Green_Sliche
Green_Sliche
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Give Zombies a proper lunge attack. It's really sad to see survivors just run in zombie's face and see it fail to land a simple melee hit.
T-Virus infected survivor could passively increase Zombie movement speed and detection range.
Additionally, crows in the game could be replaced with infected crows which could alert zombies of survivor presence.
There are plenty of ways to improve zombies and Nemesis without any extra load on performance. The problem is there's no interest / desire on devs side to do that.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557262#Comment_3557262
It's information that SHOULD ABSOLUTELY NOT change how killer plays the match. Basically it means that SWF is not allowed to go with intend to just mess around ever. Because game will tell the killer "this is scary SWF" - so they will either dodge or go sweaty. Nice recipe how to loose chunk of player base.
But I agree with you on 1 thing. I think killer should see hooks - because of what you said - killer that wants to tunnel will remmeber that 1 survivor
It may come out as revelation to you but I should state it regardless - if you want to win, don't mess around. When one side really wants to win, then it does not matter what information is given, it will do everything for victory. At this point it won't matter if Killer is specifically told that Survivors are soloQ or 4 man squad because from the get-go killer will pressure, tunnel, proxy camp and basically do everything to eliminate any player asap for more reliable 3v1 session. When killer is aiming for a fun match, survivors will quickly notice more relaxed behavior.
@adaw0ng said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557262#Comment_3557262
Jokes on you the chat doesn't work off platform, and I don't know what numbers you are talking about and I hope it's not the prestige because that means nothing. I am not saying survivors should know which killer they are going to face prior to the match, I am telling you that by your logic they should also. Knowing which killer it is once the game starts will not be enough for some people, they already picked their healing build and now the spawn in front of a Plague pool. Well... Too bad. Just play out the game and better luck next game. It's how the game is supposed to be for both sides. If you get screwd up this game, just try better luck next game. If you can't take that, then just don't play and boot up Fortnite or something mate.
Cross-platform chat not working is the question that should be directed to devs. When some suggested a lobby perk loadout preview the idea was rejected because survivors would for some reason lobby dodge other survivors if they didn't like a team mate's load-out.
There are few ways survivors could cooperate with each other but the toxicity level is so high everything gets dropped out. It's SWF where the amount of advantage is decided by survivors themselves or Solo where it's a mix of luck and skill.
As for loading into the healer build vs someone like Plague - I consider this on par as loading with Hex build vs some lucky totem hunter. Too bad but that's that. Both sides can be screwed over here.
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@adaw0ng said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557225#Comment_3557225
Then survivors will tell you that their game experience would be more equalized if they knew if they're facing the Trapper or Blight, two highly gapped on each end of the stick of the game, so they can adjust what play style and build to bring, or more clearly and telling... Plague, so they would not bring any healing build and could try to push something else that might be more useful against her. Oh... Too bad you can't take getting countered but others should expect to have the possibility of getting countered. Selfiiiiiish.
Survivors have pre-match chat and numbers to compensate their lack of premature knowledge of the killer's identity. It also takes few seconds into the match to learn which killer survivor is facing. Letting survivors know which killer is in the lobby will only grant even more advantage to survivor which they currently do not need. Killers are the ones who always play Solo and every bit of information they do get helps them shape-up their game plan.
@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557222#Comment_3557222
IMO it's more about the intent with which players came into the game. 4man squad with 4 BNPs and genrush mentality will mostly win. Alch ring C33 blight that came into the game with intent to tunnel at 5 gens will also mostly win. The only outlier will happen if both of these groups meet in a single game...
It's more about who wants to win than who is in SWF/which killer you pick. If you are 4man that just came into match to mess around with maps and keys, you will play normal match where nobody will see any difference. If you go into the game as blight with C21+rat and intend to follow survivor rulebook, then everyone will still get to play the game and it will most likely be fun match for either side (and both sides would have equal chance to win in both examples).
If we talk about something more or less average and not-so-sweaty then we can see that knowledge about SWF's presence can massively impact on match pace for both sides. It's the same as letting killers see hook states of survivor players, some people think it will make killers play more dirty when in reality killers can already memorize which survivor was hooked and how many times . With SFW it's even more simple - killers won't have to assume it's 4 man party from the start and will know if SWF is involved and how many were in the group.
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@EmmaFrostyEyes said:
https://us.v-cdn.net/6030815/uploads/JY21MTRHEUWV/img-3272.jpeg
https://us.v-cdn.net/6030815/uploads/5NDD5R7WL5F7/img-3212.jpeg
https://us.v-cdn.net/6030815/uploads/05OC8FZ4O6O8/img-0722.jpeg
Do we really need an Anti Face Camp System?
Yes
Replace self-unhook action with teleport self to other hook action ( as long as there are gens left to do ). Something akin to Pyramid Head's cage system except it will be within survivor's control.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557212#Comment_3557212
But I do play both sides. At some point of time or another I mained quite a big chunk of killer roster. Right now I enjoy the most (chase) bubba and spirit. It used to be also pinhead recently, but devs screwed his camera when using the ability for very bad experience.
But at one point of time or another I also mained: nurse, oni, wesker, clown, doctor, wraith, dredge, plague, twins and artist.
But this does not change anything - I don't want killer to see I am playing in 4man for exactly the same reason why I don't want survivors to see I am playing pinhead (with good addons on top of it), twins or wesker
Then it's purely subjective thing. You don't want to let killers come more prepared or play more effectively by having a heads-up information about you being in group and being more organized than full SoloQ randoms. This however does not change the fact that this is a balance issue and game experience would be more equalized if such information was granted to killer players.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557206#Comment_3557206
Because I clearly DON'T want that. I was just making point.
Giving more information serves just 1 purpose and that's more lobby shopping - which creates more imbalanced match making which means more stomp games (where nobody had really much fun and if you won you'll immediately forget and if you loose then that's a reason to come to forum to complain other side is OP).
At this point I am pretty much convinced the game would be better if there was no pre-game lobby. Just connect the players right away directly into game when all 5 players are matched. No lobby shopping, no complaints about any side having advantage and no other BS - just more time in actual game and less time in menus outside of game.
In ideal world MMR system would take SWF into consideration and put people in group against killer with higher MMR as well as against killer who has higher kill rate for more fair experience.
Killers need extra information because they are alone going against four other players. Neither side knows what experience their opponent has but killer also doesn't know whenever it's a SoloQ or SWF party they are dealing with. Because of that, most killer players start sweating from the beginning because they have to assume that it's a 4 man party from the beginning, which breeds the so-called toxic gameplay where in reality it's not such but rather more oppressive and often rather effective way to even the odds. There's simply no room for fun experience left for killers if they want to win - either dominate or get dominated.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3556856#Comment_3556856
Show survivors which killer are they going to face. You like playing blight/nurse/wesker/spirit/skull merchant/knight? Enjoy your long queue. And if you don't like it, then "it's ok to force survivors to face OP killers no matter what". So instead of having healthy game, let's ask for clearly unhealthy changes just because it would give benefit to side I currently play.
Play both sides then.
I used to play killer mostly but now I also play as survivor alone. I do have mixed experience but so far I haven't complained about how killers tend to play most of the time because I know how it is to play as a killer against competent or organized team.
The problem I see is there are way too many survivor players who want their comfort zone expanded because they are not willing to dedicate extra time and improve their skill. As for rewarding killers for going against SWF while preventing lobby dodge - at least let killers know it's SWF in the match once it's started so they can adjust their playstyle accordingly.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3556856#Comment_3556856
Show survivors which killer are they going to face. You like playing blight/nurse/wesker/spirit/skull merchant/knight? Enjoy your long queue. And if you don't like it, then "it's ok to force survivors to face OP killers no matter what". So instead of having healthy game, let's ask for clearly unhealthy changes just because it would give benefit to side I currently play.
Allow killers have ability to swap while in lobby.
If you want it go that far, why not make it fair for both sides then?
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So apparently it's ok to force killers face SWF no matter what and not compensate the presence of 2, 3 or 4 man full-voice party in any way because it's ok for survivors to have that kind of advantage if they want. Meanwhile when survivors don't like a killer or game doesn't go the way they want, they ask to have DC penalty removed because it's no longer fun for them to play and there's AI bot who will stay instead and try to fill in. I'm sure there's a particular word that describes this entire situation.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3556625#Comment_3556625
It's funny her old version had better anti-chase.
Now her power is honestly doing nothing.
Injuring survivors (first hit) is really not hard to do. The real challange starts for second hit (down) and her power is doing to get down.
One of the worst killers ever they did.
Devs should simply move from the concept of tri-gen, anti-loop and killer power shutdown and come up with something more interesting and engaging. This game is about fear and pressure and as such stealth and map presence or control could be used to make certain killers more menacing and interesting to play as or against. Their path of so-called ''safety'' formula will inevitably lead to stagnation and departure of people and the longer it goes on the bigger shall the impact be in the future to the game's health.
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@MikaelaWantsYourBoon said:
She got some nice changes i think?
But her biggest problem did not fixed.
Her power is doing nothing against injured survivors. Putting survivor into mending is pointless. And getting first hit is really not hard to do, so i don't even need to use drones for this.
So what actually changed about her? Nothing.
You reworked most unhealthy killer to be weakest killer in the game. Congrats BHVR!
They reworked her from tri-gen killer to anti-loop killer, except she is now one of the weakest anti-loop killers. At this point, all problematic killers will receive the similar treatment because devs made sure everything else in the game is either situational or plain ineffective.
A meta shakeup is needed. Bouncing from one annoying playstyle to another is what most killer players will keep doing because the moment something interesting or effective is discovered, it gets sliced and chopped into tiny bits to the point of being useless.
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While you won't get your shards or cells back, take this as a lesson for future DLC. Don't jump-wagon on flashy or catchy appearance of characters and remember that what you will buy and get on release will 100% get altered in one way or another few weeks later. It's just a tendency that killers and killer-oriented content is more likely to get changed and not always with the positive or enjoyable outcome. Survivors and survivor-oriented content however is less likely to get severely altered or changed, at least not in the negative or boring state.
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The question that should be asked - why play Xeno at all now when there are similar killers who's power is easier to use and more reliable? His uniqueness was ability to apply pressure by hitting with tail at range, making him dangerous if he comes close enough while being undetected. Now you just put a turret nearby and listen to beep intensity - either Xeno pops up and wastes time hitting the turret or tries to get through losing his power and becoming M1 melee killer.
We now have a killer who's power can be taken away by survivors if they play smart or who can get punished severely if power was missed to the point where killer has to think whenever it's worth to use it over M1 attack. Ask killer players - how much fun that is.
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@Tsulan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542628#Comment_3542628
https://twitter.com/cyndalavosion/status/1702387108533641520
Really? Both Nemmi and Mendslinger would have hit here.
Well, according to some people in this discussion it's a skill issue. By no means it's the tail being wonky or tricky to use, it's killer player not aiming properly. Let's add that to the list.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542639#Comment_3542639
Did i said anything about they did not need?
The guy i quoted was talking about devs are being survivorside and ignoring killers. I just pointed they are wrong.
I merely pointed out that devs first brought those killers to such miserable state before doing them some justice. That also means those killers got attention only because some numbers went too low and not because killers were fun or fair to play at all.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542571#Comment_3542571
Ghostface, Legion buffed.
Twins is getting rework because it was not fun for killers, they were clunky.
Singularity buffed after PTB.
Nemesis got some buffs for his kit and add-ons.
Wraith buffed from trash tier to decent tier.
Sadako reworked because her power did not work so well. And her rework version was weak at PTB, they also buffed her after PTB.
But ofcourse, survivorside devs bro. They always nerfs killers bro, they don't care about killer players.
Ghostface needed buff, period. His clunky power made him unreliable and often he would be played as M1 killer who can punish clueless players with good addons or do almost nothing because he would get detected out of nowhere and then treated as M1 melee.
Legion also needed a buff. His power still needs a buff so it continues to work if there are 3 or less players left ( the lethal frenzy hit ).
Twins need a rework. They hold the least picked killer rating for plenty of reasons.
Singularity needed buff because he was a complete joke. Even now he can be either a menace or mere annoyance to deal with. It's honestly a fifty-fifty killer.
Wrath needed a buff. As you said, they pulled him from dumpster and put some clean clothes on him.
Sadako was reworked because NC said he liked her and stuff so devs figured they could boost sales. While she did need a tweak this one is a pure business move. She is pain to deal with when it's red and couple of green addons being used but without those, I'd debate whenever this new Sadako is any better than old one.
If you look at these buffs, you'll see that they were introduced after killers reached the rock bottom. First they make killers so bad nobody play them, then they rework them to something remotely decent even though these killers should had been like that from the start.
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Wait until people stop picking him up because why bother playing M1 killer like him when there are better M1 killers doing the job and watch how he starts getting ''tweaks'' and changes few months later. Maybe even an entire rework like Sadako, though it will take some time to happen.
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Reward killers who actually leave the ''camping'' area on top of punishing aggressive 5 gen face camp and you might find a sweet spot. If all you do is try to make it harder, then expect nothing but counterforce being applied to it. People will still find a way to camp or will simply tunnel even more aggressively.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542144#Comment_3542144
I mean, seriously, play better then if you struggle. Or just take the loss, because it is completely fine to lose in a videogame. This would be compareable to getting an Action Speed-Buff as Survivor when one of your mates is dead. The Survivor-Team did not play well, why should they be rewarded?
The system deactivates in Endgame, which is fine (even tho, I think this is just a pity kill at this point when the only way you get a Kill is when almost all Survivor-Defenses are deactivated), but it should not do more than that.
Yes, it makes more sense to camp at 2 Gens left compared to 5 Gens left. I get it. But it does not really make sense to reward the Killer for playing badly.
The same could be said about survivors. Got caught early and caught again after being unhooked? Play better. Got caught and camped to death? Play better. For some reason it's ok to tell killers to take loss or get good but it's not fine to do for survivors.
Again it's not about rewarding killer for playing badly. It's about not robbing killer the chance for comeback when it's clear that it's not about defending all gens but getting one player out so there's a room for contest afterwards rather than just let captured player go no matter what and make killer play the role of entertainer who must keep moving from one gen to another no matter what.
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@Seraphor said:
The correct play for failing to defend gens is never to forego defending gens entirely and camp someone out. It's always a cheap tactic before endgame, but as soon as those exit gates are powered, anything goes.
So no, I don't think this is something that should scale with generators repaired. If anything, this will make it more profitable to pressure those final gens instead of camping, because survivors may not go for the save right away if they wait to see if the killer is camping first. So they will stick to the gens, meaning you want to go for the gens where you will find them and interrupt them.
How you intend to pressure those remaining gens without a solid triangle and good gen defense perks ( unless you are slugger Nurse / Blight with top addons and perks ) when there are 4 survivors alive out there, running away from you far before you get anywhere near? You will end up running around trying to catch someone and by the time you get one, survivors will pop the remaining gens so you still get the same scenario.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542048#Comment_3542048
So the worse the Killer is at the game the more should they benefit from hand-holding?
It's about punishing a player who is already struggling. Theoretically good survivors don't need immunity after being unhooked at all because they won't get caught and hooked in the first place. Yet no matter how good or bad you are, this system exists so people can't just get camped to death with 0 chance of escaping ( they may still get sandbagged by their team mates by simply being unhooked right in the face of the killer ). This anti-camp mechanic is meant to give survivors a chance to play the game at all if they got caught very early instead of being sacrificed after being downed in first minute or so. However if survivor got caught early and 2 or more gens got popped for whatever reason, should killer be punished even more by giving that survivor a free escape?
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Inb4 they turn her into a killer who's power can be disabled by survivors without any penalty to them and she becomes another M1 killer who can't perform at all without top tier addons.
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@drsoontm said:
This is why you always wait for two weeks before considering buying a new killer/chapter.
2 weeks are not enough.
It's best to wait for the first 3 balance patches that will ''tone'' the killer. I figured that the more popular or flashy the killer concept is, the higher is the chance the said killer will be gutted down once the hype is over and money bag is full. The killer people buy and the one they currently own are two different killers and this trend ain't going to leave anytime soon.
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There's no reason to pick this killer anymore. Well done. Even Singularity who got thrown into oblivion by the community already is in a better spot than this killer because at least you can reliably use the blob pod power as anti-loop tool. Xeno's tail is now either disabled thanks to turrets or gives survivors sufficient distance to run away to another loop or nearest turret and waste even more time in chase. He's now an M1 killer with worse version of Nemesis whip. If you want to crawl like a worm 24/7 in tunnels and hope you are playing against blind or deaf survivors - pick Xeno. For everything else, Nemesis or Demogorgon can do the job pretty well.
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It should take the number of generators done into account.
If killer is trying to secure a kill when there are 3 gens done already and is struggling and going away pretty much means a loss of the match is not the same as doing a face-camp at 5 gens just because it can.
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@antag0nisticw0mble said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541551#Comment_3541551
And 3 gen sally skull merchant isn't a problem? Holding games hostage for an hour slugging and refusing to hook?
Let's compare 3 gen gaming to an exploit glitch. Best logic ever.
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@antag0nisticw0mble said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541452#Comment_3541452
All they did was revert his penalties to what they were on the PTB. He didn't have a long recovery for misses at all. 1.5s is not a long time and is the exact same cooldown as an M1. That isn't a balance for a ranged attack and means you actually have to aim not that aim assist doesn't carry you half the time anyways.
And now you can't risk using his power ( when you even have it, because you are again at mercy of survivors ) mid-chase and have to wait for animation-locked moments or very narrow areas where dodging is practically impossible. Exactly what an M1 killer needed.
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Xeno already had a long recovery on missed whips and his tail wasn't that easy to aim. Now he can also lose the chase on top of it. A typical treatment for a cashgrab iconic killer - make it feel strong enough for the first month and then gut it to B or C tier and let stay there. Nothing surprisingly new to see.
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@SleepyLunatic said:
For the love of all dwights, can we PLEASE stop with these ,,are the devs _______ mains?“
Its so annoying.
It's more annoying when survivor players make such topics after having a bad game against that particular killer.
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@I_CAME said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3506059#Comment_3506059
Survivors already get terrible bloodpoints when compared to killer. No one would use this. They'd just run up to the killer and demand to be killed. Even getting bled out for four minutes would probably be more efficient than losing all of your bloodpoints and not getting many the next game.
They would end up getting no bloodpoints. Dying so quickly would also contribute to the penalty. With 0 BP and Shard gain, they would be unable to progress and level up properly.
Survivors can get 15 - 30k points with offering and average play. During the event and incentives, this number can go 35k plus easily.
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I'd suggest the replacement of DC penalty with this kind of system :
Add a surrender button to survivor instead of leave game option. Upon surrender, survivor gets removed from the game ( may still spectate ) but loses all BPs earned in the current match and will get reduced BP earned in the next one. Continuous surrender will only increase the BP penalty as well extend itself on more matches ( like first surrender means only 75% of BP earned for 1 game, second drops it to 50% of BP earned for 2 games and so on ) until player reaches the point where no BPs are earned at all unless the game is played fully ( must stay in the match for X minutes to prevent players from intentionally dying asap for penalty removal ). This way players who want to leave can leave but will eventually hit the point where they can't ''progress'' at all as they won't be getting Bps from their matches unless they play sufficient amount of games ''properly''. The penalty could also be applied to Shard Fragments if needed but probably shouldn't impact the XP for Rift progression purpose.
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She has relatively poor chase potential thus people prefer to slug for condemnation build up. To give more incentive to hook, there should be changes to the chase aspect on top of bigger reward to hooking. The problem here is currently some of her addons need tweaking as well how tape delivering mechanic works so it's very unlikely these kind of improvements will be added. What is likely to happen in near future is nerf of certain addons. Any other change might ruin her once again.
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@mikewelk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3498114#Comment_3498114
It's not toxic until you make it toxic. I can easily use Knock Out, down you in a weird place and keep an eye out on how long you're slugged for as I keep pressuring your team. By the time you're found, at least half of your bleeding out progress will be done and I can just bleed you out for the second time. Isn't that a little toxic? Not even giving you a chance to play properly?
It's hardly toxic when this is the legit way she should be played.
With her chase potential, she can barely afford time hooking people so slugging allows her to apply the pressure properly. Whenever survivors like to be slugged or not, killers will do whatever they want and feel like they should. It just happened that Sadako both needs and benefits from such playstyle.
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She is problematic with Red Addon, Slug Build and Indoor Maps. Without those she is pretty weak M1 killer who can still be looped and her condemn is easily countered by taking a tapes when you are at 3 or 4 stacks and delivering them to nearest TV which is usually located near the generator.
People need to adapt to managing condemnation properly since now it can quickly rack up compared to how it was before. Her Red Addon is also subject to some changes. Slug build is what tends to work on her and her map dependency probably isn't going anywhere soon.
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Try playing her without Red addon and slug build. Then come back and tell us how great are those changes introduced to her.
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At least they should not miss a skill check when repairing a generator with a team mate.
One thing is when they ''mess up'' somewhere alone, another is when they do so while there is a human team mate nearby.
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Survivor experience is more relaxed, no matter if it's escape or death on hook. Killer on the other hand is more demanding as you need to be in motion 24 / 7 and any wrong decision gets punished four times more.
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As a person who has like 200 hours on survivor yet got to Rank 1 twice, I can say the only thing needed is Perk Icons in Survivor Hud during the match so certain confusing moments can be avoided. Solo Q greatly depends on how competent your team mates can be and how aggressive does killer play.
Reworking self-unhook mechanic would be a right step so team mates can't troll. Anti-face camp mechanic is another thing this game could use.
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@Nick said:
https://us.v-cdn.net/6030815/uploads/I7AF8H5J9UTJ/pre-game-lobby-idea.png
So you can synergize with your teammates? Could also help with closing the gap between solo and swf
I did suggest something like that, but mid-game.
There were concerns that people would do lobby dodging if they saw ''bad'' perk combination or players with tier 1 or tier 2 perks or no perks at all.
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3479070#Comment_3479070
No worries, I'll have a browse. Those 3 are way above my skill level and do well in chase with or without help anyway, so I'd probably benefit from finding a more average survivor to watch.
The main idea here is to find a good loop and rotate around, replacing destroyed pallets since the invitation does recharge while mid chase. It's much easier when there's a team mate nearby who does help with pallet replacement either by running close enough or collecting invitation charges and then coming back and initiating ''false chases'' which would allow the placement of magical pallets.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3479074#Comment_3479074
Even still, he should have run into dozens, if not 100, SWAT SWF if your idea is correct.
He probably did run into such people. I'm sure if his every match could be viewed, there would be some that would look like survivor team was way more optimal and organized compared to the average survivor team performance. Thing is, that team could still be the less experienced in the game than true competitive team or that team did some crucial mistakes of some sort. More data is required before we can say for sure how things were there.
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@JustAnotherNewbie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3479040#Comment_3479040
How is it 50-50? The game doesn't exclusively match you vs a 4-man SWF, unless you can tick a box somewhere that only matches yoy with those. There's a bigger chance you get two 2-man SWFs on as a killer and even when you get 4-man wannabe SWATS doesn't mean they are good players.
The number of 4-man SWFs who are also good players is not as high as all other combinations of survivors.
It's 50 50 because your next match may consist of SWF or not. Since there's indeed no tick to put in the box in SWF, you are at MM system's mercy here. Another 50 50 is whenever the SWF you got is sweaty or not.
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Sadly nope but I believe famous streamers like Otz and True3 probably did that. NotAyrun also has those.
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3479043#Comment_3479043
Could you explain it? Killers rarely vault so blocking a window hasn't been too handy, the easier option the vast majority of the time is to just walk around the wall or obstacle. And if you don't get the stun with the pallet - which is easy for killer to step back and avoid - then it's a guaranteed hit because the drop animation you're locked into lasts longer than it takes for the pallet to dissolve and the killer to move through. I'd genuinely like to know what I'm doing wrong.
You should watch videos on youtube where survivors just keep replenishing pallets over and over and make chases last longer thanks to window blocking.
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You said yourself that you try to play without any gen regression or gen block while learning to play as killer. This is the source of the problem.
Survivors won't ''go easy'' on you and usually will try to hop on the nearest gen if you don't chase them or chase someone else. Without perks like Dead Lock, Corrupt Intervention or gen regression tools like Pain Resonance, Jolt, Pop goes the weasel, you will be getting gen rushed 90% of time by people who don't waste time.
This is hardly your fault that you struggle since this meta forces you to catch survivors asap. If you can't do that, expect getting 2 or 3 hooks before all generators are done. Stuff like Sloppy Butcher and Hex totems can slow survivors down, but they don't guarantee you the win and are very unreliable ( particularly Hex Totems in general ) but can still at least buy you extra time, provided you have a killer that has means of traveling ( mobility ) or good anti-loop for fast chases.
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@MikaelaWantsYourBoon said:
Yes, i hate how it made killer gameplay even easier.
Auto pallet breaking & exposing survivor at Bloodlust 1 are terrible ideas. And survivors powers are doing nothing and useless.
I see someone missed the point of survivor event powers.
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@JustAnotherNewbie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3478289#Comment_3478289
The same can be said when people claim they face SWFs with 4 BNPs. Since most SWFs is probably people who play casually.
There's an RNG factor when it comes to SWF. It's 50 50 your opponent SWF is vaping duds laughing their butts off while playing the game in the background or 4 wannabe SWAT boys with map charts and screenshares turned on for ''full co-op'' experience. Next time you hear people complain they keep getting SWFs, at least consider the possibility of those words being true just a bit.
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@I_CAME said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3478289#Comment_3478289
It demonstrates that killer is not anywhere near as weak as delusional players make it out to be. It's unironically a skill issue if someone can't consistently win games as killer.
Killer being strong or weak is purely subjective opinion. For some even perkless trapper can be considered as strong where others may find top addon nurse / blight weak for whatever reasons.
The term skill issue implies that there's such thing as skill standard. Last time I checked such thing does not exist.
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So bunch of pros and people who play this game like for living have dominated some random pubs. Cool. What this sheet is supposed to demonstrate here? Because right now, I doubt anyone expected a different outcome when such players are matched with opponents via official MM.
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Devs need to rework self-unhook mechanism.
For example, make it so survivors get 1 token for every 33% of first hook phase that has passed, which can be consumed for 1 self unhook attempt. If self unhook fails, nothing happens and survivor continues to stay on hook until another 33% have passed. Once first phase has passed, survivor just enters the second phase after which player can just refuse to do skill checks which would result into 5% faster state progression instead of sudden death.
This way if people don't want to play at all, they can at least stay on hook and give some time to other team mates.