GonnaBlameTheMovies
GonnaBlameTheMovies
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@Skillfulstone said:
It's true that the achievement is just poorly designed just like the "Eye-Hand coordination" achievement since ypur own actions have little impact on the achievement even being possible and is entirely dependant on other people.
However Survivors do not owe the Killer a free kill, especially not at 0 hooks. If a Survivor goes into a locker to deny the mori then nearly every time they are only doing that: avoiding getting killed instantly and forcing the Killer to either hook them or slug them by grabbing them off the locker and waste for time for their teammates, not maliciously aiming to specifically deny the achievement. Going in a locker is arguably the only counterplay against an instant-kill move.
If anything needs to change it's the achievement and not adding an arbitrary mechanic to just hand over a free kill.
How would you change the achievement to fit this? I am inclined to agree that yes, kills aren't owed but when a tactic can be this reliably countered all the time every time, for no other real reason BUT to deny someone an achievement for 30 minutes, that probably shouldn't be a thing right? This sort of locker trick kinda needs to go, being able to hide in a locker to avoid a Mori I mean.
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Well there's a bug post now, so looks like I wasn't crazy after all: https://forums.bhvr.com/dead-by-daylight/discussion/426340/all-platforms-the-audio-issues-are-getting-out-of-hand-now#latest
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This is occurring on the Alucard legendary too, especially when he is on hook.
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When they do fix this, can we also fix the double-stun problem, the ability to vault through a stunned Killer, and the ability to drop a Flashbang inside the Killer, too? Those also make no sense and need to go.
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You should not be able to bypass crows by any other way than through getting in a chase or doing a generator. Period. End of. I don't like being held hostage like this and I don't like when I am trying to go for hatch, being held hostage by the other Survivor because they won't come out.
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She has the unenviable issue that Skull Merchant has - poorly explained lore, people think she's cringe, and her playerbase kinda has a reputation of sucking.
I am not bad at Survivor and still get abused as Sable so badly, I question why I even play her. :(
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Not just you. Emblems are bugged as hell.
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@HexHuntressThighs said:
Not true. It’s region dependent and where I’m at in NA East it’s still killer bonus from like 6pm to sometime after 10 which is when I go to beddy bye. Just like how it’s been here ever since the bonus was introduced.
This is my experience too. Killer bonus from about 8 PM to 4 AM and then it becomes Survivor Bonus.
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I will never understand how people think MFT was OK because "It's just 3% extra Haste", but 6% over the aimed for Kill rate on a Killer in the first several weeks of that Killer's release is "OP, nerf Killer, too strong."
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@devoutartist said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3795115#Comment_3795115
it dosent matter i play vs swf and bully squads i know in general how to deal with them because i've took the time to learn micro/macro with maps/killers/perks/addon properly hell i don't even hook the first survivor anymore out of a few specific big maps i leave him on the floor it add so much natural pressure because i can set up my map by getting the worst out of the way pallets walls ect and get a 2nd survivor down i usually hook the 2nd survivor and the redown the first guy juggle them both the first guy bleeds to death the 2nd guy dies from hook and they have to get off generators really quick and help them or they'll lose the game witch buys me a lot of extra time to do even more damage its to a point i barely run gen regressions anymore for me it's not even a consideration ever since they've change buckle up leaving some one down can win you a lot of games without going for a 4k slug so you can go a hybrid style of downing someone and hooking i think this state of the game is actually healthier but it's less casual friendly because you need game knowledge hance why 2v8 was supper popular it relieved the pressure from the general populations on both sides btw i play both sides
I genuinely stopped reading this text wall after you implied I don't know macro/micro gameplay. Congratulations or sorry for your loss, whatever's applicable.
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@I_Cant_Loop said:
https://forums.bhvr.com/dead-by-daylight/discussion/426350/soloq-is-unplayable
I blame the SBMM system more than anything. I frequently get matched with teammates who refuse to touch gens (even though they are not being chased), hide in corners and self-care when injured, go down 10 seconds after start of chase, hide in lockers, etc. It's very clear that these are new and/or downright bad players. I'm not a great survivor player, but I feel like I'm reasonably competent and certainly the days where I played like these potato teammates are way behind me. I have no problem escaping consistently when I have competent solo queue teammates.
The SBMM system IS NOT matching me will players of similar skill level - not even close. It's completely random, and I won't believe otherwise unless BHVR starts posting our MMR scores after matches. The system is shrouded in secrecy, and I believe the reason why is because if the data were made public, it would reveal what many of us already know: the system does not work at all. If the devs want us to have trust in the SBMM system, then prove to us that it is working as intended.
This is why I never play SoloQ, I get potatoes. I am not a bad Survivor, ask my SWF. But when I SoloQ? I get put with people who have never seen a gen in their life.
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@Shirtless_Myers said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3794949#Comment_3794949
The perk Technician needs a buff. While I disagree with a massive change, the increased loss of progress is detrimental to a perk that is supposed to be for beginners. It punishes them more than the perk slot it's worth. I'd recommend removing the penalty entirely, as it's simply unnecessary.
After some thinking, I agree it needs a buff, and I think removing the penalty entirely is probably about the only buff it really needs since it's for beginners.
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@devoutartist said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3794953#Comment_3794953
im gonna disagree as long a swf is a intended feature of the game knowing resource around the map that you get in a soloq trough a perk is also a intended feature it's already a sacrifice of a perk slot on top of being with a less coordinated team compare to a swf and has already more downside then just playing the game as a swf
Have you considered that maybe, the amount of communication a SWF has in game through voice chat was never an intended feature of the game? It's here to stay now, but that doesn't mean the game was built around it. You have to play differently versus a coordinated SWF.
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@Ricardo170373 said:
The real problem is the matchmaking, for exemple
when u go play as SoloQ, these are player levels
Killer = 500
Your level = 300
Teammates levels = 75
When u go play as killer
Your level as killer = 500
Survivors = 750
Every single game as killer u go agaisnt championship survivor teams, playing like a robots, doing gens, healing, rescuing, flashlights, looping everywhere coutering every killer power, zero mistakes, doing all things at the same time.
when u play soloQ, every match is the same. After 20 seconds someone is already on the dying state ( here, the guy come to DC or suicide), noone in the gens, just u, and the gen explodes because the killer has pain resonance, after that, u can leave the 10% gen because noone go rescue ( if the first guy still alive in the hook and not gave up already). And match finished with 4 gens up.
Every experience in this game right now is stressfull like a hell as killer and boring and depressing as soloQ.The answer to this conundrum as Killer is to lose more. It's deadass to lose more. Remove sweat perks, goof, and you eventually lose enough to get down to a more cozy MMR.
The solution to this as Survivor is to pick your teammates yourself by SWFing, but you will still not win as much as Killer does by the game's very design. Oh well, at least you know your teammates aren't potatoes. :)
This is the state of the game's cruddy MMR system - you have to game it a bit if you want to have any fun longterm. -
@humanbeing1704 said:
it’s becoming way more common over the past 2 years but solo queue has gone to the wayside for me because my teammates tend to just stop doing gens once 3 of them get completed it’s the reason why I end up losing like 85% of my games
I seriously don’t understand why this playstyle is so prevalent now
I swear to Entity this is exactly how 95% of my Killer games go too. Bing, Bing, Bing in the first five minutes… and then they always choke and it's like they can't find the last two gens they need. It's super weird. Then I 4k because they become potatoes in the last moments.
I think it's overconfidence. They believe they are winning, so they get a bit lazy and go for riskier plays that get them killed. That or they actually get turned around or don't realize what's gone wrong, and someone dies, and then they start to fall apart because by that time the Killer (me) has several hooks or actually gears up and decimates them.
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@mizark3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3794984#Comment_3794984
Yeah most people are psyched out by emotional extremes, and it always is helpful to view things in aggregate. That's why I usually suggest 10 as the minimum sample size for examples. Whenever I try a bizarre build, it takes ~10 matches at most (usually) to get used to the differences and adapt and improve. That's why I always sell my Plaything/Penti/Thana/personal preference Myers build when not using Tombstones. It takes a while to get used to it, but when you play to its strengths, it wins matches easily (but it does take 10+ matches to adapt).
That's a really smart idea and one I should apply myself more often. Will get me playing more Killer in a less sweaty mindset. Thanks for the impromptu suggestion. :)
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@Akumakaji said:
I just want to chime in and want to suggest Spies in Shadows as a beginner info perk. When I started I always heared people say "once you learn how to read birds and notice them fly away you will gain a lot more game sense" and I could make no rhyme nor reason of it. I never saw any birds flying off and had no sense of them flapping their wings fer a survivor was in the area.
People will tell you "hur dur, Spies is such a bad info perk, it never gives you a solid sign, but only vague maybes. Any aura reading perk is miles better then Spies." and this people are just mistaken. Spies is one of the most underrated info perks in the game and it comes for free with every killer.
The hardest time in my life as a killer was when Ultimate Weapon, because no one would have run Calm Spirit otherwise, the only perk that counters Spies in the Shadows. I play it on most of my killers and it gives me unparalleled map awareness. So often my lil birbs act as eyes in the back of my head, noticing me of something behind me when I was already on my way to another gen, or they often help me to make this splitsecond decisions during a chase, left or right, especially when there are no scratchmarks due to a perk. And my little birbs also help a lot during the end game or when hunting for a single, elusive survivor. The options are endless and to this day I will never understand why so many killer players look down on this perk. But at least this gives me a pretty high chance that it won't get nerfed.
This is very good advice - OP, listen to this guy. Run perks that seem offbeat. Try to pair them with YOUR weaknesses or what Survs like to run to counter that, and also try to pair them for your Killer. Perks like Spies, Fire Up, Thrilling Tremors, even stuff like Nemesis or THWACK! all have their niche and uses. Don't let someone tell you a perk is trash or not viable. Do what works for you.
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@LadyOwO said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3793854#Comment_3793854
Yeah. Usually by the time pinhead finishes teleporting the survivor already has a head start.
I agree with you and the person you quoted, the Box puts him too far away when he teleports and gives Survivors too much head start. Plus again, it can be used to take him kinda hostage, or create situations where Survivors control his power, not him controlling it. It's his Box, he should be able to use it to his advantage more.
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@OutlawRacer666 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3793676#Comment_3793676
You mean it was evening the odds
No. They mean it was bottlenecking Stealth Killers. Stealth Killers ONLY have Stealth, you don't need to even any odds against them. Get better situational awareness if you struggle against stealth Killers this hard.
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As a Stealth Killer main? Absolutely not. BHVR does not want perks to negate entire Killer playstyles like this, and they're right. They shouldn't. Ghostface, Sadako, Wraith, even Chucky and Pig are not all so OP, you need to "even the odds" against them by completely negating their entire power like this, would you be OK with a perk that rendered all items instantly useless because the Killer looked at you?
Spine Chill could use a rework, but this isn't the one it needs. I don't know what you'd change about it, but it shouldn't be like it was before. Ever.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3793834#Comment_3793834
I wouldn't say almost always, regarding the amount of people that play a very strong killer and get someone out at 5 gens despite the opponent being solo for no apparent reason at all.
Tunneling is done because it's effective most of the time and as a necessary evil in certain situations. At least from my experience.
That tracks. Usually the only time I ever feel the need to tunnel is if I am losing gens really fast and can't control the match any other way, I have to get someone out NOW, or you really do just irritate me that much (and in that case, it's time for me to get off the game now…) - I don't ever tunnel from the word go. It's just ineffective and pointless on the Killers I use. More often I would say I don't feel like I need to tunnel, it just happens to occur that I accidentally do. 95% of the time accidental tunnels happen with me, it's either because you were all I could find when I checked a spot, you were in the wrong spot at the wrong time, or because "I see Surv I chase Surv" and it's adrenaline for the next chase - not toxicity - speaking.
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For a second I thought people here were talking about Thrilling Tremors, not Thrill of the Hunt, and I was confused because Thrilling Tremors is actually lowkey kinda good at both info and gen hold? Like sure it's not meta, but not a trash perk…
Thrill of the Hunt badly needs a change, though.
And @TieBreaker I 100% wanna see that and learn to play around those as Killer and Survivor. I bet lots of fun new chase perks on both sides could be made around those! But why let Survs have all the fun, let it be a boon for Killers too. Imagine being Myers walking through a fire barrier, and you're hindered but you get set on fire and can cause damage to Survivors based on that. Imagine being able to hide your Aura as Survivor with a smoke screen, but you also hide the Killer's TR and red stain doing that… and it can flood a whole section of loops or hall or something. Imagine being Xeno and hitting a steam pipe with your tail, and it hinders Survivors or puts them in Deep Wound and gives you tons of Devious points…
How cool would it be if we could enhance the cat and mouse, and have stuff where both Killers and Survivors can create hazards and barricades for each other?
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3793826#Comment_3793826
Dumb techs are not a "lose-lose situation". Every time someone dumb techs me they usually end up getting hit lol.
Same with Drac's Hug Tech, it's not a lose-lose situation, you can still avoid it. Blight's Hug Tech was the same, but they ultimately decided to remove that. Wesker's Hug Tech is also extremely situational, and extremely difficult to pull off.
Doesn't matter. Still a glitch. Still an exploit. Still an oversight that should be patched because it makes no sense to be able to vault through a Killer.
All of these techs should still be removed, because they aren't fun to be hit by. We want less non-fun in the game, not more. it doesn't matter if it's situational, takes skill, or only works on babies. It's still not fun to be hit by. You shouldn't have to counterplay an oversight.
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@TheSubstitute said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3793825#Comment_3793825
If you read my posts you would already know those answers.
I read your posts. I found no satisfactory answers that correlate to my own data, I'm afraid… :(
Please simply answer me. Did you control for confounding variables like an actual statistical analysis, or just run the data through a spreadsheet and make conclusions?
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Everyone here has said what I want to better than I can. The game is Killer sided, on purpose, because Survs are supposed to be the underdogs.
However, that doesn't mean certain mechanics in the game really are unfun to go against, or that either side doesn't have any sort of annoying things they can do. Those should probably be looked at for the sake of game enjoyment.
I think @hermitkermit is most correct - this game is like a Hollow Knight, Dark Souls, or Elden Ring in one very important way: surviving is supposed to be HARD.
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It's likely tunnelling is connected to something else. Not "how easy" it is to do, but I think due to the "you must win at all costs all the time or you suck" nature the game poses.
Basically Killers do this because they want to win. They do it because it is a way to secure kills. They do this because the game ONLY cares about getting kills, particularly a 3-4k.
That's a game issue. Not a skill issue. And it can only be addressed by fixing the game.
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@mizark3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3794854#Comment_3794854
You don't need to, use a stats site and check out 'gen defense'/'Generators protection'. That tracks all matches where the final gen never pops. I'm sitting at 74% gen defense playing mostly Ghosty and other M1 Killers. That means that doesn't even count the wins I have after gens pop, or let the Survivors leave from BPS bribes (but actually won long before). Any number above 60% would hard prove you are at the topcap of MMR (combined with hours). They just don't like being proven bad at Killer since they aren't having as easy of a time.
Huh mine is sitting pretty high too around 60-70% most often, from Dead By Stats last I checked. 68% last I checked too. I also play mainly M1 Killers.
I guess that means I am pretty good? That'd explain a lot. Maybe I just need more confidence in myself… Thanks for the… weird confidence boost tactic, Mizark?
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@hermitkermit said:
The state of survivor is where the Devs want it, which does mean that they are currently losing more than they are winning. You're not crazy, it is harder, it is supposed to be. Every form of evidence we have shows this. Unforunately I don't see this "improving" because this is the the game the Devs want. Killers are the selling point so they want them in the power role. If you're wanting to win a bit more, I suggest playing more killer. Survivor is challenging, but it can be satisfying because of it.
I changed my mindset to this - that winning is supposed to be a challenge - as Survivor and it made me a lot happier even playing it SoloQ. Think of it like this: what fun or challenge or true win is it to easily stomp all over a strong powerful Killer character? What kind of fun is there in a horror movie if you don't arrive to the end battered, bloodied, bruised - if you arrive at all?
The experience of Survivor in DBD can and should be summed up in a well known poem's first few lines, I feel:
Do not go gentle into that good night. […] Rage, rage against the dying of the light.
The fun of Survivor isn't in winning. It's in the thrill of the attempt to survive, even if you lose. If you escape, it's a really nice bonus.
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Paternal?
You playing an instant down Killer that can easily slug and ruin people's games like this means nothing. In the pursuit of trying to prove your point, you literally became the very toxicity you railed against. You ruined a bunch of people's games JUST to prove a point that "Killers are OP now". The forums aren't buying it.
Maybe you're in a high tunnel high slug region. AKA, a more comp region of the world like the EU. There's not really a fix for that except sweating harder, I'm afraid.
Maybe you're SO good at Survivor that the only way the Killer can take you out IS like this. In that case consider this high marks! You're a challenge, so the Killer has to play this way in order to kill you at all.
Maybe it's that you struggle against certain Killers more than others and those happen to be the ones capable of snowballing like this or hitting over vaults or some other pain point. This is fixed by practicing against those Killers with a friend in Customs.
Or maybe it's some sort of annoyance tactic, a bright cosmetic, or an issue with your playstyle that Killers are taking note of. If so, maybe don't run those perks? If it's cosmetics, maybe don't run those cosmetics that draw Killer attention?
Or maybe you're not as skilled as your ego wants to believe (I know, it's a hard pill to swallow and it's one we ALL need to at some point - that sometimes we aren't as good as we think), and you need to practice getting yourself out of dodge instead of worrying about your SoloQ teammates - if you're getting potatoes, then it implies you yourself are at potato MMR, doesn't it? You don't get matched with players outside of your skill bracket. This can also be fixed by practice in Customs with friends.
Or maybe, just maybe it's not this personal, and you're not getting these back to back like you claim, or you need to realize that nobody is entitled to an Escape. If you're the last person left, or you're one of the last two, then it's pretty normal for a Killer who wants to 4k to slug like this. I'm afraid slugging for a 4k is just really a non-issue unless you're being bled out for 4 minutes over it. It can even happen accidentally. The Killer's human, too.
It's not the Killers being too OP, PaternalPark. They aren't the ones needing adjustment. It's your mindset about this game that is in need of adjustment. Stop worrying about needing to win round after round, SWF up with people, and please stop complaining about the same problem over and over on these forums. There's no way in hell you're literally being slugged every single game all the time every round back to back to back to back. It's literally NOT statistically possible to see THAT MUCH toxicity every round every game session.
I am not saying this to be mean. I genuinely think you're taking this game, and situations like these, entirely too personal. It's not healthy, my guy. Please consider a break or consider playing a different way.
If you and others here really are having this rotten a time as Survivor, just play Killer instead. You know, since you believe it's EZ mode and all… and you seem to really enjoy winning.
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Killers learned to play around the buff it just got by simply tunnelling less, or by powering through and not caring and tunnelling anyway. Or they started to slug. Me, I just never tunnelled to start with, only if I absolutely critically needed the pressure and only when it's clear I need to force the snowball. Not from the word go like you'd need with DS. Even if I do tunnel? I rarely see a DS, as I "soft tunnel" instead by leveraging Survivor altruism against them when near a hook, not by forcibly hitting the same person over and over.
Hey, you got your wish! Killers not tunnelling you off the hook. :)
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@Spirit_IsTheBest said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3794949#Comment_3794949
Understandable, though the killer can still hear the actual generator itself, just not the little repair sounds, they can still go kick it, and force survivors off regardless. Plus there are aura perks the killer can use to track them, and killer instinct. (Distortion is annoying though as killer, we will have to see how it goes once it gets changed soon).
Appreciate the feedback!
Oh ok, I was under the impression the gen sounds themselves would be muted, in which case that's probably fine but I question why. The Killer is still gonna check and can see you from a distance anyway, aura exists too.
And it still would be used to rat. Otherwise, the buff idea's OK. :)
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Being able to completely negate a form of Killer pressure isn't thrilling, it's cheap.
Just like 3 gen meta was cheap.
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WoO is most certainly overused and needs to be changed IMHO to only reveal windows. You just aren't intended to know where every single resource is. You're not supposed to know the Meg dropped shack pallet; that's part of what makes SWF on comms strong is they can do that. As Survivor you are not intended to know what resources and stuff is on the map, you need to run perks or items for that. You might hate it but the Devs did it that way for a reason.
The other issue with WoO is it encourages really, really bad gameplay in its current state. Another perk could be used for Pallets, why not add that part to Any Means Necessary? That way if you want THIS MUCH free aura read on map resources, you would need to sacrifice two slots and be a dedicated chaser or something.
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Not necessary and would be extremely annoying as a stealth perk. Technician doesn't need a buff, it's fine where it is. This would be overkill. Technician is like WoO, it's a safety guard for newer Survivor players. It doesn't need to be useful for experienced players, that's contrary to what it's supposed to do. It's fine in the niche it's in. Not every Perk needs to be useful for experienced players.
If we make gen repairs silent you will literally encourage people to rat being a stealthy ghost doing gens, not engaging the Killer, and not saving friends. Plus sound is such a key element in this game; can you imagine how annoying it would be as Killer to hunt for someone who say, is running Light-Footed, this, Iron Will, and current Distortion? No aura, no scratch marks, no traces, not even gen sounds, and they hide in nearby lockers. And when you hit them? Still no sound.
The rest of the buff is fine and perfect for newer players. In fact I would add this effect: Skill check zones are larger, and move slower.
This helps train new players, but keeps it out of the realm of being yet another perk intended for niche genrush. We don't need more of those and we don't want to encourage a lack of players interacting with others or the Killer. -
It's never used except to group people, and its counterpart is contradictory on Killer Side. Flip what the two do. Or better yet just remove the shroud offerings from the Game, they're not useful.
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@kaister901 said:
There are probably a ton of posts on this. However, it needs to be said again. MMR is just not fun on either role. Once you get into high MMR, it honestly becomes impossible to enjoy the game. I play both roles pretty evenly. Once I reached high MMR or at least I assume I am, when I see I am paired regularly with people a 1000 hours and above, the game seems impossible.
If I play survivor, it is always a killer that is running the usual gen regression meta build and cannot be mind games. If you don't have a safe loop or god pallet, you are done for. Then as killer, it is even worse because you are up against 4 people that cannot be mind gamed doesn't matter solo or SWF. I am forced to play using killers that can ignore loops, which is not really fun for the survivors or myself. It becomes stale quick playing only the same few killers so you stand a chance of at least a 2k.
I am a working adult now. I used to be a student when I started playing years back and could keep practicing to be as good as possible. That is kinda impossible to do when working. So, I am perpetually stuck at the lower cap of high MMR ever since I got there. I am unable to drop further for more relaxed games on either role because of the cap. The only option I have is literally to get good. Which is easier said than done while working.
Which is why I find myself only playing DBD now when there are game modes. The base game mode is just not fun. I think the lower MMR cap should be removed or at the least allow players who lose constantly at high MMR for a few days straight to drop to mid or low MMR to match their skill level currently.You know what?
I have way more fun in the modes and events both sides than the main game too now and rarely like to play except for practice or a rift. All it is, is the same sweaty full four generator perks against the same sweaty Survivor Meta perks as always. It sucks as a hybrid player who likes both sides. And this issue is perennial. The second you win too hard regardless of hours, that's when you unlock true sweats and it's not any fun anymore.
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Not controversial, is true, look how much tunnelling has increased since these perks were nerfed.
But I think the real issue is, early game is just SO weak for Killer. So so weak. If we fix Killer early game, we fix lots of need for tunnelling too. Tunnelling is almost always a desperation move.
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@Aven_Fallen said:
What does it matter if the killer is slugging for the 4k, you practically already lost so just tab out and do something else.
And the Killer already won. The Killer is basically just slugging for a 4K while already winning the game, just for the Ego, wasting the time of others.
That's just… securing the 4k.
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@TieBreaker said:
I think we've reached the point where we need new gameplay mechanics. There's only so many interesting perks you can create around a limited list of actions.
Thank Entity for the Modes, modifiers, and Event Queues.
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3793552#Comment_3793552
I don't think we should be coming for literally every single tech in the game, especially when a tech is literally just a technique/strategy used in a specific situation.
You'll end up with absolutely zero potential for skill expression if you remove every unique interaction in the game.
OK.
But techs relying on stuff removed from other Killers (Hugtech) and relying on abuse of collision to get unintended escapes/saves (dumbtech, Flashbang-In-Model tech, etc.) shouldn't be in the game, surely we can agree that it's not skill expression to abuse a glitch that creates an inescapable lose-lose. i don't think every tech needs looking at either - flicks are fine, I'd argue even double stunning as annoying as it is is fine, locker techs are fine, etc. But surely we don't need "techs" that just abuse nonsense that shouldn't even be possible, right? Surely you don't think we need to be able to dumbtech a Myers or slide around trees as Wesker when Blight cannot.
When you are evenly matched using these tricks, it's skillful play. But when it is too easy for you to use S tier options on people who are not S tier, it's not skill. It's just oppressive and unfun.
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@TheSubstitute said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3793532#Comment_3793532
I already proved it happens in 26% of my games and there are anti-tunnel perks used. Did you not read the post I linked to in the other thread? I literally included video proof of it happening.
Ad has your data, IDK, supposed WHY there's a 26% increase in tunnelling in your games?
Does it control for any confounding variables like time of day, whether you're in SWF or SoloQ, cosmetics worn, etc.?
Or are you doing the typical stat thing everyone here does and going, "wow! 58% is high for a Killer Kill Rate but 48% is low for Survivor Survival Rate even though that's close to a true 50/50 like I want and therefore, 26% of the time I get tunneled means that I get tunneled a whole lot and it's bad BHVR fix it"?
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@mecca said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3793531#Comment_3793531
Outside the small circle of killer mains, it is not perceived overblown. It is a real balance issue. Literally everyone I knew quit playing due to imbalances.
I believe your experience is definitely a minority.
I really don't think it is, I think it can correlate roughly with:
- Running annoying perks or not
- Running bright skins or not
- Knowing how and when to stealth or not
Oh, and I play both sides. More Survivor actually. In the vast majority of my games, neither me nor my friends get tunnelled. Are all four of us in the minority? Is everyone I play with, all 100+ people in my friends list, in the minority?
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@TheSubstitute said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3793532#Comment_3793532
I already proved it happens in 26% of my games and there are anti-tunnel perks used. Did you not read the post I linked to in the other thread? I literally included video proof of it happening.
26% of YOUR games.
Not 26% of ALL games.
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@ShanoaLegendaryPlz said:
I think to combat tunneling theyd have to give something on both ends like penalties for the tunneling, but the killers get stronger in some way so that tunneling becomes much less incentivised. There are people however that arent just tunneling to win faster, they even sit there in your face griefing while they do it, sadly nothing can be done about changing that mindset. And currently a swf is stronger than an average killer, and an killer who tunnels is always stronger than a random group. So more than one thing has to be adjusted somewhere to find the real 60%kill rate balance they are after without killers resorting to tunneling.
This is all very true. If we want a fix for tunnelling period, we need to buff the things that discourage anything but tunnelling (alternate playstyles through perks even if the other side finds it annoying), and also nerf tunnelling, while also allowing Killer to have breathing room by capping how fast rounds can go.
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@TheSubstitute said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3793553#Comment_3793553
You're obviously brand new to the forums and possibly the game. Based on your posts I'm inclined to believe both. That, of course, by its own means nothing. However, if you wish to say 'so and so' is an X main it runs the risk of making you look foolish when you make accusations that don't match up with the facts.
That's a lot of assuming there, friend. I have been playing this game for about 2-3 years now and have thousands of hours, I may have joined the forums recently but I am not new to this game at all. but I guess you can't go one day without looking for a reason to discredit people who disagree with you as "just new to the forums" or "just a Killer Main" or "just doesn't play enough Survivor" or "Just a noob at DBD."
I refuse to dignify such a low blow with any sort of real response, the argument ends here. If you truly believe my post history and newness, or my assumed time in the game, means nothing, why even bring it up here? I didn't bring it up with you.
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@caipt said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3792793#Comment_3792793
survivors can clearly see the next pallet or vault they can get to if they simply pay attention. But for some reason they dont and instead choose Autopilot: The Perk. if the killer had to run around looking for gens the same way survivors do, the game would be unplayable on a lot of maps. especially leri's.
There's a lot of obvious clues yes. The pallets are red and blue so are walls. The vaults have yellow cloth, like WoO's aura. Gens have a visual and sound tell, so do exit gate switches. Even the hook tells you how long you have been on it by Entity summoning progression AND progressively smaller skill checks. And you can tell where even Stealth Killers are by the crows, same as they can tell from you - Killers always set off crows even in Undetectable, and move grass and corn the same as Survs. There's so, so so so many tells in the game and yet, Survivors choose to ignore all of it in favor of Autopilot: The Perk.
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@PuddleOfBludd said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3793516#Comment_3793516
Oh, I completely understand this. I just wanted it to be clear that I was never suggesting that windows of opportunity be base kit because I do not believe that it should. I was just pointing out that the complaints about it are unfounded as it is meant to be a tool used with a perk slot. That’s all.
That's fair, no hard feelings here. I agree a lot of the complaints about it hold little water, it's inoffensive when used the proper way, the problem is people use it to autopilot loops instead of to learn loops.
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Anything called a tech that creates an unfair double-advantage should be removed both sides. Hugtech, dumbtech, double-stun/blinds, glitches like some of Wesker's techs. Wolftech. Flashbangs inside Killer models.
It all needs to go in the name of fairness. Nobody should be able to abuse a glitch for an advantage like these. They suck to be hit by and they aren't fun for the average player to play around.
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Your suggestion nerfs it even more into obscurity. What Killer would actually run that except injury pressure ones? I think instead of exhaust, it should cause hinder or inefficiency for some amount of time, maybe up to 20-30 seconds. This does not punish for good medkits, but it counters things like exhaust perks and makes styptics/syringes way more dangerous and risky, instead of "just the obvious choice".
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I think "you start uninjured but then once hit, are permanently injured" is totally a fine change for No Mither and preserves its synergy with other perks that activate on injure or broken.