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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3859791#Comment_3859791
That's a good point too: The butchering of BBQ & Chili's and WGLF's 'side quests' made the whole game significantly worse. Before, both killers and survivors could equip these perks to create an alternative win condition that wasn't contingent on the other party losing. Getting four stacks of WGLF would not cost the killer the match, and getting four stacks of BBQ & Chili would not guarantee a 4K. But both were 'wins' in their own right since the BP gain would be incredible.
That whole concept getting removed was awful, and it's really bad that BHVR hasn't thought to re-implement them in some way.
The butchering of BBQ & Chili's and WGLF's 'side quests' made the whole game significantly worse.
This.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3859577#Comment_3859577
I am of the opposite opinion - mainly unsafe Pallets, but lots of them (and no Bloodlust, since this makes fair unsafe Pallets unfair).
The problem is if you have effective pallets, but not many of those, one bad Survivor who throws them fast can basically kill the entire team. But if you have loads of unsafe Pallets, a good player can get more out of them and a bad player will not kill their team by throwing them early.
Honestly, I want Original Chapel.
Whatever that design entails, because it was the perfect map.
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Yes, I would say.
I don't think that patch had anything positive to contribute. It wasn't the worst one we have ever seen, but the game probably would have been better if it had never happened.
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@HerInfernalMajesty said:
https://forums.bhvr.com/dead-by-daylight/discussion/435315/seasons-greetings-from-the-fog
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3859614#Comment_3859614
https://us.v-cdn.net/6030815/uploads/RBDXCHQGRNCM/tmp.gif
I am beyond myself with gratitude. 💐💐💐
Sincerely, I love horror. I love this game. And I love this community. I’ve always found a home in the horror genre- I’m sure many of us can relate. For one reason or another we are all here enjoying this game together.
@TheSingularity (pre and post 😊)
@CountOfTheFog 😊😄💐
@Shroompy 😊😄💐
+ Everyone else I didn’t list!!! 💐💐💐
I’m a huge fan of being the change you want to see. The above people have demonstrated a willingness to be that change while remaining their authentic selves. I see Dbd reflected in every single person listed and on this forum. These people will give you the best that they have to offer. Why not match that passion and be the change you want the dbd community to become? Why not? It can happen. They can help you get there.
I wanted to thank @For_The_People for being the first person from the forums that I’ve ever played Dbd with. He is a very sweet person who will give you his time of day in earnest if you need him to. He’s one of the prime examples of politeness in this community. Thank you for being a positive force in the community. 😊😊😊
Lastly I need to thank @solarjin1 . What can I say? When you meet a friend that gets you, you both just know it. Her courage to be funny and humorous are so infectious. She told me that the small pallet in rpd was the most op pallet. I was so naive of game knowledge that I believed her! LMAO! After that I realized that it was anything goes when it came to humor with her. I’m at my best when I can be silly. Solarjin1 is that friend who brings out the best in me. Thank you Solarjin1 for all the laughs and for the laughs to come 😂 I’m going to be collecting🤣🤣🤣
None of this would be possible if we didn’t have a phenomenal community team here to support us discussing this twisted hobby we all have. Thank you again to everyone at Bhvr for putting your hearts and souls (ha!) into everything that is Dbd.
They say you attract more flies with honey than with vinegar…
Let’s just use blood instead 🩸😈🩸
Happy Holidays everyone, I hope everyone stays safe and has a wonderful New Years 😊🎉
Thank you, my friend <3
Have a happy holiday!
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3859617#Comment_3859617
like maybe increase the time between glimpses or something similar.
Thanks for clarifying. Why would you increase the time between them tho? That would make her visible for longer. I would do the opposite and reduce the time between them, because she would be visible for less time and survivors would get confused more easily. Overall buffs to her chase would be very cool.
I would do the opposite and reduce the time between them, because she would be visible for less time and survivors would get confused more easily.
Actually yeah, that is what I meant. I expressed myself poorly.
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3859543#Comment_3859543
What do you mean with glimpses?
Those brief periods of invisibility she has while demanifested.
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6 out of 8. Not bad, I'd say.
I didn't remember all the different ways to get hit with Incapacitated, and since I don't know much about RE I forgot who was / wasn't a member of S.T.A.R.S
Happy holidays, my dear friend!
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@Shroompy said:
chat is this real?
Chat, clip that!
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3859535#Comment_3859535
Against her. She got too many things in her kit, that required 0 skill. Regardless she got overnerfed, but some of the nerfs were rightfully done. My biggest issues with her were her undetectable and the haste she got from scanned survivors.
I see.
Well, I disagree, but that is okay.
As for Sadako, the other killer we've mentioned I think the basics of her design are fine. I just wished she was a little bit more powerful, like maybe increase the time between glimpses or something similar.
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3859502#Comment_3859502
I didn’t put him in rework, because it is already confirmed he gets one, so it felt a bit wasted putting him in this slot, but sure he needs one.
Well for skull merchant I just say I’m biased.
My problem with Sadako is her design is extremely hit or miss. If you get good survivors, they can make you powerless easily all day and if they have no clue how she works, then she is a monster. Additionally I don’t like that survivors are forced to turn TVs off and that TV auras are shown, because chasing becomes so bad and that was my favorite part about her.
Well for skull merchant I just say I’m biased.
Towards her or against her?
I'm a bit curious now.
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@Shroompy said:
Minimum 6 months
How ever there are skins from rifts that have ended years ago that still arent in the store
That is, uh… slightly concerning. But thanks, friend.
I thought it was, like, a year minimum.
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@[Deleted User] said:
On the weak end, Freddy. He desperately needs a rework and add on pass.
Funnily enough, I think Blight's strongest add ons still need to be dialed back a bit to be more in line with Nurse's add ons.
On the weak end, Freddy. He desperately needs a rework and add on pass.
Exactly. He has suffered long enough.
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3859148#Comment_3859148
Infinites were removed LONG before 2019. Only exceptions maybe being Haddonfield houses with BL, but apart from that they were long gone by then.
Still think they should revert Balanced Landing back to what it was, now that Haddonfield is no longer an issue.
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I think Onryo needs a tweak. She isn't terrible, but I wish she was a little bit more powerful, but there is no need to change her substantially.
For an update, I'd say Skull Merchant. If said update was nothing but reverting all of her previous nerfs it would already be enough. Her previous iteration was perfectly fine, and I'll die on this hill. What they did to her was unfair, no other word to describe it.
As for a rework… Freddy, of course. Probably the only killer in the game who needs one. We have to get as far away from his post-rework power as possible. Because the truth is: after patch 3.1.0 Freddy was never in a good spot. First was the Forever Freddy days and then the weak version we have now, and no one wants either of those in the game.
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@Shaped said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3859315#Comment_3859315
The funny thing is back when the roster was pretty small and m1 killers with no mobility were common to face, maps were in survivors favor. But now when maps are smaller, deadzones and swiss cheese tiles… we have a lot of killers with powerful kits who can decimate if they sweat.
Yep! Well said, friend.
If we were to revert the maps, some characters wouldn't even feel the difference.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3859262#Comment_3859262
Why?
I want to try it. I think it'd help the current version of the game a lot. Plenty of modern Killers can keep up, like Dracula or Houndmaster, for example.
Many older Killers already played on those maps and did fine. Like, old Fractured Cowshed? Probably something we're gonna want to adjust a bit still, but old MacMillan or old Aazarov's Realms? They'll still play fine outside of fixing bugs.
The new maps and tiles are just straight up garbage. I don't even think they can get fixed due to how small most maps are. Having better loops with more/better pallets just raises the density and hurts Killers exponentially.
I agree.
Not just because 2019 DBD before Freddy's rework was peak (a fact, not an opinion), but because you would completely eliminate the problem of maps giving you almost nothing to work with.
Especially Coldwind Farm. I really miss the time those maps weren't a death sentence.
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3859103#Comment_3859103
One thing tho I would not be opposed to, is if they combined both powers together
If you had to pull some one into the dream, and then Survivors would be affected by Snares, Pallets, Aura Reveal and maybe a slight repair penalty? I think thatd be even better than just reverting him tbh
Yes… I think that could work.
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3859057#Comment_3859057
I wouldnt blame you, and I really hope I am wrong with this. How ever Im almost 100% certain theyre at least doing the gen thing since Houndmaster has the ability to send Snug to a finished gen, meaning the functionality is there
Yeah, the gen thing is something I think is likely to happen. It is something people have been requesting for quite a while.
However, it isn't enough. Even if add-on changes I don't think things will be fixed if we don't move away from his post-rework power.
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@Shroompy said:
A killer receiving add on changes is more a tweak
An update is moreso Unknown, Knight, or Larry where they play basically the same but have several QoL changes
A rework is what Freddy should be getting, but since its just update Im gonna assume all he's gonna get is:
-The ability to swap between pallets and snares in the middle of a game
-The ability to teleport to finished gens
-Number and add on changes
I could also see them inversing the Lullaby and TR since Survivors should be spending most of the game asleep anyway, so being able to make him more of a threat while asleep to synergize better with TR perks is something thatd be neat
A rework is what Freddy should be getting, but since its just update Im gonna assume all he's gonna get is:
-The ability to swap between pallets and snares in the middle of a game
-The ability to teleport to finished gens
-Number and add on changes
If that is all we get I might consider dropping him. I'm… tired, of playing with the failure of 3.1.0, I really am.
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Well, I'd point out the fact that Skull Merchant reinforced the precedent, but she didn't create it. Freddy did, when he was nerfed a week after his release. Yes, one week after release.
But yes, I think you're correct here, my friend. Skull Merchant's recent nerf was easily one of the worst, most unnecessary changes I've seen in DBD since I first started playing, and if a killer can be nerfed for reasons completely unrelated to actual balance, then no character in the game is safe.
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@Equinox_One said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3859015#Comment_3859015
I don't think it's possible without completely breaking the balance of the game, but stuff like baseline kindred (sans killer aura) and bond would be a great first step. Also completely remove self hook suicides as on the occasion I play solo queue, maybe half my losses are someone ragequitting a generally winnable game.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3859016#Comment_3859016
Unless they go down on a pallet. Or there's a BGP/flashlight on the last survivor. Or a flashbang. Or crackers. Or a sabo.
Lightborn alone counters three of those. And sabotage usually isn't that dangerous.
A pallet save with Background Player, yes, that one has no counter.
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I don't think so, to be honest.
The game shouldn't restrict your options like that.
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@OnryosTapeRentals said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3858785#Comment_3858785
Increasing generator times to 90 seconds was one of the biggest mistakes they ever made. Holy guacamole the objectives in this game feel SO sluggish as survivor. If you're not being chased then the gameplay literally boils down to holding M1 for ~100 seconds x 5. It's absolutely mind numbing.
I agree completely, friend.
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@Equinox_One said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3858574#Comment_3858574
They crawled under a pallet. I know one of the other two has BGP.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3858577#Comment_3858577
I don't think the game works quite like that. If I recall, the closest BHVR has come to defining a win state for killers is 'the game is 4 1v1s' or something to that effect.
3k being a win is something…I think Otz came up with, or some other community member. It's not official.
But you said, and I quote:
Now I've got two people playing hide and seek and stalling the game out rather than 1.
The first one of those two that you find you hook immediately. Thats it. Thats all it takes.
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@danielmaster87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/435152/what-are-your-most-hated-parts-of-dbd
Props for talking about Blight. He's not a perfect unstoppable killer. He has his annoyances.
The Autohaven maps are criminally underlooked as survivor maps as well. I never have easy matches on those.
The Shelter Woods tent windows are really stupidly designed. I think they're god windows, at least 1 of them. If survivors had the Blood Pact combo, or Hope, or even Dark Theory, I don't think you can physically catch someone who knows how to run that window.
Solo queue I feel will never be improved until either MMR gets perfected or until the bad actors leave this game. That's why I always recommend just balancing for high level, so much so that many of the casuals leave the game. Because many of them don't bring a single thing to the table, and in fact drag the game down. They get put in your solo matches, you're screwed, because they don't know what they're doing, and when they come on the forums to complain, they'll act like they do. Like you said, the entire team will crumble from like 1 person getting hooked 1 time. They never touch gens after that, and just heal or hide, because they can't hold their own in chase at all. You feel as if every match of every other match, you're forced to be the MVP. So with teammates like that, you might think survivor is just weak. But no, because the moment you go have a decent team, the match is super free and you all get out while the killer has like 3-4 hooks. As killer, if you go against good survivors, they're gonna make you work for everything you try to do. And many times, you physically can't beat them because the game is constructed for them to always beat you in the time race. The matchmaking system hides the imbalance of the game.
My most hated part of DBD is the general gameplay loop of killer. With defending gens, take it or leave it because it'll make little difference. The loops are the thing that kill killers. You have to catch the survivors way off guard or out-positioned, or you might not get them, period. Loops like shack, jungle gyms, some other gyms and even some 4 walls and TLs, force you as killer to make like 3 back to back reads, or else the chase resets. You can use red glow mindgames or hope that the survivor makes a mistake, but why should killers have to do that just to possibly get 1 hit at a loop? It wouldn't be such a big deal if survivors actually had to use pallets, but oftentimes they'll just Entity Blocker the window, or get hit, and then save the pallet so that they can loop you 45 seconds more later on. Killer powers can shorten chases, sure, but it feels like every single killer's power has clear and easy counterplay. If killers like Wraith, Huntress, Clown, Demogorgon, Artist, Wesker, Xenomorph, Chucky "can just get you at any loop," why don't we see them next to Nurse and Blight in the tier lists, or see them in tourney? Because it's not true. The survivors can bait or dodge your power. They'd have to be locked into an animation or in a hallway with no room to dodge in order to be a "guaranteed hit." That's the greatest annoyance of all, that people think killer is so free. They don't see any of this because they intentionally or unintentionally smurf, never getting good survivors.
The Shelter Woods tent windows are really stupidly designed.
Honestly, I like them. Before the Skull Merchant's camp was added Shelter Woods was just bad for survivors. I'm almost certain it was the MacMillan map with the least amount of resources, even before the map changes.
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@Zakon05 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3858039#Comment_3858039
Chucky needs to be an extremely strong chase killer, because he has one of the poorest macro presences in the game. If he doesn't get fast downs he loses, since fast downs are all he has to work with.
I do agree that he was a bit too easy to play. His biggest problem to me has always been that he needs to put in a fraction of the effort of other top tier killers for similar rewards, which tended to attract a lot of unsavory players who just wanted easy wins.
But this nerf hasn't made him any less easy to play, he's just less lethal. They did nothing to increase his skill floor.
needs to be an extremely strong chase killer, because he has one of the poorest macro presences in the game. If he doesn't get fast downs he loses, since fast downs are all he has to work with.
Slightly off-topic, but I feel like this is the perfect description of both Chucky and other killers, and it is easily the worst kind of killer design we have.
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@Equinox_One said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3858553#Comment_3858553
I've got 1 dead. 1 gen left. I down someone, they crawl under a pallet. I find the other survivor and down them. Third survivor is hiding.
I then hook the first survivor. Hiding survivor reemerges and pops the other slug up. Now I've got two people playing hide and seek and stalling the game out rather than 1.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3858566#Comment_3858566
- Hiding survivors use lockers and a few tricks to avoid crows. Aura perks won't work. Neither will spies.
- If your time is valuable, why not just concede and go to the next game, rather than wasting everyone else's time?
- If there are three survivors left, the risk is that while I hook one, the other gets up and can then hide indefinitely because I cannot spawn hatch. It's smarter to just slug and wait for the bleedout in that situation. 4 minutes of time wasted as opposed to 20 minutes.
Down and hook the first one you find, problem solved.
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@Equinox_One said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3858521#Comment_3858521
Why?
Note: I almost always give hatch or gate. But the whole '3K is a win' isn't official, otherwise nobody would sit on hatch gloating or BM in postgame because they got away.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3858535#Comment_3858535
In the same vein, hiding for the hatch is unnecessary.
Killer role is designed to kill. Survivor role is designed to survive. A dumb hiding standoff stalemate is the fault of both parties.
Again - the fact that people will sit on hatch or in the gates to force the killer watch them leave shows that clearly survivors don't consider 3k a loss - otherwise why gloat?
The difference is that the killer can end the standoff without any problems whatsoever, because they have already won. The survivor can't.
If they don't hide for the hatch, they die. Both sides have their roles but the decisions they have to make are different, with different impacts. They are not always comparable.
Again - the fact that people will sit on hatch or in the gates to force the killer watch them leave shows that clearly survivors don't consider 3k a loss - otherwise why gloat?
Because unfortunately toxic players exist, in both sides. I've recently had a killer call me and the other survivors "pathetic" when they couldn't get a single a kill. I've had one Trapper player complain endlessly about gen rushing when he didn't even try to patrol the gens, just spent the entire game chasing Renato and still failed to kill him.
I've also had to endure a lot of toxicity from survivors recently because I've been playing Skull Merchant.
Every game and fandom has its fair share of toxic individuals.
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@SoGo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3858504#Comment_3858504
I can imagine it very vividly...
It would be pretty funny, ngl.
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I agree with @Aven_Fallen here. This was bound to happen, some players out there really pushed it too far, way past the limit of what was "acceptable" for slugging.
It seems the devs are looking to fix the problem, and whatever they choose to do, I sincerely hope it is stronger and more effective than the AFC mechanic.
The extreme levels of slugging we're seeing recently are straight up unhealthy for the game, they really need to be fixed.
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The killer chooses to slug, not the survivor.
In situations like the one you've described, a survivor might try to hide because it is the only thing they can do. That is just how the survivor role is designed.
As a killer, however, I usually just take the 3k because that is already a victory. It doesn't really matter if the last one gets lucky with the hatch, I've already won the game.
Slugging for the 4k is just unnecessary.
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@Orvarihusklumpen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3858142#Comment_3858142
That's just a solo queue issue. Knockout is useless against teams since they can just call where each other is and the decreased recovery speed only adds about 5 seconds.
Well, the majority of my survivor experience in DBD is solo queue. Naturally I'll encounter its problems, but this problem in particular needs to be fixed.
Knock Out shouldn't exist the way it currently does, this perk needs a change.
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@SoGo said:
No idea. I don't like it.
And also, how is Airlock Doors an offering? Did we forget about the lore? Weren't offerings supposed to be small and easy to burn/throw into a fire?
How the hell are you going to yeet a door into a fire? Makes no sense.
Cuts to a scene where everyone is throwing small offerings into the fire, when Meg suddenly yeets a comically large door.
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@Equinox_One said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3858142#Comment_3858142
And speaking of perks that should have been reworked forever ago…
Yep!
Knock Out and Boil Over, I would say. Miserable, both of them.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3857963#Comment_3857963
Throughout this thread, you keep quoting statistics and then not seeming to understanding how the devs came by those numbers.
SM (before the recent nerfs) had a 71% official kill rate. That kill rate doesn't include any game with a disconnect already.
They even went the extra step before the nerfs to give us extra data that if you threw out games with a disconnect and any game where a survivor died on first hook (so, gave up, was left hanging, etc) she still had a 68% kill rate. Games where anyone died on their first hook only made up 3%.
That's insane, and also means that "giving up" isn't including her numbers enough to claim she was in a good place there.
SM had 3 major problems:
- Devs saying she is a statistical outlier for a high kill rate.
- Killers saying she felt weak.
- Survivors saying she sucked to go against.
While I still say the recent changes weren't handled well by the devs, the only reasonable answer to solve all of these problems is to rework her. Which is the stated goal of the devs as well.
I'm not entirely sure why the devs decided to use the "break glass" response per se, but no one was saying she was in a good place across the board either.
To be fair, my friend, it wasn't hard to influence the stats.
Games where people try to suicide on hook but fail because someone else saves them, people who just keep pointing at the hook, going AFK. Not to mention, the moment one survivor is out prematurely the others are basically doomed.
We usually agree on most things here, but SM I believe was perfectly fine before the recent nerfs.
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@Orvarihusklumpen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3857687#Comment_3857687
How did you get into this situation, let me guess someone dced as soon as they got downed?
"Yep thats me, you're probably wondering how i got here"…
Actually, this was a Knock Out Doc, slugging from the start.
The other Mikaela I have a strong suspicion was downed inside the tower, but she didn't DC as soon as she got downed. The Dwight I have no idea where he was.
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Cenobite and Houndmaster.
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@CountOfTheFog said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3858032#Comment_3858032
You do own Wesker though, right? My friend, please tell me your only grief is playing against him, not as him.
You do own Wesker though, right?
No.
One of the three killers I do not own.
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To be fair, there are a couple characters I don't have, so…
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-The absolute destruction of the game's horror atmosphere is something that I've always disliked, and I believe it has a very negative impact on overall immersion and experience.
-360s. I cannot physically handle the sudden change in direction, therefore survivors who often resort to 360s are very frustrating for me to deal with.
-Being tunneled. I DESPISE being tunneled.
-Unnecessary massive changes. Things that could and should have been left alone receiving very significant changes for absolutely no reason. The two examples that frustrate me the most: Freddy getting a massive rework when a few QoL adjustments was all he needed, and Skull Merchant getting severely nerfed when her previous iteration was fine the way she was.
-Wesker.
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@BlackRose89 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3857996#Comment_3857996
Oh yeah…gen kicking meta I believe was one of the driving forces why Chess Merchant became a thing. It's also why Knight was kinda in the same camp as well. These two killers came out near the peak of that meta I believe.
Exactly.
It was a meta that caused problems and was allowed to exist for far too long. Things would have been different if that meta in particular had never existed.
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@GlamourousLeviathan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3855561#Comment_3855561
Even if SM nerfs were justified (which were not) her playstyle was enabled by Call of Brine, Overcharge, and Eruption. So BHVR could either nerf those perks, or nerf SM to solve the "problem".
So they nerfed SM, the slowdown perks that she used, and the basekit gen kicking mechanic.
Imagine being SM and going to the killer monthly meeting to explain that you everyone nerfed.
her playstyle was enabled by Call of Brine, Overcharge, and Eruption.
Yeah, this is something I have noticed recently as I tried to learn everything I could about the original Skull Merchant.
People seem to overlook the impact this meta had and the fact that it was probably the main culprit behind the "Chess Merchant".
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@Berienn said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3857937#Comment_3857937
stealth is one thing but hiding like a p**** is just toxic as much as slugging and not killing is.
Doesn't justify wasting someone else's time.
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@Berienn said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3857927#Comment_3857927
ofc you can't counter everything, killers cant do it too. if killer is slugging for last kill it means that last survivor is hiding and leaving one teammate. that's not fair to that slugged one. but nobody is talking about that, funny thing. the last survivor is the one wasting time beacuse he force killer to look for him instead of just killing 3rd, because if he kills 3rd right away then camper will 90% win, but he don't deserve hatch after hiding xD, he did not earn, 3rd one deserved because he tried but got caught.
if killer is slugging for last kill it means that last survivor is hiding and leaving one teammate. that's not fair to that slugged one
I don't think that is correct.
The killer could have missed the other one because he didn't patrol the areas he should have. The killer could have brought Knock Out and tried to slug everyone from the start. The killer could simply just want to see the mori. There are countless reasons why it happens, but at the end of the day it is their choice.
And, like or not, stealth is part of the game.
Even in the very specific scenario you've mentioned, I guarantee you the slugged survivor would rather you kill them and let the other get hatch than do nothing on the ground for 4 minutes.
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@Berienn said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3857916#Comment_3857916
if they don't use pekrk it's not my problem. if you chose not to use certain perks that can let you win/escape by hatch then it's your choice. don't blame killer for slugging to get full team down especially when last surv is hiding and forcing killer to chase after him XD. sooo if 2 can't win then why we even talking about slugging for 4k? you can't win with one mate so give up, don't waste everyone's time.
They don't always use it because sometimes they can't. Survivors are always told to bring a perk against every killer strategy in the game. Just run anti-camp, just run anti-tunnel, just run anti-slug, just run something to counter the slowdown, just run something for healing, and the newest one, just run Counterforce.
You can't counter everything.
don't blame killer for slugging
It is their choice.
don't waste everyone's time.
Slugging IS the waste of time, thats the point. A match where the killer kills the third survivor and goes for the hatch doesn't waste anyone's time.
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@Berienn said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3857911#Comment_3857911
survs choose to hide and not doing their job
That is not the only reason killers slug. Sometimes they go into a match with the intention of slugging from the start.
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@Berienn said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3856959#Comment_3856959
last one is not hopeless and anti slug perk is from free surv
They are. Their only chance is the hatch.
And yes, everyone can get UB. Which can only be used once per trial. And even if you get up, it is very difficult for the 2 remaining survivors to do the remaining gens, unless there was only one gen left to fix and one of the three gens available to repair already had a lot of progress, but that isn't a scenario you're likely to see.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3857521#Comment_3857521
While I fully agree that this is excessive, shouldn't exist, and needs to be dealt with by the devs, I have little hope of that actually occurring.
So far I don't think we've even had acknowledgement from them that there is a problem, and any solution they provide will be at most as effective as AFC, since any mechanic will likely involve a base kit way for killers to work around the effect.
I think a rework and redesign of knock out is necessary, far easier in the short term, and less prone to unintended side effects. But I don't even see that happening any time soon, unfortunately.
I think there is a chance something will be done, because some players are really pushing it too far. There hasn't been any acknowledgement yet, but there might be.
Or at least I hope so.
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@Equinox_One said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3857696#Comment_3857696
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3857726#Comment_3857726
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3857749#Comment_3857749
I'm fine with losing, mostly. It's the endless BM that eventually gets under my skin. Killers can be irritating in their own way too, but aside from the very occasional 4 man bleedout moron it's pretty mild. And that will get fixed sooner than later.
Survivors on the other hand - even by the law of averages, maybe 25% of the survivors I lose to will sit in the exit gates to BM. Or worse, 2 or 3 play hide and seek for the entire match and don't even touch gens. Yes, it's technically against the rules but even on the Reddit I cannot find any case, even anecdotal, of someone getting banned for it.
There are few things more frustrating than having your time wasted.
I'd say 5% of killers I've lost to BM at all, and a fraction of that in a way that deliberately wastes my time.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3857687#Comment_3857687
Oh the bleedouts are really annoying too, or the 'I really want that mori' type but those are really, really rare. And will 100% get fixed before too long, it's just too heavily complained about not to.
However, if we're going to compare something analogous, survivors that hide and avoid crows to BM or stall the game out waste far more of your time.
Something that's not even on the radar.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3857741#Comment_3857741
Survivor is miserable as a solo, but you cannot balance it for solos otherwise SWFs poop on everyone. The best of two bad options is balancing mostly around SWF. Yes that sucks, but you always have the option of finding a bunch of people who play via the Discord.
Game is night and day doing that.
And will 100% get fixed before too long, it's just too heavily complained about not to.
I sincerely hope so, my friend. It is getting out of hand.