HoodedWildKard
HoodedWildKard
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@TragicSolitude said:
Similar problem except I got stuck in low MMR hell. The killer might be high skilled or low skilled, it's random, but my teammates 80% of the time refuse to lift a finger in the match. I get taken out because I'm the one found on gens, I'm the one the killer always sees because I'm not willing to spend my time in bushes and lockers and crouching around the edges of the map. Even running the killer for 5+ minutes is worthless because at some point I will go down, and if no one is touching gens then there is no possibility of escape, only death.
On Switch, my killer MMR should be 0. Like below 0. I practically never kill anyone. I should get survivors who only know how to run in straight lines or who crouch in corners thinking they're invisible or who get in lockers right in my FOV. I don't. I'm never going to get these "down ____ survivors" challenges done. I get worse survivors when I play killer on PS4 and I can kill there! Killer MMR doesn't seem to matter for spit. Hell, it seems to work the opposite of how it should sometimes.
I remember that pain. Now my team mates seem ok, ish. Still inconsistent but I'm regular getting tunneled out by convenience because I'm not good at chase.
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Im reaching the same point. My surv games I'm getting wrecked because I'm not an insane chase runner and I'mgetting matched with sweaty killers. Killer I'm getting sweaty seal team sixes and have to run dirty builds and sweat hard or get 0ks.
Matchmaking is #########. I just wish we had a casual playlist where I could at least get the occasional surv game where I could achieve something.
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Hmmm. Well, they lose a health state, and they are bent over clutching their chest, bleeding profusely and making enough noise to alert every killer from here to the red forest.
Seems like that's enough of an effect to me.
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Because people who suck at chase need to get boldness BP somehow.
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@wydyadoit said:
https://forums.bhvr.com/dead-by-daylight/discussion/366583/my-opinion-on-map-offerings
youre complaining about map offerings. saw someone complaining about moris the other day. someone else was complaining about shrouds. fog offerings are pointless. black ward, white ward, and such exist, but never see anyone use them. hatch, killer shack, main building, and basement diagrams are pointless unless you intend to solo escape or basement camp.
seems the only offerings allowed to be used are... bloodpoint offerings.
Idk I've been doing my white glyph challenge and basement offerings are useful for that. Nice to finally find a tangible use for them 😁
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@bunnyfengenthusiast said:
Why can Demo drop his portals basically on top of totems with Lifeguard Whistle and have constant info on when someone is on his totem? This build is actually impossible to beat without being on SWF comms and coordinating perfectly to pressure the totem every time someone leaves. Out of all the builds that are terrible to play against, this one ranks one of the highest.
Mm. I don't think so. It'd be pretty easy to break the totem. Because when demo hooks or chases someone you have ample time to cleanse the totem. If they pressure the totem too hard then they wont get enough hooks to trigger devour and will get genrushed.
More likely, one demo managed to succeed in this tactic against you. One bad match doesn't mean the mechanic used was broken.
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@Piruluk said:
No it wont.
But honestly it isnt a big loss, Demo is one of the most boring killer, he is so average overall, nothing to excel at, also giving information to survivors all the time, with how extremely loud he is, his m2 is hard countered by DH, his portals are very easily removed, he can't stealth because so loud, honestly he was twins rare even when was available
Heresy.
Demo is a great killer. Probably one of the best balanced in the game. Requires good skill and planning to use, but is viciously effective if used right.
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It'd be a good move for bhvr. A new stranger things chapter would generate a LOT of interest and revenue, vecna would make an excellent killer and eddie a brilliant survivor. Hell even just access to demo, steve and nancy again would see a lot of hype.
Personally I'd love the opportunity to play hawkins lab never got chance to try it. Got a physical copy for xbox with access to the chapter and Demo is hands down my favourite killer. My one true main.
I feel like IF they do bring stranger things back they might wait until season 5 is coming out to capitulise on the hype.
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Not for survs but I'll throw this out there. Hex:thrill of the hunt and distressing is a good BP farm combo for killers. If I run pudding or streamers on demo I get 1,800 deviousness BP for land one shred 🤣
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Nothing I love more than flashlight jockeys. Counterplay isnt too hard, and few things are as fun for me playing killer as when I run lightborn and mindgame that I'm trying to avoid blinds. 180ing before I pick up a surv, simulating looking away to avoid blinds. When a torch jockey tries to blind me as I break a pallet, THEN I go for it and they realise, too late, that I have lightborn as I down them immediately after breaking the pallet. 🥰 pure satisfaction.
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@Basement_Bubba420 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3358102#Comment_3358102
I think the .5 seconds of invulnerability on DH is misleading in terms of its effect.
It extends chases significantly and killers always have to play around it until you know its there. Getting the endurance effect is a huge loss for the killer.
Consider the following scenario.
Killer is 6m away from survivor.
Survivor is 6m away from pallet.
Without DH, killer can lunge and hit the survivor very reliably.
With DH, killer can't lunge and hit the survivor. 6m is 1sec of travel time for the killer lunge. Well above normal reaction times. Survivor can simply DH the hit. Survivor can reach the pallet and extend the chase. This is FREE distance. There is no counterplay. A noob might mistake your flick for a lunge but a good player won't.
One second later, survivor is 2m away from the pallet. Killer is 5.4m away from survivor. Survivor makes the pallet.
Even further out the results are the same.
Killer is 6m away from survivor. Survivor is 10m away from pallet.
1 second later killer is 5.4m away from survivor. Survivor is 6m away from pallet. Same scenario as before, little less reaction time but still significantly above normal levels.
2 seconds later, killer is 4.8m away from survivor who is 2m away from pallet. Again, plenty of time to react, maybe the slowest players will miss this.
You can see that having DH does in fact provide distance and in some cases an extra loop or pallet or transition to another tile. You don't even have to press it for this to be the case.
Oh I agree, I'm not saying DH isn't mad annoying when you get caught out by it. Because it is. Nothing I hate more as killer than seeing what should have been a down scoot off at lightspeed, glowing white to pop over a vault while I'm cleaning my weapon.
But that's WHEN you hit it. My point is that DH is not a guaranteed thing. It takes good timing to nail that trigger. I play a decent amount of survivor, probably slightly more than I do killer honestly. And i miss at least half, probably more of my DH triggers. A slight bit of latency can spoil your attempt, a killer can bait it out by showing 1 sec of patience, or reading your intent when you run at them. And in the immortal words of Eminem "you've only got one shot" pop that trigger too early and you aren't going to get another attempt in that chase, even if it doesn't directly cause you to go down.
It's punishing when you get caught out by it for sure. If I had to rebalance DH imo, I'd have it inflict a special deep wound that still ticks down even while you're sprinting. It still extends the chase but doesn't make it as punishing as it is currently. Because DH used by a really good chase runner, will extend the chase by a third. And good chase runners are usually good at dead hard triggers.
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@Basement_Bubba420 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3357805#Comment_3357805
Hard to trigger? Press E is hard to trigger? What?
Also, its a perk that can still be used for distance and to extend a chase. If you're invulnerable for 2m you are still gaining distance to a point. The killer can't do anything.
Instead of using it early like it was before, just wait .5 seconds. In .5 seconds the survivor will cover the distance lost from the "rework".
Also, there are too many dead perks in the game in general.
Yh .5 secs is a small time window. That's easy to miss. And it's on killer too, you can simply bait it out by waiting a second. I donit all the time as killer. And after a while you start being able to read when survs try to force it.
Your last point is pretty solid though. Survs have so many dead perks. And out of all the exhaustion perks, DH is arguably the best. When you hit it, you get much more distance than the other ones. I agree that like 75% of the player base run it because it's probably the best single perk available but I can't agree that it's broken. It has counterplay, requires good timing and survs just don't have many other good options.
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@Warlord1981NL said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3357805#Comment_3357805
Not only bullshit but also irrelevant. It is a free third health state every 40 seconds and it doesn't matter if it can be misplayed, it is stupidly OP unlike Eruption. 25 second disable is a walk from one generator to another and Eruption can easily be avoided as you just simply get off the generator... Every time you get hit by Eruption is you making a mistake. Dead Hard is carries survivors extremely hard and prolongs chases by ridiculous amounts in a gen rushing meta. This perk needs to die.
I'm guessing you're a killer main? It always amazes me when people call DH an automatic third health state. It really isn't, when I play killer I bait out DH all the time, it's pretty easy to tell when a surv is trying to force it, which they often have to do to trigger it. If a surv doubles back and runs at you then they'reprobably trying to trigger DH. Just don't get to thirsty to M1 and you'll see them dab and down them. I do it on most of my normal hits too and often down them. If you get caught out by it then remember that surv and bait it out next time. If you get constantly DHd then it is a skill issue. It's punishing if you get caught out by it and it is a good perk, but it isn't the constant 3rd health state some players seem to think it is just because they can't counter play it.
And eruption is not fine, admittedly the up coming nerf is definitely overkill. But it shouldn't stay as is. I dont see how you can know when to get off the gen, unless you're SWFing. Because you do not know when the surv in chase will go down. Unless you're on comms with the person in chase you either stay off the gen as soon as you see the person in chase is injured and sacrifice progress because that chase will last anything from 10 secs to a few minutes.
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Dead hard is used a LOT. But it doesn't carry a game as hard as eruption can.
Survs have a lot of dead perks. And dead hard is probably one of the bestbsingle perks in the game. But it isn't broken, it's hard to trigger and can easily be baited out.
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@Skittlesthehusky said:
hi sorry this is a post im making while under th influence of medication (i suffered an anxiety attack an hour ago and im bouncing back) but i wanted to make a good vibes post and maybe make some new friends
ik dbd has its ups and downs but i was wondering has anyone made any friends by being in this community and for how long were u guys friends for? is anyone looking for a friend to talk to or hang out with? tell me about it
share your feel good stories :)
i met a couple of people, @GoodBoyKaru being one of them that i text on twitter or discord sometimes, hes very funny and im happy i met the guy, def dont regret interacting on the forums
im hoping i can do the same with many others
I've made several really good friends on dbd, and reconnected with an old gaming friend I hadn't talked to in several years.
We have a little discord together and we're a pretty friendly team tonplay against.
Nice to see a post that isn't just incessant complaining and hope you feel better after your anxiety attack OP 😊
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@Chaos999 said:
Costs money. Costs time (which is also money), it's unlikely to create revenue.
Thus its very low priority in the list.
This is the issue. Each chapter must bring a lot of income. Brand new killer and 1/2 survs every 3 months is a big time sink.
Rebalancing killers won't make that kind of money so they'll be sidelined forever 🙁
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I've noticed it too. I see so many survs ragequit or hook suicide on first down. It's insane, like why bother playing?
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@Xernoton said:
I just played a few matches as Nemesis. I used no perks and addons because I really want to learn how to play this killer to the absolute best. Whenever I try to learn a new killer I will play as nice as possible. I don't camp, I don't tunnel, I don't slug for longer than 10 seconds. I understand that playing like this will cost me a majority of matches and I'm fine with that.
What I don't understand is why every single team I go against has at least 1 jerk that will either dc, tell me to end myself or teabag me in the exit gate with his entire squad before telling me how bad of a killer I am. Don't get me wrong, I've somewhat gotten used to this kind of stuff and I don't care about that too much. However, I've tried to find a way to make everyone happy in the game while still having fun myself. That didn't work out.
So tell me: What do you want me to do? What does it take for survivors to not be dickheads?
It's not everybody. Unfortunately though you will get BMing little trolls who act like that when they get the better of you in a game (or just think they did)
Best just to ignore them. I rarely bother to see survivors off at the exit gate if I'm definitely not going to get a down. I usually just wander about bashing door and any renaining pallets for a few extra BP.
Being on xbox I can't see endgame chat but by all accounts it isn't pleasant. If i see other xbox players I usually gg and get ggs back, often have nice conversations. It helps I also tend to release survs a lot. Usually the last 1 or 2 once I've double hooked them. I don't really like going for 4ks unless I have a challenge to do. If more killers did that more often, survs would probably be less toxic as a whole.
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@Nos37 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3357281#Comment_3357281
You said if survivors want out you're going to punish them and keep them in the game; they "shouldn't be able to nope themselves out of the game."
I'm making two points. 1) Killers can nope a survivor out of the game and make the game miserable for them and the other survivors? But survivors can't nope themselves out of the game because it make the game worse for others? That seems very hypocritical. 2) Then you make the argument that killers are supposed to kill, yet you won't kill survivors who give up; you punish them when that's not your job.
Right. Wouldn't say it's hypocritical because I said don't tunnel people out super early myself. And I don't approve of it.
I get why killers do it. It's an effective, if lazy tactic. But at least it's gameplay. My issue is mainly survs who won't even engage with the game. Someone who gets downed once, sometimes not even that, and then simply gives up and refuses to play the game. had a twins game yesterday where I pounced one surv with victor, downed them after. When they got unhooked they ran straight to me and just stood there. First 2 minutes. There is nonreason to give up at that point. And it threw the game. Another player instantly DCd and the last 2 players had no chance.
That isn't playing the game. It's just poor impulse control because they can't play thebgsme exactly how they want. It's childish and ruins a large number of games. I hate it as a surv because it's an autodeath unless killer decides to be nice. And I hate it as killer because it takes all challenge from the game, denies me BP and i fell bad for the other survs who are actually trying to play.
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@BenOfMilam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3357277#Comment_3357277
idk what you guys are doing to get people mad at you, then. This game's community is sunshine and rainbow land compared to pretty much every other major multiplayer game.
Yh. I dont have access to endgame chat but my interactions with opponents via DMs have usually been positive.
Did have one situation like OP described where the ragey surv I sacrificed had a friend report me and send me a message saying I was going to get banned 🤣 never happened.
Still find communities for other games are much worse.
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Made a similar suggestion myself a little while ago.
Tbh totally hiding killer instinct would be OP. I reckon if they add a perk that messes with KI, then it should be an information perk. Like you get a noise/visual notification when you are revealed by killer instinct.
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@Saiph said:
Contrary to killers, who have 10+ good regression perks, survivors don't have the luxury of choice, there are only 3-4 exhaustion perks that are good. So one would expect the pick rate of any exhaustion perk to be naturally high (around 25%) just because of lack of competition.
Maybe BHVR should increase competition to Dead Hard by introducing new OP perks and Dead Hard's pickrate will magically decrease. Is that what you want?
Comparing DH and Eruption is silly as one perk requires high skill to use while the other requires exactly zero.
This
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@Nos37 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3355813#Comment_3355813
That's not your job though. The devs are supposed to punish people.
The killer is supposed to kill. Again, with the hypocrisy.
Idk what point you're even trying to make now. Don't see why players rage quitting and crippling their team is anything like killer tunneling.
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Probably not. I have enough killers and she doesn't seem amazing. Cool concept though
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Because survivors need some kind of advantage if the game isn't going their way. It's not a colossal issue anyway unless you're playing on midwich or a similar map and are silly enough to death hook people on good hooks
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Yh i saw 2 twins on friday. Which is weird since before that i think ive only seen them 3 times total since august 🤣
Being real tho twins are such a weak killer it's no wonder no one plays them. They need a bit of a buff.
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Idk I like demos add ons. They do have some utterly useless ones.
Iridescent add ons are broken af though. Especially if used together. And rotten pumpkin is kinda cool
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I mean. They have to put so much time into making new chapters to keep making money.
We won't get any big meaningful changes because they don't have the breathing space.
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@SilentShepherd said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3355820#Comment_3355820
What other mechanics is there?
Hold M1 on generator
Hide
Chase
That's the entirety of Survival gameplay offered in this game.
It's the Killers who have all the choices in how the game goes.
I mean those are the basic mechanics of the game. Personally i prefer outsmarting the killer and escaping chases rather than just running in circles. Gets real boring real fast. Stealth can be a lot of fun.
You can't expect one particular tactic to be viable every single game.
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@DemonDaddy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3355818#Comment_3355818
What the survivor does matters, not getting away due to skill is the same as a killer unable to get downs for the same reason. No doubt killers can create strongly favorable situations, but except for bubba, it's not a guarantee.
Again, survivors that know they are weak in chase should be focusing on stealth, cause it does work. Break Los and use misdirection, nobody needs to be a looping God to get away.
I really don't get the most survivors are bad standpoint. Your literally stating that it's not a matter of the games balance or mechanics but that the players themselves lack skill. I'd rather the devs focus on mechanical balance and not try to safety net bad players to higher levels.
I'm saying the mechanics are such that the average survivor player isn't going to be able to survive being tunneled. Playing stealth is certainly viable. But you can't really switch to it after you realise you're being tunneled. Any killer with a brain can keep on you by following your scratch marks and pain grunts unless you run Off The Record. Duping and escaping the killer in the middle of a chase when you're already injured is incredibly difficult
By comparison killer is much easier to play. Comparing a killer being unable to get downs and a survivor being unable to escape a chase are two very different things. Running a chase requires much more skill. And escaping one relies, to a certain extent, on the killer being incompetent and/or not paying full attention.
But we're just talking in circles. We'll just have to agree to disagree.
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@SilentShepherd said:
As a Survivor Main, after 1,500 hours of Dead by Daylight, the only thing I find fun is looping killers.
And every time you release more anti-looping mechanics, you kill the only thing left that I find fun in DBD.
The Knight for example, his guards just ruin loops. I'd say I am facing a Knight every other game nowadays, and frankly it's boring. His guards aren't even affected by pallets or windows much, they just kinda go right through them really fast. It's so boring when a Knight just keeps spamming his ability to deny loops and down you quicker.
The game is already M1 simulator, but at least I can have fun engaged in chases with killers. At start of games, I will run into the middle of the map and do the hardest generator location on purpose, to initiate the first chase.
But anti-loop mechanics are just so boring and removes any incentive to launch this game up for me. It's gotten to the point, where I just don't even want to play against any anti-loop killer AT ALL.
Knight especially. I absolutely hate Knight's killer abilities with the Guards stuff. (don't @ me with stories of your low MMR games with crappy killers)
Ah yes. When I play killer I love nothing more than wasting time chasing survs in circles around a pallet. It's such an interesting playstyle.
You can't expect there to be no counters to such a widely used tactic. Killer would be unplayable if there was no antiloop.
You just need to switch up your tactics against different killers. If one mechanic us the only thing you enjoy about the game perhaps you should find a different one to play. Or play against m1 bot killers in customs perhaps.
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@DemonDaddy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3353464#Comment_3353464
Killer doesn't have the power, they have a choice and the devs have ensured that the weakest link is the right one. Spreading attention is a luxury for killer that are in control of the match. Given that is base now, getting away is easier and on the survivor as they now have to succeed at escaping their 2nd chase. Tunneling doesn't remove any chance to play, it places all of the chances in consecutive order.
Saying the killer has the power or the choice is literally same thing. My point is it doesn't matter what the survivor does. It is down to the killer.
It's pretty simple. A tunneled survivor is at a huge disadvantage. And only extremely good chase runners have a chance to have a halfway decent game after taking a hook if killer decides to hard tunnel them.
Getting off your first hook with an instant deep wound puts you in a precarious situation. And 80-90% of survivors have little chance to survive that for long or escape unless killer decides to leave them alone.
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@Krazzik said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3326754#Comment_3326754
That may have been the case back in the day but with a full gen-kicking build, even four survivors can't really do much about it.
Yh it'll be hard to do against some specific builds/killers. But it's not a guarenteed win in every situation by any means.
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@Nos37 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3353487#Comment_3353487
But if the KILLER tries to nope me out of the game, it's just "strategy..."
Hypocrisy. Got it.
There is a difference though. The killer is supposd to kill, survivors are supposed to survive.
I'm not a fan of tunneling as killer personally, and think the game should be balanced to discourage it more. But at the end of the day, it's the killer doing whst y should do.
A surv getting deliberately killed in the first minute or two of a match is contrary to what they are supposed to do. AND they have teammates who have to rely on them to win, without backfilling, the surv team is crippled by someone noping put that early. And as killer I will do my best to punish people for doing that.
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@Desteriaa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3353487#Comment_3353487
Someone literally killed themselves on first hook… The game was over before even it started… I’m not playing a game where the killer is very clearly bullying me specifically… I don’t care about bad manners I wanted to die and go next but nooo he went out of his way to bully me like why would I wanna play that.
Ah didn't realise that. I'll usualy be more chill with anyone who does it after someone's already ragequit/hook suicided.
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Haaaa. I've done this as demo before, not recently so I doubt it was me against OP.
But as killer if a surv is obviously trying to get me to kill them early game. Then I tend to slug or ignore them.
I have a strong belief that survs shouldn't ever nope out of a game early on, say 5 mins or less. It's unfair on their team, so for survs who refuse to DC but won't try and help their team? Hell yeah I'll make sure they stay in it for longer. Serves them right for ragequitting unnecessarily.
Note: I'm fine with people doing it late game when the match has clearly swung in killers favour. But early match It's extremely bad manners imo
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Pfft. Bloodlust is fine. If a chase lasts that long then clearly the killer concerned needs a helping hand
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@DemonDaddy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3351319#Comment_3351319
Yes I put it on the survivor. LP or not, the first survivor to be chased has the advantage of every loop being at full strength. Quite frankly this is the easiest chase of the match for survivors.
No survivors don't have to be great in chase, but if your not then avoid the killer with stealth and be a gen jocky. Not claiming stealth works in every situation, but not every killer is running a build to counter it.
I can't and don't see Lp as that much of an issue. Worst case for me is when the killer can close the distance before the aura wears off. Most of the time though I find there is a window between the aura and the killers arrival to take action.
Doesn't take a swf to make those saves, just survivors that understand the base conditions. Base bt and knowing how the killer functions can be more useful during a solo save then a swf just rushing the hook.
Dying in the first 5min, fine by me. Gens are fast enough that trades can get everyone to egc. Last to be hooked in endgame is almost a guaranteed escape thanks to base bt.
Really can't agree, killer has the power in these situations. Can't expect everyone to be happy dying in the first mins, and stealth is useful IF you can get away from killer. Hard to play stealthy if you're tunneled straight off of hook leaving a blood trail, making pain grunts and in all likelyhood a deep wound for good measure.
Having all pallets on the map is a boon for survs who know how to run a good chase, a LOT of survs really don't. Even a good surv can slip up and get downed, latency around pallets etc. And if you lose that first chase and killer wants to tunnel? Game over.
If the killer puts their mind to seriously tunnel a player it's all but impossible for survs to stop them without throwing the game.
I wish there were an easy way to fix it, my suggestion definitely has it's flaws. Didn't consider map size. And I doubt bhvr will do anything major to stop tunneling anyway, they don't do many big updates that aren't new chapters. Just smaller tweaks and nerfs.
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@DemonDaddy said:
I don't see an issue with hook defense;
The survivor failed to hide and escape the killer in chase
The survivor is now an active objective for teammates = great bait to lure survivors
Saved or not, the killer is doing their sole objective, game counts kills not hooks or chases
Smart survivors can make saves solo or trade and Two survivors can almost guarantee the save unless major mistakes are made.
Any survivor that complains about being denied play; what were you doing the entire time prior to losing your first chase?
Having their aura read by lethal pursuer probably. In all seriousness hook defence and hardcore tunneling/hook camping are 2 different things.
As killer I'll rotate back to hook and if I catch someone unhooking I'll usually go after them instead of the unhooked surv.
The issue is that a lot of killers will focus out one player exclusively. High mmr swfs can counter this sometimes but it is hard to do anything about. You can't say it's fair that a player gets 9k bp and dies in the first 5 mins of a match because they aren't amazing at running chase.
Lethal pursuer, you get caught early and lose first chase after a minute or so. Then once you're on hook that's it. A focused tunneler will either down anyone trying to save you or if they do manage to get you off hook then you instantly get a deep wound and then hey, you can't slip up or stop running. Or a smart killer will sinply count the time down and down you after BT ends.
Atm it's totally down to the killer, if they have a mind to focus one player out and have half a brain that player will have a short unpleasant game. Unless they are a chase god and or they have good teammates who are excellent at bodyblocking and flashbang plays.
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@GlamourousLeviathan said:
I don't like being the one to give simple solutions to problems that seem complex but the problem with tunneling has a solution that is so obvious that it is not even fun speaking about it. Just increase gen time when there are 4 survivors alive and progressively increase repair speed the fewer survivors are in the game, kinda like an in-built Solo Survivor.
Tunneling is required and that's because of simple math. 4 survivors have more efficiency than 3, 3 have more than 2, and so on. The obvious solution is to balance that efficiency difference by making it similar no matter which stage of the game. In the best-case scenario, you can make killers rewarded for putting every survivor on the last hook before killing them. Without this change, I don't see the tunneling issue being resolved especially since nowadays there are so many anti-tunnel perks. Punishing killers for tunneling is not resolving the problem, but I am sure that rewarding them for not doing it will.
I have suggested a rolling handicap for games. Like the idea.
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Camping a hook is a lazy, sucky tactic. But it isn't holding the game hostage. Killers can't really do that unless they hold down a 3 gen, focus only on regression and don't try to down any survs.
I agree though that face camping hooks needs to be discouraged more than it currently is. BT doesn't help much. And the emblem point loss for hook camping isn't much of a deterrent either.
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@mr_Beast_Artist said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3335573#Comment_3335573
So the killer should not kill 4 survivors! The balance is based on 2 kills and what you do on EGС is enough. I don't remember a game where I couldn't kill 2 because the game is on the side of the killer at the moment.
You can't just expect to put 4 survs in a game and never have a 4k.
Just like you can't expect to get 4 escapes every game.
Balancing the game for 2 kills out of 4 being a good result is not a good idea. And you can get 2 kills guarenteed in any game as killer generally. But your suggestion would stop that and tip the bias too far the other way, 4 man escapes would become common place. Which is not what the game should be. Killers wouldn't be the power role anymore.
I agree the game needs changes, and this solution is an interesting one but in it's current form it'd hurt the game badly and maybe kill it.
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Nah game's fine ish as it is. Devs will always me more interested in money than balancing the game properly. And you'll never get the whole playerbase to boycott.
Personally I still enjoy the game.
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Holy ######### how did they mess that up? I'm no coder but surely having rating being based on 4 sacrificed survivors must be easier to code into the game than have it based on 16 or 20 segments for emblems.
Seems unfair as well that moris and DCs will not count as kills and stop the achievement. I've seen a lot of randoms DC just before they hit 3rd hook when it's been clear the killer was running their adept build. I even mentioned it on the forum before the update came and a dev confirmed DCs would stop the achievement popping. But they don't seem to care and left it as is.
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Maybe make a build to counter them? I enjoy bashing bully squads. They play in a certain way, if you counterplay right you can ruin them and get a lot of hooks in quick succession.
Surprisingly twins are good for this. Most bully squads will do their level best to prevent you hooking anyone. And twins can punish them for being near a downed surv. Perk wise to counter bullies I run mad grit, lightborn, sloppy and spies from the shadows.
Sometimes a regression perk. But I find bullies tend not to be that good at genrushing. The trick is to capitalise on their attempts to prevent hooks. Mad grit makes body blocking dangerous af. And lightborn prevents flash light saves. I love to mind game it though, I'll make quick head turns to avoid torches as if I don't have it so survs keep going for blinds, then I'll take them down at a crucial point when they try to blind.
Planning is key though. When you down someone, check for a torch goblin hiding to get the save. Face a wall or at least pull a 180 when you pick up. Have a backup hook. If you see a surv run for a sabo then switch direction and they can't outrun you. If you feel you might lose the surv, just dump them and chase the would be saver. Slugged or hooked survs make great bait, I'm not usually one for slugging or hook camping but if survs are playing bully tactics and being toxic? I feel happy responding in kind.
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@FuDo said:
I've returned to start playing the game after a long time and I was usually playing killer and still do but nowadays playing killer is not fun, it is just frustrating. Trying to play fun or chill is almost impossible. I try to play chill but survivors don't let me. T-bag after every quick action, blind for every break pallet, waiting and t-bagging on exit until you down them or timer hits almost 0, and worst of all t-bagging on hatch (yes this is worse, one Meg t-bagged me for 10 min nonstop, not joking). Even if they don't do any of these there are a lot of gen rushers, boons on every corner of maps, pallets after pallets and windows (this is the main reason why killers like trapper or Freddy are bad) and when killers made a mistake survivors make a distance to catch up again but when survivors made a mistake they just press 'e'. I understand Devs don't want their game to become a competitive game but making killers and buffing survivors is not the right way. I thought maybe it is just me, maybe I play badly (but what is for matchmaking) but there are lots of killer main who thinks that way. (for the record "Eruption" and 3-gen meta is boring af)
I enjoy it. It can get a bit stale though. I like to modify my playstyle based on the survs. If they seem weak I'll reign in a bit, extend chases and stretch the game out. If they sweat, then so will I. But i usually let 1 or 2 escape.
Usual modus operandi in games that I'm going to win, is to kill 2 of them, get the last 2 on 2 hooks and then in turn down them, carry them to hook, shake my head and walk to a gen. They usually get the message, then I'll let them finish gens and see them out to the gates, maybe have a slug race if they want it. Or if it's just one left, same thing but carry them/let them look for hatch.
Imo best way to enjoy killer is to not care about winning or losing. I stopped giving a ######### about my monthly rank a long time ago. I don't have a huge amount of bad games unless I'm using a weak killer/wonky build, but when I do I just let it slide right off. I will certainly tunnel out individual toxic survs. And I find bully squads are easy to counter play once you're onto them.
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@Heytherebigguy said:
Do you like hindering yourself and being t bagged at the exit gates just cause there are 15 safe pallets each map?
I was a Pig main once back, back then but now I'm a happy Blight main. I'm a 50/50 player and used to be a survivor main when I first started and I can tell you now: STOP PLAYING M1 KILLERS.
I know you love your precious sadako or ghostface, but if you truly care about your performance ingame and want to "protest" against the changes(which are justified, eruption was a bad design of a perk) just start learning one of the top 5-10 killers.
I promise you that:
- You will find a power that you like and is worthy to commit for learning.
- You will have tons of fun mastering the power.
- Your mastery will reward you with kills.
- You will be LESS relied on perks, thus less on BHVR.
- Your M1 skills that you've learned from poor pig or sadako will transfer to these killers too.
- Maybe when BHVR will see that almost none plays clown, pig, gf or sadako they will MIGHT buff them.
These days, I don't see a reason to play an M1 killer, back in the days the game was more chill, even if you played against a sweat squad, the next game could be more balanced. now with MMR(and don't say it doesn't exist, there's a reason why OTZ can't do 50 win streaks anymore) and all the medkit and toolbox meta, it's better for you to adapt and also find more fun in a more complexed power that will yield enjoyment and results.
You will thank me later <3
Sounds more like you dislike stealth killers. I haven't played pig personally, I do know she's weak and basically a worse ghostface with a weird slowdown hat very rarely might kill a surv. But i play with ghostie if you just M1 him, you aren't playing him right. Sadako has the highest killrate in the game, even though mechanically she look like freddy and again she is really a stealth killer. And the players who main her know that and are insanely good with her.
Tbh there aren't really any true M1 killers in the game except perhaps hag and freddy. They both have a super watered down anti loop and conditional traversal but they suck in chase.
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@Dinan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3340633#Comment_3340633
lmao with PT you save like what? 7 seconds LMAO that is NOT op
It's cumulative. More players you have the faster it goes. It's not broken on it's own but it synergises so hard with toolboxes, deja vu, hyperfocus.
When I play killer and I'm getting genrushed insanely fast theres usually at least one surv running prove. As surv if my team is on point and so much as one person can run a good chase it makes it so easy to do gens.
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@kingcarl2012 said:
Still on this subject eh?
So lets say they do get rid of depips, whats the solution for the huge spike in hook suicides that there is no punishment for?
Maybe if depipping wasn't a thing then there would be less suicides because killers wouldn't sweat hard so much.
It's all theoretical. But it's a fact that depipping sucks if you're getting tunneled. It's a popular tactic and you can't really do anything about it if the killer has brain stem. You're getting punished for another player's decision.
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As a twins enthusiast, this makes a lot of sense to me. Especially with how victor gets repeatedly booted and suplexed into a little red stain by survivors, yet keeps regrowing on charlotte.
But the whole thing about him being dead and the entity simply animating his corpse explicitly to manipulate charlotte into doing it's bidding is very on point for the entity.