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Halloulle

Halloulle

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Halloulle
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  • I'd prefer Dusk/Dawn with lighting similar to Garden of Joy. - Lighting wise I think that map does a real good job with the more warm and bright map without feeling out of place thematifcally (not too bright and the purple hue of things give it a somewhat eerie feel). Coldwin & Eyrie of Crows do seem a bit too.... light-hearted and normal - dunno how to put it. But when I started playing I was always happy to be on those two maps because they just felt significantly less scary without that distinct 'lurking in the shadows' feeling the other maps have.

  • If you have a friend who plays the game / know a community where people enjoy playing the game with other people you could also go there and look for Coaching / 1v1-ing (streamers' discords are a great place for that). The two of you agree on builds / allowed perks and then you go play tag in a custom game to figure loops out. Stay on one loop/in one area and both try to outplay the other instead of just W-key-ing. Even just half an hour of that every now and again helps massively; because it's concentrated chase time. To accumulate half an hour of actual chase time in a match you have to play many, many, many matches. (The surv takes a purple medkit + green & yellow charges, streetwise, botany, desperate & BTL - or alternatively COH, Selfcare, Botany & a perk of their choice - usually DH - and no item [though, tbh, not sure if the coh-botany-selfcare still stacks] solely so that you don't have to reload all the time)

  • If that happens in swf we kinda just collectively dc. Not because particularily petty but because DCing and having a chat for five minutes while the penalty timer runs out is more fun than watching one person hang around / watching three people hold M1. We don't get any BP that are worth the time anyway. We depip anyway. - And we don't care about MMR. There is simply no point in playing along with that kinda game. - An exception is if the one who ends up on the hook had a good chase and we're almost there in terms of gens anyway. But if it was a surprise down early on followed by unsave-able face camping? Nah thanks.

  • As SoloQ survivor there isn't really a way out of MMR hell by yourself in the forseeable future. There might be if you get your chase skills to a point where you can keep the killer busy for the entire match / long enough so they don't go for you anymore. Which is more trouble than it's worth, except if you really like chase and aspire to become a god looper.

    The thing with MMR is; to increase it you need escapes through gates and even if you're the last one standing that is a difficult thing to pull off. Wake Up! (Quentin), Sole Survivor (Laurie) and Low Profile (Ada) help with that; the first two help you open the gates quicker and Ada helps you hide from the killer (Esca-Strategy; start to open the gate but stop before the first red light shows, which is when the bar reaches the "a" in escape, leave, wait for the killer to check the gate, wait for them to leave to check the other gate, open, escape). Only time this won't work is if you are in chase when you become the last survivor or when the killer has direct line of sight of both gates / can get line of sight within less than five-ish seconds.

    The way to simply not care about MMR is to find yourself 2-3 people to swf with. Not even to sweat or to do the whole call out thing - but to have people you know won't just afk or dc, you know will at least try to save and you know will go do gens when they can. It doesn't matter how often you die then because you'll still play with the same people - just the people you go against change (if MMR is working. Which it often enough isn't anyway).

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3180657#Comment_3180657

    While ping can certainly contribute, its more a matter of just survivor animations in relation to their hurtbox. They bend forward when doing damn near anything, but their hurtbox stays the same. If you're aiming for their legs/butt/lower back it will always be accurate regardless of their position, which makes things like latency make it look even more silly, like you mentioned. Keep that in mind though any time you see those types of hits, especially from wesker and huntress: More often than not, you'll find that the hit did overlap with the "back" of your model, if you're justifying it off of where the model intersects with the ground rather than the few feet they're leaning forward. Latency will always extrapolate this, but you'd be surprised how reliable aiming for that area specifically can be in compensating. Its kinda like the opposite of leading a shot, you aim at where the front of their representation is so that you will hit their awkwardly placed hurtbox behind them.

    Oh, I know from my own experience as killer. - Not for Wesker, but for Huntress. - But I also know just how much of an issue the ping is when you paly against killers who have no funky hitboxes going on. - Good old Trappy boy, e.g.: If he lands a hit from miles away - or through shack window when you've vaulted and are already in the middle of shack on your screen, or when the hit registering a good second after the animation is over that has nothing to do with hitboxes anymore. That's good old ping. And while it has to be really extreme to show with e.g. Trapper there are other killers where it doesn't have to be as extreme to make a difference when timing matters - or where hitboxes can be funky. It might be that on Frankfurt servers you get more of that; you get all of Europe, all of Africa and half of Asia. This being different continents should tell you everything you need to know when it comes to ping. At least give Africa a Server (really, they need two; one in Libya or Egypt and one in South Africa or one of the Countries slightly north of South Africa) and West-Asia (Kazakhstan?). I don't know where you are from - but just assuming you're American (since I think everyone who's on Europe, esp Frankfurt, servers is painfully aware of the issue and the East Asians tend to not be in English language forums); if you're somewhere in New York State is the ping alright when you play with someone in California? How about if you play with someone across the pond, in the UK or France? In Sao Paolo? Or in Buenos Aires? Perth in Australia?

  • The ridiculously small hitbox previously covered up the ping issue that is, imo, at the heart of a lot of frustrations people have. - It's the same as with e.g. Huntress where a combination of hitboxes and pings result on hits around corners. Things tend to look more "right" from the killer pov since their perception is the one that counts. Idk how many times I have been yoinked from way behind a corner to get teleported back into the M2-line Wesker has. One or two times I got to see the killer pov and while it was a close call it was a somewhat solid hit from their perspective.

    More to the point of solving the issue would be a ping cap over the past minute that can be set individually within a range; while not everyone can have a 30ms ping all the time most people within a region will manage something under 100ms if there are actually servers in their region. That would also mean that there need to be more servers. It's ridiculous that South Africa people are on Frankfurt servers. - Going against a Wesker like that is gg next; you need to be able to see two seconds into the future to be able to do anything other than W+predrop.

  • There's a difference between "just letting them go" and letting the game progress to the next stage once only one survivor is left...? Should you have hooked the next to last and then go afk until the last found hatch? No, ofc not. But do you have to slug the next to last guy to make absolutely sure you will definitely get the last guy? No, ofc not. How about people just progress the game as intended: you hook the next to last and then you go search for hatch. The survivor also searches for hatch. Whoever finds it first wins. Fair game.

  • If at the same time a Killer gets an uncapped -100BP penalty (starting after five seconds) per second per survivor in the dying state on the ground or a hooked survivor being the only survivor within a 15m radius of the killer we have a deal.



    [edit: in case it wasn't obvious. This is not serious. - DCing/Suiciding on hook is a symptom of an issue (or rather a number of issues). Increasing penalties to a point where people don't do it anymore doesn't solve the issue in the slightest. It just makes it invisible and causes players to leave for good.]

  • Bhvr has a serious issue when it comes to semantics, it seems. The way they word things is just asking for misunderstandings and thus frustratiin and negative experiences.

  • @dictep said:

    https://forum.deadbydaylight.com/en/discussion/comment/3179991#Comment_3179991

    Because perks like self care are more busted than eruption for example

    what a bold statement. Care to elaborate how you come to that interesting conclusion?

  • @Anti051 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3180037#Comment_3180037

    That's not the case in this instance, I'm in the top 10 for Ghostface on the leaderboard.

    Which I don't doubt - I just doubt that the killers I face (and that the majority of survivors face) are top MMR (simply because there aren't that many people in top MMR) and can claim the argument you make. Yet the vast majority of killers I encounter play as if they were top MMR and claim it is necessary not because of their own skill but because the game is survivor sided. - I kinda was just pointing out that your experience is probably not at all representative of the larger player base.

    Actually, I think if a survivor is at a level where e.g. camping and bringing the strongest perks and add-ons is necessary for a killer to stand a chance these playstyles / strategies become challenging and can be fun (depending on what exactly it is). - But as is, it's a lot of using a sledgehammer to crack a nut on the killer side and survivor players are increasingly tired of doubling as a punching bag.

  • @Anti051 said:

    From a high mmr killer POV and with honesty, if you don't tunnel or camp, it's extremely easy for the generators to fly by so quickly that there's nothing realistic you can actually do to stop anybody unless you're Nurse or Blight, especially if hyperfocus/stakeout is in play. It really sucks.

    That might be true. - The issue is though, that everyone seems to think they're high MMR when they absolutely aren't. - I'm pretty sure at this point I'm at the low MMR soft cap and killers play like their life depend on it or for some inexplicable reason think they're up against a seal team 6 swf --- when they are very clearly facing casual solos.

  • Let me tell you about my 30+ match attempt to get from Iri III, three pips to Iri II yesterday: I pipped. YAY. Then a teamie got tunneled and camped. I depipped. Next match. Same story. I depipped. Next match, my turn to get tunneled - but at least not camped. If that's any consolidation...? After that it was a "get three pips lose two pips" kinda situation until the next tunneler/camper or aura reading Nurse came along. After several hours and said 30+ matches I was at zero pips. After that I decided to just dick around in matches with a yolo-approach. It's okay if that happens every once in a while. There are just these days where for some reason everyone's on the sweat-train. But it has been like that for weeks - and friends and I have gotten pretty tired of it. Out of the 10+ people I played with regularily... maybe three are still around (and actively looking for sth else to play).

  • From a general perspective for killer: If you have the same build and strategy as someone who tends to do well with the same killer and on the same tiles you do badly with then it's either a skill issue or a matchmaking issue where you're put against survivors who are out of your league. On a mikro-level: If you then miss hits that others are able to land then it's a skill issue on your part - most likely pathing and timing. If it is you not being able to even get to that part then the survivors are likely out of your league and have a better understanding of the overall tile / map layout and how to move between tiles and run and mindgame them. On a makro level: If you see gens popping well spread out, you didn't keep track of where you were going/following for chases to be able to force a three gen in late game. Losing on a makro game level as killer is nearly always a killer skill issue, one of the few exceptions being a killer without something to help with map-traversal on a big map.

    From a general perspective as survivor: Easiest way to tell is to equip Bond+Open Handed and stay after spectator mode. Since there are more survivors than you it's rather easy to tell on a mikro-game level: take first chase, last as long as you can, get hooked, get unhooked, heal up and repeat until you're dead, then go to spectator mode. If they fare significantly better against the very same killer on the very same map; it's you who lacks skill. Alternatively/additionally watch teamies chases via Bond and compare to how you do/did on the same tiles against the same killer (across matches) and you'll get a sense of where you're at skill wise. I for one know I suck at chase on most tiles; I have my juicer moments but they are usually far and few in between. On a makro level: keep track of where teamies are/were and where gens are and you should be able to avoid a three gen / identify a killer who tries to force a three gen and act accordingly to avoid it. Also keep track of perks and avoid them. - Being hit more than once by painres e.g. is a skill issue on the surv part.

  • never. It's frustrating enough as is, being extra frustrated to have lost a good item to yet another camping / franklings / whatever killer is sth I can do without.

  • I don't really see the point except for showing which characters you enjoy playing - which is nice, I guess --- but also really just a gimmick. Better than the grades or blank icons in end game screen though.

  • I go back and forth between Windows and Bond + Open Handed. Windows is nice to keep track of resources & identifying loops. It has a tendency to get really distracting tho. - With Bond+Open Handed you can keep track of what your teamies are doing and can deduce resource use; if you don't see the chase and someone goes down eventualky you know the area outside your range is likely dead. If you do observe the chase via bond you know which pallets got dropped and where windows are. Plus you know when a teamie is coming your way with a killer / you can avoid running into teamies with a killer behind you. It takes two slots tho, while windows is only one.

  • pet peeves not actual issues..... a lack of Emojis in chat.

  • It's one of these things where in a certain configuration it's just making the game as unfun as possible for the other side. With emphasis on the "certain configuration" part. It says more about the player than the perk; even with Coulro nerfed they would find another killer/perk/add-on to be just as unfun. Individual very specific configurations should not bottleneck an entire perk -- and if it does and has to be changed to not be game breaking * Cough * you know which aura perk for killer I mean * Cough * it means something is very broken somewhere.

    That being said; much like Overcharge, Oppression and Merciless Storm (and merciless storm with doctor skill checks jumping all over) practise makes perfect; you do get used to it and the skillchecks aren't as hard as they initially seem after a while.

  • I wouldn't even say overbuffed - but mis-buffed. They raised the skillfloor dramatically on the surv side. The already steep learning curve got turned into a wall and kudos to anyone who sticks hundreds of survivor hours out to make it past it. No sane person would invest that much time into a game before they can actually start playing it. --- At the same time the changes didn't do too much to survivor veterans who already know all ins and outs. They needed a while to adapt, get used to new timings and then it was back to business as usual.

  • @squbax said:

    https://forum.deadbydaylight.com/en/discussion/comment/3175463#Comment_3175463

    If it bothers you too much rookie spirit helps with info against call of brine, overcharge and eruption, but since soloq survivors seem to be so good at the game they cannot dunk on a sadako, yeah its kinda hard knowing when theyll go down.

    ....I'm not bothered by the regression. It's Eruption's incapacitated. Or do you mean to see regressing generators and stay away? That would be a) assuming they only regress because of eruption and b) probkematic since you run out of gens you consider repair-able. With caution I mean mostly two-manning it - ideally with a toolbox or gen perks - when someone calls out the killer is headed toward them and they pre-run; that should usually buy enough time to finish it.

    The only positive about it in soloQ is the 25secs of foolery if another surv got hit with you and you just do the same shenanigans as you would with a painres-dms gen. You get to know your teamies that way - and maybe they come help you later.

  • @LapisInfernalis said:

    https://forum.deadbydaylight.com/en/discussion/comment/3175471#Comment_3175471

    Can I see your matches vs Huntress, Nemesis or Slinger too? Because I get hit around corners for ages and I don't even have a bad ping.

    And getting hit around corners like in these clips you showed is

    a) due to latency (you would also get hit by Huntress or Slinger here and exactly like this)

    b) because (like many people said before) the survivor hitboxes are like pillars

    Making his env hitbox any larger would get him stuck everywhere again. Hell, I got stuck on Badham's car mirrors so often it is hilarious.

    I'm not the OP.....

    Nemisis tentacle has its own funny thing going on anyway. I also hardly encounter slingers (though dodging his projectiles generally feels more like trickster rather than huntress; idk if it is but the harpoon's hitbox seems rather small).

    And just because Whiskers and Huntress are not the only ones landing extremely questionable hits, due to how hitboxes work, doesn't make it alright/a non-issue. They all need fixing. In some cases it's just more obvious and ridiculous than in others.

  • Everyone is back on Whiskers after the Patch. - And my o my, I haven't star-fished in thin air and around corners so many times. If Whiskers keeps being so common I might make a compilation. It's ridiculous. - Right up there with ping-huntress. At that point it's just gg next.

  • Calling out when you're about to go down is actually a questionable strategy since there are so many bs hits / misses you couldn't possibly forsee it and call it out half the time. - Calling out gens that have been kicked and should be approached with caution is more reliable if you're on comms anyway.

    As far as SoloQ is concerned: rip.


  • @EvilBarney666 said:

    My favorite ones are the survivors who dc before death hook or at the very end of the match. I showed you Mr. Killer! Lol. 🤣

    tbh, sometimes I do that when I don't want to screw my team but the killer was a grade A d*ck. Idc about BP at this point and chances are I close the game after that anyway which renders the dc penalty irrelevant. So I don't lose anything. The other survs don't lose anything. - But the killer doesn't get the kill they apparently so desperately wanted (DCs don't count toward MMR or kills. They are null). It's a somewhat petty form of revenge, I give you that - but it sure beats playing right into an insufferable killer's hands.

  • "gens are flying" - ofc they are, since they take ages and maps usually only have enough resources for one long or two medium chases on most occasions. What else are survs supposed to do if they want any chance at getting gens done and can't count on the killer having atrocious pathing / mindgaming themselves or having a god-looper in the team?

    If you end up having an open perkslot prove just makes sense; just two man that gen and don't lose time instead of running around trying to find another gen. While it's technically faster to solo gens, a gen done is a gen done and all regression perks in existence can't undo it again.

  • Regardless of the context I dislike unskippable cosmetic animations/cutscenes. The death animation for the one who died is one of them. Same for the additional running out of gates or the delay between a killer killing all four and the match actually ending. -Do these 3-10 seconds harm anyone? No. Do they contribute anything? No. Are there more important things to be fixed? Yes. - Would I still like it if I could just immediately press a button and skip to the results-page? Yes.

  • k. I'll take the long way. SoloQ at this point is for practise purposes only. What do I want to practise? certainly not skillchecks or crouching. I take first chase, do my best - go down. If I get rescued (yes, that's a big if for various reasons) I get myself healed up and repeat. Deal?

  • I wonder if some people here even play the game.

    To get rid of boons permanently use shattered hope.

    People who think it takes a killer too long to go there and stomp them: it takes a survivor longer to go there and boon them. It's not like survivors teleport to a totem the second you snuff one. If a boon comes back after not even twenty seconds it's because the survivor already took note of totems spawns nearby. More often than not it takes a surv longer to find a spawn and set up the boon than it's worth - which is why the general advice is to not forgo other objectives in order to set up a boon if not absolutely necessary.

  • @Myrcus said:

    https://forum.deadbydaylight.com/en/discussion/345203/playing-soloq-since-2018

    no offense or trolling intended but ive got a lil under 100 hrs on my belt and i have it on surviver....it aint that hard tbh....sad it took u 1000 hrs

    No offense or trolling intended - but you're still a newb among newbs where pipping, even in Iri, is pretty easy. Since everyone is still figuring everything out there are tons of mistakes on both sides that don't have much of an impact (=tons of points & pips). Rest assured, it will stop soon enough.

  • *Coulrophobia

    IDK, seems to be a popular Whiskers build atm; Coulro, sloppy, distressing & unnerving = more, faster skill checks with small success zones while healing slower. But. You get used to it after a while.

  • Ye it's been getting more and more sweaty over the psst weeks. Last time I had several enjoyable matches in a row was during anniversary event a couple months back. - Since then it's been downhill.

    When playing swf we kinda just play our own little game now cause it's just no fun otherwise. You'd think tanking ten 4k in a row would change sth about the killers we get. But either someone in the group is secretly sweating a lot when we don't play together or matchmaking is actually disabled.

    When I play solo I just get first chase, see how long I last and then I'm pretty much out. Either because the killer is hard securing one way or the other (camling, proxying, tunneling - whatever their preferred method to turn it into a 3v1 asap is) or because no one rescues. Glad I don't need BP or anything else that would make me care about getting more than 6-9k BP or increase MMR or whatever. Now, if only loading screens were faster and People just readied up right away.... I might actually spend more time in a match than waiting for a match to Start....

  • "get blinded because some random survivour just so happened to pop into my field of view ready to blast me with a beam of light straight into my face with no time to react to them" - That's kinda the part that you seem to have some misconceptions about.

    In almost every case it's neither a 'random survivor' that's blinding you, nor did they 'just so happen to pop into your field of view' . The survivor is the one with a flashlight, they intended to flashlight save, they trailed the chase - constantly. Cause the nature of a chase is that it involves the chased and the chaser running around. The surv with the flashlight has to reposition themselves, ideally without being spotted, all the time and hope they guess right about which way you gonna pick up (that is, if you are not facing an object that mkes FL saves impossible anyway).

    As for the "with no time to react to them"; you are animation locked during pickup. So you don't act reactively (cause impossible). You act proactively; you anticipate what a survivor with a flashlight would do and act in a way that prevents the save. e.g. facing an object, checking places where survs could get an angle, fake pickung up one way and change your mind the last second etc. pp. The second you know someone is trying to FL save (e.g. because they already did earlier) pick-ups become mindgames (and even downs can be; ideally you want to down a surv where you can make it impossible to get an angle).

  • Idk. If they really wanted to do sth about hard camping they would've made Reassurance basekit. - But as is? Spend 10 bucks to get the DLC, sacrifice a perkslot (and to actually buy enough time at least two people need to do that if the killer is running some passive slowdown/NWO) and then get close enough to actually use it which drastically limits the situations where it can be used in the first place? Wasn't the whole point of the perk rework in summer to not have perks that have to be equipped by default to make the game playable?

  • Whatever is in the game is there to be used. True. - Saying it's fair to use is, however, based on the erroneeous premise that the game is balanced. We all know it isn't. So, e.g there being a top add-on Nurse with starstruck and full on aura reading and a midwich offering says just as much about the state of the game as it says about that nurse player. Same for a BNP, Hyperfocus-Stakeout squad; it's just using the tools available - but it says as much about these players' mindset as it says about the state of the game. There are tools available in the game that cross a line in terms of "unfun-ness" for the other side and should just not be used - and anyone who still does also deserves all the salt and DCs they get for it.


    Personally, I think the most important part in that original post is that very first 'rule'; to always keep in mind that there are four other actual people you're in a match with and remember that no one wants to play with a bully. The only issue being that while irl you know beforehands who the bully is, ig you only know once the match has started.

  • So far when reading the tunnel-camp-kill strat was everywhere I was hesistant to agree. It was noticeable and annoying and should be addressed properly, yes, but it wasn't too much or to the point where it made me call it a day and/or think about taking a break for a while. But now it does. There are two options survivors have atm: genrush so much all gens get completed during the two hook stages of someone even if they went down after thirty seconds. Or become so good at looping that you can do so for at least 100seconds. better yet: both. Which in turn gives any killer a miserable time.

    I'd say there is nothing casual about this game anymore. Which is sad. Because I enjoy neither genrushing nor having a killer on my butt the entire match until I get timed out on hook for the remainder if the match and much rather not care too much about perks or items and do a little bit of everything.

  • Go to perks for me are Distortion, Wake Up! and Leader. The last slot is usually more meta; windows, sb or coh.

  • I always wonder what people who are so infuriated by DCs/suiciding on hook say to a person who plays poker, looks at their finak cards and goes "fold". Tell them to bluff their way through it cause it might work? - Granted, not a perfect example but the point is, a survivor doesn't know which killer they will get and in what configuration. If they realise very early on they got one they wouldn't have queued up against if they had known and rather get a five min time out than spend five minutes or more in misery that is fair. Neither do I blame a killer who isn't up for boon-wiggle-sabo-squads, a genrush squad or the likes. Some people view these builds of the other side as a challenge and some roll their eyes and rather spend their next five minutes not annoyed.

    Which still leaves plenty occasions where I simply don't understand why players (either side) dc/give up but increasing penalties is not the solution. (If anything it Leads to People running straight at the killer to get out asap one way or the other.)

  • Peraonally, I've played a lot yesterday (enough to get from silver 4 to gold 2) and while a good chunk of that was swf and we never put on those kinds of sweat builds cause it's not tun there was usually one random in the team and a solid four hours were duo. Point bring, not a single survivor had that combo.

    Besides, killers have a great counter called gearhead. If you're that afraid of it put it on and no one will ever get use out of it - not even with distortion.

  • @TheLastHook said:

    https://forum.deadbydaylight.com/en/discussion/comment/3158114#Comment_3158114

    Well, you have the Hatch as well for "1 escape away" I think it´s only fair.

    bold of you to assume these kinds of players risk hatch spawning.

  • Ye. While 30 seconds is still no joke and can make the differencd between getting all gens done against a killer dedicated to camping or to coordinate the unhook it doesn't seem like there are enough fringe situations where those thirty seconds make or break it. And if it still does it kinda just really means that the camping issue is even worse than we already think.

    if they wanted to prevent the hooked player from being kept hostage just add the struggle skillchecks and if you miss twice you progress to the next hook stage. Someone whk wants out gets out even faster that way.

    If they want to protect camping killers because they would definitely get only one kill that way...well....

  • Agreed. More "loud" and/or "out there" stuff for the boys. Atm 90% look like whatever your average western dude might have in their closet. It's just so, so conventional. Give tgem more unconventional stuff pls.

  • The one upside that comes with survivor is, that once you get to a place where you are good enough to do decently without relying on any perks you are free to choose whatever you want and goof around without really outting yourself at a disatvantage. As survivor it's pretty much up to you if and how much you spice up your matches based on the stuff you bring. Well. In SWF anyway. In soloQ you're limited to stuff that you can pull off by yourself. Most of the time killer players who got really good at a killer don't have that luxury when it comes to most killers available.Most need a certain selection of perks or add-ons to fare well.

  • The learning curves for survivor and killer are both exponential. Just in opposite directions; for killer the learning curve is very, very flat for a good long while - but the second you pass a certain point it turns into a wall - and then flattens out rather quickly for most killers. Survivors on the other hand kinda hit a wall of a learning curve when they start playing (and as far as I can tell many give up after ~50 hours of being stomped). Those who stick it out end up in a place where most killers can't do much about them anymore - not because of lack of skill or lack of game knowledge but because once mastered survivors have just more stuff to work with. It's just that relatively few survivors make it there cause nearly every step on that way feels like the game giving you the finger. On the flipside once you are a killer player on that level, facing those survivors it feels like a constant middle finger.


    TL;DR: Yes. The game is grossly unbalanced. Not necessarily in a "killer sided" vs "survivor sided" kinda way but in a "newbs vs veterans" kinda way.

  • I generally support the no collision on basekit bt since I don't see a downside for the unhooked survivor. - That being said, I also don't necessarily see every jimmy bodyblocking with bt; the increased haste actually makes it quite difficult to take a hit / block anything. .... Actually, now that I think about it; there were quite a few times where I accidentally sandbagged a teamie who unhooked me in basement because I came off the hook with bt & sb and inevitably ended up in front of them. Guess no collision would sove that one too.

    As far as endgame is concerned; I get that some things feel to oppressive during endgame from the killer's pov. Namely DS. - But what's now basekit BT has existed before and it's nothing new. Just like survivors aren't guaranteed an escape once all gens are done, killers aren't guaranteed that everyone they hook will become a kill.

    As far as the perk is concerned... I agree, that should probably get a proper rework.

  • I do agree there is a point where it's kinda pointless to try and win as a team. That can be if you find yourself being the rando a three man clicky team that just want to do their shenangigans and you happen to be there too. That can be when the killer is hellbent on the 4k; slugging until everyone left is down and you know they're just waiting for someone to try and pick them up. That can be when there are gens left and you and one other is left. - The critical question in that last scenario is: do I trust my teamie enough to keep the killer busy so I can progress a gen / do I trust my teamie enough to progress a gen while I keep the killer busy for as long as I can? Your response is a resounding no in the sense that actions speak louder than words. Personally, I'm more offended by this categorical lack of trust than anything else. And it's easy to conclude that you didn't just decide in that situation that you don't trust your teamies to progress the match but that it was your mindset all along. Granted, there are occasions where your teamies prove their untrustworthyness. If the people you play with have proven that in a match, is something only you know.

  • I think they got past the 250 on friday.

    But. Anyone who thinks there are people playing like this regularly are so so so mistaken. Not even the guys doing that winstreak play like that in pubs off-streak. They go full sweat and comp mode for a few hours on fridays and that's it. Watch them go SoloQ or just play casually and matches look a lot different.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2866662#Comment_2866662

    Doesn't help with Leather Face, camping-extrodinair.

    Built in Borrowed Time has been the best suggestion I've seen so far.

    @AsherFrost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2866662#Comment_2866662

    On the other hand, If you are being actively chased by the killer and decide to try and go for the unhook while they are right behind you, the grab needs to exist so that bad play can be properly dealt with by the killer player. Otherwise we set up a system where solo survivors are being constantly farmed for points and unsafely unhooked whenever the other Survivors want to try and present a different target for the killer.

    That's a very good point and you're absolutely right. Both. - Didn't think about that specifically but after I realised that there's generally nothing "just" about "just removing hook grabs" I went and edited in the unhook animation & bt part in because I really do think those two aspects are also key (and are probably not the only other key aspects).

    I'm on the fence when it comes to BT base-kit; it might be going a bit too far. Yes, it would help with that kind of Bubba --- but would be too much in other contexts simply because it frees a perk slot.

  • Tbh. Just taking out the hook grabs would improve the situation by a lot, imo. With hook grabs the camping killer is effectively guaranteed either a second person on hook or a kill on first hook - and if they're lucky they get both.


    (Personally, I think this would also have to go hand in hand with a bt rework and removal/rework of the unhook-animation-invulnerability. But I do think these three things can be balanced against each other rather well if deincentivising camping/after-hook-tunneling is the goal.)

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