HoodedWildKard
HoodedWildKard
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- HoodedWildKard
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Chucky
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/472145/are-devs-actively-trying-to-ruin-2v8
Getting nearly infinite hope for doing 20s ritual is timewasting? Ok.
It is when half the team are wasting time opening chests, finding somewhere to put the ritual then actually doing it instead of doing gens.
All for weaker hope that stops being useful after the first 2 minutes.
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You won't get any help on here, mods can't do anything about bans.
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Made a similar thread a while ago. No aura read during blink charge was the most common suggestion. I also like the idea of a baked in counter mechanic in a similar vein to xenomorph/vecna, some kind of killer item that spawns in trial interacts with her power.
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@hermitkermit said:
I honestly think topics like tunneling get way more complicated than they need to be.
Sometimes the answer is just: it makes the game easier
I think people start overcomplicating when they try to come up with all these other explanations or worst-case scenarios to “justify” why people tunnel. People seem to have a hard time accepting that something is popular because it’s easier, and that’s there’s nothing inherently wrong with that.
And I mean we see this all over the game.
Nurse is pretty much universally acknowledged to be the strongest killer and one who can basically ignore the rules of the game, but she still doesn’t have the highest pick rate Because she’s harder to play. Judgement isn’t as popular as Ghoul or Jason even though they’re arguably just as if not stronger, but they’re not as easy to play
Sprint burst was king for so long because it’s easy to use , there’s really no activation requirement. Windows is easy information and it’s been a very popular perk for ages because it’s easy to use.
Players are people, and people generally choose the path of least resistance. Yeah some want a challenge. But for the majority they’re gonna do what’s easiest.That’s tunneling in most cases.
It’s not malicious, it can be done in a malicious way but more often than not it’s nothing personal. I also don’t think it’s some grand statement about the state of the game. It’s just an effective relatively easy strategy for winning and it’s not the players fault the game is built that way. I think people get kind of weird about acknowledging that tunneling is popular because it’s easy, but that’s anything in the game. People use strats because it makes the game easier, people like certain maps because it makes the game easier. People use certain add-ons, items, perk combos, and meta because it makes the game easier. It’s normal. I don’t think tunneling is excluded from this.
I think when people start framing these topics as some kind of consequence, threat, or some deeper psychological thing or statement is where I feel the conversation gets totally derailed lol
TLDR; I don’t think isn’t that deep.It’s often just easier to win that way
The reason tunneling is such an overdone topic is because A. Ppl love to complain about/defend it B. Discussions on how to fairly disincentivise/nerf it. Unfortunately most ppl focus on A instead of constructive discussions about B.
Heck i made a thread about trying to stop hard tunneling and it's been going about 2 months and has over 400 replies and about 80% of said replies are just bellyaching 😑
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@zonkednb said:
We all love to share out wishlist, espousing the necessity that our mains get into 2v8 before anyone else's main, but what about killers that would actually make the game less fun? Maybe on both sides?
I'm not talking about killers with logistical issues, such as Dredge when Huntress needs lockers to reload, but killers that, if added, would actively make the game mode less fun overall.
The obvious answer to me is Plague, as she'd straight up break the game, but I'm interested in other takes.
Well they already added legion and had to remove them because of how much it sucked to play against them in 2v8.
In a similar vein ghoul and plague would just have everyone perma injured.
But the first one that sprung to mind was twins. Victor would be such a goddamn issue if he shadowed the 2nd killer and just confirmed every down after ppl took a hit you wouldn't even need to use charlotte most of the match
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@LordGlint said:
8 zombies with double nemi would be nuts, lol
Ahh got there before me. That would be gloriously stupid. Game wouod be unplayable for survs.
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Biggest giveaway for me (apart from the obvious, matching cosmetics etc) is if you keep getting locker stunned. People constsntly running you past lockers with someone waiting for the head on is 100% a giveaway.
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@CarbonaraCharlie said:
My fellow killer mains, please help me by letting me know your thoughts here.
When I play killer I try to leave all 4 survivors alive until everyone has been hooked at least once. I can understand that it doesn’t feel good to lose and tunneling makes it easier to put pressure on survivors but what I’m trying to understand is what is actually making killers to feel pressured to do this on a regular basis.
I’ve been playing more survivor lately because the blood point bonus is over there most of the time and I’m usually straight on a gen so I tend to be the first survivor found. 6 out of 10 games I get tunneled out. I know this is a skill issue on my part (I’m not a great survivor lol).I guess to sum it up, what types of changes would make you feel more comfortable to spread pressure rather than focus a survivor out. (P.S. I don’t blame people for tunneling and it’s okay to play how you want to. I just want to see if there can be a world where tunneling isn’t a thing)
Short answer is to get control of the game. When I play killer I tend to avoid early tunnels out of courtesy, but I'm not averse to tunneling someone out once I'm down to 2 or less gens.
But a lot of players who play for the win will tunnel someone out at the first opportunity because once that's done you really swing the game in your favour. Especially if they identify a weak player.
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@MechWarrior3 said:
I could be the odd ball out here but I quite enjoy the salt rituals. I think the visuals and sound effects to it are really amazing too!
Tbf that I agree on, the visuals and lightning look really cool. I just dislike the slowdown where everyone is yanking on padlocks all game.
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@Oputeev_Stas said:
flashlight are useless items when Judgement exists and Lightborn
Hardly anyone is playing judgement. So that's kind of a weird example.
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@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4115111#Comment_4115111
Well you're now past four hundred comments, a few of which were even on topic, so I think the title did its job.
🙃 next target is the magic 420 😎
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@ThatRyanB said:
Thanks for the feedback here, folks! I'm happy to pass along your feedback about the time requirement on this being a point of friction. That aside, though, is the effect something you find interesting or valuable?
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4116011#Comment_4116011
You're correct. Survivors that complete the circle will receive its effects.
Personally I'm not a fan of the effect either. Long lasting haste isn't great for balance and accessing the after hook powers for each class doesn't seem too useful or necessary.
I'm sure there's other effects could be used to make it more interesting. Perhaps it could summon a purple item, upgrade/refill held items, provide a bp bonus. Also sonce killers can't interact with the ritu beyond chasing survivors off of it, there could be a way for killers to ruin the ritual and gain a reward.
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4116022#Comment_4116022
Which makes it pretty lacking in value. It should have global effects (which could randomly shuffle amongst a few different things) and should maybe give Elusive while doing it. With all the free aura read it's just getting ignorant, unaware players killed.
It also decays, starts at 5% and last for 5 minutes. Every minute the buff drops by 1%
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@Dokta_Carter said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4115175#Comment_4115175
It's a thing where if it's kept to long, people will weaponize protections, or if it's to weak it doesn't help.
They need to find a proper balance (like making collisionless elusive( because let's be honest, the chance of someone getting frame perfect merging is lower then you think)
Or having a system where if the survivor legit stands still when it being interacted with causes protection to evaporate…
It's a hard one. Balancing a method to stop tunneling but no allowing it to be weaponised. Personally i favour invisibility and lack of collision off hook for a period of time or a teleport to the other side of the map. Current off hook protection is actively bad
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@Nazzzak said:
Yeah I played a few games today and a lot of people were evidently just focused on getting the quest/s done. They were searching for chests and not gens (ngl i was too a lot of the time lol). Salt is way too rare for the amount of people looking for it, though perhaps that's the devs way of trying to reduce queue times by having people play more survivor games to find that darn salt lol
I mean I am absolute one of those survivors unfortunately because like many, I am willing to throw games to get limited time challenges done. But yh finding 10 is ridiculous. And I'm pretty sure it's bugged because i know for a fact I've placed more than my challenge progress shows
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@Boons123 said:
I play as a survivor very often and very rarely as a killer, and I don't use exhaustion perks often.
But I'm done, after the last update where they killed Vigil and turned it into a crippled version of Ghost Notes perk.
They killed anti-haemorrhagic add-one and make it useless.
Any rework of a perk—whether for Survivors or Killers—inevitably ends up being tailored to either support or counter Exhaustion perks, all this is because of 7 speed-boosting exhaustion perks.
It makes me feel like the game was literally designed for every Survivor player to use Exhaustion perks, and that everything revolves around them—as if the game is balanced around Exhaustion perks only.
They give killers plenty of anti-exhaustion perks and add-ons, just to nerf Sprint Burst, It is as if the developers have no idea what they are doing.
Just remove all exhaustion perks (but keep head-on and maybe overcome?) and bring Vigil back without exhaustion effect.
Removing exhaustion perks is 100% unviable. It would tank game balance.
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@xxmattaderoxx said:
thank you for the tips , i am allready doing all these tactics to try and get away with it but damn survivors tend to be bullies , i play both survivors and killers and dont understand why some poeple go as far to get a quick win when the game allready feels way easier playing as a survivor :/ i dont get mad when i get outplayed but flashlight and sabotage abusers can really be a fun-killer when you are trying to play the game as intended
Treat players how they treat you. While I definitely disagree that survivor is the easiest role, like you I try to play fair as killer. I don't tend to tunnel early and won't play hardball as a rule. But if I come up against bully squads, and especially if they start being disrespectful in a match? The gloves are off, I'll have no compunction about playing absolutely mercilessly against these teams.
At the end of the day killer's objective is to kill all 4 survivors, you're only being toxic if you actively disrespect survs while you do it. Tunneling, slugging, proxy camping hooks are unpleasant but expedient tactics, and not inherently toxic. If you do your best to make the game fun for your opponents then you're trying to make a positive impact to the game and I respect you for it. But don't feel the need to waste that kind of play on players who will disrespect you or are trying to win as fast as possible at all costs, neither type of player deserves to have any slack given to them.
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@xxmattaderoxx said:
Okay why is half of the team i encounter bringing 4 flashlight and just spamming the flashlight NON STOP , like i understand if you try to flash me while i hook one of your mate or while im breaking a pallet chasing you from time to time . but seriously always moving all 4 together to rush gens and spam the flashlight from every angles while im carrying a survivor or trying to get a looper is really TOXIC . i dont mind getting flashed from time to time it is part of the game but always having 3 ######### flies with flashlight buzzing around as soon as i get a down or take a chase is straight up not fun . I dont slug , i dont tunnel the same players over and over , i take chase and drop them when they take too long as my goal is to stop you from doing gens as long as possible and get my hooks , abusing the flashlight should not be allowed , restricting the amount of flash per player or even the amount of flashlight in a single game could really help that , it is not normal being forced to lock-in lightborn in one of my perks while survivor can stack 16 perks together . it really feels like the game is survivors sided lately . no the killer should not overpower the survivors it wouldnt be fun either but goddamn i am tired of survivors just ABUSING flashlight . YOU DONT NEED TO RUN 4 FLASHLIGHT AND SPAM KILLERS WITH IT . i dont even run a meta build and avoid some killers because i want everyone to have a good experience playing. spaming flashlight while always staying grouped up doesnt make you a good players . it just makes you TOXIC .
sincerely a ghost face / trickster / legion player
So flashlights can be frustrating but once you know the counter play, they're pretty easy to counter.
Like lightborn is an easy fix but if you don't want to use it then there are other easy counters. For a start if you are getting flashed while carrying a survivor just look straight down or up. Totally neuters the flashie and if your reactions are good you can get free hits out of it and still get the hook. When picking up survs, try to face a wall if possible, or if not then make sure you check around first and have any lurking torch jockeys behind you so they'll struggle to get in position. A good headset is a wonderful thing when getting flashed on a pallet, you listen carefully enough and you can follow footsteps while blinded so they gain no distance. If you do use lightborn, mind game it. Gaslight the torch jockeys into thinking they have a chance by acting like you want to avoid the blind, then they over commit and you get free hits.
Personally I love torch heavy matches as killer, i get so many wins and snowballs from torch clickers trying to bully me, very easy to make it backfire.
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@Dokta_Carter said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4115374#Comment_4115374
I'll throw in an idea.... Snake
Crocodile?
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@Gaymer2969 said:
I think that his hindered bottles should hinder him aswell he can block off litreally anything and its impossible to play against him
If the bottles hindered him too then they'd be literally pointless. He has counter play, you can't loop him in the traditional sense. With clown it's about the three Ps prerunning, pre dropping and pathing, transferring between two strong tiles, using strong vaults and not getting trapped on a dodgy tile
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Like a more souped up but rigid version of demogorgon with baked in counterplay.
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@Autharia said:
The only time you'll ever see it stop if if bans happen and that will never happen.
V
@HoodedWildKard said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4114389#Comment_4114389
This is why i made the thread to spitball ideas to make hard tunneling unviable. Could've worded the title better I suppose.
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@epi said:
https://us.v-cdn.net/6030815/uploads/UTG20A4FA6S7/image-2026-09-07-143731476.png
I didn't unlock the middle grid there, and this was during the banquet. I don't even know how you unlock all these grids in the first place but I know for sure I logged in every day and played the banquet so I'm not sure why it's locked for me.
Ah you need to interact with the pigs head.
It opens up and reveals the one you're missing
Not sure if it'll unlock now though.
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@Arcturus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4115105#Comment_4115105
The part I hate about Head On is how the hitbox lingers. There have been so many times I have known what the survivor is doing, successfully baited them out of the locker, and then swing at them, but then because the hitbox lingers for like an extra second I get stunned anyway even though I outplayed the hell out of them and they did not deserve that stun at all.
Yh i noticed this in a game against a bully squad recently. I baited the guy out of the locker, once he was out I lunged at him and still took the damn stun
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@lovlor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4115111#Comment_4115111
And dev just made it worse with the protection update from 15s to 10s in exchange of the meaningless elusive. Hard tunneller will not make elusive have any value because they will be around hook and follow directly behind the unhooked. Now they only need to wait 10s to get a down. They are making a big mistake.
Yh it was an actively bad idea that actually makes things easier for hard tunnelers. Since the elusive and endurance last the same amount of time, killers don't even need to count it off anymore. They can just hit as soon as scratch marks appear.
Plus the elusive doesn't actually do anything, since hard tunnelers are usually lurking near hook it doesn't help initially and 10 secs isn't long enough break los and make a clean getaway if the killer is anywhere near the hook.
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Man I miss when thrill of the hunt gave extra bp. I had a full on bp farming build with toth, bbq, distressing. I used to love running it on demo.
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@lovlor said:
Sadly no killers will continue hard tunneling because it's the easiest and the most braindead way to get a 4K, which also is a stupid trend right now because streamers are doing winstreaks so more people are following and sweating their ass to get a 4K. Also not mentioning the fact that BHVR has a trend of launching killers that ignores anti-tunnel. FYI the three most recent killers can mori you at second stage so easier tunnel.
This is why i made the thread to spitball ideas to make hard tunneling unviable. Could've worded the title better I suppose.
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I love it. New demographic survivor. The killer is strong but requires skill and is satisfying to play when you get it right. Perks are interesting, useful but not busted. Lore is kinda cool. Community got a say.
Only downsides are the flavour texts and bios all being written as religious verses (eugh) and the mori it builds to look sooo good and then just fizzles out disappointingly.
Overall though, great chapter. Killer mechanics really are the icing on the cake. I'm immensley glad we didn't have another dashslop or ridiculous overstuffed oppressive easy win machine like jason.
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Killer perks I hate
NOED: weeny hut junior killers want free kill
Hex:TOTH: i LoVe HolDiNg rB
Franklins: yeah dw I totally didn't want that purple item i brought to the trial.
Weave attunement: and great now they can see me all the damn time too.
No way out: did gens, now you've got to hide for an extra minute, better hope you weren't on death hook when you tried to open the gate.
Survivor perks I hate
Head on: hey here's an uncounterable situation. Suck it.
Blast mine: huge hypocrite on this one, love using it, getting hit by it infuriates me more than I can accurately express.
Champion of light: I hope every killer you play against has lightborn.
Flashbang: I hate that sound
Boil over: I will literally tunnel you.
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@Marble_Index said:
Why the ######### is my quest at 0/40 when I just downed 12 screaming mad survivors?!
I don't think madness counts. By status effects it means universal ones, blindness, haemorrhage, mangled etc killer specific conditions are unique and treated slightly differently, i.e. madness for doctor, tormented for PH, heresy for judgement etc.
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@Refined_Alien said:
But against clueless beginners when I play S or a tier killers??
Am I the only one with a broken mmr?Atm could be the mmr rework. Going to take a while to even out. But even before that, i was seeing a weird amount of baby sub 1k hour teams on my mains prestige 100 demo for instance that I play and win a lot vs getting sweaty ttv swfs vs killers I've barely played or am distinctly mid with
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@Withered8 said:
Notice people only want distortion buffed since the judgement came out,maybe distortion and aura perks aren't the problem but the new killer itself… Interesting that everyone seems to be avoiding the elephant in the room
Tbf I've been wanting it reverted since I came back to the game last year and saw how badly it had been gutted. But yh, judgement does highlight the need somewhat.
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@sizzlingmario4 said:
I'd like it to be buffed to start with 2 tokens instead of 1 (and maybe raise the cap back to 3 again instead of 2).
It should not be reverted back to the old version though, it was basically infinite with how the old recharge system worked, 95% of the time you just never ran out of tokens
Yeah you'd never run out of tokens because aura reading was nowhere near as prolific when we had original distortion. Even 3 tokens won't last long against a judgement or henry vecna with a full aura read build. Plus some perks alone would over load the perk and have you constantly empty on tokens, gear head, weave attunement etc.
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@angrychuck said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4113435#Comment_4113435
The problem then is that you could then incapacitate a survivor and leave them and they now can't do anything, which overall is just not fun at all.
Fair point, perhaps it could be reworked to allow survs to cleanse totems, open chests, maybe self heal. Or maybe with this specific instance, there could be herbs, antidotes or mushrooms etc around the map to temove the condition.
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@DodoSwarm said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4113433#Comment_4113433
Entirely fixable by the way, but it won't be fixed unless BHVR considers actually expanding the objectives for the killer and the survivor. Right now the Killer wins by hooking people, the survivors win by doing gens. The Killer can tunnel and proxy camp because it forces survivors off of gens and into the hook. that's bad design because the killer has a lay up way to force survivors into losing scenarios just by doing the bare minimum on their end.
The game would have to be unreasonably survivor sided if most games went without even one person getting hooked, first hook is just a fact of a DBD game (except, as noted, in an extreme mismatch situation) and its basically unavoidable for survivors, but it immediately puts them in a "Damned if I do, Damned if I Don't" situation that is just by default too strong for the killer, so much so that it's a layup for 75% of killers to just do that immediately, because Only the killer can win around the hooks, they don't need to pressure the Gens and they don't need to run any survivor, they just need to make the game about the hook and not the gens.
Survivors and Killers need more objectives in game, I personally think BHVR should bend those objectives around the individual killers directly to make the killers more unique but also at the same time kill tunneling by adding some other form of win/lose where both sides can profit rather than a net deficit situation for survivors from the outset.I'm not sure if more objectives will help. Since the main focus is getting kills most killers will ignore existing side objectives until the game is practically won (e.g. glyphs)
Personally I'm in favour of making it much harder to hard tunnel while incentivising killers to spread hooks. And rebalancing chase to make it harder to hold chase for long periods of time. Perhaps messing with how blooust works. The reason players tunnel early is because they are bad at chase. Perhaos if there was a catchup mechanic that activated if a killer spends a certain amount of cumulative time in chase with individual survivors.
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@T1MEXII said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4113152#Comment_4113152
Your right, the status condition. I'm aware Incapacitated is a very strong effect. That is why it will only last for maybe around 15 seconds. Not too OP but is not useless.
Tbh having it active for longer would be an interesting mechanic. Perhaps 30-45 seconds. That way you could utilise the hemlock darts as gen pressure or to prevent heals without committing to chase on the player you hit with it.
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@DodoSwarm said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4113201#Comment_4113201
I have suspected this for years as well, there are a lot more intentionally toxic killer players out there than people tend to admit, and Tunneling poses this unique problem where it absolutely sucks to deal with, even if its understandable, like its hard to really be mad if a killer resorts to tunneling off hook when they have three hooks at 2 gens, that just makes sense and gives the killer player pressure that they need to stay in the game. but even at its extreme Tunneling isn't considered "Toxic" or "Griefing" officially but it kind of definitely is… especially when the people who defend it are only able to come up with "but its an elimination game, and it's allowed, you just need to be better"
Tunneling at 5 is oftentimes either a clear attempt at the verifiably easiest, least interactive way to win regardless of individual skill, or people being toxic on purpose… I have encountered a fair bit of killers doing this over the years who make it a point to BM in the postgame lobby too and while you can report them for it if they go over the top, it's usually just them making it clear that they intended to tunnel from the beginning and they hope people had a terrible time. Even though that is a pretty rare interaction when all things are considered, it doesn't make it any less of a problem that its a core gameplay mechanic that's directly related to repeated toxic exchanges from both sides… it's also largely created a meta around the game that encourages survivors to pre leave, hold W, and Gen Rush or run full antitunnel because the alternate option is spend all game on a hook while your team tries to save you, or try to save a tunneled person with your team. and BHVR is in the middle of nerfing pre leaving as an option…Very well put. It is depressing how many killer players just want to make the game miserable for every survivor they come across. I've had way more fun with dbd as killer simce i started being more chill and actively letting survivors go more often.
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@TropesDaMan said:
https://forums.bhvr.com/dead-by-daylight/discussion/469861/stop-hard-tunneling
got hard tunneled by a springtrap yesterday so i came to read this thread😓
I feel your pain 🥲
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Yh feels like PH should get torment when hitting his power. He's been straight up powercrept by judgement.
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I know playstation has an issue with a trophy limit meaning bhvr can't add any more achievements for playstation. Maybe epic has a similar issue?
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@Madjura said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4113217#Comment_4113217
Make it so it affects everyone. Multiple copies increase the number of tokens.
Idk that seems a bit too much. One surv bringing it would hard counter lethal pursuer, and you'd probably never get value out of bbq or floods of rage.
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@Attractor0053 said:
I think that now that the dust has settled somewhat, it's time to talk about this...
This killer is powerful, yes, and theoretically has the potential to be the strongest killer in the game (like Vecna). However, due to human error and such, this will only be achieved by a very small % of players. I don't think it's okay to have a killer remain playable for only a couple hundred players while the rest of us are punished for it.
As a casual player, I really tried to like the Judgment. I love the beam, and with some aura perks, you're lethal at long range if survivors are caught off guard. However, when you're actively chasing someone and you're not Zealous, this might be the sluggiest, worst-feeling killer in the entire game.
The main problem, in my opinion, is the lack of Zealous. Zealous gives you the ability to curve your beam 0.3 seconds after casting it. This means you can make a small correction when casting the power, and it even allows for greater curve paths and some really interesting potential.
However, without Zealous, you cannot curve it at all, which means the survivor has all the advantages when it comes to dodging it. If you actually want to hit a survivor you're chasing, you have to pull off some weird advanced techs that just feel unnatural.
I think BHVR should standardize these two modes in some way. The power difference between Zealous and non-Zealous is insane, and the power actually works differently too. It's not like Vecna, where he has two states (one non-lethal, one lethal), because Vecna's power works the same in both modes. The only thing that changes is his ability to injure, so once you get good at it, you don't have to mess with your muscle memory.
I think the effort needed to play this killer vs. the effort needed to counter it as a survivor is WAY too huge of a gap. There are so many little things that should be ironed out on this killer, but because of MMR reset and content creators sensationalizing clips (which most of the time are literally just lucky hits), this killer will probably remain untouched. People are saying she's S tier and can break the game, so BHVR is going to look at the numbers and assume everything is fine.
Also, there is something going on where you can literally see the beam touching a survivor's leg or shoulder and it still doesn't hit. It seems like the devs reduced the hitbox radius of the beam without reducing the visual size of the beam, which makes the power feel even worse to use.
The skill ceiling for judgement is certainly high. But I wouldn't say she's unplayable for most players.
She has a LOT of addons that affect how her beam works and makes it easier to hit. The best one for players struggling with her is the brown prayer mat addon. It means that while you're doing the initial charge/aim stage, the beam will stop moving entirely if it hits a high wall of obstacle, making it much easier to aim, very help for counter looping, guide it to a wall behind you, turn around and you have a pretty accurate shot. Over half her addons affect the beam in some way. The iri mirror lets you ping pong it around, really dangerous in indoor spaces, there are two addons that let you pull the beam back to yourself. There's a lot of options to tweak her power to fit favoured play styles.
I picked her up day 1 and have been playing her a fair bit, despite the fact I'm playing controller on console I've been doing pretty well with her.
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@Piruluk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4113207#Comment_4113207
At very least it should be basekit to shown when your aura red by killer.
I'm mixed on this. I think with some of the more egregious, constant aura reads cough weave attunement cough a warning is needed. But certain perks would be next to useless if survivors always had a warning, like nowhere to hide or awakened awareness. They rely on catching survivors trying to hide and a warning would be a straight self counter.
Tbh this is why I want to see distortion buffed. Rather than relying on directly countering the aura reads I used to use it to identify what aura reads the killer was using. It really informed my gameplay a lot and I still run it a fair bit nowdays. But all it really does now is let me figure out if the killer is using lethal pursuer and therefore probably at least a partially aura based build.
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@DodoSwarm said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4113151#Comment_4113151
yeah but regarding this issue specifically I genuinely have no idea how Tunneling at 5 is fun or engaging for Killers either… IDK why people don't want the core gameplay changed to make it unviable and more rewarding to play against all 4 survivors rather than a 1v1 until the game ends…
Hence why i made this absolutely carcrash of a post 🙃
Personally I suspect that a lot of killers who argue for this tactic are people who use it as their go to tactic in most matches. There are some people who's only enjoyment when they play killer is to make the survs as miserable as possible and finish of with BMing and moris. Winning at all costs rather than taking enjoyment in the gameplay. There's a lot of players with that mentality unfortunately.
By extension losing frustrates them much more than most, which is why we see so many anti survivor posts, because newer or mid killer players ramp their mmr high by scratching out every 4k they can by any mean necessary, this pitches them against 5k hour swfs and who they can't compete with. They stay in this bracket for so long that their only game experience is that hardtunneling is the only way to secure a win. Leaning so hard into this tactic prevents them from building their broader killer skills and macro tactics. Creates a vicious cycle.
That's my theory at least.
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@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4113155#Comment_4113155
It also happens a lot against your will in solo Q, which is a huge issue you can't exactly control
Soloq has always been a mess though. Can't really use that as an indicator of how balanced a killer is, because most killers absolutely slap soloq teams, even super weak ones like trapper and skull merchant.
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@FerrousFacade said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4113150#Comment_4113150
This is incorrect, the shrines that the survivor can be rescued from are the two closest to where the exile occurred. The gameplay showcase even gives a tip to consider carrying the survivor to a better location for you before exiling them. Additional further shrines will activate if the Judgment stays within close proximity of the active shrines but that takes additional time and for the Judgment to camp the currently active shrines (no idea on the range/duration required for additional shrines to activate).
https://us.v-cdn.net/6030815/uploads/T4MGDT10UORW/7b39914217-0b7b-497a-82ca-5f61e674ba75-7d.png
I can agree that rescuing while the killer is nearby is user error but the killer is able to watch the hud for the rescue and return to the area they exiled from to find the survivor. Unless they hard camped the area they will have an idea of where the rescue occurred. Between the inability to body block, the non-existence of anti-tunnel perks, a power that can hit cross map, and how effective aura reading is on this killer they are capable of tunneling extremely effectively. I think how things currently work is fine by the way but I don't think we should downplay that this is another killer that is good at tunneling.
Huh didn't know that. that seems like a huge design mistake on bhvrs part, no way they should've had it work like that, should work like PH's one where it activates the furthest ones.
Be that as it may it's still hard to camp the shrines as killer doesn't see the auras of the activated shrines.
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@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4113150#Comment_4113150
I've seen people spawn on top of her multiple times
That's user error, when someone interacts with a shrine to rescue a banished surv they will appear near the shrine. So that can happen if someone triggers a shrine under her nose, which happens inordinately often, but that's a survivor misplay
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Sounds like an interesting killer concept.
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@ShanoaLegendaryPlz said:
I recall enjoying the Witch Doctor in diablo 3 as my main class, that probably had the same kind of mask and poison darts.
The nightshade dart seems like it would fit more as an iri addon like huntress carrying 1 instadown hatchet, as sounds pretty strong to be paired with the other 2 darts.
And as for the other 2 darts the hemlock dart would make the curare dart kinda useless as one makes them stop completely while the other just slows them down. Unless you get much fewer hemlock darts per reload and the curare is like your basic ammo while the hemlock is your 1 or 2 heavy shots per reload.
I think they may have meant the incapacitated status condition. Prevents survs working gens, healing or doing actions etc it's not used widely in the game, tier 3 madness does it, and eruption used to apply it before it got nerfed.