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Dino7281

Dino7281

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Dino7281
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  • @Mastermind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2355212#Comment_2355212

    The inter-team voice communication is a substitute for many information perks. It's also pretty unlikely that you will have 4 completely new players starting up the game for the first time together. Usually it's 2 players in a group which would still allow them 3 perks. The problem are higher tier SWFs of 4 players that aren't braindead. That's who this is meant to hinder. (+ Newbies often can't even utilize 4 perks.)

    But it happens. Me and my friends started like that. With current grind you really don't want to make this game even less noob friendly.

  • Alright and then you talked about "buff" so let's compare.

    "Buffs"

    • if victor pounces and downs a survivor he will be stunned for 4 seconds. (currently 5 seconds)

    You call it buff, problem is that it is still nerf, because it used to be 3 seconds. So you didn't even revert it fully. You just made it less nerfed. Yay

    Nerfs

    • if a survivor is hooked within range of an idle victor his idle de-spawn timer speed is increased by 3x changing it from 90 seconds to 30 seconds before he de-spawns.

    First of all, why? You know that you can crouch and Victor is useless, right? It is basically worse Hag. Twins are really bad when you play nice. This nerf a lot one of the things that Twins are good at it, with no actual compensation.

    • if victor pounces but hits a wall or obstruction he will be stunned for 5 seconds. (currently 3 seconds)

    Yeah, we have killer who is bad against groups, so let's nerf his 1v1 too.

    • if victor is crushed by survivors while stunned his regrow timer is 8 seconds (currently 6 seconds)
    • if victor is crushed by a pallet or head on his regrow timer is 8 seconds (currently 6 seconds)
    • if victor is crushed while idle his regrow timer is 10 seconds (currently 6 seconds)

    You probably never played as twins, because they get punished a lot when Victor gets crushed. You really don't need to nerf it more.

    Irrelevant

    • as charlotte when next to an idle victor press the power button to instantly recall him.

    When would you use it? If you play correctly then Victor is where you want him, or he is far away that it is pointless to walk with Charlotte to him, so this doesn't change anything. So you either wait timer or move with him, because he is faster.

  • @LiunUK said:

    https://forum.deadbydaylight.com/en/discussion/comment/2355173#Comment_2355173

    so you are saying the twins are balanced right now? if you think they are week go watch Dowsy the mad lad got over 800 4k in a row as twins

    the fact that victor can be placed by a hook first and then have a survivor hooked afterwards and can camp there for 90 seconds should not even be allowed in the first place as you can't place him near a hook if the survivor is hooked their first.

    but I instead suggested a change which allows them to still camp but for a shorter time

    reducing the stun time on successful survivor downs to 4 from 5 seconds is a buff

    and all the other changes punish the killer for misplay if you are good with the twins you wont even notice the changes as they are meant to increase the skill ceiling.

    Have you also seen Dowsey with Twins against Oracle? Yeah...

    Twins are good killer, but don't need nerf.

  • @MrBendiix said:

    https://forum.deadbydaylight.com/en/discussion/comment/2354991#Comment_2354991

    I do see the issue on your third point, and I guess that could be fixed by doing a small change to my original idea. If Victor holds a full charge for 2 seconds he can be kicked, that way you still have time to jump those survivors trying to go for you.

    https://forum.deadbydaylight.com/en/discussion/comment/2355165#Comment_2355165

    The only proper counter play to twins right now is SWF. If you solo queue against them, well you are just f'ed

    ---

    I do appreciate the feedback from both of you tho :)

    Well, if you play soloq atm you are just f*ed agaisnt any decent killer...

  • @Mastermind said:

    SWFs are terrible for the game balance and my suggestion on this topic was to restrict the amount of perks a group can take. (Simply because of the additional information they get from voice chatting together.)

    Solo = 4

    Duo = 3

    Trio = 2

    Quad = 1

    Alternatively, I suggested powering down the effects of perks but that would take a good amount of work to implement due to how some perks can just work with a few values going up or down, but others aren't so simple. Basically 1/(Survivors in group) times the effect of a perk to put it simply.

    You can't really do that. 4 new survivors will be ######### and have to play with dog ######### perks even tho they are noobs.

  • 4 BBQ stacks is win and 0-3 is lose

  • I want option to disable it, because it sometimes filter really stupid things.

    For example, you can't say: "I killed him" in a killer game...

  • @FFirebrandd said:

    No.

    First. Power wise, NOED is fine. It isn't even one of the most powerful Killer perks. It's good... and doesn't telegraph well, but it doesn't need much (if any) of a nerf.

    Second. NOED is fulfilling a very very important job right now. Have you ever looked at the set of perks available to new Killers? Like... really looked at them? It is literally Sloppy Butcher, NOED, and a handful of decent tracking perks. That's literally it. Everything else is bad. NOED is basically the only good perk available to new Killers. The stereotype that bad killers run NOED is partially true because inexperienced killers have literally nothing else. NOED cannot and should not be nerfed until some of the basic killer set gets brought up out of the gutter.

    Third. If you don't like NOED, you have plenty of options to help deal with it. Small Game, Detective's Hunch, and Counterforce all help you find totems while Inner Strength give you additional rewards for breaking them. Also Maps exist. If you hate it so much... bring the counters. Honestly I do that half the time as Survivor because Ruin is pretty common. Even if you don't like the counters... here's an idea. Watch for totems and check them when the last gen pops.

    Yeah, my friend wanted me to help him with build on Trickster ( he just started), so I was looking at perks like:

    Ok, we have Whispers, that's good what else.

    ehm....

    nothing?

    Whispers, Bitter Murmer, NOED, No Way Out was best I got from that #########. They should really create some slowdown perk for all killers....

  • So give them one quality of life, which is useless in most scenarios and then nerf the ######### out of them.

    "Balanced"

  • I doubt you spoke with any Twins mains.

    1- They are ######### unicorns. There are rumors they exist, but noone actually played against them.

    2- There just can't be Twins main who would like this nerf without a huge compensation

    Twins just got nerfed. There is counterplay against them. Play as a team and kick Victor whenever you can.

    This change might work if you make charge time shorter and removed movement speed penalty. Victor would be useless with this change in his current state. Just run around a tree or barrel and there is nothing he can do, when he can't actually go close to you.

  • @Caleegi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2349651#Comment_2349651

    Are you on drugs or something? the #########...you must have been high when writing this...

    SWF aren't even that bad, people just see them as being awful because when people think of a SWF they think of the few toxic ones with a 4 man and 4 flashlights. Most SWFs are just friends playing together and having fun, I play with 2 other friends on DBD and we lose the majority of our games and a lot of others do as well!

    To solve SWF you need to buff solo queue by making it so you can have kindred and bond as base kit and add a communication wheel. By doing this then SWF and Solo queue will be as strong as each other and you can buff killer a lot easier. Every way people come up with to nerf SWF its guaranteed to then nerf solo queue even more and solo queue is so weak which is why everyone plays SWF.

    However, if SWF is toxic gameplay then isn't camping? i don't mind tunneling as much but camping is legit standing in front of someone staring at them? shouldn't that be punished?

    I agree that his idea is the most stupid thing I have read on this forum so far. I agree SWF are not always bad, but SWF toxic with flashlights are not problem, those are usually useless. SWF that don't waste time and are able to finish game in 5 minutes are problem.

    Yes, soloQ needs buff, we just have different opinions on how to do it. I think I argue with you on how to buff soloq in different post, so I will ignore that.

    Make camping / tunneling bannable is almost as stupid as his suggestion. I don't care about camping Bubba at 5 gens, it is toxic will lose him game and survivor, but it is sometimes fun to meme with stuff like that.

    Thing is that if you have 3-gen, your hex is nearby and survivor on hook, then there is absolutely not any reason for you to leave that place and would be stupid if you could get banned for playing correctly.

  • @Dream_Whisper said:

    Play a few game on the new map (thank goodness that they are rare to get in; because I am not a huge fan of it) There is alot of issues; sure the map is appealing to look at and fits well in the Resident Evil chapter and games! But by god; it is horrible; you cannot see though the many walls and labyrinth hallways/rooms; which makes navigating through the map horrible! If a veteran Player like me finds it very hard to navigating and struggle to stop Survivor that do Gen and have many safe pallets and loops to fall back too! My god; Behavior you put every single things that bad map possible!

    Simple changes: Make the first two floors separate Map Regions; the main lobby floor and the 2nd floor! The basement can be bit tricky on the 2nd floor; but they can do something more creative like make a "Upstairs" basement, in which the killer need to bring a Survivor Upstair on the 2nd floor to the 3rd floor attic! Anything but this current map; because it is very difficult to gen defense or play regular; and experience Survivors are going to abuse map offerings and set killers up for failure in this map! It like Haddonfield and (new) Game; but 2 time worse then those combined!

    I like new Game, Haddonfield is managable with most killers, but if I see offering for this ######### show, then I will consider DC a lot. I would go for it with Wraith, but otherwise it is bad...

    I don't understand why they didn't make it same way Springwood.

  • @Devildove said:

    I too find SWF extremely tough to play against when they're well-coordinated. However, instead of nerfing SWF, what needs to happen is that solo queuers get a bit of a buff so that they're receiving similar info - in my opinion, icons next to each person's portrait indicating what they're doing (gens, totems, running from the killer, etc.) so that they can coordinate better with their teams.

    Then we can buff killers accordingly, since survivors will be more consistent in their knowledge across the board. Otherwise, nerfing survivor knowledge is making solo queue unfairly difficult, and the fact of the matter is that a lot of people queue as solo. Let's be fair and reasonable here

    I can't agree more. Changes I would like to see for soloq:

    -let see other survivors when someone is on hook.

    -create HUD icon that shows what each survivor is doing (Gen / Totem/ Chase / Walking)

    -let survivors see others perks in lobby, so they can adapt and prepare their roles.

    Those are things that are easily told for SWF, so it wouldn't change them at all, but buff only soloQ.

    Some people suggested bond as base-kit, but that is overkill imo and would help SWF a lot too.

  • @Bran said:

    thats where slugging and tunneling come into play, its not toxic if its how you need to counter them. i think most times its just that killers let them get into their head.

    but if people do think swf needs a change, just make where if you can prove that group was in fact sharing information they wouldn't/shouldn't have known, then its reportable and bannable. best change you can have

    That's terrible way how to solve it. They need players and most survivors are SWF, why the hell would they make it bannable?

  • @DropdeadPiggy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2351820#Comment_2351820

    Swf are not a problem in this game dude I don't know what people keep insisting that they are

    Try to compare SWF with soloq. That difference is game breaking. I can win most of my games against SWF, but I know what will happen when I face Death squad. I just suggested that I want to buff soloq and I suggested only things that will not affect SWF, because there is not need for that.

    I like to watch tournaments and learn from them what to do as survivor, or just Oracle games in customs. Unless you use top tier killer, you will be happy with 3 hooks.

  • @Caleegi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2351818#Comment_2351818

    A lot of people in swfs aren't that good, they just want to play with their friends. I play with 2 other friends, me and one of my other friends are just average, im decent at looping and so are they then we play with a friend that is really good and helps us out a lot. That being said though we still lose a majority of our games but we just like playing with each other cause its fun. I think you are stuck with the mindset of every swf winning every game which they don't (or a majority which most don't) and personally i just think you're a killer main who clearly has a hard time with swfs, yeah they are challenging but not game breaking like you are implying, i think its more of an issue with you improving your game style.

    I definetly don't think every SWF team is problem. I have over 1 k hours are so far had only like 10-20 games where I know I didn't do any mistake, had short chases, but lost anyway, because they didn't waste any time neither. Thing is that probably most of them weren't SWF, just match with really good survivors.

    SWF are problem when every player in that team is at least decent and are able to work together, which I don't think is that hard. Just simple rules to follow.

    I don't get why you think I have that big problem with SWF, because I have never said I want SWF nerfed now. I have problem with spawns, but that works for soloq too. What I suggested was buff soloQ. How is that make me stuck with any mindset?

  • @Rez_Marsiel said:

    https://forum.deadbydaylight.com/en/discussion/comment/2347634#Comment_2347634

    I disagree. I think that the extra health state is enough. Adding a speed boost on top of that makes it bullshit in my opinion.

    What would that extra health state do without speed boost. It is not actually health state without it. It would waste like 5 seconds?

  • @Bran said:

    all i can say is if you struggle with swf then you just aren't that good as a killer that you thought were. need more practice.

    all I can say is if you think that SWF are never problem, then you have just no idea what you are talking about. Need to wake up.

  • @Caleegi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2347832#Comment_2347832

    No but what i mean is when people think of SWFs they think of sweat squads with a 4 man team of pros and flashlights. Most SWFs just play to be with their friends and i personally don't think they are that bad, just more of a challenge. Anyway, a lot of people think they should nerf SWF but every 'solution' ends up nerfing solo queue more. Yes adding bond or kindred to base kit for everyone may benefit SWF but most use comms anyway so it wouldn't really matter?? by doing this then both solo queue and SWF will be strong so then killers can be buffed a lot easier.

    Kindred helps only when someone is on hook and it would just help decide who will go for unhooking. That is easy to do with SWF.

    Bond works all the time and helps a lot not getting killer to your friends in chase, helping chased survivor with protective hits, searching for others. Mainly first two are quite hard to do with avarage team unless you are using system to say your location, which is definetly not avarage thing.

    Problem is that you don't need to have that good team to escape (2-3 survivors) 90% of your games. You don't need to have team full of god loopers. There are just simple rules which when you follow, you will win.

  • @Caleegi said:

    I think everyone over exaggerates how its game breaking, it aint. I think they should get solo to have comms and some perks as base kit like bond, kindred and then balance the game as it would be easier.

    It is not problem with avarage players, because they are not able to abuse it, but if you have team that actually synergize their perks / items, make calls on killer position, hook saves, split on gens, take protective hits, then you can easily create death squads that will beat any killer other than Nurse / Spirit / Blight / Hag.

    I agree that soloQ needs buff, but I think bond is just too strong to have as base-kit for everyone (mainly because SWF would benefit from that too), but see other survivors when someone is on hook should be a thing.

  • @HybridLPangel26 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2347701#Comment_2347701

    Isnt that the purpose of the killer to make sure that no one survives or escapes. Struggling and rescuing takes too much time in the moment to find your victims,take them down and place them to their finale. Then if they are released im given absolutely hardtime into finishing these hooligans and theyre like hey killer im ova here and im out see ya and thats not cool.

    Yeah, but purpose of survivors is to escape and they need to have chance to do it. If everyone would die on first hook, then this would be very boring game, massively killer sided.

  • @HybridLPangel26 said:

    I think the game needs to change the way of placing survivors on them hooks cause once hook they should be at the point of death and the time is way too long and i have bad matches with these hooligans giving me a hardtime in the game.

    If hooked the victim shall remain hooked til death do you part no struggling,no rescue.

    And how would you make it? I guess we don't have to say that just one hook would be little too fast.

  • I ######### dare you. Go to play killers in red ranks and don't use any detection perk. I am sure you will enjoy it. As killer you need to be time efficient as possible and detection perks help that a lot. You are going to lose a lot without any...

    This game is not hide and seek for most players, it is more game of tag.

    So many are OP? It is more like 4 killers are good enough, rest is underpowered.

    You are losing pips, because you think this game is hide and seek, you don't have any chase points and just let your teammates die.

    But ranking system is bad, but for different reasons than you think.

  • You have lot of options how to track survivors. Learn to use crows help a lot and Whispers is free perk, which is also really good to use.

  • @Milo said:

    No, actually.

    You know how easily you can rank up while still wanting to have fun as survivor?

    Yeah, I am pretty sure most survivors in red ranks are enjoying game more then low ranks...

  • Yes, but there is nothing to do about it atm.

    They need to buff soloq and give survivors more information. When they make gap between SWF and soloQ smaller, then it is possible to talk about any balancing issues.

    Only thing I would fix asap are spawns and just make survivors spawn together every time. As for soloq buffs, I would:

    -let see other survivors when someone is on hook.

    -create HUD icon that shows what each survivor is doing (Gen / Totem/ Chase / Walking)

    -let survivors see others perks in lobby, so they can adapt and prepare their roles.

  • I don't mind speed boost survivors get, because that makes vaccines valid for survivor to use, but his power should be good enough to justify 8 extra health states per game.

    I would do 3 changes:

    -Change vertical play of tentacle. The fact they you can just crouch behind any loop, or just a window and Nemesis can't hit you is just stupid., when he strikes from above.

    -fix zombie AI, ignoring survivors / getting stuck / walking to wall.

    -change tier III. Remove extra range, let it hit multiple objects and maybe faster recovery.

    I would probably make that +1 extra range base and didn't give any in tier III. My problem with it is that you need to learn basically two max distances where you can use tentacle, I would prefer 1 range for all tiers.

  • Well, you have to play perfect in red ranks for it. You have to get 4 iridescent emblems.

    I have every adept achievement in red ranks and it was really hard on some killers and make it this easy would be just lame.

    It would be better to change pip system, because on exposed killers, you can't use their power or you don't get chaser emblem. Either rate emblem requirements based on individual killers avarage results, so some killers would have easier chaser / gatekeeper / Malicious (Plague), but I would keep Devout same for everyone. Or you make it based on BP you get from game, so it is possible to get even if you face team that finish early gens fast.

    Also fix DC, so it it still possible to get Merciless, if someone DC early.

    I wouldn't mind fixing issues that it has, but just 4k can do every noob.

  • You are definetly not Huntress player.

    Max range? What do you mean by that? 10, 20, 50 meters? There is not such a thing as max range, unless you want to shoot from one corner of the map to another.

    "Just retire the item."

    Why? They are fun to use.

    "Or that you need to be add on less and perks to be able to use it."

    That would be terrible. Why would anyone want to lose 4 perks and one addon for risky exposed effect?

    There is only one hatchet already, so what do you mean by "trying"?

    "to have the expose at least 3 survivors need to be injured."

    That is again really bad idea. Even if it would work for m1 too, which I doubt you meant. as soon survivors see you have it, you will never use it again.


    Right now you can have only 1 hatchet no matter what. It is supported by locker speed, but even then if you miss, then you lost chase or survivor got a lot of distance. It is not that hard to make Huntress miss and only really good Huntress mains will have balls to go for long range shot with 1 hatchet. Right now it is still fun to use, but it is not better than just regular Huntress and there is more counterplay to it. It is fine as it is.

  • @oxygen said:

    If none of the more "advanced" ideas like husks, bots taking over or whatever else end up being implemented I'd honestly just teleport disconnected survivors onto a basement hook. Treat it as if the final survivor in the match is hooked, they immediately "rush" through all the stages and get sacrificed.

    Not entirely sure how long that takes, but it's certainly somewhere in the 10-20 second region depending on how many times they had been hooked prior. And pretty much requires no new mechanics besides moving the disconnected survivor to a hook.

    And certainly not a legit strategy, but it's not reportable. Because the DC penalty system is supposed to handle the punishment for all disconnects, and the devs have said many times that we should not report people for DCing - let the system handle it. Now we just need the DC penalty to be re-enabled lol

    Hey, I would like that. Still would get Pop / BBQ even if survivor DC.

    I have actually played against team, where they DC while being carried for dead hooks, so I didn't get pop and they won against 3-gen, because of that. It is really annoying.

  • Yeah, there is no penalty now, so I really would not want to do adepts now...

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/2341510#Comment_2341510

    Scratch marks are an easy way for me to describe their AI. Essentially they follow the EXACT PATH that survivor takes, starting them on scratch marks allows you to pick who to target.

    If they Vault / Use a Pallet, they will either vault the window or break the pallet — then resume the chase. 🙂

    So basically The Legion would most likely disable one survivor from game for 45 seconds, becuase it would just not do any mind games, so it wouldn't be hard to run him. Which is still pretty good slow down.

    Well, if they are injured and have less than 3 Laceration, then they can just take it.

    Would you be able to see aura of The Legion (as Nemesis see zombies)?

    That would be super fun, with that I would gladly take 110%, because you could hunt survivor together.

  • Thing is, what most killers do is play smarter. Don't waste time on strong loops with stronger players, try find weak links and force better players into dead zones. What Joey suggested is get good enough, that you will be able to down even best survivor on strongest loop, which is just dumb, because that will never work and only lose you games.

    One of the most important skills that killers need to develop is to know when to commit to chase and when is time to go for someone else. A lot of bad killers commit on chases they shouldn't, which waste a lot of time and then cry that survivors are gen rushing them.

    in Tunnel Comment by Dino7281
  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/2341211#Comment_2341211

    Before, you could only chain hits with survivors who are not Deep Wounded, which made it difficult to go between survivors. This version, you can chain hits easier because the only requirement is to make sure each survivor is different than the last. Meaning, you can ping pong between survivors fast, racking up quick laceration. This can be especially devastating if survivors have high laceration because any sort of chain hit will likely be enough to down them. Chaining downs is pretty nasty.

    The only way to remove laceration is to enter the healthy or dying status.

    Ok, then it sounds really good.

    I still don't like 110% tho. You would often need to down survivors m1 anyway and this would make it way harder.

    Also I have no idea how much value you would get from The Legion, if they just follow scratch marks, then what will they do if survivors just start to walk? or vault / drop pallet.

  • I am not sure I would buff mending time. Players would not be happy about this one, it is just boring and it wouldn't help Legion that much anyway.

    You don't really want them to get mangeled or broken, because you want them to heal. They waste time healing, when it is so easy for you to injure them. Anything that would discouraged from it is not good for Legion.

    If I understand that correctly that hits are only chain, right? I don't know about you, but to get 3 chain hits is pretty rare. There is not reason for them to heal, because you will not be able to get that many chain hits, unless you buff duration and speed of Frenzy.

    Those changes above are not great imo, but Fatigue, bloodhound, better duration and m1 no longer lowers FF would be great.

  • @terumisan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2341155#Comment_2341155

    Going after good survivors at loops they can chain together or just a good structure will lead to the killer losing which is why people go after the weakest since 1 they need to go after their team mate and you can catch them in the open allowing an easier hit or even a down and 2 the hooked survivor isn't on a gen so your less likely to be gen rushed

    Yeah, why should killers get "bettter" when they can just play smart instead...

    in Tunnel Comment by Dino7281
  • @joeyjordisonsnipples said:

    killers have no right to complain about survivors gen rushing when they tunnel through decisive, bt, and protection hits. Some killers even just say get better at the game, with this being said, killers should be good enough to go after good survivors or charge through strong loops. killers should get better.

    What if I tell you then most killers tunnel, because gens are done too fast?

    So by your logic, survivors have no right to complain about killers tunneling when they gen rush.

    If you think that killers should go after best survivor and commit even on strong loops, then you are really bad killer, because this is best way how to lose game. So you don't want killers to get better, because you want them to make bad decisions so you escape more.

    in Tunnel Comment by Dino7281
  • I got alergic to Laceration thing, because of Trickster. But idea about actually using Legion members is nice tho.

    I don't like the part that you can see only sprinting survivors. It is really hard to chain hits even with current version, when survivors split. With this change, you wouldn't even see them, when they are working on gens, so chain hits would be possible only when you found them healing or working on gen together, which they would stop and would counter Legion even more than now.

    if I understand it correctly, then you have no way to remove Laceration and Legion is able to down survivors, if they reach 6 Laceration?

    Well, it would be possible only with chain hits, so it is fine I guess.

    I am not sure 110% is justified to be honest, but I think you would be able to traverse bigger distance with frenzy, so maybe worth a trade, hard to tell. When survivors split up, this version would be worse than current version.

  • @PsychoTron said:

    I don't see why the Exposed status has to be hidden if and when NOED becomes active when the exit gates get powered. It becomes a guessing game whether going for a hooked survivor is possible or outright impossible.

    Yeah, because Rancor shows up to obsession, so I wouldn't mind if NOED showed up too. It would be little annoying to use Devour hope with it tho, because it would negate any chance to reach 5 tokens without survivors to know with ranged killers.

  • I am kinda suprised you can't do that. I thought that is on console to adapt and doesn't rely on game... Well, definetly should be a thing.

  • @BenihimeWrath said:

    Just be good enough at looping that the killer doesn't chase you. As a killer the way to winning isn't by 1v1'ing the strongest survivor on the team, its by removing the weakest link. Which I presume is why you are specifically being tunneled, the killer has judged you to be adequately below them in skill enough to be targeted out of the game.

    If you are having problems with this I would suggest Kate's Windows of Opportunity which will give you 1) Beginner levels of map sense and understanding of pallet/window spawn locations. 2) Intermediate levels of chaining structures/pallets/windows together. and 3) At high skill levels it allows you to know what resources are left when playing solo queue.

    When I play survivor solo I actually run a build of Bond, Windows, Alert, and Detective's Hunch. All the information allows you to make the correct choice at the correct moment, relieving the need for second chance perks entirely. Although, lowkey, Borrowed Time is super nice and sometimes I sub out Detective's for it if you like going for the super safe unhooks.

    Damn, I always wondered why some of my team-mates get tunneled so much and this is actually valid reason. I never thought of that...

    in Tunnel Comment by Dino7281
  • @flawedspecies said:

    https://forum.deadbydaylight.com/en/discussion/comment/2339574#Comment_2339574

    There's a huge difference between these things. A killer camping and tunneling is not fun for anyone involved - the target player doesn't get to play the game and the other survivors to get to either. BHVR's solution of "just do gens and make the killer lose" is boring. I want killer interaction, I want to play the game. Camping prevents interaction and actual gameplay. It's anti-fun and is essentially 1 player taking the game hostage.

    I want to be clear here: the vast majority of people are not complaining about it because they lose. It's because they don't have nay fun and they get very few points. Even if a killer facecamps the first person they hook and survivors just stick on gens, he will easily get 10k+ points minimum while that survivor likely has less than 5k. How is that at all fair? What options did that survivor have, just run the killer for longer? They have literally no options to get themselves out of the situation.

    Are you seriously trying to compare your small list of things to that? Hiding is a tactic; some people just suck at running and this is their option. There are tons of abilities and perks to get around it. Even if you don't successfully find them, hiding properly usually wastes a lot of time and helps the killer - it's like the joke of self-care being a killer perk. If they are hiding they aren't doing any objectives.

    Flashlight saves...just have slight awareness and look in a safe direction. They are not an issue and 100% in your power to control.

    Teabagging does not affect gameplay at all. Zero effect. That's all mental and is your problem to handle.

    Genrushing...sigh. I play killer plenty and I know the frustration of gens going super fast. I think small tweaks to slow down the start of the game would be nice. However, I have a very hard time sympathizing with killers complaining about survivors literally doing their primary objective. They are supposed to do gens and do them as fast as they can to escape. And don't say campers are doing that. Their primary objective is to kill people, not stand by the hook doing nothing. Either way, as a killer you have options around this - there are a lot of perks or killers abilities slow things down.

    I've won plenty of games where 3 gens popped shortly after the first chase ended. I've seen many killers with 0 kills still outscore every survivor. There is literally nothing survivors can do to completely take away the ability of the killer to play the game like camping/tunneling can for the target player. Nothing. Evn your terrifying "genrush" still lets you play. You may lose and lose fast, but you still get to play, not sit there for 2 mins, lose and get no points.

    And for what it's worth, I think DS basekit is laughable and a horrible idea, but wouldn't mind a small basekit BT (like 2-3s). If you're not facecamping it's not an issue. That's very easy to wait out too, but gives the poor hooked survivor at least a small chance to not simply be farmed.

    Well, I agree there is difference between those things. There is also big difference, if tunnel / camp is versus SWF or soloq. Camp versus soloq will usually result in everyone dead. Camp / tunnel versus SWF should not be issue, if you know how to deal with it.

    I have seen a lot of survivors hiding somewhere and then crying, because I killed only survivor I could find. I had kill with 3-hooks, but I really didn't find anyone else. Survivors usually don't understand what is tunneling. Just because you kill someone fast, doesn't have to mean that it is tunneling, when that team don't try to protect that survivor at all.

    When I play survivor I don't mind getting down, if I am not on dead hook just so killer don't kill someone else or at least take protective hits. If you mind campers, always use at least two players with BT in your team or just use it yourself all the time. In my experience face camping from start is super rare, I have experience it only few time and they were just trolling with Insidious. Killers usually camp when all gens are done, which in my opinion is understandable, because that hooked survivor is their only objective they can defend at that point.

    But as I said there is big difference between soloq and SWF. SWF have no right to complain here, because there is lot of things they can do about it. Buff to soloq in my opinion is needed and survivors should get more information about others.

    in Tunnel Comment by Dino7281
  • @Hex_Ignored said:

    That's what I have been saying all along. The hitbox of the tentacle is so questionable that it needs to be fixed asap.

    Yeah, I think it is problem of tentacle, because I usually don't have that problem with Deathslinger. I hope that crouch tech is not intended....

  • @MrDardon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2339736#Comment_2339736

    Yeah but let's say you hook a Survivor, Pop activates. You go to a gen, have 25 seconds left on Pop and get Blast Mined, now you can still use Pop.

    I've got many Flashbang saves actually and escaped a lot of chases with it. People need to learn how to use it.

    Btw you forgot as Disadvantage for Flashbang, that you can't really use any item other than toolbox.

  • @MrDardon said:

    Blast Mine is just a worse Flashbang.

    Blast Mine has many disadvantages compared to Flashbang.

    • Doesn't work if the Killer has Ruin.
    • Only works on gens, can't be activated anywhere.
    • Does nothing if the Killer has Pop and recently hooked a Survivor. If it disabled Pop, it would be great.

    Pros:

    • Longer blind and stun than Flashbang, can give you a ton of distance.
    • A bit unpredictable, unless you play Jill.

    Flashbang on the other hand:

    Disadvantages:

    • Short blind and deafen duration, you must react quick while the Killer is blind and deaf.
    • Predictable after the first blind. Must work around more to get future blinds.

    Pros:

    • Works even better if the Killer has Ruin since regressing gens means that you have more repairs to get more Flashbangs.
    • Works anywhere at any time.
    • Helps in chases to end chases if thrown wisely.
    • Can be used to save Survivors.
    • Fun factor 1000.

    I'll prefer Flashbang over Blast Mine any day.

    From point of killer, Blast mine is way more punishing. Flashbang is really hard to use for save, so that's rare. Anyone cas use Blast mine. Flashbang is usually just blind, Blast mine is actually stun. I have lost a lot of Pops because of it.

  • @DoomedMind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2339617#Comment_2339617

    I feel I'm included by what you're saying, I'm a rank 1 Nurse since 2020, I know what I'm talking about.

    Hey Nurse main. Nurse would handle DS basekit, but not normal killers. Nurse wouldn't care about basekit DS, because she is really good at slugging.

    And based on your comments, you don't play killers. You may get carried by Nurse to rank 1, but that's all.

    in Tunnel Comment by Dino7281
  • I play Nemesis a lot and he has lunge.

  • I don't care about multiple hits (would be nice as tier III), but vertical play is what annoy me most. When survivor crouch, you can't hit him over most loops, which is just bad and doesn't make sense.

  • How the hell is he getting 30k? He said killers get 200k, which means 5 cakes. so he got 6k points as survivor. Is he sure it is about killers?

  • Change I want to see most is fix vertical play. When survivors crouch, you can't hit them over loop, which seems just wrong to me.

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