Green_Sliche
Green_Sliche
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@vBlossom_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3840893#Comment_3840893
That’s why no one queues as killer.
It's literally the opposite - killer queues are so long and with no incentive while survivors have permanent and instant lobbies 250%.
It's because the concept itself being unique - killers finally have someone they can rely upon. For survivors it's still the same - fix gens and escape. The fact that there are two killers doesn't matter since there are so many tools for survivors and even if they last in chase for 5 or 10 seconds that can be enough for the team of 3 or 4 survivors to get 2 or 3 gens popped somewhere else. In some aspects it's the same classic 1v4 match, but with every survivor running with brand new parts and having a purple medkit that auto-recharges itself.
Gameplay wise this is survivors on steroids vs no-gen defense killers.
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@Axentra said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3840968#Comment_3840968
The thing is it just doesn't make a big impact if you are getting downs quickly like we are. Yes the survivors managed to pick themselves up multiple times, but by the time that a few slugs are up and running again, another pair of survivors are down, which doesn't really change much. It just keeps going like this until the survivors eventually bleed out. Of course if we were to face a strong swf, we would likely face some problems.
When survivors are potatoes, nothing works. When survivors are decent, expect them getting healed to full in a group range and gens fly like crazy.
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Unbreakable Basekit and 2+ Medics say hi to you.
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@cookie_crumbles said:
https://forums.bhvr.com/dead-by-daylight/discussion/432543/adjust-the-2v8-gen-speeds
It's unbalanced for you because you play killer... how is it that your saying the speed is too fast when my whole team dies before we get the last gen? Play survivor and I promise at least half your team will be dead by the end of it
I did play survivor and escaped like 8 times out 10. It's extremely easy experience as long as people do gens because medic and guide classes make the game very trivial for survivors.
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@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3839726#Comment_3839726
It's really not survivor sided when there is a 2nd killer, you just need to co-operate with them, combos and pressure you can apply is really strong :)))
Good luck doing combos when survivors repair gen in 20 seconds or less or can heal each other almost instantly the moment you decide to group up.
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@Orthane said:
Nah, queue times for Killer are already torture. Throwing Survivors a bone to make it easier to win in exchange for shorter queue times is a-ok with me.
They threw the wrong bone.
Instead of BP, they should offer shards and bonus XP & Rift gain for survivors. That way the queue times will be much better.
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@Hex_Ignored said:
This entire system was unnecessary and it was blatantly obvious that killers would slug so they can only profit from it. Imo it should be scrapped or tweaked to change "cages" to "downs" and then adjust the values accordingly.
Except killers can't profit from this system at all. Mass slug is not working thanks to base kit UB and medic class but killers have to do that because hooking survivors for some smart ( not ) reason makes defending generators harder.
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@100PercentBPMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3839583#Comment_3839583
There's nothing wrong with Trapper if you know how to play m1 and use the Haste
He is plain useless in this mode at it's current state unless survivors are potatoes or blind.
Meanwhile survivors can slam gens by getting tokens thanks to certain classes. By the time trapper gets his trap set the generator nearby will get popped.
Trapper physically doesn't have time to place his traps in places, defend gens and shoo survivors simultaneously. The only time he can do anything is only against weak survivors.
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@Deathstroke said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3839354#Comment_3839354
Nah now playing it and survivors have been nerfed noticeably and killers omega buffed which is not good when queques are so long for killers and for anyone enjoying both sides. Hillbilly instadown should not be in this mode it's too overpowering. Now I question why Oni was just not added in the mode. He is most well balanced killer and playable for console too.
I won all my games with wraith and trappers and huntress as my teammates. If your logic is killers with only 100% winrate work then for sure. As for now my winrate for wraith is 100% but only 3 games but all killer teammates had no mobility and 2 were new players.
Kinda tells what survivors you were matched with if you managed to win with team mate killers like trapper.
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This one purely on survivors.
If you spread around no killers can physically slug everyone with current base-kit UB. Also if your team mates, especially medics don't do their job and try to gen rush instead you may get something similar.
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@Jacknalls_Paw said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3839435#Comment_3839435
The game doesn't punish anyone, it's a small balance feature. By your logic survivors are punished for doing generators…and also a dead survivor counts as 3 cage states so you can tunnel all you want.
It's a bad balanced feature then.
I'd rather have it entirely removed and base gen speed rebalanced than have this mechanic that mostly punishes killers who do spread hooks.
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@darkshadows8326 said:
You need to make either all classes able to pick themselves up, make self recovery in dying state 200% or remove Billy's instant down or overcharge. Slugging is a major problem in 2v8.
You know survivors can pick themselves up already?
Billy doesn't need a nerf. In this current state, he would be unplayable if he didn't have his insta-down restored due to how fast things happen in the game.
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@AquaticCitizen said:
Because of the whole "More Hooks = More Gen Speed", a large majority of the matches I've had so far as survivor involve killers never worrying about hooking and instead leaving survivors on the ground to bleed out.
This is absolutely ridiculous. Please for the love of all things hotfix this specific thing out of the game. It leads to the most boring matches imaginable as survivor. You can keep the "More Gens Done = Less Gen Speed", I don't care. Please for the love of all things remove the incentive to slug.
Absolutely expected outcome.
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@xEmoGirlxAlexisx said:
The Mode is so unfun and trash as Killer its the perfect Bully Simulator for Survivor the Gens are way to fast u cant even hold it whit a Good Blight and Nurse
When u are a Survivor Main and u arent to good to escape in the normal Modus this Modus is perfect for you escaping in this Modus is so freaking easy u dont need any Skill
Im just playing it for the Tome Challanges and never going to Touch it again
The Funny thing there are still Survivor Mains who say this Modus is Killer Sided 🤷🏻♀️
Pretty much the same way I see this event. A way to get some extra rift fragments and unlock new content. In it's current state it is much less fun than the original 2v8.
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@ratcoffee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3839348#Comment_3839348
…You can see why someone might look at your complaint as disingenuous, when you openly admit you see no reason to not engage in the very thing you're complaining about?
What do you mean?
The mode's core idea is that you hunt survivors with a partner, something you can't do in standard 1v4. Meanwhile, for survivors, it's still survive the match where instead of 3 team mates you have 7. From survivor point of view there isn't really anything new introduced.
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@Deathstroke said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3839271#Comment_3839271
Last time it was pretty well balanced. 55% kill rate supports that it felt more fair for survivors versus 1vs4 where killers stomps often. On killer side you had to work more often for wins but most matches were winnable.
Now for current state I don't yet have opinion first game I lost on killer with my lil bro we were rusty and faced solid team. He quitted after that and I switched to wraith and noticed he is omega buffed and got downs left and right I won even with potato trapper as my teammate with 2 gens left. We took time to kill first probably like 14th hook.
Tried one game on survivor and my team was stomped by blight and hillbilly 4 gens left. So my small sample size the more better playing side wins. However still too early to tell.
Mobility killers are the only one that work. Billy who can now insta-down and Blight can combo quite well because they can spread and regroup very quickly if needed.
Trapper and Deathslinger though are 90% chance loss as they can't really do much and are still extremely slow.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3839321#Comment_3839321
it is what i suspected. i think it is just better to slug as killer…..
Sadly doesn't work since survivors get picked up extremely quickly. Tried that few times and slugging simply did nothing. Also I'm not sure but survivors do have a base-kit ub here as well so getting 8 man slug is no longer possible.
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@ratcoffee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3839333#Comment_3839333
Then play survivor and don't gen rush? They added stun saves so it's now worthwhile opening chests and going for alturism.
What's the point in this?
@Toystory3Monkey said:
The funniest part is that killer is still more fun to play than survivor because there's more interesting stuff going on there.
Survivor is still braindead "hold m1 a bit here and there, get a free unhook" with even less chase involved. Boring role with nothing interesting except bloodpoints.
Well, yes since the concept itself remains fun even with these changes. Unfortunately the the gameplay got much worse though.
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@ratcoffee said:
Queue survivor then?
If I wanted a gen rush fest I'd play a survivor with friends with stacked stuff in standard mode.
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@Gardhome said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3839323#Comment_3839323
Wait they still that long? Guess i happy to find a match in 5 min.
They sadly are.
They offer 350 - 400% of BP for survivor role but people still prefer to play as killer mostly because the entire concept of this mode is to hunt survivors with a team mate.
What devs had to do here is to replace the BP incentive with Shards, maybe an extra increased XP gain progression towards rift / player profile on top of that. Survivor players would be have more incentive to play in this mode and wait times would be significantly shorter.
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@Gardhome said:
The problem is in first version of mod gens pop like flyes. So devs trying to listen both sides. Nerf genrush and let survivors save each other.
Except they made gens fly even faster now thanks to their approach to gen speed balance with hooks and gen pops.
On top of that they reduced the gen vision sight range for killers, gave survivors much better tools to last longer and gave killers 30 sec cooldown on their ''perks''.
Any killer that has no mobility like Trapper and Deathslinger are deadweight in this mode. Only killers with mobility can try do something but even then once they get bunch of hooks the gens start flying like crazy because everyone stacks for fast gen repair and almost all gens can be repaired by 3 people plus toolboxes that can be discovered in chests. This is honestly everything wrong in previous 2v8 multiplied by 10.
The cherry on the cake is the same 10 min+ wait time for killers. Devs didn't understand what makes this mode so attractive in the first place.
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The slugging tactic will only work on killers with mobility. Even then with the changes introduced it will be significantly harder to mass slug survivors so getting survivors caged would work better most of the time.
The issue with gen speed buff / penalty is the gen has 2 states - not completed or completed. Survivors have 3 states aka hook stages and this system takes the stages of other survivors into account.
The way values are now, if you do hook 3 different survivors once, you get 3 ''stacks'' of buff given to survivors, yet their overall number will remain the same - 8. A similar system for killers would require gen stages to be used rather than gen completion - 1 stack of the same debuff per 33% of the gen done. Instead we can have case were nice killers try to spread hooks and get gen rushed because they gave survivors massive repair buff and it worked on all 8 of them. Meanwhile, when survivors repair any gen, the ''buff'' to gen defense will only apply to the remaining ones, aka 7.
Simply speaking these values of 5% per completion and 2.5% per hook aren't fair and only promote killers to tunnel survivors asap because spreading hooks now makes repairing them easier. Devs also slapped a gen vision range so it's another massive nerf to patrolling and scouting, which makes searching for other survivors even more risky.
Don't be surprised if killers will focus on eliminating survivors asap now - these changes made every other playstyle either ineffective or counter productive.
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@iloveandhatethisgame said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3837780#Comment_3837780
“They hate him because guy tends to speak the unpleasant truth.”
Nope it’s because he is very biased
As it was suggested already, what if this video came from someone else, like Otz. Would it retain it's original value and point?
@[Deleted User] said:
There will be complaints about killers no matter what BHVR do and no matter how killers play.
Slugging, tunneling, gen defence, hex defence, aura reading… if killers want to make survivors happy, go stand in a corner and wait for 5 gens. (i even think that will get complaints too).
Because some people are way too entitled and believe that the fun of majority is more important.
@bjorksnas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3837301#Comment_3837301
People especially in multiplayer games don't usually prep for what happens on average, they prep for the worst case scenario of what might happen. The potential that you might run into something like this is why people play 4 slowdown because its just safer to be over prepped than under prepped. As an example for an argument its fine
Pretty much how games are unless someone intentionally wants to challenge self or plain lose. It may be unpopular opinion but survivors are less impacted by their load out and map selection than killers on average. Either stack up for maximum advantage or be at the mercy of random or worse.
@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3838393#Comment_3838393
You can see the builds here:
https://us.v-cdn.net/6030815/uploads/OCA00KO0U4A8/screenshot-2024-11-10-004053.png
The Survivors REALLY wanted to win. And as already said, this is an extreme case. It is not only the 4 BNPs, but also that the Team has a dedicated person for opening the Gates and Luck Offerings so that they might not even have to go for Saves.
Also, hard agree on the last part - nobody is complaining that Killers are running Slowdowns, but nobody needs to run 4 Slowdowns.
That's a subjective opinion, regarding the need of 4 slowdowns.
In some cases these stacked 4 slowdowns may be the exact thing that gives certain killer the time to breath and maintain momentum. Saying that this isn't never needed is a wild guess given the possible combination of perks all survivors may have and the map that ends up being selected by the game.
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@steamed_hamzzz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3838121#Comment_3838121
But then surely you don’t need Pain Res anymore then? If someone’s gone out of their way to kill a survivor when only 1 or 2 gens have been completed then the match is already tipped in their favour. 3v1 with 3 or 4 gens still to go AND Pain Res still available seems a bit unfair, and further encourages a hard tunnelling play style
There is no reason to punish killer for performing better than expected, right?
If killer decided to tunnel someone out and managed to do that, disabling the perk that did nothing here makes no sense. It won't make the said killer change the playstyle because the ultimate goal of the killer is to sacrifice as many survivors as possible.
I understand that it may not be fun when someone gets tunneled out that early but it's equally not fun when the first down or hook can happen when 2 or 3 gens are popped already. The lack of ''native equalizer'' in the game is an issue of it's own, no need to introduce punishments for one side or another based on their performance in a form of perk disable.
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@steamed_hamzzz said:
It’s way too easy for a top tier killer to hard tunnel a survivor out of the game, then still have Pain Resonance to pretty much guarantee them the win
Deactivating on a survivor death would encourage spreading out hooks more and punish players who decide to hard tunnel at 4/5 gens
Would be fine if every hook was scourge hook in the match.
The way it is now, you may get a survivor killed without having the perk activated at all if you are unlucky with scourge hook distribution.
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@HerInfernalMajesty said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3837783#Comment_3837783
No disrespect but I mean isn’t all of this always an mmr discussion? If you play and win and win and win then yeah, you’re increasing your difficulty no?
So if you want to play easy mode but your mmr is in ultimate mode then you’re probably going to get stomped back down to hard mode. Again, if you want to play relaxed, well being in hard mode you’ll probably get stomped back down again to medium-hard mode. This keeps happening until your play style finds the 60% kr equilibrium.
Now if you are in low mmr like I am going for 8 hooks is more feasible. Running meme builds are also doable because Survivors at that low mmr often times give the killer free time by never being on gens.
If you sweat you get put with sweats. Though if you’re chill then eventually you’ll get put with all the cool players.
If you look at the video in first post, you will notice that two out of 4 survivors intentionally progressed to stage 2, despite being organized and playing mostly efficiently. Granted 3 of them managed to escape, in reality all 4 could had done that if they patiently stayed on hook instead.
What I mean here is MMR can't take a human factor into consideration. Even at high MMR ( we may assume that True has at least high MMR, right? ) there can be people who will try to do the same and lose 2 hook stages intentionally at which point killer can just tunnel them out and finish them off. If True actually did that when he still had 3 gens left instead of trying to go for another target he would have 1 survivor dead with 3 gens left remaining. His odds of getting at least another survivor out would be significantly higher and there even would had been a small chance to get 3rd guy hooked or even entire team caught on altruistic mistake.
In other words MMR only theoretically ''reduces'' the chance of throw but doesn't guarantee it. No system provide a truly ''fair'' match because the biggest ''random'' factor here is human player himself. There's always a chance things go wrong, regardless of MMR of all players.
As far as I know there's also the so-called ''no-drop'' cap where if you are in ultra high rank and keep losing ( intentionally or not ) the lowest drop possible for you will be high rank. No amount of losses will let you go from high rank to medium rank or lower. There's also no MMR ''reset'' and the so-called ''decay'' will temporarily drop you from ultra high rank to high rank for few matches if you haven't played for a while but will never go beyond the ''no-drop'' cap. Simply speaking if you want to have chill games, you should intentionally stay at 50% win-rate, regardless of how your opponents play, which in turn will create an illusion that MMR system does it's job because you will be getting matches where you either stomp or get stomped thus maintaining the rank you do desire.
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@vBlossom_ said:
He is streaming this game since the beginning & is probably in high top MMR.
Yes, he is going to be paired with survivors with same MMR level, so when he had constant 4k's and suddenly bring "chill build" he is going to be stomped by sweaty survivors, because matchmaking takes your skill and ability to kill/escape, not if you have 4 slowdowns or "chill build" in game.
That is a good indicator of how important is the slowdown build and how much impact it has on killer's performance. When it comes to the average killers, they depend on slowdown build even more.
The so-called chill game works well only for survivors. Killers who play chill tend to lose much more often because they have far less space for errors.
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@Raptorrotas said:
Well, you used a truetalent vid, so by this forums logic your argument is invalid by default.
I wish this was a joke but this forum hates that guy for some reason that eludes me.
They hate him because guy tends to speak the unpleasant truth.
The fact that survivor-favored posts get 2 or 3 times more upvotes than killer-favored ones should be a good enough indicator how biased this forum is. It's also the reason why developers shouldn't rely on people feedback when opinions that benefit one certain side often get voiced much louder than the other.
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@SharonPancakes said:
"Somehow, people still claim that the game is "killer-sided” which I find absolutely insane. Do we play the same game?"
I guess we don't, I have (compared to solo survivor) a lot easier time winning matches playing killer. When I play as killer half of my wins feel free, and when I play as survivor it feels like 90 percent of my losses feel absolutely impossible to avoid (quitters, memes, just not doing anything teammates.) So yeah I've been playing sinice 2019 with over 5k hours. I'm not saying I'm great but I'm saying I personally feel like I don't deserve how much I lose playing solo and how much I win playing killer.
Well, you kinda explained yourself why your killer games can feel free and survivor ones impossible to play. Hard to blame self when it's not your fault.
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@DeBecker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3836700#Comment_3836700
You should change killer and survivor in your post, than it would be more true.
Nope, I stand behind my words.
I used to be Killer Main for many years but then I started playing Solo Q Survivor too.
Most of the time in my games there is always someone who either gives up on the first hook, trolls by running around and doing everything else but not repairing gens or clearly co-operating with killer. Stuff like this is the major reason why kill rates are so inflated. Solo Q experience right now is horrible mostly because of SoloQ team mates and not because killers try to win their game. You can't blame other side for trying to do their job but you can certainly blame a team mate who's performance can impact the survivability of the rest of the team so much.
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Thing is majority of playerbase consist of survivor mains and the funniest thing is they still refuse to admit that most of the time when they end up sacrificed is because a fellow survivor teammate who was not doing the job right, threw the game or their own misplay.
Instead of asking for better report system where griefers and trolls get punished or simply improving their own skill they ask for the constant streak of nerfs so their experience will become even more enjoyable with less effort involved for them, without understanding that they make their own game more miserable because killers also want to have fun and win and when there's less options left for killers, they will start opting for the most efficient and less demanding strategies, which often are tunneling someone out asap or proxy camping.
People who still think killer is easy role should stop complaining and switch to killer instead. Once they play their ''qualification'' matches which are between 10 - 50, they will start getting competent survivors as opponents and see what it's like to play against a team that is efficient and doesn't waste time or do stupid things. Perhaps then they will realize how things are on the other side.
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How about no?
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You go to portals when your void bar is full for 2 haunts.
There's little sense to ''follow'' survivors there as it can be quite disorienting when you go in and out of portal, not to mention survivors can use it as a ''pocket'' dimension'' for chase escapes.
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The issue is with subtle cheaters.
Those guys have a high chance of not getting banned while still do continue to plague the game.
Blatant cheaters can always be reported and will eventually get banned.
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@ImWinston said:
- this post makes me understand that the Killers don't want a challenge at all, but an easy game. What is the chance of finding a flashlight in a chest? maximum 1 or 2 in a game. Considering that there are 2 killers.... perhaps it is time to think about working in pairs and try to avoid these situations.
How it's a killers not wanting a challenge when they are the ones who's gameplay gets less fun and much harder?
As for the announced 2v8 changes - it's a wheel been invented backwards ( if you understand how this can happen to things then it's good news for you ) because now killers have to spend even more time dealing with survivors by picking them up and survivors are literally rewarded for bad play by having the repair speed increased for the remaining ones. There are bunch of other changes that solely exist to discourage people from playing as a Killer 2v8 but in reality all they will do is force killers go as dirty as possible.
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So we have the opinion that BL2 and BL3 should not exist because they for some reason are unfair to survivors who can keep looping / outrunning killer with BL1 ( which if and when happens means BL1 is not enough to catch up, thus by logic BL1 is useless ) and at the same time there's an opinion that BL2 and BL3 only reward bad play, despite the fact that if BL2 or BL3 was reached then it's most likely because BL1 was not enough ( again ).
In other words BL2 and BL3 are the ''fix'' for cases where BL1 does not work. Some people should really decide what they want - BL1 to be so effective that BL2 and BL3 will no longer need to exist or things stay as they are, because apparently BL1 in many cases may not be enough. If you ask when killer may need BL2 or BL3, the most obvious answer is when map RNG decides to make BL1 insufficient.
It may come as revelation to some players, but sometimes tile generation makes certain things a bit too unfair to deal with. Unless a static map system is introduced, this ''archaic band-aid fix'' is still required.
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@LadyOwO said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3806389#Comment_3806389
Then stop feeding Behavior your money then.
If 4.59$ per chapter from me can keep such company alive, then I'd say it's a charity and a good deed to do.
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@huntressmain03 said:
3 games in a row. I'm in a duo stack with my girlfriend, and the first person to go down from a 1 gen chase starts to end the game early for himself. After he gets saved, he runs straight to the killer and dies. For what? To make things better, we get down to 2 gens to go, and the other survivor in our lobby gives up on first hook. Seriously? What the hell is with survivors now? What happened?
Welcome to the non full SWF gaming of DBD.
The 4% self-unhook mechanic and potentially a second stage hook struggle should be reworked. For players who want to play these mechanics do nothing but for griefers they serve as an easy way out. It's time this ''archaic'' thing gets replaced with something meaningful that doesn't allow people ruin games on purpose.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3806020#Comment_3806020
The best way to get skins is to have 1k Aurelic Cells on your account, and keep them on the account. When a new Rift is released you complete it and buy the premium Rift. - You get your 1k Aurelic Cells back and some skins.
Repeat this with every Rift
That's what I've been doing so far now. I buy chapters for cheap on steam and keep that 1k cell pack cycling over and over.
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My suggestion here is don't buy skins with aurelic cells.
I bought Skull Merchant's 10$ skin back on launch and now she is being dropped to F tier.
Knight and Chucky are in the same pit. Good thing I didn't buy anything for these guys and dodged the bullet.
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@Vellioh said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3805495#Comment_3805495
My focus has been to move away from the mechanic thats built into him where you can go from full health to dead without any engagement with the killer. Making all traps on the map active from the start and having the re-arming feature basekit would exacerbate these issues. Survivors would be getting killed by traps that the killer hasn't seen or even knew were there. That's not what anybody would describe as compelling gameplay.
I get that having to get around the map as a trap killer is difficult. I main Hag so I deal with the same issues. Part of playing a trap killer is doing what you can to put pressure on survivors while also preparing the map for a 3-gen situation. You can't be a killer that can both lockdown a specific corner of the map and be able to apply pressure map wide. You just can't have it both ways.
Traps already can't down a survivor on their own unless certain purple addon is used. This means killer still has to come and land the hit on trapped survivor for a reliable down.
Trapper is extremely basic killer. The problem with him is he poorly fits in current meta where only killers who have high mobility can thrive and compete where others have to rely on pressuring survivors by eliminating someone early. Apparently he won't be able to be everywhere but at least he should be able to apply some pressure earlier.
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He is already one of the worst killers because he has no supernatural power and his tools are are spread all over the map in deactivated form. Without proper addons he is the best example of perkless M1 killer.
Two things could make him more viable and enjoyable -
- All his traps spawn on the map armed unless he uses addon where he has them all in the bag from the beginning.
- His Red Addon that re-arms random placed trap every 30 seconds needs to be a basekit.
With how quickly gens can be repaired and map sizes being quite large, this killer often has no time to ''strategically'' place every trap everywhere. Often half or more of them are either disarmed, never picked or are placed in area with completed generator, making them less likely to capture anyone. The changes I suggest will allow him to start chases early and have the benefit of his traps from the beginning and with auto-rearm he will get some more time, especially if there's a survivor who keeps disarming his traps 24 / 7 by following him at distance.
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This is not altruism, this is straight up griefing.
OP - Ignore such team mates. The moment you see them doing this I suggest you go for a hatch if possible. Regardless of the outcome, I'd recommend doing reports for intentional griefing and move on to the next game.
It's pretty much the same as having a team mate who intentionally progresses to stage two instead of staying hooked and waiting to be rescued. Such team mate is also griefing and should be reported. Best thing to do is not risk for them and think about own escape.
Sadly at moment the game allows such behavior, which is also quite common in Solo Q which makes experience with randoms very inconsistent and often the negative one. Being in full SWF is the only solution to this as that can guarantee your team mates will try to play the game and won't grief or sandbag each other.
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@iloveandhatethisgame said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3803664#Comment_3803664
there is a counter. It’s called hooking people
Oh yes, if only the team mates of downed survivor would not interfere at all.
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I doubt that totem spawn location change alone will be enough.
It would make more sense to let killers rekindle their hexes if they do perform certain actions, like land X amount of successful hits on survivors or down survivors X amount of times. Another alternative could be a long cooldown after which their hex could be applied to the remaining dull totem on the map.
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@dbd900bach said:
His bat form is currently an issue after being buffed along with the cooldown being shortened as well. After hitting a survivor, its not hard to track them and immediately catch up to land another hit, subtly aided by wolf form pounce or flame pillar.
So yes, it is problematic that Dracula can accomplish the same job as Spirit almost as good as Spirit herself with other powers thrown on top.
His wolf form needs adjustment if bat form gets addressed with a nerf.
To be fair the killer himself is a very bad mix of at least 3 other killers which makes him pretty much a glorified M1 killer with few extra steps. He isn't that strong, he simply can have a slightly high chance to snowball with an equally high chance to lose the chance entirely. An example of high risk - high reward.
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@Gplays2000 said:
This is not a team game… It CAN be a team game but does not need to be as 1 person can just escape through the hatch. You can choose to play the game however you want so you also should not have to rely on your team as a solo queue player. In other words if my team does not choose to pick me up I should not be forced to waste a perk slot for it especially after being slugged for so long. In addition to that this is a party game. It is not about winning or losing. You don't gain or lose anything from it. It is supposed to be fun for BOTH sides. Laying on the floor for multiple minutes not being able to do anything is not fun and should therefore not exist. Hooking should be encouraged. Idk maybe add like a 10 second stun resistance to pallet stuns after downing a survivors so they are incentivized to pick them up and if they don't you get yourself up with basekit unbreakable. I am not saying to destroy killers I am looking for solutions to make this game just overall less miserable for both sides and in this case we are talking about the survivor side especially. They have to nerf swfs that ######### is just disgusting and make solo more enjoyable to play.
How do you expect killer hook people who crawl to nearest pallet with flip-flop and power struggle while their team mates are nearby with flash bang or flash light or there's some sabo Seal Agent ready to sabotage the hook if you by any chance manage to pick the downed survivor up?
With so many ways to deny killer a chance to hook survivor there's only a mass slug option. Meanwhile, every survivor can have an anti-slug build combo and equip unbreakable and killer won't even know these perks are equipped in the game until they are used. The video in this topic is a small example of how far it all can be stacked together which will make the game for killer everything but fun while survivors can chain stun-flash bang to their heart's content over and over.
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@AssortedSorting said:
Was in the playtest. Seemed promising. Don't know why they cancelled it.
Probably the number of ''negative reviews'' was a bit too high for them.
They could had gone EA and got more people involved into playtesting for a more broad view on their work. Plenty of games never saw the light of the day because the so-called ''focus group'' didn't catch the feeling of the game right and devs took their opinion for too much.
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@Kaitsja said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3803652#Comment_3803652
The issue you're describing is not an automatic benefit conferred by voice comms. You're talking about coordinating. This isn't something that happens with your average SWF.
Your average SWF uses basic callouts with information like who the killer is and what perks they are or might be running, but they can't really communicate where the killer is specifically without a callout system that has been discussed prior to the match. They can use landmarks like Shack and Main, but they couldn't tell you which jungle gym on which side of the map the killer is being looped at.
Once you start getting SWF above average, which will also likely use VO coms ( I'm not talking about high skilled SWFs and beyond, those will very likely boost their chances even further with VO ) you will notice the significant difference in the behavior and playstyle of survivors.
The average SWF you describe is pretty much on-par with SoloQ as those indeed don't share info that much mid game and could be goofing around or talking about something else. It's MM job to find you opponents who are close to your skill and the higher it is, the more impact shall VO communication have if it is being used by people on survivor side.
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Unbreakable right now is one of the most gamebreaking perks for survivors as it can easily turn a 4k into 0k if executed correctly.
If anything this perks needs a form of counter because right now survivor can keep it ''hidden'' and pop it out in the most beneficial moment and there's no way killer can know if this perk is in the game.