GeneralV
GeneralV
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But we can find videos of killers destroying survivors with a variety of builds, and vice-versa.
This doesn't really prove anything.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3837119#Comment_3837119
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3837142#Comment_3837142
I'd be interested in every players ratio on what killers they like and what killers they don't.
Does the playerbase even like going against 50% of the killer roster?
I'm editing this comment here, my friend, because I did a little something and I think it is what you're looking for:
It is in order from the killer I like most (Freddy) to the killer I dislike the most (Wesker). Now we need one of these for every player out there :)
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@Toystory3Monkey said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3837119#Comment_3837119
if i could see the killers id face, id be rolling lobbies for hours till i find myself a xeno or singularity.
I would not be able to do that.
Maybe with Knight or Myers. But with Freddy?
Nah, it would be almost impossible.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3837033#Comment_3837033
Honestly, they should just introduce this for a week or so. And then suddenly a few Killers would barely get a game, even those of players who dont play sweaty. And whenever someone has the idea again to show SWF in the pregame-Lobby, it can be linked to the time where Killers were visible in the Lobby for Survivors.
I wouldn't trust myself with that power.
I would dodge every Wesker, every Trickster, every Blight, every Artist… I know for a fact I would lobby dodge until I get a killer I actually like going against.
And that would just make things worse for the killer players and the survivors who don't want to dodge.
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Yesterday night. 150% for survivor.
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That would cause a lot of lobby-dodging.
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May he rest in peace.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3836594#Comment_3836594
I dislike facing Knight and personally would rather face a Xeno or a Cenobite. Knight frustrates me by creating 2v1 situations. Xeno and Cenobite games absolutely have some woes but the Knight is just worse for me. I don’t mind Krueger.
I love Knight.
He is the most fun I've had with a killer since Old Freddy. And I like playing against him, though sadly I don't see him very often.
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@Nazzzak said:
I feel like the current game balancing and SBMM system is making things worse. I think alot of killers are increasing in MMR faster than their actual skill can keep up with (hence why we see so many killers believing they're in high MMR and facing 4man swfs every single game), and survivors, during long losing streaks, are dropping into lower brackets (hence the frequent complaints about novice team mates).
Honestly I think SBMM never worked.
The system wasn't a good fit for DBD and it was flawed from the start.
It should be removed from the game, imho.
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@[Deleted User] said:
You tranquilize the beast and Freddy will finish the rest :)
Hahaha, that would be helpful.
@Choaron said:
There's none, really. Besides praying he somehow misses his lose-lose-situation-creating tail attack. That and stacking 2 turrets together, which takes time and, once again, all while praying that your mates do the same. Xeno is up there among the worst designed killers in the game.
I agree with Xeno being poorly designed, yes.
I think, generally speaking, most anti-loop killers aren't good designed.
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"Fun" and "engaging" gameplay for both sides, of course.
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@100PercentBPMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3836594#Comment_3836594
Am I weird for preferring to be in the Dream World? I feel like I have a hard time tracking Fredster while awake
Nope, the Dream World looks pretty good.
Though it is an advantage for the Freddy player if survivors stay asleep the whole match.
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@100PercentBPMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3836578#Comment_3836578
What's bad about it, though? Against good survivors they just refuse to interact with you, do gens, call you out and leave.
The existence of Alien adds a new dynamic to the game without outright putting a gun to survivors heads. The biggest downside though would be for solo play, as you never know what you'll get team wise but even for solo Alien can be nice by setting up giant neon signs saying "COME LOOP HERE" it's like a basekit Windows but with the power to reset chase
I'm biased though, I think Alien and Pinhead are 2 of the most fun killers we have i admit it
Alien and Pinhead the 2 most fun?
Hehe, VERY different from mine. I think the two most fun we have are Freddy and Myers.
To play against, of course. If we're talking about playing killer, then I like Freddy and Knight.
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@100PercentBPMain said:
The chase is already half won or lost by the time you enter chase. You need to preemptively invest your time in base kit "sprint bursts"with the turrets.
SSurvivors Who try to ignore their power typically hates facing Alien but as they say, you can lead a Meg to water but you can't make her drink
A terrible design, in my opinion.
But generally speaking this is not the kind of killer design I enjoy playing against. And it doesn't seem to be an unpopular opinion.
At least now I have a better idea of what to do against it.
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@Rulebreaker said:
What we do is run to the closest turret (sometimes to the detriment of others) to hopefully kick them out of tail mode but otherwise play it like a more dangerous Nemi or Slinger. Anything a Nemi would whip you at the tail can do, but better and anything a slinger can shoot through gets the nope treatment as well (aka don't stand near holes in rails or walls). If not in tail mode then xenos a temporary m1 and is treated like a t2 Meyers, could pop into power at any point.
Supposed when typing this that the short version is be paranoid...
@sizzlingmario4 said:
Use the turrets when you can, but if you can't, then stick to high-wall loops as much as possible. Treat him like a short-range Huntress that can wind up much faster.
If you do get him to miss, make distance if it's safe to do so. The miss cooldown is a full 3 seconds and he loses a lot of movement speed.
For turret set-up: Try to put them in places that are advantageous to you but also aren't super obvious. Don't put them directly in front of tunnels, they disable for a few seconds when he comes out of a tunnel and he'll be able to destroy it or even just ignore it in some cases. If he uses his tail to destroy a turret, it counts as a missed attack and slows him down, so use that opportunity to get away.
@jesterkind said:
Turrets.
You aren't totally helpless if there aren't turrets around, but everything you have available is much higher risk and relies on either having high-wall cover available or baiting the killer into a miss. The goal with Xeno is to have a web of turrets set up that you or your teammates would have readily available within a short sprinting distance if a chase happens.
Xeno can be kind of annoying to face in solo queue because you're somewhat depending on your teammates to make smart decisions (and we all know how that goes) but you can be fairly self-serving here and just make sure your exit is covered by a turret if the killer comes after you. The turret stations are near generators, so you spend a little prep time grabbing one and putting it nearby before doing gens and you're usually gonna have it available when you need it.
The turrets are best being placed in or near loops rather than directly next to the generator you're working on, as a tip.
Xeno excels at catching survivors out of position and unprepared, but struggles if survivors are more cautious with their positioning and prepare their defences in advance. Even at the start of the match, the tail attack is formidable but Xeno doesn't move any faster than the default movement speed, so being extra safe and keeping an eye out until turrets are set up is usually a solid plan.
@Heliosse said:
Hello,
The Alien is a very unique killer in the sense that it is very lethal up close and survivors have to outmacro it to keep it at bay. You are right, the Alien is very hard to loop (maybe even impossible in good hands and a non bustes tile).
So, to answer your question:
In the early game, try to start slow as it will patroll everywhere for a noise. Crouch, grab a turret, set up and brace yourself for it is probably coming. If it has lethal, well, good luck, you will be in the worse position:
Worse position: If the Alien emerges from a tunnel near you and you have no turrets in sight you can try to bait the tail strike by faking vaccum or stuns, of course it's a 50/50, either he sees it and you get m1'ed or you win the mindgame. Windows are way more dangerous since Alien can tail strike on reaction the vault (the danger of the stuns makes pallets safer),. Obviously if you have the distance, run away. Try to break LoS as much as possible, sharp turn windows are great and can nullify is tail strike for a loop or too, be wary, lots of Alien plays Self Destruct Bolt (30% vault speed in crawler mode) + bamboozle.
Good position: If you have a turret nearby, you can run to it, even if the Alien just smack it instantly it will give you a "bodyblock" of distance (depends if it has particular add ons but we'll keep it simple). The burn is only a punishment for ignoring the turret, you should not bank on it, place them away from you path so the Alien has to deviate it's pathing to get it and lose precious meters.
Okay solution: If you have a bad turret, either you move it, or you use the motion tracker to GTFO as soon as the beeps gets too violent (don't wait for it to emerge, it's too lethal for you to lose distance, you can stay and bank on the fact it won't hear you but it will probably emerge if the gens has progress or you runned/walked), crouch and holding a turret will hide you from it.
By fire be purged solution: Double turrets will either force it upward for 35s (without ovomorph add on) or make it retreat to the tunnels, be carefull, it could follow you from below and follow you while recharging crawler mode. You have to really place them badly to not knock it out. You can use double setups in high traffic place, or in crucial moments to obliterate the Alien's momentum.
Alien is really uniquely challenging to play and to face, and i do understand that many hates it for that. I personnally love it just like you with Freddy so im biased. At the end of the day, there is no miracular solution against the Perfect Organism.
I won't lie to you about your chances, but, you have my sympathy.
@Toystory3Monkey said:
keep distance, use turrets, win 50/50s. if pallet is normally safe, then predrop and force xeno to break or play around it, if it's unsafe, then greed it till kingdom come or fake greeding or double fake greeding etc.
always try to run such direction where you immediately turn into pallet/window and dont give xeno immediate straight line LoS on you to hit in animation or see what you're doing.
when you vault window/pallet / drop it and xeno is about to hit, dont crouch, keep running and breaking LoS. crouch only if you clearly dont make it in which case you may try to gamble and crouch behind tall side of the pallet.
if xeno tries to hit you over anything that isnt a pallet then just crouch. learn where he can you hit you where you're crouched nonetheless and dont crouch there, instead change your movement direction and avoid playing those tiles.
as a last resort juke if you have nothing and xeno is likely to hit with tail, run directly in xeno's face and crouch. if they dont heavily adjust tail's trajectory, they miss.
generally, this isn't the killer whose power you're meant to counter consistently in loops. it's a power which has the entire design based around the idea that it's incredibly lethal if survivors do let you get within attack range, but they are given full carte blanche to never let you have that - xeno has no ways to catch up to w key fast, destroy predrops faster and on top of that has to deal with turrets which allow survivors to get more distance or get a chance to leave a loop.
@indieeden7 said:
You need to double up on turrets. The only bad thing about this is that if your teammates don't know this, they'll just waste them by putting single ones somewhere.
@RFSa09 said:
if he's not close enough You can try to drop a pallet that he can't easily just walk around
Run towards turrets if you know no one is working on a generator close to them
Try to run towards high walls/main buildings like LT, pallet gyms etc to make it a little bit more difficult for him, but there's not much you can do
Unfortunately He's not really loopable most of the times, if he gets close to you you're done (specially with his vaulting speed add-on, which is one of his best ones)
@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3836405#Comment_3836405
If you are found before you have a chance to set up turrets your main concern is the crawler mode. The only way to disrupt the tail attack in that case is by a pallet stun (obviously risky) or keeping it blocked in some way by line of sight blockers/objects it cannot hit over. The tail’s hit box is kind of strange because after it strikes you can still be hit when the tail is being pulled back, so watch for that. The creature does slow down to use the tail attack as well. Your counterplay mostly comes down to reactive timing and map/environmental protection.
First of all, thank you my friends for your replies! I appreciate the assistance.
Since this post was written the game has given me only two Xenos to go against, but I've tried my best to employ every tactic and strategy that was written here. While both games resulted in four-man escapes, there were a few different factors to consider: good teammates, the skill level of the Xenomorph players and the maps, although I'm not certain if Ormond and Family Residence are bad maps for this killer, because I don't play it.
Overall, it seems to me that the proper turret placements and breaking LoS when possible were the keys of our survival, however it is clear that both of those won't be available every single time. I think this just reinforces my opinion that Xeno is one of the worst killers to go against, but I have a better idea of what to do.
I'd say I learned something here.
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@RFSa09 said:
if he's not close enough You can try to drop a pallet that he can't easily just walk around
Run towards turrets if you know no one is working on a generator close to them
Try to run towards high walls/main buildings like LT, pallet gyms etc to make it a little bit more difficult for him, but there's not much you can do
Unfortunately He's not really loopable most of the times, if he gets close to you you're done (specially with his vaulting speed add-on, which is one of his best ones)
@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3836405#Comment_3836405
If you are found before you have a chance to set up turrets your main concern is the crawler mode. The only way to disrupt the tail attack in that case is by a pallet stun (obviously risky) or keeping it blocked in some way by line of sight blockers/objects it cannot hit over. The tail’s hit box is kind of strange because after it strikes you can still be hit when the tail is being pulled back, so watch for that. The creature does slow down to use the tail attack as well. Your counterplay mostly comes down to reactive timing and map/environmental protection.
Seems like you often have to resort to high walls, similar to Trickster, but then it depends on which map you're playing.
This just sounds like bad design, to be honest.
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@Ayodam said:
Isn’t this a killer people said was so underpowered when the bug that gave the tail attack 0 cooldown was fixed?
It’s a very strong anti-loop killer but the way you’re supposed to combat that is with turrets. Set them up in a way that basically gives you a head start in chase. You don’t want it in crawler mode (all fours) although the cooldown for that is super short anyway. I think stunning it in anyway brings it out of crawler mode as well. Use pallets, flashlights are difficult to use against it in crawler mode.
Isn’t this a killer people said was so underpowered when the bug that gave the tail attack 0 cooldown was fixed?
Honestly, I do not know. Don't think I was around here for that.
It’s a very strong anti-loop killer but the way you’re supposed to combat that is with turrets. Set them up in a way that basically gives you a head start in chase. You don’t want it in crawler mode (all fours) although the cooldown for that is super short anyway.
But what are you supposed to do if he finds you with Lethal Pursuer before you can set a turret? Or if the turrets are around gens (which they usually are), and you weren't close to a gen?
And when he recovers crawler mode, what do you do?
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No problem, my friends!
You've said it all. Comp DBD is basically a joke.
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In my opinion, comp DBD is meaningless.
It is external, not experienced by the vast majority of people who play this game and it has several restrictions that a regular match does not have.
I believe it shouldn't even be mentioned, let alone considered, when discussing the actual balance of the game.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3835250#Comment_3835250
Trading a hook stage can be of insane value. To give it a downside would not be unwarranted. But making it aura instead of exposed is not a good idea. With all the complaints about aura reading that would not be appreciated.
As much as I agree that we have way too much aura reading these days, I think it would work for this perk specifically.
Because it prevents you from using the recently unhooked survivor as bait. You're kinda supposed to take aggro for them.
Alternatively, we can just remove the downside. That would also work. Many survivor perks are nowhere near as good as they used to be, having one strong perk without a downside wouldn't hurt.
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Well, BHVR has indeed moved away from reworks that completely change a killer's power and identity, which probably has something to do with Freddy himself.
I mean, his rework did just that. And at first we ended up with a character that was so unhealthy for the game that he got nerfed, and then we got stuck with a weak killer who often lacks a power. A killer we're still stuck with, until January.
Freddy's rework is, by far, one of the worst changes in the history of Dead by Daylight and it is something that should never be done again. However, that still leaves us the issue of actually fixing Freddy.
I know we are not getting a revert to his original power, as much as it saddens me to end my campaign in failure. But if we don't move away from his reworked power, then nothing will be fixed.
Freddy needs more than number tweaks.
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Pet the dog!
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@jmwjmw27 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3835599#Comment_3835599
I agree with this, encourage taking aggro after unhook and not stealthing and letting the guy who got unhooked fend for himself. Perk would still encourage camping but you would not see it as much imo.
Yes, I think the idea is taking aggro instead of just letting the unhooked survivor be killer bait.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3835574#Comment_3835574
No I just wanted to be a part of this lmao.
Hahaha, fair enough friend.
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@Seraphor said:
I don't think it needs the Expose, as that's just going to encourage proxy camping. It also doesn't really help when the killer is both tunneling AND camping.
If it loses the scream as well... well as someone who likes to spread hooks and is usually disappointed when I eliminate a survivor too early, I'd appreciate the telegraph. If not survivor hookstates on the killer HUD.
I think it would be nice if they replaced the exposed with aura reveal for a few seconds.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3835064#Comment_3835064
Dont forget about me 😏
I thought your main was... well, yourself, my dear friend.
Do you play Myers?
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3835396#Comment_3835396
This might be a record for number of incorrect statements in the fewest number of words.
It isn't game breaking, and even tells the killer you're using it. And since camping, tunneling, and specifically going back to hook are hard meta, your likely to go down by being exposed too.
Tunneling isn't necessary, but even if you're so biased as to think it is, this perk isn't nearly strong enough to completely counter tunneling.
If they can't even make DS 5 seconds without people complaining enough to get them to revert the buff, there's zero chance they're going to make an anti tunnel perk that's more than barely functional. And this one likely just makes you the tunneling target, and half kills you to do it.
If they can't even make DS 5 seconds without people complaining enough to get them to revert the buff
It is wild that DS never got the 5 seconds back.
It was perfectly fine for a stun that you, as a killer, can easily avoid. They shouldn't have nerfed it back to 4.
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I am not sure if this will end tunneling as we know it, but this perk will definitely help survivors fight against it and that is amazing.
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A pity. Every time they release a new map I like to see how it looks in Freddy's Dream World (because that is how I'll be seeing the map, unless I am playing Knight).
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@Dwight_Fairfield said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3835064#Comment_3835064
They're all solid base kit changes. I like them all. Especially the tier 1 buff and faster stalk.
I would have liked a bit more like a buff to tier 3 such as breaking pallets faster to go with the mega lunge and fast vault speed.
I am stunned tombstone piece has remained.
I'm happy you like them, my friend. I agree with what you said about Tier 3, but overall I think they knew what should / shouldn't be done to Myers.
As for Tombstone Piece, I'm happy it remained. Even if it causes a few problems, it IS a good fit for the character.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3835003#Comment_3835003
People complained about the fog effect influencing performance and making it difficult to find survivors. It was probably easier for BHVR to just get rid of the atmospheric effects altogether than try to balance them or upgrade them for performance issues.
I'll guess we will never get an official answer, but the Fog needs to come back.
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Shoulder the Burden will be useful, I like this one.
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Your thoughts, my friend?
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@OrangeBear said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3835004#Comment_3835004
The event has actually ended, which is 1hr earlier than they said it would. But the limited time collections can still be bought for 53 more mins.
Ah, I wanted to play one more game before the event ended.
Then I guess my last Haunted by Daylight game was the one I had yesterday where Alucard kept running directly into my guards.
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@GentlemanFridge said:
I wonder if that’s why the fog disappeared. So that the castle wouldn’t be culled out.
I honestly think the Fog just glitched one day and it was never patched.
@[Deleted User] said:
It does look good on swamp, Honestly I play against Dracula everyday & totally forgot the castle was even there can't remember the last time I actually saw it!
It does, doesn't it? The castle is a good fit for the original DBD horror style. Makes me wish Dracula had been released earlier than he was.
@n000b51 said:
Sad we just have a nice castle in the background and no dedicated map for The Dark Lord (like Decimated Borgo but just better)…
I think the castle is a nice touch, but I wish we could actually go there. It would have been an interesting map, for sure.
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@GeneralV said:
I'm gonna guess we will get both of them tomorrow.
I was wrong.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3833926#Comment_3833926
I'm in agreement with you as well my dream demon :)
The teabagger is for sure a close second.
"I'm in agreement with you as well my dream demon :)"
Thank you, Hux!
:)
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3834268#Comment_3834268
i did not say that. i said i am saying that for killer to consider changing their build play-style into something different than this large laundry list of game-delay perks:
https://us.v-cdn.net/6030815/uploads/K7P6CB02CF6T/image.png
Haste perks are main potencial of chase builds for killer. besides bamboozle which is plaster fix to bad window design and slow-burner brutal strength, there isn't much for killer in relationship chases builds. arguably the most chase oriented builds in the game in my opinion right is Franklin demise+Weave attunement which gives aura's in loops for killer based off survivor's inability to manage their item. but that is like Opps, we made chase build, better get rid of that one.
A lot of the perks in the killer game encourage efficient soft-tunneling like aura perks, 3 gen like gen-kick perks, early hard-tunneling like gen-blocking perks but don't really promote killer for playing offensively and playing loose. Part of why playing playing loose and offensively is rarely seen on killer is because there simply aren't any killer chase perks that promote that gameplay style on killer end that are perceived as popular/good choices. The reaction you expect whenever you suggest out of the box is @GeneralV reaction or @ReverseVelocity reaction.
Movement speed is tricky to balance.
That is mostly due to the impact they have on chases, and the amount of time that is or isn't dedicated to one specific survivor in chase. Due to their impact, movement speed perks or powers cannot be oppressive.
That is why people complained about MFT. That is why Oni has to build up his power. That is why I believe Wesker is poorly designed.
Fire Up giving the killer haste would be oppressive.
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@Devil_hit11 said:
i would suggest to add 1% haste per gen done.
I think that would be overpowered.
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Last time I tried to put this into practice was yesterday.
A Yun-Jin had just been saved and decided to stay around the area the Huntress was patrolling, for some unknown reason. I decided to take the chase to prevent her from getting tunneled and ended up hooked in the basement inside the preschool.
Surely my teammates saved me, right?
…Right?
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@tjt85 said:
I really enjoyed this event when both sides have wasted time going in and out of the void as often as possible to load up on haunts and void bombs. But the event doesn't really work if only a few players are interested in doing so, because you are essentially throwing the game for your side by doing event stuff. I've played a few Killer games where the Survivors gen rushed only to go into the void at the very end of the game (presumably to complete challenges). I've played Survivor games with Killers that only ever entered the void to find Survivors, because you are such an easy target in there. Totally pointless.
Consequently, I've only played the regular queue for the last few days. It feels bad when you still want to mess about doing event stuff, but other players in the lobby have different ideas. Since I've already completed the tome and bought all the cosmetics and few players bother at all with event stuff anymore, there's no point in joining the event queue for me. Kinda sad, really.
I think some players are joining the event queue knowing they will get easy wins (because their opponent might be preoccupied with event stuff) or to join the faster queues and for no other reason. The BP gains certainly aren't worth queuing for unless you really join in.
I really enjoyed this event when both sides have wasted time going in and out of the void as often as possible to load up on haunts and void bombs. But the event doesn't really work if only a few players are interested in doing so, because you are essentially throwing the game for your side by doing event stuff. I've played a few Killer games where the Survivors gen rushed only to go into the void at the very end of the game (presumably to complete challenges). I've played Survivor games with Killers that only ever entered the void to find Survivors, because you are such an easy target in there. Totally pointless.
My thoughts exactly, friend.
@RakimSockem said:
The DBD community is sadly full of boring people as well as people who are out to just make others miserable.
My experience has pretty much been the same and it's insane to me that when there's a whole normal queue, people go completely out of their way to queue up for a holiday event queue and slug everyone to came and tunnel or do gens and leave immediately.
This.
That is why I believe the next event, which will most likely be the Winter Solstice / Bone Chill after 2v8, shouldn't split the queues.
Because clearly it is pointless to do so. Might as well avoid the problem with queue times.
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@[Deleted User] said:
Total honesty as always my friend!
I choose the event queue for 4 reasons & 4 reasons only, without these 4 reasons I'd never pick it because I find it a near complete waste of time personally.
- Event tome challenges could only be completed in event queue (I have since done them all for both sides)
- Blood point bonus is always higher I want to level every character I will always be in the grind
- I have wasted so many blood points in the web on those damn rods I need to use them up & thats my only option otherwise its just thrown away points I grinded for!
- Queue times are always faster tried normal queue other day waited over 15 minutes & it was a total mismatch when we finally got going.
My reasons are probably in that order too I smash plenty of pumpkins (mostly to try get some value out of the rods. But I don't ever go in the rift (on either side) tome challenges aside. I find the event uninspiring & the rift completely irrelevant in 99% of games, from my personal experience playing both sides the majority of survivors lost because they went in the rift even me as a killer not chasing them in there destroyed them more often than not because well they aren't fixing gens are they!
I'm sure it has its fans & thats great, if I could play normal queue with the same speed & blood point bonus I absolutely would. As always I don't sweat to win, never play all meta (or barely any) no tunnel or camp & do fine most games so its just dbd to me with survivors throwing more than usual.
Thank you for your comment, my friend, I see where you're coming from.
Though I gotta say, you smashing pumpkins goes a long way, actually. I've had killers and survivors who didn't even bother with them.
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@ArkInk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3834242#Comment_3834242
Maybe the real dev update was the friends we made along the way
If we don't get the dev update soon we'll be dead by daylight!
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Hmm, interesting. I remember a similar bug that happened on this same drop years ago.
This video from Monto shows it:
https://www.youtube.com/watch?v=dcrV0GwtfEMThis whole video is fun, but if you wanna see the glitch skip to 23:17
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@Huge_Bush said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3834211#Comment_3834211
thank you for the chuckle. I needed it.
I'm glad to help, friend.
@drsoontm said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3834211#Comment_3834211
😭 Thanks for your honesty.
In summary:
Basically the program simulates matches based on the escape rate.
And for each match, measures if the killer won or not based on the number of escapes.
With it I take the measures at 40% and 48% and give the associated killer win rates (47% and 34%)
Then I draw the graph for the full 0% to 100% escape rate range to show the full distribution.
If you can be more specific about points I need to explain more, I'll try to provide more information.
…I still don't understand, but that is okay, friend.
Anything that even remotely involves math is extremely difficult for me.
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Damn, I thought it was going to be today.
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Thanks for the reminder, my dear friend!
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@Coffeecrashing said:
The nerfed haunts are garbage and aren’t worth the time it takes to get them. And killers don’t have time to do event stuff, unless they are clearly winning, and have extra time to spare.
This means that I’ll do event stuff in killer games when I’m clearly winning, but I’m ignoring the event stuff in killer games if the survivors are doing well.Yeah, in my last couple games as killers I feel like I was forced to ignore some of the event stuff because survivors… well, I won't say they were " gen rushing" because I am not sure if they spent all of their time doing gens, but they weren't taking their time with the event, and therefore I couldn't take my time with the event either.
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I must be honest here, my friend: I didn't understand anything.
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Boil Over isn't a good example because that perk just makes the game miserable, especially if you play killer with a controller.
I don't think the nerfs to Distortion were as severe as some people say, but I don't think they were needed either. The perk could have been left as it was.
Adrenaline was overnerfed, no questions about it. The only thing that perk needed was the removal of the wake up effect against Freddy, because that should have never been a thing in the first place.

