HoodedWildKard
HoodedWildKard
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@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4111607#Comment_4111607
Ah wondered how long before the "git gud" would pop up. Problem with that is the skill requirement gap between the roles.This is a good point that you explain well, but there is something that often comes to my mind about it. We all own the same game. Its not like one group of humans was assigned survivors and another killers, though that does seem to be how people treat it. I think the logical explanation for why 'survivors' seem bad in comparison to 'killers' is that just the killer role is easier (which is also how they maintain a 60% KR).
Yeah too many tribal players. Only playing one side or other. Gives people a very skewed view on game balance since they only see one side of it.
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@Arcturus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4113111#Comment_4113111
I think also there's the fact that the Judgment completely negates anti-tunnel perks, but I guess if you think that's alright as well we just wholeheartedly disagree with each other
If she banishes survivors they can be pulled from basically anywhere on the map meaning she can't tunnel easily. If she hooks them instead then they activate as normal.
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@Arcturus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4113044#Comment_4113044
Like I said, I enjoy looping this killer. I've actually started running into some pretty damn good Judgments that I imagine have been no-lifing playing the new killer, and even if it's really difficult it's still fun to get chased. In fact, despite me thinking this killer will be extremely powerful in the right hands, I want the light beams to be buffed, maybe adding back the 0.5s of control and perhaps making it slightly easier for close range hits somehow.
However, I feel this would need to come with some way to unrestrict some of the survivor perk usage. I understand that certain perks like Inner Healing could be very good against this killer, as that's the case with every killer. However the issue is that inherently as a long range m2 killer, a ton of perks already don't get value (like I mentioned with my examples of the aura and duo haste builds), and the nature of Exile makes a bunch of the perks that probably wouldn't be affected so much completely useless a lot of the time. I enjoy being chased by this killer, and I don't have much of an issue dodging snipes (except when she has like 6s of aura reading in Zealous, then if it's a good Judgment they just adjust the light to be right on top of me sometimes), I want to like this killer so bad but the feeling of almost any build I have being made useless or barely having an impact is such a frustrating feeling.
The game does need a meta shakeup, but that should come with perk changes, such as hopefully in the mid chapter 45 perk patch. It should not corral survivors into the very few builds that still work well against one killer. A killer or perks can counter certain builds or perks, that's fine. Healing builds will not work against Plague, aura builds will not work very often against a stealth killer / a killer with undetectable perks. But especially because half the perks on each side of the fence are pretty bad or even borderline useless, there are a lot of builds that get shut down by her power or at the very least have little impact / usefulness. I don't want to be told for the rest of my time playing DBD that it's my fault for running one of these 20 builds and randomly getting a Judgment who counters it. I don't want to be forced to use a small set of perks that is actually still impactful against her.
Plenty of killers negate perk builds. Legion and ghould make heals kind of pointless. Nurse pretty much kills every chase perk in the game.
I just don't see that it's a huge issue. Considering it's her release week and hardly anyone is playing her it won't be a colossal problem plus her power is fairly simple to dodge and bait so games againstbher are more about skill rather than perk builds.
It'll be an agree to disagree I guess.
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@Arcturus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4112910#Comment_4112910
Her gameplay locks her out of a lot of perks as well, but she actually knows ahead of time and can create a fully functioning build. There are very few survivor builds I've found that actually work well against her, even out of the ones that don't get turned completely useless by Exile. I tried running a full killer aura build. It works, but it's hardly useful against the Judgment a lot of the time because it's most useful in an m1 chase in a tile, while the only time I get m1'd by a Judgment is at a terrible filler. I was running a Teamwork and Blood Pact build with my buddy, that doesn't really help either and in fact can be detrimental staying so close to your teammate.
The only builds that I can think of that are fully functioning against a sniping killer that ignores all hook and saving perks are 1. heal builds 2. boon builds 3. genrush builds. And that reflects in the fact that I've seen way more boon and genrush builds since the update. I like looping against this killer, but it's extremely frustrating how limiting it is to play against them.
She does nix a lot of perks builds to be sure. I find healing and gen rush builds (not hyperfocus tho) work well against her.
It's kind of offset by the fact that her attack is very dodgeable. I'm as a rule pretty mid at running chase as a survivor, and actively bad at looping. But I'm crushing judgements in chase because I've got a good feel for her ability.
My best advice is to run inner strength. It's a regular feature in my builds anyway, but it works particularly well against sniper judgements as if you have a crushed totem in your back pocket you can quickly recover from a long range hit. Combo with quick and quiet and I've even managed to to pull of locker heals midchase against judgements since they often stay at midrange and break los often.
She has a very different gameplay style to other killers, and it catches a lot of people off guard. But personally I find it refreshing, anything that shakes up the boring meta is a good thing imo.
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Honestly there's only so much you can do with m1. And looking at even early killers there's still pretty heavy m2 usage. Hillbilly and huntress are two of the oldest killers and they rely heavily on their m2s.
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God forbid we get a killer that plays different.
Ngl I'm really enjoying judgement from both sides of the game. It's something very different and just requires a different kind of counterplay. I've been having great fun mindgaming in chase as and against judgement. Chases with her are enjoyable and rewarding.
As well as locking out survivors from perks, the power also locks judgement out of a lot of killer perks too. Any hook based perk, and basic hit perks are kinda useless on her.
I get why she can be frustrating to go against but if people are getting sniped across map that's because they aren't paying attention. It's easily avoidable if you're keeping an eye out. Honestly she's a breath of fresh air compared to a lot of new killers. Much more fun than crouch simulator two tap machine that is jason. Id take a judgement game any day. Eck even being exiled is kinda fun definitely better than just hanging on hook.
P.s. also slug perks like tencity and expo etc do have use against her. Judgements tend to slug a bit if they have the opportunity for double downs.
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@Rock_KBob said:
Maybe I'm crazy, but I swear I've never seen survival points in any of my games this low unless I died extremely early game. Below is a breakdown of how the round went. Is this intended with the new MMR update and legit, or am I right in thinking this seems really low?
- 1.75 gens completed
- 4 chases, injured twice but not downed
- 1 min officially in chase total (technically longer, but I only counted when chase music was playing)
- 3 full heals
- 1 save
Endgame:
- 1 opened door
- 1 protection hit
- 1 save
- 1st down (at unhook)
- Died 1st hook as 3k team escaped
The match ran a little over 15 minutes and obviously I died as the match ended because the team ran out together, so we all survived the same amount of time, I just don't get additional points for living, but only 61 for all of that?
Just looking for clarity. :)
https://us.v-cdn.net/6030815/uploads/58LSKAUJ07B1/1000023350.jpg
https://us.v-cdn.net/6030815/uploads/KLTVG6ONQPIC/1000023351.jpg
Survival points aren't awarded for the stuff you quoted. They're kinda finicky to get. Best waybis run inner strength, you get big survival points for cracking totems and self heals. Inoften max survival even if i die.
They're usually awarded for self preservation actions like struggling in killers grip and on hook, self heals, totems and some killer object interactions. They don't accrue for being alive like boldnes points do for being in tr.
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@esarraf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4112094#Comment_4112094
So… people just do this already by hiding in lockers on edge map so you need to come up with a new argument. By making them elusive all you are doing in reality is empowering people who have no reason to do risky plays like go for saves or anything to potentially be useful. Also 30 seconds is nothing in terms of a chase especially since killers can just proxy camp.
Elusive makes it 100% easier to hide like that though. Even jumping in lockers has it's risks. If you're injured killers can still hear you, elusive removes any risk at all of being heard and even lets you run without scratch marks and avoid aura read.
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@esarraf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4112014#Comment_4112014
Hot take but elusive should just last until you preform a conspicuous action.
Bit much. Towards the end of the game people would exploit his to string the game out or play for hatch. I think 30 secs would make more sense, and give the player a good chance to shake the killer if they chase off of hook.
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@esoteric0108 said:
as we know endurance and haste after unhook was reduced from 15s→10s and elusive was added for 10s
The problem? Now its actually EASIER to tunnel , heres why:
Since the status effects are all in sync at 10s, now the killer literally has an audio AND visual cue of exactly when the endurance runs out. If im playing lets say kaneki and after i hear the unhook notification, io go back to the hook, all i have to do is follow the unhooked person and the moment i see scratch marks or hear them start groaning again i instantly know its worn off and can m1.
Originally if a killer followed you off hook, theyd either have to count the 15s and hope they timed it right or they might hit too early, now that will never happen. the killer will always know when to m1
TL;DR The existence of elusive being in sync with endurance weakens the endurance more than intended due to the fact it acts as a prebuilt ingame timer to when its safe to hit off hook. i think elusive should be 12.5 or 15s to counter this. @BHVR
This is a really good point. The elusive should last longer than the endurance. It's also kind of negated if the unhooker follows you to try and heal since they end up leading the killer after you.
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I had one who messed up by teabagging me in gate. That one ended in a mori 🤣
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4111668#Comment_4111668
If it was even their first ever game (which is likely with 5 minutes of playtime), then something went seriously wrong there. And IMO this is more of an indicator of a serious issue and if it was backfilling, then backfilling needs to remove brand new player from the Pool.
Especially because the MMR was not able to gather any data from this player before, when they did not play beforehand.
It wasn't even backfilling. Nobody lobby dodged that one.
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@Aven_Fallen said:
The new system already collected Data before it was in place, so it is not likely that this was due to the Matchmaking or it needing time to even out (or to me more precise: It should not happen like that). This is either a case of backfilling or some serious MMR-issue which goes far beyond it just not evened out yet.
Yeah that seems a big issue. I thought brand new players were supposed to have protected mmr for the first however many games.
We messaged that player afterwards and it was literally their first ever dbd game. No way it shuld been against us.
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But birb
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@Thirteen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4111465#Comment_4111465
chase is a core part of dbd, so is being alturistic. you do not need to be in a 10000 hour swf squad to have saves, bodyblocks and protection hits. I see such plays even on solo q / versing non swfs. Again, it is indeed survivors fault, killer can play however they want, if you are unable to punish their playstyle, then they win. for comparison complaints like "genrushing" or "bully squads" can also be blamed on the killer since the former is about being unable to create adequate pressure to force people off of gens and latter is due to being too nice and not slugging. the counterplay is right there baked into gameplay, git gud and utilize it instead of asking for even more blanket protections
Ah wondered how long before the "git gud" would pop up. Problem with that is the skill requirement gap between the roles. Killer has a much lower skill requirement than survivor. Like a massive one. I have about 1600 hours, and as killer I often absolutely slam survivor in teams with 5-6k+ hours each, and I never enter a game and hard tunnel from the start. Conversley I have survivor games where killers with 100-300 hours get 4ks because they hard tunnel and either remove a player from the game extremely early or turn altruistic plays into snowballs to gain a bunch of pressure. It takes control of the game very early and a toddler could do it.
To "git gud" as a survivor in chase takes hundreds if not thousands of hours. Killer is much easier to pick up, even without relying on hard tunneling right off the bat, you'll regularly see killers with less than a third of the play time of their survivor opponents absolutely clap them. So by your mentality anyone who hasn't played the game for literal solid months of their lives just deserves to lose any game where a killer simply plays the cheap easy tactic.
Hard tunneling requires bare minimal competence at the game, whilst countering hard tunneling effectively requires an insane amount of hours gameplay, knowledge and reflexes that a good 70-80% of the playerbase simply doesn't possess. Just look at your example, you list genrushing and bully squads as the survivor equivalent to hard tunneling. But they are much easier to counter, there's a plethora of regression perks and bully squad tactics are much more likely to backfire and practically throw the game for survivors than secure a win. Dedicated anti tunnel perks are not great in number and on the whole are extremely weak, the only one that really works well is DS, and that is a one shot and gone. Most other anti tunnel perks like OTR etc are completely countered by simply proxying the hook and hitting the surv straight off hook and hounding them down. To effectively counter a hard tunnel you need either the tunneling target to astronomically outskill the killer and string 3 chases (2 at a major disadvantage) for 5 gens, and/or players who can pull altruistic plays without getting downed, which really means the killer needs to have the intelligence and tactical acumen of a concrete paving slab.
The only time hard tunneling hurts the killer is when the skill gap between them and the survivors is huge. It's a cheap, skilless tactic that is extremely difficult to counter, and more importantly isn't really fun for anyone involved. You remember that people are supposed to play games to have fun right? Winning by the quickest, most efficient and hard to counter playstyle is the mentality that causes people to cheat. And imo players who constantly hard tunnel are only one step up from cheaters, only because that kind of play legitimately exists due to the quirk of dbd being an asymmetric pvp game. Now with the offhook endurance actually being reduced this tactic only gets stronger.
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I smell bait.
I fail to see how jabbing your hand on a shrine to a fictional god to bring someone back from exile offends any religion. The game includes literal cannibalism, torture, mutilation etc etc heck putting survivors on hooks is an act of worship to the entity.
I can't imagine many devoutly religious people would be playing this game.
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@Thirteen said:
I taught a lot of people DBD, realistically, theres not much you can do to teach them faster, unless they like the game and want to improve themselves, but here are my few cents:
Teach them gen discipline, if not in chase, going for unhook/heal, they should be on a gen. No running around aimlessly, no touching dulls and chests, always crank gens. Deja Vu is a very solid beginner perk since a new player will not know gen spawns across dozens of maps.
Windows/FMA are good teaching wheels perks, they should know that looping is the only way to keep the killer from downing them. Knowing where to path to helps, but of course these perks will not teach how to run a tile, hold checkspots and overall muscle memory and reading killers movements. For this, the FASTEST way to learn is to play 1v1 ladder, since on pubs there will be a lot of matches where you will not be chased as much.
Other than that, you guys should play around keeping your weak link alive. Make them equip DS while you guys bring perks like StB, Babysitter etc so you can deny tunnel out.
https://us.v-cdn.net/6030815/uploads/42KO5LSHL2GV/7b08436802-945b-4f8e-864e-f84bb6eb3c5d-7d.png
This was the build I was running w my 3 man SWF when our 4th was a fresh install. We got some solid results. Feel free to swap exhaustion perks to your liking, but the main idea is ensuring they can survive and patch up their mistakes. This setup covers tunneling, camping, slugging and alike.
All solid advice, man i really need shoulder the burden to come up on the shrine. That would be super handy to have trying to keep the new players alive.
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@Angy_Quentin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4111188#Comment_4111188
The biggest thing any newbie needs to understand is distortion. And ofc a vet player needs to take chase a lot.
Yeah distortion used to be a good shout, but now it's really not helpful for new players trying to avoid chase. I find it's good to have an experienced player running it because they can call out aura read perks and add ons, super useful info for new players.
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@Thirteen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4111137#Comment_4111137
Killer takes the hard tunnel because the survivors make it possible.
If a survivor has no anti tunnel perks, is actively bad in chase and their teammates are not helping them, I will take it, since committing to them generates massive pressure. If I were to try to tunnel a survivor who has DS/teammates with STB, is good at playing tiles and their teammates properly rotate to take protection hits, its a different story, I lose too much time committing over a chase I cannot end, so I switch targets, its really that simple.
"b-but I do not want to run meta!" then accept that sometimes you will be tunneled or slugged and left to your own vices, especially if you are not as good at the game. I run goofy builds, I play without exhaustion perks, I still can hold decent chases and live to tell the tale since ive been playing since 2020 and have thousands of hours on both sides, if I get hard tunneled, I got outplayed and had weaker teammates, as simple as that.
I mean the number of downvotes you attracted with that reply kind of speaks for itself.
For a start blaming it on survivors is wild. Running chase as survivor is absolutely the single most difficult skill to build in dbd. You can't expect the majority of players in this game to run chase well enough to be able to run a hard tunneling killer for 3-5 gens. Particularly since the second two chases they will start wounded. Having a team coordinated enough to get a killer of their targets back in this situation requires 3 or 4 man swfs with serious chase and flashlight skills. All that to counter a tactic that even the newest killers can pull off with minimal effort. And as a rule bodyblocking and interfereing with a chase when someone is being tunneled is a very bad idea, because unless you pull it off flawlessly it usually backfires and just gives the killer free hooks or mad slugging pressure while also not contributing to gens.
Secondly it's also mad boring. When I play killer I never hard tunnel like that right at the start of the game. Because it's such a tedious, skilless tactic, and without it most of my killer games are still wins. It puzzles me how many killers will sweat buckets for a 4k using cheap shots like that, because as killers those games are very boring and uninteresting with no sense of achievement. If i know I'm going to win 2 minutes into the gsme then what's the point?
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@Drunkenmunky said:
A different take on the subject or rather my 2 cents.
Rather than nerfing anything; take the reward away.
If someone is hard tunneling at 5 gen just remove their bloodpoint reward.
If the second hook is the same survivor 0 bp.
If the 3rd hook is still the same survivor 0bp and no kill bp.
This doesn't prevent anyone from from doing it.
They still gain their desperately needed MMR and ego trip.
They just suffer less blood web and won't be able to afford all those red add-ons for every match.
All players only gain bp by performing actions. Preventing a player from performing actions is the ultimate problem.
Generally, tunnel/slug killers earn less bp.
It's also frustrating getting tunneled out and earning less than 10k bp.
Make a scenario where the killer earns less than 10k bp.
This would instantly reduce people from hard tunneling as they aren't really earning anything.That would be one way of dealing with it. I'm sure some killers wouldn't care but there would definitely be some who'd spread their hooks for bp.
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@Thirteen said:
Tunneling is a core mechanic of DBD.
The counterplay to tunneling is either outperking the killer with the gazillion anti tunnel perks, getting better at chases or having teammates take hits/downs and cover for you instead of hiding in lockers. Asking the killer to play sub optimally for your own comfort/enjoyment is bogus in a pvp game
Like I said, I'm not saying killers shouldn't tunnel ever. They shouldn't be throwing games in the name of the other side's enjoyment. What I'm saying is that hard tunneling one survivor to the exclusion of all else at the start of the game is a tactic that should be punished/prevented.
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@Reinami said:
You mention "after 10 years" and have a ton of posts, so i suspect that you are very much NOT a new player yourself, i'm assuming in the thousands of hours count? If so then playing with you is probably the worst thing for your friend, as it won't look at their skill level at all when matching with other players, it will look at yours instead. It would be better for them to play alone (or maybe for you to play with them on a fresh account?) rather than try and play with you otherwise they will get matched with people with thousands of hours and will just have a very bad time.
I have about 1600 hours, tbh the baby lobbies are killer dominated anyway so it doesn't make a huge difference either way. Without basic pathing skills a new survivor will get clapped by any killer player so the experience doesn't really change much for them, chases will last 15-30 seconds max. Plus it's a bit difficult to get someone into a game by getting them to play it and then refusing to play with them.
And that's more why i made the post, because the killer skill level doesn't really matter much, new surv players get the worst of what the game has to offer.
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Unfortunately twin's basekit is geared towards that playstyle.
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@ShanoaLegendaryPlz said:
I got my friend into the game around sadako's release. And we never really had a full swf just duo, so they would mostly stick with me and it was an extra challenge for me to keep them alive as this was the experience:
https://us.v-cdn.net/6030815/uploads/NBWZZA43X5YQ/derp.jpg
Infact that exact thing happened so many times i made this picture^ out of Ochido's funny dbd videos 'thumbnails'.
Eventually they got past all the tunneling and stuff and stuck with the game somehow, though they never switch their build which is unbreakable, left behind, bottony knowledge, and kindred. Perhaps being in a full swf pressures the killer further into finding the weak link. I know i've felt that way when 3 people are hard to catch and u know whos easiest but i also save them for last as their friends usualy throw themselves at the killer to protect them, and then i can pretend to chase them around till they find the hatch
That pic is so on point 🤣
It didn't help my mate put on object of obsession for the first two matches 🙃 they didn't realise what it did, I didn't clock it until they mentioned they could see the killer's aura 🤣
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@Craftlori said:
Why is it still a thing that the last survivor get's a free 50/50 chance to escape after the other 3 Survivors are dead? I experienced on both sides so many matches where the last 2 Survivors didn't do anything and tried to rat each other out. (I can recommend watching the "Getting chased for 20 Minutes" Video from Noob3)
Instead of this stupid mechanic why not give the last two Survivors a fair chance to work together? When only two Survivors are left they get a repair speed bonus depending on how many generators are left.
5 Generators left = 300% Repair Speed bonus
4 Generators left = 200% Repair Speed bonus
3 Generators left = 100% Repair Speed bonus
2 Generators left = 50% Repair Speed bonus
1 Generator left = 25% Repair Speed bonus
It always mystifies me when players complain about hatch. Like who cares if you lose the odd kill to hatch? Are you that desperate for a 4k? Always strikes me as a tribal killer main opinion.
Getting gens finished isn't easy. A lot of games will end without gens getting done often that becomes clear a few minutes into the game. Consigning every survivor to certain death if that happens would be wildly unhealthy for the game. Without hatch we'd see even more players ragequitting mid match than we already do, and that's still a lot. Plus once you're down to 1 or 2 survs you'd get a lot of players simply hiding and stringing out the game which would suck for everyone involved, especially since there'd be no way to trigger egc without closing hatch, unless you'd want it to activate when there's one surv left.
Hatch is a pretty necessary mechanic for the games health and enjoyment. Besides it's hardly a 50/50 chance. Unless you add hatch offerings to the equasion, most killers have the advantage when it comes to the race to find hatch, traversal abilities and such. And honestly how many survivors ever run left behind or clairvoyance? Anyone who does is just sacrificing a perk slot, making it useless for the entire game unless they are last one alive. Let people have their consolation escapes.
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@jisp3r said:
You are making him play with 3 experienced survivors of course you 4 will queue with an experienced killer. If you want to teach him to play, play custom games and explain the game.
Many of us learned to play this without MMR and with Hex: Ruin regressing gens fast af, Spirit pink no sound add-on etc and we are still here. He will be ok if he likes the game don't worry too much.
Also in slasher movies usually 1 or none escape the place so you're playing the perfect situation, enjoy.
Like i said earlier to a newbie survivor there isn't much difference between an experienced and a newbie killer. The chase still lasts maybe 20 secs max. Also like i said earlier we did start them off with customs. The issue is you can't just keep doing customs with someone until they are competent at chase, that would take weeks or months.
It's a catch 22, not much point in getting them into the game if we then refuse to play with them, or if having them play with us just tanks all of our matches because one weak link kills a team every time. I wouldn't really describe that as a "perfect situation". Killrate is targeted at 60% but new players have nothing like a 40%escape rate. This isn't a horror movie, it's a game, repeatedly losing with little to no chance to win is not many ppls idea of fun. Also very bad for new player retention. Which the game sorely needs.
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@SpyUA said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4110621#Comment_4110621
Maybe try playing custom matches to teach him how to play with your current swf and your another friend as killer who will support the beginner basically.
Bhvr does need to add an actual tutorial to the game, ig I do agree that survivor is harder to start as.
Yeah as i said in my previous comment. Did that, had an experienced mate on hand to heal and demostrate stuff in chase. But yh dbd really isn't accessible for players with less than several hundred hours. It honestly surprises me that anyone bothers to keep it up when starting dbd as a surv player.
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@pidgeon said:
Have you tried teaching them pre running and basic looping? That helped my new player buddy a TON and now he's better than the average survivor teammates we get while he only has 30 hours.
If all else fails just have em run to yellow, predrop, and hold W it works against 80% of the roster.
I did run a few customs with them to try and show them the basics. But they are struggling to pick it up. honestly survivor role has so much stuff you need to be aware of, it's basically impossible to teach someone even a fraction of what they need to know unless you take several hours of training.
I just wish there was a way to make dbd accessible to new players without doing some of of custom lobby training boot camp for hours
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@SpyUA said:
Is his profile anon? So killers can't identify the weak link instantly because of your mmr when you play together he gets hard opponents that are fine for you, maybe try to have him play by himself and in a VC guide him, also get him windows of opportunity and make him not use it at some point.
Also he should try to play some killer to become better at survivors so he understands the objective and what killers often do and maybe this would make him think what the killer would do when he plays survivor.
Nah we play on xbox and anon mode isn't available on there. And yeah guess we could get them to play on their own but it wouldn't be that much fun. Honestly a brand new survivor player isn't going to notice the difference between a 40 hour killer and and 10,000 hour twitch streamer super sweat killer.
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@MrBuffalo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4110367#Comment_4110367
Mate I gave you an answer. You just asked if it was reportable.
Yeah that seemed a pretty unfair response to you. You literally answered OP's question succinctly and accurately. No pleasing some people I guess.
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@SpyUA said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4110609#Comment_4110609
Lots of new players play killer because either they want to play someone like Jason or they don't have friends to play with, the "too high learning curve" has nothing to do with this, killers do require probably as much and on some killers even more skill then on survivor side so there's a lot to learn on both sides.
Idk new killer players have it easy for 2/3 weeks. While they are in baby mmr they'll just roflstomp other noobs.
Even when they hit higher mmr, tunneling and proxy camping hooks will secure kills often enough to make playing killer tolerable.
My post is aimed more at the plight of new survivor players. They have it roughest.
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@LordGlint said:
The scary part is someone saw that and voted up.
2 people now 😮
But yeah they'd have to rename the perk too. I don't think cracking someone in the face with a stone fits the term "diversion"
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Ehh. Don't think I'd like homelander in dbd, he's not scary in the traditional horror sense. Plus i know lot of the killers are nerfed from their canonical lore to keep some semblance of balance. But to make homelander fit in the game mechanically, they'd have to hamstring him to the point that he'd lose everything that makes his character.
I think there's for sure a lot of survivor candidates in the boys. But the only character that I think would fit dbd as a killer is probably black noir.
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I mean killer is the power role, as killer I don't end a game on a full 0k very often, it's annoying when it happens but it doesn'thappen all that often. As survivor It's not unusual for me to go on streaks of 5-10 games without surviving.
So when I play survivor I'll always take an escape if I can.
I do get what OP means though. If survs have the upper hand a lot will go to massive lengths to try and deny killers a single kill if they can which seems a bit rough. But this often backfires. I've seen games that should've been 1ks turn into 2, 3 or even occasionally 4ks. Personally I'm not that fussed about leaving a surv in end game unless the killer's been particularly toxic
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@cogsturning said:
Would you like a 60 minute queue for killer instead of a 20-40 minute one? The mode already appears to have fully random matchmaking and is full of trolls. There needs to be some appeal for survivor.
Idk if it would cause ppl to stop playing surv in 2v8. Well maybe a limit of 2 per class would, I think 3 would work better. The play while you wait means everyone who wants to play killer is going to run 2/3 survivor games to get a killer game.
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@Craftlori said:
It's so unfun to play against 4 on command Sprint bursts that works on Teammates + Windows of Opportunity and 4 walking aoe medkits that know where everyone injured is
I'm so ######### tired of the constant downvotes whenever on the forum something is said that would nerf survivors in any way.
2 is a bit too limiting, i think a max of 3 each would be better. Doesn't help they always make escapist the class to play 5 games with in quests, as if everybody wasn't playing it anyway.
But yh the escapist class is irritating as hell, the sprint burst button was such a bad idea. Windows is alright (I'm biased because I suck as running chase as surv and it's my crutch perk) but the SB on command is so annoying as killer. Every time I'm playing killer so many players save it to bait out a lunge to make me miss and it's irritating af.
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Pallets are an odd one atm. There are a lot of killers who turn using pallets into a dangerous move, especially ranged killers. But a lot of the melee based m1 killers really suffer to pallet density.
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@Aesir said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4108774#Comment_4108774
When playing solo queue, we all know that even sabotaging one hook and taking a protection hit from the killer doesn't prevent the killer from reaching the next hook, even if they aren't using Iron Grasp, lmao.
I also agree that Lightborn is a good perk for people who are new to playing killer. But as I said, why not give it an exhaustion-style cooldown mechanic, like the ones used by perks such as Decisive Strike or Dead Hard?
You could even give the three tiers of the perk different cooldowns: 60, 50, and 40 seconds respectively. On top of that, the visual effect of Lightborn could be changed so that the flashlight beam doesn't remain completely stable when Lightborn is active. Instead, the beam could become thinner, as if the killer is actually being blinded, and then "Lightborn" could appear on the right side of the screen.
This way, the perk could still be an extremely strong anti-flashlight perk. However, it would give me an opportunity to attempt a second flashlight save in 40–50 seconds.
From my perspective, that would be a much fairer perk design.
Suppose I didn't say it but sabo plays are more for coordinated teams, i have made them work in soloq games using breakout. But i have to gear my whole build to it to make it work, which usually results in me getting tunneled, or in one case forcibly bled out by a ghoul 🤣
Hmm a cooldown is an interesting idea. Not sure how much difference it would make though for saves. The time between hooking a survivor, finding another, then running a full chase would probably string out the full cooldown.
On the other hand depending how it works it may be a bit too easy to abuse and make lightborn useless. It depends on the trigger for the cool down. If the beam making contact with the killer to start a blind triggers cooldown it'd be way to easy to abuse, just flashlight click at them during chase to prevent lightborn qorking for however long. Imo the best way to implement this would be that light born is functional until the survivor would get a successful blind, then this triggers the cooldown.
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As someone who equally plays killer and survivor, I'd rather not see them gut lightborn.
As killer I don't tend to use it myself, (although ngl if I see 3+ flashlights in a lobby I will consider switching it in), because flashlights are easy enough to counter through normal play.
As killer flashlight saves are phenomenally frustrating, and I think lightborn has it's place for helping new to middling killer players have a way to stop bully squads having an easy time messing with them. When I do use it I alsonreally appreciate the ability to fake that I'm trying to avoid flashlights to reel players in for attempted saves to waste their time and get free hits.
I get that it totally locks out the use of flashlights, but they are a fairly minor mechanic. Plus I honestly don't see that many killers using lightborn, if it was an autopick with extensive usage I'd maybe want it looked at. Usually the people I see get aggravated about lightborn usage are people who literally only want to use flashlights. As survivor I couldn't care less about lightborn, if I'm running a torch and the killer has lightborn then I just switch tactics.
There are other ways to get saves, pallet saves if you're team is coordinated, bodyblocking and sabo plays are another visble way to save. And saves aren't even a necessary mechnic, tbh in a lot of my games, survs trying to go for saves more often end up causing a snowball and end up with multiple players on hook and others injured.
It is at the end of the day a crutch perk, and an important one for the newer killer players who've left the baby mmr nursery and start hitting real coordinated high hour swfs. But also a bit of a waste of a perk slot if no one brings a torch or they simply switch tactics once they realise it's in play. For sure it's a strong perk against the right teams and if used smartly, but it has it's place in the game.
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@YunoXCX said:
looking at a lot of perks, it’s VERY clear they think the only options for perks are for them to be utterly useless or completely OP. no in between. the only thing that inspired this post was looking at unknowns perks. each failed skill check is 3 tokens. spend the tokens when you damage a gen and block it for 1 second each…. 3 seconds of gen blocking..?
Not every perk can be good. And it's kind of in the nature of the game to have meta perks and weaker ones. Not much can be done to avoid it.
As for that unknown one, it can actually be kinda good in anti skillcheck builds and is kind of strong on doctor since his basekit is great for messing with skill checks. A good build is undone, unnerving presence, hex huntress lullaby and merciless storm.
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@Slurp_Ramen said:
Apparently, end game builds and “going back and forth to exit gates with springtrap” is “exploiting the game mechanics”.
Wow. What an interesting time we live in now. I’m so at a loss for words right now it’s crazy.
When confronted, he said ‘you think the devs intended for that?’ I said yeah, and used the countless exit gate trapping add ons and end game perks that were adding in by the devs to facilitate end game builds and haven’t been removed so clearly it’s intended. He then proceeded to double down…. Saying it wasn’t intended guess this guy knows more than the devs make him ceo.Some people will call out absolutely anything that beats them as exploiting or cheating.
Once had a ttv, with (according to them) over 9000 hours in the game, accuse me of cheating on 3 counts
1. Tunneling (lol)
2. Guarding a gen (also lol)
3. Lighting pentimento more than once, this one really made me cackle, since the perk's objective is literally to light 5 penti totems to lock them in. Soon as I lit my second penti totem they started saying I was using hacks to do it 🤣
That streamer was all sorts of delusional.
Remember I had another streamer who said I was breaking the rules of the game by "double teaming" them in 2v8. Apparently it's against the rules 👀 more likely they were salty because they'd been bullying my rando teammate and I wandered over to help out and between the 2 of us ended up downing the full bully squad.
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I think trapper's better than people give him credit for. It does nix you rather badly if someone follows you round and triggers every trap but most players aren't able to do that without risking downs. Been having a blast alongside trapper in 2v8. They seed traps everywhere and you get loads of free hooks for it
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@Wezqu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4108524#Comment_4108524
You report them for harassment in the ingame report system.
Ah so no chance to quote the offending message then. That would streamline things a bit quicker
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Makes me glad I play on xbox sometimes and don't have access to the egc. Is there a way for ppl to directly report toxic message son egc or do they just have to submit a report using the normal system?
I'll get the occasional salty direct message from another xbox player but thankfully most of my interactions tend to be chill.
No call for ppl to be racist or homo/transphobic though. Ppl like that need quick and lengthy bans.
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I've always found sprint burst a funny one. Imo it's a decent perk but very overrated. Unless you are supremely good at chewing through exhaustion during a chase then SB only helps you right at the start of the chase, and just lets you reach a safe tile or sometimes just discourage the killer from chasing you.
Meanwhile you have to impose slowdown on yourself by walking everywhere for the whole match. Meaning you waste time reaching gens, or more importantly when you go for unhooks if you want to save your sb for chases.
Imo lithe is the best exhuastion perk, easy to trigger with a certain amount of choice to when you use it, plus it synergises super well with a couple of other perks like dance with me and quick and quiet to help you confuse the killer and make distance or escape chase entirely.
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@DarkStrife said:
So in DBD winning is usually defined by as killers killing all survivors and survivors escaping but the problem is lore wise and bp wise is that survivors and killers are still stuck in the entity realm and just straight out escaping and killing gives very little blood points.
When I play killer even if I get 0 kills but do a ton of other objectives I get around 75k-150k BP while death hooking all survivors, and when playing survivor even if I get sacraficed/moried yet I heal, chase, and do gens with other objectives I get a ton as well than just gen rushing/escaping.
Am I missing what the true definition is winning here or am I not? Like end of the day we are still trapped in the entities realm and get BP from a total of 4 categories.
Like I understand thats the "Goal of the role" but its not exactly as rewarding for that. Am I missing something here or am I onto something?
I think the definition is kills. 1 or no kills is a survivor win, 2 kills is a draw, 3 or 4 kills is a killer win or another way to put it, if hatch spawns then it's a killer win
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@Inosennatoki said:
https://us.v-cdn.net/6030815/uploads/MEG45QS42SI1/1000122828.jpg
I hope "The Judgment" doesn't get nerfed like Jason just because of complaints.
"Nerfed like jason"?
You mean have a couple of addons tweaked? And have his ability to camp hooks improved?
Jason didn't receive a meaningful nerf, certainly not in the way he should've been nerfed. Literally all they did was reign in a couple of his more busted addons. Barely.
And they removed the return to hook slowdown when coming out of omnipresent even if he's vertically above or below the hook. So they actually slightlybuffed his ability to camp hooks. Especially basement hook.
Complaints were and still are valid. Jason is a very overpowered and easy to use killer. Strongest single ranged attack in the game, spammable fast traversal with free info and strongest set of add ons I've ever seen. He could do with some proper balancing to make him fair to go against.
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We definitely need an option that says don't work this gen, it'll 3 gen us.
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@Wezqu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4108117#Comment_4108117
Its getting nerfed next patch.
It's getting a token nerf. It's still going to be extremely strong.
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You cannot say hexes feel underpowered while hex:toth is still in it's current state. That one hex makes full hex builds extremely strong. Especially against killers that excel at guarding hexes, like jason