Avatar

HoodedWildKard

HoodedWildKard

About

Username
HoodedWildKard
Joined
Visits
2,404
Last Active

Comments

  • @adsads123123123123 said:

    After hooking a survivor, I leave the hook (so someone comes to rescue) and patrol the nearby area until the survivor is unhooked then I immediately return back to hook to tunnel. I'm finding it's the best strategy since when I tunnel, the unhooker often follows the hooked survvior around to protect them, so I am occupying the time of 2 survivors. The unhooker also usually gives me a free hit, which saves more time. The closer the survivor is to death hook, the more survivors will come to protect the survivor. It isn't unusual for there to be 2 protectors, so I am literally occupying the time of 3 survivors at once and also getting free hits on all of them. I still end up tunnelling the survivor to death no matter what, so I am also removing a survivor from the game, which reduces all action speeds by 25%. After I hook the survivor on death hook, there will usually be a protector survivor nearby, so I literally get to start a new chase on an injured survivor immediately.

    Ngl tunneling early is a rookie move. It can work against low/mid mmr solo q. But when you hit really good teams, they'll cotton on pretty quick and will have a good chance to outplay you and waste loads of your time while other survs crank gens.

    Remember I had a wraith try to hard tunnel me on RPD when I had 2 swf mates and a random. The first chase lasted an extremely long time and is probably why he tried to tunnel me. Proceeded to facecamp me and got flashbanged for the save, chased me again and proceeded to have another 3 minute long chase, partially because his chase game wasn't very good, and partially because RPD is my jam when it comes to chases. Finally hooked me a second time as the fourth gen popped, i then got saved by another flashbang play, and all 3 players bodyblocked so hard I gave wraith the slip and he only got one more hook that match and it wasn't me.

    Tunneling one surv early in the game stops you pressuring gens at all. Even if you tie up 2 survs on the second chase you're letting the other 2 genrush. You're relying on the survs to make bad saves and cluster round the hook for that tactic to work. When your mmr hits the right level you're going to get genrushed hard and this playstyle won't work anymore.

    I play a lot of killer and I never tunnel early unless it's literally handed to me, and even then I usually make a point of chasing a different surv.

    And serious question, is it really that fun to hard tunnel every single match? It's not a hugely fun playstyle imo and it must get stale after a while.

  • @[Deleted User] said:

    Main building in Ormond and Eyrie. It's such a time sink to chase here and every single survivor runs straight for the safety of these buildings.

    Ormond I get but the eyrie building feels super risky if killer bashes in the doors. My first port of call when playing eyrie with demo. Shred. That. Door.

  • @appleas said:

    There are some dailies or tome challenges that require the Killer to mori a survivor. If the Killer decides to go after someone else and the mori-able survivor escapes, the Killer would have wasted a Mori offering and probably have to play another match with another Mori offering.

    I met a Sadako who followed the obsession for 5 gens and mori them with Rancor once the exit gates were powered for the Rancor tome challenge. Should the Sadako have chased other Survivors and risk the Obsession escaping instead?

    I did something similar with ghostie once 🤣 3 survs alive, needed a mori and had rancor. Let survs finish last 2 gens and chilled with the obsession (kate) while she finished the last gen. Then when it popped I downed and morid her. Felt a little harsh but also kinda funny.

    Her mate messaged me after to gg and ask why I morid her. Explained I needed it for a challenge and they were cool with it. Apparently she had some pretty choice words about me while i was mori ing her 🤣

  • Mm I think C3tooth is right (and a good artist), no idea what you're talking about OP. Autodidact is the solution for what exactly? Base healing times didn't get nerfed they justbreworked medkits and CoH to nerf self heals.

    And auto didact has always been kind of meh. But the skill checks trigger regularly enough. I usually get 2-3 on my first heal so when first heal is finished I've removed the detrimental skill checks and then my healing flies all game. Don't get what the issue is.

  • My build hasn't changed much. Except I've swapped out DH for lithe. Should've done it before tbh, I'm so bad at DH triggers but lithe is so much more reliable.

    I have noticed less slowdown so that's nice. Be interesting if we get to see if it affects killrates.

  • @MichitaRoyal said:

    What is with this game and making it so freaking difficult to survive a game if you have no friends to play with? If 1 survivor dies too early in the game, say 4 gens, then you might as well just give up because it takes no time at all for the killer to patrol and too much time to finish the rest of the gens as 3 survivors. Only time I see it working is if 1 survivor is some god at running away and even then it's super slim because we're not all pros. Killer I have no issues winning and losing games every now and then, but man after playing survivor I almost feel bad playing killer. I feel there's lots of players like me who are newer at this game and it just seems ridiculous how hard it is when just 1 player is fairly new. Aka, scared of the killer so messes up running away and gets tunneled out of the game really early.

    Sorry to hear you're having a rough time of it, it's not easy for new survs.

    I'm barely average myself but my beginner days in dbd as surv were bloody awful.

    Top tips, run windows of opportunity if you have it, if not then get kate denson asap. It's so useful in chase.

    Play killer a bit. Killer is pretty easy to start with and when your mmr with that climbs and you get hard games you can learn a lot from what survivors do and how they counter you that'll help you heaps with your survivor game.

    Try not to care, easier said than done I know and nobody likes to lose, but surv can be a frustrating role if your aim is to survive as much as possible. I go into each match assuming I'm going to die and look on it as practice. I enjoy it more that way, plus sacrificing myself to get another surv out is kinda rewarding.

    Don't avoid chases. A lot of newer players play stealthy and this slows down their skill improvement. Treat some games as chase practice. Attract killers attention and aim to keep the chase going as long as possible.

    SWF. Hands down the best thing to help, experienced survs can give you good advice and there is a lot to learn, over 30 unique killers all with their own unique mechanics. I'd be happy to play with you if you like, got a little gaming discord with some other dbd buddies so could help you out 😊

  • They killswitched it a little while ago didn't they? Thought they'd have fixed this

  • @Thusly_Boned said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402738#Comment_3402738

    I mean you could do that now with the Trapper Sack.

    In fact, I think that add on would encourage that even more than just letting him start the match with all his traps, since the sack doesn't let you move them. To me, that would make me want to get maximum value from the first placement (which to some people would be a three gen).

    Even if he has all of his traps, he's still going to be a risk/reward killer, and still relatively weak. Setup is still going to take time, and the only way to prevent a good team from just screwing with you is to run his other Iri/purple add ons every match.

    Unless the RNG of trap placement can be changed so they don't spawn in the far flung corners of the map, step one to helping the Trapper is letting him carry more, if not all of his traps from the beginning.

    And maybe I'm wrong, but I don't see most Trapper players being pressed enough to be consistent three genners. Trapper is really bad now, and even if you let him have all his traps, he'd still be bad. Just not hopelessly bad. If you're the type to employ sweaty ass strats for wins, you're probably not playing Trapper.

    Being able to move the traps makes a big difference, like I said I shuffled them to catch the survs off guard. The purple add on is straight bad tbh, being unable to move the traps is a huge disadvantage for trapper.

    My point is that doing this with his base kit means that sweaty ass killer players can abuse that base kit. Then he'd be in the same position skull merchant is, flipflopping between being useless and being insanely OP because of cheap tactics.

    Also fyi I will play hard but I sweat for the challenge not the win, I let the last 2 survs in that game go once I'd double hooked them which is my usual MO. And trapper isn't one of my mains but I am fond of playing him, really enjoy it actually, catching survs in bear traps carries a certain glee for me lol. I always cackle like a crazy person when I catch someone in a trap 🤣 plus my perk build for him is kinda unique. It's nice to have a use for zanshin tactics.

    He could do with a buff but this isn't it. Perhaps something to conceal his traps to survivors who have disarmed them. Like maybe each surv gains 33-50% visual transparency on bear traps each time they disarm a trap. If they reach 100% traps are invisible to them and they cannot disable them. Reset when they get caught in a bear trap.

    Edit: also setup time is an issue for him, but corrupt intervention is an easy pick for me when I play trapper.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402925#Comment_3402925

    Just because something is rare, doesn't mean it shouldn't be fixed or that it is fair. Imagine there was a killer offering that:

    • Made all survivors permanently exposed.
    • Permanently reveals the aura of all survivors to the killer.
    • Increases the killer's movement speed by 50%.
    • Made all survivors moriable immediately without hooks.

    But then, the offering was given a 0.01% chance to appear in the bloodweb. This would mean that, on average, you'd see this offering in one out of every 1000 games you would play. Would this offering be fair?

    There are many unfair games in dbd. For a start 3 of those things you mentioned are pretty much attainable in some way with killer add ons.

    Leprose lichen for demo, tombstone myers, scratched mirror myers. Purple aura read addon for wraith. Lets go with tombstone myers, I'm not a fan of getting morid before 1st gen is done.

    Is it fair? Not imo.

    would I like to see it removed? Honestly yes.

    Is it a big problem for me? No.

    I see it very rarely and it's frustrating on the spot. But Its not enough to make me quit the game. It's also a mechanical advantage. Which is more unfair than a skill difference in my opinion.

    The most unfair games I have played have generally been killer sided. Absolutely unwinnable for survivors. I have made some Absolutely filthy killer builds that throw game in my favour and have given me easy wins against experienced swfs. My sweaty demo build has practically a 100% winrate, i genuinely can't remember losing with it in the last few months, doctor with distressing, sloppy, coulrophobia and unnerving presence with jigsaw offering is insane, that one I wrecked a swf I play customs with and they are extremely good players.

    For killer they can exploit perk builds and powers to make the game mechanically easy for them. Survs have to be amazing at the game to consistently win so hard. So i genuinely don't see surv teams like this as a big issue. Comp players in any video will absolutely s**t on open queue pub teams. Look at any casual quickplay playlist in a video game. It'll happen but it's extremely rare for the individual player.

    One sided games are unpleasant, but also an immutable fact in online gaming. People will play to win by any means necessary. With asymmetric games this is much more common. In all the games I play of dbd i can usually call the result, gates open surv win or hatch game killer win, in the first 5 mins. Maybe 10% of my games are close run right down to the wire even games. And I'm fine with that, devs do their best (probably) to balance the game but it's never going to be perfect.

    I just find ways to make the game fun. And for me sweating isn't that much fun, as killer or surv. I can outskill survs as killer and let 2 go after they ate double hooked. Fun for me, nice for the survs to get a free escape, a few more BP and interact with a friendly killer.

    But I digress. Mechanically imo the game gives the advantage to killers, if the top 1% of survs are good enough to turn the tables on most killers I have zero issue with that. Because they are working together flawlessly. Looking at your vid, when there were no mechanical restrictions (except no duplicates), they drew against a deathslinger, 7 hook stages and 2 dead. Arguably the best comp team in the world against a D tier killer. Love to see them against comp blight or nurse. They aren't unbeatable. And their wins come through skill instead of abusing perk builds for easy advantage.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402722#Comment_3402722

    So repeatedly getting smashed as killer because you went against a high mmr 4 stack is completely acceptable? If you think that is the case, then you truly are biased and beyond hope. At that point, why not just make the killer an NPC and make everyone happy?

    But better still, you are assuming i think survivors need to be weaker in a way that hurts low level players. Watch the clip in this video here talking about the "Base Jumper" item in TF2. I timestamped the clip, it goes for about a minute.

    https://www.youtube.com/watch?v=X1p42KtZOCw&t=203s

    This right here is exactly what i am talking about. Now think about how you can get some crazy setups in this game, or certain main buildings that are just nuts in the hands of good survivors. You can have crazy windows spawn into pallet gyms, into shack, into unmindgameable god pallet setups. And with just 1 or 2 pallets these top tier survivors can waste so much of a killer's time. So why not nerf these things?

    These low mmr survivors aren't using these things like this to begin with. If you nerf these crazy setups, you aren't going to be hurting these low mmr survivors, because they don't even know how to effectively use these setups anyway, and they just drop the pallet immediately and run off and probably get hit anyway then go self care in a corner for 60 seconds.

    On the flip side, everyone seems to admit that low mmr survivor play is miserable. So, nerf these godly setups, and add more pallets to the map. You'll "Nerf" survivors at high mmr by nerfing their ability to waste a killers time to the point where you literally don't even bother chasing them if they go into certain parts of a map (looking at you fun bus, or asylum main building) because if you even take a single chase there against a good survivor, you are completely throwing the game away because they can easily run you for 5 gens. But, in turn, you'll also make the game better for the low mmr survivors. Killers in low MMR aren't doing crazy mindgames at every single pallet, nor have the skills necessary to exploit the weaknesses of these weaker tiles on these lower skilled players.

    If we are going to say that "its ok because these players play in tournaments and not in regular queue" that is entirely untrue. You can often see hens and his team/friends play in pub games in order to create content and videos and stream. If you want to make that argument, then those player should not be allowed to play in pub queues at all.

    And the worst part about it is, nobody has been able to show me a video of these types of things being relegated to ONLY THE BEST SURVIVORS IN THE WORLD. Nothing they do in these videos or tournaments is anything that special outside of heavy communication and organization. There isn't any crazy mechanical skill they are doing that couldn't easily be learned by most players after playing for 50 hours.

    I can agree that nerfing stuff that is mainly abused by high skill survs is a good shout, long as it doesn't affect less skilled survs. Vaults on garden of joy certainly need sorting out.

    And I didn't say that tournament players don't s**t on regular players, I was saying that there aren't enough of them to make it an issue. DBD's Matchmaking system is pretty bad at matching same level players together but you won't repeatedly see these super high level survivors unless you are a super high level killer. Sure pub killers will get stomped by them occasionally I just don't think that's a huge problem.

    Really can't agree with your last paragraph though. I've been playing for over 600 hours and maybe 350 of which on surv. And I really can't loop for s**t, I've watched video tutorials on it. I run amazing chases occasionally, but usually only against baby killers. You can't get to that standard of play overnight. I frequently come up against survivors who can and I'm always impressed by how they can make a pallet at the last possible second and make me hit wall when as surv I always take a hit from across the vault. That kind of skill is extremely difficult and time consuming to build. Mechanically I understand how it works but the timing is so insanely tight it takes a long time to get good at it.

  • @Trickstom said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402725#Comment_3402725

    -You got a point on that.

    -Sure it is easy, it is just a Dash. But this tier list is based on Skill Ceiling, meaning you need to learn ALL Wesker's techs/tricks to extract all of his potential, just his Hug Tech put him in Hard at minimum (that sh*t is hard to do).

    Fair dos. Suppose I was thinking of simply being effective with those killers rather than mastering.

  • Wish I'd had the chance to play hawkins. Only started dbd last august. Paid through to nose to secure a physical nightmare edition to access the ST chapter, it's the reason I started playing dbd.

  • Made a thread about this exact problem yesterday. DCs, be they literal or "soft"DCs (hook suicide) should be punished harshly imo.

  • @Thusly_Boned said:

    I don't see a reason (that holds up) not to let him start the match with all of his traps.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402726#Comment_3402726

    This would be a good compromise, but I don't think it's necessary. Going and picking up and resetting traps is enough of a timesink that he wouldn't be OP or anything.

    I do. He could simply pick a tight 3 gen at the start of the match and turn it into a minefield. Add a couple of regression perks and you have an extremely unpleasant match.

    I tried this once on on eyrie when I was getting gen rushed. I only had a couple hooks and was getting gen rushed pretty hard. I shifted every trap on the map to killer shack corner because I had a good 3 gen there, including one gen inside shack, baited survs into clearing all the local pallets. Poor survs didn't stand a chance, I'd shuffle traps every so often to catch them off guard. And every time they disarmed a trap i chased them away, either into another trap or a dangerous spot where they couldnt get away. I was running overcharge and pop so if a gen eas left alone for long it just regressed.

    I do agree trapper should get some buff love. But carrying all his traps would make for some extremely unpleasant games

  • On point for the most part but a few changes imo.

    I feel demo and hag should be v hard tier, they require extremely good planning and map control to be effective.

    No way wesker is top tier difficulty, his virulent bound is nuts and quite easy to use. I got good with him real quick.

    Artist and slinger could go down a peg finicky powers but once you have a decent idea they get easier to use. And probably plague too. Definitely mid difficulty imo, you remove the effectiveness of healing and medkits by vomiting on everyone and everything. Not rocket science to play.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402060#Comment_3402060

    If you read my post above, let me know what your changes will be to nerf sadako and bring her more in line with balanced killers like spirit, and which ways you are going to buff the nurse who is by far the worst killer in the game, and blight as well who is pretty far down there with trapper.

    You may think i am joking, but if you truly believe we should balance around average players, the data shows this very thing. So if you believe this, then stick to it.

    Instead of addressing my actual point, you're diverting the conversation. A tongue in cheek exaggeration doesn't prove your point.

    We weren't talking about individual killer balance, which killers were strong or weak or anything. You were complaining that survivors are too powerful, and your evidence is a tiny sample of the very very very top end of the game. And that is a flawed sample. And tbh your evidence showed that a d tier killer, skillfully played could compete with absolute best survivors.

    "When are people going to realize that we desperately need to do something about the kinds of things survivors can do and how difficult it is to even get a single hook against good survivors?"

    ^^ this directly implies that the survivor role needs to be weaker. I'm saying that is absolutely not the case. You balance for an even game around the top 1% then you shaft the bottom 99%. Because this is not, by it's very definition, an even game. I'd like to see you respond to that point without hyperbole pls.

    This argument seems even more silly because tournaments can balance themselves. Why change game balance at a fundamental level when you can simply impose rules? No duplicate perks, no add ons etc to create an even match. No need to mess up the low-mid mmr games.

    And outside of tournament? Yh some highish-mid mmr killers will be unlucky enough to get matched with these guys and get rofl stomped by them. But not often enough to affect them unduly. Anyone who is getting consistently and repeatedly smashed as killer is in the wrong mmr bracket and has probably been using lazy tactics to 4k numerous mid teams and solo q lobbies. Suddenly they are seeing sweaty survs well above their skill level? They either get better or drop mmr. And tbh they've been sweating 4ks by any means necessary? No reason why they shouldn't play survs with the same attitude.

    Meanwhile getting repeatedly smashed as survivor seems to be acceptable in your eyes.

  • @SMitchell8 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402134#Comment_3402134

    Always said that killers should have separate ranks, so that you don't have to get smoked when playing a much less played killer. Suppose we have bot modes now for practice thus makes my point somewhat obsolete.

    Mm i agree personally. No reason why all killers should be a nightmare because you can sweat well with one.

  • @Halloulle said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402081#Comment_3402081

    How often can you try to kobe in 45 seconds? Quite a few times, I imagine. - I like the direction though. Also gives you something to do while being hooked 😂

    Oh I don't mean remove the 3 attempt limit. That'd be insane lol

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3401885#Comment_3401885

    What perk? Ah. You haven't seen patch notes yet.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3401879#Comment_3401879

    Coup could be changed in a way, that it does not loose token until you get value - meaning you loose token only if you lounge for distance that is longer than base distance + you actually get hit. That sounds reasonable (also with 5 token thing).

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3401889#Comment_3401889

    Your furtive chase would be straight-up OP for some killers - specifically slinger and some killers like Bubba. But it would be super good perk on every single killer (red stain is huge, no TR is conditionally on killer even bigger thing).

    But I like your Insidious change.

    I have seen the patch notes and I know about the DH changes.

    Regardless dh when activated will still be extremely strong, and killer takes a huge L if a surv DHs then manages to escape chase as well. Admittedly it will be less prolific.

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3401776#Comment_3401776

    Yeah, that might be. I'll try again today and see, if it's any better.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3401820#Comment_3401820

    I'm not exactly new to DBD, so I've had my fair share of that as well. Though, it's never been this extreme. Usually I'll have a range of matches that goes from way too easy to pretty much unwinnable for me (mostly due to my own lack of skill and experience) and sometimes a match in between. That wasn't the case here. I'm a bit baffled.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3401886#Comment_3401886

    Thanks. I've never really cared to get better with her as she's just not my kind of killer and my win rate with her is abysmal (though that's mostly fine). I'm just confused how I was consistently paired up with groups that are so much better than me.

    Match making is just bad. Probably doesn't help if you're high mmr with other killers it does pull up your base mmr with new killers that you aren't familiar with yet and it can feel unwinnable. Teams I could easily mince with demo and spirit would run rings around me as blight or hillbilly.

  • @Halloulle said:

    Idk, there have been occasions where a kobe has come in clutch and turned the tables. I'll never forget the infinite T3 myers who camped me in rpd main and I (acidentally) had the full self-unhook-build equipped. He looked at me reassured for a good long while - and once exit gates were opened I just hopped off after a few tries and ran out. Or the Plague who really went out of their way to slug everyone at four gens, spinning and nodding like they won sth - and then two people kobed and the match continued. There's something very satisfying about these situations.

    That being said. The way more frequent case of taking chances is to make clear the last survivor should not attempt to unhook you but instead get in position for hatch game.

    There was also a phase where survs in soloQ would kind of refuse to unhook so for a while I did run Slippery Meat + luck offering and it works often enough to be worth it. Either to unhook myself or to prompt a teamie to move their butts to get an unhook.

    So, overall, I think there are a great many uses of the self-unhook mechanic. --- And I think these uses are impossible to separate from people taking chanceswith ill intent. Though, if there is a way to change the mechanic to allow for the viable/valid uses while making the invalid/sabotaging ones impossible, I'd be all for it.

    I have made a suggestion before that fits that solution.

    Remove the penalty for trying to self unhook. It no longer allows you to speed your hook state along. Along with that nerf the base chance to kobe to prevent self unhooks being common. Imo like 0.5-1 should do the trick. Rebalance/rework the luck offerings and perks to compensate for the low kobe chance.

    It prevents people giving up on first hook, makes self unhook builds viable or at least not a huge usually self detrimental gamble.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3401878#Comment_3401878

    So have kobes tho. 🤷‍♀️ and it isn’t a soft DC anymore than just running at the killer, going AFK, or getting slugged. In all three scenarios someone isn’t playing the game or contributing to the success of other survivors. I don’t know of any other game (assym or not) where players are at any point ‘forced‘ to play besides this one. Maybe when you queue up as killer don’t do stuff that leads players to want to give up on hook? Idk. Some problems need fixing from the inside.

    It's because dbd doesn't have backfilling. Any other game I play someone leaves, their spot is filled in a few seconds, usually by a human player or at least a bot.

    Players who consistently ragequit the second they get downed are not something this game needs and imo should be banned if they do it repeatedly. That is why we have DV penalties. Because unlike other games, every DC in dbd ruins the entire game. Soft DCs like hook suicides have exactly the same effect with zero consequences and that's why I think it needs to be dealt with.

    Sidenote, blaming killers for it is a little silly really. Sure some people are going to play toxic but survivors are just as bad for it. And killers playing sweaty tactics will result in players dying faster, which is what the ragequit players want to do so the issue is?

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3401893#Comment_3401893

    So i'll present to you the same question that i asked earlier that has yet to be answered by anyone so far.

    Simple.

    Do you think the game should be balanced around average skill players, or top tier high skill players?

    Average.

    Games are for people to enjoy. And you want to make sure the maximum number of players enjoy them.

    If DBD had a big, thriving esports community worth hundreds of thousands of dollars then perhaps it'd be more of an issue.

    But it doesn't, sure there are tournaments but they impose their own restrictions on the games to provide balance. Asymmetric multiplayer games are an absolute nightmare to balance and in all honesty you're never going to make it completely even. Such a tiny pool of games, featuring the absolute best players on the game such as in this video is not an accurate objective look at the game's balance as a whole.

    At the end of the day dbd is at heart a casual game, something for horror fans, people who enjoy something a bit different. Sure some people who play the game take it extremely seriously, but they are a minority, one that could not financially support the game on their own. Rebalancing the game specifically to accommodate the absolute best players in the world it is surv? Not a good idea imo. It could drive away the majority of the player base.

    I've always found these forums extremely elitist. Which is to be expected, forums will be mostly dedicated players. But a lot of people on here forget, survs have a rough time at low and mid mmr. And tbh as killer I have a pretty easy time of things, even against very experienced survivor teams. I'd probably get thrashed by the survs in this video but hey, they are the pinnacle of skill in this game. The kicker is I've only been playing since august last year racked up maybe 25 days playtime, recently some of the survivor teams I've dunked on have had players with 300 DAYs solid play time. Surv requires a extreme amount of technical skill and game knowledge to play well. And even with all that they still barely broke even against deathslinger of all killers, a killer that's been notoriously nerfed and is D tier if I remember correctly? And that was when all restrictions were removed interestingly.

    And, much as I love this game, I don't play it as much anymore, because my regular swf mates eventually lost patience with it because they are fed up with dying all the time as survivors. I have tried to get new people into the game and they have either refused to try the game at all because the learning curve is reputedly brutal, or tried it and given up after 48 hours playtime because they died 20 games in a row. That is not a trend that should be encouraged. What the Devs should focus on is making the game more accessible for new players. Improve the tutorials to let newer players know things like how to loop, ones that explain each killer power, killer instinct etc.

  • These are some of the best survivors in the world, who incidentally knew what killer they were going up against beforehand. Against 2 mechanically weak killers.That's not a good thing to base game balance on.

    99.99% of the player base does not and cannot play like this.

  • @Xernoton said:

    I have no idea what BHVR did but something is off. Way off. My matches have been absolutely ridiculous today.

    I'm currently trying for Artist's adapt. I have played her maybe 10-15 times (including 6 today), I know that I'm incredibly bad with her and have lost (4 escapes) all my matches today and if I remember correctly I only got 2 kills in total with her but the game still decides to pair me with multiple P100s every single game. And these are not your "P100 but playing with their feet" survivors. These are survivors with thousands of hours each and always in SWFs (checked their steam profiles, when they didn't have matching names).

    Has anyone had the same experience today or am I just that unlucky?

    Artist adept is rough of you aren't good with her. Hope you get it before the pain res nerf kicks in. Hope you have better luck with it soon.

  • @Star99er said:

    Give some ideas on what perks you would want buffed and how he would go about buffing them.

    Iron Will:

    Now works if you’re exhausted.

    Stake Out:

    reduced the amount of time required to stay hidden within the killer’s terror radius to gain a token from 15 to 13 seconds.

    **Territoral Imperative:

    No Longer has a cooldown and the survivor’s aura remains active while in the basement.

    Gain the undetected status effect for 5/7/9 seconds when a Survivor enters the basement.

    Cool ideas. Except the iron will suggestion.

    No pain grunts after a successful dead hard is insane.

  • No mither.

    Should silence pain grunts and provide a BP bonus

  • Dead hard was fine as it was.

    Demo is hands down the best killer in the game.

    Getting last 2 survs to 2 hooks each then farming and letting them go is far more fun for all involved than getting a 4k.

  • @Sylhiri said:

    I think the whole hook mechanic is kinda lame from the game play standpoint. Thematically it's interesting but you just hang there and... don't play the game until someone else helps you. If someone doesn't help you then you die and have to queue for another game.

    Sounds like a fun, well designed mechanic for a video game.

    I mean it's kept the game going for almost 7 years. The base mechanic is fine, bhvr just shouldn't be letting people soft DC with no consequence.

  • My Deathslinger hex meme build.

    Haunted ground, retribution, devour hope and ruin/undying.

    It's wildly inconsistent and varies from utter garbage to oh look everyone's aura is revealed AND they are exposed. It's hysterical to run, Survs find so many hexes they don't know which ones to pop. And occasionally they can't see the forest for the trees and I pop devour hope for some moris.

  • @JawsIsTheNextKiller said:

    It definitely shouldn't be reportable reportable as it is a built in mechanic. But as soon you see the aura of the first person hooked giving up you know the game is ruined for all 4 of the other players.

    I wouldn't object to a DC penalty penalty for people doing this early on in the game though.

    Yh maybe not have it as reportable but at least remove it as a feature. It's a problem that should be looked at.

  • @NerfedFreddy said:

    1. "no legitimate reason to do it in the first 3-5 minutes of a game"
    2. "refusing to participate in normal gameplay"
    3. ruining game for other 4

    wow it's almost like camping that also should be reportable

    Except you know, that is actually killer working toward their objective. Much as I hate camping it's a legitimate killer tactic. Their objective is to ruin the survivor's time.

    Surv suiciding is the opposite of what they're supposed to do and actively sabotaging the team they are supposed to work with.

  • @Veritere said:

    Removing the ability to self unhook completely would invalidate some perks and offerings. So they would have to change that aswell which I dont really see happening xD

    Also, does slugging the person that tried to get off the match really do anything? The person no longer wants to play that match, he will just tab out and do something else. At that point you are just stroking your ego but go for it

    Oh you mean those perks that literally nobody ever uses? I barely see luck offerings, have literally never seen anyone run ace's luck perk and I've seen slippery meat like once or twice total.

  • Demo with both iri addons. Shredding someone on a gen who has no idea that your there is hysteric.

    Honorable mention to ghostface with driver's licence. Nothing like exposed and gen exploding in your face to get instantly downed.

  • Yh copyright law is something no company wants to mess with.

    Shame, I really wish bhvr could/would get the stranger things IP back. I only started dbd last august. Managed to get a physical copy of the nightmare edition for xbox with stranger things content on it. But without that disk it'd be inaccessible to me and I can't buy any cosmetic for my demo boi 🙁

  • Absolutely.

    But only in the postgame.

    No need to encourage people to lobby dodge.

  • @Krazzik said:

    To be fair they should just get rid of trying to get yourself off the hook outside of Deliverance. It's almost always just used to screw over your teammates and confuse newer players.

    I'm all for this. Or removing the detriment for trying to self unhook. Made a thread about that a while ago. It would give people and actual reason to run self unhook offerings and perks. Because atm they are actively bad and will increase your chance of dying.

    Decrease the base percentage chance to unhook to like 0.5 to 2% so it isn't a thing that happens every game. And probably rebalance the self unhook offerings/mechanics

  • @Bot_Salvo88 said:

    That's the call to go play some killer. When this happens, I just go play killer.

    I know, ignoring the problem isn't the solution, but nobody at BHVR seems to give a damn about this for a long time, so why would we care 🤷🏻

    Admittedly when I play killer I'm absolutely in a position to punish people for doing this early game. Usually if I notice someone try to suicide on first hook and then run up toe as soon as they are unhooked I will simply repeatedly slug them.

    Lets their team mates at least farm bp off of healing them amd delays them actually getting out of the game. Occasionally they even start playing properly again.

  • @Marik1987 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3400821#Comment_3400821

    but its not the killers fault if survivors suicide on hook or disconnect because the first chase didnt went like they wanted.

    It's also not the survivor's fault either. But they get their game ruined. Still is relevant to overall experience of players.

  • @ClownGuy5 said:

    Yo, just to give some background, Clown is my highest played killer out of all and honestly my fav killer in the game with the slowing down a surv and the fast hits you can get with him lol.

    I am a retired Clown main as of now and sort of moved on to Freddy, but I recently played Clown again and man it felt great.

    But as I kept playing I soon did run into a bit of high MMR and then it reminded me that Clown is still weak because of his no map pressure. Not saying Clown is weak in chases but when it comes to gens he def struggles.

    However, I really wanna stick with him thick and through so Im here to ask for some build suggestions that will hopefully give me a balanced fighting chance if the cards are played right each match.

    He's certainly not my main but I am fond of playing clown.

    If you're struggling with gens as clown then hands off regression perks are the way to go. Pain res will be good, at least until the midchapter update hits. Jolt too since clown can finish chases fast and eruption isn't bad with him if you chase someone off a gen.

    Or if kicking gens is more your thing don't forget about the yellow clouds. Helps you traverse quicker. Pop overcharge is a combo I've been having fun with. Another build I've tried on a few killers is distressing, unnerving, coulrophobia and sloppy butcher. No direct regression and it doesn't work well on large maps but bring a jigsaw piece and players are pretty much constantly in your terror radius. Might work well on clown since it's useful for keeping survs perma injured and clown can down reeeal fast if he finds an injured surv.

    On the more ruthless end of the spectrum he is adept at tunneling since he can end chases quick, and there are few better ways to apply pressure than to remove one surv fast as possible. Not my preferred style but it works.

    Or just lean into finishing chases. My preferred build with clown is one regression perk, one seeker perk, plus superior anatomy and bamboozle. That particular combo makes vaults extremely dangerous for survivors, if a surv runs for a vault you throw a bottle past them through the vault, they fast vault get slowed and you practically catapult yourself through the vault after them and they lose a lot of distance, usually enough to stop them reaching a pallet. Plus bamboozle is always good for shutting down vault loops.

    Apologies if this is stuff you already knew.

  • @Pulsar said:

    If the kill rate is 70%, the game wouldn't be Survivor-sided in that scenario.

    Tbh the actual rate is probably something like that. Last official kill rate was 60% but that doesn't include games with a disconnect. Which happens a lot and usually results in all players dying or disconnecting.

  • @sulaiman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3395499#Comment_3395499

    I dont think players can agree on what an even game looks like, and thats one of the problems.

    Precisely. Killers mains seem to want constant 4ks surv mains want every surv to escape every single time.

  • He requires a particular type of counterplay so a lot of newer players just get machine gunned by him. I personally just dislike him because that smug little titter he does when he downs someone really gets on my nerves. And in my experience trickster players tend to sweat pretty hard and are often toxic.

  • Don't remind the devs about it. It's a terrible idea.

  • @PowZapBamWoofMeow said:

    what do you mean “team”? I don’t know these ppl or owe them anything. I’ll DC or die on first hook as I see fit and if it suits me.

    it’s a video game. This ain’t work.

    Players like you confuse me. Like why bother playing the game if you're just going to rage quit the first time you get downed?

    I mean I get noping out late game when it's clear the killer is going to win. But quitting early? Game is still all to play for, I've seen so many people ragequit early then last 3 survs have managed like 3 gens which with another player they could've probably won. Like don't play if every other match you're just going to have a tantrum and ruin the game for the rest of the players.

  • I've always felt franklins should refund the item to the survivors after the match. That way it helps the killer win the natch but doesn't ruin someones red rarity item.

  • Yh all this killer main and survivor main bs. I dont feel like many players want an even game at all.

  • @verysleepy said:

    Yet another part of the problem in balancing, is the fact that survivors, very frequently, spawn literally ontop of their objective. This is absolute madness.... How does this still happen?

    Imagine if killer spawned ontop of a survivor or near them, the uproar would be insane... Yet it's ok for 3-4 survivors to literally spawn next to 3-4 gens, VERY frequently?

    Im playing survivor ATM until the midchapter and nearly every game my reaction is the same... Oh spawn ontop of a gen, damn that was hard...

    There needs to be a code put in that places each survivor minimum x distance from their objective so they have to actually run to it, while also calculating killer to be minimum x distance.

    Why does the killer spawn lightyears from his objective but survivors ontop of theirs in a game that already has insane gen speed and a killer needs 12 hooks while not accounting for looping etc.

    Survivors can easily spawn, ontop of, or within 5 seconds of a gen, and alot of the time 4 are all on separate gens within seconds. This is a huge imbalance that I don't see brought up enough.

    No survivor can deny the laughing stock of spawning on gens being so common and frankly rediculous tbh. If anything, the offering to allow survivors to all spawn ontop of eachother should be given to killer and would instantly become meta.

    I'm a 4k plus hour killer main and obviously noticed this with lethal pursuer, however I decided to stop being frustrated and play easymode for a while, but couldn't help but shout-out nearly every game "what the ######### may aswell start me holding M1 at this rate" with how easy my objective was handed to me ....

    I don't see the issue, if survs jump on and finish the nearest gen they set themselves up for a 3 gen. Because when they spawn near gens it's generally an outlying gen which are the ones smart survs want to leave till last. And as killer if they pop them first it actually helps you as killer.

    Plus with the gens spread so equally round the map it's difficult to do anything at the start without tripping over a gen. Finding gen free spawn points would not be easy.


  • I have a theory about how addons are developed.

    Im pretty sure the devs write a bunch of add on ideas on a piece of paper. Some good, some bad, some useless and put them all in a big box. Then once every 3 months they get a new intern to drink a full bottle of tequila. Then said intern pulls but of paper out of the box and attempts to read them aloud. The ones he can pronounce correctly get added into the game.

  • As someone who uses this perk regularly it's pretty nuts and could do with a nerf. Being able to trigger it 6-8 times a match is kind of insane. It has carried a lot pf my matches as killer and ruined a lot of them as survivor. Considering it's synergy with dms too? Something had to give.

1 … 27 28 29 30 31 … 58