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DemonDaddy

DemonDaddy

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DemonDaddy
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  • Do well as survivor and you'll end up with more bp. Do really well and the camping wont matter since the last survivor instant dies on hook or gets the escape.

  • 9/10 times Im using Ash, the other is Nick

  • No reason to change it, if 16m is the end of the camping range then the perk still works for highlighting the camper.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3548686#Comment_3548686

    It’s pretty common, and Calm Spirit doesn’t counter it because the killer can still see the survivor even though it mitigates the scream. I think it’s a bug.

    The times I have seen it didnt seem overly oppressive. Running alert to track the killer and keep my distance helped to avoid entering the tr while active. Most of the time it did catch me offguard the chase would begin at max distance or the killer still had to search area.

    Its a good perk no doubt, but nothing that worries me.

  • Survivors should be taking every oppurtunity to escape a chase before bloodlust starts to build. I remember a dev mentioning that its entire purpose was to limit survivors attempting to indefinitly run the killer and provide a soft cap to chase times.

  • Having 2 tiers of player based information is overall bad for balance. I agree they should focus on comms level and give everyone the option to toggle on/off.

  • I dont like this killer at all but also dont see anything wrong with him. The killer is designed to be strong in chase but understanding what angles and tiles work against his power is the best way to force a standard m1 chase.

  • Havent seen it often enough to consider running calm spirit.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3548034#Comment_3548034

    It is a one for one still if you unhook alone, so that's not really riskless, you still go down for it.

    As for the second half, that's quite the generalizisation don't you think? You don't necessarily failed just because you got downed, you can get unlucky and the game is basically designed so the killer will eventually down you, especially with bloodlust.

    Its not always 1 for 1, a trade is less likely now if the killer has not made contact before a healthy survivor starts the unhook. The amount if risk is situational to the survivor's status but is also completely reliant on the killer's proximity. Without injury prior to the unhook, the rescuer maintains lower priority when chooseing who to chase. 10s for the unhooked or whatever time sink for the healthy survivor. I have to imagine most killers outside of one-shots will count the 10s as the faster option.

    Unfortunate situation do arise, still Im the only one to blame for personal awareness and any decisions made during that first chase. Escape is especially possible if Im that unlucky first chase since every pallet is still up.

  • I dont get the problem either. Current or past version, i have never reached the condemned status. The counter is just so simple and easy its suprising that any gets a kill that way.

  • @Kaitsja said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3546151#Comment_3546151

    The person being camped isn't getting to play the game. They derive zero enjoyment from seeing other people play the game while they sit there on the hook and the killer just stares at them.

    I don't understand why you're advocating for camping to remain a valid tactic when it adds nothing to the game. There are a thousand reasons and then some for why someone might choose to camp. You don't need to camp to create pressure.

    No not camping, if anything I'm advocating for the sense of risk and danger experienced by the unhooking survivor. I have no concerns about hooks or camping when playing killer but do enjoy the tactical applications of them when playing survivor as the potential outcome encourages less reckless play. Turning the act of a rescue into a boring and riskless action has no appeal for me.

    I would argue that the hooked survivor did have a chance to play and failed multiple times to secure additional time or chances. They specifically failed at avoiding detection and then failed again when unable to escape the chase. At this point a survivors efforts are paused as a result and become reliant on teammates to avoid the same failures to make a rescue.

  • @mecca said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3547670#Comment_3547670

    DBD. If you actually played survivor at all you would actually know killers have aura perks, they have Ultimate Weapon! Most killers have anti-loop powers, so there's simply nothing going for survivors.

    It should also be acknowledged that those perks have requirments, conditions, limitations, or timed windows for counterplay to be implemented. Thats before having to use perks as a counter measure. In the time when BBQ was the meta and to this day, I utilize the built in telegraph to employ counterplay before its activated.

    Im personally not seeing ultimate weapon enough to address by changing my build, but we do have a perk that directly counters the scream detection.

    Overall I think the devs have been extremely cautious about giving killers reusable detection perks and attaching some form of action requirements.

  • @mecca said:

    But it is perfectly OK for survivors to have no agency. (ie. camping, bleeding out, tunneling)

    All survivor strategies have been completely removed. (ie. stealth, looping, ......)

    Killers can handle a very small pat on the hand now after survivors have taken a dragged out beating.

    I'd agree that camping can be a tough situation without teammates coordinating, though I have had some good solos save me from this when my hope was gone.

    Bleedout is entirely an altruism issue. If the killer isn't standing over you knocking you down every time you're picked up then the blame goes to personal mistakes and teammates lack of altruism. A killer that slugs and then walks away is literally giving you free chances for additional chases. 100% of my kills outside of challenges comes from the lack of team altruism.

    I would say stealth is still very much viable as its my primary method for both avoiding chases and escaping them.

    Looping itself has various utility relevent to which killer, map, location and timeframe a chase begins. 1st chase is by far the easiest and getting caught on a deadzone gen is bound to be problematic.

  • I'd rather we get a map blocker that locks out the previous 2 maps that each player in the lobby has play on. There is plenty of map variety, we just need a system that promotes them.

  • Personally I rather slug then waste time attempting hooks. I get more chases, survivors get more chances, and bleedouts only happens when team altruism is sorely lacking or overly abundant survivor mistakes.

  • @ReverseVelocity said:

    "The mori was already changed for survivor benefit"

    Are you trying to say 1 hook moris were balanced?

    That aside, you have complete agency over what you do. You can play the game how you want. If you want to hard tunnel and camp, go for it. However, the people you're playing against also have the right to complain about it if they so please. It's your choice whether you actually listen to them or not, though.

    It seems like your main complaint isn't about your choices as a player, it's the reactions that your opponents have, and you can't change those. You can ignore them, but you can't expect people to not get upset if they find the way you play frustrating.

    Firstly, I actually enjoyed the pressure the one hook mori provided as survivor. The need to approach the match cautiously and be wary of the Killer's presence until that knowledge was determined was an element I thought was well implemented as a survivor.

    Secondly, I completely agree with playing as desired. Im not concerned with why some players complain as much as how the devs are responding to the complaints. While not every attempt to address certain issues have made it to live, some of the proposed solutions have been questionable. The saving grace to this has been ptb players quickly finding and calling out the exploits.

  • @Peanits said:

    To set expectations realistically, I think the major flaw with this is that there isn't one single reason why people camp. If you ask ten people why they camped, you would get ten different answers. One person might say it's because the Survivors were being overly altruistic. Another might say that they did it because there weren't many generators left and they just wanted to secure a kill. Or camp someone specifically because they had a long chase and the Killer was frustrated. Someone might even do it just because they felt like it.

    Even if we addressed every possible reason someone might camp, you'd still be left with some folks who do it just because they can and because they want to. That's assuming we even can or should fix every possible reason, though. In the case that the Killer decides to camp someone who was hard to catch, we can't exactly punish the Survivor for playing well - that's not even remotely fair. Sure, we can continue fine tuning balance to make sure that the reason why they're hard to catch isn't because they got lucky or brought strong stuff, but even if the game were perfectly balanced, one person will always be able to outplay another.

    But no matter what the reason may be, the outcome is still the same. It's not fun for the person being camped to have to sit there until they eventually die with no opportunity for them to counter it. This goes beyond something being strong or one sided, it prevents someone from being able to play the game at all from that point on, and it's something we still need to address. We simply cannot turn a blind eye to a major issue until we've systematically dealt with every item on the laundry list of reasons someone might give for camping.

    Why is limiting the killer's agency and ability to create pressure outside of chase the best option? Why not create more altruistic options for teammates to engauge in for providing the oppurtunity instead of just giving it for free?

  • I'd prefer harsher dc penalties to further discourage the action. If the whole team goes to bots then the match should just end so the killer can move on.

  • Exactly why I wait on new killers, there is no trust that what is presented will last past mid-chapter patches.

  • Solo is the only enjoyable way to play for me. Its not about how well the teams performs or if we escape, for me its how well I perform and the challenge given to the killer. Best feeling is not when I escape but if I out perform teammates and being the last survivor standing.

  • I find it easier to bait them through flame and temporarily remove the tail then attempting to react. Just seems more reliable then sit second reactions.

  • Stealth, gens, totems- thats the order of my focus and the successful results have onky increased over the years. I cant think of one major survivor change that has negatively impacted my performance in all my time, though several changes have been extremely beneficial.

  • The dc penalty is there for good reasons.

    Being slugged for long periods is just bad team altruism. If its to frequent then the best option is to devote a perk slot.

  • Ive managed to escape against xeno a few times so far. As long as im using stealth and built in measures like the turrent detection/cloak, Im able to do fairly well.

    So far the biggest drawback when facing xeno are teammates that get to preoccupied with turrent setup. Have had a few xenos running the brown addon and head straight to where the survivors that place them immediately.

  • @LadyOwO said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3528553#Comment_3528553

    "Fine" as in they barely delay the alien or affect it at all? Because that's what they do currently

    The slowdown is only a side effect, the main purpose is to remove the tail attack which works fairly well when decently placed on tiles.

  • Thats the best counterplay for swf shinanagins

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3527206#Comment_3527206

    When BHVR makes the anti 3 gen "solution", then survivors probably won't have to be mindful at all. They could just fix the 4 safest generators, purposely cause a 3 gen, then stall the game until the anti 3 gen "solution" gets activated.

    I dont doubt they would add an unnecessary mechanic to bail out survivors from bad mistakes. The only positive to attempting this would be the record of other proposed solutions which turn out too abusable to implement, then maybe pass on it entirely.

  • Solo or not, survivors have to be mindful of which gens they target first. Even solos have the advantage when it comes to progression vs regression on gens.

  • Its always 100% for me. I think it dropped once at like 3am last week, for 10min I was able to get 50% as survivor.

  • We need harsher penalties now, bots are there for everyone else but that doesnt make them an excuse to cherry pick games. If a player wants to bail for bs reason, fine let them, and then they can hop back in after a very long cooldown.

    Players are far to entitled to be given unrestricted access to which matches get played until the end.

  • Survivors dont need to be rewarded for screwing up. There is a limit for the slug state and its up to the survivors to avoid being detected.

    If they are on the ground, they have failed at more than just escaping chase.

  • Survivors are always a target unless the killer knows they have active protection, then your just a slightly less appealing target.

  • Easy way to address hooking; have custom hooks that hang lower, chucky drags survivors, upon hooking the hook raises to normal hieght like a chain drawn by a wench.

    Chucky should definitely be a stealth killer, Maybe a reduced Terror radius somewhat like Myers.

    Or

    A power that appears similar to his movements in the movie, a blink like power where he is able to teleport short distances outside of a survivor's field of vision. To give him the appearance of Rapid movements while not actively being watched.

  • Wait until mid-chapter patch to get a better idea of the "final" product. Its more common to see changes than killers left as released.

  • Camping is a situation that requires the team to overcome, the killer put in the work for the down and now the survivor is a new objective. If your on hook, it's due to failing multiple aspects of play and the opportunity for any additional chances is up to teammates to provide.

    I think survivors that consider this an issue are being very dismissive of all of the survivor's mistakes and killer's efforts that happen before a hook can even be made. The situation isn't a free kill and counterplay doesn't even require perks (which only improve the odds of success)

  • I always wait until mid patch to get an idea of the "final" product.

  • @Venusa said:

    Or we can accept the fact that most people choose to play online games with their friends.

    Yeah, not disputing that. I'm not requesting swf be limited to custom lobbies or barred from play, just that I can remove myself from joining swf groups for personal enjoyment.

  • @Kaitsja said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3516549#Comment_3516549

    There'd be nothing to review. It's not like a perk where you can simply adjust a numerical value. Solos make up the majority of survivor queues, followed shortly behind by duos, with trios and 4-mans making up a much smaller percentage.

    There's nothing that prevents someone from just stealthing all game, never working a gen or getting a rescue, all so they can get hatch. Similarly, there's nothing to stop people from bringing flashlights and trying to blind the killer and goofing off instead of trying to win.

    Enough solos would opt out of playing with swfs to disproportionately affect queue times because enough trios leave them to die on hook. There's really nothing that can be done about that.

    I honestly think you mentioned a stronger insensitive for solo players to have this option then I'm even concerned with.

    With how strongly your convinced alot of solos would jump at this chance, clearly there is work that needs to be done to reduce situations where solos are left without team support. Preferably I'd like to see more team based incentives over self service buffs for the solo players.

  • @Kaitsja said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3516054#Comment_3516054

    The kind of games you hate getting aren't strictly limited to swf. You aren't being placed for the benefit of swf groups, you're being placed because you're in a similar MMR range or they've been waiting for too long and the game needs a fourth survivor to start. It just happened to be you that drew the short straw.

    You're making out like solos are really good players who never goof around, and always try their hardest, yet I've been left to second stage more times than I can count by solos who stayed glued to a gen.

    I've seen solos do the bare minimum the entire game just so they can increase their chances of getting hatch. I've seen solos go down in chase within 15 seconds. I've looped the killer for what should've been 3 gens, and not a single gen popped. But that's just luck of the draw.

    You remember the bad games far more prominently than the good ones. This thread is just you being upset that you got matched with a 3-man bully squad, and wanting to increase queue times for swfs because of it. Punishing people for playing with their friends will never be fair.

    It's not that I think solos are better or don't goof, surely the do and mistakes are aren't uncommon. Getting 3 randoms all throwing to the killer immediately, now that's something I very rarely have witnessed. The exception to that for me is swf. Is it every swf, no, but I'd still take a longer que to avoid swf altogether.

    I'm not suggesting this to make swf ques worse, but if that's the outcome from so many solos picking the option, then I think the solution would be for devs to review and address why such a majority would opt out.

    And again I'm only asking for this as a survivor option, there is no doubt how negative this would be if killers could pick.

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3516054#Comment_3516054

    Do you know how their CrossPlay system works? No one uses it for a reason.

    Yes and there are some that use it. Why? Because they choose to. According to devs swf is not the majority of the playerbase, so I'm not exactly asking to exclude myself into an extremely small pool like turning off crossplay.

  • Most killers on the roster are not oppressive enough to incentivize survivors to utilize stealth as a primary tactic.

  • @[Deleted User] said:

    I guarantee that anyone who had that option selected would then complain about how long the wait times took 😂

    But honestly, sure. Let killers and solos opt out of SWF. Because the amount of solos that would restrict their matchmaking is way less than you want to think it is 😅

    I don't care if I'm a minority for the option, I'd wait if it means no more swf lobbies. Solo players are the majority according to devs, so it's not like turning off crossplay.

  • @Kaitsja said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3516010#Comment_3516010

    But that wouldn't be fair. If you think killers would go easy if they knew they were playing against solo queue players, you have way too much faith in people.

    I don't want killers to go easy, my issue is getting placed for the benefit of swf groups. It's also not a matter of fairness since what you stated is disregarding an individual's desire for fun just to benefit a groups access to faster matchmaking.

    Not every solo would opt out, just like crossplay is an option not everyone takes. If the change proves that dramatic then maybe the devs could review what makes swf so unappealing.

  • It's not necessarily malicious, the devs did make it so bleedouts don't count as an increase to mmr. Killer could just be playing chill and not wanting to climb the mmr latter. Bleedout is the best option to play without creating a farm match or giving free escapes out the gate.

  • @JPLongstreet said:

    Wouldn't this crush the queue times for three-man groups? And seriously lengthen the queues for two-mans as well?

    Both groups pull from solos to fill, and two-mans by far make up the majority of groupings. Something like half of all survs are in some form of a SWF.

    @Kaitsja said:

    https://forums.bhvr.com/dead-by-daylight/discussion/387434/give-me-the-option

    What do you think would happen to queue times if a large number of solos did that? They'd increase exponentially for both duos and trios.

    Yeah those ques would likely increase, though that would also indicate there is a problem with swf which drove players to the decision.

  • @BlueHorkew said:

    Really?

    Hits while vaulting matching the animation for one time in this game is an issue that needs fixing, but the killer that holds the game hostage for an hour is free with no idea when and if it is going to be fixed.

    Priorities...

    I don't care if this is not even constructive criticism, i just want to express my frustration

    I don't see how a killer can hold the match hostage. Survivors have to be extremely hesitant on gens to lose the advantage of progression over regression.

  • The final chances are avoiding detection, opening one of three exits, and escaping a final chase to return back to an exit in time. Getting hooked at this point is clear defeat and failure at multiple aspects of play.

  • I don't have any issues playing survivor on an individual basis, teamwork varies but I don't go into matches expecting anything from anyone other than myself.

  • Slugging is absolutely more fun then using hooks. I don't use gen perks and entirely rely on altruism to divert survivors away from gens. If anyone bleeds out it is due to poor team altruism or being downed from far to many mistakes. I usually avoid a full team slug unless they leave a solo to die.

    Overall everyone gets more chases and chances to learn from mistakes.

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