Gandor
Gandor
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@Spectralfx said:
my concern with the upcoming "anti-camp" mesure is that its absolutely BRAIN DEAD EASY to exploit.
depending on the proximity to a gen (which is purely RNG), the survivors have the potential to get a free unhook AND a free gen if some progress is already applied on it. Survivors will simply prioritise hooks next to gens, its as simple as that.
gen rushes are already easy as hell to perform with BNP+provethyself and people run MFT with hope/adrenaline... they get endurance from hook which gives them a full FREE HEATLH STATE that they already abuse the HECK out of.
Survivors currently have ALL THE TOOLS THEY COULD NEED and then some to spare.
I am of the opinion that not only should the change not go online at all, but they should also remove endurance from hook and have healthy people come to hooks and trade in hits as this is what the original game was balanced around.
How would u exploit it? If survs come to hook, progress stops. If survivor intentionally drops in 3gen, killer still has at least 3 hooks he can choose from - and all he needs is pick 1 outside of his 3gen. Or go at it in a different way and still intentionally hook at 3gen (now survs need to be away for progress to build quickly enough - not allowing to work on gens and looking as they regress, or swarm the hook and stopping whole progress).
Devs stated, that the mechanics should work for facecamp instead of proxy camp or swarming or endgame secure. I see literally no way how to abuse it at all - not to mention brain dead easy way to abuse.
Also your mft+adren combo speaks for yourself. You don't think about what you say. You play killer and want "braindead easy games" and that's it. Anything that can be said to get to that result just MUST be mentioned no matter how stupid it is...
And tge last tidbit about removing endurance - yes because it's fun to stay opposing to hook, waiting for unhook, smacki g the person while he's in animation lock and hooking such person again. Make camp+tunnel so braindead easy and consistent, that there's no way how to loose as killer (or force again for every single survivor to have to have borrowed time to have chance to play the game. But I would not be surprised for your next goal to be to remove "such unfair op and overused perk")...
Frankly, I consider that trully pathetic. But to each their own. Thankfully you can't change the game.
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@Raconteurminator said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3469531#Comment_3469531
It matters significantly. Depending on the Killer and the size of the map, there's likely no coming back from losing 2 gens within the first chase. Your statement lacks nuance; what Killer were you playing? What perks did you have? What perks did the Survivors have? What map was it? What items did they have? What do you think your MMR is? Etc.
Simply going: "Oh, this thing happened to me, then I did a thing and won. And if I can do it, so can anyone else!" is meaningless.
I play a lot of killers. Currently mostly bubba and pinhead. Before that plague, legion, dredge, spirit, wesker, twins, nurse, oni, wraith, huntress, doctor, clown, meyers and I probably forgot quite a number of others.
But the thing is, that I have the same experience no matter if I play nurse or clown (or anything in between them strength-wise). And sure, there's a huge difference between mother's dwelling vs RPD or garden of joy vs midwitch. But it's still the same thing - I just don't care about first 2-3 gens, because they are the least consequential to the end result of game.
Best example - 4x BNP means first 2 gens will pop very quickly. But if those survs are bad, they will pop maybe 1 more before the game ends in 4k. Why should I even bother thinking about fast 2 starting gens if said survs will never finish last gen? And AFAIK u can't win "more" then just 4k-ing. So what gives?
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@Dumbtecher said:
Lethal, corrupt, deadlock, pwyf, j.myers memorial, plus tombstone has to be Myer's most broken loadout. With this current match making, I'm yet to lose with that loadout. You need 4 good survivors to beat this. Most survivors only know to hop locker and rarely do they know they can be in a dead zone and just hop on a gen to prevent the mori. But being chased by a 130 speed myers is not easy to evade. I'm either getting a free locker/gen grab and saving my pwyf stacks or you're getting moried. Pick your poison
TP is IMO even a bit stronger, but I generally agree you need to be bad killer, or get comp survivors for the match to be at least even w that build
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@gilgamer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3465170#Comment_3465170
okay and? do you think that's even the majority of killers experience? I dont understand why you think flexing your big strong killer skills in anyways helps anyone.
Maybe because I am surv main and if I can do it, so can most killers?
Also as stated before - what does it matter that first 2 gens get completed before first hook? The end result of 4k is the thing that counts. Right now killer's average kill rate is above 50%, so why should there be any need to buff killers even more (do you really need to 4k at 5 gens to feel good? Doesn't normal 3-4k suffice?)
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I would use just 2 slots - knight and skull merchant.
I don't mind loosing to nurse/blight/spirit/other killer w op addon (tombstone piece meyers, double iri plague, pinky camping clown, the list is long...), But those 2 above make large % of their games snooze fest no matter if you win or loose (especially SM)
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3467936#Comment_3467936
i don't know. i think its pretty underrated for a perk. I would be cautious in buffing it. what if they made it give you 50% med-kit efficiency when it is active. I think your under-selling the value in being able to heal yourself.
Give 50% efficiency and it's very good perk - especially if you take medkit to the game already. But that's no tiny buff. Heal is useful, but you yourself should agree, that self-care on it's own is bad perk even if it provides you "infinite ultra slow medkits" - because time efficiency...
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@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3468362#Comment_3468362
Aye, that's my point. It will slow - not stop - if a survivor is near. That means a survivor being chased can just loop the killer near the hook and the person on hook gets free (albeit slower) progress to unhook themselves.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3468362#Comment_3468362
That's what I'm saying. If a survivor is near the hook, the hooked survivor should not get ANY free self-unhook progress.
Depending on speed - it could be so slow, that his next hook phase would come sooner then the actual full bar. Suppose the speed when chasing near hook took bar to get full in 120s - in this case I think it would be absolutely OK (If killer facecamped for some time and THEN people swarmed the hook for full duration, a survivor that was never hooked would probably be able to unhook himself just before he fully expires - 1 free hook state secured + easy tunnel). But again - we will see... Sure it shouldn't progress quickly if survivors are actively chasing near hook.
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And headon
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I think the perk will be really bad even if they made it best of both worlds (you can rummage each chest 1 time for any-rarity-medkit-really no matter your health state). Finding chest, opening it taking item and then healing with it takes so long, that you must be in very unique situation for this to be worth it more then just staying injured and pushing gen instead.
Medkit nerf made this perk so useless I wonder why even bother trying to make this perk tiny-better. Just forget it exists. Makes no change anyway.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3467788#Comment_3467788
still don't get how hold-w is not counter-play to m1 killers. he has no mobility options. The only place his power has relevancy is vs upright pallets.
"just buff him so much, that he will rival wesker's pick rate".
The only way you will get people to pick other characters is if you make other characters fun to play. most of the weaker killer are not played as much because they got too much counter-play and end up being unfun as a result.
Ah right. Because kill rate above 50% is just not enough and because killers don't need survivors. You can't "fix" killers by breaking survivors. Or alternatively you would need to buff survivors too, which is effectively just nerfing wesker (you buff everything but him). As Wesker is pretty well balanced (he has just that one minor tunneling fault) - I don't think that's a way to go.
Another thing - if you think just holding W is valid gameplay and you don't need anything else, then we need to give all survivors perfect aura reading (so they will NEVER bring chase to another survivor) and make maps 50% or even much more larger. And probably also make self-unhooking on both stages basekit. Then I can agree hold-W is somewhat valid tactics on it's own.
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@fulltonon said:
They use stats to explain their decision, but then they also make strange changes like "nerf deathslinger because it is frustrating to play against" which has literally no data to back up.
Being extremely inconsistent like that wouldn't really seems good to me.
IDK why you think DS was nerfed without data. I personally know person that absolutely didn't want to play against him at all, because he considered him totally unfair BS.
And as far as I remember, he wasn't alone in his assessment. Even now there's are people (that actually play DS) that will tell you current version is absolutely better then the old one, because old DS was braindead easy (aim and click and collect hit) - making this change very good one (specifically Hens mentioned that on his stream - while playing slinger).
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@JawsIsTheNextKiller said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3467776#Comment_3467776
The devs say that most people are at mid-MMR, even though players often think they are actually at the cap. If everyone suddenly found out their MMR was low, wouldn't that encourage them to play extra-sweaty? More camping, more tunnelling, more gen-rushing.
Also, because we only know the basics of the MMR, not necessarily the specifics, you would be able to game the system. For example: If it turns out that a DC lowers your MMR, people will DC for easier games. If a DC invalidates your game, people who want to keep their high MMR will DC before their final hook.
Some people might even leave the game when they find out they aren't the great player they thought they were.
A bit offtopic, but I want to state this nevertheless. In DBD average player is borderline top MMR. Because top is that low (meaning there's no difference between best comp players and someone slightly above average and chances are they will be matched together without any issues).
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@fulltonon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3467057#Comment_3467057
Are you asking that for literally every anti-loop killers who exists in this game?
Same thing, anti-loop won't break anything in this game.
There's no magick antiloop that gives you hit certainty (except nurse - but she's super hard making it less of a problem - and even here you can put LoS blocker giving you at least something). Doctor's antiloop has a tradeoff and allows you some counterplay. Same thing for say wesker. Or blight. Or Dredge. Or knight (even if this one is not OK - as it's just hold-W every single time). Or slinger. Or Huntress. Or .... You get the point.
So in short - yes. I ask that from literally every anti-loop killer - and that IS the case already.
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I hope this does nothing actually, because game should be loading in the background already (even during flipping animation).
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3467708#Comment_3467708
I wouldn't remove it for sure.
You could just run and keep spamming it so survivor never get a chance. Sad is he could still lose games, because M1 killer...
But especially with MFT, his slowdown is massive issue for him. There is no point in using his power against it, which I don't think is good thing.
So sure if they don't want fix MFT, then at least buff killers that are most affected by it.
You could just run and keep spamming it so survivor never get a chance
Exactly this was my whole point.
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3467673#Comment_3467673
Funny is I didn't even say any % how much lower his slowdown.
Yet you act like Doctor would become some broken oppressive monster...
You mentioned lowering instead of removing. I specifically didn't respond to that, because as you said that would depend on how much lower it would be (and sure - maybe some small buff would be OK. I don't think Herman is particularly strong or weak though - but I know he's quite easy to play - so making him too strong is probably not a good way to go as he would become very oppresive low MMR stomper). So there was nothing to respond to.
All I was doing was responding to OP's suggestion of removing it entirely and my last response was to "just buff him so much, that he will rival wesker's pick rate".
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@RpTheHotrod said:
The unhooking progress will merely slow down, not stop, when another survivor is near by. Loopers are just going to run to hooks. This will force free credit for a hooked person to unhook themselves despite the killer having no intention of being near that hook. If a survivor is near a hook, the unhook timer shouldn't slow - it should entirely stop. It's a bit silly to remove killer pressure simply by a survivor heading to a hook in chase.
That would be griefing hooked survivor. Because devs already stated that a, hook timer will substantially slow if other survivors are near hook as well as killer (risking posibility, that said survivor will be unable to unhook himself at all) b, open said freshly unhooked survivor for easy tunnel.
To sum up - it would be stupid and inefficient to swarm the hook or chase around it instead of chasing away from hook and working on gen. You as a killer will still want survivors to chase near hook.
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@nars said:
And theres also no regression in the game either. If you remove most of the options a killer has to slow down a game, then tunneling becomes more desirable. Bit of an oversight there.
I have quite a good success with current pop and pain res. I don't personally think anything more is needed. It's very good change pop got +10% regression as it was quite bad with just 20% current regression.
Jolt is also good on a small map for killers that can use it.
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3467329#Comment_3467329
So again, I wouldn't remove it. I would reduce it.
It wouldn't make him OP, just better. Lot of survivors are sick of playing against all Wesker, so they better make some changes so more killers are fun to play as.
Lower slowdown would be good for Doctor.
Sure. And remove the application time as well. I am sure there will be immediately more killers that will play him. But for some reason his DC-rate will go up to the heavens. And complaints will pile up...
You can't just buff killers "so they are played more - like wesker". The reason Wesker is so good (to the point people are fed up with him) is good design. Not his strength. Wesker's design allows counterplays and is not just overpowered (he's not even the strongest killer in game). Doctor will never be that, because his power will never be so interesting. Argument of "just buff him so we don't see Wesker as often" is just stupid and is asking for the game to drop everyone, but comp SWF teams (a bit of hyperbole, but you get the idea)
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3467087#Comment_3467087
I mean technically pre-drop pallet is counter play. you are looping the killer by wasting his time and preventing him from downing you.
Technically he can take electrode and even that will not work (u will not have time for it, or you need to predrop so soon that it does nothing). The downside to his power in form of slowdown is crucial. It's the same thing why nurse has fatigue. Or Oni/plague needs to charge their ability and it runs out. Spirit/blight has limited time/tokens to their ability. Remove it, and all those things are beyond broken
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Realism argument makes no sense. Nobody would survive such hooking and be OK after unhook. Also about healing. What does moving your hands above head do? Also killers - I think blinking like nurse is also against physics. Oni rushes are against biology (blood contains hardly any energy - so why would it make him quicker) and so on and so forth.
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3467087#Comment_3467087
There is charging and shock is not instant.
Shocking effect would be basically same and you usually get a chance to vault a window or predrop pallets.
I don't think slowdown should be completely removed, but it should be reduced.
That would not matter if there's no downside. And good doctor can get you no matter what (even in shack) - it just takes time - hence he's not OP. If you remove his slowdown from using ability, there's nothing stopping you from spamming it and autowinning all (no predrop, because he will just shock u for no cost)
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3467057#Comment_3467057
Hold W? As most killers.
So basically you can't loop, you can't use pallets, you can't do anything. Just hold W and watch as you die because there's exactly NOTHING you can do. Very healthy. Like sure - but then we need old old sprint burst - the one that had no exhaustion. If the only thing I can possibly do is to run - then allow me to at least run
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This is intended mechanics. Like really? No change to hitbox when crouching? What is crouching for then? Just to Tbag? This post is ridiculous
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@DrKetchup said:
How to destroy any video game meta:
- Take a constant variable (100% Survivor Speed) on which the whole game is based around (Loop Length, Exoustion perks, Killer speeds, Killer powers, etc.)
- Change the constant variable (103% Survivor Speed)
- Watch the chaos unfold
Sure. Bloodlust, pwyf, game afoot, skull merchant, power of two, breakout, agitation, dark theory, blood pact, hope, devour hope, NOED, machine learning, guardian, borrowed time, lithe, sprint burst, adren, balanced landing, overcome, background player, smash hit all destroyed this game. MfT came just too late to the party of totally and irreparably damaged game.
It doesn't matter, that 3% is one of the lowest number of all those perks. It's MfT that absolutely is the problem (even if it disables basically all the other exhaustion perks)...
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And what should be the counterplay then? Because he would be able to deny everything consistently without any worries - no chance to do anything about it
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FtD is indeed a bit on a weak side. But it would be almost broken if it wasn't hex. It would need some different (milder then hex?) condition to work.
To OP - well, perks are supposed to give benefit. FtD indeed does this by interrupting you from time to time. But it's not often enough for survivor to not be able to cleanse (even if thrill is in game), do lament config or do pig's box. I think it's find the way it is.
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@TheRealConsent said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3465176#Comment_3465176
Survivors find hatch with 3rd person.
Also you LITERALLY cant argue that a free survivor escape mechanic is "killer sided".
What? What's free about it? It's game mechanics. Same way as devs decided to kill survivors if match drags for an hour or EGC killing all survivors. This specific one just gives chance (and chance means it's not FREE - it just gives CHANCE) for survivors. There are other mechanics that gives chance for killers the same way (like that random skillcheck when leaving a gen for 10% regress + info).
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@kaister901 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3466235#Comment_3466235
Well, this is a different topic to what my post is about. However, the direction the developers are taking the game is towards competitive e sports. I agree this game is just a party game and should have remained that way. Regardless, the direction the company has decided to move towards is competitive play. That means balance has to be on point. If you make changes to one side, you must look at the other side in its entirety and see if they get too strong in anyway.
Also this might be a personal bias. I am not sure. I find that changes made to killers are much faster than to survivors. If something is too strong on the killer side, they are more quick to fix that than if there is something too strong on the survivor side. For example, gen regression meta did not last long. They were quick to hit that hard. It took a long time before CoH was changed for good. Same for DH, it took a long time before it was made less oppressive to killers.
Well. There are survivor topics, that are not fixed as of this date even though survivors complain about those from the inception of the game. Like facecamping - it's still not properly fixed - but at least there's supposed to be anti-facecamp mechanics being developed right now (thankfully - they are finally addressing it). Reassurance was bandaid for that that also took them like 6 years to do. So IDK, the speed feels terrible on both sides
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@kaister901 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3466152#Comment_3466152
Tunnelling is a necessity because of the gen rush meta that never gets addressed. If you play fair and switch survivors, at any given time there will always be 3 survivors on gen. Whereas if you tunnel out 1 person at the start then there will only be 2 survivors on gens at any given time. That slows the game down. Tunnelling is a result or rather response to the lack of action taken against the gen rush meta.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3466149#Comment_3466149
First of all your anecdotal experience does not reflect the overall picture. Secondly, the perk made for this has been barely out for a month and you are going to dictate that the stats show is low? Where did you even get the stats from to begin with? The devs have not released one yet.
Thirdly, it is not whether you are wasting 1 perk slot or 2 perk slots. That is not even a proper arguing point. So, we now balance things based on how many perk slots it takes up? What logical argument is that? Broken mechanics are broken, it is not up to question of how many slots it takes. By your logic then, old unrelenting and STBFL combo in 2017 did not need a nerf. It took 2 slots to lower the attack cooldown. Obviously that combination needed a nerf and it was not up for debate about it taking 2 slots.
Your entire argument summed up is all about how many perk slot a strategy uses. That is absolutely irrelevant to whether a strategy is broken or not. Which in this case of gen rush and movement speed. They absolutely are. The fact that survivors can make a loop last twice as long with made for this alone, let alone with hope means it's busted. As for saying, "it negates the +10s, so its fine." How is that even logical? The reason they increased the time was to quite literally give more time for killers after the complete removal of gen regressions as a strategy in the game.
1, sure it doesn't. Same as yours. I am just stating my experience and stats
2, there are unofficial stats from nightlight. They are not as accurate, but it's the best thing available.
3, if we are talking really OP things, then I absolutely agree. But we are talking about hope+mft (so get to endgame and don't be exhausted). As you stated yourself - the more perks you "kill" for endgame, the less genrush perks you can take. Meaning you actively lower your chance to get to endgame at all - so if we are not talking old eruption or one of first versions of DS, then perk count actually counts (same as spirit fury+enduring is OK, because it requires 2 perks to work).
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3466156#Comment_3466156
Both sides clearly don't know how to use it.
Enduring effect is probably most niche, but breaking pallet, event pallet and window block are really good.
Exposed effect is broken.
Sadly u can't endure yourself during M2 ability. I just wanted to have 5 perks during this event - getting enduring for free on my bubba. But no matter how much I tried, it just didn't work. Still other effects (and maybe even enduring on other killers) are very strong
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3465980#Comment_3465980
I think you people don't understand how strong pallet break thing.
When survivor drops pallet, killer needs to break it if pallet is strong. And while they are breaking it, they stucked in animation which gives good time to survivor for reach another loop. But in event, they are not stucked in animation. They activating it, so survivor can't use this pallet anymore. And then zoning out survivor. And bum. Free hit.
And I think even you don't understand how to best use pallet breaking feature. In fact - pallet breaking is not instant with the ability. It takes a second or so. But during that time, pallet can't be vaulted. You can trigger pallet breaking whenever you are in chase - making it a trap that guarantees a hit. Pallet breaking is very strong this event
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the post is not entirely precise. PTS does nothing in solo and not even fully negates basekit malus of repairing with multiple people - the perk is ideally absolutely never used, but for very last generator. For resi + dejavu = 15% that gives 12s quicker repair speed. That's basically negates +10s we got at 6.1 patch for the cost of 2 perk slots. MfT according to usage rate is not even as good as lithe or sprint burst. I know I stopped using it already. As for stacking with hope, it means again 2 perk slots. Making it 4 occupied perk slots just for a niche and being injured most of the time.
IDK, but I see absolutely 0 problems with it. 4 perk slots for that vs pop+pain res+jolt+eruption for slowdown. Whoever can get downs/prolong chases wins.
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@masonsunderland said:
At the moment, summoning a guard in chase is an objective distance loss that you can't make up before the guard timer expires.
It's a very silly sentence to say, but that 3 percent speed boost is making it so survivors can just hold w and gain massive distance. What is the guard's utility supposed to be if you can't force the survivor to commit to a loop with it?
Between this and the guards not being able to detect running survivors without map of the realm, Knight is just a general bad vibe.
I literally see no difference to MfT and not having the perk. The correct gameplay around knight is the same. And if somebody does not mess up bad, it always ends the same way - if you are in corner, you will get hit. Otherwise you will get away. MfT does not change anything about this (and the fact that this killer is like a flip chart of correct decisions on both sides with no room for player agency is one of the reason many people don't like him - ofc, many is not all).
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Exactly this. It would solve so many problems. At least 1 new server in between those 2 locations would still help a huge amount - a new server in Georgia would make a lot of people at minimum partially happy.
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@イエローミント said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3464553#Comment_3464553
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3464596#Comment_3464596
Oh really? It's a n idea that it can't be done.
And I couldn't remember to the map today too.I wish get on Result screen that game's map🥺
IMO it should still be possible to do end game stats. That should not be hard (educated guess as a programmer) - but I fully understand why it would be very difficult to create replay game system (or spectate mode of already finished game).
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@tubalcane said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3464320#Comment_3464320
Bloodlust takes FOREVER to activate. Degrading should be 2 to 3 loops at most. Watch this, this is pretty cool:
"And LOOPING is boring - for both the killer and the survivor it involves not playing the game SINCE THERE'S ALWAYS A WINDOW, PALLET, just standing there LOOPING ENDLESSLY for an opportunity for the KILLER TO JUST BREAK CHASE."
Basically I did you but from the other side. Pretty cool huh?
@tubalcane said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3464191#Comment_3464191
There is no skill to looping. You just do it until the survivor breaks chase. Maybe for new players who don't know how to loop, but then again I camped as new player and it didn't work well for me often either.
It's not unbalanced just because you don't like it. You can go do gens and the killer will lose if they keep camping.
Sorry, if near infinite loops can stay in the game, camping should too.
@tubalcane said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3452958#Comment_3452958
You know you can counter camping right? By just doing gens while they stand there like a dummy? Just do that, survivor is easy
The difference is, that this is your opinion while I would say EVERYONE else likes chases in this game.
But sure - we can go mentally back to first versions of the game, where infinite hook sabotages were a thing, true infinites existed, no BT was in it (so your camping was super potent), everybody just hid - especially with claudette, gens took just 60s, shack had 2 windows and there were MANY more pallets and killers had severe weaknesses (like trapper - one of 3 base killers could have their power totally destroyed by trap sabotage), hatch could possibly allow all 4 players to dip - but realistically it was super easy for at least 2 people to get out, but ebony mori would allow you to kill person that had single hook.
But somehow everyone but you realized, that such a game was not really fun and everyone dropped it. Then comes you and you long for the unbalanced stuff from the early versions of the game - but only things that benefited 1 side. Like sure - bring it on. But for both sides - yet I doubt you would be willing to play such a game as killer for more then a few days.
Also - survivor is so easy, that best soloQ player has 34 escape rate while best killer reached 1000 wins in a row. As for average game - devs for some reason decided, that it's fair for killers to have above 50% kill rate and that's what they are targeting.
From your posts so far I would only say - it's very clear you play just one side.
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Also it would be hard to distinguish survivors buying time for other survivor vs BM. Say 3 survivors wait at the gate and 4th is injured. Why are those 3 standing at exit gate not going out? It's not to BM. It's to give time for that 4th to open the other gate (this happens a lot). Another case - healtech. Someone dropped at the middle of exit gate - but he has 3 other healthy survivors there. Those 3 will healtech for him so that the 4th gets out.
Sure. If all 4 survivors are waiting at exit gate and killer is not even close, then it's either BM or farming last bloodpoints (healing, protection hits, etc). But it's kinda hard to always know if it's just BM
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I didn't understand what you are trying to say. But I consider current event quite balanced for both sides. Or to clarify - too unbalanced for both sides making it balanced
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Thankfully, this at least requires bad RNG. Now look into any saloon gen spawn - or as you rightfully pointed out - old haddonfield gen spawn. And there are maps that are built around horrible 3gens like Azarov's resting place (and to lower degree also suffocation pit).
Like "we want to fix 3 gen issue" - and ignore spawns like these (and this is possible on more maps BTW. Under worse RNG, you can have the same thing on eyrie of crows, gideon, midwitch, pale rose and most likely a lot of other maps).
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@Bradcore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3464598#Comment_3464598
And if the killer did that, everyone else would finish all the generators and escape rather quickly. I will say that my complaint is from a Survivor perspective because as a Killer, the game has never been easier because of this. Everyone just bum rushes the hook and all the killer has to do is stand that and smack them down. No one attempts generator repair anymore because they all want to be the guy who unhooks their teammate. When I play as Survivor, I am often the only person doing generators while everyone else just spends their time running at the hook.
You must be the only killer main that is sad survivors don't genrush enough. IDK. But I kinda don't believe you
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@Nirgendwohin said:
Now it's the same with all feedback threads about this ping problem. There is no discussion because everyone agrees and the tread dies.
- So here is a list of previous died threads about ping for 2023:
- Half of my matches are 200+ ping
- Killer Ping, Prestige (Killer) and Endgamechat (User in Endgamelobby)
- Bad Ping
- When is ping going to be addressed?
- Ping Limits or notifications on players pings
- I beg you, add a ping limiter to matchmaking
- Ping limiters NEED to be in the game.
- Twitch streamer and red ping
- BHVR why do you allow players with constant red ping to start a match?
- Let us see the killer's ping or our own ping in the pre-game lobby
- How often do you see killer with a constant red ping symbol?
- Quick question, where can I see my ping as Killer?
- BHVR please make something to fix HUGE disadvantage vs. killers with high ping
- Either show the killers ping quality and prestige in lobby or hide the survivors.
- Bring back the lobby ping indicator
- clear proof that the killer ping decides everything
- PC | Killer Ping
- BHVR, where is the ping indicator in the lobby?
- People with high ping should'nt be able to play
- Are there any plans to have a top limit for player's ping?
- Is it so hard to add ping indicator in lobby?
- Dead Hard Basically Unusable Above 50 Ping
- Killer’s Ping In Lobby
- Show the killer's ping
True. And devs just ignore this. Also during this event - 120ms ping kinda got into the norm. I had like 3-4 farming killers in a row during this time, because strangely they kinda understood that it's not fair if they can get hatchet hit when survivor is 4m behind the corner (yes, sometimes you get lucky on killers that don't want to 4K no matter what. It's rare, but it happens)...
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@zeemgeem said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3462507#Comment_3462507
Rolling a lottery to get a cheesy win is not a solution for facecamping, it's just a detrimental element of chance to make one side get a free win after a fuckup that the other doesn't have any equivalent to, and going for it just throws the game if you don't get lucky. That isn't stopping anyone from camping. In the 96% of times it doesn't work, the camping killer is actually just being rewarded for sitting there and being so boring the survivor wants to leave the match. If the devs don't want people to facecamp maybe instead of adding thousands of annoying perks for survivors to get second chances they should just change their game so it doesn't explicitly reward camping and tunneling for killer.
1, the game IS designed around RNG. This is deliberate choice and reason why this game is party game. You can be better, but loose to map RNG or say 4% unhook. Devs want this as this provides that OMG I AM SO LUCKY feeling.
2, killers DO have same thing. How many times did you go around a gen that suddenly just exploded? Every case of this is survivor letting go of the gen and it just randomly doing 10% gen regression with 0 possibility to do anything about it. I have had games where I lost 50% progress on critical gen thanks to this (multiple people working on same gen and killer returning to it multiple times). But loosing 10% of gen is quite common.
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Current version of POP is fine. It's a reward for good chases. Without perks like current POP - all you have to do is to sit on a gen far away from anyone else - you don't need to chase. You can quickly go down and still win - so long as killer has to walk a lot, is M1 killer and can't disturb multiple survivors. 30% of current progress is basically counter to it which is healthy.
SoloQ on the other hand is in terrible state. But fixing soloQ by making killer terrible as well is not exactly the best solution in my opinion. It would be much better to fix matchmaking (lower skill difference between survivors so that there's not 1 extremely less skilled player) and provide more info (like perk loadout in lobby - with possibility to hide it/misannounce it for those people that want to do their "take only no mither" challenge).
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@fulltonon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3465176#Comment_3465176
Survivors have gens, gates, and hatches for escaping, they have three stage for escapes.
It would killer sided if closing hatches equate to killer winning, but that's not the case, survivors can very well open the gate and escape even after the hatch is closed.
It is survivor sided.
What you said does not have anything to do with hatch (the thing that was mentioned).
But talking about gates - It very much depends. Singularity, demogorgon and even twins will make your chance to escape thru gate basically nonexistent. Blight, spirit, nurse, wesker will make it impossible if you don't have very lucky RNG. Doctor, onryo and dredge can make it also favor killer even in bad RNG case and trapper/hag/plague will most likely win if they had chance to trap the door (plague needs healthy survivor and infect just 1 gate). And every killer will have easy gates, if he has no way out.
For other killers it's still RNG based (and they can possibly even make their chances slightly higher - like huntress and artist can possibly snipe the gate for info and possibly down).
Last thing - gens don't offer 3rd way to escape. It's still just gate escape
@nars said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3465176#Comment_3465176
Its not like the hatch is spawned an equal distance from both players. its entirely random who finds it if theres no offering. What i was saying is that its slightly surv sided because survivors get a much bigger reward for finding hatch than the killer does lol.
But it's not 50/50 who finds it. Higher movement speed means higher chance to find hatch. It's always favoring killer (to what degree depends on killer and his ability)
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@nars said:
Its like that because either your team lost or they left you, and in both scenarios you lost (didnt find hatch, couldnt get to gate). If your teammates just stand there for the kobes its completely fine anyways. Plus hatch is entirely random to begin with and is decently survivor favored (insta escape compared to a small chance of escaping if the killer finds).
hatch is slightly killer sided, because killer is quicker then survivor = able to cover more area at the same time. It's slightly off topic, but let's not pretend hatch is surv sided.
@ProffessorTV said:
The last survivor in the match is always screwed. The amount of times that I have been the last survivor and not hooked once is more than I thought it would be, but no matter what you are basically screwed when you are hooked, why? Because you can't get yourself off the hook, not due to luck, but due to fact that the game won't even give you a chance to get yourself off of the hook. Why is it that even if I haven't been hooked before, when I am the only one left I do not get a chance to try and escape?
Please change this or at least tell me why it is like this.
The issue is, that this happens mainly if survivor hides and won't take a hit/chase for his teammates. Other people then die before you and there's not enough time for gens to be completed. It's usually (not always) kinda your fault too - making it fair to not give you free attempt (which is most of the time only prolonging the game needlessly). Try to play a little more altruistically and maybe you will get to this situation less.
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@gilgamer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3464940#Comment_3464940
The problem isn't the "genrush meta" the problem is map design and survivors spawning on 4 different corners of a map which basically garuntees you lose 2 gens before you get 1 hook. Losing 2 gens is anything but unwinnable but it makes the rest of the match much more stressful
IDK. Most of my games I have 2 hooks before first gen pops (but usually 2 gens pop at the same time) - this is most common scenario thanks to 6.1 buffs of extra 10s (but your version also happens from time to time).
Also. First 2-3 gens don't matter. I could have 0 hooks by the time first 4 gens pop - if I can comeback then (or even after all the gens pop), then it's still 4K
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@fulltonon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3464567#Comment_3464567
Except "5 minutes of no chase" doesn't happen for killers in 3 gen situations.
And then "x minutes of no down" becomes extremely punishing.
Oh but it would. Those people will not leave their 3gen. So if survivors forgo repairing it for 5 minutes....
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Yes sure. Go for it. Fix in the same way 3gen camping - if killer is not willing to move away from hook, take one of the gens and exchange it for completed one on the other side of map. Say after 5 minutes of no chase...
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@イエローミント said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3464368#Comment_3464368
Agreed! I definitely want the lookback function. I often mistakenly click the "Next" button instead of the "Lift" button, and I end up missing the Result screen. If possible, I would also like a match preview from the perspective of each of the five players.
Match preview is apparently not possible - it was requested multiple times and it always comes down to DBD making bad choice at the inception of the game - making this feature too hard to implement now. But yes - that would have been awesome for multiple reasons!