DemonicDemons
DemonicDemons
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@Balrog said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4071728#Comment_4071728
Let's be mindful of using the Forums to encourage or condone negative gameplay behaviors. You can familiarize yourself with the Game Rules:
https://forums.bhvr.com/dead-by-daylight/kb/articles/139-game-rules
No one is in the right in this scenario.To be fair I'm not encouraging negative gameplay behaviors, I'm simply stating the double standard, if a killer feels like they can't get another hook or kill near or during end game collapse according to these other commenters it's okay to camp the hook because what else are they suppose to do? The games already over in their eyes but they're not ok if it was the other way around and a survivor does it. I'm glad you're the voice of reason, neither scenario is right.
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So like what you mean to tell me is, if I see survivors doing nonsense it's ok for me to just hide in a locker and do small actions until they're all dead so I can escape hatch instead of participating in normal gameplay because they're obviously throwing the game? Not much to do because I know I'm already going to lose right? Alright bet.
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@Aven_Fallen All gens were not done when I got on first hook, like I said I sat for most of first hook while the other two did gens he decided to camp hook anyways, plus at this point there is lots to do, other survivors to down, exit gates to survey like gtho of here with that nonsense.
@PleaseRewind Yes the other survivors kept instant unhooking while I was doing gens, I'm on the first hook for most of the last gen and it popped just before I went into second hook, that's not end game camping, he would have most likely gotten a 4k, I was on hook, there was one injured and one full health, yes he could've easily downed the injure and circled back to hook for us likely securing a 4k, camping the entire hook state is not participating in normal gameplay regardless of whether it's end game or not, in this case it was not end game when he started to camp, and then he proceeded to camp all the way through the last gen and then until I died, from first hook state till last.
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@Wezqu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4071703#Comment_4071703
He is past the 15 meters he needs to be from the hook to you to not get the anti-camp.
Obviously but this needs to be extended to 24m because this is too close to camp a hook especially from first hook until death. Or what they could do is if a killer is in the same 24m radius they've been in for a certain period of time, the anti-camp radius needs to be extended from 15m to 24m.
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Just a little more detail, even though he is this close, my bar never moved to self unhook, I was on hook for awhile before the other two survivors finished the last gen, I don't get how a killer can camp so close and not have my meter move to self unhook.
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I just wanna run some fun builds, tired of kinda running the same stuff, I love when killers tunnel me so I can loop them around the entire map, it would be nice if I were getting tunneled to have a boon perk coupled with boil over to make tunneling killers regret doing so. The argument that slugging would be an issue assumes you aren't running the heal faster and pick yourself up boon, why wouldn't you run those specifically to prevent slugging coupled with boil over and the new boon perk granting essentially the same effect. I understand diminishing returns but I don't think diminishing returns should apply to separate types of perks, for example boil over synergy with a boon perk should not be penalized given the time it takes to bless a totem.
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This happens to me frequently, it can't be my internet because multiple times during the dc process before actually disconnecting I will make sure to test other forms of internet, Youtube, google or this forum and they all load instantly without issue, I notice sometimes when I start to chase a specific survivor all of a sudden I start lagging and the server lags out, happen lots lately. Earlier today I got tunneled out, hooked first, entire team left me on hook until I died, I hit every skill check, 30 seconds later I get disconnected from lobby and a 5 minute ban for somehow being afk. It sucks but a lot of us has just come to accept nothing will likely ever be done about it.
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Hiding places are for killers who don't use auras, there are multiple perks specifically designed to negate aura reading, run a full anti aura build + sprint burst and you are quite literally golden, well technically aura invisible but you get the point, you know what's really ruining the game, dc penalties, real messed up I'm getting penalties of two 5 minutes and a 15 minute ban for having bad internet, I don't even know if it's my internet because I never disconnect anywhere else except in this game. Like I was in the process of getting d/ced and so I immediately swap over to my browser and click on a youtube video, loads up instantly, other instances I load up bhvr forums and refresh, loads up instantly. Extremely weird I'm getting disconnected from the game but not anywhere else.
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@Reezy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4069072#Comment_4069072
Hey! Just wanted to leave an update.
My mouse IS the issue, combined with network maybe? I average around 10M/s - 20MB/s. So not awful. I streamed DBD to my friend yesterday and the tearing was DIABOLICAL, but was only when I moved my mouse. The game ran smoothly if i walked in a straight line.
I have a Logitech G402 mouse. I have changed the Polling/Report rate in the past to no avail so I decided to buy a new mouse.That's crazy, I've never heard of a mouse causing stuttering within a game, I know if you're streaming on a low connection that'll definitely cause stuttering. As for the little power button on the bottom right of your screen, that's laptop specific not desktop so sorry for that.
Glad I could be of help, one last thing I could mention is that, if you go into the settings of DBD at the bottom of your screen, it's the gear icon. Click that and go into graphics, under video set frame rate to something lower than max, ideally 60 but if stuttering still occurs lowering it more could help, sometimes even raising it higher helps, change the quality to low.
Now on the left side click on post process, turn everything in here off, your game will look visually worse but it will play 10x better and should fully resolve the stuttering with the other changes you've made.
Did the new mouse work out?
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Clearly, so lets bring 2v8 permanently, that oughta ruffle some feathers 😆
@RizeKagune said:
Nobody wants you to list them. Think we're all clear.
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@jesterkind said:
There are two answers to survivors going for sabotage if we assume no preparation through perks (which is reasonable!), and I'll go over the lesser answer first.
First, just walk to another hook. I bring this up mostly for the sake of being thorough, but honestly in my experience you can do that more often than you'd think, hook density is pretty solid overall these days. The survivor crouches by one hook, you veer off to another.
Second, and more pressing, is slugging. What BHVR have actually made clear, in my opinion, is that they don't want multiple people left on the ground for extended periods of time as a straight alternative to hooking.
What they do want, or at least accept is a legitimate part of the game, is limited situational slugging to answer specific scenarios; this is evident in how they designed the 9.2.0 and 9.3.0 PTB anti-slug to give the killer a lot of leeway to slug when someone's under a pallet with a teammate nearby or when the survivors are going for sabotage plays like we're discussing here.I think where a lot of people trip up here is that they assume the survivor you drop being picked up means the counterplay was ineffective, but you're still immobilising that one survivor and you're still occupying the one who got the sabotage; it only works out purely in the survivors' favour if that sabotage causes their teammate to wiggle off and both players run away to safety.
That's not to say I wouldn't like to see anything done with sabotaging, I think some of the options available are a little too strong + I think it'd be healthier if the killer could properly anticipate it via sabotage toolboxes being separate items with separate models to repair ones, but the counterplay works out in my opinion.
I would disagree with you on the first part, idk if I'm going up against cheaters or what, but when I get a sabo team they're constantly 2 around me while I'm carrying with a wiggle speed perk and sabo perks or toolboxes and somehow they manage to be popping gens in my face while sabotaging every hook in sight and I rarely have time to walk to a next hook even in the instances where they don't have the increased wiggle speed perk. So honestly I don't think that point holds up, I've had numerous games with survivors like this and it's beyond frustrating.
I agree with the second point.
Third point, the counterplay was ineffective because you A) lost a hook state and B) are losing gen progress, I get your theory that well you pulled someone else off a gen and you're chasing someone else so therefore only one person is on gen and yet somehow, every single time, 3 gens pop immediately after the slugged survivor gets up due to sabo or pallet camping.
This is one of those things that might actually get fixed with diminishing returns thankfully.
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@Xray said:
The latest changes on the PTB for Springtrap has gotten me thinking, to encourage people to use the door cameras shouldnt you just make Springtrap undetectable permanently (like GF's nightshroud) until he detected by a camera? It would be more fitting and more a callback to the game he comes from as you needed to constantly look at the camera or else you die. Imo they are kinda missing the point with the changes and should just make the cameras do more or affect Springtrap more, and encourage survivors to use them more, in most of my games playing as or agaisnt Springtrap almost nobody uses the cameras.
This would actually get survivors to use cameras, I support.
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@Rulebreaker said:
What stops the killer from being able to "meaningfully" play in that scenario?
It should be once the exit gates open but now they've removed free unhooks on last gen pop so killers have started hook camping again which is always fun but it's more fun than what we just recently had which is 4 survivors escaping 80% of the time lol
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@Reezy said:
Over the last 2 months I have had the WORST frame stuttering whenever I try and look around. Sometimes I go into chase and all of a sudden I've accidentally spun 180degrees. I miss skill checks as well.
I have an RTX 3050 so its not super super new but its not totally abysmal.
Other games I play don't run into these issues. Its JUST DBD.
I saw a forum say its something to do with my mouse and to reduce the amount of info it sends across or something? It was 1000, and I moved it down to 500, 250, and now 125 and it still didn't fix it (Logitech G402). I reduced quality. Nothing. I run DBD on the absolute lowest possible settings with no effect.
I cap frames at 90 (I have like a brand new 200fps monitor)
I tried going from 2560 x 1440 to 1920 x 1080. Nothing.
The game is becoming unplayable. PLEASE can someone help me figure out what the heck is going on and help me fix the issue?
Specs:AMD Ryzen 9 5900X 12 Core,
ASUS® ROG STRIX B450-F GAMING
32GB RAM (Corsair i think)
My internet isn't the best but its not abysmal so idk if its network?
Pls helpAssuming you have Nvidia, type in your search bar Nvidia Control Panel, open it, under 'Adjust image settings with preview' set the option to 'use my preference emphasizing: Performance' and apply, some games work differently, some games work better on balanced some games work better on quality, this step is more trial and error. Next on the left hand side you will see a menu with 3 sub options one being the adjust settings you're currently on, click the next tab 'Manage 3D settings' in here you will see a bunch of settings, the very first option is preferred graphics processor, make sure you're using whichever one is best in your machine.
Underneath of that are a bunch of other options, it's possible vsync is causing your stutters as this is usually the most common issue with vsync, turn that off. Now there's a bunch of other settings in here, like 'Max frame rate' you can set to 30 or 60 or whatever you want up to 1000, fiddle with this and perhaps it will fix your stutter issue. Another option is called 'Texture filtering' set this option to high performance, turn on the next option 'Triple buffering'
Lastly, right click the power bar the bottom right of your screen and set the option to 'High performance, Ultimate performance or Turbo' to be honest you can just cycle between the modes you have and see which one works best, for me it's high performance mode. Make sure in DBD settings you turn off things like Vsync as well, not sure if it matters but just to be on the safe side. I've found these are the most common issues with stuttering and is usually due to optimization between games, some games I have those issues and other games run 4k with no issue. It's definitely not your mouse lol another issue could be your internet you said it was rather bad, that will definitely cause stuttering in game especially online games but if you don't have those issues in other online specific games it's probably due to optimization.
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Once the exit door open killer should be able to abandon there is no question about it period, if survivors are allowed to abandon because I got a down while the only other survivor is on hook I should be able to abandon once exit gates open specifically because survivors are camping exit gates for no good reason against m1 killers with no map traversal other than to waste time. I can't tell you how many times I have survivors abandon the mori just to wait in the end game lobby with the message "Enjoy the bot" and you can tell by the people on these forums that they clearly have a double standard when it comes to toxic behavior on the survivor side, they openly encourage it and discourage any change that would make killers less frustrated.
We aren't asking for an abandon feature the second all five gens are done, but any survivor player acting like camping an exit gate for the entire timer isn't a problem are most likely abusers who want to continue to annoy players in the killer role for no other reason than to be toxic and I completely agree that once exit gates are powered killers should have the option to abandon, either that or remove survivors ability to abandon all together, it's only fair. After all the reason the feature to abandon was even added was so that killers couldn't waste survivors time by making them wait an entire bleedout timer, why should killers be forced to walk across the map to guaranteed not get a kill while survivors waste the killers time by sitting at the exit gate for what is equivalent to an entire bleedout timer.
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@TicTac said:
From a P100 Myers player:
I didnt like Slaughtering Strike at first, but with the changes its just a speedy lunge (not real turnrate-limitations), so it works out for me. My favourite build was Speed-Myers anyway.
Base Myers has still the same problem. He can be easily prerun if survivor pay attention. I know both sides bc i play with less experienced friends, but while they struggle to spot him (and call every stealth killer op), i dont see it as a real useful power on most maps. There are some gens (even on outdoor maps) which you can sneak up on, but its really rng-heavy.
Whats brings me to Mirror Myers. For me hes dead. But that has nothing to do with the rework. Its the map offering change (it was a neccessary change). Its ok with 4.4m, but without the addon its pointless. I only have Chaos shuffle experience, but its useless against decent survivor. Pre-rework Mirror-Myers would be awful. He needed an indoor-map. And against good survivor pwyf was needed. Except you played optimally. Which meant proxy-camping. But i never did that bc i wanted to scare people. Not use a build + map offering to sweat with an unfun playstyle for a win. Why was pwyf still needed? Without it i got my scary hits, but couldnt down good survivors. It would be hit, reset in a safe location, hit etc. Slowly the gen gets done or the survivor get sloppy and go down. Thats boring and after the third hit not even scary anymore.
So in conclusion: im fine with the rework, even if it isnt perfect. And the lunge bug is really annoying.
Maybe it is a lunge bug idk cause my lunge in scratched mirror myers is like the smallest lunge consistently through every game, like 0.25 seconds of a lunge basically a quick click of my m1 even though I'm holding it down, I preferred the old playstyle where I was actually able to get kills but never 4k, even with the 4.4 boost I'm still getting survivors that are basically just as fast as me and I'm just chalking it up to speed hacks or something cause I'm just barely able to keep up with any of the survivors across a large amount of games, so either the 4.4ms is bugged or there are a hell of a lot of subtle cheaters running in games.
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I literally have zero base use for crows, I've honestly never used crows ever, not once. The only time I used crows is when that one perk would alert you to a survivor by revealing their position each time they disturbed a crow but they nerfed it into the ground and I've never touched that perk since nor do I remember it's name. It was definitely useful for survivors in the end game hugging the edge of map refusing to play or help their friend on last hook or if they were waiting/searching for hatch. You can use the other answers for reference but personally I've never not once had an instance where a crow was actually useful outside of the previously nerfed perk.
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My opinion on this killer is that his laceration decay should be buffed to last 50% longer, people jump a god pallet or window or turn a corner and on a minor loop almost starts instantly losing decay it feels like, with the healing meta you injure someone on laceration and unless you have a newbie player they just run off into the distance and get insta healed which doesn't feel good. Otherwise I think he is fine, I do agree with the assessment that for some odd reason the first few games I played with him was against potato players which made him feel good as a killer but as soon as it started the sbmm it threw me into lobbies where I rarely got injures with knives and resorted to M1 which was after 3 games. I rarely got to use my special ability at all let alone to down a survivor, vastly different than what I was watching on youtube videos prior to release.
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On the new map we spawn in the center area with the dance floor and within 2 seconds the killer walks in and starts throwing shots at us, has happened multiple times, can't confirm on other maps as I've only been playing the new map.
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I definitely don't enjoy being tunneled but this negatively impacts killers tuned specifically to aura reading such as Scratched mirror myers, I'm about to make a post about that but yeah myers fell way down the tier list especially in scratched mirror mode with this recent update.
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@PetTheDoggo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4064678#Comment_4064678
Oni never got fixed
Yeah, I have stopped playing him as my main for this change.
But he definetly got better compared to his first change that removed 180 completely.Current form is way easier to do, but hey slightly weaker, because it's slower and you need more space around you.
It's unlikely Wesker will get to original state, but there is chance they will improve him a bit.I love wesker but I find him incredibly weak, I didn't even know about these things to be honest and now that they're gone he'll be played the same way I always played him, but I had a low choose rate on him because he was just quite weak when I played as him. They should double his infection rate and remove 30% of his spray canisters and forgo whatever else they nerfed.
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@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4064022#Comment_4064022
Maybe you overcomplicating things, maybe he buyed new energy drink or mineral water with DBD brand from eshop.
Drops pallet and runs 24 meters by the time I'm done breaking pallet, yep, I'm definitely overcomplicating things.
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First chase was 2 different people got one down on a scourge hook 20% loss progress on gens and still 2 gens done at 1:19 then I go into my next chase get a down and they get someone off hook plus finish 2 gens in that time, ok so I'm too focused on one survivor is your idea, so then lets say I get off that guy I'm chasing and go somewhere else now they hop on gen and the outcome is the same simply because gen speeds are just too fast. I'm done going back and forth, 4 gens done in 3:02, if it's 90 seconds a gen that's 6 minutes of gen time and they did double that while rescuing 2 survivors off hooks.
I see it when I'm survivor too we laugh at killers because of how fast we're doing gens when we add the toolbox with the brand new part it's even faster. I'm honestly disgusted that you guys think this is a skill issue and not a balancing issue. A lot of other people see it and are trying to raise awareness on the issue but for whatever reason there's a group of people here who just don't want to admit it I guess you must be survivor mains that likes quick and easy matches and killers quitting every second game but there is a lot of us who don't and we're seeing it more frequently and I'm certainly feeling it more frequently as a killer where I'm just like oh well may as well quit and go play 10 quick survivor matches to avoid the matchmaking lock.
There is a definitive generator speed problem you can't ignore no matter how much you want to wish it away, no matter how much you want to make excuses or call it a skill issue, if killers are quitting left and right it's a problem, if as a survivor you can't admit that gens are too fast you are part of the problem that is plaguing this game. Instead of nerfing the OP super fast killers like blight and nurse they buffed generator speeds to make it easier for survivors to escape it isn't hard to see which makes it way harder to almost near impossible for M1 killers to do anything at all unless you're tunneling which is why you're seeing a rise of complaints about tunneling killers and you're going to continue to see this trend until the issue is addressed.
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4064034#Comment_4064034
Four gens done in 60s with two Deja Vus and no toolboxes? That's not possible, even if you're AFK. Gens are 90s. Deja Vu takes off like 5s. You're misjudging the time.
I get into a chase what am I suppose to do then just leave them be to keep hitting a gen run to another gen to run back and hit the same gen again?
If you can't catch who you're chasing quickly, yes. Especially since, ya know, hitting people is how Oni gets in power. Once you get it, you get speed and instadowns.
In 1:19 there were two gens done, at 3:02 four gens were done. I have the video, so then what you're telling me is that I was going against cheaters who were using some kind of gen rush hacks?
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@Wezqu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4064036#Comment_4064036
Avg player numbers of the all the months this year has been about 20k higher than last year just on Steam so don't really see where the exodus some people like to claim is happening is?
Something is extremely fishy then because I'm watching killers quit my survivors matches left and right and as a killer main I know exactly why they're quitting and it's because 4 gens pop in 3 minutes after 1-2 chases resulting in either one or no downs, at that point you've already lost the game so why would you stay? I stay to avoid matchmaking lock then I stare at my long list of killers trying to decide which one I want to lose with next, how many posts can you go through right now where people have taken a break from the game just to come back and find that their killer experience has severely degraded at the hands of complaining survivors? Cause looking through the forms I've seen quite a few just recently.
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@Wezqu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4064032#Comment_4064032
His argument is also flawed to state Oni being the fastest when Oni without power is just normal M1 killer and some survivors can loop the killer a long time before you get the hit.
I had a match yesterday where the match was over in little bit under 7 minutes killer got one kill. Guy was tunneling and the survivor he chose to tunnel looped him for five gens in his whole three hook cycle. He was the only one who died. This is a good example of a match where killer was not doing any pressure on gens. Nobody of other three including me had any gen perks or toolboxes.
I'm telling you it doesn't matter if I pressure gens because the second I hit it the guy disappears into the void so I run to the next gen and if I get into a chase 3 other gens pop, how am I suppose to apply pressure and get downs then? I didn't have this issue before all the nerfs but since they've nerfed killers into the ground it's becoming an increasingly obvious issue and I'm seeing it on the survivor side also as killers are quitting my game en mass. It's not us tunneling a survivor, if we injure a survivor and let them run they reset and in the process 3 gens pop. The generator speed is too fast and I'm not saying that as just a killer I'm saying that as both a killer and a survivor I see it on both sides.
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@cogsturning said:
What nerfs has Oni had that caused this? You're saying yourself it doesn't get done that fast when you play survivor with a gen build, so you don't think the problem might be on your end as killer? When I have gens popping around me fast. I know I blew it. I didn't choose the right gens to patrol or apply pressure properly. I didn't manage my time well. You said you chose the fastest killer in the game but it still wasn't enough. That sounds like they just outdid you.
And using one match where you didn't get a kill is a pretty small sample. I lose plenty of matches too. You're not supposed to win them all, nor are you automatically entitled to a kill every match.
What makes you think that I think I'm entitled, I'm telling you as survivor I've watched killers quit my games repeatedly tonight more than three times, 4 gens in 3 minutes? I get into a chase what am I suppose to do then just leave them be to keep hitting a gen run to another gen to run back and hit the same gen again? Come on now.
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Watching the video back they had 4 gens done in 3 minutes in the span of two chases and two hooks, I honestly don't care about your downvotes this is beyond absurd.
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Yup just ran into ANOTHER speed hacker, this game is actually getting on my nerves..
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I'm curious about this, when I play as Nemesis the experience is dreadful, when I go up against Nemesis the dude is sprinting like Usain Bolt then lunges from 3 miles away not to mention their whips never miss where if I'm in the exact same scenario my whip always misses. He's a very inconsistent character to play, what I would recommend is a third zombie and increased base detection, so many times I play as Nemesis and the zombie will be walking right beside a dude and DO ABSOLUTELY NOTHING it's the reason I stopped playing him tbh.
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I recently bought Krasue, my experience is very rough. People saying she is overpowered are quite wrong, She has a cooldown switching modes which spawns apparently infinite amount of items to negate her hawk tuah and after the cooldown you have another cooldown before you can attack. I find her quite weak compared to other killers but I didn't play her when she first came out so Idk about the honeymoon phase in that regard. I love her design though, the way she's just a head with organs running around, her mori is awesome too, it's just too bad she's a rather weak killer. I struggle really hard with her, she's basically useless in loops because they just drop a pallet and if they aren't hawk tuah'd you are wasting time while the other 3 gen rush you into oblivion sadly.
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@Wezqu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4063983#Comment_4063983
As other said only video would show us if there was inkling of cheats as we only have your word of stating that they were faster than you on straight line. I have had people state here stuff and then when they provide a video of what they claim to have seen the video disapproves their own statement. My normal reaction to any of these claims is that most of the time the poster is painting the picture to be what they think it was and I am not saying this as them doing it intentionally but frame of mind does effect persons viewpoints.
Still your main description of flashlight saves are still totally possible without cheats as when you pick up the survivor if the saving survivor just starts to use the flashlight on your face at the right time its always going to be you dropping the survivor as its about timing and angles. You need to adapt to play against people and in the end relying on Lightborn is not going to teach you how to counter them. Simplest counters are just pick up towards walls or directions where survivor would have hard time to get an angle to save. Another good one is to fake the pick up so the saver gives themselves up and drive them off and pick up when they are too far to effect it.
I do actually have the video maybe I'll upload it right now I'm stockpiling mass videos but yeah they are definitely running faster than me lol
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@ShanoaLegendaryPlz said:
The body blocking change they were talking about was to prevent people from locking someone im a corner with their own body to prevent them from being able to move till the game ends.
As for the flashlights it was possibly hacks, as ive had a round with an obvious cheater who'd teleport to my location everytime i knocked someone down, and could blind me from behind even while my face was burried in a wall- instantly. They also couldnt be hit while opening exit gates and teleport out the milisecond the gate opens, and had infinite flashlight charges.
As for the movement speed, scratched mirror myers biggest problem 'was' movement speed being much slower and relied heavily on indoor maps and ambushing for any results. Im not sure if thats changed since his update but i think his lunge wasnt nerfed in that mode anymore. It is possible they used subtle speed hacks to move faster than you. Might need to look at their perks after the round and see if anyone had something to give haste.
There were no haste perks, yeah I've had a few matches of flashlight cheaters including ones with infinite charges on their flashlights, so I just leave and get penalized for it with a temporary ban but I guess that's ok? I'd rather deal with an hour ban than have to play against cheaters. Yeah idk I'm just going off the base movement speed of survivors, if it's 4.0 m/s and my speed is 4.4 m/s I should definitely be faster than survivors it isn't really a question but they were always staying ahead of me in that particular match, in another match I had the same perk setup but with the haste perk that gives 5%+ haste each time you let the obsession run away and was getting outran with 10% haste at 4.4 m/s by this one survivor I was like ok sure, got 15% haste and was actually able to catch up.
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Yeah it wasn't a loop situation it was running in a straight line on dead dawg saloon they just kept doing it right out in the open stretch and I couldn't catch up. I'm not saying it takes 1-2 seconds to activate a flashlight I'm saying it takes 1-2 seconds to get a stun with a flashlight when I use it, like the beam narrows and then flashes once you've aimed it long enough but when I'm killer it's basically instant whereas other survivors it actually takes 1-2 seconds like when I'm survivor. As for looking up, I do look up but the game actually forces my head back into a straight line causing me to get stunned every single time. I feel like if camping hook is toxic then body blocking is also toxic, getting 0 kills and 2 downs while getting body blocked felt quite toxic but alright.
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I'm like level 37 or something on meg but ok I'll keep trying thank you
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In regards to comments about only getting 2 hooks per game as Nemesis, the reason I'm only getting 2 hooks per game is because survivors have the ability to run infinite loops where the Nemesis simply cannot catch up and there are an absurd amount of videos showcasing that scenario on repeat. This has become more common across multiple maps. Imagine if killers had the ability to infinitely camp hooks forever, oh wait that was a thing and it was nerfed because it was deemed toxic so why are infinite loops still a thing and why can survivors infinitely jump windows, yes in theory they can't yet every game I play I'm in chase for 2 minutes while they loop the window jumping it 15 times with no block.
I mean you can call it a skill issue all you want but the fact of the matter is that some killers are extremely underpowered and slow forcing me to play a specific way or you guessed it, only get 2 hooks, better throw on my gen regression build or risk only getting 2 hooks every game cause that's genuinely fun. I guess I'll just run toxic nurse and forgo all the infinite loops and pallets because surprise surprise, when I run S tier killers I always get 4k before a gen is done. Simple solution is to make lower tier killers more viable by removing infinite loops and nerfing or outright removing killers that completely ignore entire game mechanics for the overall health of the game.
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@Trex_Crazy said:
Now I almost always play killer (as in the only recent games of survivor I've had are for 2v8 priority queue) and I do understand where you're coming from. That said actively pickinga fight on the forums is a good way to immediately shut down any sort of discussion on the matter and just bury the topic.
I do think that the killer should have more options when it comes to survivors just waiting at the exit gates. the problem is that there, at least that I can think of, isn't really a perfect solution. Some ideas I've had are to block the gates if the killer is within a certain range, if a survivor loses a health statein the gates, etc. And I do think your idea has merit, similar to the anti camping charge up. I also think another way to curb it would be to lengthen the collapse and have the collapse start as the exit gates are powered.
(side note I dont think letting the killer leave immediately would be a good idea, it would make any sort of end game build almost impossible because the onlykillers who wouldnt leave would obviously have a trick up their sleeve. Though I also think survivors shouldnt be allowed to leave either...)
But here's the issue with any sort of discussion down this avenue: While I try to see issues from both sides the truth is that the game is survivor sided, has always been and will always be. (With a few exceptions like nurse.) The most apparent situations would be noed and dead hard. Noed is just an alright perk, a last desperate gasp before the game is over, a perk slot I could have instead used to help prevent getting that far into the match. It is also the source of salt within the dead sea and has been changed (nerfed) so much I'm honestly surprised it still has the same premise (you know, like how knock out's description doesn't even make any sense anymore) whereas deadhard was so powerful and prevalent for an extended period of time without being touched. To the extent that I feel that the devs were just ignoring the issue hoping it would go away. Again I'm not saying killers never get anything nice, Im just saying that the games balance is skewed towards being survivor sided. The counter argument oft said is about soloq but Im here to tell you that as someone who's been playing since the game came out almost 10 years ago, in high mmr it doesn't matter if you're in a swf or solo the teams are very coordinated and not often inefficient. (though there are a few survivors who are outliers throwing the game sometimes) My point is that, unfortunately, I doubt any amount of discussion is going to make the end game less miserable for killers. inherently due to the 4v1 dynamic there will always be more survivor players and therefore more complaints if things dont go their way. (like when they changed the movement so survivors had to move more within the bounds of reality and couldn't change momentum on a dime or spin around at mach 10) So my advice is this: pull out your phone and watch a video or something while you wait for the collapse to push them out, beats giving the survivors what they want. (or break pallets and stuf if you want/need the bloodpoints)
If survivors are camping the exit gate for longer than 15 seconds aka waiting to tbag they should be hit with a basekit blood warden or killers should be able to dc to avoid toxic behavior, the only reason you should be staying in a game is to save a team mate aka get them off hook or take a protection hit then run to escape. If survivors can leave the game because of a game mechanic they don't like aka Mori's then killers should be able to leave a game not based on a game mechanic but based solely on toxic behavior or have an anti-toxic behavior mechanism like basekit blood warden.
I'm also not picking a fight on the forums I'm simply stating facts and these survivors plebs are proving my point by downvoting a legitimate change that would stop toxic behavior after you guessed it, being toxic for an entire game. It's just further proof that survivors want the ability to be toxic at all times with no repercussions but will flame the devs about killers' toxicity to the point where nerfs are implemented only on the killer side leaving the mass majority of killers unplayable.
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Look at the downvotes already haha.
Survivor entitlement: We should nerf killers for being toxic but if we're toxic t-bagging holding games hostage and end gate we should definitely be allowed our toxic behavior.
Thanks for proving my point.
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@cogsturning said:
It's been happening to me a ton for a maybe a couple months now.
It just recently started happening to me, some hits register but like 70% of them don't
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I was running trapper and having a bit of fun but then I started running into groups that were somehow disarming traps seemingly in seconds even with the blue coil increasing the time to disarm by 50% then cleansing my totem where the trap was placed in mere seconds even though I had the totem that increases time for each other totem on the map. I think he should start the game with all traps base kit and be able to still pick them up I mean that's just common sense especially at this stage of the game. Then traps should have an increase to the time it takes to disarm by 150% base kit to make hex builds actually viable on a character that is able to protect them, better placements of traps around totems would also be greatly appreciated like being able to put two traps in close proximity to totems. I think he should also receive a slightly longer speed buff after placing traps that way he can drop traps and get to a gen in time to start a chase before 3 are 75% done.
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@BongoBoys said:
He's A Tier it's just holding W and Exhaustion perks make him seem like hes not cause it hard counters him
He's not A tier I don't feel, 95% of the time I don't land his undergate and I'd love to see actual statistics regarding the hit rate of this specific attack, the second they see it they pre run gen and by the time I get out they're across the map even with 20% haste for 2 seconds. Sound cues on my other attack means they just dodge it 75% of the time unless you get extremely lucky which does happen but rarely, removing skill completely from the equation.
Then if they just outrun you they got free heals now unless you commit to a minute(s) long chase losing gens in the process. It really doesn't feel good as a killer, everyone else I see slugs with this killer which isn't fun for anybody and not how I play but lets be honest it's how he's meant to be played because if you're committing to minutes long chases and only get one hook you're never going to win.
What makes you guys so sure he's an A tier killer? Because sometimes you get lucky with hits? You make it seem like you can accurately predict hits with a 80%+ accuracy rate but the killer stats show a 53% kill rate which is quite underwhelming to me for an A tier killer, seems more like a C tier and that's exactly how I feel when I play as him.
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@Assassin97 said:
He is bad in the sense that people are mostly bad with him, its similar to Nurse or Pyramid head, if you spam and miss a lot yeah, he sucks, but if you learn to play boring, aka bait power, zone, not spam power 24/7 and be very patient then he is really strong, its kind of like hillbilly syndrome where no one thinks he is S tier because no one outside of the top 2% of billy mains is that good. In the right hands though, very strong.
Actually I destroy people with nurse except for those that use infinite loop and somehow always dodge my attack so I don't think it's that
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Yes it does
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@bm33 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4058021#Comment_4058021
That sounds more like the issue was the killer players and not a game mode issue. They just weren't playing well at all, either as the killer they chose or as a team. If the killers were struggling to end chases that badly on their own they should've started working together. You can see your teammates aura at all times, you go to them to cut off loops and double team the survivors.
Wesker is very strong in 2v8 for ending chases, there's a reason he is one of the killers seen in most matches since he was added. There's been a couple Weskers I've looped but I don't think I've seen any struggle to get a down. Sometimes killers just don't click with a player, even if they are a strong killer. You go with the killer who has a power that you can work with. You didn't click with Ghostface or Wesker in 2v8 but you do with Dracula.
Nemesis zombies are annoying. When I play Trapper the zombies are hitting survivors out of my traps so I lose a down and the zombies get in my way constantly in chase. Wasn't an issue when there were 2 but with 4 I just find them obnoxious.
I like Wesker but people just loop around a corner then hop a window and he becomes useless at that point, I guess what you're trying to say is that I should stick to the hip of my partner in game while playing wesker? I find this an issue in 1v4 also coupled with the massive amount of first aid sprays available to survivors rendering his ability near useless for what it's meant to be which is infect them to get a down if healthy but I think I've only had that happen once out of the months I've used him sadly.
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@bm33 said:
The only 2v8 matches I've seen killers have 0 hooks with 2 gens left have been one killer is AFK so other killer doesn't even try and one match the killers stood over a slug refusing to chase anyone else so the other survivors just focused on gens to finish them before slug bleeds out.
My worst match as killer in this mode (without an AFK teammate) we had 1 kill but had alot of hooks throughout the match, the survivors just were the better team. Majority of my matches the killers have atleast a 3k and a 7/8k is way more common than a 7/8e - and even with the 7/8 escape most survivors have been hooked atleast once if not twice.
If the killers in your match were actually trying I'd like to see a video because I find it hard to believe there were 0 hooks without the killers just throwing the match.
They weren't just throwing the match, I could hear deathslinger shooting off his gun constantly, they'd get a hit but then we'd heal near instantly, ghost face was marking people but we just kept running loops around him using pallets and sprint burst, 6 gens done, they got 2 hooks one for two different survivors on 7 gens, it was wild. I'm starting to get different games now as killers but I'd run Wesker and people would just run loops around me despite him having great mobility.
I run Nemesis and my zombies do nothing half the time they just stand there while survivors run literally right beside them then they slowly move a step and stop again. When I'm up against Nemesis I get speed hack Nemesis who is visibly faster than when I use him plus his zombies spawn like 30 on the map and move at 150% speed it honestly makes no sense. Like seriously I'll pallet kill one and two spawn in right beside it immediately that doesn't happen when I play him.
At least now I'm getting killer games where we can actually kill people albeit I bought Dracula to achieve this. It certainly wasn't happening when I was Ghost face or Wesker cause people can easily outrun me. I had a little luck with Chucky at first but as the games went on I started getting paired up with people who just seemed to constantly run faster than me. Idk man this game is very inconsistent.
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Myers is actually goated for identifying cheaters, that's why old Myers was better or more fun in my opinion because if they were cheating and trying to be toxic aka body block you could just straight up mori them out of the game and it was so damn satisfying, you don't get that now but you can certainly see them mirror your movement through walls while using his aura reading ability which just adds to the frustration of playing this game overall. Minus the cheaters the game is great though.
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It depends on the team really, if you get a team of new players you can kind of tell and those are the times you should optimize your tunneling habits, the other night I went up against a team who were t-bagging me and camping hook so I just played their game, they start dropping hooks on me, flashlights and flashbangs, funny part is they didn't take the time to go hit gens, they got one and tried to bully me and died accordingly. 4k and 3 disconnects at the end. I think the incentive to not tunnel is there, you just have to have the brain capacity to know when you should be tunneling vs when you shouldn't, there are plenty of games against mid level players where I can get 12 hooks and if I down someone with 2 hooks I just leave them there so they at least have a chance at a fun game vs killers who specifically tunnel survivors for the sole purpose of tunneling. I think people don't understand there are multiple levels to tunneling.
Is it better to tunnel a survivor out of a game, against a bully gen rushing squad yes for sure and it isn't fun for them but then again neither is being bullied by these types of squads so it's fair game in my opinion. Is it better to tunnel a survivor out of a game of fresh new players, no I don't think so. Maybe we could have in game stickers above newcomers heads who have less than 1000 hours in the game so that killers know they're just newbies and can adjust their gameplay accordingly.
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@Wezqu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4057252#Comment_4057252
Or its just your connection to the server failing
But I instantly load back into the main lobby and the videos I'm watching on youtube simultaneously never seem to cut out so yeah I guess that has to be it
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Especially for Wesker because so many crates spawn with sprays that have 2 sprays each like his infection does literally nothing at all it's really sad because that's a main part of his ability and I never get to utilize it because there's so many sprays, maybe limit the number of sprays to 1 or reduce the crates to 4 that way everyone gets a heal and prioritizes when to actually heal vs using it willy nilly