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Deathstroke

Deathstroke

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Deathstroke
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  • I struggled with that one I had to play 3 hours straight to simply get it. I always opened the door immediatelly but no-one went down or were already rescued by the time I could try get it. When I finally was getting it done I got grapped because killer had mc donald's internet... Luckily I got it next game I sacrificed myself so last ramdom could escape.

  • Sweaty oufits and high prestige levels make me dodge lobbies if im not looking sweaty match. Usually I also dodge 4 toolboxes.

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3351102#Comment_3351102

    -"As those killers can do 8 hooking without killing anyone off in high mmr as well with current gens"

    While that does happen it is a result of the survivors making multiple mistakes. Sometimes this happens because there are no voice coms. On average though you're not going to get that result with the current gen rush meta.

    Truetalent had a game against a blight at high MMR the other day where the blight had like 3 hooks by the time the gens got done. Everyone knew what to do and the chases were too long b/c of DH and gen rushing.

    Thah blight was obviously bad. Lilith omen for example destroyed ayrun p100 squad even they all played well. Ayrun is one of the best survivors out there. Now imagine what would happen if gens were 130s.

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3350543#Comment_3350543

    -"gens should go back to 80s once you finish one off"

    Should gens go to 130 seconds on large maps (120 on medium maps and 110 on small maps) if the survivors break the only three gen on the map? You can't favor one side over the other with changes.

    -"some games I go for 6-8 hooks before finishing anyone off."

    So you're playing in middle MMR where everything is "fine". All of the most skilled content creators sopped going for hooks . Why? If the survivors rush their objective then the killer is forced to do the same. The devs added base kit survivor tunneling protection but refused to add base kit generator tunneling protection.

    Killers turn to tunneling because they can lose 2-3 gens in the first chase. Since kills are the "metric that matter" you can camp one player to stage two and then tunnel them to death. You can just face camp the second unique player you down and minimum tie every game. This makes for a very unfun experience for everyone.

    Prevent both sides from being able to hyperblast their objective and the game will be more fun for everyone.

    Like I say It's only some games and solely debends on how good start I have to get those hooks before finishing anyone off. It's very hard but if you succeed is much more rewarding than hard tunneling right at the start. I can do mini tunnel in these games hooking same survivor twice in a row but nothing wrong in that. If survivors are not rushing gens why should I tunnel?

    I don't really know if mmr works properly sometimes I get insane looper teams, gen jockey teams or newbies. Sometimes I do get balanced matches as well. My brother who rarely plays killer seem to get always some good looper/gen jockey teams it's just weird.

    You say middle mmr is fine so If gens would really be increased to 130s would it still be fine? Blight and nurse even spirit will have to be qutted. As those killers can do 8 hooking without killing anyone off in high mmr as well with current gens.

  • Console killers camp less in my experience and how you even know it was console killer? Sure it's lot harder to play on console than on pc but most of us still go for chases and don't choose the easy option.

  • I use eruption simply because it's strongest but I do use pain res often too. Both are good.

  • @NewPlayer100102 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3350031#Comment_3350031

    When they rush to get an early unhook and risk the entire team to pull one survivor early, I assume they aren't interested in the generator aspect of the game and they just want to flashbang, pallet save, head on around an area and they don't much care if they lose, they just want to fight for as long as they can. And it looks like they are having fun with it.

    My point wasn't to judge the morality of face camping/tunneling/whatevering, it was to point out that at least at my survivor MMR that its not very common, and the most comical examples of it don't really give the killer the 4k ultimate victory often if ever.

    It's just some survivors don't still have idea how to counter camping and they all want to save their friend. I personally think the problem is not kills you can pretty often even try get 3K with noed if you take risk and go chase while you have 2nd survivor on hook. Usually last one then just escapes or you chase him away. Worst case is you probably still get 2K. But why I think it's not worth it because standing still and camping is not fun and you barely get any bp.

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3350203#Comment_3350203

    Blight and Nurse might be "winning" but the other killers are not. It's not fun to play the majority of the killer cast in DBD.

    I win still big part of my games without tunneling even with 90s gens. Im probably just average killer in skill level. But even some games I go for 6-8 hooks before finishing anyone off.

    I do wonder do you want to win every game? I think that is unfair and 110s gens should almost do that already if you're good killer. What gen speed you would want 120s or 130s?

    Tunneling would be even more viable actually that 5s ds for example in the end would be just small obstacle. So I think gens should go back to 80s once you finish one off. Makes keeping the game 4vs1 bit longer wort it.

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3349988#Comment_3349988

    -"Still the killer stress is nothing compared to horrible experience that SOLOQ was"

    https://www.youtube.com/watch?v=LFeExtTr_eU

    This game sums up very well how much more stressed the killer is than the survivor at high rank play. True is a killer main but look how unstressed he is playing survivor. Look at how stressed the #1 twins main is during this match.

    The hud changes make solo queue play far too simple.

    Killer will always be more stressful role even if you would have 90% kill rate. Reason is you're all alone agains't team of 4. Im still waiting 2 killer mode.

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3350023#Comment_3350023

    -"Anyway I have suggested gens should be increased to 100-110s if camping and tunneling gets nerfed bit."

    That's not enough. You cannot touch killer tunneling unless you also curb survivor generator tunneling. Deadlock should become base kit with rollback prevention so that if two gens finish at the exact same time then one is rolled back incomplete and deadlocked. We have hit rollbacks at pallets so this should get the same treatment.

    Killers where winning before even when gens were 80s and tunneling/camping were less viable. Those 110s gens would be too slow for nurse/blight probably already. Notice my word nerf them "bit". For example making ds back to 5s.

  • @MrPeanutbutter said:

    I play both sides and when I play killer I’ve found tunneling to be the most effective way to deal with SWF squads. Most of the time they will all try to body block and/or hook sabo, taking them all off gens and slowing the game way down to my advantage. Why would I stop doing this?

    To be nice... There is no other reason it's usually best play you can do to win. But if you dominate the game and get downs quickly it's not neccessary. Few times it might even backfire and you get looped 5 gens if you chose wrong target. It's important to know when to use it.

    Personally reason why I avoid hard tunneling because I don't find it fun. I play both sides so I hope to have good games to earn bp and if all I do is to tunnel as killer all I should expect as survivor is getting tunneled... So my mindset is first just try get hooks and debending how the gens and chases go I might use strats if needed.

    Also I don't want to sweat always as I have noticed that only getting 3-4K will put you agains't sweatiest teams and agais't them you have to tunnel to even have chance. So personally I go for 1-2K and 9-10 hooks mostly. Occasionally I still take 3-4K.

  • @NewPlayer100102 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3349613#Comment_3349613

    We just had a Bubba like that earlier today.

    We did the first gen and he grabbed me on the way out. He put me on a hook in front of shack and I just called for everyone to stay on the Gens.

    When I died the last Gen popped. 3 survivors walked out the door and moved on to the next match. Match was like 5 minutes.

    This is a bad strategy to use, its counter play is really just to " Follow the plan and leave."

    If every killer choice to play like this, I'd defiantly agree, this is a bad game, but they are super rare. I think this was the only one I've seen in months.

    And to be clear, I mean the killer puts you on the hook and just stands there for the full two stage hook timer, maybe twirling in agitation a little or reving the chainsaw, I'm not talking about something sensible like intercepting an unhook or area camping while watching some nearby gens.

    Its still pretty rare in my experience, its not much rewarding for the killer, and having tried it once myself, its not really any fun.

    I only do it for memes or if im lazy/drunk. But sometimes it is funny when all survivors try to come to rescue and you get them all down. I still think it's probably most reliable way to 2K if you use deadlock and noed as well. Your team must have very good effiency doing 4 gens in 2 minutes but that is advantage being in swf. Most players play soloQ and usually at least one comes to check if you camp or not. So they are not as effient and waste more time.

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3325565#Comment_3325565

    -"and make sure that the survivor on the hook is not attractive to the killer."

    Hooking someone for the first time needs to be more attractive than hooking the same survivor a second time. You are coming around to the conclusion I've been saying for some time now.

    The killer needs to be rewarded for every hook. In order for the reward to be relevant it needs to slow down the survivor objective all on its own. As an example : it should either halt the generator with the most progress for 15 seconds OR regress that generator by 15% base kit.

    That's right - I'm suggesting every hook should reduce one generator by at least 15% progress.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3349617#Comment_3349617

    That type of radical idea will just make people play two killers and practically nothing else.

    The idea of punishing the killer for doing something survivors don't like will not work. The killer needs to be rewarded for doing something that helps keep the game healthy.

    Also you CANNOT punish killers who tunnel without addressing survivors who rush gens before making a rescue. Most of the time when I hard camp someone the only time they could be easily rescued is about 5 seconds after the hook when I usually break a nearby pallet or kick a generator. But everyone is too busy thinking about generators before friends.

    The only way to punish gens before friends is by hook camping+tunneling.

    Do you want survivors to unhook right after hooking while killer turns his back? Weird that is my usual reason to tunnel because that immediatelly reset the pressure I caused by that hook.

    Ofcourse teleportation would not happen immediatelly if survivors leave other survivor too long in hook. So last second saves you could still prevent. Anyway I have suggested gens should be increased to 100-110s if camping and tunneling gets nerfed bit.

  • Don't hook survivor right at open exit gate and you should be fine. It encourages you to try to down or grab the unhooker so try that instead or you can count to 10. If bt would not be feature all survivors would just leave immediatelly and there would not be fun endgames anymore.

  • @MB666 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3349631#Comment_3349631

    i wouldnt say that nurse has more counterplay , but atleast nurse feels scarier to go against and against a bad nurse you can do something , meanwhile doesnt matter who uses the knight good or bad , the entire power of the knight is M2 on every loop and the survivor gets outplayed or they are forced to hold W.......thats it...

    You can hold W agains't nurse, double back, mindgame someway or break line of sight even loop a bit I think that is already lot more counterplay than what knight has.

  • Yeah but even nurse has counterplay so you can still show skill expression agains't her but not just by typical looping.

  • @Freddy96 said:

    Camping should be penalized only if early on in the game, if you camp at 5 gens surely that' just sadism.

    If instead, someone camps at 2 gens left 1st hook because he spawned on garden's of soy with 3bnp what the hell he is supposed to do? Spread pressure through 40 safe pallets?

    See if they 3 genned themself and go defend them. Well if not yeah not much else to do than camp and take the L.

  • @Stabby_Widdershins said:

    https://forums.bhvr.com/dead-by-daylight/discussion/361571/killer-camping

    There are too many killers holding the game hostage by camping hook

    Camping is not holding the game hostage.

    this could be solved if hook progression would pause after the killer has been in close proximity for too long

    Survivors would force the Killer into a loop and force the timer to pause or for the Killer to leave & allow unsafe unhooks.

    Source: They tried this. Survivors abused it.

    I will say it again: Camping is not holding the game hostage. The hooked Survivor can still die. Other Survivors can still do gens. NOTHING about camping is holding the game hostage.

    I swear; 'Holding the game hostage' has become some sort of buzzword warcry for Survivors. Anything they don't like becomes either 'Unfun', or 'Holds the game hostage', so they can insist on horrible, easily abused changes.

    I think they should make that hook teleports to another location like pyramid cages if killer stays close proximity but this would disable in endgame and would not work for basement. Also hook grabs should be make more difficult and survivor sided so killer with mc donald's internet can't abuse them to their advantage.

  • @NewPlayer100102 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328648#Comment_3328648

    You need to use survivor perks to make generators go quickly.

    It can be extremely fast, less than one competent chase time span. You do have to work to make this happen, its not hard work to set up, but its not AFK in the corner style play. It also has risk, you might fail. And I would say, it requires practice, kind of a way for survivors to express skill.

    I find it fun to mess around with, it does take up most of your perks, so you will lose the fun exhaustion/second chance perks.

    I played sometime ago many games a row facecamping bubba and as long I didn't take too long to get first down I ended almost every game with 2K at least. The games where I only got 1K I failed to get down at the end but I did have chances but I was drunk while doing that experiement. I did 4K one game where survivors tried to come to rescue that you just don't do agains't him.

  • Knight is most boring killer because he has no counterplay other than hold W until he catches you. Deathslinger, clown, plague and doctor make my list as well I just don't like them. Blight is only on my boring list when I face him 3-5 times a row. Sometimes this game feels blight by daylight so I would just want to see other killers too.

  • @YOURFRIEND said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3349202#Comment_3349202

    The guards aren't getting reliable hits or downs unless the survivor is making massive misplays. Dead hard severely neuters his power by giving survivors an on-demand speed boost that the knight cannot wait out. It's unfair and feels much like how it feels when your hatchet gets ignored.

    Maybe bit unfair agains't huntress as you have to aim the hatchet but you can at least wait bit before throwing them most survivors can't react if you're enough close and usually they try to predict. Knight just places quard and Al does the job for him so I think the guards should not be able to down survivors only injure and cause deep wound or it should require more hits like nemesis tentacle.

  • @sizzlingmario4 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3349133#Comment_3349133

    I don't think having to wait for DH on any survivor who hasn't already used a different exhaustion perk is healthy. Even if it can be effective at getting survivors to fail their DH, it wastes a lot of time even when DH isn't actually there at all. Killers would still wait it out (where possible) unless DH were made so weak that it was brought as often as MoM, at which point it's probably near useless and might as well just be reworked.

    Gaining less distance would help against special attacks, sure, but it doesn't prevent DH's uncounterable nature against some of them. It's still an extra health state and gaining less distance doesn't do much if, for example, Huntress throws a mid-range or long-range hatchet at a survivor and hits them right before they're about to get around a corner, but they use DH and are now making it around the corner no matter how much (or how little) distance the perk provides. If the Huntress anticipates the DH and doesn't throw the hatchet, well now they're making it around the corner anyway and just have to hold W. The other easy example is Knight and his guards. Even if I get less distance from DH, it doesn't change that I can just DH into his guard to essentially just kill the guard on command.

    Point being, it can still be a guaranteed chase-extender regardless of how much distance it gives you.

    I think it's not good that Al is getting down for knight so dh agains't that is only good thing. He is anyway only killer without counterplay. Unless you count holding W as long as you can counterplay...

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3348032#Comment_3348032

    100-110 seconds? How long do Gens need to take for some of you to accept that it might be a skill issue on your side? Almost 2 minutes is way too long.

    If anything, the initial Gen needs to be faster with some form of second Objective, which encourages more running around aka more chance for the Killer to get into a chase to build up pressure.

    It's not skill issue they still too fast with most killers if you try to play fair who are not A-S tier. Does not help survivors have perks and toolboxes to complete them even faster. That secondary objective would be fair idea too but probably not going to happen.

    Killers have to tunnel/camp to keep up with current gens as those feels faster than ever. I play swf too and we usually get all gens done in 5 minutes if killer plays fairly or fails to tunnel/camp. Even if they get downs pretty quickly we still get those gens pretty quickly.

    SoloQ is still bad, Im usually only one doing gens and teammates go down somehow very quickly but game should not be balanced around bad players not doing their objective.

    Im not best killer but still have lot of experience and before games used to be much more chill and I could win even playing fairly and even going for 8 hooks. Now tunneling feels requirement in most games if you are hoping to win and it's unfun for both sides.

  • M1 killers won't probably be matched agains't those teams or at least that should happen very rarely as m1 killers lose probably like half of their games so their mmr should be too low... But I think gen speed are too fast they should be increased to 100-110s. But tunneling also need to be bit nerfed as that turns the game in favour for killer.

  • Probably the killer because even if she is bad I have all other killers and I want to have them all. Survivors I might buy one or wait until anniversary when everything is on sale.

  • @Brokenbones said:

    Heyo, I wanted to make a thread on this topic because after the Eruption fiasco the Dead Hard discourse has already begun to flare up again.

    As somebody who's not really cared too much for new DH since it's rework, I wanted to try to come to an understanding about what issues people have with the new version and what bothers them the most about it.

    For me personally - The only issues I've encountered with new DH while playing Killer are:

    • Sometimes playing pallets is a lose/lose if the survivor has good timing
    • The 'wait game' has only gotten worse compared to how it was pre-rework. I still think New DH is weaker than old DH but the fact that the perk is still pretty rewarding when it goes off leads to a lot of waiting.
    • This also means that even if a survivor doesn't have it, they can pretend like they do to waste a bit more of the Killers time in chase. If you play survivor but don't use DH, try it - do the thing where you turn toward the killer when they are within lunge range and see how many times they actually wait.

    That's it for me, what are your problems?

    I think the game should show the killer who has dh while injured so you know to bait it out and then when survivors don't have it you can just lunge normally.

  • @Witchubtet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3345554#Comment_3345554

    I See DH in ever single match on at least two survivors. It’s not useless, you’re probably like me and have a hard time using it. I SUCK with DH but it’s not because the perk is useless.

    Yeah I suck with it too but good survivors can just use it so well and get constantly value so it's not useless. But when killer baits it out from me every time it does feel so. I do get value agains't killer who don't wait so still useful for me but I also suck with the timing.

  • @Dennis_van_eijk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3345868#Comment_3345868

    🤣🤣 You're trolling right?

    You have to waist like 5k of your life to learn looping? 🤣🤣🤣🤣🤣🤣🤣🤣

    That comment makes you either a troll or a newbie to dbd.

    Give it minimum of 50 hours and you can loop decent enough to not go down in 10s.

    5k hours? 🤣🤣🤣🤣

    That 5K is quite accurate at that point you will be good at looping and won't fall for mindgames. You can juke all killers even blight and nurses. 50 hour survivor maybe does not go down in 10s but does go in 20s.

  • @DyingWish92 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3344601#Comment_3344601

    Really? You sure they're not just tunneling someone out because they know the gens will get done done fast and easily if they mix hooks?

    Stronger killers can pressure gens and get downs so fast that gens are not going to pop. Other strat would just mean fairer fight but why handicap yourself when you can get quick win at 4-5 gens left. Usually there is still 4 gens left in soloQ when one is tunneled out. Other strat would mean there would be maybe 2-3 gens left when first survivor is death. Survivors still lose usually but at least it was fair fight.

  • For me it is always 100% survivor on days but on evenings it is 100-50% usually on killer but sometimes it switches between both roles.

  • I think this happened just to me too. I went in a match but one survivor dc:t so the match never started I got back to lobby and started to search new match. That took pretty long and then it said match found but nothing happened for few minutes. Then I tried to find new match waited 10 minutes and nothing happened not even finding match. I just restarted and still waiting to find match again.

  • @EvilSerje said:

    Definetely much more fun than playing survivor. I almost always feel bad for them when I play killer, as I know very well how frustrating it is to play that role.

    I think that goes both ways I feel sometimes bad for killers when they're struggling because I've been in that position. But if I feel bad for survivors I usually just let 1-2 escape.

  • @BenOfMilam said:

    eh, we already have so much BP that it's becoming too difficult to spend it all in a timely manner. BP economy is fine at the moment.

    They are going to make it easier to use bp in next update and it's still not enough bp for me.

  • @DyingWish92 said:

    Until the devs fix the maps, the speed of gens, and buff D tier killers the tunneling will never stop.

    Those are not only reasons why killers tunnel. It's easiest and best strat so you see many blight and other better killers do it at 4-5 gens commonly. They could easily win other way but why to bother and make game harder for yourself.

  • So annoying I had 2 survivors suicide on hook early on the match and then I tried to farm with last 2 but the other went AFK and dc:t while I downed and picked her up and that caused me the bug that I could not move rest of match other survivor was hiding pretty long before he found the hatch. Worst part was that I brought cake on the game.

  • @squbax said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3342801#Comment_3342801

    How is the overcharge skillcheck hard? Like not even trying to be mean, who misses that? Its literally an easily ignored aspect of the perk, I think I have missed it like 20 times on my lifespan playing dbd and thats when doctor came out.

    I don't want to keep breaking my controller to keep hitting it. Most players miss it I see every time. I hit it 90% of time but don't want to buy new controller because of it.

  • @TigerSnake said:

    Nah, it’ll be Call of Brine which is absolutely gonna get nerfed in the next midchapter update regardless of what happens next. I predict Overcharge will skyrocket in play causing it along with Call of Brine to be the next most hated perks (“They take no skill and cause games to last forever”), making Overcharge fly under the dev’s radar as “meta” and be butchered right next to Call of Brine.

    I hope overcharge is nerfed to ground but call of brine is fine and should stay how it is. Just nerf overcharge and make the skill check easier and remove it synergy from call brian. Buff pop goes to weasel that it removes 20% from total proggress.

  • @InsidiousSmartfaceLF said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3342018#Comment_3342018

    I'm sorry but it would have happened with me or without me. It's just the pattern of dbd balance that whatever the strongest killer regression perk is gets nerfed to the ground while the survivor perk meta remains unchanged.

    Pain res and dms take 2 perk slot and are still weaker combined than eruption. They can be easily countered so they don't need any nerfs in fact both perks were nerfed last summer. Only reason to nerf them is their popularity I quess.

  • I have same exact situation and only consistent way how to pip from there I think is to 3 gen yourself every match. If you win that +2 pips and if you lose that +1 pip but I don't think it's worth it. Playing normally you get pips but lose them too and it's never ending cycle. I play some swf too and even then I lose pips if we escape too quickly or just safety pip...

  • My swf is pretty good most 70+ prestige and we were defeated by that condemn strat it's insane. We could not even do gens as she teleported everywhere. Dredges we always beat easily but sadako is probably hardest for us. We don't use communication though.

  • I will keep playing Oni even he is weakest m1 killer. But I do hope buffs for m1 killers would make that first hit easier agains't good survivors. Everyone can play killer they want.

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/364246/can-i-please-get-my-pop-goes-the-weasel-back

    The solution very obviously is to stop playing Killer. I'm hoping the TCM game is a smashing success so that DBD has to bend the knee and make playing killer fun/fair.

    The level of nerf Eruption is getting would be about as if DH were to be changed to a "once per game" perk.

    TCM has 3 killers I hope it forces 2 killer mode on dbd.

  • @Marik1987 said:

    I prefer Sadako, just because its Sadako. Dredge is a fine killer, but he couldnt catch me as much as Sadako could.

    Well sadako is much better anyway if you use condemn stragedy.

  • @jinx3d said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3341224#Comment_3341224

    hence why i said "increase". eruption at least made the killer leave to kick at least one at most 3 gens to get value out of it. now there is NO reason to kick gens, passive gen regression perks are better, and promote tunneling.

    Eruption was good for tunneling hook survivor go kick gen and comeback to tunnel. But I still think it was bit overnerfed.

  • @kingcarl2012 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3341162#Comment_3341162

    Currently there are several pip results.

    1. Definite depip

    2. Maybe depip/safety

    3. Safety pip

    4. Maybe safety/pip

    5. Pip

    6. Maybe pip/double

    7. Double pip

    Now while depip sucks, if you remove the first 2 options how long until that same logic that you just applied, applies to safety pips instead.

    If there is no penalty why finish out a match if your not gonna pip?

    Honestly that match should have been a safety pip and like I said in your last thread lowering the safety pip requirements is a better idea than scrapping them all together and under the conditions I suggested it would have been.

    Fine give depip to those who suicide or dc but not for anyone else who tries to play the game. I have had killers games too with 4K and still depip so I think just better to remove them.

  • @kingcarl2012 said:

    @HoodedWildKard @Deathstroke

    Still on this subject eh?

    So lets say they do get rid of depips, whats the solution for the huge spike in hook suicides that there is no punishment for?

    Im pretty sure current system makes you suicide lot more than if depip was be removed. Like you know your going to depip no matter what you do so why not just give up? Just this from my latest match after escaping. Trickster tunneled one player whole match and I went down while helping to get her out. All of us escaped in the end. Probably I will lose those 2 other pips soon but I don't care anymore.

    Screenshot_20230210-174551_Gallery.jpg


  • I did this only once with my squad when I had devil number as my escape numbers and we also used garden of joy offering still we lost somehow and killer didn't even tunnel. Second try worked out but I really wanted that number gone. Today personally faced squad with 2 brand new parts that is more managable and I got result I wanted 10 hooks and 2 kills. I have stopped going for 4K:s so that my mmr does not get too high.

  • @sanees said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3338445#Comment_3338445

    bruh bro, even i had a streak of 15 win and i'm the main killer

    if the main killer can easily escape 15 times in a row, then so can you if you gain experience

    I had 30 wins streak with wraith and im survivor main. Well maybe some would consider me dbd main. Most survivor mains I see have like 600 sacrifises to entity and 1500 escapes. I have 5300 sacrifises to entity and 1700 escapes.

  • If I dodge usually because all my teammatea are low prestige level but that does only rarely happen after bad games. Usually I play with anyone.

  • @[Deleted User] said:

    I'm willing to bet its because of controllers. Unlike a keyboard and mouse, controllers only have so many buttons that are available. If I were in their shoes, I wouldn't want to dedicate an entire new button for something unless I was 100% certain it would be used commonly by other things.

    Just a guess.

    Controllers still have enough buttons for that though.

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