HoodedWildKard
HoodedWildKard
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- HoodedWildKard
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@Morfedel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3324700#Comment_3324700
That seems wrong. I mean, they hack, and I cant name them?
Sadly, I dont record my game. I dont think many people do. That makes reporting this really difficult to do.
Well something to remember in future if you spot another cheater.
And remember they have to go by the lowest common denominator. Sure you're convinced, probably rightly that this guy was a hacker. But what's to stop someone coming on the forum and dragging innocent people's names through the mud with false accusations of cheating, racism or harassment just because they don't like them or they beat them in a game. Then said innocent person gets hatemail, bullied in game etc all because one hateful little troll had a grudge. People do pathetic ######### like that. It's a blanket rule to protect people from cyber bullying.
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You can submit a report directly to BHVR. Best to take a clip to use as evidence. Then it gets reviewed by the staff. Also I would edit your post to remove their in game name. Most forums have rules against naming and shaming. (Even if you are convinced rightly that they were in fact cheating)
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I haven't played dbd on ps. But on xbox for deathslinger left trigger is the ads button and also functions as the reel button. Hold the reel button to reel them in. Your moment also affects their movemnt. Move back as you reel to pull them to you, strafe to drag them sideways, i.e. around doorways or short ends pf pallet loops. Or walk forwards to more hold them in place and get closer.
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Weighing in again for distorion. I practically run it in every match now. Helps beat aura reading and more importantly, if you know your perks, it'll tell you exactly what aura reading perks are being used so you can play around them.
Lose a token at the start of the match? Lethal pursuer, and you've just totally nullified the perk. Lose a token immediately after a surv gets hooked? Bbq and chilli. Lose a token when killer bashes gen? Nowhere to hide. Lose a token while healing? Nurse's calling. Etc etc
You can counter play those perks to avoid losing tokens. And tbh the only time I've ever seen someone really run out of Distortion tokens is when killer's add ons cause excessive aura reading. I.e. wraiths aura read while cloaked or demo's aura read whenever they portal.
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@Sava18 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3324662#Comment_3324662
People bring up hours in this game way too much. If you have talent then you can be better than 99% of the player base in 1k hours in whichever role you are maining. This is not to spite you unparticular or in any way but this game is really not that complex.
True dat. I have less than 500 hours. And as killer I have absolutely mangled survs with over 3k hours without too much difficulty. One who clearly had a high opinion of themselves judging by the messages I received afterwards.
There seem to be a lot of elitists in this game with way touch disdain for newer players. I.e. ones who haven't been playing since 2016 🙄
I think some people forget that they need these players to keep the game alive. And some of them actually play pretty well when they understand the basics.
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@drsoontm said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3324627#Comment_3324627
This idea has been suggested many times and simply cannot work. Nothing prevents someone from sweating in the "casual" mode.
The only difference is that the worst jerks will go there to find easy preys.
It's never going to remove the issue entirely. But it certainly won't be as relentless as the current single playlist. Look at any game with a casual/ranked split. My experience of those is that the casual games tend to be more enjoyable and have less salt.
In a casual playlist of course you will still get bad games, there will always be trolls and people who play deliberately to annoy other players. But there would certainly be less game where teams get roflstomped. Because sweaty players who only play to win and want that rank BP every month would mostly be on the ranked playlist.
And if surv teams are mostly solo q or casual swfs. The killers will be under less pressure and will be able to play less effective builds and killers without fear of getting genrushed and teabagged constantly. Won't be taking out frustrations as much.
There will always be issues with players playing like #########. But the general dynamic of a casual queue will be different, and generally more pleasant for players who want to enjoy the game without having to constantly run DH, DS, Prove thyself and hyperfocus or eruption, call of brine, bbq and franklin's. Some bad matches of course, but more pleasant even ones than people currently get.
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@bunnyfengenthusiast said:
300 hours is still baby territory though.
so? This is a symptom of DBD's major issue with the skill curve for new players. If a new player can't win games they will stop playing.
If dbd can't retain new players it'll decline. I love this game and would rather it doesn't go the same way as Evolve.
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@GlamourousLeviathan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3324602#Comment_3324602
There is a difference between "oh this killer is stronger than that, but that killer is also viable and I can have a great time playing it" and "this killer is viable and that one isn't, so if I choose that one I will have a miserable time against decent survivors". I don't want Myers to be 1=1 Nurse, but I want it to be able to at least win against high mid tier SWFs.
I feel one of the issues is that your killers mmr is always kept within a certain range. I can't currently have a chill twins/deathslinger game because my mmr is so high. Every time I play a weaker killer I have to resort to cheap tactics like tunneling or face camping to secure kills. Or I just commit myself to a 0k by playing "fair". E.g. hauling ass away from hook after hooking a surv, avoiding tunneling etc.
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@Zerotoxiks said:
After over 300hrs in this game playing a mix of killer and survivor I’m really on the edge of letting this game go.
now don’t get me wrong, a coordinated swf is very powerful but I mostly play solo queue like many others.
the problem is that in solo queue you have no idea what other people are doing, their is no coordination at all. Unless one of the survivors is amazing at looping or the killer is a newbie. You will die 10/10 matches.
playing as a killer for the last couple months I’ve never had a game where I didn’t get less than 3 kills. It’s just so easy to win. I enjoy survivor more because it’s much more challenging, albeit too much.
i think what this game lacked from the beginning was a way to communicate with other survivors. Having a voice chat even if it is just proximity chat would have been critical to this game being able to bring new players in for the long term.
swf can communicate and killers can still succeed? Why punish solo players?
anyway, just needed to voice my opinion. Would love to hear others thoughts.
thanks.
I agree totally. Solo q is an unpleasant, punishing experience. In game VC would be an amazing way to improve it. I've made multiple threads on the subject. But a lot of people are worried about toxicity for some reason (as if there would be mute/block/report functions)
A truly coordinated 4 man swf on comms is a nightmare for killer. But only with tight tactics, above average personal skill on each surv, serious experience and map knowledge. Solo q suffers because there is little to no teamwork.
There is also the attitude of the people who play. Since we only have one playlist, sweat lords who optimise every build and tactic are plonked in the same pool as casual players who just wamt to enjoy the game without sweating hard.
Another thing I'm convinced would help the experience of solo q is to make a casual playlist separate from a ranked one. So killers no longer feel the need to sweat 4ks every game to keep building their rank.
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@Jensen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3324292#Comment_3324292
Ofcourse it is. But lets say they make the middle gen and now you have two 3gens left. One a bit better one a bit worser, what do you do now?
Defend your 3gen and sacrefice the other 3 gens? Or risk your 3gen? But yes thats possible, you can play as killer with Eruption+call of brine and focus totaly on your 3gen. The survivos will have to come. But yes this works, it works way to good. But the question is do we want this 10Minutes 3gen standoffs?
If you know you can't end it fast enough. Abandon it and pressure gens so they don't pop
But how fast do you know it? And than if you find a new survivor, there are still 2 survivors on gen that you never saw AND the 3te survivor you dindt catched is on a gen now.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3324250#Comment_3324250
We are all talking over a down, not over a kill.
I see alot of people here saying "yes but 3gen". You are all right. If you plan on 3gen with Eruption and other slowdown perk, the first chase doesnt matter that mutch, even the first 3-4 generators doesnt matter mutch since you make nearly all hooks with that last 3gen situation. But is that a gameplay that you prefere? Is that the solution if you dont win the first chase?
Sometimes I'll give up outlying gens to get a 3 gen. If it's a good 3 gen. You patrol and pressure them. Get a couple hooks and hopefully a kill in the process.
As for identifying what survs to ignore, it's not 100% reliable but there are factors to look for. High prestige, bright colours, flashlights are often signs of a surv who's good at chase. In the chase you can often get a feel for how good they are, chaining one pallet to another, and anyone who makes good use of double vault tiles is usually a nightmare to catch.
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@MaudetteClorel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3322524#Comment_3322524
It baffles me every time. And I’m not even mad at the killer. I’m mad at my teammates who have 600+ hours and still manage to play like rank 20s. Had to rage quit out of a game because there were still 4 gens remaining after 5 minutes. When I got hooked for the first time I realized why. Felix was crouching on the second floor and did jack #########. Claudettes were playing edge lords. And the only gen that got done was done by me before the killer found me. I hate to say it but some survivors are BOOSTED. Either by their swf or by playing like rats. And whenever I see a killer get a 4K even tho he is not that good at counter looping or mindgames,I wanna quit this game. I have almost 3k hours and get outplayed by killers who have 100-200,all because of my teammates not doing #########. You can be the best looper on planet earth but at some point you’re gonna run out of resources aka pallets and if the gens aren’t done by then,you’re gonna lose inevitably.
It's a weird game for balance. Every asymmetric game is. The game is designed for 4 survs to work together against 1 killer. If even 1 survivor is substandard the whole thing falls apart. And even with a decent team, all it takes is a mistake or two and surv team will crumble. Because killer is so powerful that they can snowball very quickly.
Individually survs have to be extremely good to draw out a chase with killer long enough to be useful. It's hard to be consistent with that. I currently have 20 days of total playtime. Sometimes I can absolutely run the jewels on a killer, and other times I just get dropped extremely quickly. It's just how the flow of each match goes.
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@Jensen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323896#Comment_3323896
I agree with a lot. And this multiple objects that you create are important to give a flow to the game.
But the problem that you are saying is that you have a tunneling and camping killer. Not that this happens after the first chase. This "multiple objects" are important that the games takes longer as 5 minutes.
And im not talking about a "fast first chase". im talking about a succsessful first chase. If the chase needs 60sec but you have a hook, its not good but manageable. If you have a 60sec chase and you got nothing, you realy realy have a problem. If a survivor gets catched in the first chase basicly the normal game goes on.
Alot of killer will start to tunnel or camp after they lost the first chase, because 1 survivor less is pretty mutch the only way to get out of that situation.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323901#Comment_3323901
You seem to misunderstand it a bit. I never said the first gen is the most important gen, thats obv. the last one. Im also not saying that its impossible to win.
If you loose the first chase, your 3gen might be allrdy gone, since the chasing took you too long and you dont have pressure to stop them with the gens. With 4 survivors alive and noone of them on hook they can basicly to every generator they want.
Often the first surv you run into is seeking you out unless you chase them off a gen. Don't commit, ignore them or injure them and let them run off.
I dont agree with this, why should the first survivor seek you out, when he have no clue where you are and he can do gens instead? A survivor who only wants to train running and dont care about the win maybe yes, but normaly not. And the idea you are talking here is playing around with 2 survivors without dowing anybody. What you are forgetting is that the 2 other survivors are still making gens. If you go on with this game for 5minutes you lost it.
Corrupt intervention is an awesome perk for this.
Thats true, i guess thats why allready one guy said maybe this should become baseline since its a more healthy play
It's not possible to remove a 3 gen by popping 2 gens. There will always be a viable 3 gen left afterwards. And like i said first chase only is bad for you if you let it be so. If you know you can't end it fast enough. Abandon it and pressure gens so they don't pop
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@DBD78 said:
Seeing the game pop up on Xbox game pass I had never heard of it and just wanted to try it without understanding how it worked. These things I remember and won't forget:
1: My first game I found the hatch and escaped. So now I thought the hatch were on every map random somewhere so starting my next game I spawned in searching and listen for hatch immediately thinking it was always open from start 😄
2: Decided to play my first game as killer and searched google for which killer is the best, then played Xbox Nurse 😥 Yes not a single hooked survivor that game.
3: Found out you could buy these weapons in shop so I bought the most expensive weapon for Trapper with real money thinking it must be powerful so I don't have to hit survivors twice. I was so angry when my new weapon did nothing more than the free of charge one 😑
4: Found a key in a cheast in one of my first games I had never seen a key before. Went to exit gates thinking I could open it with the key 🙄
Think my worst one was my second killer game. Had a challenge to killer survivors by my own hand with trapper. I didn't realise that meant moris lol. I forcibly bled out 2 survivors because I thought it counted as a "kill" rather than a sacrifice 😅
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@DrFrozen said:
Here you can find some ideas how to help very weak killers to make them slightly better.
DEMOGORGON
I'd love to see Rat Liver added to his basekit. ( common addon increases his movement speed while charging Off the Abyss by 3.5% )
TRICKSTER
Killer is so cool, pity that he is probably the weakest one so maybe after 8 seconds of not being hit by a blade survivor has to mend out of them that takes maybe 1.25 or 1.5 seconds each and his main event no longer runs out of the time once charged.
OR make him 4.5 m/s
WRAITH
His mains will no longer exist after nerf until COH is removed so just delete this perk and this killer will have more breathing space.
HILLBILLY
Remove overheat mechanic
TRAPPER
Remove COH and this killer will do 100% better
TWINS
Maybe thanatophobia should recieve changes like it was before 4% penality to healing, repairing sabotaging per each injured survivor so twins will benefit from this perk again
LEGION
Those thana changes would make them better
Demo is not a weak killer my dude. It can effectively 3 gen pretty much any gen setup as long as 2 gens are next to each other. Eats up pallets rapidly and even survs who are amazing at running chase can get caught off guard with the post portal stealth and a well placed shred.
I run a farming build with rotten pumpkin and rats tail. 2 dead perks and I still end up getting 4ks. If you use the iri addons it's practically an I win button. Don't get me wrong a lot of people suck with demo, but once you get how to use it right. It's an amazing killer
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@Sava18 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323979#Comment_3323979
DO NOT RUN THIS ADD-ON ^. It's probably the worst add-on in the game and will turn you even when the survivor is on the other side of an object or window.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323999#Comment_3323999
It can actually be pretty effective, if you play for it. Sure if you try and play standard blight it'll mess you up but if you run ahead of a surv towards a doorway for example and use it to 180 and double back it works pretty well. Certainly helps me get lethal rush hits and I'm awful with blight lol.
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Meh, only killer i think people should be able to blacklist is clown if they have coulraphobia. Maybe plague (have a friend who has an irrational hatred of vomiting and playing plague makes her super uncomfortable)
Not like people can ban a hero on overwatch or avoid certain maps on games.
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Mm. There are 4 perks I can think of offhand which are anti pallet. Enduring, brutal strength, spirit fury and hubris. I suppose at a stretch you could say one of freddy's perks helps with pallet break speed too (I think it's called fire up?) The one where he gets action speed buffs as gens get completed. You could also say zanshin tactics is an anti pallet perk, prevents a surv getting an easy pallet stun when hidden by high walls.
Other thing that should be considered is there are plenty of killers with anti loop in their basekit. Some powers nullify pallets, force predrops or even turn them into a liability: trapper, artist, doctor, spirit legion etc, killers with powers that directly break pallets rapidly (with or without addons) demogorgon, blight, wesker, nemi, oni, legion. Or ranged killers who can straight up bypass them, huntress, PH, deathslinger, maybe plague to an extent. In fact now that I think about it the only killers who don't really have anti pallet in base kit I can think of rn is wraith, pig, ghostie and onryo. All stealth killers who specialise in dropping survivors without conventional chases.
So many killers have basekit abilities/add ons that are focused on pallets that I don't think we need more general anti pallet perks. There's already plenty of tools to counter them. Plus it's generally pretty easy to dodge a pallet stun.
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When i have a blight lethal rush challenges I tend to use the brown addon which auto points him at the nearest surv when he hits a wall. I can't remember the name but makes ituch easier to hit a surv. It's a crutch add on but i play on console so snap turn hits are much harder with blight on a controller vs with a mouse.
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Like most games. I find at 2-5 am or during the day on weekdays unless it's school holidays players are mad sweaty because you have the no lifers who play 24/7. Evenings you'll see more casual players and weekends you get the weekend warriors on. I find with casual players salt levels tend to drop a bit.
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God I hate trickster, he's not good per se. But getting spammed with knives is just frustrating. And that goddamn little giggle he does when he downs someone really irritates me.
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@DBDVulture said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323911#Comment_3323911
Just so you are aware there is a minimum time for a chase. If you spot a survivor there is a minimum ~6 second " chase". So really having it be a 10 second chase would be sufficient because that means the killer chased you for 4 seconds.
You could chain them together too so that if you had X seconds of chase and Z repair then that pieced together to make sure you were not stalling.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323929#Comment_3323929
As long as you are actively trying to injure people a 3 gen is fine. Doctor (especially before his revamp) was capable of an infinite stall with a 3 gen.
In the last few months I have played a number of games that lasted 20-40 minutes. I didn't ask for it but it happened. Only one of those was a tie and the rest ended up being a 4k because I am a tryhard.
Yh tbh i often get bored holding a 3 gen if it takes too long. especially with doctor. If I get bored I'll just focus on killing an injured survivor and let the last gen go.
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@LuthirFontaine said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323856#Comment_3323856
I don't support these guys but your suggest is a little harsh, as a survivor main I've had a few times where I couldn't get 20 seconds on a gen because killer is 3 genning hard and no amount of pull will take him away from them. O and trying to get that killer to chase you for 20 secs is pulling teeth.
This is a weird one. Devs have said that survs ignoring gens and hiding is reportable because it can cause the game to go on indefinitely. But apparently a killer 3 genning is not, because that is their objective. And it is impossible for killer to hold the game hostage that way. Because they either kill survs, or survs finish gens. You can't permanently slug them because of the bleed out timer.
It's incredibly bad manners to do that amd draws the game out unnecessarily but not indefinitely. According to devs it is not reportable unless killer bodyblocks a surv in a corner to prevent them escaping and doesn't kill them. I personally don't agree but that's what they've ruled.
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Problem with dbd is matches tend to be landslides. Either survs run rings around killer, 0k maaayyybe 1k if killer facecamps near endgame to secure a kill. Or killer snowballs and gens don't get done 4k maaayyybe 3k if last surv gets hatch. I don't see many natural 2ks which is the theoretical happy even game. Hard fought but even. Love those games but they are so rare.
Since matches rarely feel even, it's impossible to really balance mmr in an asymmetric game.
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@Seraphor said:
Hiding the Hatch offerings would be broken. SWFs would play them, know exactly where the hatch is and killers wouldn't have a clue.
What should be hidden, is Map offerings. This triggers so many players and games would be much more chill if people just assumed the map they were on was via RNG, because it could be. The lack of a Map offering doesn't mean you're going to be on a favourable map.
Then add the Shroud offerings from each role to each other, so both killer and survivor have all of the Shroud options, making some of them actually worth running.
Now a hidden offering could be a map, a mori or legitimately a shroud, and no one would know.
Yh did think about maps. Good shout tbh, adds much more mystery to the hidden offerings and yes might prevent one side from being salty midmatch about being taken to a certain map. As for hatch offerings? I can see why that would be an issue, but it only benefits last player alive so helps one surv escape when in all probability the pther 3 are dead. (Personally I'm not a fan of 4ks, even as killer) and I'd suggest adding a hatch version of sacrificial ward as a hidden offering too 😈 I have always felt killers have a bit too much of an advantage when it comes to hatch games. They are faster and have total freedom of movement. Unless surv is running left behind or is using a key (and honestly who runs key?)
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@StarLost said:
Not terribly concerned about power - just got a few killers left that I want to learn, and these are the two I've narrowed it down to (PH doesn't appeal because awful boring addons, Billy is just a tough sell, Oni I find one dimensional). Yes, I've played a fair few games on all the above.
Huntress:
Positives - some fun addons, high skillcap, great cosmetics.
Negatives - crazily overplayed.
Deathslinger:
Positives - love his aesthetic and who he's based on, a bit less common.
Negatives - clunky, meh addons.
Mostly I'm after a fun killer with a lot of variety enabled by addons and perks. I will be going with the majority opinion here.
I vote deathslinger. I've played both and he is for sure my favourite. Huntress is cool too but i struggle to land hits with her hatchets, requires good timing and prediction.
Deathslinger is the weakest mechanically for sure, his add ons are pretty naff and his range is very limited. But for fun value? There is nothing I enjoy more in dbd than reeling in a survivor like a screaming terrified fish and bayonetting them 🤣 especially if you nail them through a vault window and hit them through it. Plus I love his sadistic little chuckle when he smacks a surv. IMO his mori is one of the coolest in the game.
Few tips if you do choose him: Best addons to start with are reload and chain break stun speeds to mitigate misses and bad hits. When you can hit reliably go for reeling speed and chain strength. Or mangle haemorrhage on spear hits for budget sloppy butcher if slowdown is your thing. His iri add ons suck so bad.
to make hitting easier think like a torch wielding surv, it's easiest to hit whe a surv is forved into a choke point like a door way or an animation, I.E. vaulting. You can hit a speared surv through vault windows but not dropped pallets. An uninjured surv will take an injury and deep wound if chain snaps so spear them over pallets and angle the chain into the pallet to break it quicker but this will do nothing to an already injured surv. If you swing and don't hit it releases chain and no injury occurs. Do this to mitigate the bad hits over pallets on injured survs.
Mind games: a good surv will zig zag when you aim at them, extremely hard to hit them when they do this but it slows them down. I tap trigger to aim and make them take evasive maneuvers but I'm back to full speed quick and gain good distance. So even with the slow move speed slinger can actually M1 and if they don't zig? Spear them it's a catch 22 😈
Slinger is shockingly bad at tight pallet loops, but can really punish survs looping killer shack or double vault windows, it's all about LOS. Sometimes though (with the chain strength add ons) on unsafe pallets you actually have enough leeway to pull the survivor around the short end of the pallet loop and smack them.
As for perks, i run a stupid meme hex build on him because it's fun. Retribution, ruin, haunted ground and devour hope. To play serious aura read perks are always a good shout so you can preaim round walls. Nowhere to hide is good for this. Usual slow down perks are always a good shout. I've been meaning to try an anti pallet build with him, spirit fury and hubris sounds like an interesting idea because spearing reeling and dropping an exposed full health survivor has been extremely satisfying. Tinkerer is a good one for him too, nothing like getting speared out of nowhere off of a gen because you didn't hear the terror radius lol.
If you feel like trying him I can promise rootin' tootin' survivor shootin' fun.
Edit: he does feel a bit clunky sometimes, slow move speed and his ads is a little longer than I'd like, no quickscoping with him. But once you get the hang of him it's so. Damn. Satisfying. Landing those spear hits.
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@Jensen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323832#Comment_3323832
And thats exacly what i said. The first chase doesnt matter mutch for the survivor.
You are talking about "bad player" and "good player" that you have or dont have. They are not more important earlier or later in the game. A good player who can drag the killer away. Im talking about 1 chase that is just 10 times more important as any other chase.
Losing the first chase as killer means loosing 2 gens. No other chase is that important for the killer. No other chase gives him that mutch of an handcap. Losing the first game basicly mean you are starting a new game but instead of 5 gens there are only 3. And if you are unlucky your 3gen is allready gone.
And for that 2 gens gone, the killer got nothing. No pressure, nothing (since he didnt got the survivor).
But that's the thing, I was saying the first 2 gens aren't really that important. I've had a lot of matches as killer and surv where the balance has tipped when there are 1 or 2 gens left. You can lose first chase and pull it back in the late game.
If you have a couple of decent regression perks, holding down a 3 gen as killer is crazy easy and you can often down multiple survs because they either stay near gens or lose. One slip there and killer snowballs.
If you find you're losing to much in the early game. Don't go for downs straight away. Often the first surv you run into is seeking you out unless you chase them off a gen. Don't commit, ignore them or injure them and let them run off. find the first gen being worked on and pressure it can help stop those early pops. Corrupt intervention is an awesome perk for this. Forces them to look for gens and narrows your focus early game. Or gives you prep time to setup traps/portals etc with trapper, hag or demo.
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As killer I still see plenty of looping survs. And when I'm playing surv I try to loop depending on which killer I'm against. Try to loop a good doctor or artist and you're cruisin' for a bruisin'
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Depends if you include add add ons. Permanent exposed is kind of insane.
Tbh now that it's mentioned I haven't actually seen a meyers in a match for a long time. Used to see one like every other match. Idk if it's an mmr thing.
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Think there's something on haddonfield that's similar, can't remember where it is but couldn't run through a space that a survivor fit through.
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I do always find it weird when people complain about DH. It's not an easy perk to get perfect every time, and if killer is aware of it then it's incredibly easy to counter.
You have to have extremely good reactions to use it successfully without forcing the killer to swing. Forcing a hit is very risky, an experienced killer will recognise a surv running at them as a DH attempt and a really bad killer might just swing late because they have bad reactions and get the down 🤣 i certainly did that once or twice when I started as killer, was wondering why the survivors had randomly dabbed.
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@DBDVulture said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323835#Comment_3323835
So you want me to record 15+ minutes of no chases, no hits, no generator kicking, no healing?
If you do then BHVR can nail their butts for deliberately griefing you. I know I certainly would. Or you can let it go and go on to the next game. Up to you.
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Yh was gonna say that is absolutely reportable. Get their GTs, send the report and any evidence to BHVR. If you didn't clip it, then just remember to do it in future.
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A bad first chase is an issue but that's usually just a weak survivor getting caught and will happen repeatedly. But it's the late game that really counts.
The first 2/3 gens are so easy to do without tying up the killer in chase. You can stealth it. But when you are down to last 1/2 gens the killer's focus narrows and it's more important for someone to be able to run a good chase to keep the killer away. If you're unlucky/bad enough to get 3 genned, then it's possible to finish it. But you need at least 3 survs with almost perfect co-ordination, to get it finished and flip flop the killer between gens while still making progress. Or a killer who will play ball and commit to a chase and allow the gen to be finished.
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Yh not great. Hardcore Swf teams gen rush hard, and can run insane chases. Killers can facecamp, tunnel run insane regression to counter. Casual/mid level survs get rofl stomped. The game is an awesome concept but it has one game mode and that's it. You are stuck in your mmr level, hard to have a chill game as killer or surv without getting slammed.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323698#Comment_3323698
I'm not ignoring anything. I can admit there are some, niche circumstances where bots might be helpful.
But the system is subject to being abusable, and it absolutely will be. Which will just lead to more disconnects when a bot loads in.
And the biggest problem is that it's only treating a symptom with a clearly flawed system. Finding ways to address even some of the reasons people disconnect at all is healthier and a much better use of the devs time.
This game doesn't need any more knee jerk, band-aid solutions tossed in. Especially not when it likely means balance patches get pushed back even farther than they already are.
Bots would not increase DCs. The only thing to stop DCs at the moment is DC penalties. Like I said an ineffective bot versus an absent player is not going to make the situation worse. Tbh if a killer can farm BP off of a bot instead of losing it to a ragequit, there's a chance they might let a survivor go instead pf feeling obliged to bully them to get BP.
Example. I was playing killer and needed to get get 2 sacrifices for a challenge. I planned to get 2 kills and release the last 2 survs. What happened was I got 2 DCs and killed the 2 survivors who actually had the decency to play the game. Obvs most killers don't tend to let players go. But a DC encourages them to come down hard on the remaining survivors to complete challenges, get BP and increase rank.
As for causing DCs, what happens in the match afterwards does not come into it when you're looking at the reason for someone DCing. They are not considerate people. They are people with poor impulse control, who can't stand to lose and have zero consideration for their team mates.
There isn't really any way to decrease DCs unless you introduce much harsher penalties and bans which bhvr won't do because some DCs are connection issues. Or balance the game perfectly so everybody loves it which is literally impossible.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323663#Comment_3323663
You 'don't see how bot filling is bad in any sense' because you're willfully ignoring situations where bots would cause problems, where players, or even empty slots, wouldn't.
Survivor bots are in game, right now. Load up a custom game and just watch them. They get stuck on rocks, have bad pathing, get stuck in infinite pathing loops. A hard stuck bot is actively worse than an empty slot: still contributes nothing to survivors, but can prevent the game from progressing (like EGC) and actively enables some killer perks and abilities.
And I've already discussed killers farming their power off of them. With infinite tombstone Myers you're absolutely better off with an empty survivor slot if the alternative is having a bot feed him tier 3 and then get instantly tombstoned anyway.
Bots always do the same thing, zero decision making. Does the bot finish a gen and activate a real player's pig hat? Do they cleanse instantly against plague only to immediately get sick again? Even players don't always know the answer every time because these are situational. But bots will always blindly do the same thing.
Consuming map resources is another issue. Do they use up every vaccine for Nemi or spray for Wesker? Will they try to avoid a 3 gen, or just do whatever is closest to them or outside the terror radius? How many pallets do they use in chase?
But maybe I need to address this a different way. If backfill bots are added, then there's no reason anymore that games with a DC wouldn't be counted in gamewide kill rates. Global kill rates will skyrocket, since these are losing games most of the time, and killers will get hard nerfed across the board.
Bot pathing hasn't been an issue when I've played bot games in customs and I've played a fair few practicing with new killers.
And you're willfully ignoring the point that literally every single game I've seen where a surv DCs, is a landslide in the killer's favour. As killer I see a DC early and I have that game in the bag without fail, as a surv I can't remember ever escaping a game with an early DC unless killer deliberately released me. Now I don't see how you can make that worse.
Sure killer farms off the bot, oni gets blood for rage mode. Meyers gets more stalk progress. More BP for them, and they win a game they were going to lose anyway. Bots using wesker spray or nemi vaccines, popping gens to trigger bear traps using up resources survivors need? Know what that reminds me of? Other survivors in solo q games.
And those are pretty niche examples. Personally I've never died to a reverse bear trap. If the game is already a write off, better to add something that is on the survivor's side. Except bots will actually heal, unhook and do things to benefit survivors. Maybe not well, maybe tactically bad decisions. But in a game that's already a certain loss? There are always cons, but the benefits definitely outweigh them.
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Don't see why this needs a change. Don't see killers use zanshin very often, only use it myself if I play trapper to identify good trap locations quicker. Undetectable in chase is a bit too strong though, it makes it way too hard for survivors to loop effectively.
And having windows on all the time just lets survivors plan escapebroutes if they get ambushed. Pallet noise notification doesn't really do anything for someone in a chase.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323524#Comment_3323524
Bot gets infinitely stuck in a rock and can't move.
Killer ignores them because it's 'the best strategy'.
Survivors still stuck in a 3v1, but 'they got backfill bot so it's fair now'.
And as a side effect, if all 4 survivors leave that means the killer is trapped in a game with 4 ai.
Not saying it's fair. It's just a little bit less #########. Mitigation. Lets survs get more BP.
And i don't see all 4 survivors leaving being likely if DC penalties are still a thing.
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@littlepaw said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3322449#Comment_3322449
absolutely not better than being a man down, i would rather go next in a 3v1 than have a bot as a 4th player because we'd still be boned, have you SEEN them go straight to corners and loop corner tiles 🤨 the ai is just not strong enough yet to replace a human player in a killer-favourable scenario, i'm sorry
PLUS i can already hear the shaming for going next AFTER bot backfill because "bloodpoints" and "the game's still winnable" :/ it will just make 3v1 scenarios more toxic and will cause infighting over mediocre ai that can't carry the weight of a regular person
Like i said, even if the bot sucks it still provides a distraction to let human survs get more BP. and how is killer avoiding bot any different from them slugging or letting a useless player run around?
I don't see how bot filling is bad in any sense. Sure they can't replace a human player (although tbh a lot of human players are actively worse) there is no way an ineffective bot is worse than there being straight up no survivor in that slot.
Ever heard of the lanchester squared principle? If you totally take a survivor out of the equation, it disproportionately affects the survivor team. Sure some killers will manipulate the bots to win. But currently a DC early to mid game is an auto win for killer. Don't really see how that situation will be made any worse at all by the addition of bots.
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@Jensen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3322555#Comment_3322555
Hmm you are realy playing the game totaly different. I mostly play killer main and never have any BP problem. So if you would give me a chance to quit a game that is a wraste of time (and a 3surv. 5gen game is that) i would take it. Because i know from the start how this will end.
So by playing a different game you mean I understand the survivor perspective as well as the killer one?
If the game is definitely lost I have zero issue with running up to killer and suiciding on hook, 1 dead and no gens done is pretty much impossible to come back from. Admittedly for killer it's not as much points, usually just 3-4k sacrifice points. But rage quitting out of a game just because you're losing is pretty bad sportsmanship. There's a reason there is a DC penalty.
The issue is some players will simply ragequit the second they get downed or see a certain type of perk. I've seen someone DC recently, the first time I hit them because they saw I had franklin's less than 2 mins into the game. As surv I've seen teammates ragequit or hook suicide on their first hook when nobody else has been hooked and we have had 2 gens done.
I do understand it a little more when the match is clearly already lost. But roughly 80% of the DCs I see, as surv or killer, are made when the match is easily still up for the winning. Those DCs, without exception have thrown the game entirely in the killers favour. It's a pathetic temper tantrumn made by players who won't accept anything more than total victory and cannot stomach any loss at all. Other players shouldn't have to suffer for that.
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@Jensen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3322449#Comment_3322449
I mean true, there is not a downside, besides that the game takes a bit longer. I think the end will pretty mutch be the same. I allrdy played against bots.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3322452#Comment_3322452
DC penelty stop nobody from leaving. Never did never will. Because when they Ragequit, they are doing exacly that Quitting out of rage without thinking.
A leaverhell is a way better system. If you are leaving games, you will que with other leavers. Than 2 things can happen:
1.) You learn your lession
2.) You dont bother the "normal" players anymore and stay in the leaver hell.
And that's the idea, if the game takes a bit longer then more BP all round. Survs get a distraction to get more gen progress, something to unhook and heal. Killer gets all of their hook states more points as they chase, injure and use abilities on the bot and won't lose their adept just because one player threw their toys out of the pram the second they got downed.
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It's hyperbole but this does make sense. When i started playing dbd in august I was mashing players with very high play time.
Just today, I mangled a david with 125 days play time, when I have 20 days. Like they were competent but not that hard to catch. Time doesn't always equal skill but playing surv is an extremely difficult role to do well in.
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3322452#Comment_3322452
Like DC penalties has ever stopped them.
Not saying it does. Just daying bots won't make them DC more, because they don't give a ######### either way what happens in the match after.
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@Jensen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3322416#Comment_3322416
How i said if there is a surrender button, you just press it and get your Points you earned so far gold your items and gg.
Because if a survivor dces in like the first 1-2min its GG anyway. As killer i would realy love if i could surrender in such options, because its a wraste of time. If a survivor dces that early its impossible for suv to win.
Even if i would just hook 1 and facecamp him for 2minutes
Still denies killer points. I see the logic though, could be an alternative.
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@Emeal said:
If you get bots for disconnected players, then wont that just make Players who encounter the slightest inconvinience just want to say: "The bot can deal with this." I think it might.
Not if they still get DC penalties.
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@AmpersandUnderscore said:
Absolutely not.
If you think the ai in this game is great, you should exclusively play nemesis or knight and nothing else. Pathing in particular for the survivor bots can be pretty awful on some areas. Especially when a player can find an area where they infinitely pace back and forth doing nothing (coldwind harvesters at minimum).
I never want to be in a game where a killer can farm their power on a bot and go use it on the remaining players. Oni would get infinite blood and Myers gets free stalk for starters. The bots play around the terror radius, so any stealth or insidious killer can infinitely bait them into unsafe unhooks or pickups, they aren't going to learn that Ghostie is just stalking from the corner, camping. Slug for bait and infinite Jolt value.
Or a host of perks that players can counter play, but bots won't. Does the bot unhook the guy on his first hook or go look for the devour hope totem at 4 stacks? Can the bot play around pain resonance+ DMS? Does the bot cleanse their plaything totem or play around the likely pentimento combo?
Or how about using map resources? Do they lock every locker vs dredge or save some for later? Do they throw every pallet? Can't wait to get shelter woods but the bot has made half the map a dead zone for no reason.
And the bot will always be killed last. Always. 100% someone will find a way to have the bot stuck in an infinite loop of picking up the last downed player only to have the player instantly knocked back to the ground. It's like bleeding out for 4 minutes, but longer.
So, again, absolutely not.
Still better than being a man down. When a survior DCs early (which is most DCs) the team has zero chance anyway. Literally only 2 killers, oni and myers get a marginal advantage from farming stuff from a bot.
And using the bot to keep last survivor in the game? If a killer is sweating that hard for a 4k they will simply slug. Or even do it with a live survivor. I've did that yesterday to catch someone who'd been hiding all game lol.
There's no real downside to popping a bot in to replace a ragequit. On the same hook states of course
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@Jensen said:
https://forums.bhvr.com/dead-by-daylight/discussion/361610/can-we-get-bot-backfilling-please
But woulndt it be easier and better to just surrender the game and start a new one? As soon 1 leaves, everybody is able to surrender (when not in chase) the game and retain their items they get the bloodpoints they earned so far.
And when someone DCs in the first few minutes? If i suicide on hook everytime someone DCs early then 25-30% of my matches are just automatically written off.
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@Blinckx said:
I have seen many people DC's while are on hook lately but i couldn't care less, i still get BP for them quitting so is their loss not mine
As a killer yh it's fine. But it's not fair on other survivors.
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@Beatricks said:
DC penalties are very much active (can confirm after playing against a 10k hour slugging Nurse who never picked anyone up) and I don't see a particular increase. Giving up on first hook seems to be somewhat more prevalent. My Brutal/Enduring/SpiritFury/STBFL Pig has a 50% chance of the first surviving going next which is a pity. You are going up against a weak killer with no slowdown, who doesn't tunnel, literally the SoloQ heaven all people wish for.
Yh the hook ragequits are even more annoying. And it's not even reportable despite that it's pretty much the same as DCing just with an extra step or two.
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@wydyadoit said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3321964#Comment_3321964
i find that in my experience with a lot of players it seems that there are a TON of casual fans. So I tend to not take it personal when i lose to bad teamwork. but it is SO hard. from both ends. killer and survivor.
Yh it's a shame. Love this game, awesome concept. But it's such a punishing experience. Matches are very rarely even fights, usually a landslide for one or other team .