Hanuka5
Hanuka5
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Make it so she can't ping pong around condemneding us
So you are talking about the whole team not tunneling or camping?
She only chases when she knows the player is moriable
Than pick up a tape and bring it to the video recorder sooner?
Killers shouldn't be able to just hit and run all the time.
why?
isn't fair in solo queue at all.
Sadly ATM that will not be minded. I asked in a thread to Nerf SWF a bit, so all survivors could be buffed but survivors and massivly against it. The problem is to make a mechanic thats not OP against SoloQ and not totaly weak in SWF. Sadako is weak against SWF especally if she doesnt bring the tape addon.
Out of interest how should a rework look like in your opinion? You allready have alot of counterplay against the ability with tapes and all
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@Venusa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541984#Comment_3541984
Removing hiding from a game whose foundation was built on hide and seek and saying it harms the game... That is kind of out of touch. It's suppose to be a horror game. Not everybody wants to be a 5 gen looping e-sports legend. Nor do they have the time to.
The "foundation" of hide and seek was lost a long time ago. Just check the old Videos of DbD, one reason trapper has so mutch problems atm is that nearly all high grass and dark places are gone. The game is mutch lighter atm. Its not primary hide&seek anymore, survivors got alot of counter material and nowaday know how to use it.
I mean just play DBD or watch any video and you will know what i mean.
Not everybody wants to be a 5 gen looping e-sports legend
I have no clue what you want to say with that.
@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541984#Comment_3541984
Well its an attempt to not completely remove all uniqueness from the perk, and the scream TR effect is pretty unique... but full disclosure I still think it's too strong.
Regarding stealth, I dunno I think it's a perfectly viable strategy. If the game is totally chase oriented that seems pretty boring. Just follow teh scratchies until you catch up.
Have you ever played Amnesia and Outlast? Amnesia is all about hiding and remaining undetected, whereas as Outlast is more about jump scares and chase. Amnesia in my opinion is the far more tense and immersive experience, and trying to play stealth DBD is similar. Now DBD isn't in the same league as a fully immersive out and out horror game, but is noticeably more tense when you're trying to hide vs. running loops trying to juice the killer... and just saying "no you can't do that cause the killer can always see you with aura perks" feels like a dumbing down to me. Also lockers... why have them if you can't hide?
From the opposing point of view, having aura perks always work reduces the engagement from the killer. I have managed to sherlock my way to finding a Distortion survivor a number of times, and using your game sense to guess and outplay a survivor is really satisfying... like when you have zero clues where a survivor is, and you ask yourself "did they hop in a locker?" And you're right... its a great feeling.
So while this is totally a subjective opinion, I can't say I'm at all against having things like Distortion in the game.
but full disclosure I still think it's too strong.
Why is the scream to strong? An aura reveal is much stronger. The difference is noone is running calm spirit and now people have to choose if they want to block Scream or block Aura reveal.
Also lockers... why have them if you can't hide?
For short term hiding. Its not the goal to make 5gens without ever beeing discovered or in a chase. There is a difference between a game where you can stealth and a stealthgame
and using your game sense to guess and outplay a survivor is really satisfying... like when you have zero clues where a survivor is
Check Gens. Im not sure are you playing DbD? There will be less and less gens that means the survivor will come closer and closer together. Its not possible for them to stealthwin the game. I understand what you mean but thats the past DBD not the current. And you can see on TCM that they will take the same path as DbD does too.
For a "steathlike" game the killer has to be way more powerful as the survivor and thats only the case on low skilllevel. For example as killer when you spawn, you can allready take an estimated guess where the survivors spawn and vice versa. Since the survivors have a minimum range where they can spawn
Atm if you "sherlock holmes" to find survivor you will take alot of time to do that and THAN you have the 2min. chase. You dont avoid the chasing phase, you are just delaying it
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Yes but Kindred reveals the killer aura when near the hook, that survivors can potentially play around if they want to get the survivor free. UW revealing and blinding survivors means, not only does the amper know when and where survivors are coming, they are Blinded too, so can't even have a decent chance of outplayed the killer.
I get the point, but this "hiding in locker" is not helping with this issue, why do you still want it for the active killer who runs around?
Yeah global notification, so people not immediately in the terror radius have a chance to hide.
Totaly disagree with this. In my opinion there should be no way to hide. In my opinion "off the record" and "distortion" are harming this game. Because they make "finding" perks, counterable. And do you know whats not counterable? Slowdown perks. We allready had the meta where killers played with 3 slowdown perks and took the game until forever and i did not like it.
Its very easy as worser "finding" perks are, as lesser people are gonna play em.
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Ultimate Weapon gives a loud noise notification to Survivors focused on the kicked generator.
I dont understand, the guys who are on the Gen knows when its beeing kicked or not? Or do you mean a global warning so everyone can hide in a locker for the next 15sec?
The Survivors are allready warned that they are spottet and they are in the outer range of the terrorradius. A normal Terrorradius is 32m A killer movespeed is 4,6 a survivor 4,0. To cap a distance of 32m if you just press W needs 53sec.
"It's literally anti-Kindred"
What do you mean by this? If you are beeing camped, by far your team still knows that you are beeing camped, from close they hear the terrorradius and know it too
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@GolbezGarlandGabrant said:
They have been getting nerfed. And SoloQ is suffering because of it. The only way to play survivor anymore is to SWF.
SoloQ is just easy 4Ks for killers. SWF ruins that for killers so it's no wonder why they want it changed.
BHVR atm tries to balance SFW+SoloQ vs. Killer. So if SWF play above average, SoloQ plays below average. If you bring SWF a bit down, and SoloQ a bit up, this doenst changes something on the average killrate.
Im not sure if you understand, the Average killrate will stay the same. So if you nerf SWF, this doesnt mean that you buff killer (maybe short term until the next patch), this means mainly that you buff solo Survivors. BHVR allways checks the average killrate and tries to balance the game on it.
What you are also saying is that Beeing not able to stack perks and Items are a big disadvantage for SWF groups, and i disagree with that. I think its a small disadvantage AND improves the game for everyone since more variety can bring more fun into the game
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What do you mean with your question? Why should the game consider you "high prestige"?
The Matchmaking has nothing to do with your prestige ranking if you think that
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@SimpleTora said:
Excluding archives why do you feel the need to sweat. I'm not throwing shade or trying to start an argument but I had this convo recently with a killer and it got me curious.
For context: The killer was (clearly) new to playing Nemesis, didn't really have a grasp of the tentacle yet and spent most of the game missing every single one and couldn't really keep up with us survivors. We weren't running meta builds either and were all solo everyone was kinda just doing dumb stuff and the killer still struggled. After awhile he got 1 person and tried to camp them (we still had 2 gens left to do) and this was his first hook. Game went on for awhile due to us trying to prevent that person from being tunneled. Lot of slugging and trying to get 1 person out and eventually they got them and nearly had all 4 of us for trying to protect (but I ran all 4 boons so we just picked ourselves up and reset) end game chat was me wondering why they cared so much about the kill when their reward would be better players and they clearly can't handle casual ones.
So I got curious and came here to pick peoples brain on why exactly they sweat. I don't mean "Oh I wanted to secure the kill because I needed someone out" or "running meta perks to get help vs nurse/blight"
I'm talking about people whose intention is to use every single advantage (no matter how tiny) to win the game. Nurse/Blights with the best addons and a map offering who play like their life is on the line or SWFs who bring map offerings and the best items and meta perks while they have comms to completely dominate the killer without them getting so much as 1 hook.
Vs a casual opponent typically nobody has fun because you dominate so hard they don't get to do anything and nobody really gets to play and vs someone who is also sweating nobody has fun because of just how evil you have to play to win.
Honestly i dont care anymore. If i go out of a game with 0 hooks or with 4k. The matchmaking is so unbeliveable unstable and frustrating.
I think the mainfactor of your win/loosing has not mutch to do with your skill and has more to do with your opponents. Sometimes the game matches you with Godlike players who stomp you into the ground and sometimes with newbies who dont know that they can threw pallets
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@Halloulle said:
A year and a half or so ago I would probably have agreed. - However, at this point in time the trajectory is kinda clear: the devs aim to close the gap between solo and swf. They do that by bringing SoloQ up to swf, or as close as possible, anyhow. What does that tell us about which one is the baseline/the standard? It's swf not soloQ.
They do that by bringing SoloQ up to swf
That woud mean that you are buffed when you play SoloQ. How are they doing that? I mean they are not nerfing SWF (that would mean bringing SWF down to soloQ) how is soloq players are beeing buffed that they make up for not knowing the other survivors and having no communication?
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@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/391168/make-playing-against-swf-opt-out
If killers could opt out of facing SWF those survs would never get a match.
With something like half of all survs in at least a two-man group (threes and fours especially are far less common) this change would wreak queue times for everyone and destroy matchmaking.
This cannot be the solution.
I mean if all killers hate to play against SWF, maybe its time to change something?
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@adaw0ng said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540231#Comment_3540231
Nobody gives a damn about mathematics if I am telling you I played through that and it happened like that, and it’s my experience. It’s like telling somebody they didn’t get assaulted twice in 4 months because “akshually the statistics says that assaults happen only 1.3 times a semester in your area”. Like be serious for 2 seconds. Also you are late to the party, this was during the peak of the “chess merchant” video brainrot. End of interaction!
What i am telling you that its very unlikely that it will happen again and you can just go on playing :-)
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@Aven_Fallen said:
You wont have to worry about it being "abuseable" if you dont camp in the first place.
But dont worry, knowing BHVR a anti-camp-mechanic will be bad against camping.
The first one is a "If you've got nothing to hide, you've got nothing to fear" argument and out of the same reasons kinda stupid.
If you really think thats the case, lets just make if a killer stays 10sec in the radius of 12m the Survivor instandly finish all generators and win the game.
I mean, if you dont camp there shoulndt be a problem with this mechanic right?
How i said, i think BHVRs mechanic is not the best solution against camping.
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You can do it here:
https://support.bhvr.com/hc/en-us/requests/new?ticket_form_id=9329839132180
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@BillToLast said:
I see many people with a severe case of skill issue complaining about this perk and asking for a nerf.
You can easily counter it by either running Calm Spirit (which is now thankfully a more viable perk) or simply moving in an unpredictalbe direction the moment your position is given away.
As survivor you can pick 4 perks.
There are 112 Killer perks, and you say one perk is that strong that you should allways equip a talent thats almost useless when killers are not running that perk?
Sounds pretty strong to me.
As only killer player im not saying that it is OP but it is the strongest informationperk we have atm. And i really hope that it will stay because now Surivors have to choose if thy play Distortion or Calm spirit. If they use both, they block allready 2 perks
I mean its like Nowhere to hide, just stronger.
- Its based on your Terrorradius, so for most killers 32m instead of 24m (nowhere to hide)
- It stays on for 30sec instead of only 5sec
- Its easier to activate
- its faster to activate
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@adaw0ng said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540085#Comment_3540085
Insane to call somebody’s objective experience an exaggeration. Next time I will open stream just for you so you can check and compile the data of my games! So unserious.
”Welcome on our side”. I was so sure you’d try to turn it into an Us vs Them moment.
bye! 👋
Its called statistics, i know math can be frustrating sometimes :/
It is a "Us" vs "them" moment. Because some players are benefiting from this system and some players are in a disadvantaged. It has nothing to do with killer or survivors per se, more with the players who play em.
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The Pickrate of skullmerchant is around 1,4%
So the chance of getting her 4 times in 10 games is like 0.00074%. I think you exaggerate it a bit.
Shes the 4th rarest killer that is getting played. If you really hate her that mutch just AFK or suicide on the next hook. I mean thats what killers have to do against bullysquads too. Welcome on our side.
Since a rework is comeing (hopefully) soon, i think its only a matter of time until this is fixed
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@Rickprado said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3538762#Comment_3538762
- Yeah, make Dried Horsemeat basekit, tied to patrol range (as this addon is the best one in long range patrols)
- I think the guard patrolling an area for a time, even when you intented that guard to chase someone, is a fair punishment for the Knight missing his power - its part of his counterplay. Although i agree the Jailer patrols for too much time, having the ability to cancel your guard at will would make the Knight a killer with no punition on missing his power, what i think its not healthy for the game. You also need to remember that even you miss a patrol, the guard can catch another person entering the guard field of view by mistake or at least lock the loop for a while.
- Buffing the guards hunt base speed can be quite a problem, as this will incentivize three gen and camping playstile with the Knight - we don't want another Skull Merchant. I think only Jailer needs some tweaks, as Carnifex harass a survivor for 24s and can be used as a form of slowdown and info.
The Counterplay against Knight is pressing "W". The knight allready needs to stand to use his power and if he puts his guard close they need 2,5sec. to even activate, whats alot.
AND you can pick up the flag to end the chase and get a speedboost.
Thats the counterplay, and as knight players we can only be happy that people still figured it out. Since the guard is not cutting your way but only following your path, you can just use any obstacle to do 180 and catch the flag. You dont even need an obstacle or loop, its only important that the halfcircle you walk is not to narrow
the guard can catch another person entering the guard field of view
Would be a point, if there wasnt this big green circle, so every suv can see the range and easily avoid it.
Beeing a M1 killer without an ability for 24sec is NOT a good thing.
Buffing the guards hunt base speed can be quite a problem, as this will incentivize three gen and camping playstile with the Knight - we don't want another Skull Merchant
No thats ATM the case. How you said the Jailor is good in "locking things up". If you could stop your power by pressing your powerbutton again (and than your guards are on a cd for idk 3-5sec) , this woulndt change anything in a way of 3gens, but it would make it more useable in chases
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@zbychutr said:
Has it always been this bad with hitboxes?
I took a break from DBD for some time and came back this year. There are so many instances where I get hit and it just looks weird and unfair. It’s frustrating and today this pushed me over the edge.
In the video below I get hit twice. The first time looks absolutely horrible. The second time I don’t even know what happened. The hatchet seems to be far behind.
Here's a gif in case the link doesn't work.
https://us.v-cdn.net/6030815/uploads/ERKOD7B2KLP6/ezgif-3-bc3cf630a5.gif
Maybe this is latency? If so, why is there no killer icon regarding bad connection? My ping is around 40ms.
Or maybe this is normal and it has been accepted that this is how the game works. This is my first post. I apologize, if something’s not clear enough.
There are 3 things:
1.) Your hitbox is bigger as your body, its basicly a vertical rounded cylinder, if you sprint or "lay your body" forwards, the hitbox is still only vertical.
2.) The hitbox of the hatched is spherical, so the hitbox is a big Ball, not an Axe.
3.) Killer ping matters not yours. If the killer hit you on his screen you are hit. Here is a good example where you can see the paradox of it:
Taken from a stream at https://www.twitch.tv/Slate.Live every weekday 11am British time. -
@Spirit_IsTheBest said:
In my recent games, I have been noticing a lot more P100s when I was playing both either killer or survivor, and a lot more people on the forums have been saying they see p100s as well recently, and let me get to the point, they are not rare to see.
And these people were talking about have put hours into YOUR game grinding and finally earning that p100 for a simple title, no rewards at all, simply just a title? And recently you confirmed you have no plans on adding any reward for people who grinded to p100, very shameful and laughable.
The prestige system is a joke, it's been implanted a year ago, no changes yet, do you developers care? That's a serious question, I do understand that you have other important stuff to fix, add, etc. But please give more attention to your prestige system, add SOMETHING.
I think they are kinda "rare" because there is no use to lvl up a killer that far besides wanting to have prestige 100
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@JonOzzie16 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3538929#Comment_3538929
Oh okay, tell me how it's unbalanced?
And after 7 years I think it's clear that those issues have no fix. This is dbd.
All 3 maps?
Fusebox on Gasstation if its spawns outside, Familyhouse if you dont have a cook. In both cases you can open the basement before he killers are in the main area. On slaugherhouse you have the watervalve in the basement whats basicly undefendable.
The problem is that people are allways crying. Even in the 1.0.0 DBD, when Victim could be unkillable with a healing build for 2minutes, since they could heal themself faster as the hitcooldown of the killer was, they cryed for "nerf killers". DbD had no exhaustion so you could pair multiple speedperks like Spirtburst and balance landing. Since there was no exhaustion you could activate em multiple times in a chase. With the perk "self healing" you could heal yourself faster, as you can heal other persons now. Infinite loops existed, instablinds, instaheals and so on.... And what did people say? "Nerf killer" and that its balanced how it is.
The thing is that you cry about "survivor nerfs" but survivor started in a godlike state in DbD. The problem is that there are alot of different skill level in dbd. Just because something is balanced for you doesnt mean it cannot be unbalanced in a higher or lower skilllevl as yours.
A good example is the nightmare. When he was published, he could not attack anyone whos awake, he dindt had snars or anything. His power was that after 7sec you fall asleep and thats it. You could still wake yourself up with failing skillchecks. So if you pick "self healing" you could heal yourself, fail the first skillcheck and wake up (what means he cannot damage you anymore). So he was absolutly garbage, and the patch after it he got NERFED.
Why? Because on the low skill level area, people did not bother to read the ability and never woke themself up. There is no "fix" since there are so mutch different skill levels.
Check out the DBD tournaments and how mutch addons and perks they banned because they are too strong or promote a gamestyle thats not considered good. For example list of banned perks survivors:
Ace in the Hole, Aftercare, Alert, Any Means Necessary, Appraisal, Autodidact, Background Player, Better than New, Blood Pact, Boil Over, Bond, Boon: Circle of Healing, Boon: Dark Theory, Boon: Exponential, Boon: Shadow Step, Borrowed Time, Breakdown, Breakout, Buckle Up, Built to Last.....
and all that is banned to balance the game for high lvl survivors and killers. What you are asking is fixing dbd for high- mid- and inexpericend survivors. And yes thats just not doable.
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3 continuously hooks on the same survivor. And only as long as at least 3 survivors are alive.
When only 2 are alive i try to end the game asap
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8. TCSM is just a better game. Very balanced. And I'm very excited to see what they do with it. I hope it doesn't get the DBD treatment with nerfs and buffs every single patch until the game is just an unbalanced mess.
Did we play a different game? Not even the Devs of TCSM are pretending to say that its balanced.
6. 3 genning,
I dont understand, what exacly do you think should happen here? What change do you wish to happen?
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3538697#Comment_3538697
Yeah, I am aware. Huntress requires a long charge period to reach those speeds though, whereas Slinger's is always that fast in a fraction of the time.
Im not sure, and thats why huntress axe should fly faster?
How Myers said the hitbox is mutch smaller.
The problem is that the hitbox of survivors are not exacly where the survivor is (besides they are standing). When they are injured or sprinting, the body is clipping out of the hitbox, since Deathslingers spear has a very small hitbox, you can hit the Survivors but he counts it as miss.
The hitbox of the hatched and spear is not as you might think an Axe, or a rectangle, no its spheric. It goes as same in horizontal as it goes in vertical. Thats why with huntress its way easier to hit the survivor. because the hitbox of her axe is just very big.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3538753#Comment_3538753
I can't ever say this enough:
Gens are not the killer's objective, survivors are.
It's a 'killer' role, not 'saboteur'.
Ideally, you never want to reward a stalemate scenario with a win for either side. You want *less* incentive for anyone to hold the game hostage, not defaulting to a win if you can intentionally drag out the game until it times out.
Simply ending the game with 'current BP for everyone' is at least slightly better than what we have now. Survivors can't physically even come close to maxing the survival category without the escape bonus. The other option is that the server force disconnects all parties with 0bp, and everyone loses equally, which is worse by far.
Gens are the object of the survivor. If they just ignore there object, there is not mutch what the killer can do. If you dont have enoth finding perks, you will never find the survivor when they try to hide somewhere in the map. The killer is just the antagonist of the game, their object is to stop the survivors from escaping.
Thats why THERE ARE GENS. Thats why its not just hiding for 30 minutes. When the survivors are not doing gens and are hiding. What is the killer suppost to do? He cannot do anything when the survivors are not doing it. Its the object of the survivors to make 5 gens, than open the gate to escape.
Im really confused from your statement.
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"For the Dried Horsemeat, i would suggest something: rework completly this addon and make the extra hunt time tied to total patrol path distance, gaining 1s from 10m total path to 4s at 32m total path. This would incentive Knight players to play more strategically with their power, rewarding then to predict where survivors will go instead of just dropping a guard into a loop (i will talk about that later)"
You mean remove the addon and make this effect basekit?
Although Jailer can be crucial to get a hunt against of a stealth survivor, his speed and chase duration makes him kinda lackluster when compared to the other two.
Not only that, its also the long patrouling time of 24sec, if he doesnt gets in a chase because you placed him wrong, your power is than blocked for whole 24sec instead. What we want (in most cases) is
- High movespeed
- Long chasing time
- short Patrol duration
High movespeed and long chasing helps us to catch the survivor. short Patrol duration helps us if we misplaced the guard in chase to get our power back.
I think if we could despawn the guards by pressing our power again it would help us alot
I like the other stuff that the knight gets a bonus depending on what guard he has.
I think one major design flaw of the knight is that holding "W" counters his power pretty well. Without addons:
Carnifex will make up 2,4m distance in a chase
Assassin will make up 4,8m distance in a chase
The Jailer will make up 1,2m distance in a chase
And thats... not mutch.
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@Seraphor said:
30 minutes and the game ends as a draw. Killer gets credit for any kills made before that time, everyone else is treated as a hatch escape without the 7000BP.
If thats the case, lets say the game is at 25 Minutes 3gens left and only 2 survivor, what is stopping the survivors from just hiding (for example in lockers) for the 5 minutes remaining?
On the other side, lets say only 1gen remaining and 25min, now the killer will do everything to protect the last gen and the gates for the remaining 5 minutes (how its suppost to be)
The problem is that if survivor "win" or "draw" this way, nothing can stop em from. ATM we see the problem with skullmerchant and some players who play it this way (its annoying AF) with your Idea it would be a solution for every survivor in every game to at least draw it.
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@ReverseVelocity said:
I think adding this to Rickety Chain would be a good idea. Deathslinger's projectile is already so fast that making it even faster would be kind of insane, but having the downside of the Rickety Chain to balance it out could be the way to go.
Plus it makes sense practically. A lighter chain would make the Spear travel faster.
Just as Info, the projectilespeed is as fast as huntress when its fully charged (both 40 m/s). Since Huntress can use addons; with addons her axe can is faster as Deathslingers projectile
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Can i down someone with the claw traps? Because if not that sounds like a weak twins. If you can, it sounds like twins; where is the difference?
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This perk does not deactivate when you become exhausted but increases the timer speed by 10% when use a exhaustion perk!
So Exhaustion perk cool down in 36sec instead of 40sec?
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I use it on knight together with sloppy and on executioner besides that the usage is very limited.
There is not mutch benefit from a "hit & run" tactic because
1.) alot of healing items
2.) some survivors are playing an injured build and wont heal themself the whole game.
3.) There are better infoperks
There are just better Infoperks nowaday :/ I mean together with sloppy its a good perk, since you injure the suv. than they heal -> you come they have to run away and loose healing progress. But that allready blocks 2 perk slots.
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Disagree on it. BHVR dindt answered alot of question and tried to stay vague in as mutch points as possible. Instead of using the time to anwer "real" question they answered bait questions.
I think the only game relevant question they answered was to "Made for This" and skul that it "adressed". People are basicly saying since years "what is with trapper" "what is with freddy?"
They said skullmerchant might be reworked. Not when or how or anything. They could just have said "we try to make it until the next patch but we dont promise it", and people would have been happy.
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@UndeddJester said:
Don't think you can really call it "toxic" for a survivor to try and crawl away while slugged to try and get hatch...
I'd actually commend them for trying...
https://y.yarn.co/d180dc29-57a8-45a9-aca6-e3740e9d5b84_text.gif
Thats what i was confused about too, some survivors are saying its toxic but than they slug themself for 4 minutes. I agree with you that its not toxic (as long we are not talking about slugging 4 survivors until the end of the game instead of hooking em)
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3537531#Comment_3537531
Yes, basically it's pretty lame. Unless you can see the last survivor or something like a missed skillcheck gave away their location... it's pretty lame. You can argue that patrolling the gens more will hopefully find them, but ultimately your doing what others are stating and scouring the map LOOKING rather than entering a chase. The downed survivor can tell the difference when you run off in a direction away from the teammate they can see the aura of.
If you are for example down on 2 suv 1gen.
One survivor is trying to get you away from the gen, while the other is doing the gen. So if you down the last survivor and you just check the gen you have a very high chance to catch the last suv.
Often you catched them together so you also know on which gen they were working on
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@Thusly_Boned said:
https://forums.bhvr.com/dead-by-daylight/discussion/390815/slugging-cannot-be-that-toxic
A lot depends on context, but often times what you're describing is a "if you're gonna waste my time, I'm gonna waste yours" mentality from the slugged surv.
It's one thing if you down the next to last survivor and the last one is right there to chase, but if the killer downs you and then scours the entire map for minutes because they are thirsty for that 4K, it becomes kind of an FU situation.
I usually won't move, but if I know the other surv is no where near and the killer goes off on an expedition to find them, I will often just crawl to the most well hidden spot I can find and then go get a snack or something.
Why? Because slugging for the 4K like that is lame as hell.
So if the killer Slugs you for 30sec to kill the last one and get the 4k its "lame". But if you slug yourself for 4 Minutes to avoid him getting the BP (because you cannot deny him the 4k) its somehow a resonable thing?
@indieeden7 said:
At that point, they do it to try and prevent you from getting points. If you're going to make them sit there fir 4 minutes, they're going to try and make sure you don't get many points for it.
As killer i never try to slug suv. for 4 minutes, but often at the end and only 3 gen left i mostly know where the last 2 survivors are soa after i down 1 suv i go quick there and down the 2nd one, hook him before i come back to the first surv. to hook him.
So i try to make it as fast as possible. But often in that time the first suv. tried to crouch away and slug himself for 4minutes.
And before we misunderstand, i really dont mind that mutch if you slug yourself for 4 minutes. It just surprised me when i saw in a youtube video that "sluging" is from some people considered toxic.
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@09SHARKBOSS said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3537255#Comment_3537255
fair but if this game actually has skill based matchmaking then mine is broken because i win 90% of my games- 3-4k
How i said it doesnt have a skill based matchmaking / has only a very loose one.
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@09SHARKBOSS said:
i have 20 days on the game and i pal pretty well
Yes the "lower MMR" players are away from the other ones, the time will come. And yes really noone is doubting tha the matchmaking is pretty ######### and sometimes you get babys as enemys and sometimes they wipe the ground with you.
https://www.youtube.com/watch?v=2kCWtRRVfx0Here is a explanation for it
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@Rizzo said:
Blocking stops communication, it doesn't prevent matching with them.
Thats very sad but thanks
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@Seraphor said:
Is there any reason why any killer would opt in?
Because he wants the challenge?
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@legion228 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536585#Comment_3536585
bro if i would get vs strong people then i would be so happy because i can finally test my truly skill
and i killed party not 1 time
For strong people you have to play against SWF or just luck based. There is only a very loose MMR system, I think there are 2 MMR areas below average and only one above average.
So as soon as you play better as 50% of the players (whats not very hard) you might play against people with 4000hrs or against people with 150hrs.
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@legion228 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536563#Comment_3536563
xeno huntress blight master mind legion wraith are most used and these killer are hard to loop
i played alot of killers and i didnt had any problems with them
im iridescent 1
im iridescent 1
What is that suppost to mean? That not very attached to skill^^ All players in DBD can be (if they play enoth) in iridescent 1. Since you only loose pips and not Ranks.
Grades are a Ranking Game Mechanic introduced to Dead by Daylight in Patch 5.2.0, replacing the now obsolete Ranks. Grades, unlike the old Ranks that they replaced, are not used for the Matchmaking-process and merely represent a Rank-Reward System for each Ranking Season in Dead by Daylight. Both Killers and Survivors have a separate Grade that is shared amongst all Killers and Survivors respectively. It is important to note that Grades are merely a feature to show one's progression within a givYes the most played killer, are killer who dont have a high disadvantage from Movespeed changes or dont need to play loops. Thats why people play em. They can ignore a major part of the skill of the survivor.
Thats why Nurse is called the strongest killer, if you are a good nurse it doesnt matter how good a survivor is, since she basicly ignores the skill of the survivor.
But i mean really, 20% is a huge amount how can we even talk about that?
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@legion228 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536543#Comment_3536543
20%? omg so much totally cant counter this with mind games :sob:
It takes alone 20% longer until you come at a point that you can mindgame. 20% means the survivor can make it to the next loop. 20% longer to catch the survivor even when he just press W.
That 20% is alot shoulndt be so hard to understand.
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@SabercoderedYT said:
Is there anyway to code, that if a killer is within "said" radius of a hooked survivor, the killers speed and perks will be nerfed? If they are let's say, 10m of a hook for 5 seconds they become powerless and movement slowed? Just a thought .
Than hooks would be a safe haven for survivors. I mean im not sure but it sounds abuseable.
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Yes she is and shes unfixable.
She allready has a very high skill ceiling what makes it for newcomers very hard to play. But her power makes her unbeatable if played correctly, and you kinda cannot fix that without destroying nurse.
I mean shes allready slower as a survivor, and if that cannot stop her from beeing the strongest char, what can?
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Got a display error :/ How can i remove this message?
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@Venusa said:
Also why are we rewarding people for playing the game the way it was intended? It's like paying people a monthly salary for each month they didn't commit a crime LOL.
Rewarding behavior that's positive, or that's moving in a positive direction, is far more powerful than punishment. You can read that in basicly every psychological study.
I dindt read something about a "anti-camping mechanic" how will it look like and when its gonna be implemented? Can you maybe link something? Sounds very interesting
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@caipt said:
I'd be fine with this in the inverse. Instead of giving the current hook times when in range, and speeding it up outside of it, add 30s to hook stages when within 24m and keep regular times right now.
How about -30sec when you are outside of 24m and +30sec when you are inside?
@Venusa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3535405#Comment_3535405
Hook timer running out faster by default? Stricter time and planning for people who don't have a verbal communication? You don't have to think longer than 3 seconds to figure out how this makes already-miserable solo experience even more frustrating.
Its running out faster if the killer is not camping. I mean since i read alot of crying about camping i thought about a solution who would reward killers to do it.
And no its not like "Monstrous Shrine" is now an OP (or even strong) talent that rips the balance of the game apart, so im not sure why you think making it basekit (in a weaker version for example 32m instead of 24m) would
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@MikeStev said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3535329#Comment_3535329
Outside 24m hook progression faster
Inside 24m hook progression normal
Take example this situation, you running to save but survivor on hook almost phase two and the killer going back to hook, usually most survivor can do is trade.
With Reassurance you can buying more time and then call more survivor or simply plan new strategy to save survivor on the hook.
And Don't forget, Monstruous Shrine also make all basement hook become Scourge Hook.
How i said i would be open to 32m instead of 24 since its basekit. I guess you dont need Reassurance if the killer is more as 32m away. Normaly you need Reassurance against camping and not against "the killer is far away".
So i dont understand your point why you need Reassurance if the killer is more than 32m away (to benefit from the change).
The evil thing on basement hook are that they are campable but if you camp them the effect wont be activated anyway.
@Venusa said:
Yes, let's nerf soloq even more!
Im not sure how the killer beeing far away from the hook would "nerf soloq" can you please explain?
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@Crowman said:
FtD in theory is better on hit and run killers that utilize undetectable or oblivious. Since Ultimate Weapon requires a TR.
FtD is barly viable in any scenario, the fact that you need to be undetectable or oblivious to make it even work against survivors close to you doesnt make it mutch better.
"To have a terrorradius" is mutch easier as "To have not a terrorradius"
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@MikeStev said:
I think the problem is Ultimate Weapon not Face The Darkness
So you mean "Face the darkness" was played alot or valid until ultimate weapon was released? I disagree
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@jesterkind said:
Face the Darkness is passive (thus interrupting actions more), tied to a hex (which can be a positive, since it drags survivors to find and cleanse it), and it shows auras (making it better tracking).
I've not played with the new perks on other killers yet because I don't have the Xenomorph, but I would be pretty surprised if Ultimate Weapon is actually stronger than FtD, at least on the killers that make use of FtD well.
Disagree, a Hex is never a positive thing. To have the effect the whole time would allways be best. Imagine RUIN without beeing an hex or blood favour.
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@Evan_ said:
FtD works as global, though somewhat tricky Totem-defense. As long as it's active and Thrill is in play, totems can't be cleansed as screams interrupt it. It's fun!
Hmm i mean that you have with alot of work a medacre result. I dont think thats so good
But i give you that, i dindt thought about that combo
edit: I tried it it doesnt work, even with nightmare where they barly are in your terrorradius its not working. Since the condition is too hard to hold it for the game. You need to injure 1 survivor, and are now allowed to down him OR let him heal. Thats basicly impossible while playing the game.