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Halloulle

Halloulle

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Halloulle
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  • I usually don't - except if there's a challenge about having a sacrifice during egc or something like that.

    I like to chase as killer so that's what I do, kinda regardless of how fast gens go or how many hooks I have and the likes. tbh. Some of the must fun and fast paced chases I had were during egc after not having defended a hook but leaving and being able to disturb a "let's reset and then rescue with taking hits"-reset. (I usually run Spies so that does tend to help me with that one)

  • Idk about killer - but I played some surv today (after a somewhat long break/minimal playing over the past weeks) and during my seven-or-so-hours of SoloQ matches I think I escaped... six-ish* out of ... oof, many, many matches. Enough matches to go from Gold III to Iri II. (Also ######### is up with midwich? Map prevention may be in place - but every third map was that cursed indoor map)


    *I remember there was a Nurse, a Wesker, a Pinhead, a Spirit, an Oni and a Ghostie - might be one or two more I forgot about. I also don't count that other Ghostie who disconnected

  • @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3446352#Comment_3446352

    3-gen killer (going into the game with plan to hold 3-gen) is kinda an equivalent of gen rushing SWF (actual genrush with toolboxes and perks).

    Both can be hard to beat and both are boring to play against, but they are just rare. Mainly because it's boring for both sides.

    People are acting like it's their standard gameplay, but that's just not the case.

    100% to the first sentence. - And I think how toolboxes work (BNP especially) needs to change. - But that's a different can of worms. Bottom line is, for both sides of the coin though, that spaghetti gens (from few seconds to many, many minutes everything is possible) should not be possible; the game mechanics should not allow it.


    I've played a lot less recently - but at least some weeks ago and the months before three genning was an extremely prevalent match style I had. - As others have pointed out; time, location and MMR bracket might influence that so it doesn't mean it's true for everyone but I sure had enough of it --- and judging by how many of the people I play with just sigh and go "here we go again" I suppose at least in "my group" (whichever that is) I'm far from alone / it's absolutely not a rarity.

  • on the whole "killer Q-ing up with the intention to hold a three gen is impossible to beat" I think there's a big gap between what's theoretically possible (theoretically you can beat that strat), realistically possible (only if rng is on surv side and they happen to have impeccable comms and happen to have brought the right set of perks), and what is expectable (and here is the whole thing falling apart because beating an intentionally three genning killer isn't worth it - simply because it takes too long). And that last point is the crucial one to me. It should not be possible to extend a match past 20 minutes by simply kicking the same three gens over and over again.

  • I've played dbd less and less lately - and when I did I soon remembered why. Last year around this time I easily clocked 60hrs/week as surv (yes, about 99.5% of my free time went to dbd) - now I'm at maybe 5-7hours per week. It does feel stale. And with everything that's added or changed it rather feels like the list of viable options is further reduced.

    Now, tbf, I think Wesker is pretty fun to face and I do actually think he's pretty well designed. The other killers you mentioned... well, idk. I have a soft spot for the giant Turkey and the bird lady. Demo I rarely see, and if I do it's with his best addons.

    Anyway, the point I actually want to address is this one: "And those survivors that stuck around and have knoweldge of this,form the SEAL SWF groups that terrorise the killers,by genrushing and picking the worst map offerings known to mankind.."

    This is, imo, the core of the issue (dev-side things like map design, hook/gen spawn rng and bugs/exploits aside). The game is extremely beginner unfriendly. And especially toward survivor beginners. Ever since the basekit buffs last year, beginner killers do have a way easier time getting a quick start - while survs have it that much harder to get anything resembling a start. The skill curve is more like a massive wall on surv side. Few stick it out, I for sure know that about 90% of the people I played surv with over time and that weren't already heavily invested in the game stopped because the barrage of all the things to know and keep in mind and execute was too much to keep track of and the matches and results way too frustrating to continue (and 90% of the ones already heavily invested stopped because they got bored/frustrated with how copy-paste-y matches are - but that's besides the point here). The ones who do also seem to often have a particular very ambitious, competitive, almost obessive side to their personality; they just can't help but to grit their teeth and tough it out until they firgured out how to come out on top.

    This results in two big camps with some vets somewhere in the middle; All the ones who never scaled the wall. The few who did. - And well, some who've played enough to sort of keep up with the ones who scaled the wall (or who've given up and play their own little game among the oens who didn't scale the wall).

    But if you have two groups so far apart (and this to a large degree coincides with swf vs soloQ, I would assume. Simply because it's easier to tough the start out in a group) how on earth do you balance anything? If you keep nerfing survivor the one group will be absolutely destroyed. If you buff surv/nerf killer the other group will turn a match in their own playground with the killer being their plaything.

    Balancing for "top fifteen percent" or sth of the likes is all good and dandy - but the game still has to be playable (and a game is only actually playable if it's enjoyable) for the remaining 85% of players. Which it isn't in its current state.

  • "I don't understand why all survivors don't just use this combination" --- most survivors don't because it's rather boring and uninteractive.

    Spaghetti gens need to go completely (as far as the forever-gen side of that is concerned this is reserved for killers whose power allows them to push survs off gens very efficiently - and along with that the blink-gens that get done before the match even started need to go too) --- but given that you seem to lack quite a number of perks (I assume based on your reference to the shrine) I think you might just not yet have suitable tools available to you. Which is alright; having to put several hundred hours into the game in one role to unlock perks and only then being able to actually play the game is somewhat ridiculous.

  • He did have a minor jump in popularity and his killrate went up a little over the past weeks according to nightlight (which is an indicator but by no means representative #disclaimer). - Though, I'd attribute that to the healing changes rather than the lightburn mechanic. Playing him hit n run is quite viable as long as you do remember to actually down and hook ppl as well. But I think it's still his top-tier-add-ons version that has the greatest impact; basekit Wraith is as clunky as he's always been.

  • I too view tunneling as corresponding to coordinated and planned genrushing. At least when it comes to pressure and where to apply it efficiently while working toward the objective.

    When it comes to the concept of feeling helpless and just having no way to do sth about it without a very specific build / very specific perks ... I'd say the equivalent is a coordinated no-hooks-no-slugs swf. Where there's no Mither, WGLF, FTP, Breakout, Sabo, Soulguard, Boil Over and maybe some other perk combinations that work well toward that end alongside toolboxes. You can't hook them because of where they run and which tools the others employ to make it impossible for you to hook a downed survivor. You can't slug because someone will come pick them up / they pick themselves up. - And if you are patient and efficient enough and you don't mess up you will kill all of them except one by bleeding them out - just like a good, coordinated team that doesn't mess up will manage to finish the gens before the tunneled surv is completely dead.

  • The PTB version definitely needed changes - though I don't know enough about Phead to make a call on what the change means during "normal gameplay" aka during a regular chase that started with an uninjured, untormented survivor and didn't suffer sth like exposed. The tunneling potential was just off the charts. - That being said, I would've hoped for cages simply working like regular hooks when it comes to (un)hooking related perks and mechanics. Maybe, to discourage tunneling a Phead a torment immunity for x time after being uncaged. That seems like it would've done the trick.

  • Am with the others on that one; this would defeat the entire point of the HUD.

    Though I'm also with you: blindness probably needs some changes. Ever since the status effects are more than gimmicks (with the exception of exposed which has always been a serious one) blindness is the only gimmick-y one left.

    I like the direction of the idea @Zeidoktor put forward. The knockout effect would also be rather easy to implement, I imagine.

  • Just don't complain when the other two walk right in your face and everyone proceeds to take chances on hook.

  • The killer sided-ness comes, imo, from killer perks, especially of the exposed and ren-regression type. You'll pretty much always make a scourge hook, the detour to eruption, pop, CoB etc. a gen is always rather short and jolt usually hits more than one gen - and if survivors are exposed they will rarely make enough distance initially to outrun exposed and the map is too small to reasonably out-hide exposed while also progressing the objective in any meaningful way; you will find them.

    Plus, guarding hooks and interrupting resets is insanely easy as well -- and while you talk about Pheads cages spawning close to other survs; chances are you too can see the cage (or don't see it and thus deduce its location) and have a very easy time tunneling the just uncaged surv since they don't have any of the unhook benefits. With extra range it's even possible that a Phead M2s someone the moment they get uncaged.

    While main is rather safe for survs, gallows is usually unsafe. - And while houses has a lot of walls, some of which need to be broken and thus make a good location to take a killer there are also 3-4 gens in those structures so you'll probably run the killer into one of your teamies, halting gen progression and potentially giving a free hit, depending on how aware the teamie/killer is.

  • @Spectralfx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3443215#Comment_3443215

    I hear ya,

    Me I'd say the better I get at killer the harder it gets to pip, ironically.

    I either get paired vs the usual full time sweaty streamer 4 man with coms (impossible to win on low tier killers I play really)

    Or people get hit by a hatchet and DC, they see legion they dc, they see SPIRIT... they stick around? (I got my iri yesterday by playing a top 3 meta killer).

    It's weird to me that having a short chase time with an inta-down ability (think Oni) actually plays against you!

    Imagine if survivors were getting low scores for "looping for too long", there would be riots!

    You do get low scores for just looping the killer though. Heck, if they over committed to you and all you did was looping the killer you're lucky if you don't depip. You also get low scores for just doing the gens and are lucky to not depip if you're one of the other three survivors in that match.

    I suppose both sides run into the "frustrating levels of out-of-your-control" issue after leaving the MMR (or whatever) bracket where they can successfully and purposefully play for pips - though I do believe killers have more tools at their disposal for a workaround. Which doesn't change the fact that a workaround should not be necessary in the first place. Ergo: depipping should just not be a thing.

  • The one time I bring a medkit or focus on a healing build it's Plague.

    The one time I don't bring Distortion after x killers didn't have notable aura reading it's a full aura reading Huntress or Nurse.

    Whenever I bring perks for endgame (usually No One Left Behind and/or Hope) we don't get past three gens done.

    Whenever I have Inner Healing... someone decides they want to cleanse every totem on the map asap just because.

  • @Spectralfx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3442978#Comment_3442978

    I respectfully disagree.

    with my buddies on survivor, we play with coms and its fairly easy to pip up based on our respective performances in the match, its quite consistent that way and it feels like our plays are meaningful to that end.

    On killer its highly inconsistent as it doesn't really depends on your own performance but rather, wether or not SURVIVORS are willing to play the match in the first place.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3442969#Comment_3442969

    Well it doesn't matter to you but it does to me, I need those bloodpoints to level my killers up.

    We seem to have experiences on the exact opposites of the spectrum then.

    I don't have any issues to pip on killer - and I routinely go from silver-something to Iri I in one day when I didn't feel like playing killer all that much. Granted, cheesing the last pip in iri grades is not below me; I just take a killer I don't play that often and know I can safely pip with and only very, very, very rarely does it not work out.

    On survivor on the other hand... entirely different story. In soloQ it's more a game of "for every pip I gain - how many pips do I lose?" and while not depipping is much easier in swf (if you let them know you at least don't want to depip the team can usually do enough to that end even if someone gets tunneled / camped / it's a best-add-ons-with-map-offering-whatever) actually getting pips is a whole different story.

    This month I actually have given up on forcing Iri I for the first time - mostly because I have better things to do than put 60+ hours into survivor every month solely for getting to Iri I. I rather get the rift complete and throw for challenges. At the end of the day I get more out of the rift than out of grades.

  • depips should not be a thing, indeed. - But it's still a lot easier to play for pips as kiler. Since especially when you stomp you can easily choose to tune it down a notch, let them get some unhooks, kick some gens, don't down asap but keep chase a little longer.

  • I find Boil Over to be obnoxious - but the only maps / locations it actually becomes an issue is where the map design is flawed. Otherwise Boil Over shouldn't give you too much pain (though, I understand it's even more obnoxious when you play killer on controller). I rather have them redesign maps in a way that there are no default unhookable spots.


    That being said I view the unhookable builds as the counterpart to slugging builds and wouldn't be sad if they both were to go; they're annoying and a lot still comes down to luck/rng/the other side being so tilted they don't play nearly as well as they could. Alas, both being unhookable and slugging are mechanics the dev view as legit strategies with perks designed for it. So I doubt either will go anytime soon.

  • Random comment but I figure a thread started by you is the best place still: I really enjoy your presence on the forums, Pulsar.


    On topic; it's always funny to see how sometimes the fastest first gen(s) can have no effect on the match outcome whatsoever. - Though, seeing how some people insist the BNP and the 20sec gen are *the* issue (which to me reads "broken beyond repair and ought to be yeeted asap") is also... curious --- given the context.

  • The thing with a "carrot approach" is that it often doesn't actually address the underlying issue.

    Stating that "killers camp/tunnel because they have to" and using that as a premise to carrot away camping and tunneling ignores two big factors: first, there are people who want to camp and tunnel. The only thing that stops them from camping/tunneling is it being mechanically impossible. Second, what constitutes "have to"? It's subjective and not measurable. There are so many things that make some killer go "well, I guess I have to camp and tunnel then" while others just shrug and don't give a damn about it. (The same is also true for the BNP-strong-TB genrushing on surv side, btw). Again, making it mechanically impossible to employ certain strategies past a certain limit is the only option. --- The crux of the matter being the "certain point".

    As for long chases: Killer already got a carrot. It's bloodlust. - Personally I wouldn't object to bloodlust not being dropped as fast as it is now / completely resetting right away.But before bloodlust is addressed I suppose maps as well as hook and gen spawns need to be addressed.

    There are literally perks for preventing a killer to hook and achievements linked to it. It is an intended mechanic. Down =/= hookstage. - There are some combinations that make it obnoxious, I agree. But those are usually only obnoxious on certain maps and/or with certain hook rng. Which means maps/hookspawns need looking at...? Similar for a killer running out of hooks.

  • Nerfing Trickster is an odd take - but he may be one of those who demolishes more inexperienced survs who don't know just how crucial positioning & LOS is against him (and even if they know in theory execution is still lacking).

    His camping potential is among the highest in the game (which is why I personally dislike him) - and he does have some busted addons (bouncy knives on e.g. Lerys is basically gg then and there if no other extraordinary circumstances are at play). But nearly all killers have one or two busted add-ons that completely change how far up the tierlist a killer is.

    All that being said; imo his camping ability and Main Event need looking at. The former needs a nerf, the latter a buff. But outside of that... he's a bit annoying but alright (his skill ceiling as far as his power goes is rather low and there is only so much you can do to counter; you can break LOS only for so long; it's a bit on the uninspired side gameplay wise, imo).

  • Without perks/items that in some way come in clutch and with a Bubba who doesn't mess up? Nah.

  • @MSX_exe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3432746#Comment_3432746

    I absolutely encourage side objectives like chests, totems and stupid archives, but then again, items were nerfed heavily, totems don't need to be done unless a hex is in the play, I'm all for like shortening the times for side objectives like dull totems or chests, halving them even, would help a lot and encourage people to not just rush gens

    I'm with you on having more than just slamming gens be meaningful in some way. - But I think basekit Corruption would miss the point; sure, survs would do more chests and totems and what not. - But basekit Corrupt would be there with the intention of getting the killer off to a better start. Though, if everyone just cleanses a totem or opens a chest that doesn't get the killer off to a better start.

  • Spawn locations do need addressing.

    I don't want to turn this into some whataboutism thing but it's hard to argue for sth like basekit Lethal without keeping in mind that survs can spawn in the killer's terror radius.

    As for Corrupt; I think it's problemati in so far as it is too passive and thus powerful if left at times rather close to the perk - or meaningless if times are shortened to the point where it isn't massive, absolutely free pressure during hte most crucial phase of the match. (And I'd wager that "just stall Corrupt" is probably gonna be the way to go, which just delays the actual match start and adds unnecessary time. There are chests, there are challenges. People can spend the time scouting the map to identify pallet locations etc pp.)

    Lethal is, imo, a much better choice to kickstart a match and have it at a higher pace off the bat. But not with auras - but with killer instinct. a) This doesn't remove distortion players from the equation b) it gives the killer a good indicator without more or less guaranteeing a free surprise hit; it strikes the right balance between the killer finding a survivor in a timely manner and the match essentially starting with the surv closest to the killer getting hit by default.


    --- Granted, if survs spawned far enough away from the killer by default the free hit might be more of non-issue.

  • @Pulsar said:

    I think both extremes need to be ironed out.

    There shouldn't be gates that you can see from one spot.

    There shouldn't be gates on opposite sides of Mothers Dwelling.

    Ideally, they'd have a weighted system for Killers. Killers like Blight? They can have further apart gates. Killers like myers? Give them closer gates with LoS blockers.

    This.

    But I suppose it's near impossible to make it killer-dependent. It would be pretty neat though.

  • I'd love to be positively surprised during PTB... but I'm fairly sure I won't be.

    If anything I see one big result: camping killers at high MMR will just not be a thing; the survivor strat that will become common knowledge from some point on is to just do gens once you know it's a camping killer. The camped will unhook themseles and will, at that point, usually be good enough to buy enough time for the other three to escape. Camping killers will consistently lose MMR until they get to a place where a self-unhooked surivor is two tapped within ten seconds and the remainign survs don't stick gens with max efficiency. --- This of course means that SoloQ is going to be even more of a hellscape and MMR-hell will be the default for SoloQ players who aren't high MMR yet anyway.

  • There may be exceptions on a by loadout basis but generally speaking ye, the game is whoever-sweats-most sided, which mostly depends on the loadout people bring.

  • Idk about at least half the comments on here. - But darn, people are real hellbent on making blanket statement about Wraith. Imo he's one of the killers where the loadout and map really matter.

    Comparing basekit Wraith on a large/resourceful map to clapper-swift hunt Wraith on Léry's is just not possible. They could just as well be two different killers.

    Which one should be the baseline? Idk, probably depends on who you ask.

    To me the one I see the most by a landslide is the one that is representative for how I see wraith. And that is the Clapper-Swift Hunt Wraith on Léry's with Lethal + some other aura reading OR Corrupt + Deadlock, then usually Sloppy and Fearmonger.

  • The only situation where I've seen that somewhat regularly happening is when the next to last got slugged and then proceeded to DC after a while. Simplest solution to that: just pick them up. (And the kinda obvious explanation for this not being the "standard procedure" as soon as it's down to two is that you can't do that on the regular due to dc penalties.)

  • Pulsar already said what's probably the most positive / impressive but I'll try to find sth else.


    --- So here goes: playing dbd with other people in VC (/good old lan party) reveals the true colours of those people real quick.

  • Loadouts. More specifically: The huge power difference between loadouts.

    Even "the weakest" killers have synergies between add-ons, perks and maps that make them unbeatable and pretty much guarantees them a 4k. And even "the worst" survivors can bring 4BNP with good toolboxes and by virtue of pure speed should get a 3-4E. Meanwhile even "the best" killers can come with a chill build and get a full meta surv squad --- or vice versa.

    Granted, it's halfway into matchmacking; you could either normalise all add-ons, perks and killer mechanics or you could factor loadouts into matchmaking.

  • I always got the impression people generally like the concept and mechanics of the big chicken (Dredge) --- there's just an accessibility / trigger concern with his nightfall that should have an alternative soundscape (which Plague should have too).


    I also like the the chicken boy. He's a bit scary with nightfall, there are fun mindgames to be had when it comes to his anti-loop and imo he has a pretty decently balanced set of add-ons as well and can utilise different kinds of builds and strategies.

  • mhhhhm, I see where you're coming from.

    I love to play as Nemo (Zombies go zoooooooooom - and yes, I throw entire matches just to line Norman and Sandra up in a way that I get a Whip-into-Norman-into-Sandra-down) --- but I hate to go against Nemo. Oddly enough, I somehow haven't figured out how to go against a good Nemo myself; I know what that player is doing and what my options are (because survs who know how to deal with Nemo do it against me all the time 😂)... but I smh fail miserably in the execution stage. Overthinking, maybe.

    Anyway. I think for Nemo it's quite all or nothing similar to Oni; if Nemo gets to tier 2 within seconds of starting the match (Lethal + one tapping two survs that spawned together) and there doesn't happen to be a pro-Nemo-looper on the team, chances are it's ggs right then and there.

    So that first chase is very important. He'll shred through pallets eventually anyway so feel free to throw them generously while he can't whip-destroy them.

    There are certain tiles that are relatively safe (as far as the whip goes) while he's in T1 and T2. - In T3 the speed buff makes nearly everything you need to vault as surv unsafe.

  • I like running Hyperfocus + Fogwise every now and again. It turns the most tedious aspect of the game into an actually fun little mini-game.

  • ... Who's Alex tho?

    Aren't the boys with real shirtless cosmetics David & Renato .... and at this point I'm convinced they throw something on Felix' torso just to feed the meme that he'll never get a real shirtless cosmetic 😂

  • Afk survivor in the beginning: gets farmed if I have a power that needs to be "powered up", then downed and hooked. After that I play as usual. If I find them with afk crows under the hook later on I just slap them and leave them there; they aren't hurting me and they're at least Benevolent-points-fodder for their teamies.

    Last surv: if they weren't being super toxic or i don't have a 4k archive I let them go by default. I usually shoo them off so they search for hatch and I go break stuff that's left on the map and that I didn't break.

    Open exit gate: depends on what vibes I get. If killer seems to be done with the match I just leave and just for good measure leave my item if I had one. If killer is at exit gates but staying outside I usually view that as an invitation to goof off for a little - and that's what I do. I then usually leave my item, give them one polite nod and leave.

    Upon DC: Try to end the match asap while ensuring everyone got a chance to black pip as killer. As surv I try to do enough to black pip as well / do whatever for archives if possible. If the dc was very early and there's no way to win the match I just go find the killer, have a last chase and then excuse myself from the match.

    Survivor item: As killer the last surv dropping their item is sth I find rather cute (I mean, I'd give them hatch anyway ^^). If it's not the last I usually shake my head, give them a missed M1 headstart after they picked it back up and proceed to chase. Exception: it's a key. I assume they have one of those annoying archives and are desperate to just get it over with. I oblige if I got the sense they contributed to the match. As surv I drop the item as the last and see what happens - often enough killers are up for some meme-ing / goofing around.

  • I don't think the basekit unbreakable as it was back then was a sustainable/healthy way to prevent extreme slugging.

    Though, there should be a basekit way for survivors to do something about a situation where all survivors are slugged and the killer shows no intention of hooking anyone. That's the bare minimum, imo. The whole slugging-and-never-hooking but also not camping slugs playstyle (aka people get picked up all the time as well) is cringe, imo, but not actually against the rules, I guess. So that's something we just have to live with.

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3416715#Comment_3416715

    Glyph challenges fall in the 'bonus' category, so they break the 10K/40K caps. Considering the difficulty in hitting the cap in the Sacrifice category, I'd say it's unlikely you legitimately broke 40K 'quite a few times' unless you employed the use of event offerings or bonus challenges.

    Quite a few times by comparison, aka maybe a handful. Not like I go in an be like "let's quickly get the 10k in sacrifice". Iirc it happened when there, for some reason, was a snowball during egc and a 1k smh turned into a 4k cause someone messed up timing and/or pathing - plus people deciding to not just leave if two people are already on hook. So coincidental/bothing to do with skill or intent. The only way you can actively go for 10k sacrifice is to bring moris and try to get survs in egc, I imagine.

  • I usually don't mind it. Only killer where I find it extremely annoying is bell-sound-addon wraith.

    And now that I think about it; it's indeed another middle finger mainly to soloQ.

  • I suppose it comes down to what the "gg" entails / actually means. And that may very well differ from person to person.

    To me a gg is a very literal thing: a good game. A match where everyone was able to (and needed to) show a variety of skills and playstyles and where no one leaves a match feeling like it was a waste of time or a chore. A "gg" is at the end of an at times fierce and frustrating but ultimately friendly competition.

    So yes, there are a number of events that make a match not "gg" by default. Circling the hook and tunneling one after the other is, for me, one of those things. (So is a swf bringing genrush builds, btw.)

  • Assuming that glyph challenges fall into the same category as BP offerings..... I don't think so...? I don't really pay too much attention to BP gained but I can't recall seeing something above 34k in a very long while as survivor. As killer I have cracked the 40k quite a few times and without ever actively trying to play for BP (though there are some killers where it's easier due to how their powers relate to score events).

  • The points I would mention have already been covered for the most part. Just one thing: See how far you get with a killer at basekit and just Lethal+QoL perks (the one where scratchies spawn closer, blood is more visible, sth for bloodpoints only, that kinda thing). It's not for you to 4k - chances are you won't - but to see how far you get without anything but a bit of a jumpstart. If you have trouble getting a single survivor in most matches/you average out at 5 hookstages or less, chances are you're actually playing way out of your league. If you average out at 6+ hookstages, chances are you could turn a lot more matches into 3-4k if you picked a good build/played sweaty. (With the exception of Myers)

    I like to give myself that reality check sometimes when matches have gone really good for me and I got to an MMR range I probably don't belong (many soloQ, hook suicides, just games snowballing for some reason, afks, survs focusing on Archives - all that stuff that gives me kills and raises my mmr without me being a deciding factor in that).

  • I prefer to strategically reveal myself to the killer; initiate chase on my terms, knowing where on the map I am and what resources I have around me. So I play stealthy 80% of the match - Distortion helps a lot with that.

    But what you're talking about isn't playing stealthy. It's ignoring objectives/actions that in some way advance the match. And that should not be a thing - like so many other things. Technically a survivor not doing anything already does give you notifications after ...45? seconds. It's the afk timer. The issue I see with including walking/crouching is that there are many occasions where hiding for a prolonged time is the right play that allows you to advance the game.

    Is the two-survs-left-dance fun for anyone involved? No. I despise it. But I do think there needs to be an additional match stage that accounts for that kind of impossible situation. Idk what it looks like. Somewhere was an idea floating around that hatch spawns closed at two survs left and the last two have to collect pieces of a key. Once they got all the pieces they can open hatch. That way the two last survs have a reason to continue to traverse the map so the killer has a fair chance at finding, chasing and hooking them - while they also have a shot at getting out. In principle I like that idea; when it's down to two survs it's every surv for themselves.

  • Yeee... the lobby dodging gets ridiculous once you have serveral characters past 60-or-something in a lobby.

    Safe for cosmetics, killers should know as much about the survivors as survivors know about the killer: nothing. Leave prestiges, profile checking and what else there is until post match screen.

  • We'll have to see about Sloppy in the long run. - Though I do start to notice it being somewhat omnipresent and I also do start to notice people in swf demanding that at least one person has sth to significantly speed up healing and healing speed perks being way more frequent in SoloQ too. (I always brought at least one perk that speeds up healing cause I can't be bothered to watch another progress bar move painfully slowly so i can't really talk about how my own perk choices have changed.)

    That to me is an indicator that something is off; Since killers have very different mechanics a perk that is valid on all of them is usually a bit of a red flag. It then depends on how much it adds in terms of being oppressive. Here comes the increase in healing perks on the survivor side into play: apparently it is oppressive enough that people regularly invest a perk slot to remove (some of) the pressure. - Which is atm just short of being an obligatory perk category. (And if bringing certain perks/perk categories becomes obligatory something really is off balance wise.)

    Though, rather than Sloppy as a perk I think Mangled/Hemorrhage as status effects maybe need some looking at. They got huge buffs last year in no small part to help killers with survs healing as fast and efficiently. Or more specifically: self-healing fast and efficiently. This is now changed on the survivor side (as it should be) - consequently some of the earlier adjustments on the killer side might need some dialling back now.

  • The game for Hatch is neutral when it comes to the escape/kill thing. I generally don't like the hiding game and search for hatch; it's a waste of time and I'm not that hellbent on escaping. So I usually just go find the killer drop the item and see if they agree that being hellbent on that kinda stuff is kinda silly. I acknowledge they already won. - Sometimes they won't have it, sometimes we goof around a little and then search for hatch - sometimes we goof around a little and still hook me. I like the fun interactions in those kinda situations and dropping the item is the indication that I want to end the match on a positive note one way or the other.

    As killer I find the hatch game as ridiculous so I usually don't try to close it. If a survivor drops the item before searching for hatch / drops it next to hatch before jumping in I just view it as a sign of good manners. If there were DCs/Hook suicides or something of the likes and a surv drops the item mid-match I view it as "ok. We know the match is already over. You won, I concede. - So can we like please come together so that everyone gets something out of this match?" --- and I usually agree.

    Dropping items at the exit gate depends on context; if there was someone with a flashlight who got quite a number of blinds in and who drops it at the exit gates I view it as a kind of peace offering. FL-bullies are usually very attached to their flashies, so a surv leaving it in the trial is in contrast to that and I appreciate it. Same goes for OP toolboxes/medkits. I view it as a "this op item played a huge role in me escaping". I like people acknowledging these things. --- I do that too. And I also drop an item if I want to give props to the killer or got the impression they got screwed by matchmaking; it's a "this match was rough for you man, I know. Gl next". Which can be said in egc as well - except if they're console. So that's why I do that in game.

  • @Cynwale said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3414731#Comment_3414731

    I don't have any particular problems getting 4k, but there is no "play around" a sprint burst or lithe when the exit gate is opened.

    But I could say the same for all of you, play around slugging and camping then.

    I was not saying "play around" - I was talking about "relying on perks". Which is ironically exactly what you need to do to "play around" camping, slugging, tunneling and three genning.

  • @Cynwale said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3414631#Comment_3414631

    Of course I tunnel!

    I would like to camp too, but this strategy is too weak to be efficient so I slug for the 4k.

    I still see Sprint Burst and many other broken perks, so why Behavior should deprive Killers from the only counters known to man against SP/Lithe/Adrenaline/Deliverance?

    Ah. Well, you do you.

    I could pull the good old "how about you practise so that you don't need perks to carry you" - but since I don't know what your matches are like that's not particularly constructive. And also besides the point of this topic. Both your opinions on tunneling/camping/slugging being necessary as well as survivors having OP perks seem like they belong into a topic/thread of their own for discussion.

  • The only opinion in that was that I like campers and tunnelers being deprived of their tools one way or the other. - Which makes me assume you condone camping and tunneling? Or do you care to elaborate what exactly prompted you to to write that response?

  • I don't mind Deadlock. - Though, given that apparently all perks are now supposed to be "really earned", "extremely limited" or "utility/QoL only" it probably should end up on the chopping block.


    Atm it's a mostly balanced perk... that sadly is a staple in camping builds. Getting rid of how it enables camping is one way to go about it (idk, after five seconds it gets shortened by 3 seconds for every second you're within x meters of the hook. - Or give it tokens that fill up during chase). And while I personally rather have them deal with the mechanics behind camping (&tunneling) I wouldn't mind if people using perks to those ends slowly but surely run out of options to use for their "strat" until there are simply none left.

  • I doubt it. It's not flat out blocking a killer. It's about not having a killer two times in a row. Except if it's a day where everyone is playing the same killer for some reason there should be enough killers in queue. Same thing for killer: it should barely affect queue times. Back when the MMR cap was higher I would have agreed - but with how far the search is expanded now it doesn't matter.

    I do see a ton of Weskers and Blights and Spirits (oddly enough not all that many nurses recently) but I also see other killers often enough.

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