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  • @HexHuntressThighs said:

    I run 4 aura read perks on Huntress and often survivors in EGC say I’m crutching on those perks, I need to learn game sense and that I’m bad for using them. But literally those same people are using Windows of OP! How is this not the same? Isn’t Window of OP literally game sense as a perk? Am I wrong?

    Nowadays 99% of the end game chat is either venting, mocking or just straight BM, just turn it off if you want to keep your sanity.

  • Always funny to read that getting bad teammates is the killer's fault...

  • @Spare_Them_Mori_Me said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3663603#Comment_3663603

    You assume the 'team' is the perspective. Solo'Q is just that: Solo'Q. Its gonna be different with solo'Q and SWF, but I mostly Solo, so for me, Distortion does as I said. If others get tunneled due to that, then the killer is just trying to move the reasoning, but its still them who tunneled.

    HOw can it be the survivors fault the killer made a DECISION to tunnel? Its still on them. But no reason to go further into this.

    Xernoton was talking about one dead at 5 hooks, how is that actually tunneling? Of course for those 2 survivors without distortion it will feel like it, but the killer is really not to blame here. What is the killer supposed to do? Ignore those 2 players, not use the aura perks they equipped? Go search for a survivor who might be hiding in a bush at the edge of the map?

    Ever heard about mental gymnastics?

  • Distortion is a perk that gets your teammates killed, especially in solo queue.

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3661533#Comment_3661533

    About 2 years ago I probably would have agreed but by now I think MMR isn't the root of the problem. It's our attitude. Old ranks felt pretty similar to how MMR feels now in my opinion. But people want to win no matter what. Meaning, that both sides will play as effective as they can, which forces the other to follow suit.

    This is one of the reasons I completely stopped running meta builds. I didn't want my MMR to climb to a point where I'd just get burnt out. The real problem is that many of us want to play nice but not if it means losing. If we were more willing to take a loss (or a few of them), then it would be easier for our MMR to adjust until we can play nice without getting stomped.

    The same would probably happen, if they went back to ranks. It might be even worse because then you'd have a feeling that you need to reach a certain rank. MMR being invisible has the advantage that it's no use even speculating on it. Meaning, that (at least in theory) players will be more inclined to care about how their matches feel instead of an arbitrary number, that tries to rank your skill.

    Exactly! MMR is just a different name for "rank based matchmaking" and uses different metrics - kills & escapes instead of emblems. DBD always had a matchmaking system, even way back when your earned BPs determined wether you ranked up or not.

  • Because people want to DC without the penalty.

  • Maybe not every P100 gets tunneled because of their prestige, but because they were the first to get hooked? Maybe they were easy to down? Maybe they BM'd and triggered the killer?

    Maybe not every P100 gets dodged because oh their prestige, but because of the other players in the lobby? Because they brought the fourth toolbox. Maybe together with the other 3 P100s they looked like a sweaty SWF?

    Maybe more people tunnel P100s because oh threads like this?

    Who knows?

    But yes, prestige and steam profiles should only be visible after the match. I expected steam profiles to be gone when this game released on consoles, but somehow they stayed.

  • Getting into the basement is not a problem? On the way out, the killer can block and delay exiting until basekit BT runs out.

  • People still mixing up killrates with winrates... happens everytime we get new stats, even people with thousands of posts

  • Ruin is still not worth a perk slot

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3612946#Comment_3612946

    I am well aware. He had a free down on Laurie and actually completely gave it up to chase and then hook me. She got up and reset with two other people.

    He also had PR and PGTW, further proving that giving Killers gen regression for not tunneling won't work.

    There also wasn't any reason to tunnel me after my next hook and hump me on the ground.

    Well, Laurie on the ground and you on second hook, PR is complete RNG and he still got POP for hooking you - much more advantageous than hooking Laurie for the first time.

    And yes, no incentive will make people not tunnel the first guy out. I know, some people claim this, but as long as the gameplay loop doesn't change, no incentive will help. Dev's could incentivice people to do totems by making it worth thousands of BPs, people will still ignore them and cry about NOED. Incentives never work.

    And the reason to tunnel you again... you were on death hook, nothing more to add. For the humping, maybe the player is just an ass, maybe a frustrated one.

    @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3613051#Comment_3613051

    I don't think the game is particularly hard for Killers.

    Frustrating? Sure, but not difficult.

    Of course the game is not hard if you tunnel the first guy out against teams like shown in your clips.

    That's why I practically stopped playing killer. I was one of those nice, "fair" killers, because I also played a lot of survivor. But the gameplay loop changed and I could either adapt by tunneling and camping or become he clown in most matches, getting teabagged at the exit gate with around 8 hooks and then trashtalked. So now I'm basically only playing killer for events, if even (and some games of Singularity here and there because they are just awesome ;) ).

    This might sound a little bit philosophical now but, difficulty makes people want to become better, frustration turns people into jackasses. And current DBD is the best proof for this.

  • Yes, but where are these " experienced professional devs" that you are talking about? 😁

    I've been playing this game since Nurse got released and the only three public devs that fit that description all left the company.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3612476#Comment_3612476

    It is, just not exclusively.

    He could've chosen to take the literally free down, especially since he had PR.

    C'mon, you have how many thousands of hours in this game?

    Laurie served you on a silver platter, farmed like a big fat pumpkin.

    Could he have let you go? Of course. But, you cannot expect the killer to play nice and stupid at the same time. This one is 100% your teams fault, mostly Laurie's. As soon as you got hooked, all three left their gens and ran towards the hook, even continued while getting chased.

    For the other videos... yeah, getting tunneled sucks but this is sadly the state of the game now. Also, when will people stop healing under the hook with no healing boosts, especially now that you can see, the killer is not chasing anybody? When will people learn to not unhook in the first ten seconds. People play stupid and expect not getting punished for it.

  • MFT was a mistake in the first place. Don't tinker with longtime movement speed boosts, it will not work out and only cause problems.

  • Charlotte without Victor is like Trapper without traps. And she has to replant Victor after 90 seconds.

    Which totem is a problem when playing against a M1 Killer without power? Even if it is Devour, by the time she got 3 stacks, all gens should be done.

  • Quite a lot of people are running it from my experience. Combined with resilience you get quite a nice boost.

    And, although I don’t like nightlight stats but most people here seem to have no problem with it, deja vu is the 6th most used survivor perk. With resilience taking spot no. 4.

  • It’s ok for solo queue, SWF groups running this are the problem. Coordination is the factor that makes strong perks / combos busted.

  • SB and Lithe were always meta. Not top of the top meta but still.

    Not everyone was able to hit „E“ during DH‘s prime time and not everyone was comfortable staying injured for MfT. So people used SB or Lithe instead.

    And just because there was one guy was complaining doesn’t mean anything. People are still complaining about dead man‘s or NOED but nobody takes them seriously.

  • Face camping was already long gone when they implemented that you can unhook from all angles.

    With this new „Anti-Face-Camp“ feature you can just guard the hook from a safe distance and when you see a survivor going for the unhook you can get closer and still get your trade, just like before.

  • No amount of perk nerfs will help you if the killer gets five hooks before the first gen is finished. Welcome to soloQ.

  • If anything, matchmaking needs to be more strict, doesn’t matter which metric it’s based on.

    Let the sweat boys play each other so the rest can have a better time.

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3581437#Comment_3581437

    That swapping of lobbies to get paired up with friends was exactly what the players did back in the weeks before SWF was added into the game. Imagine what that level of dodging would do to queue times and MMR these days! 😂🤣

    Good luck trying this today.

    Back then we had a lot less players and the game used steam servers, which you could easily change. Also, matchmaking back then was actually a lot more strict, when grades/ranks were used.

  • If the Devs would implement restrictions to SWF groups, forums and social media will be flooded with „you can’t punish/ restrict/ balance people for playing with their friends.“

    This BS gets shouted every time someone dares to mention that the power of SWF needs to be brought in line with solo players.

    Not even disallowing duplicate perks and items (like in most comp events) is accepted.

  • Yeah, it’s a pity.

    Gameplaywise one of my favourites, most fun killer for me since blight and wesker.

    But counterplay by experienced survivors is too strong and the camera can be pretty frustrating sometimes too.

  • At first I thought this thread was actually serious, but after mentioning 6k hours… yeah, nice joke, decent bait.

  • Count me in!

    Now all we need is a petition on change.org!


    (I wonder how many more people with thousands of posts will take this thread seriously xD )

  • Now imagine all those people that bought Stranger Things keys for hundreds of $$$,... poor souls.

    So we will finally see some upgrades for our demo boy? Stinky alien stole demos' tunnels, time to show some love to the original!

  • It definately got its well deserved nerf, can't call it anything else as it was the strongest survivor perk out there.

    But the perk is far from unusable. This nerf reminds me of the dead hard nerf; in the hands of an experienced survivor both are still very good but your average Joe will no longer enjoy that free 3% speed boost just for getting hit.

    Also, according to this forum or any other online platform, like 99% of all killers tunnel off hook, so getting into deep wound should not be a problem xD

  • @Neprašheart said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575874#Comment_3575874

    Then, like I have mentioned already, that's onto the killer.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575869#Comment_3575869

    Mhm, then let us disagree with each other. No need to talk about it any further.

    If DS works during endgame again, we would be back to the state before the nerf - killers tunneled during the game to get rid of endgame DS. And if you were not running DS, well... unlucky.

    And no, not every killer is tunneling anyway.

    But, buff DS back to 5 seconds!

  • Exactly what coco said above: people, more specific survivors, didn’t play like they do nowadays. Killer basics are way easier to understand; you saw a survivor, hit the hem and put them on a hook.

    Nobody was looping pallets or chaining tiles together. Camping pallets was the way to go, that’s why there where double pallets everywhere and brutal strength was one of the most picked perks. And hide and seek was more popular due to no second chance perks and barely any aura reading.

    Also the mindset of people was different, way less competitive, more casual and a lot more „meme’y“. When was the last time anybody saw an actual Dwight squad protecting their leader at all costs?

  • @JustAnotherNewbie said:

    You would think Flashlights are the most lethal item out there. When I run Flashlight and Background Player I rarely get a save (I'm not good at Flashlight saves) cause most of the time the killer is just looking at a wall and the survivor doesn't even bother to position into an open space.

    The only goated save I've managed was through the cracks of shack.

    I also got an upset killer earlier. He got his first down and I sabo'd his hook. He downed me and Meg Flashlight saved me and DC'd. That's like the first time I've seen such ragequit.

    Even if they are looking directly at the wall, just blind them from the side. I got blinded and managed to blind from insane angels. Sometimes I can’t even see the survivor in my FOV and still got blinded (without shadowborn).

    Timing is also no longer important, so just go for it, there is a good chance the blind will somehow register.

  • @okaayletsgoo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3569845#Comment_3569845

    The way healing has gotten nerfed to the ground you'll never get a gen done vs oni with any anti healing perks like sloppy, thanstaphobia, etc.

    I think once he hits power blood orbs on the map should all disappear and once he ends power they start pooling again from injured survivors.

    Healing did not get nerfed to the ground, self-healing got nerfed.

    And who the f* is running thana except for nurses doing their adept.

  • @Skaphegor said:

    The only thing about Wesker I'd change is his infection going up in chase. He gets rewarded for losing. That's not good game design.

    Therefore, I'd make the following changes:

    -infection no longer goes up while running or over time

    -infection increases while performing actions, e.g. repairing, cleansing, healing etc.

    With this changes in mind, he'll keep is slowdown. Survivor will have to take care to cleanse themselves, but Wesker will not be rewarded for playing chases badly and tunneling one survivor out.

    To his tech, it's up to the devs if they want to close holes in their code or keep them. it allows more depth to the character and once you learnt them, they're easy to counter. Very similar to Blight's hug tech.

    His cooldown seems fine. Wesker mains using Jewel Beetle to trigger the throw cooldown earlier and two tapping survivors. They should adjust the cooldown starting when the survivor hit an obstacles, not when throwing. That's s small thing that could be adjusted imo.

    Being in chase is called normal gameplay. I could just pre-drop 6 palettes in a row to keep a safe chase going - am I winning now, is the killer losing? Or am I causing my team to lose later on?

    But, my infection rate should be paused after I get unhooked until I perfom a conspicuous action - Wesker no longer gets rewarded for tunneling and survivors can choose to play it safe or push the objectives.

    If the infection no longer increases while running or on its own over time, no survivor would ever get fully infected.

  • Programming a bot to be able to mindgame and make reads on the human player is a lot harder than just giving them wall hacks and letting them keep the optimal distance.

  • Dead Dawg main building still has a chance to spawn a 100% infinite, correct? Haven’t heard anything about it being fixed in the last weeks.

  • @JPLongstreet said:

    One of my biggest gripes with using info from Nightlight is the type of players entering in their stuff.

    Casual players, who make up the bulk of the playerbase, aren't likely to go there in the first place. Especially console, who are by far the most players. So just veteran serious efficient ("sweats" too) are the ones using it the most. And it's hard not to assume players are just uploading picked trials instead of them all.

    Then there's the differences in region. The best example is the usage of Self Care. Long considered a "bad" perk in NA and Europe etc. the players in the asian servers have for years consistently run it and base their playstyle around having it. When the devs do put out stats it always shows Self Care usage way up there, something that will never be reflected on Nightlight.

    Now throw in it's in English on top of all that. I know there's nothing else really available to look at for DBD, but this cannot be THE source either. Just because it's all we got doesn't make it that reliable or useful worldwide.

    Absolutely perfect definition of Nightlight stats.

  • Boring to play as and against.

    Survivor is at a loop, summon guard, repeat until the survivor is in a corner or dead zone, repeat…

  • @AXZV46 said:

    I understand that this is being tested on some users my self being one of them I'm going say I view the change as negative I'm not a fan.

    Why?

  • @drsoontm said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542012#Comment_3542012

    So if you are roaming on a different floor (Midwich, The Game) you are considered as "camping"?

    Remember, as long as you are still on the same map after hooking, you are camping :D

  • Soon, I will finally be able to play with four perks on my killers! :D

  • Don’t hate the player, hate the game.

    BHVR knew exactly what they were doing when they released skull merchant.

  • When someone needs to mention "im iridescent 1"... two times... ;)

  • If people want a 1vs1vs1vs1vs1 game, splitting queues is the only solution, which will not happen, so it stays 1vs4.

  • Maybe that's the reason there are turrets in the game.

    If the tail attack is easy to dodge, there would be no reason for the turrets to break alien out of it's crawler mode.

  • @oNitrate said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3523776#Comment_3523776

    again, what about rift fragments and iridescent shards? I agree, customs make bloodpoints irrelevant

    why why do you need rift fragments or iri shards when you can play the way you want and be happy? Cosmetics? What for, nobody else except your discord can see you. Or just spend some bucks, seems like a small price for finally finding peace.

    no more stress, no more anger, no more 3-gen skull merchants, no more weskers, no more tunnelling. Just embrace the paradise of KYF and everyone, your discord and the people outside will be happy.

  • @oNitrate said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3523764#Comment_3523764

    hard to get bloodpoints in private match, otherwise i would agree. If me and my friends never had to play a public match again we wouldnt.

    Once again, another person ignoring the math above pointing out that in game time versus time spent loading/searching/watching is a real issue.

    In KYF you don’t need bloodpoints, you also have no lobby time, no waiting around, no killers dodging. And if someone dies, they can hop straight into the next KYF lobby, shouldn’t be a problem with hundreds of people. Sounds just perfect.

  • How about you and your hundreds of friends play some KYF?

    with so many people you should have enough variety and you can stay in your little bubble and play by your own rules.

    this way, everyone on your discord can be happy and you guys do not affect the rest of the playerbase in a negative way.

  • @Crowman said:

    Honestly it's just entitlement.

    Players of DBD have just gotten so entitled over the years and no matter how much the devs change based on feedback, people will just never be happy unless the game goes exactly the way they want it to go.

    Exactly!

  • Playing killer back in the days, right after BHVR fixed the most blatant infinites, was way easier and more relaxed. I can’t be bothered to look up the exact patch, but probably at the beginning of 2017.

    And this was not because of some buffs or nerfs or game mechanics that no longer exist, most people just didn’t know how to play survivor optimally, gens took way longer (survivors were way less efficient) and looping was still being discovered.

    Even with double pallets everywhere and no exhaustion, because killer gameplay is way easier to pick up. Nowadays as a new player you just go on YouTube and let explain to you how to play survivor the correct way.

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