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Halloulle

Halloulle

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Halloulle
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  • High mobility killers with that combo are… let's say they make me roll my eyes and just do what the tutorial tells me to: do gen. And because I don't like my item losing charges I put it down next to me ^ - ^

    lmao at the people going "just don't bring items". - Like, how would you feel if survs had a perk that not just disable your addons but actively turn it against you by, say, revealing your aura to them whenever you're close to them and a gen? Who in their right mind would seriously suggest to just not bring add-ons?

  • tbh, if i understand your math correctly what I experience on a regular basis should not be possible.

    That being the whole "escape one trial" / "…and escape" challenges taking ~3-4 match-hours aka 10-15 matches. Prior to the update I tracked my escapes for a while as well as the overall escape rate. Mine was sitting at ~20% and the overall was sitting at 28%. I didn't count matches with DCs.

    I don't play much anymore and I don't like to sweat so yeah, I'm probably somewhere between the lower and upper mid, depending on the killer and the map and whatnot. Absolute potato vs Spirit, kinda decent against Wesker, dog* against Wraith but surprisingly alright against Nurses (that don't cheese with a pretty beefy build) and so on. Eventually MMR should place you in a range where you reach the appropriate level where your escape rate is right, right? Apparently not. I keep having P100, 6k hours players basically non stop. And when e.g. KL goes "what are these people doiing here?! How is this high MMR?!" I absolutely agree with him; I don't know what I'm doing there in his match either.

  • @Jim_Tonic said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3763466#Comment_3763466

    They DO make up a significant chunk. Every second or third game i play no matter which side has someone throwing. And by throwing i mean not playing bad, i mean running towards the killer, keep repairing even though the killer is right next to them, hookiciding the moment they get hooked and so on.

    Well, I don't have their POV but most of the time I see why they 4%ed a few minutes later. - Be that a killer with ping/lag getting the most ridiculous hits, them going for a drawn out three gen, doing a very "funny" build/strategy or them seeing on hook that teamy X is crouching behind a rock for no reason.

    But like I said; give it a PTB/live test and we'll see what happens. Imo the best option to test the waters and see if "doing something about 4%ing" actually achieves anything.

  • Tbh.

    I would love to see a PTB where 4% is removed. - And I imagine a first dive into the data from that would be fairly easy:

    The escape rate rises. —> Removing 4% on live is the way to go.

    Nothing except for the number of hook stages changes (same escape rate, more or less same gen progress, more or less same match duration) —> Pretty likely that those noping out of the match on first hook saw that coming and decided to fast forward.

    The escape rate stays the same but matches last longer / more gens get completed —> Pretty much the same as above, except even more of an indicator that there's a point where survs can pretty much predict how the game's gonna end, regardless of them sticking around or not.

    The escape rate falls —> idk how that would be possible in normal matches but I suppose it would show that a significant amount of killers goes easy on survs if one DCs.

    The forums always make it seem like it's all petty little survs that 4% on first hook for the tiniest inconvenience. Those are there… but I really doubt they make up a significant chunk of the ones 4%ing. Finding the actual issue for the vast majority of 4%-ing/DCing would be the important thing and if that little experiment takes us a step closer to that: good.

  • @Toystory3Monkey said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3762689#Comment_3762689

    i feel like they dont know what game they're playing.

    The game is balanced pretty fairly and if OP is unlucky with the matchmaking, it's not really the balance issue.

    If they want to constantly pull chases and win consistently, they play the wrong queue, because they should be playing in premade instead of with soloq teammates that have randomized iq and skill and who wont be able to keep up with gens or teamwork to give OP chances to prove themselves. Neither would they be guaranteed to hold their ground against killers while OP is repairing generators. Always a dice roll. Assuming they even have skill for winning by chases, of course.

    As for killer, I recommend OP either plays with meta perks or without them depending on how good they are with their killer of choice, because this game matchmaking is, yet again, incapable of providing equal matches every game which often leads to one sided games which OP seems to complain about. If they play their signature / good killer with best builds available, they are going to stomp most of their opponents because they naturally would outperform them in 1v1/1v4 and perks would only press that advantage further.

    OP can also just play something else if they're so frustrated with the game. As someone who has been in the fog since first days, the game is actually very balanced and enjoyable for the most part.

    smh I get the impression there's a misunderstanding going on. - Or let's say: when I read OP I didn't read it as "I want long chases and win every time" or "I never win as killer". - I read it as "Why are matches always stomp or be stomped? Why is it always so extreme?" — and it not being fun.

  • @Toystory3Monkey said:

    you can always play for hatch, that's why it exists - so you have motivation to keep going.

    The the boring hide and seek part OP mentioned.

  • It's an anti-BM-on-hook mechanic. It has literally nothing to do with camping.

    That being said: the devs have clarified that the mechanic is working exactly as intended and doing everyting it's supposed to do.

  • @ays12151 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760700#Comment_3760700

    You don't understand. Guy couldn't use Lithe twice in one chase. He used is once and then Killer just left the chase, because it wouldn't be worth to chase specific area of the map with 5 pallets and 2 jgyms nearby. You get it?

    About Pallets - nowadays Survivors have so many Pallets to use except maybe Haddonfield and new map. Other maps are totally safe for Survivors. Many pallets, usually some jgyms, main buildings that are very strong and hard to counter etc etc.

    "nowadays"? Compared to when? Since basically all new maps and map reworks opted for a) fewer pallets b) unsafe pallets c) breaking up strong structures to make them extremely weak.

    I get what you mean; though the original ("Sometimes I don't commit to chases after Lithe usage, because usually
    they used Lithe to get a good place to loop and then they can use this perk again… and again… and again.") read as though they use Lithe to get to a good place and once there they can use it again and again and again. Thanks for clearing that up though!

    As I said though: given how maps are, survivors rarely have a choice. They can either shiftW around a rock or in a straight line and be double tap - or they path to the one place that has a strong set up… for one chase. Or never get into chase to begin with by very generously pre-running or Lithing/SBing away in time. It's boring, I hear you, but given the alternative anyone who doesn't want to throw kinda doesn't have another option if they don't happen to be Spitz juicing a Z-wall.

  • If someone gets to use Lithe twice in a chase… then that's not because Lithe is such a good or OP perk. That surv could walk the cooldown off. That's a long time.

    But that aside: Personally I really dislike the SB/Lithe/BL-to-a-safe-place as well. - But more often than not I don't even see much of an option. I have slapped WoO on again, mostly to see if I'm going nuts or blind or if regularly I find myself spawning in on the side of the map where 3,4 and 5 (or whatever section of the map I find myself on) have the two pallets that always spawn in the tile and that's that. That's two pallets for a quarter of the map. Heck, there are times where I can count all yellow highlights on one hand when I am almost in the middle of the map. With resources that scarce the literal only option you have is to get as much distance between you and the killer as early as possible and hope they don't commit to the chase - and if they still follow, then juice that one pallet as hard as you can cause only five chases total get to have a playable pallet/tile.

    And once you learn to play like that on the maps that require you play like that, you play like that on other maps too. Especially if you don't have WoO and just assume that resources are scarce - even if they aren't.

  • @Nightram said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3758082#Comment_3758082

    This could work as a new game mode. Idk if the community want this change for the main game.

    Remove the killer instinct, it's too OP.

    I understand you want to end slugging. And survivors have more than enough perks against slugging. Even I usually run slugging perks to maybe survive, or help my team.

    I know this might sound boring, but slugging is a part of the game, the same as tunneling. It's not against the game rules.

    The only mechaninc most of the community is asking for. Is a way to faster bleed out. People want to go in for the next round.

    Your idea is cool. But I don't think this is a good change for the game. Maybe try it out as a game mode and get peoples opinion about it.

    Could there be another way to get less slugging in game? I guess having a basekit unbreakable for one use would hinder slugging. Or buff unbreakable to infinite recover with a faster speed increase recovering.

    There was a PTB with basekit UB and it was never mentioned again after that PTB. Basekit UB on all occasions isn't it. - Having it be limited to the 2v1 situation seems, honestly, fine to me; bleed out is one thing but the killer is the "offending" party by bending over backwards and deliberately ignoring their objective. At that point there isn't really any way to abuse UB anymore; any killer who wants to avoid UB getting abused simply has to hook the survivor they downed. That's the fastest way for everyone to move on to next match.

  • @Krogund said:

    @ColdCobalt , @VomitMommy , @mizark3 , @Ohyakno , @cclain , @bjorksnas , @Halloulle , @Deathstroke , @Nightram , @BlightedDolphin

    What about this?

    When there are two Survivors Left…

    1. Both survivors gain the ability to recover from the dying state at a 100% speed.
    2. After recovering, they receive 10 seconds of endurance, to avoid immediate downing.
    3. If fewer than three generators have been completed, the remaining generators will be completed automatically, except for the five that are the furthest apart. This ensures the last two survivors need to complete only two more generators to power the gates.
    4. During this phase, if at least one generator has not had any progress for the last 10 seconds, the killer receives Killer Instinct on both survivors for 3 seconds.

    When there is 1 survivor left, current rules apply.

    This way it is ensured that the survivors still have a fair chance at escaping the trial. We avoid slugging for the 4k, we avoid survivors hiding until the other die (even with stealthy perks you can't hide from killer instinct).

    on the fouth the wording is a bit odd; There are five gens that are furthest apart and if at least one generator doesn't get progress after ten seconds there's killer instinct… which would be always cause two survs can't progress four gens at the same time.

    I also don't get the ten second time frame. - If you say "surv gets killer instinct on them if they don't touch a gen for ten seconds"… then that's gg right there; a killer just has to walk up to a gen that has progress and circle around it for ten seconds; they either spot the surv themselves or the surv gets revealed by killer instinct. You can't repair a gen while chasing or trying to throw the killer for a loop by playing stealthily.

    Just scrap the killer instinct in the 2v1 and make it so that a survivor risking repairing a gen in the 2v1 has a better chance of succeeding in the 1v1. (e.g. by shortening the time they need to survivive in the 1v1 depending on how much generatorprogress they achieved)

    As for the one survivor left: Same thing. No one lasts against a killer for two minutes, except on rare occasions where the map is basically fresh and the killer is Freddy. (Exaggerated. - But I want someone to show me how they run the killer roster for 2 mins without using resources. Consistently. I dare say it's impossible.)

  • @Ohyakno said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757730#Comment_3757730

    Depends on the killer and map. I'm hardly the best survivor in the world but I could very likely last two minutes vs a killer with no weak/antiloop/mobility on badham or the game. If you prerun as soon as you hear the terror radius it's gonna take them what? 20-30 seconds to catch up? Then you just use up whatever resources are left. It's pretty doable against a large part of the cast.

    Against Trapper who doesn't have traps on game - maybe. Remember he knows where you are every 10 seconds and is able to path more efficiently to your location. And even then I doubt it's gonna be 2 minutes until down. — But even if it is. That 1v1 mechanic at the end is a killer win on anyone except no-mobility M1 killers, which also don't have stealth or a way to intercept you/block your pathing. So that would be … Freddy? Even Trapper usually has traps he can place in strategic places during the 2v1.

  • … In what universe does anyone survivive for two minutes on a very likely already completely dead map when the killer knows pretty much exactly where they are?

    On the two survivors left scenario: this discourages slugging, which is good. - However, I can't see how it incentivizes survs to engage with gens. - Quite the contrary: if you know you'll get downed and hooked once you're found the hiding will get even more intense.

    Maybe combine the two; repairing gens reduces the time you have to survive by one second per charge. - So if you manage to get an entire gen worth repaired when only you and someone else are left you just have to last for 30 seconds to get out. This would actively incentivise survs to get on gens even if only two are left. With maps shrinking I also don't really see a patrolling issue for killer. - Maybe even bump all gens' progress up to the point where for five of them to be completed a total of 180 charges are needed (so gens will get completed, further reducing the patrol radius for the killer, while also giving both survs the chance to collect enough charges to reasonably escape if they end up being the last one).

  • Well, when Omicron rolled around November '21, I was stuck at a friend's place and we both had absolutely nothing to do and you couldn't really go outside either. We had played 7 Days to Die before but that got old. So she suggested DBD. - Been playing ~18hrs/day until pretty much Christmas; got two other people roped in and it was just a glorious mess for those first few weeks where we had absolutely ZERO clue what was going on 😂 There were so many people getting salty about ranks… and we had no friggin clue what they were on about 😂

  • @sinkra said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757349#Comment_3757349

    How often do you see killers rage quit? The discrepancy between both sides says a lot, unless you're one of the killer mains who think killers win most games because they're more skilled than survivors on average and not because the game is massively unbalanced.

    Tbf, I don't see it a lot - but there's a subset of situations where I pretty much always see it. That's usually when one surv manages to stay uninjured for the time it takes to repair a gen - if they so happened to be the first in chast that means three gens are completed and the surv still uninjured. Chases don't usually last that long, so on the whole it isn't that often. - But I'd say on 9/10 occasions it happens the killer DCs. - And you know what? I absolutely don't blame them. The ones who do stay usually just stop caring about gens and hooks and practise whatever M2 their killer can do / whatever tile there is they want to practise playing around.

    Which I suppose further strengthens your point.

  • @Backmon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757335#Comment_3757335

    Survivors have distortion it disable half of killer addons

    Funny enough Weave Attunement (and a number of other perks/add-ons) eats through stacks making it essentially worthless in precisely the cases where it's needed most. - I give you the disabling part though, kinda forgot the second half of the sentence I had in mind up there; disabling is the first part, the other is then actively using it against you. So it's probably more like disables the add-ons and gives the survivors some kind of edge over you; be that whenever your perks are disables they see your aura, gain a heal/repair speed bonus, x% haste - whatever.

  • Well, it alone is one thing. Annyoing and a two for one deal for a killer; aura reading + slow down (yes, bringing items to the edge of the map does cost time plus you don't have the item; i.e. a gen is repaired slower, you can't reset yourself or save someone from being hooked, all of which translate to valuable time for surv being lost. - The edge of the map is also usually a dead zone, so a killer who catches you drop it there can easily intercept you and get a free hit).

    Together with Franklin's, which on its own is already obnoxious, turns both the annoyance and the obnoxiousness up to eleven.

    Actually, Weave Attunement too is rather obnoxious, now that I think about it. - Survivors are supposed to bring items, similar to how killers are supposed to bring add-ons, it's an essential part of the survivor kit. Now there's a perk that single handedly turns that essential part on its head and makes what is supposed to work for you work against you.

    Imagine survivors had a perk that disables your add-ons as long as that surv is within 8m of a gen/you/a pallet/a totem/whatever, doesn't really matter.

    It's the principle of "your're bringing something you're supposed to bring and then you doing what you're supposed to do is used against you."

  • to thos esaying Wraith is "just an M1 killer". - Iirc Hens did a showdown; a Wraith (good Wraith but not a comp player) against some of the best survivors. Wraith did exactly the hit n run thing where he just never commits to a chase and focuses on pushing people of gens and getting resources out of the way. It was a rather long match, iirc, but in the end he won … and it wasn't exactly close.

    All map reworks make maps smaller and resources more scarce indirectly making Wraith better and better. - Or let's say: the aforementioned playstyle.

    And yes; not opting for that or another obnoxious playstyle makes him rather weak. - Would buffing him do anything to encourage other playstyles? I highly doubt it; whenever something to encourage a different playstyle is introduced it just leads to the existing one getting even worse.

  • seems you had a rough game.

    Wraith can be a rather obnoxious killer to face (then again; nearly all killers can bring builds that make them bordline obnoxious - but Wraith is one where it happens more often) but he's not obnoxious because he's exceptionally strong overall but because the obnoxious playstyles are the strong ones - partly because people don't want to go against obnoxious stuff and rather go next sooner than later and partly because certain things (silent bell, double speed etc.) are actually strong.

  • Well, I don't know enough about slinger to know if you did well or not. - That being said: In principle changing killers to make them viable against top tier survs is probably a good idea. - However, this has to happen in a way that people new to that killer can't just steamroll through people new to survivor. And that's where the big issue is. My partner has a habit of watching very skilled players do their things and there's that notion that "most killer's can't do much" once survs have reached a certain level. (Slinger isn't necessarily an example for that from what I've seen though; with all the little gaps you can shoot through and the skillset unique to Slinger he can do very well against top tier survs by forcing them into lose-lose situations.) And the question I ask myself whenever these players or chat or my partner discuss possible changes to killers, I wonder, how less skilled survs are supposed to deal with those changes on an equally less skilled killer — and I often can't come up with anything. Many of these buff-ideas affect all skill levels, making a killer viable at high level… but an absolute stomper at low and mid level.

  • @SpitefulHateful said:

    All the cruel interactions you see in the game is just the proof of the simple facts: humans are cruel and indifferent. All the "empathy" and "teamwork" are only skin deep. When they get an opportunity to behave like they always wanted to and not get punished, they embrace it gladly.

    humans are rather cruel and indifferent to anything and anyone they don't have a personal connection to, that's the default. Empathy and teamwork is the exception. - It's rather necessary for survival (both on a practical and psychological level). - Thing is: seeing a user name is not a personal connection. Seeing someone only once is not a personal connection. Being assigned the same role by a game is not a personal connection. There is, quite frankly, no basis for empathy or teamwork in this game. In-game-altruism among survivors is the closest thing we got - but even that only happens if the survivors throughout the match managed to have enough meaningful events in terms of team building. Which also rarely happens.

  • @Nightram said:

    I'm sorry you feel that way.

    But the game isn't broken. And many people still have a lot of fun. I'm exited to 2vs8 the 16th july.

    Create a list what you think should be a focus on for the Devs.

    I know it's hard to speak to a Dev. But BHVR have lost around 100 employeers atm. So right now idk if we can expect much. We can't give too much pressure on a few people.

    It's like. One land cannot save the earth. We all have to engage into a change.

    they haven't "lost" them, they got rid of them. "They" being Bhvr. - The DBD dev team certainly lost them since I doubt they had much of a say in it.

    That being said - I do think the game after 5.1 is a very different one from before then and has been on a certain trajectory since. From what I can tell the devs like that direction and want to continue to go in that direction. As games change so does who want to play it. If I started now, I would have given it a try but it'd never have stuck. Games change, people change. Sometimes that means someone who used to be the target audience isn't the target audience anymore.

  • @HaunterofShadows said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3756119#Comment_3756119

    People like that already have their own que. If somebody is playing in a sweaty way such as tunneling, their mmr will eventually place them against people who play just as if not more sweaty. So that que for sweaty people already exists.

    they don't really, though. The MMR cap is not as hard to reach as you might think and while your MMR still rises while you're in it, it doesn't affect matchmaking anymore; everyone at and beyond the cap is treated as if their MMR was the cap. So that "last MMR bracket" for Qs is still a very, very mixed bag.

  • The potential of experiencing "cruelty" or "mockery" — which is at the very least perceived to happen a lot — leads to one of three things:

    a) Someone tries to get better.

    b) Someone tries to inflict the same cruelty on others

    c) Someone decides to not engage in these situations whenever they get the impression they're witnessing the beginning of one (i.e. moving on to the next match sooner rather than later)

  • @Jim_Tonic said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3755605#Comment_3755605

    How is it cringe when it is in the game???? maybe you need to step away from the game a bit to realize we dont do it to offend you.

    its cringe to blame someone for enjoying things that are programmed into the game. that is cringe.

    I had a somewhat longer reply typed out but I'm not here for an argument. You asked for an opinion, I gave you an opinion. You seem to not like it and that reply of yours somehow gives me the impression you don't actually care about other people's opinions/perceptions. So I guess that's that. ¯\_(ツ)_/¯

    Have a good day.

  • I do like how it pairs with OTR and WGLF

  • I just don't like moris tbh. Visually.

    The one thing that I did notice is that some killers really go out of their way to get the mori - similar to how some people will go out of their way to hook 4 survs in basement in one match. Yes, theres an achievement and some challenges want you to hook a certain amount of survs in the basement but i still find it rather cringe to force it. may just be my perception tho

  • The short answer: just don't, except you enjoy being a punching bag or are into the whole fighting a losing battle. - Cause if you stick with soloQ it will be a lot of losing battles.

    Gnerally; don't unhook into a killer's face, try to not lead a killer to where gens are being worked on (try to keep an eye on where gens have been completed and run there. Try to not pre-drop - but rather pre-drop than go down early game. But still try to not use every, but every second or third pallet. What's beyond that is a mix of game sense that's developed over time and luck with the mmr/matchmaking. You can try to specifically practise chase in 1v1s - there's also a bunch of videos on how to run the common structures and main buildings as well as on check spots- but be aware that there's only so much one surv can do.

  • @Blueberry said:

    Gen rushing is also ignoring other game points of interest and "tunneling" the gen. IE leaving someone on hook to stay on the gen, ignoring healing and staying injured or doing a gen in the killers face even if it means you go down. You're essentially ignoring everything but rushing your objective. The same as the killer ignoring everyone and everything but their primary target they want to remove.

    People tend to be much more aggressive on calling out the killer tunneling but are totally lenient on the survivor rushing their objective as well.

    I don't like tunneling of any kind. However to me you lose the right to complain about tunneling if you're doing your sides version of "tunneling" as well. Like if there's 2 of yall siting on a gen pumping it while injured instead of healing, that looks no different than a killer tunneling someone out to me. You're not looking out for anyone's fun, you're just wanting to win.

    To be fair, survivors doing what you describe usually means they shoot themselves in the foot. - A killer doing what you say is killing two birds with one stone. - That's where the major difference between the two is.

    The other major difference is that if you don't happen to be a 4 people swf it happens more often than not that you don't get to reset and then don't magically know where teammates are to reset. Or when several people are on the map and it's unclear who is supposed to go unhook; if I'm on a gen on the other side of the map I'll assume it's not me, even if the other two are also on gens they are, by definition, closer. If both of them are injured, however, that changes. - If one of them is not on a gen I will assume they are already on their way. - If they are getting chased without actively being in chase is, however, something I have no way of knowing. The killer doesn't need that kind of clairvoyance to not "accidentally" tunnel.

  • @burt0r said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3753733#Comment_3753733

    I really, really, REALLY would love it if they would make an event or simply an experimental time frame like where killer could DC in matches where 3 gens are done with 0 hooks. Just to see how the survivor side of the community would like that. (Of course this would probably kill the game if it would benot optional like the event now)

    Survivor have had the Speedrunner mentality for years now.

    Didn't get my perfect setup (killer, map, killer perk loadout) in the first segment (first 2-3 gens done)? Quit and retry.

    No wonder, they have the option of an early, penalty free exit.

    Well, I'd be all for it. A killer can open the exit gates as soon as a gen is done.

    Judging by my matches though that ain't gonna happen more than once in a blue moon.

    Them fairy tale killers come aronud as often as their fairy tale survivor counterpart who dc as soon as they don't get an fl save or sth.

  • spies used to be one of my favs - but at some point (ages ago now… almost two years?) I started to notice that it wouldn't do its thing. For a while crows were bugged; they didn't fly away and less of them spawned. And even after that was supposedly fixed I got the impression it was more wonky and unreliable than it used to be.

    Let's see, maybe I give it a try sometime again.

  • @tippy2k2 said:

    The survivor points system in this event confuses the hell out of me. Usually I'm getting 10-40k BP but once in a while, I'll get like...110,000 and I have no idea what I did. Every match I go for the party chests/totems and I do gens plenty. I'm sure there's something simple I just missed and/or skipped in the events notes.

    it's a visual bug; sometimes some of the bonus BP is shown in the match results screen (which usually doesn't have the bonus BP, except for glyphs and event-specific score events)

  • Used to get hundreds of cakes for all characters I liked… this time around… I got 200 in total. Tops.

  • @adsads123123123123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3753350#Comment_3753350

    High mmr survivors actually have similar escape rapes to average mmr survivors. While they are better at the game, they also face better killers, causing their escape rate to remain similar. It's only 4-man SWFs and extremely good survivors that escape significantly more. Asides from Scott Jund, I don't think the other 2 data sets posted here fall into those categories.

    https://us.v-cdn.net/6030815/uploads/ONCTIOX97HT3/image.png

    https://new.reddit.com/r/deadbydaylight/comments/1arg1o4/developer_update_stats/

    that's… in line with what I'm saying though? Those suffering the most from tunneling are those, who do not have the extra skill required to draw out the tunneling process in the match they got (looking at the mixed bag). Those who do have that skill, still have a chance to escape - or will be left alone entirely (again: leaving those lacking that skill to be tunneled).

  • @adsads123123123123 said:

    This argument that average mmr survivors are tunnelled significantly more is largely unfounded because it assumes that high mmr survivors play exclusively with high mmr survivors and killers. This is false. Matchmaking is very loose. There will be many matches where a high mmr survivor is teamed with terrible/low mmr teammates and against baby killers. If tunnelling was significantly more frequent at average mmr, this would have been seen in the data posted, but tunnel rates were very low across all data sets. It also assumes tunnelling is less frequent at high mmr, but there is no evidence for this. If we look at the top level (tournaments), tunnelling occurs extremely frequently, suggesting it is more frequent at high mmr.

    I don't know about others but at least I don't mean that high mmr players get targeted for tunneling less often. It's less successful against them. And as you say: matchmaking is a huge mixed bag. So chances are a killer will find a not-high-mmr-person to tunnel fast enough. (which imo is also why tunneling in pubs is so strong while in comp it isn't necessarily - I mean; there's a lot of not so great players in comp as well but if we look at the teams… say starting with the quarter finals of a given tourney.)

  • Scott posted the link the the survey here a while ago — and in that thread there was some feedback regading the wording and the structure of the questionnaire. E.g. it only ever asked about you getting tunnelled. Just because you don't get tunneled that often, doesn't mean you see others getting tunneled and can't prevent it. That would be alright if Scott actually asked all players (cause that tunneled player would then also reply) but this forum is not a representative group. So at the very least asking how often others were tunneled would have to be there to get a better picture and inform your conclusions.

    That high MMR people get tunneled less, especially when they're kinda exceptional, also doesn't seem like a surprise: it's not that difficult to recognise as a killer that you're overcommitting and chances are you can and will find an easier target fast enough.

    That being said: yes, there's bias involved. Of course there is. But there are also a way to account for that and even just thinking about the many days where I literally told the group "if the next game is tunneling again I ain't playing anymore today. Playing gen simulator or hook simulator isn't what I'm here for" - and they understood well what I meant, makes me think it's not that biased after all. Or the bias doesn't really matter. Why? - In those cases there was tunneling in at least three consecutive matches. On many, different days. In percentage of total matches? I have no clue. In any case it's significant enough that it made me effectively stop playing (safe for getting some cosmetics I really want cause idk why but I guess I just like cosmetics). And thats the direction a dev team wants to avoid, no?

  • @Royval said:

    lmao every time I bring a mori during twisted masquerade atleast 1 person dc

    almost as if people want to get BP. Look at surv points, they need all the BP offerings they can get.

  • a 10/10 game is where the killer knows what he's doing and outplaying stuff - or trying to - and about at my level when doing so and neither of us is carried by our build/stomping. It's when we both have enough interaction to acknowledge each other and maybe even "have a moment". Also teamies knowing what they're doing and "coming through" -- end result doesn't actually matter on those occasions.

  • @danielmaster87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/419004/who-is-really-unhappy-playing-dbd-as-a-survivor-rn

    I don't think it's that bad. The vast majority of frustrating survivor matches are because of mismatches. You're feeling frustrated because the game in many ways is tailored for you to win (base anti-camp, anti-tunnel, 4%ing, big hitbox on the hooked survivor, fast gens, etc). But your teammates' inability to understand basic mechanics or have game sense gets you killed, or perhaps being put with a far more skilled killer will. Every update, despite all else, there's a survivor buff. But this is fruitless, because you cannot balance the game around survivors who don't know that they win by doing gens. No amount of buffs will make that caliber of player win against killers, consistently. Sometimes even they escape vs killers, and will tbag, because they don't realize the only reason they're all there in that exit area is because the killer got unlucky and chased the 1 or 2 survivors who knew how to loop.

    This event has nothing to do with anything, and neither did Chaos Shuffle, because they were temporary modes. The match results of these modes in no way reflect the game's balance, because of how different their rules are and because they don't have MMR turned on. You're letting the bad taste of your results in a different game mode stay in your mouth when you go back to the regular mode. And the BP available is a big aspect of it, but I feel that people want the best of all worlds, and they're just not gonna get that. You can't opt to play the mode for the extra BP, and waste time doing chests and totems for the extra BP, and then complain you're not winning.

    Sure, I'll agree that insta- breaking pallets and hooking, and enduring stuns, is probably stronger than Quiet Mode, blocking windows, and spawning in pseudo pallets. But I want to dive into each of these. Insta-breaking pallets is strongest when the survivor is blocked in, because they can't slide over it mid-break, but those are all at weaker pallets in which case they'd probably take a hit anyway. And the insta-hook doesn't stop flashlight saves, pallet saves, or DS, but it does cut out the long treks that the killer has to take to hook people. That to me isn't the killer gaining a significant advantage; they're losing a huge disadvantage which is there arbitrarily. And enduring pallet stuns is fine, and is the counterbalance to the event pallets, but it's mostly useful as a replacement for Enduring while running Spirit Fury, freeing up that perk slot.

    Quiet Mode is good in a vacuum, because in a game so dependent on killers needing to track survivors, the game has really bad sounds for them to go off of, and this ability exacerbates the problem. Aura perks barely affect it either, because most are used out of chase, and this ability is used almost always during chase. Blocking windows comes in clutch many times, because at tiles like killer shack the killer sometimes has to vault to shorten the chase, or they have Bamboozle, and this ability denies that. I made a Legion see red and chase me for 5 gens, and I still escaped, because of blocking window during his ability. Now something I'll heavily disagree on is the supposed weakness of event pallets. They're literally pallets, but with skill, just like weak pallets. You have to win the mind game or know the timing to get the stun to get the benefit. I feel that recently pallet stuns hitboxes have been scaled back to be more reasonable, which makes Spirit Fury/Enduring harder to use, but also makes these pallets weaker. But it's still a pallet. In some cases you've got like 4 pallets within a 10 foot area, because they're spawnable in spots where pallets can spawn, even if one didn't spawn there this game or if it's been dropped and broke already. The killer's not successfully avoiding all of these stuns, because even though pallet stuns are less ridiculous these days, there's still those survivors who basically don't throw a pallet down unless they're gonna the stun. On those survivors, this ability is absolutely broken. And I know not every survivor is that good, but then again, neither are all the killers you're complaining about.

    So if you need to play something else (like Civilization, right?) and come back then do it. But I'm not seeing what you're seeing, which is survivor just getting weaker and weaker over time. Their meta has been the same since 2016, whereas killers have to change theirs every 3 months, and I'll say they no longer have gen defence to rely on. These events also prove nothing except the results that happen within themselves, and that the devs are going full-on millennial humor because of that cringelord floating lady.

    If I didn't know it was pretty much impossible to struggle as killer during this event (sure, there is the odd match - but we're talking bell curve here, and the belly of that curve is pretty chill for killer) - I'd say you're struggling on killer during the event.

    Personally, I hooked through many FL blinds and pallet save attempts - not because the timing of the surv was wrong but because of how the remote hooking works. Some people say spamming the button works, I'd argue you just have to hit it once at the right time. Insta breaking the pallet is good on all pallets except god pallets, there the animation duration does slow you down a little. "Trekking" to a hook is time of the time calculation; that's a good 10-30 seconds per hook a killer saves because they don't have to move to the hook and they don't lose sight of another survivor nearby while doing so, meaning they not only spend less time hooking someone, they also start chasing again way sooner - and in the case of pick ups entirely deny picking someone up while still being able to hook. That is a massive advantage. At least I perceived it that way when playing killer. The times I went "if only remote hooking wasn't a thing you'd be back in the game right now. Alas."

    The single most effective strategy survs have used that tended to get me way more often than it was supposed to was quiet mode + lightweight + lithe. I becomes really friggin difficult to track survs on some maps.

  • Played event SoloQ solely for the necessary challenges - well, and one or two more, e.g. the gen completion ones cause as killer I just don't kick gens so even if it takes ages on surv, it takes longer on killer. And yes, every match has been miserable - With the exception of some yesterday where I brought a full anti-tunnel build after that seemed to be the theme of the day again (even MfT which carried those post OTR chases so hard…) and it felt like getting petty but sweet revenge when lasting until all gens popped and people got on exit gates - bonus points for making it to the far-away corner to point at the killer before he downed me the last time.

    I did play very occasionally in a swf and that was much more chill - but that was normal mode cause everyone was fed up with the event mode.

  • Same, all been looking forward to the event… and were done after a few matches. I usually have 50 cakes on each character and my fav four or five or so get 400+ — this time around not even my most played charcters have more than 100. Just get through the challenges asap and that's that.

    When I look at my friends list… hardly anyone plays. If they do, it's killer or scrims.

  • @VomitMommy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3748027#Comment_3748027

    I don't need that with any killer... Your point?

    I can just use his power only for back revving and map traversal. It's going to be enough for most players and not difficult to do.

    But that's simply not even quarter of where his skill ceiling is.

    Nurse has higher skill floor, but not really skill ceiling.

    Blight has lower both skill floor and ceiling compare to Billy in my opinion.

    Like sorry, but the fact you can 4k against bad survivors prove nothing about the killer.

    I take it you consider most players bad extremely bad players then?

    Thing is; with stacked slowdown map traversal and depleting resources real fast is already enough to 4k against the overwhelming majority. A map that is a dead zone at three gens isn't a map you can win on against a Billy - well, against any killer, really.

    Which doesn't mean there's a low skill ceiling or anything. - But if you need to barely hit the skill floor to 3/4k the vast majority of your matches - why even bother? And how is it alright that a Billy who barely hits the skill floor can compete with the top few percent of survs?

    I sometimes see the difference; a Billy starts out with his skill-floor-results-guaranteed-appraoch, once everyone is death hook and there are about two or three pallets left on the map, he chills down and tries to actually outplay the pallets. And oh my, the bumps I've seen there. - And I know for a fact that an actually decent Billy can easily get around those pallets.

  • @Frogsplosion said:

    The real issue is maps have way too many pallets

    if anything the issue is that pallets are way too inconsistent. - Like vol4r said: you can find yourself quite often on e.g. a coldwin farm map where on one half of the map there's shack pallet, one regular tile (never paid attention to it but I really hope it can't be a TL) and one filler. So after one chase on that half of that map, that half of the map is absoluitely dead.

  • I get that it can be maddening - especially when some perks are in play. But we also know that just because something is maddening at times a) doesn't mean it has to go b) it's always that way. Anytime survs play for pallet and other saves, that's at least (!) two survs off the gens. Usually, one also hovers and touches a gen that's somewhat close but also always leaves it to jump in as back up if it looks like they're needed. That means you have effectively 1 person on gens, and one or two gens that get occasionally touched. That's tons of time, usually enough to bleed out the ever-saved surv with 2-ish gens left. The key is patience. Keep injuring the hovering surv(s), listen carefully, look at bushes, look at crows. If they then change tac and get gen efficient, it's still a somewhat hard match but pretty do-able if your chase times are good. If they're also really good in chase then I'm sorry to tell you: going down in a pallet isn't what makes the match hard.

  • @freddyfaz3344 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3742387#Comment_3742387

    it does not matter how many times you guys fix maps, these maps are totally unfare. Plus stop downgrading the killer perks like pop and scrounge hook did not need downgraded. Like how are you supposed to defend gens as killer if all you do is downgrade the gen perks. I honestly fed up by you guys saying this game is fair but in all reality it’s not. Even twitch streamers say that plus the fog whispers. Like in all honesty look how many of them left due to the bullshit, like don’t listen to the players about bugs and other stuff. All you guys do to relsolve the issue is come out with skins. I get it this game is fun and all but if this game keeps going the way it’s been going all the players will stop playing this game. To get people to play this game, 1. Listen to the community about stuff and fix the issues. 2. Stop downgrading the killer perks and the killers. 3. Stop buffing survivors perks and upgrade the killer perks. 4. Get rid of these hackers, there are so many hackers in this game it’s not even funny. Also fix all the bugs

    Why're you quoting me tho? 😅

  • Generally, yes, I suppose his zombies need buffs to compensate for his not having mobility and having an M2 that needs to be built up. - BUT survivors need to get points for dealing with zombies too; otherwise it's just a recipe for misery. If you have to deal with a killer power all the time but get ZERO reward for it (like Victor, e.g.) it's plain miserable.

    That being said: Giving the Zombies better pathing would already massively improve stuff. Like, I recently followed Norman around and lost count of how many pebbles he got stuck on (aka how often he was stuck in the ground with no obstacle anywhere).

  • @Sandt1985 said:

    Do solo survivors really need more help, though?


    I'd like to point out how many buffs solo que got in the past 2 years. Anti face camp, basekit BT, the new gen regression rework to prevent three gens, nerfs to gen regression perks across the board multiple times, a way for all survivors to see when another survivor is in chase, showing all survivors what specific action another survivor is doing at all times, the visual heartbeat, STBFL was nerfed, mangled was gutted, solo que has gotten a lot of help over the years. The one other thing they tried was basekit unbreakable, but that PTB it was tried in showed why that should never be attempted again.

    I gotta ask, what more do you want? Basekit 5 second DS? Basekit Kindred? The sacrifice meter freezes when the killer is nearby, thus guaranteeing free unhooks? Killer losing movement speed when they chase the last survivor that was hooked? When will it be enough?

    I assure you, I’m not trying to be rude or snarky, but at what point will solo survivors look at what they have and say, this is enough? More specifically, what are they actually looking for

    Don't frame it as "help". If you're supposed to get across a raging river but there's no bridge, asking for a bridge isn't asking for "help". It's asking for necessary infrastructure.

    Let me skip over the examples you gave since they are (safe for the HUD) not exactly SoloQ specific - and this is abut SoloQ, not survs in general and get straight to the "what are we looking for?"

    At this point? I would actually be intrested in trying two seperate Qs; The regular one where anything goes and one where everyone Qs up individually - but that also doubles as a no items no add-ons game mode where survs have baskit Bond & Kindred. Play around with some game modes to see which gives SoloQ a framework where they can actually go up against standard killers (hence no add-ons) without screwing killers over (hence no items)

  • Technically I like Billy - if I find myself on a tile that you can actually play against him. Of which there aren't too many.

    Plus, if a Billy doesn't feel like it, they can just zoom and snipe someone else / zoom and easily find someone who isn't on a tile that helps you against Billy.

    That's probably what irks me the most. Atm Billy can just nope out of effort. If they so choose they can just sniff up your butt until it's a guaranteed hit - which doesn't take too long, tbh.

  • I feel like a broken record at this point - but the "problem" Distortion has is not that it's too OP or anything. It's that it's the only tool available to do something about the ever growing number of aura reading perks killers can bring. If anything bhvr needs to figure out what perks could do that can deal with the plethora of aura reading while functioning differently than Distortion.

  • It's a yellow add-on though? It's niche, yes, and maybe it could use a small buff to the number - but as mikhail said; I too think it's meant to help you outplay certain vault-structures that would otherwise be pretty hard to get hits on.

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