Deathstroke
Deathstroke
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@Huge_Bush said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3721715#Comment_3721715
A bleed out is not the same as a sacrifice if the killer is trying to pip or complete a challenge.
And as you said, there’s a risk of the Survivors picking themselves up and hiding and wasting even more time. There’s also the risk that the Survivors finish the gens if there’s only one or two left. Small risks are still risks.
Anyways, as I mentioned before, my point is that Killer Players shouldn’t be vilified or disparaged for playing the game using means the devs allowed. If people have problems with a mechanic or gameplay, they’re free to bring it up to the devs constructively and not attack the player.
Bleedout very unlilely denies pip if you did well on other emblems. Which is very unlikely if it's 2vs1 and gens still left. Though im not sure if red grade requires now 4K to +2 pip then there is chance it can lower your score. But steam still count bleedouts to your kill total so it's still kill. That survivor died and didn't escape.
Bleedout really only hurt killer if he is obsessed about his sacrifice total like me. Xbox don't count bleedouts to kill total but it does not count mories either. So yes then bleedout is gonna suck so then it best to avoid slugging in that situation unless you know where both survivors are and that only time when I slug and few times it had lead to bleedouts.
That's why I have wanted deerstalker basekit for killer in that situation and bleedout button or unbreakable for survivors if they're slugged for extended time in that situation. So that only if killer plays well he gets the 4K and not by bleeding out the other survivor 4 minutes. If killer gets 2 quick down he deserves that 4K and survivor should not be able to hide.
Only once when I have slugged survivors have managed to do last gen so I consider that risk so minimal that it's not real risk. Most of the time in that situation there are at least 2 gens left so survivor finishing gens should not happen.
Killer player should not expect survivors to thank him for playing most boring way possible. Slugging cost incredible amount of time for both sides yes killer could played probably another match in that time it can potentially cost. Now I mean the situation where killer goes his way go search whole map to get both survivors.
If you know where both survivors are even see the other when you downed other what else is killer supposed to than try to down both is that even slugging? Because in that situation it feels like that's just doing your objective.
Now bleeding out someone 4 minutes is not the objective while trying to desperately search the other survivor. You can do that but it's just boring and it is scummy way to play. I try to avoid to do that as killer I know how much it sucks and I don't want to either waste my own time.
I only mostly do it when I want adept or challenge or after bad matches and yeah then I do whatever it takes. Or when I want to kill specific survivor but that's when I let the slug escape but most of time I just try to search the survivor I wanna kill. Most of the time that is because I only let female survivors escape or the other was toxic to me.
I do hope devs do something about it because like I said it's boring and wastes time. Something to make it more bearable at least that bleedout button. Now if it happens to me I just leave and go do something else but I don't think that is what everyone should do? Now good thing is slugging in 2vs1 is not very common it does not happen every game maybe every 1/5 or rarer.
So most killers also find it boring and they just take 3K. Now usually killer does find hatch first so slugging is not even neccessary even those killer who bleedout other survivor 4 minutes often find the hatch first and still get the 4K.
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@Huge_Bush said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3719940#Comment_3719940
The Killer played well, was winning and as a result has the upper hand so their risk is minimized. There’s still the risk of the slug bleeding out, getting picked up or using a perk like Unbreakable.
We can say those are not really risks the risk is like 1% killer actually lose because of them. Bleedout or sacrifice is still kill. If they pick up now you actually can get both. Unbreakable most likely buys little bit time then you can continue and even they use it when you sacrifice the other you likely can still get them. Rarely anyone use that perk.
What is anactual risk in 2vs1 is if they pick up, heal and manage to hide and they just stay hidden until you find them that can waste incredible amount of time. But other that that these are only risks to consider when it's endgame.
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@HexHuntressThighs said:
There’s nothing wrong with it. You aren’t entitled to hatch. I almost never do it unless survivors are being toxic because trying to find the last survivor is usually boring. Not to mention its lore Accurate because no killer would let a survivor escape.
No they aren't but they're entitled to chance. It's not lore accurate in every horror film final survivor has chance to escape. Lore accurate would be closing hatch before they made it and kill them or when survivor tries to open exit and kill them.
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@toxik_survivor said:
Tbh I think bubba is completely fine, just get rid of the ability where you can pallet stun him while he's in a chainsaw sweep. Well actually, make it like spirit fueiry, stuns him but pallet breaks.
That's not going to be OP with enduring... Bubba needs bit more speed and tantrum recovery time decreased then he is in good spot.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3718795#Comment_3718795
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3718859#Comment_3718859
To be fair, my friends, I don't think anyone expected such heavy restrictions right from the get go.
Replacing hooks with cages was a given, and we knew it would happen. But I am sure everyone expected to play the characters they like to play. Now it seems like you are basically screwed if you don't main any of the first 5 original killers (excluding Hag for some reason, even though she was here before Huntress).
The very reason why everyone wanted 2v8 was for killer duos. Yes, BHVR will changed the mode eventually, but its very first version won't have the one thing people wanted. I can understand the frustration.
Well excluding nurse the 5 original killers aren't that hard to play. Trapper for example is basically just m1.
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I think ramdomsided hatch is healthy for the game there needs to be some hope for the last survivor. Now only problem is 2vs1 when killer slug for 4K and game last forvever. I would add in this situation basekit deerstalker and bleedout button which you could use after lying in floor for 100 seconds. Deerstalker would reward killer who could quickly down both sirvivors in that case it's not really slugging.
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Oni starting with his power and being undetectable sounds good to me. But maybe it's overkill to give that many good add ons. Just few need changes like his iridescent ones.
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They probably add more killers later it's lot of balancing so it's fine to have only 5 killers now. I was not even expecting 2vs8 to actually happen anymore.
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2vs8 confirmed? Im fine if it has only 5 killers I have waited that mode so long. But I hope they add Oni in future.
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@Kerkvlerk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3718384#Comment_3718384
seems there is a bug that does not get you BP over cap atm
Ok I got today bp:s normally over cap I had 1.8 million and after the reward 2.9 million.
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@ad19970 said:
Going against a 4 stack of slowdown should at least feel a bit more manageable now. Which is good, but on the other hand, this also hurts people that only used one or two slowdown perks, and those might now use three or four. Though that's just a wild guess to be honest.
In general I think these changes are fair though, if killers start to struggle too much because they don't have enough slowdown, maybe some basekit changes could be added. But then again I still am hoping for some more nerfs to tunneling and camping.
Tunneling unfortunately seems to be getting buffs now. Slow down nerf means killers will tunnel more and with ds nerf this soon it will be easier even it was not that difficult before. Though some killers tunnel even with 4 slow downs at 5 gens so that get at least bit nerfed.
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Did anyone get the bp normally above gap? I have not played today so not sure if I'll be getting much then.
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What use flaslight would then have? Good killer will not need lightborn which is waste of perk slot unless it's player with background and flashbang and even then he could focus to take that person out.
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@CountOfTheFog said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3714195#Comment_3714195
I'm only seeing it like this since Crossplay has been disabled on Nintendo Switch. Maybe it's a bug with my platform. We are behind a patch so I'll keep my eye on it.
Probably im on xbox.
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@CountOfTheFog said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3714000#Comment_3714000
It's incredibly Rare. It's usually blank (P0) until the match ends.
This is how I have always seen it. Maybe you play lot agains't P0 killers as maybe then it doesn't show anything?
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I think you are supposed to see the prestige even match is still going. I have always seen it whether match is still on or not. You don't really do much with that information like yeah you can say to your friends oh it's P100 blight that's why I died.
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Good job! I personally save all the bp from tomes for anniversaries to maximize the amount of cakes I can get.
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Yes but because of the bp. Blood moon though was even better in that regard. So your first event in 3 years did I read that right?
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Yes but it needs to have Derry as a map otherwise the chapter would lack something. I think It should be able to change forms and not just be clown.
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@squbax said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3713033#Comment_3713033
No, maybe I communicated that wrong. What I was refering was, this people had stacked up builds, they chose the map they will play on, they are playing against an addonless, perkless wesker and they still didn't get a 4 man out, god forbid they are also swf, because if the are I have no words.
So in my opinion if you cannot win with all those odds against your rival and in your favour, you just cannot win mate. Hence why I said the only way they can win is via cheats.
Maybe the other 2 survivors instantly left and one of the other 2 was on hook and then last survivot tried save. Then killer likely got both of them. 4 man out is rare the game is planned to killer have good chance to always secure one kill. Wesker is still one of the strongest killers. You still get downs quickly with him even without add ons and perks. Trapper with all slow down perks is probably still weaker than perkless wesker. Anyone can loop him.
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@Seraphor said:
By simply having DS it allows them to 'weaponise' bodyblocking with lower risk.
Survivors bodyblock with unhook endurance, forcing the killer to hit the unhooked survivor, but then they continue for a second hit, safe in the knowledge that they won't be hooked again.
They're entitled to use up their anti-tunnel measures this way, buying time for other survivors at their own expense, but the only viable counter for the killer is to then double down and tunnel them after burning through DS, which is understandably irritating when you're intentionally trying not to tunnel.
So yes, for a perk and a basekit mechanic that are intended and balanced around mitigating tunneling, to be used in a way that penalises non-tunnelling killers, can certainly be seen as 'weaponising' something that should be a 'defensive' measure rather than 'offensive'.
One survivor slugged and chasing other is good situation to be on killer. That means only 2 survivors on gens instead 3 and the other one still has to go pick the slugged one as soon killer will have 2 survivors down so only 1 survivor on gen. I would thank the survivor giving me free pressure.
How I see it is that basekit bt is the bigger problem taking hit with it means killer gained barely anything. Sure survivor have to mend but that's not much when unhooker is now healthy going to good loop. Killer loses pressure.
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"Oni is weak killer. You can easily deny his power by predropping pallets. So I think he should have his power at the start of match and more easily available."
"I hate slugging for 4K in 2vs1 it wastes incredible amount of time and I see it as unsportmanlike."
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@Neaxolotl said:
People who hate camping or tunneling is not really suited to dbd, since those are the fundamental mechanics of hooks which is biggest uniqueness of dbd
or alternatively, hooks don't belong in dbd because it causes all the camping and tunneling, I don't know which to choose
Endgame is unhealthy for the game balance
Im curious why endgame is unhealthy?
Well majority of ppl don't enjoy tunneling and camping but they just accept it happens sometimes. So I disagree with that one. Other playstyles are more fun.
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By playing the game you have agreed to play agains't swf that's just how it goes. Now I would like to see after the match too because I feel im facing lot of them.
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@squbax said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3711287#Comment_3711287
I mean yeah they want to give you the most unpleasant match posible so its only fair. Shame now you cannot just target the one that was doing it, you have to target the whole team only to get to them, so 3 people pay for one, altho many times its a swf so it wont make a difference.
Not often it's because they want to give you bad match but because they want to have good match maybe they had bad ones before where killer gave them unpleasant experience. Now many maps have been changed to have less pallets and loops too so they might just not want to always play on bad map either. Killers bring lot of map offerings too so not like survivors are the only ones.
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@GolbezGarlandGabrant said:
DS is an anti-tunnel perk and it punishes killers who don't have the intent to tunnel. You're going out of your way to bait the killer and make them feel bad.
I just slug if my intention is not to tunnel.
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I don't have main but rotate mostly between 5-6 killers. Sometimes I change even those. Every killer has some weaknesses so there is just not one perfect to play. Oni has amazing power and fun to play with it but is only m1 killer at the start of the match. Many killer just feel you either destroy or get destroyed. Lot debends just on luck or RNG etc.
There is just not good consistent power for me. Alien before her nef was closest now her power is too punishing. I think spirit is closest to perfect killer but I have bad hearing to track survivors and I don't like her that much but she is most balanced in my opinion to get consistent results and console friendly.
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I let last one often go because that's nice and I might have sympathy for them. In hard match where I had to tunnel I might feel quilty so I let one go to feel better.
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@SMitchell8 said:
This sounds a lot like me and it's probably not what you think.
I find the killer role challenging, I have to try pretty hard as a console Oni and Knight to win, both have there issues with Oni being a bit iffy on console and Knight being abuseable if survivors know how to counter him. Because I try hard and want to do well and win, I feel happy once I've gotten the 3rd kill and very often, I let them go as I did my job of playing well and winning which are bywords for FUN.
No I don't let them live because its a powerplay or out of sympathy, I do it because I was having a tough match and was expecting to lose, so when I don't get whipped or lose, I'm happy to let the last person live.
I do genuinely find playing killer challenging, survivors always seem to know what they're doing, they rarely mess up and even if they appear to be solos or two's, they always seem to coordinate there efforts every time I play. This is a stark contrast to when I play solo survivor.
I agree for most part and Oni is not specifically planned to work well on console you can't do the tricks like 180s which are absolutly essential as survivors who know how to play can deny your power long time so you need to get lot of downs with one use of it and that's not going to happen on console often.
I face lot of competent survivors for some reason I wish I sometimes got my soloQ teammates but lately they seem to avoid me expect ofcourse when I play survivor. So I probably now try to drop my MMR because im tired of hard matches and I have to tunnel to win.
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I love his add ons those should stay even if he gets buffs. Maybe tombstone piece has to go probably. First buff what he needs is never run out of stalk permanently that is ridicious. His tier 1 should have normal lunge and 110% speed. Tier 3 should definetely be more threatening as well.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/412502/killers-are-too-strong-now
Not a bad take. Survivor definitely is in need of some improvements.
Newer killers propably have complex and sometimes overloaded powers due to the game having evolved so much and the devs trying new stuff. They also recieve feedback, that a good killer has to have:
- good map mobility
- chase power
- some form of gimmick
Look at all the recently released killers. Almost all of them follow this trend.
Where I disagree however is, that older killer designs where a lot more simple. Freddy, Pig and Doctor have very complex and confusing powers when they released.
Improvements to survivor should be done to help better coordination it would especially help soloQ. We should see other survivors perks in match and I think all survivor should see the basekit antimechanic progress. Many has suggested basekit kindred with only seeing the other survivors aura as well. Swf already can communicate all that information so it would be very minor buff for them. Maybe even killers could get buffs then if kill rates would go bit down and that would nerf mostly swf.
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@squbax said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3709028#Comment_3709028
If you cannot get value out of background player with the current version of the perk, as a swf or soloQ you literally have a massive skill issue, the perk lets you get a guaranteed save if someone goes down at a pallet or if you have a flashbang or a very, very, very easy save if you have a flashlight. Literally have no idea why you mention that perk in particular is not good in soloQ.
I think you have problem in reading maybe before accusing "skill issue" and actually try to have conversation and read what I wrote. I don't even use background player but my friends does so we can easily coordinate saves. SoloQ teammates always die in corner where killer can look wall there is no coordination so the perk effect is much smaller. Even you save them they go back down in less than 10s.
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@squbax said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3708620#Comment_3708620
Last time I checked you as a solo can still see when people are hooked no? If you are repairing a gen you can see that your teammate is hooked, if you repair that gen and make your teammate lose adrenaline it is not a swf vs soloq issue its a skill issue on your part, you had all the information to make a play and you dropped the ball.
This is literally the issue on soloQ, yes there are some info gaps but even if you gave all the info to soloq players they will still drop like flies, why? Because they are simply not good at the game, they have the info but have no idea how to use it, giving them more info does nothing.
The amount of times my teammates have piled together when the hud shows legion is in a frenzy or tried to do pinheads box before he picks up someone has happened too much times, both things can be countered easily with the use of the hud, yet my teammates will rarely do it.
Expect I don't know if my teammate has adrealine and I can't say teammates wait do the save first before gen. Swf has massive advantage I can say "hey I have adrealine do the save before fixing last gen." Giving more information to soloQ players would help immensilely. You should see your teammates perk but now you can just make a quess.
It's not big problem for me currently as I mostly play 4 man swf on survivor side. It's not fair how massive advantage swf has. You have considerably weaker chance in soloQ. Last nerfs to survivors mostly affect soloQ anyway in swf we can use good not that long ago buffed perks: for the people+buckle up and background player.
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@Seraphor said:
If a significant number of survivors are quitting because one meta perk was nerfed, that means that one perk was far too common, likely because it was disproportionately useful over other perks, which means it was due a nerf.
Expect this will not nerf adrealine in swf anyway only in soloQ. Swf will communicate instead and do the save before popping last gen now.
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Evil version of superhero would be cool.
Actual giant monster spider would get my vote not version that is half human like.
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She is strong and that's fine. I haven't seen her much anymore either there are many stronger killers which players use now instead.
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Unneccessary nerf for sure it deserves to be strong perk as it's only works in endgame.
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I have lately enjoyed playing xeno so there's some who still play her. After her nefs I took long break from her. Great thing about the cooldown before was you were not pusnished using you're power. And on console her power is already harder to use.
I still have some weird misses where im sure I should hit over pallet but no survivor crouched or managed to move quickly away from it. Even seen the tail hit survivor not doing damage... Some of those are on me. But now the cooldwon is too punishing especially on console.
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3705042#Comment_3705042
Does it work through the gens under Corrupt? I know there were complaints that gens blocked with Grim Embrace wouldn't lose the 10 charges once the Invocation was complete
I don't know I should mentioned the perk is currently bugged and in one match we did the ritual and not single gen lost those charges. Killer downed someone so it might just been grim embrace which caused it. Corrupt ran out just before we did the ritual in earlier match but it might do just same when active.
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@ImWinston said:
- the problem with the "invocation" is that it puts the whole team in a difficult game, not just the player who use it
why?
- invocation eliminates a player from the game for 120 seconds.
- invocation makes a player very vulnerable throughout the game.
- invocation has a "weak" effect due to all the effort it requires.
Now, if the killer is a novice it's great, but if the killer is a normal/expert player, this perk is an absolute disaster...You are right to report and complain about these players, but try to understand the reason for this behavior. this perk should never have passed the company's "control quality", especially with all SoloQ problems.
I ran it on swf few times and we just stayed hidden early match and went all to basement to complete the ritual. Killer had corrupt too which he didn't get value. That match it worked good but the ritual should be shorter though.
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@pseudechis said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3663493#Comment_3663493
"Saying that the balance is fine because a lot of people don’t know the game is a cop out." - I've said nothing of the sort.
"It’s lazy thinking to say that the majority should dictate how we play and think about the game." - I've also said nothing of the sort.
You are making a case that the game is trending towards survivor sidedness, you've framed it as "killer is in the worst state its ever been". You do make some good points about survivor contending 1v1 against killers which would have been more accurate back in the early days of boons, with all the self heals and the set ups that require less team interaction. A lot of that has been attenuated, not all but a lot.
The results show you are more likely to die as survivor than to survive by a ratio of about 60-40. Unless I'm mistaken those results stem across MMR, a BHVR dev can correct me on this if they like.
"Intrinsically killer has the mechanical advantage because the survivor advantage is reliant on team coordination something outside of BHVR's control." This previous point I made holds true even for high MMR.
The only way to break it down is to show outcome ratio across MMR brackets, which as far as I'm aware they haven't. If you were to see a major switch between that 60-40 ratio between MMR bracket you could make a case for some of the things you are saying but as it stand the basis of your point is predicated solely on how you subjectively feel about the game.
The point is just as subjectively applicable to killer as to survivor, meaning it doesn't have a great deal of basis.
We aren't saying that all games should be balanced around average players, we are saying average outcome appears to be skewed toward killer. If this average takes in all MMR (and I have no reason to believe it doesn't)... then guess what games even at high MMR are still on average killer skewed.
So how you feel the game is progressing isn't necessarily backed up by what's observed, at least by current records released. With that in mind you may want to reassess the basis for how you feel - is my point.
I remember checking the stats and kill rates was even slightly higher in high MMR. So we can say it's pretty much that 60/40 ratio. But I personally expected it to be clearly lower as the game leans on survivor side when everyone knows what to do perfectly. But I think killers play harder, smarter and use stronger characters which probably explains it. In lower MMR many killer players play more casually and use weak killers. I think 4 man swf was shown to have best escape rate in high MMR though Im not totally sure.
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@MikaelaWantsYourBoon said:
Hardly disagree.
DS is not busted anymore. Dead Hard is dead perk. UB is not meta. Healing got big nerf. Most of maps got nerfs and ended with big dead zones. Iron Will nuked, so it's easier to track survivors as well.
Gen tapping removed and killer gen-kick buffed. We are getting pretty strong killers. Killers still have good anti-gen meta which helps to slowdown the game.
It's actually the best state of game for killers right now.
Sad to see you gone you were so active member. I just wonder what you did to get banned?
@Xernoton said:
Killers are in a pretty good spot right now. Sure, some are a bit weaker than they should be but most are good. More than good, honestly. If you play a killer for the first time and it goes badly that is not balancing issue. With 5k hours you should know that. Xenomorph is a very strong killer but also pretty hard because the tail attack is a bit confusing and you need to play around turrets. But if you can do that then Xeno becomes a pretty scarry beast.
It sounds to me like you are playing against survivors that simply you by now because your MMR is a tad higher than it should be. Playing killer has never been easy (DBD is a pretty hard game after all) but it has become a lot more fair and even forgiving. You can afford to make some mistakes as long as the survivors make some as well. If they play flawlessly however, then it's only natural that you'll have a pretty hard time.
It's true that most maps have more resources than necessary against the average M1 killer but there are also killers in this game that aren't Freddy, Trapper or Myers and can't be delayed that easy. So it's fair against some killers and unfair against others. For the most part it is somewhat alright though. In most games you don't need to play then entire map. You don't win by defending all gens. You only need to have 3 left to win and the survivors don't dictate which ones these will be (at least not entirely). If there is a gen in a far corner, then screw that. You don't need to go there. Nobody is forcing you.
The only thing that is unfortunate is how fast paced the game has become. For both sides. As a killer, a single long chase can lose you the game, so you often need to let that survivor go and find someone else and in many cases it feels like you absolutely can't keep up with the gen speed, which can make you lose your cool and make more mistakes than you usually would. Many compensate for this by tunneling (even when it's not necessary), which only makes them win games they shouldn't, raises their MMR and then puts them against even stronger opponents. So the problem only gets worse.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3649169#Comment_3649169
It's actually the best state of game for killers right now.
Agreed. Although I would like to clarify that this is not the strongest but the healthiest spot the killer role has been in so far. 6.1.0 regression was so nutty, that I'd consider this the strongest killers have ever been.
I agree after 6.1 killer was it strongest. You could win playing poorly if you just camped gens with strongest gen regression perk. Overcharge+call or brian, eruption and jolt were just disgusting. Survivors also took lot of time to adapt to the changes as they were so much used to be carried by dh.
But now killers are not far off from that some maps now has only has like some quite unsafe pallets and often quite easy wins unless facing decent swf. Well I quess it's lot of luck if you get eyrie that is still survivor sided.
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@LeFennecFox said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3703364#Comment_3703364
Teammates 3 genning themselves in 2024 is somehow the killers fault? This entire story sounds like the killer played better than the survs and won.
If he would played better he would not have to camp 3 gens and start chases over and over again until finally all pallets are used and when he caught one mistake from survivor whereas he made dozens of mistakes. That is literally the worst you can play but still win. Is the bar even that high to win agains't soloQ? If we would been swf we would whiped the floor with him.
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Okay let me explain the match which teached me 8 regression is too many
Demogorgon first played normally and chased bur camped me to second stage. Then he tunneled one of us out not me surpricingly he just wanted Jill death. He got her with the aura reading iri add on. But my teammatea unfortunately 3 genned us earlier one of those gen had regressed from 60% progress to 0%.
Now one other gen had been fixed to 50% but demogorgon regressed it with pop. Then he started to just camp the 3 gens
I focused on single gen my teammate helped but focused on the other gen after demo kept coming back to it. Other teammate started the middle gen then. But she went down as demo knew which chase to pick. My gen was regressed pain res and the other with pop.
Demo also kep putting portals on gens so we had tom remove those so he would not get surprice attacks. He kept coming to my gen kicking it again and eventually he downed someone again as they didn't heal and once we tried to actually heal he found us with the aura add on.
Eventually he got another down and again pain res, pop and grim embrace. My gen cosntantly went from 70% to down 20-40%. Other 2 gen got regressed completely. Eventually demo got one of us out and still continued camping the 3 gen in 2vs1.
I got my gen to 70% and he kicked it once again probably 8th time. Then chased me for minute and left as he knew the other gen was also 70% now. He went there and got the other survivor down. I had no hatch luck and he killed me too finding me with the aura add onn. The demo was P100 so he knew what tactics to use I give that he had good game sense but meh chase skills. The match lasted almost 40 minutes.
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@drsoontm said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3702648#Comment_3702648
8 regression per game (per gen) is nothing. This is already very kind of the devs to help survivors who manage to 3-gen themselves.
I regularly hit the limit in a normal game without even the need for a 3 gen.
Nothing? 1 kicks takes 5% of progress and causes gen to regress. Then add to perk like pop, pain res and you can remove 55% percent of progress with 2 regression events nothing? Then add grim embrace you can block the gens 12s 3 times and once for 40s. That is huge and making camping 3 easy. Especially dull merchant who can place 10 drones to the area. Many maps 3 gens are right side by side. So even once you get past that 8 regression events it's still take lot of time to fix them.
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@drsoontm said:
The killer can only have 8 regressions for the whole game and you still can't handle a 3 gens?
Come on, you can't be serious.
Killer can have total 8 per gen not while match so potentially so in 3 gen situation that means 3×8= 24 regression events. I pointed out it's not fine as 3 gen stragedy still powerful with the other changes that made one gen kick very impactful. I don't have control over my teammates to make them have patience for 30+ minutes match.
It's still easy for killer to camp them even if my teammates play well as killer can caught survivor from bad situation when they can start the chase 10+ times and wait when they get lucky enough.
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@sizzlingmario4 said:
If you reduce the regression event limit to something lower than 8 I think it would start to affect normal games too often especially when using certain perks that contribute towards the total. It wouldn't just primarily affect 3-gen situations anymore.
I don't think it will affect normal matches when have you kicked the same gen 8 times? Because I haven't even once hit the limit and not either any of the killers I faced even we had skull mechant camping 3 gen almost from the start and the match lasted 30 minutes until survivors gave up.
I counted her kicking the same gen 7 times and other gens about same. So yes it would primary affects only 3 gen situation. Well other solutions would be bring gen tapping back or change gen spawns. But tapping would punish killers playing normally too so I think reducing amount of gen kicks is the best way to go.
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@joel84 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3700775#Comment_3700775
yes well that's also true again
Yes and my response was bit harsh because I have been asking for years to depip getting removed. It only ruined players experienced who just couldn't ignore it existence. Some couldn't even play the game becsuse of it. It made some care not all and I literally camped and tunneled because of it lot more I otherwise would. But then I also just ignored them after sometime.
Depips did not affect matchmaking after MMR was introduced so it was time to get them removed. As grades are only supposed to show playtime not be skill expression. Only thing were Im fine player getting depip is while dc:ing but they already get dc penalty so it pointless and like I mentioned they don't care about pips. So the thing is there were only negatives about depips.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3701979#Comment_3701979
draws rarely exist in games. every game has objective and one side must complete objective to win. for example, in chess, the goal of the game is to checkmate king. draw in chess only occur when neither side checkmate the king. this is called stalemate.
in dbd, there is no such thing as stalemates. one side escape or dies. that is all there is to it. killer consider winning when they kill 3 or 4 survivors. As a result of what killer consider winning, everything that is not winning is a survivor win. this account 4 escapes, 3 escapes, 2 escapes.
I would say it completely debends how you got that 2K if you had 8 hooks for example I say that is draw as you even could won with better luck etc. But you still won 2 survivors and lost to other 2 so isn't that definition of draw. But because kill rate is 60%+ then 2K sounds below average result.
So other way would be also look to you're previous matches if you're last match was 3K that makes it draw because you're doing 60% kill rate overall.
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@ad19970 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3701604#Comment_3701604
Why on earth is 2k a loss?
Becausse kill rate are 60%+ meaning draw is 2.4 kills. But I would still call it a draw if you hooked 6 times or more. Or if you're last match was 3K or more.
