Gamedozer7
Gamedozer7
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@Bot_Salvo88 said:
I feel like it's just buying 1 level with a button. I hope it's more than this, but I feel that's exactly what it will be
i think the point is you can buy what you want in that level then auto level after or just straight auto level if you don't care.
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@HoodedWildKard said:
So many threads complaining about this recently. And it mystifies me, I'm no killer main for sure, but not a surv main either. I play both rolls roughly equally. For a start it isn't easy to hit, you can force a trigger by running at killer but it only works against players who M1 at the earliest possible second.
Killer is the easiest roll by a longshot. My mmr has been throwing lots of extremely good teams at me recently. I see DH a lot, but I rarely struggle against it. Baiting it out is pretty easy in most situations, really the only time I lose decent time becuase of it is when it's forced on a pallet. You literally get within swing distance and hold off for one second, watch the dab then drop the surv. It isn't hard. This strategy has worked against players with 100days plus solid play time. My record being one who has played the game for over 300 days.
But the way I see a lot of posts on here complain about it makes lt sound like they swing into it constantly and lose a lot of their games solely due to this perk. So it's either a wider skill issue or just killer main mentality bias, hating on whichever perk irritates them the most.
Tbh from my experience the perk is an important one for game balance, it's probably the best (if high risk) exhaustion perk in the game. Game balance already tips in the killer's favour, without DH, or if it gets nerfed into the ground that gap will only widen and kill rates will spike.
the thing is survivors have figured out how to make new dh better then old dh in certain situations. old dh you would get to a spot then dh to pallet and window and the killer couldn't do anything about it it was a free pallet drop or vault. now dh is used in the same situation but closer and now if you try to make the hit at a pallet the survivor doesn't drop it but speeds off to a new loop. we're are back to dh been a lose lose situation where there is no counter play to it, if you wait it out the survivor gets the pallet and off to the next loop if you swing then they save the pallet and they are off to the next loop.
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@Zachcjjj said:
nah but people come into the game ready to gens because killer meta is so slowdown heavy atm
killer meta has always been slow down even when there wasn't much gen defence it was ruin, pop, enduring, and sloppy to slow the game down just a little bit
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@Nos37 said:
They were both shadow-buffed and shadow-nerfed.
The gens take less charges to repair if you're playing killer, and they take more charges to repair of you're playing survivor solo.
I think you might be on to something because I have a very similar experience.
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@Justa335i said:
Dude, we are sick of skull merchant and 3 gens. We load up not knowing what we are going into.
I went from a fun chase build to an exclusive gen-rush build.
I've stopped playing her because if you don't 3 gen you pretty much lose. Even playing chase builds or gen defence but not going for a 3 gen right away I end up having to go into a 3 gen to win around 1-2 gens or I'll end the game with 2-3 hooks. Atm she has pretty much nothing but hold 3-4 gens and then see which side is more stubborn.
I honestly can't stand 3 gening and end up just giving up and letting the survivors finish because I'm bored.
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@Mr_K said:
No, just more perks that speed it up.
But there isn't any gen perks or toolboxes. It's not like I'm having bad games.
It could just be me honestly.
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@DemocRat said:
You can't face the same Killer more than twice in a row. And you have to face at least 5 other killers before you'll be able to face the first killer you played against that day.
Example: Blight - Blight - Huntress - Trapper - Pig - Pig - Nurse - Hag - Blight.
Queue time will be increased maybe.
The increase in q times would be huge. While there is a bunch of killers they aren't all played at a decent amount. Imagine if there was 10 people playing killer and 6 are playing huntress and the other 4 are running nurse and blight exclusively. Also if I'm playing huntress because I enjoy her and I'm trying to get better my q times jump because I'm playing a killer I enjoy and want to practice.
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@AGM said:
It should be by now. However it isn't active if a map offering was used or if certain maps are having their chances boosted, such as when a new or reworked map comes out.
Does using a offering active it for next match?
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@Bwsted said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3373732#Comment_3373732
She will still be oppressive in a 3 gen, just different execution.
You put down 1 or 2 drones. Replace when they're hacked. The claw traps need to w key away, otherwise they render nearby drones unhackable (yeah, I bet someone at BHVR didn't thonk that one through). The haste effect makes patrolling the 3 gen and hit'n'running even easier. I'd say sloppy becomes meta on her now.
If you only have 1 or 2 drones at gens your leaving 1 or 2 unprotected and the survivors won't bother messing with the drones because you can do the other gens for free. Sure you can patrol them yourself but then your a m1 killer with no power at base speed. Remember survivors have to have a reason to break the drones and if there's a free gen they will always go to that one so you might not even get the haste the majority of the time your trying to patrol gen and most of the time you'll only have 1 or two survivors with a claw trap so you won't be getting the max stacks anyway.
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I've played quite a bit of her and she pretty much 3 gen or you lose atm. The haste is nice but she will still have to deal with pallets and windows which could make the haste effect completely pointless. I have a feeling she's just going to end up a weak killer that will still have to chew up a ton of pallets before she can get a hit but we'll see.
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@Mooks said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3372363#Comment_3372363
Even if unintentionally introduced, they made it clear it’s now a feature. And definitely not a bug.
It was still unintentional and the dev decided to keep it. They said hug tech was unintended but did they say anything about fixing it or is it just a thing now?
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3372363#Comment_3372363
360s yes but when did a dev say that looping is a bug? They deftly switched from stealth to chase-based mechanics because that is what more players preferred.
They didn't count on the smaller survivor hitboxes to allow them to make it around stuff faster which turned into looping we know to day. It was completely unintended.
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@Mooks said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3372183#Comment_3372183
360s aren’t considered bugs for the devs. Hug tech is confirmed to be not intentional by the devs though.
but it’s not reportable to use. At this point they would use the killswitch for broken stuff and not ban players who abuse such a feature..
Yes they are there Dev said the looping and 360 were unintended and were going to be removed untell they realized that the player base preferred them.
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@Cleverotter said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3370681#Comment_3370681
Sure, an m1 killer, but one that makes you basically perma one hit.
But she still has to play around all pallets and loops. Shes a base m1 chasing an injured survivor. She's even weaker then Trapper at this stage because if you trap a loop the survivor has to leave it or take the trap. If you puke on a infected survivor at a loop it does nothing.
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@hiken said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3372122#Comment_3372122
if u use corrupt intervention that will never happen.- but whatever-
The problem with corrupt is you get 2 minutes of use out of it at best then it's a dead perk. So if you get full value from corrupt then your probably going to lose a couple of gens anyway and your having a bad game and if you do down someone quick with corrupt well now its a dead perk even faster.
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@hiken said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3371895#Comment_3371895
thats why exponential boon and unbrekable exist u know? valid and no problematic strategy right?
Unbreakable is only 1 time so when they run back to the unhookable spot I will just slug you again. You can always snuff the boon and its very rng base I've never had a problem with exponential.
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@hiken said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3368290#Comment_3368290
Then we may bring back boil over to its previous state after all is a strat that survivors used right?
Sure as long as you don't mind been bleeding out on the ground for 4 minutes because your unhookable.
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@Batusalen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3370288#Comment_3370288
If we are going to be that way, then what they should do is simply put voicecomms in game like any other squad-based PVP game out there. Of course, for that to happen BHVR needs to be willing to spend some of that DLC and cosmetic money in "voice chat" server processing, which I doubt.
Because bhvr doesn't want to put in voice chat.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3370130#Comment_3370130
Psst. There's blight, nurse and spirit in game. Even 4man SWF don't stand much chance if these killers want to just win (and take their best stuff for that purpose)
So killers should only play those 3 killers with the best stuff just incase because remember you can't change your killer once you've qd up
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@Zaydin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3369516#Comment_3369516
So you're saying SWFs are unfun to play against and no Killer wants to get stomped by them?
It's true most killers don't want to deal with 3-4 man with comms.
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@Batusalen said:
The solution to "SWF" is simple: Start
nerfingbalancing survivors taking in count SWF with voicescoms instead of balancing them around SoloQ survivors. Simple as that.They already closed the gap between the two, it is time to stop all the "WoN't SoMbOdY pLeAsE ThInK oF SoLoQ?" and treat all survivor squads like they were SWF.
I wouldn't say closed the gap but definitely shortened it.
Imo if you threw some version of kindred on for solo they would have about 90% the info swf have.
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@Zaydin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3369499#Comment_3369499
Great, then there shouldn't be a problem if BHVR put a display in the pre-game lobby showing how many survivors are in a premade group.
If SWFs aren't that strong surely there is no harm in letting Killers know for sure they are potentially facing a full four man SWF.
No because no one would play them and the game would die. At least that's what everyone says. I'm still trying to figure out if the game is made up of mostly solo or swf because it's constantly been Saif they both make up the majority of the playerbase and doing anything ro hurt either will kill the game
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3369411#Comment_3369411
You could maintain the individual ranges per effect, or you could take the worst parameters of the boons you take to discourage stacking.
I would say keep them individually but this is BHVR and I'm worry it would end up adding them together or something.
Imo boons where a bad idea all it really did was add one more thing for killers to juggle and alot of times you find a boon you are in a lose lose situation. If you snuff it whoever is around it is gone and if you leave it now the survivors have a strong area to go to to reset or disappear.
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@Firellius said:
Boons should have individual parameters. Dark Theory and Exponential should have longer ranges, Circle of Healing should have a shorter range. Boon time can be adjusted too.
But just flat nerfing boons as a whole because someone healed once will just dumpster the entire concept.
How does that work if you have multiple boons equipped? Like if CoH and DT are equipped what's the range of the boon?
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@Elik said:
to me this shows just how scared the devs are of making perks too strong.
I dont believe anyone saying the perk would be too strong if u get a haste every time u kick something, no chase, no obsession bs just plain always.
I thought they had figured out that a perk that only works on the obsession was bad when they changed DMS but then GaF showed up and I had to face-palm because it never activates when needed.
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@BougieBlackChick said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3368518#Comment_3368518
That’s not an excuse to play toxic. And by toxic I mean BMing on hook or immediately slugging all 4 people out. There’s no reason for that unless you’re being a jerk. Again, killers are not entitled to 4K every match the same way survivors are not entitled to escape every match. This isn’t supposed to be an esports game.
I agree been toxic has no excuse and the only one of those I consider toxic would be slugging all for the bleed out hitting on the hook is the same as tbagging.
I hate to break it to you but humans are competitive by nature and want to win its why sports are such a big thing. I just found out that connect 4 has a pro version named connect 5. The majority of people playing a online pvp game is competitive to some degree and wants to win.
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@BougieBlackChick said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3368509#Comment_3368509
Exactly. People who tunnel someone out immediately, face camp and BM on hook or slug everyone immediately are just being dicks. There’s no reason to play like that every match. Then these same players complain about people DCing against them every match.
What if in the lobby there's 3 or 4 toolboxes? I have to assume that evrone of those has a BnP so I'm going to go hard right away or 4 medkits or miss boon. There's things as a killer you see and have to assume the worst because if you don't and they have the things you won't know untell it's to late.
As a killer you have a lot you have to procces like where all 4 survivors are,the progress of each gen, what items they brought,16 different perks,which pallets are gone or still up. Most the time it's in the killers best interests to assume the worst and figure it out later.
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@Xernoton said:
Wait. Did they break Twins again? Last time I checked they were at least playable. The Victor bug is annoying but at least you don't get stuck anymore, do you?
Did they ever really fix them?
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@[Deleted User] said:
Continue to play Billy.
lies!!!! But seriously we need more Billy mains so keep up the good fight.
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@Sandt21 said:
There's also the fact that you can't force a killer to chase a survivor in a way that isn't advantageous to the killer. When playing killer, and a survivor leads me to a loop that is very strong, I normally do one of two things. 1) Leave the chase, as time is a most valuable asset to a killer and I can't afford to waste time trying to get a hit when the survivor has too strong of an advantage at this loop. Or 2) try to get a quick pallet drop and break the pallet. If this happens, I either continue the chase if I'm sure I can get a quick down, or leave the chase, knowing that I at least removed the pallet from this strong loop, making it weaker the next time a survivor wants to bring me there.
One of the most valuable skills a killer can learn is to know when to walk away from a chase, and they should always walk away from a chase where they can gain no advantage
No bad killer. You must mindlessly follow the survivor to there loop of choice and run around in circles for 2 minutes.
But seriously detaching from chase because of strong loops is getting harder to do lately because alot of loops are safe on many maps.
BHVR has made the majority of loops safe for survivors which completely removed any gameplay for a killer but break the pallet and move on to the next safe loop. Loops need to have gameplay from both sides not once the pallet is down it's BL and lose the game but get a hit or just break the pallet and continue chase.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3367880#Comment_3367880
yeah? she is suppose to be 3 gen character but how weak her current chase even with add-on's, the match are inevitable going go on for 20+ minutes because the killer has trouble closing out the match....
I've had this problem with her. I've tried making her good in chase but aginst a decent team I have to fall back on 3 gen strat and omg it's so boring. The problem is she has almost 0 chase potential and that makes 3 gen her best strategy to win with its saf but that's how she is designed intended or not.
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@Skill_issue said:
is it 12 hooking a high mmr team? getting 4k consistently? high kill rates? killer/escape streaks? running a killer for 3+ gens? gen efficiency? 4 man escapes consistently?
my opinion is high killer or escape streaks especially if it is one person doing multiple killers since survivors are basically the same.
I would say skill in chase by making the right reads on both sides and power usage for killer and resource managers for survivors.
As a survivor you can make a chase last long by pre running and dropping pallets but survivors that run me and keep resources for the late and endgame are the ones I have the most problems with.
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@SweetbutaPsycho said:
I took a break from DBD for about 4 months and have just returned and played a couple of matches in the last days and I honestly was just bored af.
Every match comes down to the survivors just dropping every pallet on first contact and that literary working cause there are just soooo many pallets on the map. Every chase is such a drag where they can work with like 7-8 pallets each and when u commit to a chase 4 gens are gone most of the time. Whenever I get close to downing someone or Im actually at a tile thats mindgameable it just gets reset by the survivors pressing E or their SWF coming to the rescue and blocking for them. And I know just wait out the DH but most times it is just not outwaitable. Like they fall for a mindgame and u have a 1 second window to hit them or they are through the next vault. How should I wait that out? Or they just DH into pallets etc.
Like I know I'm not the best killer but I also got 2k hours in DBD most of them on killer and I totally get destroyed whenever I dont adopt a playstyle that involves either tunneling, camping or 3 gening hard. Even the survivors tell me afterwards im playing it wrong cause I didnt do any of these things. Like why is that apparently DBD currently?
The Meta shake up caused alot of problems. They nerf alot for the gen perks that incentivized chases and buffed gen kick which buffed 3 gens which sucks to play for both sides imo. Then we had 3 gen killers back to back.
Honestly survivor not much better alot of holding m1 and watching killers run back to a gen and kicking it over and over.
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@I_CAME said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3361526#Comment_3361526
Average players should not be able to win a large majority of games. People who put serious time into the game should be able to. That's how investing time into anything works. Otz just did a week of strict no tunneling and no busted builds where he won 81% of his games. I watched a comp player do an even harder challenge where he didn't tunnel, camp , or even slug. He 4k'd on all killers except two. I think there is sufficient evidence to say that it's not necessary to tunnel if you are sufficiently skilled. Some people don't want to admit it because it bruises their egos. If people want to tunnel because it makes the game easier then fine. I just want some players to stop lying and saying it's necessary when it's clearly not. I want people to admit they do it because it's EZ MODE.
So your saying that the expected skill level for a killer to consistently win us otz level of experience?
Otz is not your average killer your saying that people playing backyard football should be expected to play at the NFL level to win.
If an average play is going aginst an average player then why shouldn't they be able to win consistently? Your saying the average killer should play at a pro level to win consistently but casual survivors should be able to win consistently while playing casual?
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3363013#Comment_3363013
That's true.
Surely you can see what I'm saying though. It is a bit hypocritical to only use stats that support your argument while simply throwing out the stats that go against your argument.
I totally agree. Stats in dbd are sketchy at best
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@Krazzik said:
I merely ask because different people have slightly different ideas about what an m1 killer is.
At it's most basic, the definition would be 'A killer who can only injure/down survivors with their m1' so basically their power doesn't deal damage, but under this definition:
Nurse, Blight and Spirit are all m1 killers
Trapper is NOT an m1 killer.
Considering people generally use 'm1 killer' to mean weaker killers, and the fact that Trapper is almost always considered THE m1 killer, the definition can't actually be about only damaging from an m1.
Could it be based on 'Basic Attacks'? Nurse and Blight would then be out, but the fact their m1's aren't always basic attacks is more arbitrary and just down to balance around perks. Spirit when attacking out of phase is still a basic attack for now, but could change in the future if they decided to.
I'm eager to hear if anyone has a good, definitive definition of m1 killer.
I would say that it's a killer that realizes on "basic attacks for injuries or downs.
Sure Trapper can get injuries or downs with trap it's not the most reliable way using basic attacks are how you will get most your damage.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3362836#Comment_3362836
You are allowed to hold the wrong opinions.
Every stat we've gotten has said that you're outrageously wrong
Stats also say nurse is the worse killer in game or mid tier so I wouldn't completely trust the stat.
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@RainehDaze said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3362545#Comment_3362545
However, SB doesn't have the sunk cost associated with it. Is it annoying if someone uses it well for those purposes? Sure.
But, but, it's exposed straight up. Someone's used SB, and you know that. Whatever they've done is done, and it's now your choice whether to commit to that chase or go after somebody else. DH shows up at the end of the chase only, and then what? It's a perk that offers a terrible choice--abandon the chase after two hits, and let the person heal up (not having got a down in that time) or keep chasing them and sink even more time.
Playing around SB actually gives you options first. Playing around DH is 90% trying not to get hit with it and only 10% 'can I down someone else faster than get this third hit'.
There is a pretty big sunk cost it's the time it took you to get to that gen and the time it takes you to find the next survivor and they could also SB away.
If you chase someone that SB away from a gen that's around 30 seconds of catch up time just to trigger chase and they are not at whatever strong loop they decided to run to.
DH will get one use at best aginst a decent killer once you know they have it it's baited out and even at that it gets baited out before they even get to use it.
You can't bait SB sure you can walk towards then and get them to take off but then you still have to go find a different survivor and that's a time sink all on its own.
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@Deathstroke said:
For me eruption has been lot easier to use than dh. In fact I could even argue eruption requires less skill as literally your objective is to down people so it should not be too hard. Dh requires very specific timing so it's lot harder to use for me and killers have learned to bait it out. If killer just midlessly lunges then yeah dh is easy to use.
Your assuming that doing your objective don't require and skill. Downing a survivor isn't just hold w hit m1 I'm most cases(it can be) there is alot of skill and time investment in downing a decent survivor.
To be honest I'm cool with the new dh now if I get hit with it it's normally dang nice dh or dang I forgot they had dh my bad.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3361526#Comment_3361526
I would argue that in casual gameplay, the game actually leans into the Killers favor.
I would argue other solely on hoe easy gens are to do. If just one person on a team is decent in chase the other 3 can just sit on gens. I'm not talking about God survivor in chase just 30 second in chase is over half a gen times 3 assuming the time it took just to find a survivor. What if the killer only plays a couple hours a day maybe 3 days out the week are they supposed to know every map and know how to run every tile. If you want causal then both sides need to be balanced as casual. Think about all the times a killer addon has been nerfed or changed because killers at a high level are using it and it's really effective at high level play.
I do want to point out that in 90% of cases tunneling isn't need I totally agree on that point.
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@Pulsar said:
Tunneling is the meta not because it's necessary but rather because it's easy and effective.
In extreme examples like Otz or in comp, yes, you will need to tunnel since Survivors there will be extremely optimal, therefore, you must be too.
In most of our regular pub matches though, it's not required, it's just the easiest and most reliable way to win quickly.
Not fully ture there are plenty of maps still that have many strong loops were multiple chases and downs just won't happen fast enough aginst decent survivors. There's items and perks that can make the first few gens go by so fast that wit in 2 minutes your already almost at end game and you've only had one chase.
One big misconception is only top survivors are a real problem when thos is not true because most killer player aren't otz we are just some person thay like playing killer for a few hours and don't want to have a sweat fest every game.
I see alot of casual player stuff thr9wn around on these forums and in videos but it's almost never talking about the casual killer. Most survivors shouldn't have to have every map memorized to play effectively, I agreee but why is it expected for every killer to know every map by heart or they just suck and need to get better.
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@dragondemon75 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3361146#Comment_3361146
I agree, there needs to a balance. I’m not saying to bring it back the way it was but I’ve hit nothing but great skill checks, used unbreakable + flip flop + power struggle. And I still almost never get out. I mean if that’s not imbalanced idk what is.
Those perks can't be effective otherwise everyone would just run them and the killer wouldn't ever get hooks. They more for messing around and trying to make a thing work. The wiggle bar isn't for a survivor to get away it's so the Killer can't make every hook basement or carry halfway across the map to put you in the middle of there 3 gen.
Let me put it this way the wiggle bar isn't an incentive for survivors to try and get off its a detergent for killers to not have choice hooks ever down.
I think I wrote that right.
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@RainehDaze said:
You. Are. Not. Meant. To. Escape. Wiggles.
Wiggling is to stop the Killer literally carrying you forever. that is it.
Boil Over is a terrible perk that encourages horrible gameplay from everyone, and is annoying when someone just sticks it in because they have some delusional ######### idea that it helps in isolation, and should be deleted from the game with a vengeance.
Iron Grasp lets the Killer carry you like eight metres more. I've done the maths. Agitation is more effective in isolation for more distance (faster movement) and more practical (faster movement), and it's still only 10m-ish.
Alot of people forget that wiggling out is supposed to be a rare thing or happe because a teammate made a good play.
Think about it if wiggling out happen offent then thats even less hooks a killer is getting meaning the game has to last longer because the killer will need more time for these new chases or the chase time has to be cut down more so the extra chase don't end up been 2-3 hook games. Then you have the problem with if survivors aren't wiggling of as often as predicted the games are way to long or chases end way to fast and its a pretty much guaranteed win for the killer.
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@Eelanos said:
Considering I spent my last 3 matches yesterday slugged for the 4k and my only 3 matches today also slugged for the 4k, yeah, I'm kinda not having fun right now.
Losing is one thing, but being forced to stay in a lost game bleeding to death so the killer can go hunt another player genuinely angers me.
People keep asking why players disconnect, but it's really no wonder people disconnect as often in this game when the optimal strategy is supressing the enemy so they can't do anything.
It's the amount of sweat that's coming our on both sides. I left for about a month and recently came back and played a few games and the 1 or 2 that I won as killer(I'm so rusty) I still felt like I didn't have much fun. Even if a killer has a 100% win rate doesn't mean they had a fun time getting those win. What if a survivor had 100% escape rate but every game they played a face camping bubba. I think alot of people see the end result and assume that that side must be having fun because they are winning but getting to that win wasn't fun.
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The problem is that this still isn't going to help bad survivors. Just because you give someone information doesn't mean that said person will know how to use that information.
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@LGTV said:
Shockingly i have a couple of friends who i like to play with. My steam profile is always aviable, people can see it and i am not ashamed of it. But why do people complain that 3 other survivors in my lobby are in my friends list? I mean there is nothing wrong about playing with friends.
Imo it comes from a time where swf were mainly bully squads and that hate has just continued to now. Swf have a big advantage even if there not seal team 6 but just a simple call out like the killers on me or they are heading to x gen can make a huge difference on what happens.
One of the biggest misconception or strawman is not everyone is super sweaty swf because as I said before simple call outs with decent survivors can change the outcome of many many different situations.
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@Firellius said:
It'd have to be really bad to qualify for that, but I basically do it with camping and tunnelling. I just don't employ either of those tactics.
Though come to think of it, I do indeed not use BNPs for this reason, ever. They're a really stupid element in the game and should very obviously be deleted.
I'm the same with camping and tunneling untell we hit 2 gens and 4 survivors then all tactics become fair game but camping and tunneling at 5 gens never.
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@JPLongstreet said:
https://forum.deadbydaylight.com/en/discussion/356296/artist-needs-to-be-kill-swiched
This can currently happen for any killer, and I've most of the complaints coming from the consoles, but who knows for sure about that.
I am on ps5 soooo...
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@Ghouled_Mojo said:
It’s not just artist. Bug of a sort.
Just found that out my first match was just fine no bugs I tried a different killer and I was still there. I restarted my game hopefully it's gone.
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@Archol123 said:
https://forum.deadbydaylight.com/en/discussion/comment/3276352#Comment_3276352
Yeah, but they already said that the pallet bug is not intended... So that's gonna get fixed I guess... And the tracking is still better than in any indoor map xD At least you can sometimes see scratchmarks in the distance... And since most things are waiste high you can mostly see survivors from a distance, just like on blood lodge...
There is so many things on this map that looks like scratches its hard to tell in the from a distance for me. Garden isn't even close because the new map of full of faults scratches