it would be complained about nearly as much especially since it doubles the break events on a gen so it can really only be used 4 times at most on the same gen.
- Also, it wasn't so much that 3 genning was uncounterable, it just lead to unhealthy gameplay on both sides. Things can be totally balanced from a win/loss perspective and still be a problem, for example perks like Knock Out.
- The problem with old ruin was actually that it "WASN'T" that easy, especially for new players. Old ruin had the problem of being too good against new players, and bad against good players who could hit those skill checks, or could quickly cleanse the totem. And the difficulty of countering it was not proportional to the difficulty in using it. Old ruin would just work if you had it without any input involved.
- Buckle up + FTP is not a simple "wait it out" because the timer was more than enough time for both players to get to safety, it wasn't possible to wait it out, it was completely uncounterable, and i'm confused why you think exhaustion perks stopped someone from instant healing with FTP, maybe you have no idea what these perks even do?
- As a nurse main, i'll be one of the first to tell you that nurse is a problem, so that's not really gonna work here.
- The counter to sadako is actually easy, literally just grab a tape. It's more of a knowledge check than a skill based one.
The general gist though on things, is, do they have a counter that is accessible for most players, I.E. doesn't require massive skill to overcome vs how easy the thing is to use (if its equally hard to use, having a difficult counter is fine) or something that is locked behind a DLC or something. That is bad
Yea that's the point of all these being listed.
Is that its not as simple as the "just do this" argument framework. Theres more to them than "just pick it up…" sort of logic.
For aura permanent area read around an item you can apply this same critical analysis. You "cant just pick the item up" as you may not know where your teammates got hit, not every map is even easy to see the floor much less disern an item on it.
And I cant control where and who got hit, and if my teammates decided to get hit but just not "pick their item up".Why am I, yet again, being punished for what someone else refuses to do?
This is the kind of pushback from the community that makes me laugh, when they complain about SoloQ's state, but direct solutions to help mediate those problems get challenged by those same voices.
And old eruption, 0 activity for 25s is what I am talking about. Absolutely no that should never come back. -
The counter to weave is really easy, "just pick up your item".
okay lets reuse that same logic on, clearly, broken things in the past, and honestly now as well.The counter to DH is really easy, just wait it out
The counter to eruption is really easy, just let go of the generator
The counter to ruin is really easy, just hit great skill checks.
The counter to Buckle up + FTP is really easy, just wait it out or bring exhaustion addons/perks
The counter to Nurse is really easy, just break line of sight.
The counter to Sadako 2.0 is really easy, just grab a tape.
etc..
You can continue defending broken things based on "well the counter to it is just this", that's fine if you want to do that im not trying to take your opinion away. But it doesnt stand up to anything else that is clearly broken in this game, and was changed because of it by the developers.
And who asked on the percentages of what you play or dont play? -
How do you think about Knock Out play style
How do I think about it?
Very carefully. -
I just have survivor bonus all day and night. Its to be expected as well. I dont wanna play survivor either, not in the state its in currently. Ill load in SoloQ and its all the same ol same ol.
Can still get quick enough matches as killer but honestly I am just 2 hooking now and letting them leave. Really is no challenge anymore 3/4king unless you gimp yourself into random or no perks. And thats with Legion and Plague.
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Would be grounds for a permanent ban if it was that bad. Should have got all the relevant information and reported it to BHVRs support.
Probably shouldnt have your socials public either just a word of advice on the internet, not sure how they found those out.
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@CrossTheSholf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3790126#Comment_3790126
lol. Survivors are so mad they can't use toolboxes to genrush or flashlights to troll
Yea I mean I dont really know what that has to do with a broken permanent aura read but sure? Maybe?
Not really sure what toolboxes or flashlights have to do with it. -
From what I can tell it didnt do anything. Nothing gameplay wise has changed because of 10 more hook seconds.
Stop camping -
This is why people need to understand the difference between a bunch of friends partied together and an actual comp swf. Obviously yours is the difference here.
People like to over reepresent their comp swf matches they lose about 1/16 matches against. And then come to the forum to ask for unnecessary buffs to their killer or nerfs to survivor. -
Yup and BHVR and honestly the playerbase as well, are doing everything they can to make it worse. Lobby changes are just another colossal failure in the wrong direction.
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Permanent aura read around anything is silly. I already have issues with Black Incense on plague, that thing just needs to be deleted and find a different effect.
Weave attunement is just a whole nother level of broken. Permanent aura read on a dropped item? Seriously? Why? Whos providing feedback on this and allows it into the game? Its just so obviously broken on release and no one pipes up?
Aura read is already rampant in this game in so many different forms we shouldnt be adding even more to its silliness, but getting rid of most of it.
The devs are making sure to "address distortion" so whats next? Like you just need to have a big "HES HERE" pointing to every target you go after? Wheres the skill expression going?
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@NarkoTri1er said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3788871#Comment_3788871
don't worry, there are also many P100s that can't last 2s in chase lol.
Jokes aside, i think prestige system definitely needs a heavy rework in order to actually be based on skill rather than just farming and spending BPs
Oh yeah for sure. I got two p100 survs by spamming legion never sleep pills during aniversary.
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After watching several hours of it and then playing a good dozen matches, the distance is hilarious.
And if anyone is being honest, broken.
Doesnt need that much distance. Tiering up is a welcome change, but the tIII distance is just so stupid. -
Seen him like every single game, not sure what you are on about
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Yup but for some reason, even if they win 90% of their matches, you have big streamers like Trutalent saying the game is survivor sided. And a bunch of bots repeating the same thing behind them.
Theres nothing there. With what just happened to nemesis its just become a pattern of survivors kind of just there to laugh at. Like the hits you are getting with tentacle now, you may as well just give up in every match versus him.Load up your favorite killer, mindlessly win the majority of your matches and then come complain, even with a massive win ratio, that your killer needs unreasonable buffs. For whatever reason.
For reference I play legion and plague and have 0 issues. They are perfectly fine the way they are, even though some would argue about legion "just being m1 hur hurhur" needs buffs. And Plague I think black incense needs to be just deleted from the game.
But you wont find any self critical killers on any discussion thread anywhere. Its just… I have yet to see a person who plays killer call their favorite killer anything but underpowered. Youll never find people saying their killer is fine the way it is and you DEFINITELY will never find anyone saying their favorite killer is overpowered. -
@TragicSolitude said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3788871#Comment_3788871
But prestige has nothing to do with skill. I have a ton of low prestige survivors (I used to have no-prestige survivors before cross-progression) and also some who are in the 30s. I don't play differently depending on which character I choose.
Lobby dodging means the person who gets put into the lobby to fill the new empty spot doesn't belong there. The three survivors remaining, the new survivor, and the killer all are now going to experience a worse match for it. One or more of the survivors may give up. The person who dodged for their singular gain has possibly ruined the experience for five people.
If people do not lobby dodge and we let matchmaking work as intended, then hopefully matches will have better matchmaking and people's MMR will adjust properly so they're in matches more suited to their skill level. When people pick and choose their matches, it breaks the matchmaking. If matchmaking does have problems that need fixing, it will be easier for the devs to locate those problems if people in the match are all actually in the same MMR bracket.
What will happen now, and is happening, is more people giving up. A problem that is already large enough to begin with.
People have been giving up in the game a lot, there have been numerous threads about it, and those threads started before the new patch with prestiges hidden went live. I haven't seen any sort of increase since the update. Hell, it was really bad the last few weeks; I think I actually experienced fewer quitters yesterday and today.
Im not saying its a 100% tell on skill and prestige but the margin for error is so much lower on higher prestige survivors than the margin of error on lower prestige ones. You have an extremely decent chance of guessing skill level on a p0 versus a p40.
I just believe taking it away just because "lobby dodge" is a silly way that ignores too many issues, like the ones I highlighted, to justify its implementation. Many things needed to happen side by side this change for it to even be reasonable to do.
But sadly that didnt happen and we get stuck with the examples that I listed above. -
@TragicSolitude said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3788855#Comment_3788855
This problem is separate from showing prestige. Showing more information in the lobby is also not the solution. We need fewer people lobby dodging. Lobby dodging ruins the match for the people left in the lobby and for the person who fills the empty slot.
The problem is the game's design. I have never played any other game where not playing was considered a playstyle by a large number of its players. Players shouldn't be able to spend all match doing nothing but hiding. I have been complaining about this for years, that multiple times a day I get teammates who do nothing but hide from moment one. Lobby dodging is not the answer. The devs need to fix the game so survivors have to participate.
I feel like you arent understanding the macro of this decision though and thinking only about the lobby dodge. This creates more problems then solves.
What will happen now, and is happening, is more people giving up. A problem that is already large enough to begin with.Load into a game with someone lasting 4 seconds in chase, where you would recognize that happening because they are 0 prestige?
Too bad you get stuck with someone that has p0 or only their teachables.
Load into a game with an Adept David? I guarantee the first time he gets downed hes giving up on hook, or someone else is, OR BOTH!. (Which happened today, so wonderful)
Or the example i gave with sable above.
I would beable to spot this crap in the lobby and get out of there.
I dont want to play with them though. And I am entitled to actual teammates.
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Does it necessarily correlate to someones prestige? No but..
christ.
At least I had something to go off when I see a p0 or p1-3 in my lobby and a key in their hand.
Here I just got lucky enough to spot them last second swap in the lobby.Again prestige isnt everything I get it, but we need information like the example I gave or SOMETHING so you arent put into a match where you would actually PREFER to have a bot on your team.
You are entitled to 4 people on your team. Not 3 and a person hiding in basement all round.
