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Hexling

Hexling

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Hexling
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  • @Yagot said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687867#Comment_3687867

    https://us.v-cdn.net/6030815/uploads/5PQKAEWVFTVN/dv3adlt.png

    That's not true, I play a little more survivor than killer. I record all of my games on nightlight, where DS is the 10th most popular perk when I play killer. I'm surprised to see a lot of people in this thread unaware of how good and popular the perk currently is

    Okay not to be an ass but you only have 260 games played. Its not that good of a perk.

    fsdsdfdf.png sfddffs.png
  • @OrangeBear said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687939#Comment_3687939

    We have though? For like an entire year ds had 5 second stun plus the deactivation conditions.
    Yeah i agree the endgame usage was the main complaints but the 5 second stun was very powerful, many people say this. It's why tunnelling was on a rise when it got nerfed. It's why they buffed OTR to replace it.

    They also found that otr does nothing and they also changed the distance surviors got after the stun because they didnt gain as much distance anymore. A lot of things have been changed including the stun duration on killers in 6.1 so well see how it plays out.

  • @OrangeBear said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687932#Comment_3687932

    Nah it's gotta stay meta to keep the fear there. Once people feel comfortable to take it off, they'll get tunnelled and put the perk back on again. That's what happened before

    No back in the day killers would sit out a locker wasting time and the reason they complained was because end game you could get taken off hook be at exit gate and crawl out. I used to hop in a locker waste the killers time and not even have the perk. We have never seen the perk actualy give you more then 2 sec to get away and be disabled after doing an action. 6.1 was the first complete nerf of the perk description we have now.

  • @BlightedTrapper said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687768#Comment_3687768

    I'm curious what you would consider a "bad" perk? A very experienced player like Otzdarva considers it the 12th strongest survivor perk. Would you argue he's completely wrong, or is any perk outside of tippy top tier bad in your eyes?

    https://us.v-cdn.net/6030815/uploads/XY513W2I9YDO/otz-tier-list.jpeg

    Ahhh yes the god and lord savior otz darva who is terrible at survivors tier list lol… The reason dead hard sucks is because of server stability its like 99% rng.

  • @OrangeBear said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687922#Comment_3687922

    Well that last part is true but i still believe it'll be in nearly every loadout if it goes live

    It will be untill killers stop tunneling.

  • @OrangeBear said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687906#Comment_3687906

    I don't believe that. It was very effective at dealing with tunnelling. Everyone on forums who complained about tunnelling would just get told to use DS.

    It wasnt and we wont know until we find out there was never an in between to see how it worked.

  • @OrangeBear said:

    I don't like the DS change because it's just moving backwards.

    It was changed because it was meta, highly used. It's the anti-tunnel solution, and it's behind a paywall. All these problems are coming back with this change. Survivors will probably start using it offensively again, like forcing a wesker grab to get a DS off. It's gonna be annoying.

    It's also not even that bad of a perk right now. I see it fairly frequently as it is and it does make a difference when i am playing killer.

    Something else should be done to address tunnelling.

    I'm disappointed i really thought they wouldn't go backwards on this. I hope they reconsider before this goes live. Maybe make it 4 seconds or something.

    No the only reason it was meta was because it worked after the last gen.

  • @100PercentBPMain said:

    Nah bro they're coming for dumb tech next

    I wouldnt be surprised.

  • @Yagot said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687823#Comment_3687823

    What? DS is comfortably meta at the moment. It's an S tier perk already, so that's why it's strange to see it getting buffs

    I can tell you dont play much survivor. Its meta lol? Its only use is not to get tunneled out of the game for new players in 2 min of a game and you still have to use 3 perk slots dh and otr to make it even viable lol.

  • @concubined said:

    With the current state of Decisive Strike where it's only a 3 second stun, good survivors knows that it is still a great perk, we understand it only means we need to path somewhere with resources we can work with after the stun. Raising the stun duration to 5 seconds only limits survivor skill expression by making the escape guaranteed, specially against weaker killers but really it's just a huge time waste for your team to rush gens.

    A common misconception is that as a survivor you have a right to not be tunneled, with my own experience I can't count how many times I've watched ttv survivors literally report me for tunneling as if it's a bannable offense and have hate mails/threats sent to me for tunneling all the while I have never BM'ed (it's a waste of time not spent on pressuring gens). You are not entitled to the killer not continuing to pursue you after you've been unhooked, and anti tunneling perks and basekits are not a birth right as much as they're starting to appear to be.

    Remember the very first meta shake up that had very positive impact as far as survivor builds finally having some diversity? Well prepare to see DS on every survivor in every game. Because this patch is the great flood on everything that’s good and holy and DS is the only passenger on Noah’s ark.

    You know how killer’s “meta” builds are basically 4 gen slow downs? Well this is the survivor equivalent of that

    https://us.v-cdn.net/6030815/uploads/FZBGNQGF9ZMM/img-7743.jpeg

    but you don’t see survivors running this or is even considered meta, why?

    Now imagine killers have the opposite equivalent of “DS, OTR, DH, Adrenaline” basically 4 perks to ensure you can tunnel out a survivor. Oh ya and now imagine the killer have that times 4, that’s survivor meta for you.

    I mean if you knew how to count how long it actually works would be a start its a 2 second perk 1 second is used jumping off the killers back.

  • Good luck we cant even get matched with killers who don't have a red bar next to a knife in my lobbies 95% of the time.

  • @pseudechis said:

    yep, taking this game too seriously is an all too common problem.
    Frankly I’m happy to tip my hat to a well executed dead hard or head on.
    And so what if a killer smacks you on hook at nods at you. It’s not like the hook timer takes longer when that happens.

    Online games people need to relax. Hoping the removal of de-pipping finally pulls the bug out of a lot player’s butts.

    Theres no such thing as a well executed dead hard or head on its all on if the killer has good ping or not dh is like 99% rng and head on is a lot better rng at 50%

  • @BlightAbuser said:

    Since we’re getting rid of the hug-tech, we’re gonna do away with the crouch and Pluto tech next right? Right?…

    im sure they're working on crouch tech. Making survivors objects would make blight ridiculous. First thing bhvr needs to address though is killer ping tech.

  • @BlackRose89 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687588#Comment_3687588

    The idea tho is to stop the use of DS as a weapon. Im fine with DS if a killer is hard tunneling someone right off the hook but in times when this isnt happening then DS shouldn't work. Alot of times I try to go after the unhooker bc I don't like to tunnel but I have the hooked survivor body block me and stop me from going after their unhooker. Nothing is stoping survivors from getting healed and then come body block you when you not even tunneling them. Honestly, all 5s DS will do is either make killer tunnel even harder to get DS out of the way so Survivor can't use it later or make the killer slug and we all know how much survivors love slugging in this game.

    hard tunneling happens like 85% of the time now and for the ones who dont tunnel it wont make a difference.

  • @Deathstroke said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3685523#Comment_3685523

    Not free survivors can pull of save with bit of coordination.

    survivors cant talk and killers don't need to

  • @GeneralSkien said:

    Ive been playing DBD for around 4 years, and I remember old DH very fondly, and I was pondering if removing the dash is needed since you are only regulated to up to 2 DH. But before I posted that I tried to remember WHY the dash was removed. I had always thought the endurance + Speed boost is stronger than the dash it replaced. I am getting blinded by the fondness I had for the dash and I thought it was balanced, from both a killer and survivor point of view. But I want to widen my point of view, how bad was the dash in your opinion?

    Because everyone agreed dh for distance was the problem but they nerfed it into the ground and now its just a perk based on if the killer has good connection or not. Kind of like before they fixed the server input for killer and survivor. Like 4 years ago you could be exhausted on the ground lol.

  • @BlackRose89 said:

    I don't see an issue with DS turning off if the survivor is fully healed. If you have time to heal to full either by another survivor or while using a perk then you are not being tunneled at that point.

    Sure then it should stay on if the survivor is hurt and can do a gen.

  • @LeFennecFox said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3685626#Comment_3685626

    Survivors aren't really held to the same standard/expectations though

    Killer main?

    They're held to the same standards. Its a game not a political debate.

  • @PreorderBonus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687455#Comment_3687455

    Which is fine in theory, but if they made it so you cant hug tech anymore, its because Blight now bumps off more. There are already way too many things in maps that make you bump just because theres a pixel sticking out of a flat surface.

    The problem with Blight isnt his collision, its maps and the awful hitbox BHVR half assed to every object and prop

    Well you'll have to see how it works instead of speculating wont you. In theory.

  • @Sava18 said:

    I'm not sure how anyone can believe hug teching was ever better than just playing blight at majority of tiles. Saying it lacked counter play is like openly admitting ignorance.

    It was fun to watch a good blight do it though.

  • @PreorderBonus said:

    Not to be negative here, but does anyone actually believe this? I have a slight suspicion that Blight's awful collision will remain a thing (as it always has been) but now you can't just hug tech anymore.

    To name a few cases, stone walls in the Knight's map are made of butter, and you won't collide with them even if you hit them directly with your nose. Most of the trees in maps like the Swamp will just directly slide you over to one side instead of bumping, etc. So… I'm worried that this "improved collision detection" means that hug tech is gone but these awful detections are still here. And even IF they improve the collision, what will happen to tighter spaces that were already difficult to avoid? Like the dead grass in Eyrie of Crows or doorholes, will the game be good enough to differentiate and give you proper collision? We all know it won't.

    This patch has the potential to be a huge Blight nerf and make him awful to play as. Even if you only play with bump logic, the collision is almost always against you, so you'll still notice any change they make. "Reduce cases where The Blight slides off objects" could also mean "Blight will now bump with every diminute protrusion"

    They stated this is just to remove hugtechs

  • @Blueberry said:

    I just wanna know if we'll be able to recall Victor immediately after downing and attaching to them. That's the deciding factor of how good or bad this is looking to me right now.

    The defining factor will be if once victor hits you can he hit you again right away since you cant kick him.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3685932#Comment_3685932

    Outdoor maps usually have less pallets than indoor maps. Groaning storehouse has one of the strongest main buildings in dbd, a truly awful size and gen placement and a lot of safe structures and tiles.

    I mean I guess its not that strong vs most killers if you kick the breakable door it doesn't take long to chase someone down. All it has is one pallet and one window next to the breakable wall, and yea outdoor maps usually have less pallets but they are now usually only on one side of the map literally leaving you no option but to hold w because there's only one t l on one side of the map and 3 gens. They also added a bunch of new tiles that are very weak about as weak as t and l's. The amount of there's a lot of different reasons hold w i for one like to loop but to each their own.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3685923#Comment_3685923

    My ratio is 80% - 20% , Killer - survivor.

    I play mostly Pig and Onryo.

    As mentioned, I played a lot less in the last few months.

    The game has changed a lot in the last couple of months since October every patch almost has gotten maps completely reworked to suit killer better and for the most part its been pretty solid changes to make the maps easier for killer.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3685923#Comment_3685923

    Where is an awful set up on groaning storehouse?

    I genuinely despise the original variation and the new one doesnt make it any better.

    Well that's the worst part it depends on the rng but even on groaning store house there's unsafe loops. Also the main thing about looping is chaining a lot of the new McMillian maps only spawn in ive seen as little as 8 pallets for a whole match. Or one side having multiple pallets and the other side of the map having literally none.

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3685908#Comment_3685908

    On small maps, the chances for the killer to cut you off are a lot higher. This is why it doesn't work as well on smaller maps. Well, mostly. Midwich is still fantastic for holding Shift + W because you can only follow the same path the survivor uses. As long as you don't play Nurse that is.

    The problem isn't just that Shift + W is done without using any resources. It's more like they use a window or pallet to gain a bit of extra distance and now the killer has to spend 10 seconds minimum to catch up again before the survivor actually has to loop and repeat the process. This often happens as a means to get to the shack from anywhere on the map. Which is a problem because more often than not, weaker killers cannot spend the time to play around shack. And they are also the ones that are most affected by Shift + W. So they are screwed no matter what. The one perk that actually helps with this (STBFL) was nerfed considerably but it's still the tool against Shift + W simply because there is no alternative.

    A killer that allows you to loop them for 3 minutes does something wrong. Either they don't notice that whatever set up you're using is way too strong or they play bad, so that is not really a counter argument to the strength of Shift + W.

    May I ask, what you call unsafe loops here? Because there are only very few examples of loops where you'd get hit, if you drop the pallet and run away. Like the old Ormond tables (don't know how that area is any more interesting now than it was before but that's a discussion for another day). Even on weaker loops that can be mind gamed without much of an issue, you still get a bit of extra distance. That is easily enough for you to get to the next loop.

    Unsafe loop to me would be the numerous ones at at ormond or that type basically a filler pallet. short wall jungle gym if ran the wrong way can also be a bad tile but then a good one if ran the right way very strong, but mostly im talking about 50/50 pallets not ones that actually require skill on both sides.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3685910#Comment_3685910

    Regarding your edit:

    These realms, despite being reworked, still house some of the strongest survivor maps in the game with some of the strongest set ups. Reworked or not, maps like groaning storehouse, ironworks, coal tower, gas heaven, blood lodge and others still offer very strong variations with extremely good set ups and main buildings.

    This is reflected by the amount of map offerings used for these realms.

    They also house some of the worst setups now. Just curious what is your killer to survivor ratio?

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3685910#Comment_3685910

    Your first statement was:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3685885#Comment_3685885

    Which is: new killers and maps promote shift w over looping. I do not disagree with this. Chucky, Xeno, Knight and Skull Merchant do encourage shift w over looping AND newer maps have weaker loops and structures.

    However, as I pointed out, it is done on every map against every killer.

    You agreed with this and said, that survivor players, just like killer players grow mopre accustom to simpler strategies when they realize that it works very well.

    With this, you basicly said, that its mostly done becuase it works. Not specificly becuase of newer maps or killers. This is what i refered to and what I also said in my original post:

    "I have the feeling, that the general playstyle of just holding w until the end of the map or a super safe tile, is not only done because of the killers power, but because it takes minimal effort with maximum results. This of course being exaggerated by perks like sprint burst, lithe and overcome."

    Its simple and effective. Thats why people do it. Similar to tunneling, as you pointed out.

    Yea its done for both they go hand in hand. Some killers its more effective because they are oppressive and them some killers its less effective. If im going against slinger or huntress im not holding w. If im going against xeno, artist, or singularity im holding w the best counter play to those killers are walls and getting to a window before they can hit you. Then comes the map reworks its even unsafer against certain killers due to the nature of the loops.

  • No point still stands its a decent strategy but learning how to loop is always better. Holding W only gets you so far but if you learn to loop effectively as a survivor you can hold a killer for minutes on end. Its also the same when playing killer and tunneling it doesn't work at high mmr because people get better at looping and wasting your time and if you never learned how to spread pressure you are going to lose. By high mmr I am not counting comp play since that's a whole different game you aren't even playing dbd anymore.

    • All McMillan
    • All Autohaven wreckers
    • All Coldwind

    all these maps have been reworked btw.

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3685892#Comment_3685892

    The counter to small maps is not Shift + W. Quite the opposite. Because you easily find yourself in a corner with no way to avoid a hit then.

    People hold Shift + W on every map. They did it on old Cowshed, they did it on old Eyrie of Crows, they did it on old Mother's Dwelling and look at how these maps are still played. Shift + W. The same goes for the Asylum, Groaning Storehouse and GoJ. All of these maps have strong loops. But why would you loop, when Shift + W buys you an 10 seconds after a pallet break and 15 seconds after a hit just for the killer to catch up again? You're in no danger as long as the killer isn't right behind you and you cannot mess up either.

    That's why survivors play this way. It's just like tunneling. It's easy and highly effective. Both are terrible and both should be limited in some way. The question is: How do we do that for Shift + W? Stronger loops and bigger maps are not the answer. Just as killers without chase powers aren't. I mean, look at Myers. His chase power is terrible and people still hold Shift + W against him.

    I agree with most of what you said except even on small maps you can still just turn a corner and continue holding shift w again. Also if you are somewhat decent at looping you can waste the killers time for minutes on end holding w is not going to get you a 3 minute chase. Even with throwing all the pallets now no one is going to have resources and you are still going to go down around any unsafe loop you throw a pallet at.

  • @fussy said:

    https://clips.twitch.tv/FrailDrabHamburgerUncleNox-NyQCfmSdRpewSU1u

    I am personally tired of seeing complaints from the same people who completely ignore drones and run into them for no reason. People asked to make it more chase oriented, they did. Her hate is completely unjustified, she's hardly worse than some other killer in terms of annoyance, and she's not stronger than mid B tier when you don't ignore her drones.

    AHHHH yes all hail tofu the master of dbd because he knows everything.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3685885#Comment_3685885

    But its also done on:

    • Badham
    • All McMillan
    • All Autohaven wreckers
    • All Coldwind
    • Chapel
    • Asylum

    These maps have very strong structures and set ups. Despite this, shift w is really popular on these maps as well.

    Yea well its the same problem as tunneling for killers once you get in the habit of doing it you never actually learn how to play the game well. Even though it can be a decent strategy there is always the option of while in chase to look for a gen being worked on and transfer the chase to the next survivor which usually builds more pressure.

  • @Raptorrotas said:

    Sadly it's effective strategy and a survivor tool thus You'd be hardpressed to find a lot of people demanding to nerf or remove it. (Btw nerf tunneling, only survs allowed to use working strategy /s)

    I'd say it has to sray cuz of player agency and choice.

    Oh I don't know about that its effective not that effective if a survivor has been holding w and then uses lithe probably just best to go find someone else to chase pretty easy counter play to people holding w. On the contrary I hear about people demanding to do something about it all the time only difference between tunneling is W is a key you have to use to play the game there's no actual way of nerfing or removing it.

  • @BluSaph said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3685816#Comment_3685816

    He can consistently get hits through pallets, that's an EXTREMELY strong ability that people seem to overlook. And tier 3 doesn't take long at all with the right add-ons, you can get there in just a few chases.

    Nemesis is a really weak killer one of the easiest to loop in dbd I would suggest getting a friend to go into kyf and practice more against him. You can literally duck at windows and on the higher side of pallets or low walls to make his whip not hit. He is also really loud and clunky and imo one of the easiest killers in the game to 360. The zombies even with the best addons usually the tier up and speed ad-ons aren't very oppressive either. Not to mention he's so tall its almost impossible for him to mind game you at certain gyms.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3685307#Comment_3685307

    stbfl+rapid is good solution. forced hesitation beats the combo. it is just that most killer builds are game-delay perks, FTP+Buckle up is amazing combo for countering game-delay perks by game-delaying the killer downs. game-delay vs game-delay.

    No the perk combo just needs to go. Its just pretty broken and gives killers a reason to say they have to tunnel.

  • @radiantHero23 said:

    Hi guys,

    i played a lot less DBD in the past months because i felt really burned out and way too invested. Mostly because of all the changes happening to my two favourite killers. I felt like the game isnt being fun anymore, which is why i distanced myself.

    However, during this event, i thought: lets finish the rift and bring little Sadako to p100. So I switched from 90% Elden Ring 10% other stuff to 50% Elden Ring - 20% DBD and 30% other stuff.

    When playing, i mostly played with random builds on a variety of different killers. I played :

    • Clown
    • Pig
    • Onryo
    • Xenomorph
    • Chucky
    • Slinger
    • Trapper
    • Freddy
    • Knight
    • Spirit
    • Nemesis
    • Pinhead
    • Singularity
    • Bubba

    Pig and Sadako a lot more than the others of course.

    All these games, while containing a ton of different builds, maps, items, killers and playstyles had one thing in common.

    Shift-w supported by sprint burst and lithe.

    It did not depend on what character I played, survivors held w the moment they had the chance to do it. I totally understand, that some of the killers I mentioned, Xeno, Knight, Nemesis, Slinger, Chuchy and Clown have powers that are very oppressive in chase and therefore promote shift w and pre dropping.

    The thing is, this type of behaviour did not only occur when I played these killers. Freddy (pallets), Pig (not even pre dropping), Pinhead, Singularity (i did not have soma family photo), Bubba and Sadako are absolutely loopable killers.

    I have the feeling, that the general playstyle of just holding w until the end of the map or a super safe tile, is not only done because of the killers power, but because it takes minimal effort with maximum results. This of course being exaggerated by perks like sprint burst, lithe and overcome.

    I really dont want this to come off as : killer player cant win because survivors play smart.

    I play this game for chases mostly. Thats why I play Pig and Sadako the most. I enjoy m1 chases despite it being weak.

    Shift w makes games a lot more boring for the killer and survivor both. Aggressive usage of this playstyle completely negatates a part of the game.

    These are my thoughts. I feel like the game becomes more and more stale in terms of playstyles, perks, offerings, addons and items. I dont want pre 6.1.0 to return.

    Can there be anything done to make this playstyle less popular? Do you guys see it similarly or am I just whining?

    Leave your thoughts.

    Its because a lot of the new maps have really unsafe loops and you can waste more time by holding w then by trying to play around a unsafe loop and going down even faster. Nostromo, Toba, Greenville, and a lot of the new map reworks are just have really bad gyms or bad rng so its usually just safer to shift w to a window or just forward especially with the design of killers now being anti loop most of the time. That on top of the game having a huge uptick in tunneling is also a problem.

  • @Lost_Boy said:

    Solo queues biggest issue is other survivors. It's honestly much more of a problem than any killers or perks currently in the game.

    I've lost count the amount of times I've been in chase for 1+ minutes to look at the HUD and people are literally doing nothing. It's so disappointing to see zero progression on any gens at the start of a match when you've put in a bit of work to try and occupy the killers time. This usually translates into mid game also when half your team is sneaking about at the corners of the map for no reason at all.

    Like it's not difficult if you aren't getting chased just do gens or heal your teammates. If more people done this instead of just giving up or doing nothing I bet solo queue wouldn't be half as bad as it currently is.

    While I agree I don't the biggest problem with solo q is matchmaking there's no reason that when a survivor leaves that they should replace someone (the person who left) who had 10k hours gets replaced by someone who has 300. Or to speed up que times you might just get someone with under 100 out the gate and that's why your teammates hide in corners. I see it all to often 3 players with thousands of hours then some one with I've seen as little as 3 hours.

  • I had someone quit and get mad at me that I used a flashlight to get a flashlight save like 10 seconds into the match.

  • @Commander_Nefarious said:

    i intentionally didnt tunnel, and even used meme perks, and ended up with 2 kills because i stayed near the hook and then all 4 of them barrage me with hate and saying i camp at endgame, you cant win with these people so im playing however i need to win, cause it doesnt matter how you play

    i swear im either playing with children or grown adult babies.

    I could say the same about killers. So who cares.

  • @HexHuntressThighs said:

    https://forums.bhvr.com/dead-by-daylight/discussion/409350/hitting-survivors-on-hook

    As soon as they do something about tbagging at exit gates, then we can talk about hitting on hook. I have thousands of hours and bagging at gates is BY FAR more common than hitting on hook.

    They already do for certain killers they actually even have add ons for certain killers.

  • @Nos37 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683007#Comment_3683007

    It's not like the survivors are ever going to give the killer a pity kill. Killers only get survivors teabagging in exits.

    How many times have you see killers give hatch?

    How many times have you seen survivors leave the exit gate area, walk up to a hook, and give a kill?

    I do it all the time when I can tell the killer wasn't put in the right mmr so speak for yourself. Really if its an even match and they didn't tunnel and played the game to get better as killer ill walk up to a hook and point usually they try to drop me out of bounds but I'm stubborn and just go back to the hook or die to the entity. If they gave good chases and played to get better at the game then ill always give a kill.

  • @Caiman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3682908#Comment_3682908

    You can take that up with the devs by making a feedback thread asking for DS to be reverted. Enjoy.

    They dont care. They're going to make the game they way they want.

  • @Deathstroke said:

    Do you just want free escape? It's endgame killer should be able to use whatever way neccessary to get kills.

    Same logic so they get a free kill?

  • @CotJocky said:

    They have been very rare from the beginning, but today, I've spent millions of points and not gotten a single one on any survivor. Have they been removed all together? I know they are disabled and unlikely to be enabled before this event ends, but why were they so rare in the beginning?

    Yes they bhvr said they aren't adding them back.

  • ran a killer for 9 minutes total time the other day they threw the game to make sure to just spam hits on hook and tunnel me out before the exit gates opened granted my team was also not doing gens but it is what it is I guess.

  • @woundcowboy said:

    Killers are trying to win in a pvp game. Shocking!

    I think the biggest gripe for survivors is that killer if you make a mistake its on you and you get a lot of chances as killer especially with the slowdown meta. As survivor if one survivor isn't as good as the rest of the team its basically over because a killer will see this and tunnel them out. Matchmaking is a complete joke I get a one or 2 teammates with thousands of hours and then I get one with 100 or less sometimes. Most survivors wont get decent at the game until about 1200 hours because you have to learn so many killers ad ons perks and powers plus learning the maps and learning how to run loops and check spots. With killer you just have to learn to keep pressure the maps and perks. So if you have one low level teammate the game is usually over before it started.

  • @supersonic853 said:

    5th game in a row where i bring bloody party streamers/anniversary cake as the killer and just all 4 survivors bring escape cakes. I mean if were hogging points i can swap to pudding as well. But now it feels like im being robbed by giving them more lol. (In all seriousness idrm eitherway but its a surprisingly weird trend ive seen this event) im just trying to maximize the points for both sides this event.

    To be fair out of every 50 levels I get maybe 2 bps and 3 escape cakes.

  • For new players that have friends that aren't new no its unplayable for them they wont last more then 2 seconds which sucks because no one wants to play without friends.

  • @Iron_Cutlass said:

    I just wanted to address a lot of the claims that try to defend For The People and Buckle Up since I personally feel like they fail to actually address the issues and weaknesses of the perk combo.

    At times it feels more like people are intentionally beating around the bush to keep a busted perk combo in the game as opposed to addressing issues in balance that exist, and this is an issue that persists for both sides (Eruption, Dead Hard, etc. etc.).

    ”Just don’t slug.”

    I really hate For The People + Buckle Up, and anytime I bring it up, I always get the response of “just don’t slug.” Ah yes, let me just not slug… even though Im recovering from hitting a Basic/Special Attack.

    I have committed the awful crime of leaving a Survivor on the floor (against my will) for 0.02 seconds and got punished for it… therefore it is fair and balanced and Im just bad at the game and so and so forth.

    “It only works in SWFs since you cannot easily track your teammates in SoloQ.”

    There is this magically thing called “Aura Reading”. You can easily just bring a key that tracks teammates, or bring perks like Bond or Empathy.

    Yes, I know this will require more investment into it but both perks are really good information perks to begin with and can help your team in many situations. There is a reason why I almost always run Bond in SoloQ, the information alone is insanely valuable.

    “It requires two perk slots.”

    Okay and?

    Perks are typically stronger if they have synergies with one another, in fact we see busted perk combos on both sides, so realistically the amount of perks being used is not as important as the end result.

    ”Hit the Healthy Survivor instead of the Injured Survivor.”

    This theoretically puts the Killer into a lose/lose situation.

    • Hit the Healthy Survivor, both make distance, you lose a down.
    • Hit the Injured Survivor, the Healthy Survivor will just pick them up and they both get Endurance.

    These type of lose/lose situations are why Decisive Strike got nerfed in Patch 6.1.0 to be disabled during EGC.

    None of this is to create an “Us VS Them” of course.

    Both sides to have busted stuff. Ive already made posts before about the current Killer meta in the past. I realistically feel as if both should be addressed.

    I 100% hate the combo never run it almost never see it its just as bad as tunneling and both need to be addressed.

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