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Evan_

Evan_

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Evan_
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  • And here I am, enjoying the great Coup and Claustrophobia buffs.

    I'd say those are STBFL / Bamboozle tier perks now. Though I guess such stays under the radar of those who only find value in slowdown.

  • I ignore them until crows arrive, then down them to make the noise stop. Next time I pass by I start hooking - the trial is likely screwed at that point anyways.

  • Oh noez, the No Mither meta is upon us! The End is Nigh!

  • Those who don't even realize it are the cutest!

    <3

  • I can't help to imagine the devs loading in a match without a killer, doing all the gens and leaving.

    And then they are like.. "this was fun, maybe gens could go a little faster".

  • If Bubba were even more fun, I'd explode from delight.

  • @nars said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488277#Comment_3488277

    the game mechanic doesnt decide what face and proxy camping are, thats the communities job. The range just means its also punishing proxy camping the same way it does face.

    Of course. The community, or even every individual player can define the terms they use. We often experience it when we define tunneling or genrushing in every discussion when it's brought up.

    Though when a feature called 'anti-facecamp' is introduced and it happens to function in a 16m radius around hooks, we might as well consider it a baseline, instead of for example the distance where a Switch player can still differentiate the facial expressions of a character.

  • @nars said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488058#Comment_3488058

    theres a pretty big difference between face and proxy camping.

    And soon it will be defined by a game-mechanic.

  • I think what you're missing from the equation is the option of dropping chase to pressure gens. It's a way to slow the trial down without using gen-perks.

    I do agree that it's not the most efficient tactic available. I'm personally happy that since the CoH and healing nerfs hit and run became viable at least against some teams, because some players like to employ different approaches instead of perfecting a single one.

    I'm sorry that you find this playstyle boring, but considering how often I hear this word used for various killers, builds, and tactics, you must be having so many exciting trials if hit and run is the only one that doesn't meet your expectations. Especially if you do enjoy it when not done by stealth killers.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488058#Comment_3488058

    Facecamping originally meant 0 inches from the survivor. As in the killer is so close to the hooked survivor’s face, that the killer is literally blocking other people from getting an unhook prompt.

    Evolving the word facecamping, from “0 inches” to “16 meters” is such a horrible misuse of the language.

    I'm sorry for using the terminology of the developers instead of studying the traditionalist lingo.

    Semantics aside, I think this upcoming change is great. It eliminates the cheapest forms of camping, while still leaving it a viable pressure tool - or even an entire playstyle for those who pick the right tools for it.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488009#Comment_3488009

    They advertised it as anti-face camping, but the previewed solution went out to something like 16 yards away from a hooked survivor, which isn’t face camping at all.

    It's Kindred distance. If you're inside that, you're basically facecamping, just shy about it.

    It's also said that it's speed depends on the distance - inside 5m is the max.

  • Note: The devs never once talked about an anti-camping feature.

    They always advertised this as an anti-facecamp feature. Proxy camping is cool.

  • The point of these bonuses is to incentivize playing the side that needs more players in any given moment. It improves queue times, and matchmaking accuracy.

  • I can't wait to see survivors complaining en masse about the perk that's literally impossible to use if the killer camps, tunnels or slugs.

  • @satx3241 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3487272#Comment_3487272

    Apparently I need to readjust the way I look at some things. I can honestly say if I was the survivor in that situation I would think the killer was just intentionally prolonging the match and antagonizing me. Next time that happens I will at least see if the killer is actually trying to be nice and help me learn something. I tend to be a wee bit cynical.

    Oh, there absolutely are players who do that. I wouldn't trust the killer who's friendly from the start - he's probably into some nasty endgame trickery. Though if a match starts with intense pressure, well defended gens and hooks happening left and right before it suddenly stops, it's probably someone who doesn't need kills to feel he won. Especially if everyone was hooked twice at that point. If nothing else, you could get some free bp from pallet-stuns and blinds. And if it's boring, you can always point at a hook for a quick out - we understand.

    (also note that I don't play survivor, so I mainly know about these approaches from reading stories. I haven't the slightest clue how common are each of these approaches)

  • @satx3241 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3487172#Comment_3487172

    My personal opinion would be not to feel bad. When I get matched with a killer that is just obviously way better than I am I would much prefer they just end the match quickly. As far as I'm concerned it doesn't help me in the least to let me run around getting gen practice. I'd rather both myself and the killer move on to a match that is fun for both of us as quickly as possible. I mean if I get killed quickly it's what I deserved.

    Of course by practice I didn't mean sitting on gens. Yesterday I met a Jane who took a hit whenever she touched a pallet. She fell for each respect, and dropped too late whenever I went in for a hit. The match was over at 2k / 4 gens, but I noticed she had that pallet-reset perk, so we 'replayed' each tile 6-8 times while the remaining Meg did the gens (I also "asked" her if she wants the hook or the gens - Meg picked the latter). Jane was on a different platform, so we couldn't chat, but I'm sure she appreciated the training.

    A lot more common is flashlight-save practice. If someone keeps trying and failing, I often just drop the body, and signal the survivor to try again. Most run away (the killer dropping the body is rarely a good sign), but those who understand tend to be real happy about it. So am I if the downed survivor loops well, because that allows me an extra chase. :P

  • On the easy-mode question.. matchmaking isn't super reliable, especially for any single trial and out of peak time. But it does work on the long run. If I meet survivors way out of my league, in my experience often the best to do is finishing the match quickly. That improves the chance of everyone to face opponents more fitting their level of experience.

    But doing so makes me feel bad, so I often hold back in order to let the others practice and get used to my tricks. I may even let those go who keep trying and display some good moves. That messes up our invisible matchmaking ratings even further. May the Entity forgive my Sins of Compassion!

  • What is this "reward" killers get for kills you speak of?

    The Emblem system rewards trials with many chases, hooks, unhooks and good use of power with more pb and faster Grade progression (that results in better montly payouts). You can barely climb out of silver with a great and long struggle if you just bleed out everyone with zero hooks. Feel free to try it (or study the scoring) if you doubt this.

    On the other hand, Matchmaking punishes killing efficiently by having the killer face more experienced and coordinated groups of survivors.

    It feels like this "kill reward" you speak of only exists in your head, while the actual game mechanics promote the exact opposite approach.

  • Don't you dare touching my Hexes! They are good. They are fun. I can defend powerful ones myself, with other Hexes, or just by applying enough pressure in other areas. There are also Hexes to gain good value from cleansing - besides the time it takes. I'd hate if they started to gut them just because some killers don't like the risk of survivors affecting their powers.

    I wouldn't mind if boons were more prevalent. CoH meta was hateful indeed, but I miss caring about who's doing magic and where - besides giggling a bit over the wasted time when I hear the thunder sound.

  • The devs did release perks that provide little to no value besides slugging - one of them came with the last chapter. This suggests that it's an intended playstyle.

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481806#Comment_3481806

    "In order to win games you just have to win games." That is basically the message of this post.

    We all know what this killer could do in theory but most of us don't seem to get the "oppressive" part down. It would be more helpful, if you explained how to actually do that instead of basically telling us to "git gud".

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481971#Comment_3481971

    No one expected to master this killer immediately. It's just that nobody was happy with getting stomped constantly for multiple hours with no real chance to improve because they had nothing to work with.

    Even now I genuinely don't see how one could be expected to try and get better with this killer, when it's easier to get into Nurse and Blight. Any of the top performing killers take less effort than Singularity and they get better results as well.

    This is what content creators are for - I hear some of them are already pretty good with Hux. You could check how they do it.

    But if you really want the advice of a random mediocre killer...

    EMP takes 100 seconds to create. As there are 4 boxes, this means if you manage to infect someone in less than 20 seconds, sooner or later the survivors will have no EMP. If you manage to infect them every 20 seconds but away from gens, you may never get to use your power, but they won't be able to do gens you have pods around. Also note that pod-infection range is 15m, while EMP range is 10m. If you're good with on-the-spot trigonometry, you can have gens that take two EMPs to safely access.

    Of course I'm not telling you to git gud. That would be rude. But practice is indeed the solution to be more efficient in videogames.

  • Of course there is counter to EMPs - using your power to infect survivors, and locking down gens with pods. Do these fast and oppressively enough, and survivors will have to keep burning EMPs constantly to progress objectives and not have a murderbot with a massive number of built-in effects teleporting in their backs.

  • @RoastedGarlic said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480837#Comment_3480837

    They do know better. These players know exactly what they're doing. They do it because it is annoying.

    I'm a based killer. The only sound that annoys me is gens popping. Noise spamming sounds like a gen not being done, therefore it's soothing music to my ears.

  • I think there's a really simple explanation.

    People bought a lot of killers on the iri sale, and they want to do the mori while also bringing cakes.

  • @RoastedGarlic said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480599#Comment_3480599

    its not about the crows on an afk person. hes talking about when survivors repeatedly fast vault or hop in and out of lockers. its just a constant barrage of noise.

    I understood. Still not done on a gen or by players who know better.

  • Not sure what's the issue with it. It usually means that someone is not doing a gen, or that I can go there whenever it's convenient to get my free hits or hooks.

    It's the sound of doing well in my trial.

  • @DredgeyEdgey said:

    Definitely a bug speaking of bugs is lethal bugged it allways shows 2 surivors auras no more no less

    I'm pretty sure it correlates with how many survivors use the Distortion perk.

  • Did you check their perks for Distortion? Usually someone is running it.

  • Mehh, one bad kind of killer clown can't tarnish all the other decent killer clowns. It's discrimination!

  • I tend to pick addons that do very little or nothing with my playstyle. I keep hoarding those I'd find actually useful.. for the day when... umm... maybe... I don't know. When I'll really want to win or something.

  • Toxicity? Among dbd-players? Completely unheard of. Are you sure you've seen it right? :P

  • @LordRegal said:

    Having tried to learn him for a bit - the biggest frustration I have is the biopod camera always resetting to "straight ahead" - it makes it so you waste half a second orienting it to look at the survivor you chased into its zone and that plus the time spent "locking on" means a lot of otherwise viable pod placements end up not working due to constant LoS blockers and now you've abandoned chase for absolutely no value. The EMPs are annoying too, but what ended up causing me to stop trying on him were the biopods being so clunky.

    No they don't. Cameras keep the orientation they have when you leave them.

    I hope you forgive if I'll point at you to demonstrate how much familiarization and practice the average Hux player must have had before abandoning him to run to the internet to parrot how weak he is.

  • @Krazzik said:

    I think BHVR puts a bit too much stock in pure data and analytics to the point where if something has an okay win-rate then they don't care what anyone says, that killer/perk is fine. Doesn't matter if they feel miserable to play as or play against.

    Saying that though, the last load of kill-rates we saw had Trapper bottom of the table and they STILL said Trapper is in a good place and doesn't need anything. And Trapper being awful is one of the few things the majority of the community can agree upon.

    So strange. Almost as if pure data analysis wouldn't be the only factor they make decisions over. Or if their goal wasn't even ensuring that every killer performs equally against survivor groups of various efficiency.

    It's a very deep mystery indeed!

  • @LobbyDodgerLeonidas said:

    It's definitely fun watching the survivors finish the gens through EMPed Biopods lol

    This is not an efficient strategy. EMP does not lock you into biopods.

  • The efficiency of various survivor groups cover an insanely large range. Coordinated experts can do gens in 4 minutes, while random solos may even take more than 20. Because of this, I find it reasonable that not all killers have the same innate level of power.

  • Face the Darkness.

    Apart from some nasty hex-combos, I also like using it in itself. Nice info unaffected by OTR and Distortion, hard to permanently remove, and most importantly I just love survivors screaming left and right.

  • I also wouldn't mind a "queue as random killer" option. Since their mmr can differ, it could also improve queue times.

  • I thought it's about Virgin Mary.

    Unless it is - I'm sure Cheryl loves her like anyone else.

  • Isn't he the strongest m1 killer out there? It really feels so.

    I don't think he needs a buff. I'd like an extra locker or two on Skull Merchant's map - the rest feels fine. Not every map should have Midwitch level locker coverage.

  • That's how you turn the game into single-player for the least appreciated killers, builds and tactics.

  • You mean they should be replaced by dead bot?

    Or do you want to allow me to finish the trial with 8k? The Entity would get chubby.

  • I hope so - that concept would have killed the custom of giving hatch.

    I also find it cool that moris are a somewhat rare occurrence. It feels special when it happens to you.

  • @jeffkillsyou96 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3477552#Comment_3477552

    I never said you can’t ever use perks it’s just lightborn has no counter while every other perk to some certain extent does what part of that do you not understand

    You can achieve the same thing by body-blocking or hook sabotage.

  • @jeffkillsyou96 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3477280#Comment_3477280

    I never said that I don’t believe the game should revolve around people who dont know how to play are you saying the devs are bad players

    I can't decypher what are you saying anymore.

    By your logic, every player is bad. Devs included. If you use any perk other than No Mither, I gladly point out how bad you are for using crutches instead of getting better.

  • @jeffkillsyou96 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3477239#Comment_3477239

    Well it is since it’s effecting the entire meta of the game and I don’t believe the devs should make perks to appeal to bad killer players nor should they have a say on how the game is played

    Umm... I don't see how any perk is not meant to appeal to bad players. If they were that good, they'd play without them.

    I can't even come up with a sufficiently snarky response to the idea that devs should not influence how the game they develop is being played. It's like saying that a director should not affect the movies he directs.

  • I don't see the issue. If a casual killer player doesn't want to learn playing against this tactic, he can sacrifice a perk-slot. It's not a small price to pay, and I feel it's good flashlight value for survivors when it happens.

    It's also my impression that everyone drops Lightborn sooner or later.

  • As a pc killer player, I'm satisfied with nods in the meantime. I always visit both gates so we can exchange pleasantries with my fellows on console.

    Too bad we have no such option at the last hook. I hope my goodby bow is visible though. :)

  • Got it on the event sale, and it's my new favorite killer. I love the basic m1 game, and it gives me everything needed to focus on it. No walking around, trying to find survivors - just chase chase chase from the beginning to the end. Hiding only gives free me hits. If I'm outclassed in loops, I can resort to remnant-trickery. Having survivors run into your arms never gets old.

    I don't really get the map-dependency thing though. Which killer isn't map-dependent? Yeah, Nurse, I know, but who else? I'd argue dredge is less dependent than most of the roster, as map-size doesn't matter for it. Sure, there are a few gens you have to walk to the old-fashioned way, but most killers have to walk to every gen.

    It's S++ tier on my list, as that's based on my subjective enjoyment factor.

  • @Xernoton said:

    The term meta means 'most effective tool available'. So something being meta means it's the strongest in what it does.

    For example Pain Res and Pop might be the strongest regression perks right now. This by definition makes them meta. In terms of play styles tunneling is usually the most efficient way for the killer to play the game, which makes it meta. The same can be said about gen rushing. Playing the game normally is more risky because the longer a game goes the more chances there are you mess up. Speeding the game up reduces that dramatically and also punishes the killer's mistakes more harshly, which again makes gen rushing meta.

    Usually however the term meta is used to describe something strong but really you can even apply it to Shadowborn and map offerings. If you want to increase your FOV as killer, then Shadowborn does it better than any alternative (not that there are any alternatives, really). If you want to send yourself to specific map then there isn't any other way then using map offerings, which means they are the most effective tool available to get to that map.

    Technically correct, but not etymologically. It's the same Greek word you also find in terms like 'metamorphosis' or 'metaphysics', just in this case it's short for metagaming.

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