Huge_Bush
Huge_Bush
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3629935#Comment_3629935
Hold on, this whole operation was your idea.
What a difficult decision. It would have to be something in the same power level, but it cannot be restricted to a single killer because pallets obviously aren't restricted to a single survivor.
Perhaps Old Ruin? There is the matter of Totem RNG, but if killers wanted more time to do things it was the best tool they had. But the question remains: would the additional time granted by Hex: Ruin with a good totem spot be enough to compensate for the few hits you won't land due to the Pallet Vacuum? Or perhaps a perk reversion is equal only to another perk reversion?
This is one is quite the challenge, my friend. Pallet Vacuum isn't something I believe should be brought back to the game.
But you've raised an interesting debate here.
I’d like Old Undying back. It would make hex builds viable
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@Shroompy said:
rocket launcher.
Nemo mains will have a meltdown
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@chezkro70 said:
Fairyclaud
I had to google this because i haven’t been able to play in a long while. OMG. This outfit was MADE FOR ME! I see it was a Halloween outfit. Is it still in the store? I won’t be able to play again for at least another month 😭😭 but I need this outfit!!
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Make is so he instantly kills any survivor he collides with while performing a rush.
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Because Claudette is the best.
All who say otherwise are delulu.
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Claudette and Carlos
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Power Rangers. Rita is the killer with Lord Zedd legendary cosmetic. Kimberly and Tommy as survivors.
Scooby Doo, not necessarily a chapter but..
Victor gets a Scrappy Doo onesie.
Claudette = Velma
Kate = Daphne
Leon=Scooby
David = Fred
Ace=Shaggy
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@humanbeing1704 said:
could argue it’s a continuation and not an actual second chapter but an actual full evil dead chapter 2 with a deadite killer and pablo and Kelly
I’d love to play as Pablo and have a Deadite killer. I’d like one of the powerful demons that were summoned as well.
Id also like a Nightmare on Elms Street mini-chapter. Give us the Original Freddy with voice lines, Nancy Thompson as the survivor and a reworked power that combines the best of Old Freddy’s kit with the new one and improved add-ons.
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The most praise I received was when I played Scratched Mirror Myers. There were a few who couldn’t handle getting scared but they never complained to me.
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It’s Dean Winchester
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Solo rage: Grants the ability to slap a teammate and hook them if they haven’t done anything to progress match for 3 minutes.
Climb: Grants the ability to climb over the walls to escape the trial. Downside to this is all of your teammates die.
Automobile: Summons a car that you can use to run over the killer or your teammates.
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While I haven’t played in a long while (just after skull merchant dropped) it’s been my experience that Wraiths are probably the tunneliest, sweatiest killers around. The second they hear the unhook notification, they just drop chase and rush back to the hook.
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Why is demo such a good boi?
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Survivor: Mikaela. I just can’t stand her face.
Killer:
HillyBilly. Same reason as Mikaela. Okay, and because I don’t want to put in the effort to learn how to maneuver him while he sprints with his chainsaw.
Nurse. Hurts my head too much with the constant fatigue.
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@MikaelaWantsYourBoon said:
Another good looking female survivor.
Last original survivor i loved was Mikaela, after her so much flops.
I wouldn’t say Ripley and Thalita were flops. The resident evil female characters are also popular.
Haddie definitely was though.
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Brenda Meeks.
Shes all I want. She has plenty of cosmetic potential from the Scary Movie Franchise and plenty of lines they can give her.
Cindy would be a nice addition as well, but Brenda is a must.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3621687#Comment_3621687
Ah, you're the real treasure here, my dear friend! It is so good to see you!
How are you doing, btw?
I’m as good as I can be. Hopefully better soon, after I win the lottery 😅.
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@GeneralV said:
Nah, it is alright. She only gets one anyway. It has already been nerfed.
Besides, it has always been a pet peeve of mine when someone says something is "a relic of the past". I don't think this holds any weight, because you can say it for anything.
Want an absurd example? Me. Am I, GeneralV, not a relic of the past? Am I not someone who was here for the Old DBD but doesn't fit in the modern one?
You see the problem? This line of thinking would eventually lead to another game entirely. What can be done is understand every item, add-on and power in this game, and if they are to be changed then it must be because of a balance issue. Not simply because they are old.
You’re more of a legendary treasure, not a relic.
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@LordGlint said:
https://us.v-cdn.net/6030815/uploads/B4KDJHBNJFQ9/image.png
Maybe a half spider half woman like Kumoko? Give her a Scythe to swing.
Man, I wish the anime did her justice. It was just so low quality.
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I will only watch it if there’s a shirtless Trapper and Shirtless David.
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PWYF no longer loses stacks.
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Never. She’s been nerfed plenty of times.
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Aw, what a cute, large, honorary calico kitty you have there 💜
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@DragonMasterDarren said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3559156#Comment_3559156
I looked at this image and heard the Halloween Piano
I have a distinct feeling I should be scared
Your feelings are correct. Best to wear shoes when walking by. Don’t look away either. She’s feisty.
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Remove The Pigs ability to crouch and roar. Replace the roar with piggy snorting and squealing.
Standing in the exit gates for more than 5 seconds will trigger a 20 second Bloodwarden.
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@Jiloh said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557728#Comment_3557728
That they make him less oppressive that the people who give up won't cause its easier against him.
He isn’t oppressive so there is nothing to do.
We don’t need the devs to give him the Freddy treatment and ruin a fun and balanced killer.
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If you’re in a SWF or have been blessed to have a group of random teammates that know how to loop, don’t cleanse. Just push gens.
If you’re with semi-decent teammates, try not to cleanse if you haven’t been hooked and cleanse if you have been hooked. Just make sure to cleanse in dead zones by completed gens.
If it’s the usual Solo Queue teammates, cleanse anytime you want but still try to do it away from completed gens. When she gets her power, it’s best to hide until it wears off.
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@Melinko said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3556890#Comment_3556890
Did you see the part about almost always....
If the survivor is foolish enough to run right up on top of the killer, then smack them.
That doesn't happen often. Between matches I've watched on stream or matches I've been in or matches my friends have been in or matches discussed in a DBD Discord server, the issue is almost always the killer running back to the hook or staying close by.
If the survivors are dumb enough to unhook right in front of you, so be it but you know as well as anyone else posting here that if the killer is walking away and the terror radius is gone, they will turn and sprint back when they hear that unhook sound, even if they have seen an aura elsewhere.
And that is what I call lazy. I've watched killers break a chase to go back to hook on numerious occasssions because the people at the hook are easier targets.
It doesn’t matter what your opinion of the killers actions are.
No player has a right to complain and disparage another player for playing the game however they want to as long as they don’t break the rules that were set by the developers.
They’re more than welcome to write to BHVR or post a constructive thread about their grievances and how they think the game could be changed to be made more enjoyable for them. But to attack another player for playing the game is immature and ridiculous.
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@Melinko said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3556868#Comment_3556868
The first post states "if a unhooked survivor gets in my way"
That says they were near a hook. It doesn't say why. There is so seldom a good reason to be around the hook. Almost always (Note, almost was stated) it is just laziness.
BBQ and Chili shows you so many targets the moment you hook a survivor.
Ultimate Weapon allows you to open a locker and hunt the map looking for a target.
etc, etc, etc...
It is super easy to hook and find someone new to chase in the current state of the game.
No. I’ve played this game long enough to know that it’s extremely common for Survivors to unhook in the killers face.
All you’re doing is removing all responsibility from Survivors and placing it on the killer. I’d argue it’s lazy for the Survivors to expect the Killer to go after someone else and let them easily reset.
Killer has 4 perks, Survivors have a combined 16. They can use a fraction of that amount and select some quick healing/escape/anti-tunneling perks. With how strong most maps are for Survivors, it’s super easy to take advantage of them and loop the Killer. They can stop being lazy and get better and bring in appropriate perks like you expect killers to.
Regardless of the above, the point isn’t a gameplay issue. It’s the fact that as long as the player (either role) plays by the developers rule set, no one should disparage them for actions they may have taken throughout a match.
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@Melinko said:
https://forums.bhvr.com/dead-by-daylight/discussion/393153/unhook-body-blocking
Everytime this topic comes up, my answer will always be the same.
Why are you at the hook anyways that this is an issue?
There is 4 survivors. 1 hooked, 1 getting them off the hook and 2 working on gens.
You are focused on the 2 who are not a threat (needing to unhook, and heal and get back into working on a gen) vs using any of the really useful information perks and going after the other 2 who are working to finish gens.
If you aren't near a hook, this would never be an issue.
Hook.
Leave.
Find a new survivor on a gen and attack.
Repeat.
If they use it when there is only 2 survivors left, welp that's a fair down as you've clearly not tunneled.
But if you are near the hook when 4 survivors are still up (unless they follow you to hook like a moron) then you should never have a problem.
It was explained to you before why the killer would still be near the hook.
* All Survivors who are not hooked, slugged, in chase, or dead are a threat. They all have the potential to work on gens, blind, pallet stun or body block The killer while they’re chasing someone else.
* You assume the Killer didn’t leave. Maybe they did and didn’t find anyone. Maybe the didn’t have any tracking perks and the teammates hid before he got to their generators. It’s stupid to waste time looking around when they could make their way back to the hook in hopes of chasing the potential unhooker or forcing a second hook stage or death. Like you recommended for killers to restrict their perk choice, survivors too can do the same and bring in perks to help them get away such an Off the Record and DS. Despite what people on the forum says, DS is still powerful in a capable players hands. Combine that with Head On and Flashbang and you can waste a lot of the killers time.
* Could be a Sabo/flashlight squad who are constantly hovering around the killer. I found lots of them to be impatient or overconfident and unhook in the killers face without giving them time to walk away. Why should the killer make the stupid decision and walk away from the hook and let the enemies reset? He shouldn’t, he should go after them.
*Killer could have hooked in a three gen. It’s stupid to leave.
* Survivors could have massively misplayed and given the killer two hooks right next to each other. It’s very stupid to leave when they could force two people to go into second stage or trade hooks.
In the end, it’s irrelevant and all you’re doing is shifting the blame from the survivors misplay to the killer. That is wrong. The killer already made an attempt to go after someone else. The unhooked survivor had an opportunity to find a safe space and have someone else heal them and instead chose to take aggro. They lose the right to complain about tunneling and dying and they definitely have no right to disparage the killer in endgame chat. Heck, even if they did camp and tunnel, no one deserves to be disparaged and insulted for playing a video game.
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Um, I haven’t played in a while, but don’t the little tentacles under each portrait wiggle when someone is in a chase? If so, then you know the killer is engaged and can assume it’s safe to go for the rescue, correct? If no one’s tentacles wiggle for a little while, then you can assume the killer is camping. You don’t have to immediately run to the hook.
If you need more help, you can always take Kindred. SoloQueue isn’t really that bad, gameplay wise, it’s main problem has always been and will always be, bad teammates.
And stop acting like SoloQueue is ignored. They get benefit from the basekit BT as well as the basekit deliverance. Plenty of killers that SWF can handle with little trouble have been nerfed to appease SoloQueue. Wraith and Freddy come immediately to mind.
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Had to stop playing before the Singularity release. I thought I’d miss it more but, surprisingly, I don’t. I don’t miss any of the toxicity from either side. Both roles are in dire need of some spice. New perks won’t help the monotony that plagues the gameplay.
I really only miss Mr Scratched Mirror. Was fun to scare people and watch their clips of them screaming.
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Sounds like a new feature.
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Just play Nurse and Blight and end chases quickly. Then you won’t have to worry about gen speed. Otherwise, you’ll have to wait a very long time.
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I hope it’s a visual update as well. I also hope they base his mechanical update around Scratched Mirror by making the add-on base-kit and reworking everything else. Unlimited Tier 3 is fine but Mori’ing survivors should only be allowed on death hook.
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@Melinko said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3551850#Comment_3551850
So, read the context before you make a "wall of reasons" that don't apply.
If the killer is far enough away to check gens and comes back to the unhook the 10 seconds should have expired.
The comment was about 4 survivors being up not end game, not gens popping, it was about a body block on an unhook and someone saying they were tunneled.
Which, if there is back to back hooks of the same person that is just a lazy killer. 4 people on the board and you can't find anyone else to hunt?
One of the reasons I posted is Survivors unhooking before the killer gets a chance to leave. Another is the killer intercepted a Survivor on their way to the hook. Another is that the Killer saw scratch marks near the hook. It’s not lazy to prevent an unhook, it’s smart. It’s just entitled to expect the killer to walk across the map and give easy rescues.
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Jack Black as Trapper
Henry Cavill as Shirtless David
Robert Downey Jr as Ace
Ben Stiller as Shirtless Felix
Adam Sandler as Dwight
Terry Crews as Claudette
Ken Jeong as The Entity
Kate McKinnon as Kate
Anna Faris as Cindy
Regina Hall as Brenda. Can also play Claudette.
Any Poehler as Nurse
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@Melinko said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3551609#Comment_3551609
The other two survivors in that situation will be near one of those giant red things highlighted on the killer's screen.
And again, there is so many information perks, it is not difficult to find survivors anymore unless you are being lazy.
It's just the new norm. Tunnel someone out at 4 or 5 gens to make the match easier. It's not against the rules but it is certainly scummy.
Plenty of reasons to be near the hook, it’s not “lazy” it’s called being efficient.
- Killer was leaving the hook, intercepts a survivor, survivor continues to go for the rescue and killer follows.
- Killer wastes time checking nearby gens, finds no one due to either no one being there or they’re hiding, gets the unhook notification and goes back to chase the unhooker.
- Killer hooks someone and their altruistic teammates swarm the hook, which happens often, before the killer could even think to patrol gens.
- Hooked survivor is in second stage and 2 or less gens are left, perhaps even egc. The smart thing to do would be to push for the kill.
- Survivors, like they often do, three gen’d themselves and one got hooked on the middle or near by. It’s stupid to leave, not “lazy”.
- Killer hooks someone one a large map, only gens left are on the opposite side of the map and there’s no hope to stop the gens progress in time, so to apply pressure, they proxy camp in order to try and intercept.
Even if the killer wants to tunnel, what’s the problem? Isn’t the “fun part” of the game in the chase like so many people claim? Why is it wrong for killers to be lazy, as you accuse them of being, but it’s acceptable for survivors to whine about being chased and expect to be allowed to reset themselves? Why shouldn’t we expect survivors to have to put some effort in getting away to a safe location using teamwork and then heal?
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The correct answer is “Claudette”. Anyone who says it’s someone else is either lying or delusional.
Why is she everyone’s favorite? Well that’s simple, she’s simply the best. That’s all there is to it.
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@Shaped said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3549900#Comment_3549900
I don't have to pretend lol. I also play different survivors those included.
Okay, as long as you play Claudette sometimes💜
No other character can strike fear into the hearts of both, killers and survivors, as good as she can.
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@Shaped said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3549878#Comment_3549878
I only remember it was legion on borgo. I think I played thalita but can't really remember. I played multiple people from here and remember some of the names I see. Some matches I remember more in detail but not this one. I do remember that the name had numbers after it I think and it was deathstroke.
Also can't blame you for not enjoying dbd, I expect to suffer when I play it.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3549882#Comment_3549882
I am evil surv main now.
Then you should be playing as Claudette or Meg and pretend you’re bad at the game.
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@Shaped said:
I don't want to be that guy but you kinda camped when I vsed you not too long ago unless someone else has your name.
Camping and tunneling happens, we all hate it sometimes and it is fine to rant but it is not something unusual in dbd. There is also anti camp coming soon so it might make dbd less frustrating as surv a bit.
And offerings dont mean anything, I had situations where i was bmed or slugged to death with 5 cakes/bps. Also you are not new you know how it is already most likely. When it gets rough just switch roles or play something else because core frustrations of dbd won't change too much most likely.
Sorry for going off topic but it bothers me that you’re no longer Daddy Myers.
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@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3548710#Comment_3548710
Okay, I understand what you mean by crapshoot. But by the very nature of the games balance, shouldn’t killers get more value out of perks than survivors?Yes, generally true, but let me back up a step.
The issue here is not perk strength per se. I'll use distortion as an example of a perk that's random chance but still healthy. As survivor I could get a lot of value, or none, depending on killer build, but the game still plays out. It may or may not give me an edge, which if fine, and DbD thrives off that random chance mechanic.
The game goes too far though when the perk setup completely override strategy. If the answer to 'how do I counter X" is that you should have been running such and such perk, that's bad game design. Perks should bolster certain strategies, not be necessary requirements.
Additionally, distortion entirely impacts how I play the game. If I want to run a stealth focused build, I control that completely. While given your posts I think you disagree, I think DbD is more enjoyable when the survivors are viewed as four people randomly thrown together with a common goal to work towards, but not necessarily a team.
I do agree with the point about perks and bad game design. No one should feel like they have to bring in anything. But at the same time, I believe perks shouldn’t cover for everything that can happen and that, for survivors, teamwork should come into play.
I guess my issue is I see the game as 1vs4 and survivors should only be 1/4 the strength of the killer and all things equal, the killer should catch the survivor after a 25-35 second chase and that Survivors should be pushed to work together, perhaps more than just doing gens, to succeed just like how people want to push killers to do more than tunnel or camp.
In the end, it’s a game and we can agree to disagree. I just wanted to say to you and @Archol123 that I’m sorry if I came off as snarky, rude or argumentative. Going through tough times (employment and health issues that reared their ugly head) and I’m not right in the head.
Here’s a lick of one of my kitties as a peace offering
Bastard completely destroyed that chair.
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@Eleghost said:
People are that scared of flashlights? The only time i'd say to use lightborne is if 3-4 flashlights even then though it's still less appealing that other perks. Just face a wall or hit them if you know they're around when you down someone.
I’ve been blinded plenty of times when I was starting point blank at a wall or corner. I’ve been blinded through shack wall as well, which shouldn’t be a thing. Heck, I can look down or up and still get blinded. Lightborn is nice to not have to worry about bogus blinds like that.
It’s also nice if you don’t stare at the flashlight user and act like you’re trying to avoid the beam. It may not work for the the whole match, but it can get you a couple of downs until they realize you have it.
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@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3548655#Comment_3548655
But if we’re going balance the game on the merits of fun while taking away agency, when are killers going to get base-kit Pop since it’s not fun for them to have two to three gens get completed by the time they get their first hook? How about a Bamboozle become base-kit to help with strong loops like the house in Garden of Joy?There's a few broken loops/maps, those should be fixed.
I'm not sure what base kit pop would do to stop gens from flying too fast at the start. I'm open to the idea that overall balance changes need to be made, but given how hard getting the last gen finished can be I think if they were going slower it would be a huge problem.
I fail to see how it’s a complete crapshoot for survivor perk selection. Please explain.There are perks to counter killer strategies, but the survivors have no idea what the killer is going to run.
Lethal pursuer and other aura reading perks - distortion
Ultimate Weapon - Calm spirit
Camping - Kindred (if camped) or reassurance (if rescuing)
3 Gen - Potential Energy/Prove Thyself
Tunneling - Off the Record/Deadly Strike
etc.
Unless its a 4 man SWF, who could hypothetically meet all of the circumstances, there's no way for the survivors to cover all of that ground. And if you bring anti-camping perks and the killer doesn't camp, they are just wasted slots. That's were the crapshoot comes from.
Killer perks pretty much always get value. If you bring aura reading perks its highly unlikely ever survivor is running distortion.
How is gen speed a pure balance issue and camping isn’t?Because camping is one of multiple things a killer can do, especially if we limit it to just face camping. Its a playstyle, an approach to the game. Survivors have to do gens, there is no secondary strategy that they can pursue.
If it wasn’t part of the games balance, why is there a hook timer? Why not just let survivors respawn across the map after getting hooked? Because the devs balanced the game around killers of having the option to try and secure a kill with camping.I mean on the third sentence there they've said that the way camping gets used was never their intention.
Lots of things in the game were never their intention, some have worked out, some they've decided haven't.
The hook timer puts pressure on survivors to go for a rescue. The killer still has the ability to defend the hook, they are just losing the ability to do it in the most obvious way possible.
Pop was just an example for the sake of discussion. They could do a base-kit Ruin, again, just an example, that rewards the killer for pushing survivors off of gens and have it deactivate after a certain amount of hooks. They can do base-kit corrupt or come up with something new.
Okay, I understand what you mean by crapshoot. But by the very nature of the games balance, shouldn’t killers get more value out of perks than survivors? They have to worry about 4 players with a combined 16 perk. They have to constantly consider what perks each survivor has and play around it even if they don’t have it. Even now, killers have to assume that someone who hops in a locker might have DS or Head On, they have to guess if they need to count to 10 if they want to tunnel someone or wait longer just in case as survivor brought it BT to extend the timer. They have to guess on whether or not it’s okay to leave a slug or risk them getting up with Unbreakable. Both sides have to face the guessing game and both sides suffer when they get it wrong.
Yes, it’s one of multiple things a killer can do, but it is still part of the games balance. It still allows the player to express their strength and requires the survivors to come together in order to succeed.
If the devs never intended for camping to be used for securing kills, why was insidious introduced? Why does the anti-camping mechanic deactivate in endgame?
Yes, the hook timer pressures survivors, camping compounded that by taking advantage of altruistic survivors. You can argue that it was easy to just stand there and prevent bad survivors from rescuing, it was anything but easy to do so against good survivors. And no, it didn’t have to be a full SWF. This balance decision isn’t being done with balance in mind, it’s being done to appease complaints and make things easier for bad players on one side an harder for bad players on their other side.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3548576#Comment_3548576
Bait a hit is nice, if the kiler just stands there waiting for you to unhook to just hit again then there is nothing you can do about it... This has my point for like 20 posts you will get downed no matter what, if the killer really wants to tunnel that one guy he always got the re-down without BT, skill did not matter at all. To bait the hit the killers needs to try to hit the unhooking survivors for which he had no reason whatsoever because his goal was to tunnel out the guy on the hook so why risk the easy re-down on that? The killer is in full control of that situation in my example. And unless they brought BT he will just go down again.
Ah, okay, I’ll admit I’m slow, I’m sorry. So what you’re describing is if the killer doesn’t take the bait and doesn’t swing at any of the rescuers and waits until the hooked survivor is off the hook only to reengage them while ignoring the other two?
If so, while I agree it’s a bad experience for the survivor who was rescued, I don’t think it was a problem with game balance. The two survivors should have realized that the killer wasn’t taking the bait and gone off to rush gens. Killer gave up all pressure to secure the one kill, is that not a fair trade off since the game is 1vs 4? As a team, the survivors still win.
I agree that it’s not fun, got no problem with admitting that, but in terms of balance, I think it’s a fair trade off. Heck, I have no problem with the devs removing hook states and letting survivors respawn across the map (in an undisclosed location) to make the game more fun for them, but only if they give killers something to replace the pressure that camping gave them in the past. Something like temporarily increasing movement speed after hooking someone or built in gen slowdown for each hook, since it rewards them for playing well.
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@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3548566#Comment_3548566
Do you want to address the fun point or not?
Survivors always had plenty of freedom to pick whichever perks they wanted.You're totally avoiding the issue that's its a complete crapshoot on the survivor side on whether they happen to guess right.
But we all know that survivors love to feel powerful,There's zero reason to believe this is anymore true of survivors then killer.
But the general survivor consensus is that they should have their hand held.You're not even trying to make an argument at this point, you're just disparaging motivations that you can't possibly know.
Besides, the survivor is a team role, they should some perks to be team oriented.Not BHVR's design, lots of things would have to change if this was true.
Even when I was new, I learned pretty quickly just by watching what my teammates did to save me. Heck, I even ventured into killer just to see what it’s like and learned how to be a better survivor by repeatedly getting my ass handed to me.Is personal experience the standard for proof?
Great, as killer I absolutely slaughtered survivors for the first few months I played. As survivor I was in turn massacred.
The numbers have evened off over time, but I will have a lot more easy games as a killer then I will a survivor.
It’s generally accepted that it’s okay for bad survivors to be coddled while bad killers just have to get better at the game. It shouldn’t be this way though. If killers are expected to get good, so too should survivors.That's not generally accepted at all. Especially given BHVR is only now gettinging around to address one of the easiest things in gaming, standing in front of a hook and waiting.
The only thing you've pointed out on the killer side is a pure balance issue, gen speed. Survivors are pointing to an issue, facecamping, and explaining why its not fun and how the ability to address it is really reflected by experience level in the game..
The fun point? Do you mean that it’s not fun for the survivor who is camped? Sure, I can agree. But if we’re going balance the game on the merits of fun while taking away agency, when are killers going to get base-kit Pop since it’s not fun for them to have two to three gens get completed by the time they get their first hook? How about a Bamboozle become base-kit to help with strong loops like the house in Garden of Joy? By making these perks basekit, killers can have more fun and survivors can still have their agency. Better deal for them since killers get nothing for the agency lost with the introduction of the upcoming anti camp feature.
I fail to see how it’s a complete crapshoot for survivor perk selection. Please explain.
I’ll concede to the fact that players on both sides like to feel powerful.
I disagree that it’s not by design that survivors are a team role and thus, should bring in team oriented perks to maximize their chances. You can’t complete gens without depending on your teammates ability to distract the killer. You can’t rescues yourself unless you equip a perk for it and even then you have to be a team player to get it to activate. It may not have been important to be a team player in the early days when the game released, but that changed a long time ago.
How does one get good at something? By practice and watch others who are better at it than you. You don’t get better at riding a bike by never removing the training wheels.
And yes, it is accepted that killers just need to get better and survivors need help. It’s all over the forums and social media. You have to be blind to not see it.
How is gen speed a pure balance issue and camping isn’t? The ability to give up pressure on gens to try and secure a kill is all part of the balance of the killer role. If it wasn’t part of the games balance, why is there a hook timer? Why not just let survivors respawn across the map after getting hooked? Because the devs balanced the game around killers of having the option to try and secure a kill with camping.
Camping isn’t an “issue” as you try to downplay it. It is a part of the game balance just as much as generator speed is, well, at least until the Devs change it.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3548556#Comment_3548556
Dude that's the reason why I gave you the picture... If the killer already stands right next to the hook, like 10cm away, there is no being in the way. There is no taking a hit for this person. No matter what you do this guy will just go down again. That's why BT was so important and why it is good to have endurance after unhook, so you cannot just farm people.
Even with the killer standing right next to the hook, as you displayed in your magnificent drawing, it was possible for two survivors to bait a hit, unhook and then body block. The only problematic thing was the hook grabs, which should have been changed a long time ago, not giving survivors invulnerability. Even then, if this type of rescues was so hard and common, Survivors should have to consider bringing in the perk to help with it, just like how killers have to consider bringing in gen slowdown and anti-loop perks because of how easy it is to rush gens or loop.
I agree that basekit BT is a good feature for new/bad survivors since it will help them learn and give them more time in a match. I’m not against quality of life features in the game. I just don’t agree with the fact that the same courtesy isn’t applied with new/bad killers. Why haven’t they gotten a basekit Corrupt Intervention, Pop or Ruin? Why not give them basekit Whispers so they don’t have to waste time in empty zones?
Why is it always expected of killers to have to get good and survivors aren’t? Especially when killer is arguably the more difficult role and really, the main issue with Survivors are bad teammates and not their power?
And please, don’t bring up the added 10 seconds to gens. It really doesn’t do much with all the things survivors can do to speed up gen progress.
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@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3548244#Comment_3548244
I have over 6000 hours in this game, the majority of it in Solo QueueThe majority of players though don't have anywhere close to this number of hours.
But it does show the problem with camping:
It's an easy, no thought strategy for the killer
It wipes out new players
It is easily dealt with by experienced players
That's a bad feature.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3548409#Comment_3548409
If no body brought it BT, it’s the error on everyone who didn’t bring it in.It’s the same with killer, is it not? Gens go too fast? What’s the forums response to that complaint? Oh it’s “you’re just bad, get better at the game, abandon chase, bring in slowdown perks”. The same should be applied to survivors.Because these aren't the same at all.
As survivor you have to make a complete guess at how the killer will play. BT, reassurance, distortion, calm spirit, anti-totem, etc. I simply don't have enough perk slots to cover all the potential 'you should have brought X' to the game.
Killer on the other hand, its more of a question which perks best suit your playstyle. There's never a game were gen slowdown doesn't help, it might help more or less, but it doesn't just become irrelevant.
Finally, and most importantly, BHVR wants the game to be one where the killer pursues survivors off of gens, chases them, hunts for them, they don't think, and I agree with them, that camping leads to fun games. Whether a game mechanic is fun or not is the ultimate question.
Camping is only as easy as survivors allow it to be (unless it’s Bubba).
Survivors always had plenty of freedom to pick whichever perks they wanted. They could have came into every match perkless and still do good against most killer, as long as they knew how to loop and do gens. But we all know that survivors love to feel powerful, which is why they always brought in the strongest perks. Besides, the survivor is a team role, they should some perks to be team oriented.
People are supposed to play the game, gain experience and get better. But the general survivor consensus is that they should have their hand held. Even when I was new, I learned pretty quickly just by watching what my teammates did to save me. Heck, I even ventured into killer just to see what it’s like and learned how to be a better survivor by repeatedly getting my ass handed to me.
Behaviour have changed their stance many times. It doesn’t matter what their stance is on things now, my point is that there is a bias when it comes to balancing for bad survivors and bad killers. It’s generally accepted that it’s okay for bad survivors to be coddled while bad killers just have to get better at the game. It shouldn’t be this way though. If killers are expected to get good, so too should survivors.

