Deathstroke
Deathstroke
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I think the fact the game is 1vs4 can make you have anxiety. You are only by yourself agains't team and that can feel overwhelming. There is never break when you play killer you constantly have to perform to try to keep up. I hope in future we get 2 killer mode so then you can just have fun and not have any anxiety or stress.
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Both sides could use buffs Oni needs one to get his power much easier maybe make him 120% and have add on to start with power. Some m1 killers like myers need updates running out of stalk is so outdated. His tier 3 should be way more threatening too. But killers don't need general buffs just specifics buffs to weaker ones. Most killers are strong with their antiloop so they don't need help.
SoloQ could use buffs too. Kindred basekit would help a lot and maps don't need anymore nerfs some even need few more pallets. Ds should be basekit with 3s timer and disable killer power for 10s. Perk should increase it to 5s and have 80s timer instead of 60s. Better matchmaking too would help
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Tru3 is not biased at all... Flaslight are already weakest item they don't need another nerf. Pallet saves are rare too and there is enough ways to counter them. Like mentioned that change would make pallets way too weak and most of them aren't that save anymore either. Most killers already have strong antiloop power they don't need more help.
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@EvilBarney666 said:
Killer "MMR" is shared. Back in the day they said each killer would have individual "MMR" that is clearly not the way it is.
The game says oh you play killer so you need to be higher even tho you never play nurse, who happens to be the hardest killer to play lol.
I think there is now both shared and invidual MMR. I get weaker survivors on killers I play rarely and stronger on killers I play more.
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I played Oni just got extremely fast gen rushers. I played fair in beginning and hooked multiple survivors but when it was claudette on death hook and last gen about to pop I finally tried to get 1 kill maybe 2 if im lucky but then survivor flasbanged me with background player and then lost claudette I went after other survivor with rage mode got them and hooked. Claudette went for save and I got them again with rage mode but then other survivor used for the people and buckle up (without buckle up both would died) and it was gg:s...
So what are the incentives to play fairly on killer? Because the point from that match is you get punished playing fairly and when you try to get kills too late. Only reward is you can make it better experience for survivors they are sure happy. Yes it's rewarding to win fairly like tunneling leaves the victory bit hollow quite often. But it's not simply possible to play fair agains't swf:s. The thing is you can't identifyi them always so you have to think everyone is swf. Maybe on pc you can win more easily but Im on console and killer is more limited.
So why killers shouldn't tunnel and camp when no-one can punish you? Next match I played nurse and tunneled mikaela out quickly at 4 gens. Ofcourse I won the match with 4K even slugged this time for it.
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I play Texas chainsaw, Minecraft, NHL 24 and recently telltale batman 2. Sometimes other story games. I used to play fortnite a lot before but it's not the game I liked anymore.
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@ExcelSword said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3700093#Comment_3700093
I tend to hover around the 2,000,000 BP cap constantly, just because I find that I have to actually focus on spending blood points now that all my survivors and killers have all perks.
But sometimes I find myself forgetting that not everyone has bought all the dlc as they release, completed all achievements and unlocked every perk, and that DBD is really not friendly to new players as other live service games.
Why don't you try get P100 characters? Or grind every iri add ons to killers etc? For me the grind is never over. I have P100 Feng now working on P61 Nancy. On anniversary I fill focus getting big supplies on killers. I actually rarely update them just enough that I have something to use. Expect on Myers I have 100+ tombstones ready.
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Removing depip was best decision devs could made. Now players don't have to sweat like their life debends on it and can take few loses too. Depip was just salt to the wound when you lost and it even kept many players not playing the game. Grades does not affect matchmaking so there is no place for depips in current games. They were fine when the game still had ranks. Grades are only supposed to show playtime now they do just that.
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@joel84 said:
We probably all know what's coming. So please don't get me wrong, but I think this is a mistake that the developers will most likely make. Maybe….
Many players disconnect for the smallest of reasons. We know that…
-1 chase, 3 gens down
-The killer catches me in the first 20 seconds
-I get stunned from a Palett and teabagged
-I pick up a survivor and get flashlighted-The killer pokes or bang me while I'm on the ground
-the killer tunnels, camp or slug me me, etc....
Just to name a few small examples
I believe that ragequits have increased a lot in the past and im not the only one with this opinion. So I think this will only encourage the rage outbursts even more.
Hey, I don't like what the killer or survivor is doing you know ?
Then I'll just pull the plug then I don't lose anything anyway
Does anyone else agree with me? And what do you think?
You could not be more wrong here. Players who dc don't care about pips and will still dc no matter what.
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@Nazzzak said:
"we're just here for cannon fodder for the latest 2,000 killer win streak"
Pretty much, unfortunately. I have zero desire to play outside of the Rift and events. Games are successful because of the dopamine hit they give players. That's what gets people returning, the desire for more reward. The sentiment I'm seeing from survivors more and more on social media and in DBD groups is that they're not feeling rewarded for their time.
People who claim survivors should feel hopeless, that reward for their time and effort should be difficult to obtain in the face of "the power role" don't seem to understand that doesn't work in a video game setting. Imagine playing a game and trying to get through a particular level and each time it's like hitting a brick wall. How long until you lose interest? Getting rid of depips was a good move on the devs part, as it really was the cherry on the top of the mouldy cake at this point.
Better matchmaking would go long way. Matches would not feel so hopeless on soloQ if we didn't face strong killers so much who should be facing swf:s. I constantly face strong swf:s on weaker killers too and that feels terrible getting many in a row.
Matches are so stressful and I can't really use strongest killers because most of their powers don't work well on console expect spirit but I don't know how to locate survivors by hearing them and I find her power meh too. 60% kill rate sounds good on paper but probably it's more like 70% on soloQ so solo players could use help. But so could console killers when we can use Oni 180s and other techs?
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NOED is fine. It can counter survivors bringing adrealine and why it shouldn't? It only quatantees mostly one kill if survivors play well. If killer gets more value from it I say he played well. It's one of the only perk giving killer comeback chance and survivors have many of those.
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@HexHuntressThighs said:
W key is when survivors start running as soon as they hear the terror radius/ or see the killer. If you start running when I round the corner 8 meters away that is NOT W keying. For example I’m playing Huntress on RPD and all survivors have Lithe/ Sprint Burst and when I get to a Gen with progress the scratch marks are already fading away, I catch up to them after running for 40 seconds unable to use hatchets pretty much until I get really close and then they Lithe at a window and I have to do it all over again. It’s rare that I go against it but when I do I usually just DC because it is very boring to go against. But it is a very common problem at high MMR, that’s why Kyto says he doesn’t like playing DBD anymore.
These survivors are so annoying on Oni how im supposed to get first hit in reasonable amount of time and they always run to strong loop too like shack. But that is probably best stragedy on survivor so can't really blame them. I
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@sizzlingmario4 said:
Well in that situation it sounds like you didn’t really have a choice since there wasn’t a hook available. Imo hooks breaking on sacrifice should be removed, since all it does most of the time is lead to situations like this. But it’s not on you to pick up a survivor if you know they’re unhookable.
As for slugging as a whole: The way I look at this is there are 2 different kinds of slugging: slugging for 4k at the end of the game (which I think should go), and slugging as a strategy to build pressure/for legitimate gameplay reasons (basically all other slugging that doesn’t fall into the category of slugging for 4k). Slugging for pressure isn’t a problem at all imo, except for Knockout - that perk needs to change.
With this in mind, the one change I would make is to just allow downed survivors to quickly bleed themselves out (ie. after 30 seconds or so) if there are only 1 or 2 survivors left. This fixes slugging for 4ks and in a situation like what happened in your match, the last survivor would’ve been able to end the game without waiting 4 minutes or crawling to a hook which could’ve taken even longer. I would also change killer adept requirement to 3k instead of 4k so adepts don’t become way more difficult with this change.
Yeah just add entity sacrifice button for 2vs1 if killer slugs and you don't want to lay there 4 minutes.
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Something should be done to 2vs1 it's too hopeless for survivors. Maybe some kind of side objective which is actually possible to do to get hatch open. The objective could be balanced to 40% chance for survivors getting it done and the hatch would close once the first escape from it or if killer closes it and start endgame collapse both survivors auras would be releaved for 10-20s.
AFK crows should appear now on survivors not doing any objectives. Balance should be still that killer get 3-4K most of the time. 1vs1 hatch would not have to spawn at all just straight to the endgame collapse.
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I have keyboard on my console so I could write as fast as on pc. So I have no idea why we don't have endgame chat. Sometimes I use the console own chat usually to answer back gg etc.
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Yes grade reset bp reward can exceed the 2 million bp gap.
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Yeah I think it would be just better to use all of them automatically pressing m2 whole time. You have to play lot of bubba to get good with his chainsaw. But I think his biggest problem is the huge tantrum time it's way too long cooldown.
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@D0NN1ED4RK0 said:
I think you can use his iri addon if you don’t wanna manually use the tokens
Yes but that means -2% decreased speed so not worth it.
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@ays12151 said:
We have massive amount of games where Survivors throw the game at the end and Killer instead of 0 kills can get 2 or 3 and more…
Typical Average Bubba will get 2 Hooks for entire game, but at the end he is gonna get 2 Kills or even more - just an example.
Kill Rate isn't a good statistic for balancing the game. With better End Game mechanics / some rework, maybe it would be better, but at current state it doesn't show anything.
I don't think that is too often expect for bubba but killers throw games too. And killer can simply play well in endgame too and with noed winning 3vs1 is not too hard. Everything should be taken account ofcourse.
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@Neaxolotl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699104#Comment_3699104
MMR thing or SWF thing, not that surprising really
Would think my soloQ or duo MMR is so low that I should not be facing P100 killers nurses and blights etc... But really the teammates are still worst even with bad killers we lose when they go down in under 20s and get quickly tunneled out. Im really surprice stat say SoloQ escape rate is 39%. More like 25% sounds right now. Recent killers buffs really hit hard on soloQ in my opinion I might had about 40% escape rate before them.
Playing full 4 man swf is when I sweat on survivor and we escape almost every game and we don't even communicate and we still don't get often good killers. Two friend of mine who I play in that try hard swf:s only play's in swf too so they have really high escape rate. Would think they have very high MMR. I still play more solo/duoQ so it's not affecting as much my MMR. In high MMR I would at least probably get decent teammates.
But I wonder on killer where are all the soloQ players now? Why I get so many sweaty swf:s. Im not better than those P100 killers who I still constantly face in soloQ. Even almost always I face high prestige survivors. Im probably in some sort of MMR hell I quess on both sides. I do get less sweaty survivors on killer in daytime though when the bonus is on survivor.
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@Neaxolotl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3697825#Comment_3697825
It's actually difficult when survivors are competent
most of the time they are not
Agreed but for me it seems when I play killer I get those competent survivors too often and incompetent survivors almost always when playing soloQ... Playing agains't strong squad is so frustating because they bring bp offerings so you hope good results but they slam gens crazy fast so there is not much bp to get unless you tunnel very fast someone out and snowball.
Today I got fair amount 25K from 1K match but I hoped definetely more. I was about to get grim embrace for 40s but they just got last gen done it was so annoying. On survivor it's so easy to just win by doing gens efficiently.
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Seems many here on forum give hatch but I think we are small minority. In my survivor games giving hatch is very rare thing and I never expect it to happen. This week one killer gave me hatch which was huge surprice. They wanted me to wiggle and I didn't at first as I was expecting them to just put me on hook.
I don't remember last time before it might be even first one this year. I wish killers could see when you give props 👍 to them. I would wanted to show my respect to them but I gave my item to them though.
I give it myself sometimes more often I give exit to lose bit of MMR. But I almost never slug for 4K only for challenges and adepts or if some survivor really does not deserve to escape but then I often give the hatch or gate to the other slugged one. But survivors get hatch a lot of times themself so sometimes I just take my 4K occasionally.
I give hatch or gate about 50/50 of times probably 30/100 of times survivor gets either one themself. And that can be considered me giving it to them partly as I don't slug for 4K so I always give them that chance.
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@Snowbawlzzz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3696389#Comment_3696389
"hook-oriented" gameplay only feels good for survivors
Killers want to killIf killers wants to just kill they would play TCM. No hooks just kills instantly. But in DBD killers want get hooks first then sacrifises.
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@Snowbawlzzz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3696418#Comment_3696418
That is essentially a forced 12-hook game and the time table of generators would need to be balanced for that
No it wouldn't you could still sacrifise normally. Moris don't count as kills on xbox so I wouldn't care if they did that. It would be good motivation for some killers to keep hooking instead yet sacrifising early game.
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@Xernoton said:
I apologise in advance, that this will be quite a wall of text even for my standards. 😥
MMR was introduced to DBD around 2 1/2 years ago iirc. Since then, the devs have made some adjustments and now it is rarely brought up in discussions anymore.
I remember at the time it was introduced, I absolutely hated it. My matches felt very constant in terms of how hard they were and that quickly became boring to me. It was also one of the reasons I adjusted my play style on both sides at the time. I didn't want my MMR to climb to a level where every game would become super sweaty and I would have to run the same perks to even have a chance.
By now, I'm mostly fine with it. My matches feel for the most part quite similar to the old rank system and I go against a large variety of players. Some are way better than me, some are worse and some I would say are pretty much on the same level. This keeps the game fresh and somewhat exciting even after thousands of hours.
This is not to say, that all of my matches are great. Not too long ago I had a string of very unenjoyable matches back to back to back. A few of those at a time are not an issue to me personally. But when it becomes consistent to the point where I play more than 20 games and cannot I enjoy a single one of them, that really sucks and it definitely took a toll on my attitude towards the game, which only made the issue worse.
While browsing YouTube, I came across this video:
https://www.youtube.com/watch?v=FDQS7aAzpOQ&t=1461s
and it brought up some issues with the MMR that are quite blatant. For one thing, the implementation of MMR in DBD is indeed quite deceiving. As Otzdarva explains, at no point is it ever explained to new players, that grades have no impact on matchmaking. It's also not broken down in any way how the matchmaking works.
That has led to some confusion especially for newer players. Sometimes, we'll see people try to back up their claims with the argument that they are: "Rank 1". This indicates the issue that some players are led to believe they are at the top of the top, which will impact their attitude towards the game. After all, if you're already one of the absolute best players in the game, then what do you have left to learn? How to use better perks? How to tunnel quicker?
I think this is one possible reason why the meta in this game always becomes so narrow. On both sides we have more than 100 perks. But you only see about 10-15 of them. This is partially because a lot of perks in this game are frankly horrible. Like Red Herring or Bloodhound. But not all of these perks are actually so bad. Sometimes you get the most value out of the most unexpected perks.
But when there are perks that are better and you're playing against the absolute top of the top players with only about 20 people in the world that could ever hope to compete with you in terms of skill, then of course good perks aren't enough. You need something stronger. You need the best of the best and you need it every game. You need 3 gen regression perks as a killer and an info perk and if you do end up losing, then of course it's only because you needed a 4th gen regression perk. You need WoO, Lithe, Adrenaline and Resilience with the best item (usually a toolbox or medkit) and a map offering. Every game. Because otherwise, how are you supposed to win? You're already so good, that you can't improve anymore when it comes to actual gameplay.
This is something I witness on both sides. I do not say this doesn't affect me in any way because if it does, then how would I know? I'm saying, that the game sends a message, that you are way better than you actually are. As a killer even more than as a survivor because a 60% kill rate means, that you should win more than you lose, which is something you feel even if you don't intentionally keep track of it. But it also happens as a survivor because you will often feel like something was out of your control, so you played perfectly but lost anyway.
It seems that many people don't feel comfortable with running different perks either because they fear, they will not be able to uphold their perfomance or because they haven't learned to play without them.
The notorious "high MMR" argument, that was quite common when MMR was first introduced has fallen from grace over the years. I suspect this is because some would agree with me, that we are probably not all in high MMR and making this claim without any kind of evidence to back it up (which does not exist) is not a very strong argument. So it seems to me that many of us, focus more on how our matches feel and what we experience than some theoretical number, that determines how good or bad we are.
Which also doesn't work all that great, considering that we know it only takes kills and escapes + match time into account. So you could play Blight on Midwich with 3 gen regression perks and NOED and only get a single hook and camp them with NOED to get a kill and still be considered better than the survivor that looped you for 5 minutes straight. Or you play perkless pallet Freddy on GoJ and get 8 hooks but no kills and are considered worse than the 4 people that played in a SWF with clock call outs and used their absolute strongest load outs. Obviously both of these examples are pretty extreme but the point is to show, that kills / escapes do not tell the full story.
So we have multiple issues with MMR that all kind of defy its purpose. To provide a more balanced but still well rounded experience. I believe that MMR doesn't try to consistently match you with people that are exactly on the same level as you but people that are sometimes a little better and sometimes a little worse. This is (as far as I know) the way MMR is typically implemented, though feel free to correct me on that, should that be wrong.
The point of this lengthy rundown is, that the matchmaking very heavily influences our perception of balance and it's very hard to keep these 2 apart. Who is to say the killer played better than the survivors or vice versa? We can only determine that on a case by case basis, which is quite hard, when you think about how different both roles actually are. We have 2 completely different skill sets after all and then we need to factor in how big of an impact their loadouts made.
I reckon this is not something a new player will be able to do quite as well as people with more experience. They won't have the knowledge about the strengths and weaknesses of different killers, maps, perks, items and addons and as explained above they could be more inclined to believe that they are a top percent player.
If you made it this far, then congrats, here is a cookie 😘:
https://us.v-cdn.net/6030815/uploads/S44ICQESE8YJ/chocolate-chunk-cookies-0-6f27241.jpg
My question to you is; can and should this situation (decepting players into thinking they're way better or worse than they actually are) be improved? How would you go about it and why do you think it would be an improvement overall?
How you manage your MMR to get good variety instead sweaty matches?
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@DaddyMikeyMori said:
How funny that you made this post just now, the MMR is one of the main reasons I joined this forum. I took the survey so I could tell them about it and thought 'why not actually talk to people about it' lol.
The MMR is absolutely awful. I mean just terrible. I've been playing for a couple of years and can somewhat remember what the game was like before mmr. It felt more fun and fair, or at least I remember it being that way. Maybe I wasn't used to the game yet but I distinctly recall a short time where the game felt really smooth. Then not long after they changed from the emblem system to the mmr system it started feeling more cheap and imbalanced and never looked back. It only gets worse.
Last week I was playing witha friend and we were decimated. I mean just destroyed - we got tunneled at five gens (which I've also noticed is much more common as time goes on) and everyone was killed before even ONE gen got done. Skill issue? Sure, quite possibly, but if so then why is the game matching us against someone who's that much better than we are?
That what I wonder too even I lose I still only get tunneling P100 killers. My teammates still sucks too well and even if they know somewhat what to do it's not enough when all I face is sweaty killers. Full try hard swf is when I do fine and for some reason we get worser killers more...
This problem just not on survivor I get then sweaty swf survivors on killer. When obvously those P100 killers should face then. It's not as bad situation but after losing on survivor I go to play on killer to have one good game... Where are these survivors when I play that side?
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Not every killers but some should be. Oni would deserve to be much more powerful he should be 120% speed to get first hit easier. His power should last longer too and he should have iri add on to start with his power. His 180s should be removed but turning speed increased then he would be good killer. I say Oni is B tier on console and even pc Oni can have hard time too when survivors play safe and have good map.
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@fulltonon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3692793#Comment_3692793
It's as boring as three stage comeback for survivors, remove slug with hatches and guarantee 4k at that point or do not touch both, choose one.
Im not sure what you mean but the last one down could be instantly sacrifised to entity ones hatch is closed so killer will not have search them for 4 minutes. For second last I would add entity sacrifise button if they don't want be slugged for 4 minutes now both problems solved.
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It got changed you have to only avoid now one basic attack im now waiting they change the other challenge requiring you to hinder killer 3 times in single match which is as hard challenge. I don't have alan so how im supposed to hinder killer 3 times with chemical weapon. ..
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@Reinami said:
Your first thing you said is no different than survivors teabagging and you are reading far far too much into it.
For the second one, slugging for the 4k is definitely annoying, but it isn't toxic, nor is anyone forcing anyone to do anything, the survivor on the ground will eventually bleed out after 4 minutes.
"Toxic" is when someone calls you racial slurs in the endgame chat. A playstyle is not "toxic" it is just that, a playstyle. You might not like it, but the game lets them do it, so it is fair game.
Slugging for 4K is incredibly boring the strat where you slug second last and search whole map to find the last one. Match drags forever and forever and usually killers who do it let the second last one wiggle out ones they about to bleed out and try to get them to show where the last one is. I liked the new gamemode where that thing didn't exist.
When killer sees the other survivor aftet downing other and goes aftet them that's not slugging for 4K. There the other survivor will have to likely be less than minute on the ground unless he hides which is as annoying as slugging for 4K as then killer has to spend 4 minutes finding them.
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@Akumakaji said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3691404#Comment_3691404
This are all very good suggestions. The BP are an utter joke, I mean it IS a joke mode, but no need to make the BP so painfully low. And I even de-pipped a couple of pips (I am down to zero pips again) before I noticed what was going on. THAT I think is unexectable, like why punish the players who just want a little laugh out of an april fools mode? NGL, I needed a couple of matches so slip into the real mind set, but now its kinda funny to chase this ultra smoll survivors around the map and getting smacked in the face by their pallets, but smash them underfoot or let them all go, it really doesn't matter.
Agreed good thing depipping gets removed soon though so in future it will not be problem.
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@SirXenomorph said:
It is a funny one. Has a lot potential, but how it is now is not really good.
First of. Why do we die like flies? It is okay that the killer can mori like that but to make it impossible to loop or distract him really wont help. It would have been better that we still can heal us and do not start on second hook stage.
Next is that we can not take any perks or items with. Sure the killer can not do that as well, but it would make the game much more fun.
You can add for example a special place, where the killer can hook the tiny survivors. Like a table with for hooks in the middle of the map. Where the tiny survivors can climb up to over a ramp or so. And also some small holes in walls where you as survivor maybe can run through.
It is just not good again and the killer again is in an extrem advantage. Since he just need to walk up the gens and will find a tiny survivor to just down him and stomp him to death.
Again could have A LOT potential yet how it is done is just not good and more a pain for the survivors.
@GentlemanFridge said:
I really think this wasn't supposed to be balanced in any way.
Or be taken seriously, for that matter.
As someone else on here put it, it's a novelty. And it's okay for that novelty to wear off.
I found this mode actually very well balanced. Killer can get kills fast yes but survivors can fix the gen very fast too. Most matches were 2 kills to 2 escape so really well balanced. To me the mode felt even slightly survivor sided. Now some improvements could be made in future like encourage hitting multiple survivors before killing one.
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@AbsolutGrndZer0 said:
I mean it isn't necessarily a bug with his hitbox, but it IS his hitbox. He is freakin' huge so yes his hitbox is bigger too.
Let me tell you a little secret. This event is a silly two-day event for April Fool's Day. It is not and was never intended to be taken seriously, and it's unlikely much time was taken to balance it. It's HIGHLY killer sided and they never say it isn't in the tweets, in fact they outright tell you that it is killer sided.Weirdly I did escape lot more than in normal mode. Yes chases are killer sided but that's why you have to play stealth and try to not been seen.
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@Batusalen said:
The realistic answer to that is: Never. No matter what they implement in the game, removing a survivor from the match ASAP will always be the most efficient strategy for a killer to follow, just as doing all gens as fast as you can is for survivors, unless the design of the game is changed completely.
They maybe could alleviate "hard tunneling" with another one-sided "anti" game mechanic, but I have not seen any suggestion for it that didn't imply removing the possibility of defending the hook or punishing survivors for their mistakes from the killer. Basically, all of them can be summarized as "guarantee saves".
But there are ways to prevent or solve tunneling situations in-game. Like waiting for the killer to be distracted to do the unhook, not unhooking 2 meters away from the killer, body blocking to force him to chase you instead of the recent unhooked survivor, etc. Right now, the basekit BT by itself already makes hard tunneling not worth it in most situations (I repeat, in most situations) unless the survivors make it easier for the killer (like using your free Endurance to tank a hit for another survivor or not using your free Haste to get to the safety of a loop). There are also perks you can use if you are getting tunneled that often, including the buffed Decisive Strike in the next patch.
To conclude, I know that getting tunneled can be frustrating, but that's the game.
Good change to combat hard tunneling would be making off the record stack with basekit bt. So when killer hits you instantly after save you don't lose otr. Or rather than endurance survivor should be invincible for 10s and collision removed so then they can't bodyblock either after save.
Killer powers should not counter otr either lile legion or deathslinger. Small changes would allow tunneled survivor chance and maybe make it worth for killer to go chase other target. Overall these ideas would be small change still so killers probably would not need buffs. Targeting 2 survivors would still stay viable. Tunneling would still be probably most viable strat.
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@D3spair said:
Oni's 180 Flick and All of Wesker's Tech…
I'm sorry Oni and Wesker mains. Its a Sacrifices I'm willing to make… (as a Hillbilly Main lol)https://forums.bhvr.com/dead-by-daylight/discussion/comment/3692427#Comment_3692427
Im totally fine removing Oni 180s because I can't abuse them on console so remove them and then buff Oni.
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@AbsolutGrndZer0 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3691216#Comment_3691216
I mean it would still show in the score screen, just not the lobby. You don't know the Prestige of the killer you are about to face, why does the killer get to know yours?
Im fine hiding it from killer but other survivors should at least see it in lobby.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3692229#Comment_3692229
I disagree. It was boring when the match could be stalled for 20+ minutes that way but now you get the 8 regression events out of the way pretty quickly and then the killer either loses before it can really become boring or they abandon their 3gen and chase.
I personally would prefer this not having to play around 3gens (because then I could turn off my brain when playing survivor) but I would also prefer if survivors didn't use check spots around the shack and other strong tiles. The game often feels boring when your opponent is in a favorable position but not all of that should be "fixed".
Dull merchant can easily make it far longer than 20 minutes if good 3 gen set up. So most survivors still don't have patience to beat that strat.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3692050#Comment_3692050
Any killer can do that, but the point is that you will eventually win. The killer in these scenarios has a few options:
- Commit to the chase
- Do not commit to the chase
If they commit to the chase, you simply have the other survivors finish the gens, and no problem there.
If they don't commit to the chase, 1 of 2 things happens:
- They kick the gen
- They do not kick the gen
If they kick the gen, you just repeat the scenario, and eventually they run out of gen kicks and then they cannot kick the gen and you move on to the "they did not kick the gen" step.
If they don't kick the gen, your progress on that gen is permanent and will continue to increase until eventually the gen is complete.
Dull merchant has still her drones so she can still make it long long match before you get the gens done. Most survivor players don't have the patience for that and they eventually make mistake which lead to her getting down. 3 gen set up is still very rough in dead dawg saloon for example.
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@Rulebreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3691644#Comment_3691644
Each generator can only have 8 "regression events" before they can't be regressed anymore. Meaning each gen can at best be kicked 8 times.
Dull merchant can still camp 3 gens well some maps they are side by side and she camps usually them at start.
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@Spirit_IsTheBest said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3691753#Comment_3691753
There was no issue with BBQ or WGLF having the bloodpoint bonus, in fact it made games so much more worth playing since your being rewarded more points for doing the objective. Them removing it was the most ridiculous thing they ever did.
They did compensate giving 100% bonus for less played side and they lessened bp cost bit though it's not quite enough now especially on survivor. Prove thyself hard carried my bp earnings but now that's gone too survivor bp scores should be increased. Some killers need increase too wraith gets a lot of bp but bubba not much at all. I would like the average bp per match be close to 100K with 100% bonus. The limited game modes need 250% bonus.
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@AbsolutGrndZer0 said:
https://forums.bhvr.com/dead-by-daylight/discussion/409916/why-otz-says-buffing-ds-is-bad
Disabling a killer's power for 30-40 seconds? I am sorry, but what? I don't always agree with Otz, but never have I heard him say something that makes me say what the heck is he thinking?
Killer will think I should not tunneled.
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Im hoping 2 killer mode comes one day but maybe not that many survivors but more health states and it will probably be bit different than normal mode.
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Im fine with option to hide but mamy players want to show it like me. I want to show I have P100 character. It would be wrong to take away that option.
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Yes I think they should have permanently 50% for each side always. Then 150% bonus for side which need players. Other game modes should have 200% bonus. The new game mode could have even more as bp gains are very low maybe 250%.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3691002#Comment_3691002
Sacrifises to increase what?
Xbox count entity sacrifises, escapes, playtime and bp earnings stats so those stats I like to see increased as long time goal. I know not many cares but I love stats so there is that. It's same thing as some grind to get P100 characters to me. I aim for 10K sacrifise total and 1 billion bp earned.
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It's bugged got first normal Oni and then I played it and I was huge Oni so it's real. My only complain is that kills are not counted as sacrifise. It would be much better if they were sacrifised to entity instead. When they're kills I just feel I don't achieve anything in long term (need my sacrifise total to increase). You don't earn enough bp as well.
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@Reinami said:
Because if you are flashlight saving, you aren't being tunneled.
Yeah someone flaslight saved agains't me and then she had otr and ds. So she should lose those was rough match for me then.
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Has happened me few times on xbox but only slight annoyance for me at worst.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3682788#Comment_3682788
There's a lot of contradictions.
Survivor is easy if you're team is decent.
Average Survivor it's easy to win on Killer.
Average Survivors should beat you on Killer?
Kill Rates show that the game is Killer-sided, literally by design. Now, I don't think that's good design at all; but it's meant to be that way.
It does not feel killer sided when I play or im just only killer getting all the decent teams. Im just alone agains't these coordinated teams and it's rough even if you win. I acknowledge I play on console so pc killer might have completely different experience as many killers are not designed for console. We have no assist like in fornite we have aim assist to close the gap on pc even it's not enough. So I think the game is by design pc sided.
Still when I play on my 4 man team we win almost every game at least 3 man out. We don't even talk on mic so we could potentially win even more. Last loses hapoened exactly because no communication we tried basement save on endgame and killer had noed and was good camper. Also 3-4 gen camper and tunneled one out. It might now be bit more challenging than last summer as dh and mft were big help extending chases but our gen pressure still is too good for killers.
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@MaTtRoSiTy said:
Tunnelling is very effective and it is a compensation for low skill, something I see time and time again on NA servers.
A 3v1 at 5 gens is pretty much unwinnable for survivors unless the last 3 are all very skilled and do not waste resources but once one gets hooked then only one can possibly be on a gen and the match progresses too slowly as pallets get used up and the map becomes a massive dead zone.
I have said it before but I am OCE and tunnelling happens but I also play NA and the tunnelling on NA (LA) servers is out of control. Today I had one OCE killer hard tunnel in a game but pretty much every NA match was a hard tunnel at 5 gens.
I don't know what is going on either, it is like the problem went supernova in the last week or so as while NA did seem to have more tunnelling than my region, it seems to have become an epidemic out of nowhere.
Edit: NA server tunnelling is so bad I actually have to switch to my anti tunnelling build to play on there lol. That says it all to me
If killer can tunnel someone out at 5 gens I say he is skilled as that would mean under 20s chases. Sure that would mean the killer would win with any tactics so it's not neccessary.