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Evan_

Evan_

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Evan_
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  • @Rudjohns said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3611746#Comment_3611746

    thats terrible because the killer would just stay outside the line and wait until another survivor comes close

    now for survivors is another story, maybe

    To be fair, any knowledgeable killer who intends to camp memorized how much is 16 meter already. The better ones also know how much closer they can go if they only want to secure the next hook-state.

    For survivors who want to stay away it's pretty easy: it's exactly Kindred range.

  • @mecca said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610610#Comment_3610610

    They all do nothing, Killers can hit you to deactivate BT and killer tunnels. There's zero chance that 3 gen thing will do anything because some exploit will be in place for killers. Like standing directly above a hook.

    The fact that you consider an extra hit you take, the following speed-boost and the recovery the killer has to go through "nothing" suggest me that either the only option that would satisfy you is being teleported down from the hook, and getting fully healed by a basekit mechanic.

    Either that, or you have a skill issue so massive that you can't even perceive it.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610584#Comment_3610584

    It is way too easy to bypass the feature.

    And while I would not say that it can be abused, it is more frustrating this way, because the Killer is still camping (and as I said before, there is 0 difference between camping above the Basement and actual Facecamping) and the Survivor gets taunted by a small bar which does not fill up at all.

    In fact, the Devs wasted their time with this feature. All the Development Time they spend on it could have been used elsewhere. I cannot really imagine how a Dev can look at the feature and say "Damn, we did a good job with it."

    So they bypass the anti-facecamp mechanic by not facecamping. I understand, this is terrible! How can this be a thing?

    Your point about basement is valid. But if AFC would prevent killers from securing kills in basement, there would be zero use of that place, as hooking there takes more time than anywhere else. It would render it a hiding spot for survivors with a guaranteed chest spawn. At this point it would be more beneficial if you just asked the devs to have basement removed entirely.

    I personally feel that it's fine that there's a single spot on the map that is more dangerous, and trying to avoid going down nearby it adds an extra strategic layer to survivor play. Also don't forget that the old counter to camping still exists: three survivors can do two entire gens / hook-state.

    Also AFC works very well in lower levels of play where actual facecamping happens - I've seen it myself when I was playing with my baby-survivor buddies. The fact that you experienced no change after the feature was introduced doesn't mean it was a waste of time. It only means that you were already facing more skilled killers who didn't have to resort to facecamping.

  • @Gabe_Soma said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610554#Comment_3610554

    5m from the hook means face camping, there is 0 difference with the killer standing with his face in front of the hook.

    Also, if another survivor is coming for the save, the killer can literally face-camp because the meter stops filling up.

    Stop making excuses to justificate this flawed and abusable feature, that's quite ridicoulous.

    How do people abuse this feature? Are the killers making it somehow worse than how it was before anti-facecamp was introduced?

    AFC is meant to counter the most egregious cases of facecamping. It does that. All I see is some players wanting more, while the devs consider hooked survivors the killer's objective, just like gens. They made camping more difficult, but it was never the goal to eliminate it entirely.

    OP's killer left a window for unhook, and went back to secure second state when the rest of the team didn't take the opportunity. Sounds like a survivor mistake to me, and not a design flaw.

  • I support this as killer by discriminating survivors who don't dress warm. I can't have them running around in the cold in mini-skirts and cut tops! I send them back to the campfire as soon as possible.

  • The correlation between p-level, hours and efficiency is vastly overestimated. One can stay casual forever, or get good fast.

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3600423#Comment_3600423

    The devs said in the live stream is guaranteed not to be a nerf. 🤷🏼‍♂️

    I forgot that I'm posting in an unironical 'nerf Pig' thread. :P

  • My main reasons:

    I like low-tier killers and I find gen-perks boring, so I use fun but not terribly impactful tools. If I want efficiency, I achieve it by how I play and not by packing strong powers.

    I like this approach because this way I don't have to decide my threat-level before the trial. I can just adjust it on the fly based on how experienced and efficient are my opponents. I don't tunnel to win all my matches. I do it to make trials exciting that would be one-sided otherwise.

  • As a killer player, I consider SWFs the baseline I have to compete with.

    There are just some lovely players who decide to give me an advantage by choosing to play solo.

  • @HugTechLover said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3607085#Comment_3607085

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3607178#Comment_3607178

    You’re trying to go off of numbers and it just doesn’t work here. She gets both of those simultaneously. Clown does not. Idk why we are even comparing clown here.

    The power being brainless absolutely makes it stronger.

    Clown has multiple bottles. Nothing prevents him from getting both effects simultaneously - in fact intermediate Clowns often combine purples and yellows when it's needed to take a hit that would be impossible otherwise.

    I'm comparing SM to Clown because I'm a Clown main and SM enjoyer, and I find them really similar. I personally feel SM is a weaker Clown on training wheels. I pick her when I don't feel like sweating and want to have the same gameplay without paying attention. I also appreciate her basekit Cigar Box in form of that radar.

  • @Wexton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3607200#Comment_3607200

    Yeah I could be a bit more specific, so I will be. Most of the killers have been playing recently are as follows Trapper, Myers, Freddy, Sadako, Hag (is she technically an m1 killer?), Pig, and Wraith. I do want to get into Dredge more, since his remnant seems like a decent anti-loop power and teleworking to lockers is fun, but I haven't gotten around to that yet.

    Theses are all very loopable killers, and in my experience that's the strategy survivors tend to use against them. You may just be unlucky, but I wouldn't rule out your playstyle either.

    You should be always aware of other tiles the survivors can chain to, and try to position yourself to prevent that.

    More importantly, if you kick the pallet, a better survivor will always leave instantly. If you aren't playing around pre-dropped unsafe pallets, you should start doing it! Here's a great quick guide on how to make pallets your friends:

    https://www.youtube.com/watch?v=GXByOxQ5fls

  • @Wexton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3607192#Comment_3607192

    I play every killer kind of, though most of them as of late have been m1 killer's so I guess I'm kind of asking it. As you've said, it's still a boring playstyle even when you're playing as a killer who can shred pallets like no tommorow. They drop the pallet, you shred it, hit them, rinse and repeat till they're dead. I'd rather encounter a looper and lose, then go against a pre-dropper and win. Maybe that's just me though.

    Also, yeah dbd in general has been very stale on both sides recently. Hopefully they Christmas event will spice up the game play.

    "m1 killer" doesn't really narrow it down. You can loop a Myers, Wraith or Pig normally, while it'll be painful to try against Knight or Skull Merchant. Yet these are all m1 killers. Hell, even just specifying the killer doesn't help necessairly, as you may or may not be able to loop a Dredge or a Clown, depending on how good is the player, how they play or what build they use.

    But if you miss looping, the last two are great examples of killers who can counter holding W and force survivors into loops once mastered. You may want to focus on powers that discourage chaining tiles, while not make looping very hard.

  • @egg_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3607085#Comment_3607085

    She's a stronger clown, not weaker. On top of clowns power, she gets free injuries and she doesn't have to use her brain deciding where to throw bottles, unlike clown players

    On top of that, dropping a pallet is actually effective against clown

    She gets 3-7% Haste, but unless multiple survivors feed her power, it's 3%. Clown gets 10%

    She causes 10% Hinder - after multiple scans. Clown inflicts 15% instantly.

    Not having to use brain doesn't make a power stronger, it just makes it easier to use. That's why you think dropping the pallet matters for a Clown - I can assure you it doesn't for an intermediate one.

  • @HugTechLover said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3607031#Comment_3607031

    The deep wounds is just an annoyance. The issue is the hindrance stacked with her haste.

    So she's a weaker Clown with some minor benefits to compensate for.

    The only "issue" I can see is that utilizing her powers takes pressing a button, while Clowns practice for a dozen trials until they can reliably apply their (considerably stronger) hinder + haste. Not that I see an issue with that - not every killer has to be equally difficult to use.

  • I consider Dredge the most balanced killer ever.

    Great map mobility, a fun but not very oppressive anti-loop, a global debuff power with some stealth, and yet he isn't super strong. He is among my favorite killers because his powers help me, but not winning chases or the match instead of me.

  • I'm not saying until STBFL is on the tweak-table. Let's get back to it next year!

  • They did buff Coup, Claustrophobia and Furtive Chase not that long ago. Shadowborn rework is also on the way.

    I'm probably missing a few, these are just from the top of my head.

  • So many players in this thread should try again while always holding a tape.

    The difference in experience will be night and day!

  • @MikaelaWantsYourBoon said:

    Nemesis, Xeno, Chucky and Wesker are super fun killers.

    They can remove Trickster, Twins and Hag any time they want. I just hate so much these 3.

    Twins? The rare chance to kick the baby is so much joy!

  • I'm very happy that many survivors run a perk that does nothing besides letting them know something they should have learned already.

    The alternative is them picking a perk that actually does something. Windows has my full support!

    -a killer

  • I had a few quitters when I started playing her, but got through that mmr-range fast. After that everyone plays normally.

    There are quite a few who realized that they can defeat her outside of this forum too.

  • The most serious and only accurate answer:

    We have no clue.

  • @Wowie said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3602664#Comment_3602664

    Do you truly believe that "cleanse 20 totems" and "do 700 green glyphs" are better challenges?

    edit: i misread you because i just woke up 12 nanoseconds ago but my point stands for others who think this, pls respond

    I actually love challenges that require me to do something banal over many trials. That means I don't have to find another challenge for quite a while.

    Though I'm a madman who got all the 'hit Exposed survivors' challenges exclusively from Dramaturgy users, as I didn't feel like using insta-down powers those days.

  • Pig is on the list, so it can only be nerfs.

  • @Wowie said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3602521#Comment_3602521

    It's just fun, I guess. The only issue I have with it is that it needs to be in one game. The killer will be expecting it after the first one.

    I went a step further - I 'fall' to the first attempt early to have that one throw the game for getting the second one.

    Best challenge ever, it should be on all the tome pages! 🤡

  • Better in what way?

    Morally? (suppressed giggle)

    Tactically? (haha)

    Or does he think that not using the tactically optimal play makes him better? I see reason in that. I like to think that I'm better than those who stack slowdown while I only use fun chase perks. But I could see reason in the opposite too - the better player makes tactically optimal choices.

    Also there is no way for me to know, as no two killers face the same opponents. Unless you find a team, and both play like 5-10 matches against them and ask for their judgement, you have no way to know either.

  • @Science_Guy said:

    It does nothing in general.

    It's an anti-facecamp feature. It was never meant to hinder other forms of camping.

    It works well in the new-player mmr-range where facecamping actually happens. If you notice no change, that means you are an intermediate players who doesn't get matched with facecampers.

    @adaw0ng said:

    I understand that the mechanic is brand new and it's clearly not going to be perfectly polished from the get-go, but isn't it such an irony that The Cannibal can bypass the anti camping mechanic knowing that he was one of the main reasons this tool was implementented for being killer known as the #1 at camping for how easy it is to do so? In the patch notes it was especifically mentioned how this feature would affect The Cannibal in order to stop making him such a beast at camping and tunneling through endurance right off hook, yet I have seen that he still can successfully 2 hit anybody right off hook through the haste and endurance regardless.

    I don't have any clips of it now, it just happened in my game I played earlier today, but I am sure anybody can find clips of this from any content creator on Youtube, or can test it themselves on any match (public match or bots).

    I recall Bubba got extra anti-camp measures in the same update - they can't hit through basekit BT and down with the same swing. Or something like that. I didn't play camping Bubba lately, so I don't know the ins and outs of that mechanic.

  • I had a few when Pinhead was new.

    But since bots were introduced, I only had one with Clown. Whole party left on the first sight before I even threw a bottle. Can't complain, it's free double-pip.

    Never seen a dc as Skull Merchant. I have the feeling only forum mob hates her - the rest just plays happily, many even learned her counters.

  • A small flat square without any obstructions, and all seven gens packed tightly in the middle. 🤡

  • I don't think there's a better display of mob-mentality than that in the World of Blights, Nurses, Spirits, Weskers, Chuckys and Huntresses people call an m1 killer with no map-mobility, weak anti-loop and no remote downing ability "busted".

    I can't keep away from these threads, you guys are unbelievably amusing! It's more fun than unironically asking to nerf Pig!

  • The drones won't detect you if you don't move or crouch when the lines pass through you. That includes working on a gen too. You can largely ignore them outside of chase.

  • Are you switching bottles? Yellow is for speed, and the 10% it gives is -very- noticeable.

    Basic advanced Clown move: yellow bottle to one end of loop, fake the other way, place pink there, double-back and loop through yellow - profit.

  • @jonifire said:

    I think 2s would be fine and that it shouldn‘t need two stuns before working, the relighting is cool, but I don‘t see why it is a hex.

    If it activated after one stun and not two, it would be an okay Pentimento-feeder. Not nearly as good as Plaything, but that way it would at least have a use.

    Not that I mind it being an entirely useless fun meme perk. I want more of those!

  • @skylustv said:

    I have some bad news for you, Pig is getting buffed in the march updated :D

    All we know that she's getting tweaked. That may be a nerf too, as that is tradition.

  • It's pretty terrible for playing nice.

    On the other hand, the shack-area has maybe the best tunnel-hooks of the entire game. 🤡

  • In the movies trying to kick Chucky usually results in an injury. Just sayin'!

  • You should try Forced Penance. 🤡

  • @Halloulle said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3599437#Comment_3599437

    I rarely take more than one regression perk - and even that I kinda dropped recently. So I know what it looks like from an average killer perspective (Nemo in my case; I usually have Iron grasp, Lethal (cause I'm lazy) and then some perks I feel like. Sometimes Spies, sometimes Cruel Limits (/Claustrophobia), sometimes that Hex that blocks windows after a fast vault, sometimes Bam. I liked sloppy a lot for a while but since it became so popular I kinda got tired of it). - But I rarely see killers other than those that really shouldn't even need gen regression or another highly specialised build (* cough * iri hatchet camping Huntress * cough * ) without gen regression.

    I'm mostly curious because with Nemo it's kinda straightforward for me: If I have a a team that's better at looping than I am at chasing (or overcommit on the wrong person) they win - if I'm better at chase than they are at looping (or they have a really weak link) then I win. Taking gen regression perks (usually Eruption + NWO) kinda catapulted me to a place where I would still usually end a match with a draw even though technically I lost most chases since they lasted too long.

    That being said, when I played killer a lot more after booting regression perks again I first lost a lot, naturally, but then started winning more again; and over time I noticed survs getting better and better and eventually I arrived at the level of the survs I catapulted myself to and again on average it was a draw.... just that this time around it was without gen regression.

    Long story short: I do wonder how matches go after two or so weeks without gen regression perks (and without exhaustion perks; although I don't think with the current set of exhaustion perks they have as much impact as regression perks, in part because a surv can't stack them), once MMR has adjusted.

    Do we see overall fairer matches? Do people have a better time? Is the "obligatory sweat" reduced? - Do we see a massive increase in tunneling?

    I'm really curious.

    You hit the nail on the head: for most players it doesn't matter if they run and/or play meta or not as long as they do it consistently, because matchmaking adjusts to the efficiency we achieve. The exception is of course experienced players running full meta (including killer pick, perks, addons and tactics employed). I hear they win the almost all of their matches simply because there are very few teams in the public queue who can compete with a full-regression tunneling Blight or such.

    Every killer faces a choice of how many strong tools they want to bring into trials - if we count map offerings, both addon slots and strong tactics too, this number falls between 0-9.

    Removing all regression would cut this number down to 0-5. I'm sure most players wouldn't notice a thing after mmr adjust, as they already weren't playing near the possible max efficiency level. The top X% of player would get bored though as coordinated groups of expert survivors would never face challenge. If you look at the competitive scene, you'll find that survivors do very well, even with heavy restrictions on their build options.

    On the other hand, maybe we'd find that slowdown isn't the only option to be efficient. Endgame builds are very promising (that's why comp scenes tend to ban the NWO+NOED combo). Maybe even stacked chase perks could work in the highest levels of play (though I'm biased for that's what I run when I'm having a sweaty phase). It would definitely be an interesting experiment.

    I refrain from commenting on the survivor perspective and the Exhaustion perk removal thought-experiment, as I barely play that role, and I'm very bad in it. :P

  • @Halloulle said:

    On the one hand exhaustion perks are easily the group of perks that bring the most spice for a survivor on average.

    That being said, I think I'd like to at least test and see what the game looks like without exhaustion perks --- and what it looks like without gen regression perks.

    The latter is very easy to test - one just have to pick killer, and no regression.

    Some of us only play that way, as slowdown doesn't do anything interesting, while other perks help to start and finish fun chases!

  • Also note that spies have a fixed 36m range, therefore it works on killers with smaller or no terror radius, or stealth perks.

    On the other hand, Ultimate Weapon also inflicts a Blind with a notable 30s length.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3598504#Comment_3598504

    I think that's somewhat accurate.

    Newer Survivors are more likely to DC or give up due to not understanding the game yet.

    Mid-MMR Survivors are more likely to stay due to needing BP or challenges.

    High-MMR Survivors are more likely to DC because they'd rather find something else lol

    That's how it's been in my experience. Really good players didn't bother against SM, they just quit immediately.

    But how can you tell that they were really good if they gave up?

  • @Annso_x said:

    Honestly since the animations have been reworked it's difficult to get a 360 if the killer isn't inexperienced or messing up anyway (which is why it's a last resort thing), but I've gotten 3 of them against Chucky yesterday so I don't think the FoV slider will change much tbh.

    Note that hitting the m1 or estimating correct lunge distance feels considerably different on Chucky than on any other killer due to the perspective. Don't be surprised when you see whiffing Good Guys.

  • @SOULWARRIOR71K said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3598472#Comment_3598472

    What is “healthy” about getting a one shot for merely playing the game?

    It promotes spreading hooks instead of tunneling, and some survivors consider the latter an issue and/or not very fun.

    It's also easy to recognize and counter - just run away from the hook. If it's a high mobility killer, get in a locker before hooking if you are the Obsession.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3596959#Comment_3596959

    It happens now and then, if you have ever played killer regularly you would most likely have run into this.

    I believe it's an mmr-thing. Back when I was a baby-killer I have seen it regularly - hell I started as a Pinhead main.

    These days it just never happens, even if I hard-tunnel with Skull Merchant.

  • And here's me who only sees 'ggs' and fair (but sometimes tough) plays from either sides for about 50 trials before seeing a teabag or 'ggez'.

    Can't tell if it's a regional or mmr thing.

  • Nothing I can think of beats calling survivors pissheads and little shits.

  • @FriendlyKiller said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3596959#Comment_3596959

    I wouldn't have posted based on a single match. This was the third time survivors just played around and then gave up. Look at those builds. That's not exactly memeing around.

    https://us.v-cdn.net/6030815/uploads/6CVKM3QTN37Z/20231129-174902.jpg

    But... three of them escaped, two of them having higher scores than you. That doesn't look exactly as a group who gave up.

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