Deathstroke
Deathstroke
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@Akumakaji said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3340006#Comment_3340006
My DBD dream is this: killers get a BBQ light as basekit, ie on hook show them one random survivor that is 24m+ away AND give the killer a sizeable (like +15%) movement speed if they move in that general direction and aren't in any chase and something like 16m away from their target, thus making map traversal less of a pain for slow and/or M1 killers, but don't give them an unfair advantage in the chase, either.
Also give back incentives to hook everyone, ie a new score event "Entity appetiser" where you get +5k BP if you hook everyone at least once. As a bonus I would love some kind of Grim Embrace kina effect "block all gens for 30s upon hooking everyone at least once, while no survivor is dead". Tunnelers are gonna to tunnel, no matter what, but it would be nice to somehow enable a fun game without purposefully sabotaging yourself.
If you want killers not to camp and tunnel on default, then you need to make the fun way of playing worthwhile. You can only apply so much of the stick before they lash out, but the carrot is often the more effective tool.
That's good idea but killers would still use it to tunnel so I think stick is neccesary too not just carrot. Like blight is killer who can travel around map but often just goes to kick gens and then returns to hook... So basekit ds would be there to punish it. I think kill rates would go way up without it. So tunneling has to be nerfed to make other playstyles the more viable option. Also hook grabs should be removed from healthy survivors. I think they're just unhealthy. Either deadlock or mini corrupt probably should be basekit. Killer is at beginning of the match at his weakest and too many games results are decided right at the beginning. At very least survivors should always spawn together so there would not be 3 survivors working on 3 separated generators. Killers should not feel they have to tunnel/camp to win.
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@BrownEncrustedBoxers said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3340492#Comment_3340492
So the title of the game is accurate and well chosen, then. And 40% is pretty good. That means in any given match one to two survivors out of four actually escape. Feel proud when you do.
60% kill rate sounds nice on paper but really what should matter is the hook count. If killers gets 2K with 4 hooks was the match really balanced? Hook count should be at least on average 7-8 per match maybe more.
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@Akumakaji said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3339973#Comment_3339973
How about a middle ground? The new DH gets one use and recharges if you get tunneled.
I think that could be too exploitable and tunneling is strat which I hope to be less effective. It's even unfun often for me as killer. I have stopped using it mostly now that im red rank 1 and spread my hooks. What I hope that would be most viable strat is to hook survivor A then B then A again then C, B again or D and then A for example. 8 hooking should never be the best strat I pull that off at times so I wonder how badly I would destroy some poor survivors if it would be the best... It would require massive killer buffs anyway so something in the middle ground I find should be the best and killers could get some more reasonable buffs then.
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That's unlucky. I agree they should do something not to face same killer again and again. But to face 3 hags just wow! I have seen maybe one in the past 3 months.
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At least you should get bp back from them.
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They improve soloQ experience so I think they're great. You can be more coordinated with good teammates. But bad survivors are still bad even with hud changes. My killer matches has been sometimes harder but it's not that big difference I can still easily tell difference between swf and solo team. I still beat about 70-80% teams I face.
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@SweetTerror said:
Survivors now have a plethora of ways to protect themselves, thus making playing killer a headache. With things like base kit BT, normal BT, UB, DS, unlimited heals w/ COH, DH, OTR, styptics, etc, I just don't see the need for dead hard to be multi-use.
I suggest a rework that makes it one time use only, but just like DS if you don't trigger it successfully, then you still have the chance to use it. In the past good survivors would use DH for distance, but since the rework good players now realize you have invincible frames that can be used to either extend chases or body block, and getting the chance to do that over and over (while risky) should not be an option. IMO second chance perks that aren't tied to unhooking shouldn't be multi-use.
I have though this idea too so killers would not have to bait it out as most likely you will going to hit it once anyway so you have to only just eat it once and that's it. But I think ds with 80s timer should be made basekit then because dh can work as anti-tunneling perk too so survivors need something to help in that as tunneling is even now most viable strat and would still be.
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@maschinen said:
there are no addons buffs, power buffs but 1 bugfix that stop knight from grabbing survivors from gens and vaults.
Let's keep knight players blind in their power.
Let's keep handholding survivors so that their power goes away after unhooking
Let's keep using the same addons because all the other addons are 🐕💩🚮
It infuriates me honestly. How many weeks do we have to wait for REAL knight buffs instead of teeny tiny buffs that are not doing him any favors whatsoever? Step up your game devs!
Knight is already too powerful and most boring killer no need to handhold killer players. He is easiest killer to play place quard and try to zone survivor and you get free hits without any effort or mindgaming. I won 80 prestige survivor squad because of that and it proves how broken his design is. If anything he should be nerfed or reworked.
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I think happened me once 3 times with one map offering. But more often it happens for me with items and add ons or cake offerings. While I only plan using them once.
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@StarLost said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3339451#Comment_3339451
Wow. Just...I don't think you said a single factual thing here at all.
It's almost impressive.
But yeah, okay. Let's try this again. Because I asked you this in the other thread and you kept dodging - so let me ask it here.
- How did the devs 'attempt to fix camping and tunneling' exactly? AFAIK, outside of the emblem penalty and the 6.1.0 BT changes, it was all internal and whatever they were working on was too exploitable.
- Which killer mains? You keep saying this, but you've yet to actually name a single, credible 'killer main'.
- Which changes were these 'killer mains' against? Be as specific as you can.
- Which perks? DS certainly isn't 'to the ground'. Are you defending stuff like the old(est) DS or release BT? Because those were stupidly broken.
- Reassurance...oh boy. Mate, I hate to break it to you, but Reassurance got nerfed on the PTB because *survivor mains* were complaining about it, as it could let griefers essentially keep you in a losing game forever.
https://us.v-cdn.net/6030815/uploads/9VGOY66GB0IR/screenshot-2023-02-08-003027.jpg
From the wiki.
You were saying?
They could at very least remove hook grabs those are even killer sided. I was grabbed long after letting go of the survivor on hook and I have gotten grabs as killer even after unhook has happened. And yeah ds should be basekit. After that killers will have to be buffed for example basekit corrupt, grim embrace, BBQ and mini pop goes to weasel and speed boost after hook or ability to teleport.
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@StarLost said:
https://forums.bhvr.com/dead-by-daylight/discussion/363754/my-experience-with-dbd-lately
Yeah, HSFP (Hyperfocus+Stakeout+Fogwise+PTS) genrush teams are probably the #1 thing that scares me in this game, because they are just stupidly easy to play (you don't even really need to loop much, just be stealthy and have folks constantly call the killer out with Fogwise) and can feel nearly impossible to beat when they'll have 2-3 gens done before you even see them sometimes.
Unfortunately, the only way to really counter these groups is to play an absolutely bonkers Blight or Nurse and slug like crazy.
Fortunately they aren't common, but I am starting to see more of them (if you see 3x toolboxes and 1x medkit, get ready for pain) and dammit are they stupid unfun to face on weaker killers because you'll barely have time to even really play the game.
As to your experiences:
- Survivor is unfortunately a team coordination role, and solo queue is always going to be insanely volatile. But it does cut both ways. Sometimes I'll be the one that loops the killer for 3 gens, sometimes I'll be the one getting carried. If you want stability, you'll need to run with a stable group.
- Killer is a lot more 'stable', because it's all on you, baby. But yes, this is also what makes killer such a sodding frustrating role at times. My advice - pick 1 or 2 killers (decent killers, mind) and master them. Not someone really funky like Nurse, but not Demogorgon either. Artist, Wesker, Cenobite, Legion, Doctor - all good choices. You'll learn as you go and get your instincts right.
Also - don't worry about mindgames for now. Focus on learning how survivors will run a tile and where to be.
One last thing - forums for any game tend to be negative, because people who come to the forums are often people with an axe to grind. Happy players are busy playing.
Doctor and legion are weaker than demodog why not to main him? Cenobite is also very hard and has higher skill ceiling with chains than nurse with blinks if you want to master one. Artist and wesker I agree being good choices they're strong killers and simple to play. But you should add Oni to this list too only buff he need is to have ability to injure survivors faster. Med kits, coh and pre dropping are hurting him.
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4 gen-ing
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It's not that bad I would like to see some of your matches. Some games are rough but there are still normal games. Did you tunnel in any of these games it's most viable strat for killers and you can win even gen effient teams with it.
3 genning with knight should almost quarantee you win if you run eruption, call of brian etc. Use the quards to kick and chase survivors away from gens. I had played soloQ agains't that kind of knight and games lasted +30 mins and we lost.
Before this hud update I was gold IV on killer but now im red rank I. I have had many 3-4K:s in row with Wraith, Oni and Spirit but I do sweat like my life debends on it... That's how you have to play killer if you want to win most of your games.
As solo survivor I still get useless teammates but it is bit better after this update. I still die most of my games today just died 4 games a row and even in garden of misery. So this update is fine but weaker killers does need buffs now. Swf is still much more powerful if you play with decent teammates. This update still does not fix bad teammates and make them better.
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@DBD78 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3338352#Comment_3338352
What do you mean? How can they balance the game if solos won't have the info SWFs do? SWF also knows the location of the gens being worked on, so solos should also be able to see in which area the gen is somehow. Or where injured survivors are so they can get healed. SWF still has many advantages over solos so solo players need more buffs.
And you do understand that they want a 60% kill rate so killers will also be buffed. In no way could you defend SWF being so far ahead of killers? And the only way to fix it is to put solos as close to SWF as possible.
Geez how do people not understand that solo buffs are very good for killers? Or do some killers like playing against all these very strong SWF teams? Or do you really believe they will leave killers behind SWF and solos after they fix solo surviving? Not going to happen!
Killers want to play agains't weak solo teams who don't coordinate at all.
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@Chordyceps said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3337811#Comment_3337811
I would take Lithe and Sprint burst over DH any day. On killers with any sort of mobility, Sprint Burst and Lithe aren't that big of an issue.
That's why those killers with mobility would have to be nerfed as well if dh was nerfed.
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There should be option if you don't want to show it in lobby.
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@Marik1987 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3337869#Comment_3337869
Id rather want to see hook-rates than kills.
I would want to see hook rates if killer goes after different target versus killer tunneling. Like even if you play solid game and play fair you're probably going to get 5-6 hooks agains't gen effient survivors versus you tunnel one quickly out and get 12 hooks because you get lof of extra time.
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@foxsansbox said:
Its skill expression has been moved up the MMR ladder, but an argument could be made for it being too strong. It's popularity would certainly support the claim.
My only gripes are:
- All the goddamn waiting
- How script kiddies can mercilessly abuse this perk
Edit: And having to treat all survivors like they have it. Someone else already pointed it out but that's still some nonsense.
Nerf for dh anf it now shows who has it like no mither does? But sometimes actually waiting too long id not best option if you m1 in close range they can't react it does not have I-frames anymore. So they're just quessing exactly when you're going to hit.
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Games are rougher now as killer I can confirm. SoloQ survivors who were effient on gens are even more effient after the update. There are still some who just boon every match though and sometimes you can stomp survivors. But you have to play sweaty if you want to win. Casual killer will get stomped by decent solos.
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@StarLost said:
Okay...?
Here's the truth. And it's one of those unfortunate truths that people don't like to hear.
This game has to be balanced around SWF versus Killer, not Solo versus Killer.
When I play survivor, I can choose to join an SWF or play solo.
When I play killer, I have no choice in the matter - and the next game I play could be against a 20,000 hour comp squad. So I need to go into every match anticipating that possibility.
Balancing the game entirely around solos would be massively unfair to killers.
Now...that all said, I'm escaping maybe 50% of the time as a solo survivor. That number cannot and *should not* be any higher.
As to the rest:
Honestly dbd is the only multiplayer game where a single player allowed to roflstomp and pubstomp 99% of their games
Hahaha what?
Basically any team based PvP game will allow pubstomping. Heroes of the Storm? League of Legends? Go queue up as an organized group and you'll roll.
Now, I'd love to see SWF get some sort of MMR adjustment (as a lot of other games do) so they'd face stronger opponents, but BHVR have said that they won't do that.
99% is a silly hyperbole, not even going to engage with that.
Bonus, there is no MMR, capped at low level, so its almost guaranteed that survivor team will have average or bad player,
...Huh?
No seriously, I'm not sure what you're trying to say here.
There is MMR.
The MMR 'cap' could probably stand to go up a bit, but it's definitely not low.
Survivor teams will have a mix of players, generally grouped together to form an average MMR close to that of the killer. If the killer is low MMR then yes, you will likely have low MMR survivors.
which is autolose vs Blight, Nurse if piloted by a decent player.
Define 'decent'.
I've seen Otz lose to solos on Nurse and Blight (you can go watch his streak videos). And if you're going to turn around and say 'well Otz isn't a decent player' then...yeah, that would be very silly, wouldn't it?
Hell, I've beaten Nurse and Blight as a solo queue survivor.
They can't neither balanced around 4 man swf. Blight and nurse are balanced to beat absolutly the best swf in the world but that means good player with them destroys everyone else even most 4 man swf. Supalf would not win 500 wins a game with nurse if the character is balanced versus everyone. So no they can't do that best to balance something in middle ground between solos and swf. Most swf are 2 or 3 man too so usually there is always one solo player. I do question your 50% escape rate in soloQ. Are you very good looper?
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Too long for me to read whole thing but I think judith tombstone is fine only the tombstone piece is problematic but even that can be countered by just going locker. Myers needs some buffs definetely first he should never run out of stalk. His tier 3 should be also stronger you need lot of time to build it up but the reward is not that great. I think he should have lot faster vaulting/pallet breaking currently it's just small boost. Scratched mirror myers I agree should have normal lunge.
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@Erenior said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3336813#Comment_3336813
At the beginning I also took lightborn like every match I saw flashlights in lobby but you will learn how to avoid that with time. Drop lightborn for something more useful or fun is my advise.
Lightborn has is useful gor experienced players too if there is 2 or more flaslights. It allows you not worry about those saves and you can even fake that you don't have it and get lot of free hits even downs. Especially good perk agains't bully squads.
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Yeah had that bug while breaking pallet survivor was unable to blind me even shining it right to my face.
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@DBDVulture said:
Somewhere around three years ago DBD had a test where you could only heal about twice per game. After that you played broken. This gave you up to full three health states. This was not a perk from the killer but just a base mechanic that was tested.
One of the things VHS got right was that every hit from the killer mattered. Boons and medkits would carry survivors a lot less if you could not heal a fourth injury state.
This would instantly revive the "hit and run" playstyle as well as make several older/bad killers more relevant.
We could also weave this in such a way so that Nurse/Blight power hits don't cause the permanent injury state. This would nerf the best two killers in the game and buff every other lesser killer. In short for a nurse or blight to inflict permanent injury they would have to hit you twice with a "regular" swing or a grab (or potentially a deep wound bleed out). That would mean if a blight got a regular hit and got a power hit with the second health state then you would only be 1/2 of a step toward losing one permanent health state.
Imagine Blight and Nurse having the desire to not "want" to down you with their power. We could call this effect "favored of the entity". Because they are favored by the entity power hits do not contribute to a "broken" status. This would be a mindset much like the Predator who looks for the most sporting kills.
Survivors would need to be careful in planning when they want to be healed. If they are about to die they definitely want to heal now. But if they are not in danger they risk being broken before the end game.
In terms of mechanics it would be simple: m1 attacks from all killers move a survivor one half step towards losing a permanent health state.
We could add an effect to certain addons to make them add the effect "entity favored". This might include things like:
https://us.v-cdn.net/6030815/uploads/H2PDHWKLCURF/image.png
https://us.v-cdn.net/6030815/uploads/VGS3OJOYJOLP/image.png
This would change the game so that very powerful killers and addons make you stronger in some ways and weaker in other ways.
Done correctly this could be a way to counterbalance the Hud update that gives survivors way too much info (looking at you generator progress %).
I can see killers using 3 gen stragedy to win every game if this would be put on the game.
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@Blueberry said:
Aiming for kill rates is flawed at base as they are massively skewed by a multitude of things that have nothing to do with balance.
While still flawed, hooks would be a much more accurate measure.
Well yeah balanced hook amount per match for me would be 7-9.
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@StarLost said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3335975#Comment_3335975
That's bizarre. Wraith is probably my strongest 'pipper'.
Even at iri, maxing 3 categories should be enough on it's own that, if you killed two survivors, you'd pip. 4k (all maxed) would be a double pip at iri (afaik).
The only thing that's possible I guess is that you're camping or spending a lot of time around hooked survivors as that will bleed points from you via a penalty.
They did gen rush me at beginning but 3 genned themself. The match overall however lasted around 20 mins. Letting the last 2 go just probably took points away from gatekeeper and malicilous category.
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Dead hards feel still bit too powerful it is counterable but eruption is lot worser though. Only nerf I could imagine for dh is to lessen how many times you can use it or make the sprint burst shorter without killing the perk.
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@ShroudedGhostFace said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3336083#Comment_3336083
I’m just playing in a way that maximizes how much fun I have. Plus, it’s fun to play as a serial killer and be “the bad guy” who uses under-handed tactics and “any means necessary” to kill the survivors and win. Are you forgetting that this is a game? Or are you too busy reading the imaginary survivor rule book to think about what play style you find fun?
Also, no matter how many matches I get rage comments in the endgame chat, I also always get TONS of endgame comments about how intense or nerve-racking it was to play against me. The survivors I face are still having lots of fun, trust me.
If it's just for you fun that's fine. People will have different opinions what is fun I was just interested why you did find it so. For me it's just strat to win as camping is in some situations. But majority of playerbase find these strats unfun as are gen rushing or bully squads as well.
Dbd does feel more personal than most games so people do take it more seriously. It's game but I think it should be fun for everyone that's all but that's really developers job so just play how you want. Some form of tunneling is pretty neccesary for most games as those gens get done quickly you need someone out rather sooner than later.
Ghostface is weaker killer so tunneling is pretty much needed strat for him to win at some point in the game. I still don't enjoy tunneling right at the start at 5-4 gens as it makes games more sweaty for both sides and that 3vs1 early feels too easy for me or it can even go wrong and all gens get done while you try to get that one survivor out.
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@ShroudedGhostFace said:
Most of the time it’s because the survivors are sweating like crazy and genrushing, but I honestly think tunneling is fun. I get to see the other survivors panic and try to stop me from tunneling their teammate out (usually to no avail), I get to take my time and toy with the remaining survivors (if there are 3 or more gens left), I like winning my matches (3K or 4K), and I find it hilarious because it’s such evil/mean spirited thing to do.
If there was a more evil strategy I could use to secure wins and maximize survivor rage, I would do it in a heartbeat. Do you expect the person who’s playing as a serial killer in a horror game to play nice? Lmao.
Dbd is not horror game it's more like horror themed pvp game. Why you do enjoy making survivors feel bad? I would only enjoy tunneling and crushing bully squads as they try to make killer feel bad so they deserve it but I don't want to become like them. I don't enjoy making survivors who just try to play game feel bad. Tunneling for me is just strat it's not personal I want to win and that's it.
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65% probably would be ideal from objective perspective. But killer main in me would like that 75% kill rate.
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@StarLost said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3335880#Comment_3335880
Hmm.
Okay, I wonder if this might be a playstyle thing. Let me explain how I'm almost always pipping at gold/iri by slightly gaming the system.
- Play the right killers. Instadown killers are an absolute no-no, as you're only getting 1 hit event. You want killers that can get a ton of hit events and short chases - Wraith, VMR Myers, Hag, Sadako and a few other hit and run killers are really great. Basically, you're pumping up your 'short chases' and 'hitting' numbers.
- Don't loiter around hooks.
- Surge and Pain Resonance are great too, as they'll count as 'kick' events, which also pump up your score.
- Try to get 2 hooks on everyone at least.
Doing this, even if I'm not 'winning' all my matches, I'll never depip and get pips pretty often. On a win, I'll often straight up double pip.
Give it a try.
I actually tried now wraith with 2K and 10 hooks I maxed every other category expect sacrifice one and still no pip. I had probably like 100 hits and downs yeah I keep going for 4K:s. Worst thing was I let the last 2 escape.
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@StarLost said:
Not at all.
I've actually done a lot of testing on this - and you can pip all the way up to Gold without killing a single survivor.. At Gold you can pip off killing 1, but 2 makes it easier.
At Iri, you'll need to kill 2, preferably 3.
However, what really matters is the number of hooks you get and the number of hit events.
Also - before Iri, it's almost impossible to depip.
Keep in mind: I seldom intentionally tunnel and I never intentionally camp. I generally hit Iri 1 on killer around 8-10 days after the season starts, and that's with me playing some survivor in between those games.
You're probably better than me but for me it very easy to depip in gold grade as well. All it requires is one bad chase or very effient survivors on gens. I have tried to decrease my mmr now though so my games are better but I don't think you're pipping with 1K maybe with 2K but I go for 4K as that gives +2 pips. I always aim for that 10+ hooks but just today I did that and only +1 pip even I played almost perfectly.
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@Smiler said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3335284#Comment_3335284
If you don't have fun using those tactics, just don't use them.
There are a hundreds of perks and add-ons you can use. In-game there are also like 5 ways to kill a survivor (hooking, bleeding-out, end-game, mori's/ability-kills, ...). People just need to be a bit more creative in the way they kill.
Yes, tunneling and camping are the most straight forward ways to get your W's. But that doesn't mean they're the only option you have.
My desire to win/not lose pip is bigger than the cons of tunneling so even it's not fun for me I still do it but I do try win different ways if I can. But if survivors gen rush what else you can really do. I want both gen rushing and tunneling nerfed so then you can have fun matches. Camping for me personally not that big deal. It's just boring to do all time but once in a while is not problem.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3335379#Comment_3335379
At the highest level of play, survivors are far more powerful than anything ANY (yes even nurse) killer can ever bring. No killer will ever be able to stand a chance against a team like this:
Supalf beat them and even stomped them in one game in midwich. Check his video my nurse vs 25 000h survivor team. He lost once when he used build they wanted.
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@kingcarl2012 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3335228#Comment_3335228
I was at work so couldnt fully explain my suggestion but that is part of it.
First thing we have to do is define a hook suicide. A hook suicide is an on hook death that occurs in the first 5 minutes of the match, that does not meet one of the followiing conditions.
1. If you have been hooked twice. Generally this means you are being tunnelled/hook rescue farmed, and I dont think it fair to hold it against them if they want out at that point.
2. If you have accumulated a total of 60 seconds on hook. Add a hook time counter to the HUD, this way if a player has just been left to die by their team they are allowed to move on if they arent being rescued, but also cant just 4% to try and get to 2nd stage to die faster.
3. If at least 3 people are dead, dying or on hook. This is pretty self explanatory but covers for giving the last person hatch.
Any match that has a hook suicide or DC will result in a minimum safety pip for all remaining players, and the person who DC's or hook suicides will lose a pip.
Players who have already reached iridescent 1 will still depip ONLY for a hook suicide or DC . Fixes the issue where currently players who have reached iridescent 1 can essentially ruin matches for other players with no punishment whatsoever.
Currently in order to safety pip you need the following emblem points, bronze 6 points, silver 7 points, gold 8 points, Iridescent 9 points. Most complaints of depipping start in gold/iridescent, not many complain about depips in bronze/silver. To make it easier to safety pip we make the bronze requirement a safety pip across the board so even in gold/iridescent, 6 emblem points will ensure a safety pip.
Lastly a MMR buffer, for anyone who reads this and doesnt know the matchmaking will prioritize queue times over fair matches, I dont personally know enough about the actual MMR numbers, but in the case of a significant disparity in MMR, whether low MMR killer vs higher MMR survivors or vice versa, the low MMR side will receive a guaranteed minimum safety pip as long as they do not hook suicide or DC. This prevents an unfair match created by poor matchmakimg from punishing players.
What you think trying last 4% chance while you'll about reach second stage? That could result in depipin system you suggest. But there is chance I have won many games while using that last chance. I think if you do reach iri 1 you should not lose pip or then there should be more safety pips to keep you're here. Fine by me if you dc or suicide multiple games then you could drop out. Because people have bad games. Survivor can team with killer to kill you so if you want to dc that should be fine and hackers are still out there for example. Just recently encoutered more of this behaviour.
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@StarLost said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3335246#Comment_3335246
- No, but it does demonstrate how the game plays in 'perfect' environments. Of course, most SWFs aren't comp, but neither are most killers.
- Kill rates are thrown off massively by the ridiculous rates of suicide (20% or more games have one).
- Lower tier killers weren't buffed for years. What makes you think BHVR are going to suddenly buff them now?
- How do you 'nerf tunneling'?
- Nurses tunnel more than Blights, and Clowns/PH/Trickster can tunnel harder than either.
- Here's why it's a problem. I start out, get an early down, hook them. Then I leave the hook. There are 4 Claudettes with similar skins. How do I avoid tunneling?
I have not seen tunneling nurse in months so I doubt. But I see tunneling blight every day to the point that I expect every blight to tunnel. It surprices me if they don't usually they do it at 5 gens. Trickster usually tunnels too but they're very rare and bad killer so it's more justified. That killer can't win without playing scummy.
BHVR has said if kill rates drop clearly they buff killers again and they would drop if tunneling was nerfed. I would suggest ds basekit with 80s timer and with the perk it could be 5s stun. It also should disable killer power for 5-10s so blight does not instantly catch you. Survivor should also have 110% movement speed for 20-30s after unhooked.
They should bring killer buffs in same patch starting with basekit corrupt and grim embrace. Killer should also get 130% movement speed for 20-30s after hooking survivor but it would also get disabled sooner if you hit another survivor or use power because it would be bit too unfair I think.
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@FridayNightPizza said:
Honestly as a killer main I have noticed this, even with boil over I think someone escaped maybe once? Can't imagine how miserable it is to play.
Yeah one wiggled from me also as 2 people came to take hits and one went down I did carry him from pretty far away too. It seems now taking hits or using sabo builds is not worth it.
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@Smiler said:
Honestly, just play however the hell you want. A killer's objective is to kill, so do just that.
Yeah I guess camping, tunneling, whatever; may be bit annoying for the survivors. But does that really mather for you as a killer though? As long as you have fun doing the thing you do, I don't see any problem in using some "nasty" tactics to win your game.
What if you don't have fun using those tactics. What you should then you but you still want to win? For those players nerfing tunneling but buffing killers would be the best option. I believe most players find tunneling unfun but still most killers want to win more than lose/depip so they are forced to tunnel. Before there was at least motivation to spread hooks BBQ bonus and old pop goes to weasel/ruin. Gens just seems faster than ever too.
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@StarLost said:
https://forums.bhvr.com/dead-by-daylight/discussion/363296/leaving-until-tunneling-is-addressed
That sounds more like camping. But yes, it can be annoying.
So...how exactly do you 'address' tunneling without it being a massive buff to survivors?
Because, watching the recent tournaments, at a certain level of play killers literally have to focus one survivor out of the match ASAP to stand a chance, and even then they'll often end up with 1-2 kills maximum.
Tournament level of players should not be how the game is balanced. But if tunneling is nerfed lower tier killers will need to be buffed as that what is carrying them and keeping kill rates high. It's actually problem now killers can't be buffed until tunneling is nerfed. So nerfing tunneling would be just best for everyone lower tier killers could be actually made more viable to win other way. Only blights would probably not like that because they do it most in my experience. Probably next viable strat after that would be focusing your hooks between two survivors or target one over others.
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@kingcarl2012 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334849#Comment_3334849
I would argue that there are probably alot people who are trying to climb to Iridescent 1 who if it wasnt going to cost them a pip would let go on hook more often.
If you remove depips there would be absolutely zero penalty for letting go on first hook and very little incentive in staying in a match where they are pretty sure they wont pip and probably wont get alot of BP.
On the flip side you can easily create better safety pip conditions that would make it so that pip loss is less common for people who are playing the game but still punish the players who deserve to get a depip.
Fine give depip for those who suicide on hook on early game or people who dc but if you try your best you should never depip. Currently you can even depip doing gens, multiple saves and chases. Same for killer you can even depip from 2-3K.
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Bad survivors are still bad survivors no matter what infromation you give to them. This update will help those survivors mostly who would already give you hard time as killer. I just played soloQ game and lost in garden of misery to wraith not using his power as they all went down while trying to get save when he started camping 1 gen left. I eventually died as well as I kept picking them up just them going instantly back down again. I should probably just played for hatch
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@Chaos999 said:
I can get to iri 1 going for 2ks with wraith no problem.
For me wraith does not work I had earlier 30 wins streak with him and I should realise that puts me in high mmr agains't sweatiest survivors...
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Sounds you're very unlucky to face toxic people like that. I mostly just get gg:s or thank's etc. Sometimes I do get complain but not often.
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@HugTheHag said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334838#Comment_3334838
I mean.. Most swfs are not that good or coordinated, and I do not believe the icons are giving that much coordination potential to solos. You might know your teammate is on a gen, but you don't know where exactly unless you took aura perks or have impressive game sense.
I don't think it's a mistake, by a long shot, but I'm not 100% on board with the generator progress being shown.
I'm hoping for some time, love and care given to lower tier killers after this, because strong killers will still do okay against most lobbies, but lower tier killers need buffs regardless of how killrates evolve post-HUD.
I'm personally looking forward to some Nemesis and Clown buffs, fingers crossed !
I don't think nemesis needs buff as good nemesis can do well agains't any squads. Just watched dead play him a lot and watching him play nemy seems strong enough. Someone like trapper or myers need help first. Even Oni needs more help he is weakest killer in the game at start of match and seen dead/otz really struggle to build up his power agains't good survivors.
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@HugTheHag said:
Imagine balancing the game so that both sides have roughly equal chances to win and lose. /s
If killer buffs are needed afterwards, there will be killer buffs. Hopefully killer-specific to bring the lower tier killers up, as well as maybe some base kit slowdown that incentives not tunneling, like a Grim Embrace thing (and for the love of all that is unholy, buff that perk!).
The only worry I have is that they give killers bulk buffs that do not address individual killers' issues, like they did in 6.1. I can see the game becoming super sweaty and unenjoyable if the killers are buffed too much that survivors have no choice but genrush with knowledge of each gen's completion progress, instead of being able to spend some time on side objectives. What use do chests have if opening one is throwing the game ?
Maybe add secondary objectives to find part for gens etc. They could be find by opening highlighted chest and you would also get item.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334897#Comment_3334897
True, it probably averages out a little there. Yeah, I've played a few matches since then as both killer and survivor, and I'm inclined to say this change is a welcome one.
I'm sure there'll be some really competent solos that make great use of it, but those matches would've been hard anyway lol
Yeah this will also help balance the game as the gap between swf and soloQ is now smaller so killers can be buffed without them stomping soloQ.
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@StarLost said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334287#Comment_3334287
DS stun is still absolutely fit for purpose. I was in the 'this perk is useless now' camp for a while, then I saw Ayrun and other tourney players using it and went 'oh, yeah, this is still bonkers powerful'.
How do killer perks support tunneling more than they did pre 6.1.0 though?
If ds need tournament players to use it to make it useful... It tells enough for me that it's not going to do much for casual survivors. Still my main point is "almost no-one" uses it anymore. I still use it because it work agains't m1 killers and it removes deep wound so you can use dh after that but it's barely nothing for nurse or blight and most common hard tunneler I see is the latter. It definetely is not bonkers powerful only dh is and to make that combo ds to dh strong it requires killer to make mistake as he should expect dh after getting hit by ds.
Eruption hook survivor go kick gens and return to hook to tunnel. I use this tactic too sometimes and it's very powerful you can make the other 3 survivors useless once they get hit by eruption and especially good tactic for fast killer who can go in seconds to kick gens and almost immediately to return. STBL also got better as 2 stacks were made basekit so you barely get cooldown between hits.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334291#Comment_3334291
Yeah, but you aren't constantly doing that, so this is more precise info. I don't think it'll be a problem, but it is admittedly very slightly more than a SWF gets on average.
Still, like I said, probably fine, just a liiiittle bit wary.
Well it's bit more but solos still don't know which gen is repaired exactly. So if someone chased away from 90% gen solos have to find it but in swf I can call out which gen I did like gen around shack.
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334197#Comment_3334197
This is my understanding, please dont take the number seriously.
https://us.v-cdn.net/6030815/uploads/800O4MHOBCYK/image.png
In the Yellow box, 2 cases that you get 2K, but you may drop or increase your MMR depends on who you kill.
So letting the good survivors escape and only killing the bad ones would decrease your mmr... Usually I more often kill good ones and let the baby survivors escape... But if one survivor though is very good and others are babies then I let him escape to get out of mmr hell.
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@Chaos999 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334197#Comment_3334197
Actually, letting 2 people go is kind of my standard gameplay. From my experience playing doing this, it's an effective way to keep your games reasonably within a comfort zone. However I do have noticed that over time the difficulty does increase. But nowhere near as it would be if I just played for 4k every time.
Kinda interesting if 2K still increase your mmr ever so slightly as kill rates were around 60% last time they showed which mean average killer gets usually 3K or 2K most matches. So that would mean even average killer will eventually start to face only good survivors. 1K at least should decrease your mmr. My tactic is when I reach new grade now to go many games just with 1K but sometimes I take 2K if survivors are too slow. After that I sweat and take only 4K:s to reach new grade and any tactic goes once im close to that.

