Avatar

ExcelSword

ExcelSword

About

Username
ExcelSword
Joined
Visits
1,860
Last Active

Comments

  • @Deathstroke said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3700135#Comment_3700135

    Why don't you try get P100 characters? Or grind every iri add ons to killers etc? For me the grind is never over. I have P100 Feng now working on P61 Nancy. On anniversary I fill focus getting big supplies on killers. I actually rarely update them just enough that I have something to use. Expect on Myers I have 100+ tombstones ready.

    I've just had little interest in doing so until recently. For killer add-ons I just level a few times until I have an add on I want to use for 2 or 3 matches, and for survivor I don't really find any items useful except for medkits.

    My highest level survivor right now is Leon at P13, and that's only because he was already P3 before the prestige revamp, and I've decided to start leveling him anytime I need a new medkit.

  • @Mentally_Mechanical said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3700638#Comment_3700638

    My main problem with Legion is that, if survivors aren't making enough mistakes, the strength of your power vastly diminishes. That's true for all killers, yes, but I find it most noticeable on Legion because you need to get multiple hits for it to shine. Also, my idea wasn't to reduce the amount of hits for the insta down, 5 is fine if infrequent, but instead allow you to get a down in power with the caveat that you can't hit the same survivor twice in a row, so it still provides consistent value as more survivors die, (hopefully) without being overbearing to deal with.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3700643#Comment_3700643

    That could work too, though maybe current Legion could be made the addon instead. I'm a fan of addons changing playstyles though, so I'm on board.

    If you are playing legion and you stop frenzying just because everyone is already injured, you are not using their power optimally. If you find that the survivor you are chasing is in a good tile setup and you can't secure the down, frenzy them and go find someone else.

    Their power is not meant to down. It gets you value if you stab someone and lets you find someone in a weaker position.

  • Frenzy is mainly a macro power. The point of it is to punish survivors who group up together, while making your chases easier by only needing to down them once. The 5th hit downing is just to really punish the survivors hard if they were not cautious enough to make distance.

    As it is right now it isn't hard to get 3 people injured. If you come across a pair of survivors you would only need to find one more if the reduced the number of hits.

  • I usually mute the game while I have a youtube video on another screen while leveling up. I agree the bloodweb is unnecessarily loud.

  • I would like to see Dredge be able to take advantage of ambushing survivors more, like a trapdoor spider.

    • Remove the loud banging notification when Dredge has teleported into a locker.
    • Increase the time Dredge can hide in a locker without giving off a pink aura from 8 seconds to 30 seconds (arguably not at all).

    This lets Dredge lie in ambush to catch survivors off guard, or if he tries to be sneaky during nightfall, he can teleport in front of survivors during a chase and wait for them to get in range for a hit. It also means survivors might be more scared to lock lockers, because the Dredge might be waiting inside and gets a free grab on them.

    Did you also know that dredge can enter a locker without teleporting, by walking up to one and opening it? There is literally no benefit to doing this I think, other than whoever sees you go in there can't immediately tell that you teleported until after 8 seconds. I would like to see this changed.

  • @Rulebreaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3700514#Comment_3700514

    We don't particularly care about slugging [though slugging for the 4k gets old fast], we're just pointing out a logical conclusion.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3700548#Comment_3700548

    Thank you?

    Broski be talking like they are Venom, haha.

  • @Raccoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3700298#Comment_3700298

    You're pretty new here, but you'll eventually learn that not everyone is playing the same game.

    I have a 5 year badge for this forum (will be 6 years in june), I just don't post very often.

    But yeah I can really see how my perception of survivor is different from people who picked the game up recently.

  • Honestly I could see them making Alcina a legendary skins for Nemesis. Her power up could be her growing her claws just like Nemesis uses his tentacle whip.

    Nemesis is already shorter his model from Re3 remake, so I don't see why the wouldn't scale her down to fit a skin. Especially considering they have done so already for characters like the Xenomorph queen or the freaking titans from AOT.

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3700276#Comment_3700276

    One last question on Midwich.

    https://us.v-cdn.net/6030815/uploads/K2OAFH3J7YP8/image.png

    Shack is the strongest title in the game, there is no argument, but its not like you never play killers in B-A-S tiers. Keep bringing D tier killers combined with scenarios that literally not exist does not prove anything in the forest.

    You wanna talk about against strongest teams, bring Blight & Nurse in.

    Its nice that you took the time to draw that, but kind of meaningless, since I said that Object of Obsession made Midwich an absolute pain for any killer that didn't have mobility. Object of obsession no longer lets survivors get away with playing ring around the rosie on Midwich, it hasn't for years now.

    And yes, Nurse and Blight are strong against holding W, Because they have mobility powers. I don't really see what the point of bringing them up even is. It would be more interesting to discuss the killers that can play around holding W by using stealth or creative uses of their powers.

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3700276#Comment_3700276

    Why should I stop? Killers describe their chasing time like a child connecting the dots on paper to draw an image. Thats not how chase works.

    Im so tired of "divined by 0.6"

    Because at this point I am not really sure what we are even discussing, it feels like we are just talking about maths because I am was tired and didn't want to go into every scenario, so I kept the calculations simple.

    Did you make this post because you do not believe that holding W is strong? I'm sorry to say, but that just isn't true, it is strong. It was strong enough that the devs reduced the total distance that survivors gain when injured by an m1, and also buffed a killer's attack recovery speed to help mitigate how strong holding W is. It is strong enough that it is the reason why Windows of Opportunity is my favourite perk right now, because it lets me know if I am safe to do so.

    Even now, it is still a good tool that survivors should use if they know they can get away with it. By that, I mean you can see the killer approaching, you know there is a strong tile that you will reach well before they catch up with you, and that going after you is not worth the time investment.

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3700200#Comment_3700200

    Two, you forget there are many obstacle in the map, its pretty much not possible unless they run at the edge of the map, and most maps have wall cut in L shape like Azarov, Asylum, Sactum .ect

    Three, this is a graph showing how you actual chase survivor, not "closing distance in a single straight line"

    https://us.v-cdn.net/6030815/uploads/G3W3IL668OFN/image.png

    Seriously, stop with the semantics. You are missing the forest for the trees.

    There are plenty of obstacles in the game that you can force killers to take a straight path around. Most main building have long walls to enable this. You will usually have enough time to get to a safe tile to start playing around if the killer actually commits to you, which is why most don't. Haddonfield and Midwich were infamous for this, with old Object of Obsession, because most killers couldn't cut you off on those maps.

    There is nothing wrong with saying that holding W is strong. I use it against a lot of killers because it is easier to guarantee my chase time is longer then if I risk a 50/50 at the pallet against killers like Pyramid Head, Pig, Slinger, Nemesis, Doctor, etc.

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3700200#Comment_3700200

    First. Killers saying it takes 34sec to catch a survivor 20m ahead of you

    20m of distance / 0.6m of closing the gaps = 33.3sec

    Completely forget there is Lung speed (175% speed on 0.8sec). Which cut down 2.3m. By this alone would cut the time down by 3.8sec. Means its not 33.3 (for some reason you round up by 0.7 but not round down by 0.3), but rather 29.5sec

    https://us.v-cdn.net/6030815/uploads/MI1GLE69WVIB/image.png

    So the next time when you calculate the time it takes to reach survivor, minus 3.8sec for the Lung. You dont hit survivor by your hitbox overlap survivor's hitbox.


    You are kind of missing the forest for the trees.

    I rounded this up for everyone's convenience, and I said it was an approximate. I am aware that 20/0.6 is 33.33… seconds. I prefer to round up rather than down for such things. And yes, I did not discuss lunges, that was intentional, because lunges and powers are very tedious to calculate. Also you got the speed wrong for lunges, it increases your movespeed to 6.9m/s for the duration, or 150% of a 4.6 killers speed. Not that it matters, because that wasn't even the point I was making.


    The point is you can greatly extend your chase times by approximately 30 seconds minimum, and that is assuming you start running at 20 metres rather than as soon as you react to the TR, which being generous means you can start running when the killer is around 28-30 metres away from you. If you can see the killer outside the TR and start running as soon as the music triggers, that is around 50 seconds approximately (yes, I am rounding down by a few seconds for this, nice whole 10s number).

    Holding W is strong. I use it a lot, more survivors should take advantage of it if they want to win their matches.

  • These are the map sizes I am talking about, under Map Sizes:

    The Realms are semi-procedural locations within the World of The Entity.Each Realm was the site of a violent tragedy in the past and they now serve as the Arenas for The Entity's trials. The location of the Trial is chosen by The Entity.Players can influence The Entity's choice by burning certain Offerings. Trial locations have certain fixed landmarks, but elements such as Player starting locations, Generators, Chests Lockers, Totems and Exit Gates are placed to The Entity's whims.Even the terra

    I am not actually arguing that Holding W needs to be nerfed, but let us all keep the facts straight rather than building a strawman.

  • Against a good amount of killers, holding W is the easiest thing you can do to extend your chase duration. Against a basic 4.6 m/s M1 killer, if you run in a straight line away from them, they only gain 0.6 metres per second on you. If they haven't started a chase, they won't even get blood-lust for a good while.

    Assuming that the killer is 20 metres away when you start running (which is very generous, seeing as you can run as soon as your visual TR lights up for around 30-32 metres), that means it would take approx 34 seconds just to get in range to hit you. That is more than a third of gen progress. And that is just to get in range to hit you, if you are healthy the killer still needs to down you afterwards. after 34 seconds of straight sprinting, you would have covered a distance of 136 metres. Bear in mind, the largest realms in the game have a maximum length of 176 metres, so for most maps that you can see the killer, you will be able to get to any main building or tile most of the time.

    This is why it is important as Killer to not make it so obvious which way you are approaching from, and why SWF is really strong, because SWFs can call out your position and plan a course of action that is safest for them. It is also a reason why map mobility is so strong for killers, as anything you can do to close the distance on a survivor is less time you waste just getting in range to hit them.

    I had a solo survivor match against a trapper where we just destroyed him even though he had a 3 gen. We didn't step in any traps because we were just avoiding grass running in a straight line away from the gens anytime we heard his TR. He eventually ran out of kicks to regress and there was basically next to nothing he could do.


  • When more invocations get added in future releases, they will probably stack together similar to boons. We don't know know yet what upsides and downsides they will have, but if they also implement the broken status they will probably be quite strong. Invocations have a lot of potential and I can see them becoming meta in the future depending on what releases.

    For Weaving Spiders, Don't use it at the start of the game. You want around the mid to late game, when the game focuses on the final 2 - 3 gens left. Using it at the start makes you a massive hindrance, but towards the end of the game assuming you aren't on death hook, you won't be a priority for the killer, since they will be focused on gen defence or forcing a death on a survivor. They probably won't go to the basement in this case.

  • @Neaxolotl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699643#Comment_3699643

    Survivor BP in general is ridiculously bad, honestly limiting those doesn't makes sense when we have so much of infinite things to grind for

    I tend to hover around the 2,000,000 BP cap constantly, just because I find that I have to actually focus on spending blood points now that all my survivors and killers have all perks.

    But sometimes I find myself forgetting that not everyone has bought all the dlc as they release, completed all achievements and unlocked every perk, and that DBD is really not friendly to new players as other live service games.

  • I could have sworn that Badham has been more than twice already. Always something with that realm.

  • @Ilikechips said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699991#Comment_3699991

    I understand mathematics perfectly well. 60% kill rate means 60% of survivors will die on average over many games in a set period of time.

    That means that killer is easier and survivor is harder. More killer buffs on the way which means that the 60% number will only increase.

    Yet here is another post asking for the kill rate to increase.

    I am suprise :O

    I pointed out that with a fixed killrate of 60%, your winrate as killer can vary drastically, from as high as an 80% winrate, to a low of 50% winrate,

    It is not my problem that you do not understand how data works, but go ahead and continue claiming I am somehow arguing for killer buffs. And I do not think the killrate should go any higher than 60%, that would make the win/loss ratio even more insane.

  • You are just showing you don't understand mathematics, its okay a lot of people struggle with it.

  • @Ilikechips said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699977#Comment_3699977

    So I will take a stab and say yes. You are asking for the easiest and strongest role to be even easier and stronger.

    No…I am not sure where you are getting that conclusion from. Tell me where you somehow came to that conclusion when I was just pointing out how you can calculate winrate?

    Here, let me give you another example.

    You play 5 games as killer. You get 3 kills in four matches, but no kills in your fifth match.

    You encountered 20 survivors overall, you killed 12 of them, so your killrate is 60%.

    You won four out of five matches. So your winrate as killer is 80%.

    Can you understand what I am trying to spell out to you now? Literally the same killrate as before, but this time the winrate was drastically different.

  • @Ilikechips said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699970#Comment_3699970

    Killer is stronger than swf, Killer is stronger than solo queue but you still need more buffs to killer.

    Is that what I am getting from that word salad?

    Can you explain what you mean by word salad? All I did was point out that winrate is not the same thing as killrate. Its not my fault you don't understand ratios and percentages.

  • @Ilikechips said:

    Whats the matter 60%+ kill rates aren't enough for you? Need more?

    Killrate is not the same as Winrate.

    If you played 5 games, you could get a 4k in your first two matches, only 2 kills in your next match and then only 1 kill in your last two matches. You still killed 60% of survivors, but you only really won 2 games out of 5.

  • @HexHuntressThighs said:

    W key is when survivors start running as soon as they hear the terror radius/ or see the killer. If you start running when I round the corner 8 meters away that is NOT W keying. For example I’m playing Huntress on RPD and all survivors have Lithe/ Sprint Burst and when I get to a Gen with progress the scratch marks are already fading away, I catch up to them after running for 40 seconds unable to use hatchets pretty much until I get really close and then they Lithe at a window and I have to do it all over again. It’s rare that I go against it but when I do I usually just DC because it is very boring to go against. But it is a very common problem at high MMR, that’s why Kyto says he doesn’t like playing DBD anymore.

    I remember the days when people would run Object of Obsession on Midwich. It would take 30 - 40 seconds just to start a chase since the surv runs in a rectangle away from you.

  • I agree that chasing survivors that hold W as soon as they see you is really annoying, but I am not sure what other kind of point is being made here.

  • Pro tip, if you meet a horrible killer who is trying to just bleed you out with knockout, jump in a locker if you can't get away. The aura hiding only shows if you get downed by an m1, if you get grabbed and the killer drops you the other survivors will be able to see you.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699389#Comment_3699389

    Jund has a strict & myopic definition of tunneling. It’s kind of like the proxy camping vs face camping argument.

    Tunneling to most people: hooking a survivor, going off to chase another survivor. The hooked survivor is unhooked. While I’m chasing another survivor I notice that unhooked survivor off doing something, so I break chase to go after them again specifically.

    Tunneling to Jund: Hooking a survivor, proxy camping, then pursuing the unhooked survivor.

    Both legitimate forms of tunneling but Jund appears to only consider the latter “true tunneling” and frames his poll in a way where only that definition could be used.

    I agree with Scott on this.

    Lets boil this down to basics; why do people dislike being tunneled? Because people dislike dying when it feels unfair. But what exactly is unfair about that first scenario? survivor got unhooked, they presumably got healed back to full, and they are now progressing in the match again, either by doing gens or being altruistic going for saves.

    Personally, I only dislike getting tunneled off hook in the second scenario because it means that I have started my second or third chase at a disadvantage. I am injured, the killer knows where I recently was and I might be out of position. If I got put in the basement, it becomes very difficult for me to get out of that basement without giving the killer a free hit, so I am under more pressure.

    Survivors get 3 chases minimum to avoid death, but if you were able to get fully healed and then put yourself back in the match, it doesn't really seem like tunneling to me. I can see how it might feel unfair because your 3 chases came before everyone elses, but that would happen in a 12 hook game as well for who ever died first.

  • @Neaxolotl said:

    Punishment unneeded, just make it impossible

    It's not even hard to remove this mechanics, I don't understand why it exists

    This would be the best solution.

    I would probably make it so instead of speeding up your death timer, every time you attempt to unhook gives you some sort of penalty, whether it be something like - 2% gen repair speed, heal speed, for a duration dependent on how many attempts you made.

    That way we can still have the self unhook interaction, but it no longer makes you leave the match faster.

    For second stage, we could do the same thing, where every missed struggle just reduces either gen speed, heel speed etc.

    The goal here is to minimise the damage that entitled players can do. If they don't want to play, then fine they don't need to play and can go AFK, but at least this way they won't immediately screw over their teammates, and maybe they will actually stick the rest of the match out if they have to hang there anyway.

  • @ReverseVelocity said:

    I mean Bubba isn't exactly a super difficult killer to play, they need to add some kind of skill expression to him that isn't just "don't bump".

    LF's power is "easy" sure, if you just use it to backrev in the open. But it does have a lot nuances to it that give it a good amount of depth.

    A lot of people really don't get how far Leatherface can down you if you have 3 charges, the extra speed you get while charging means you might be better using your sweeps rather than going for an m1 on an injured person at times, and some safe tiles become unsafe with how fast you move.

    I won't get into it right now since it's 6am for me, but LF does have a skill ceiling quite higher than most people think he does. He's "easy" to play, hard to master.

  • @Smoe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699117#Comment_3699117

    The problem with Mr. X is that he just doesn't have anything that would make for an interesting power.

    His attacks both in RE2 & RE:Resistance can be boiled down to either going faster or grabbing someone who is close enough to him, both having already been done by other killers already such as Wesker.

    His Super Tyrant form being not that much different, he either run fast while dragging his claw in the ground towards you or he leap attack you. You can maybe do something with the leaping as an attack power, however i feel it would be better to give such an ability to an original killer that can allow it to be utilized more creatively like leaping from wall to wall and then attack or something like that.

    Even without Nemmy's arsenal, you still have more room to get creative with his power, moreso than what you can with Mr. X

    I am hoping that the devs will add more onto Nemmy's powers or reworking his addons to be more interesting one day when he gets a QOL pass, maybe they can even finally add a 3rd zombie.

    Also speaking of arsenal, for a character who only used an RPG almost half the time in the original, it's kinda funny to me that Nemesis in the remake never uses any of his weapons outside 1 boss battle and 1 short chase sequence that lasts less than 5 minutes, instead he mostly just sprints and uses his tentacle throughout all of his encounters before the flame thrower boss fight.

    Of the original 3 games, Nemesis was absolutely the perfect character to pick for a killer in DBD. He is literally known as a pursuer, and drives the plot of his game. The Tyrant in RE1 and Mr X are treated more as situational bosses and hazards, they are still great but they are not the main focus of either game.

    From what I have heard, they cannot add more than two zombies due to issues with CPU load and performance. I find this would probably be less valid in 2024 however, since we have actual survivor bots and the game will be ported to Unreal Engine 5 soon. I do think the fact that zombies are technically part of his power means the devs will always need to make sure Nemesis is not overbearing on his own, because the zombies can provide good map pressure at times, it is just unfortunate that their impact is random, or can be taken advantage of/bugged out.

  • The hatch can spawn halfway up the inner staircase inside the Ormond lodge, yes. But not on the second floor.

    I think the way it is coded for most maps is the hatch can never spawn in a location that players can physically get under, barring basement.

  • @DaddyMikeyMori said:

    Unknown is a really good killer. One of their best designed, in my opinion. Solidly upper tier. Not bad by any means, but not super oppressive either. He's also a hell of a lot of fun to play, and I generally like facing him as well.

    As for Otz, meh. I wish this community didn't revolve so much around streamers. I feel that if he's getting a kill streak (how does a streamer prove such a thing, anyway?) then this is bad for the game, and in a way I'm glad that he's (unintentionally?) highlighting that. On the other hand this talk of things being changed because streamers make a big deal out of it really bothers me. The game should be molded around the average players, not the people who play it for a living and do things based on clicks.

    While most don't set out to do it by design, streamers and content creators can become "authorities" (I use the term very loosely, don't look into it) in video games because they have the resources and the motivation to be able to provide a much better formed opinion than the general public. That doesn't mean that their opinions are factual, but it does give them more weight hearing about an opinion from someone who has shown he has put in the work and hours into what he is stating.

    If I never play Huntress, but wanted to learn to play huntress, odds are likely I will be able to learn by watching a huntress main who streams. Sure, there may be better huntress players out there, but if they don't make content, or stream, or share their knowledge in any way to the community, you can't really learn or form an opinion on huntress from them, can you?

  • @ArkInk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699302#Comment_3699302

    The devs have actually said they have full control over power and balance decisions because of the nature of DBD as an evolving game, it's why Demo was able to get changes even when he was unavailable.

    It's a good thing they do too, because if a licensed killer was OP and the devs weren't given permission to change it, the game would basically be screwed.

    Technically speaking, the devs can change Freddy anytime they want, he just hasn't been on the priority list for some reason.

    Yeah, but right now they are stuck into making sure any adjustments to Freddy revolve around either his snares or fake pallets. They couldn't implement anything like fake generators, fake walls or fake windows. He is supposed to be a dream master but barely feels like it, no wonder survivors say they don't bother waking up.

    Honestly, I wish that Freddy had the teleporting power that the Unknown has, literally his most iconic parts of him is being nearly omnipresent in the dream world.

    Freddy.gif
  • @arcaneGospel said:

    Lullabies are only implemented very intentionally, or on Sadako. This begins with the idea the Huntress, being capable of hitting you from any range—even across the entire map—if she's good enough, should probably give you some more warning than the other killers in the game at the time. Trickster got one because he is bootleg Huntress.

    Freddy's is largely thematic but prevents him from being a full-fledged stealth killer in his current Jack of All Trades, Master of None design. It's better than the developing TR, but is still something of a warning. Onryo also has one for presumably the same reason.

    Wesker, on the other hand, has an extended Terror Radius. It seems like it was an incredibly intentional choice to give him this instead of some form of lullaby, and it is actually likely for the sake of promoting perk variety without allowing this fairly mobile and lethal killer from simply rocking up while you're inflicted with Uroburos and killing you before you can react at 92% movement speed or whatever the actual value is. Removing a killer's entire ability to use stealth-based perks is something that shouldn't be done lightly (even though they have done that lightly twice)—This is why they increased Slinger's TR instead of adding a whistle radius or something, because he is supposed to have the ability to be a more stealthy ranged killer.

    Wesker's issue isn't being stealthy, and Unforeseen is probably just a bit overtuned. They probably oughta up Blight's TR, though.

    Freddie's Lullaby is a by-product when he originally had pure invisiblity, with next to no ability to tell his position except if you see grass moving or hear his footsteps. If you were awake, you did not hear the terror radius, so the lullaby was the only warning he was nearby and that he could maybe see you. Funnily enough, with Monitor and Abuse with wallhacks he was basically a stealth killer anyway, and could reduce his TR to 8 metres with Paint brush.

    They kept the lullaby when his rework came in, where being asleep made you oblivious. Oblivious was stronger on Freddy originally, back when deep wounds depended on if you were in the terror radius rather than if you were sprinting.

    I don't want them to get rid of the lullaby, because it is one of the few remaining parts of him that still feel thematic. But for some reason Freddy rarely gets changed, which I assume is because New Line are very stingy about making any changes to licensed characters.

  • Why do we care about winstreaks anyway? If you win 49 out of 50 games that is still basically a 98% win rate, which in any other pvp game would be considered insane, and most other games winstreaks are not even really considered because most balanced games aim for 50% win rates, which makes the idea of winrates nearly impossible.

    And before anyone says anything, I don't consider kill rate the same as win rate, but they are related. If you kill 4 survivors in every game in 10 games, then lose your next 10 games but manage to kill 1 in each of those games, your win-rate is 50% but your kill rate will be around 62.5%. Of course this is assuming you consider a 1 kill a loss in the first place.

  • I would prefer they add Jack from RE7 could possibly work, since in RE7 he is actually the main antagonist hunting you far longer than Dimitrescu does in her game.

    For a full chapter, I am not sure if they would add a survivor, because it would have to be Ethan Winters, but CAPCOM has been very careful to not show his face for some reason, which clearly would be difficult in a multiplayer games.

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3697115#Comment_3697115

    Knowing where gens spawn is all well and good until you get other survivors actively working against your efforts to prevent a 3 gen. Then it really helps to have real time updates of the worst possible 3 gens so you can at least minimise the impact. That's why I run Deja Vu, and 6% doesn't hurt.

    Yeah this is the actual main reason I take Deja Vu. Most people will just start working on the first gen they see. Which is good yes, because it pressures the killer to interrupt them. But at the same time it means people might ignore the smallest 3 gen.

    I usually take note of what 3 gens are highlighted, and try and "draw a triangle in my head" with them. The goal is to complete and remove the gen that will leave the longest distance between the remaining 2. If I passed other generators, I will factor those in as well for drawing a line.

    The perk is really good because it encourages better game sense other than simply "do middle gens first".

  • @Mooks said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3697290#Comment_3697290

    also here: record and report with proof. This is griefing and a bannable offense. Dont know how much they count dms outside of the game as evidence but if the same players do troll you in multiple matches then that’s already proof enough afaik

    Unfortunately, this happened a couple years ago, before crossplay and the anonymous mode was introduced, and when I played on PS4. I feel lucky that I have not had this happen again, nowadays I play with a VPN (to my own country, to hide my IP) and almost exclusively use anonymous mode as killer, so I hope that is all I need to do now.

  • Killers can play with anonymous mode on to hide their name. I usually due this whenever I play killer, because since OCE is such a small region, if a SWF that doesn't like how I played recognises my name, they will sandbag or troll me if I matchmake as surv and they are in my lobby.

    And before anyone claims otherwise, yes this does happen.

    It happens enough that I have taken measures against it. OCE is so ridiculously small compared to NA/EU servers, I see the same people regularly, albeit its a bit wider now that crossplay exists. And yes, I have literally been told in chat and PSN messages that they chose to bodyblock/troll me because they don't like that I beat them as a killer.

  • Deja Vu is a staple on my solo Q build, letting me see the 3 gens closest and knowing which ones to focus.

    That said, there is caution upon throwing the game by trying to complete those 3 gens only and basically treating it like there are only 3 gens. It doesn't matter if you have broken the 3 gen if you still have 4 gens left and the killer has already put people to death hook.

  • In RE resistance, Nemesis' main ability was a dash attack similar to Oni, sprinting relentlessly after the survivors. He also had a Rocket launcher as a limited ultimate ability.

    Fom what I understand since I never played the original RE3, Nemesis was extremely fast. I think that a dash or Sprint would alleviate the issue of him having very weak map control beyond his zombies, and help against survivors that just hold W against him.

  • I don't see too many new survivors at my MMR anymore. When I switched to PC for the first time though it was common.

    I would do things like not respect pallets but also let them get the stun, and I would then always kick the pallet. I would try not to go for lunges too much, and as soon as I hook I would never camp unless a survivor was nearby that I can see.

    I think for true baby survivors, the novelty amd thrill stops baby survivors getting frustrated, as getting caught by the killer is still scary amd fun.

  • Here is a list of things I like to do when getting slugged in DBD:

    • Refill my water bottle
    • Go check the fridge for snacks
    • Check my texts
    • Check my youtube feed
    • Watch youtube vids
    • Check the DBD forums
    • Do some quick chores like putting away dishes or loading the washing machine.
    • Play Slay the Spire in another window (I do this anyway when waiting for a match)

    Getting slugged sucks, especially when the game is decided and there is no comeback to be made.

  • I doubt that BHVR would ever reimplement his old power again. Saying this as an old Freddy main that used to play original Freddy near exclusively.

    Old Freddy was the one of the first killers in the game to have a power almost entirely for Macro gameplay. He was near impossible to hide from, having true invisibility, he had the best map awareness and slowdown to this day, and his dream projection with range addons was the best tracking tool in the game, since it would lock onto survivors through walls (not many people knew this except for dedicated Freddy mains). At the time, There was no other killer as focused on Macro gameplay to the level that old Freddy was.

    While this is not actually exclusive to DBD by the way, fast reactions and twitch shooter mechanics are usually treated as more skillful than strategy or game sense in other games as well. And unfortunately, most players do not like macro gameplay focused killers. They don't tend to respect them as having a power with skill expression as much as micro (chase focused) powers in the game.

    A lot of bad Freddys who didn't understand why his power was strong would just use his power to make sure they never lose them so they could tunnel them. Even though his power did not want you to do that and punished you for focusing on only one person.

    Unfortunately, it was decidedly easier to change Freddy's power rather than try and balance it. I do think the power was problematic in some ways, like how slugging was very effective, and we shouldn't design powers that benefit from slugging a lot. I will admit that survivor gameplay suffered, because while it isn't Freddy's fault, the main gameplay loop consists of being chased, altruism and map awareness/stealth. And Freddy negated one of those completely, didn't engage with chasing, leaving altruism as the only enjoyable part of Freddy gameplay.

    But he was really unique, and I do miss his gameplay loop.

  • @ArkInk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3696357#Comment_3696357

    I am referring to these more extreme methods, what restrictions would you consider viable to skip or add Hook stages? Would you be fine with a perk that closed a gate in such a fashion that it would need to be reopened?

    I'm not necessarily advocating for this so much as I am curious about where people stand.

    I don't really see a perk being able to close a gate as being very strong.

    Most survivors leave the gates at 99% anyway, the only thing closing it would be useful at that point would be to trap them so they have to leave. If you are just going to close it to reset the time to open it, it only takes 20 seconds to open it again, and most killers can't defend both doors at once when there are multiple survivors.

  • i would say that Bloodwarden counts as closing a gate. Sure it is temporary but it effectively serves the same purpose as closing it for real.

    Monstrous shrine and Reassurance both already affect the hook timer, and therefore stages as a consequence. Unless you mean skipping or adding a stage completely, which would be really unbalanced for both sides without heavy conditions and restrictions attached.

  • @Shroompy said:

    Im sorry but if you cant hit some one whos right in front of you with any of these killers its a skill issue

    Crouch tech is basically a 360, a last resort.

    If you are in a situation where you need to use your power to hit the survivor, because it will close the distance before they get to a pallet or window, it is not a "skill issue" for the survivor to exploit a hit box bug.

    I refuse to call it a tech, because it's just an exploit 100%.

  • I like the idea of making it so that there is no loud *BANG* when you teleport to a locker.

    When the killer first came out, I tried cutting off survivors by teleporting and waiting in the locker for them and was confused how they always knew to do a 180 even if I broke LOS in Nightfall. Turns out the dredge gives you a very loud warning like he bashes his face against the door when he teleports, even if you just sit in the locker. Also if you sit in a locker it starts glowing purple warning survivors you are inside, which feels really lame.

    If they removed this , it would give you a chance to plan if you want to come out of the locker or wait in ambush. There was one rare moment as Dredge where I teleported to the basement because I could see a survivor heading towards the shack, so they didn't hear the bang. She approached my locker and I got a free hook because of it. I basically just want that to happen more often, because dredge locker grabs are probably one of the scariest things a killer can do.

  • @opxtreme said:

    https://forums.bhvr.com/dead-by-daylight/discussion/401786/purposefully-bleeding-survivors-to-death-should-be-a-punishable-offense

    I believe this is a punishable offense, if the killer is able to kill you but chooses not to and wastes your time (key words) which is technically holding the game hostage, therefore a reportable offense. It may not be a permanent thing like killer bodyblocking in a corner, but its still ignoring main gameplay.

    You are incorrect. The killer slugging you will eventually kill you, so it does not count as slugging. If you want to get technical about it, the max duration of a match is 60 minutes, so overall being slugged on the ground is only 6.66% of the total match time.

    You are free to dislike it, and there are good reasons to dislike it, I absolutely hate it at times, but it is not reportable.

  • @BooperDooper said:

    The fact that knockout still exists is insane

    Knockout is absolute trash and shouldn't exist. It doesnt even do anything against SWFs, so it just screws over solo survivors who are already fighting an uphill battle.

    Slugging in general, though. As long as there are ways that survivors can take advantage of a survivor being picked up, from blinds to pallet slams to sabotaging hooks, the killer should never be punished for avoiding those situations by being forced to pick up the survivor.

    I know the base kit unbreakable was scrapped, but I do see some merit in it, but not sure how to implement it without it being too strong.

1 2 3 4 5 … 9