IamFran
IamFran
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- IamFran
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699774#Comment_3699774
You could make a case for the others, maybe, but the first one is literally just tunneling.
No, if you are not actively looking for the unhooked survivor after he has been unhooked is not tunneling, you have seen him again. I'm not going to ignore the first survivor I see after a hook just because he is the same I hooked recently.
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Some people call tunneling to things which are not tunneling. Tunneling is actively looking for the unhooked survivor to down him again.
- Being unhooked and the killer seeing you again before other survivors and hooking you again is not tunneling, he just saw you again.
- Using the endurance effect to protect the survivor who unhooked you. Well, it is tunneling, but it is the most deserved form tunneling.
- Some people even call tunneling when hooking you again before hooking the other three survivors before. Usually if you just hooked one person before hooking them again.
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In my case, I don't get why some people in this post want Jack Baker, he is not appealing in any sense, arguably one of the less charismatics and less memorable villains in RE franchise.
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Map offerings is one of the worst things in the game for me too.
Using map offerings for exploiting unbalanced maps. Also why should everyone go to a map because just one player want to? When a survivor put a map offering it is usually for a survivor sided maps but it doesn't mean that the rest of survivors want to play there. In my case for example, I hate playing in Gideon as survivor but I'm sent there often.
One of the most healthy things which can be easily done for the game is removing the map offering entirely.
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@RFSa09 said:
it is, but dbd players llike to use the word ´´tech´´ instead of ´´exploitable design failure´´ because it looks cool
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@GeneralV said:
It was removed a couple of patches after Myers was released, in the early days.
But yes, they should absolutely bring it back. It is awesome, not to mention an excellent contribution to the horror atmosphere. Can you imagine that on Lights Out? It would have been amazing.
And please let me access that map on the video. I hate reworked Autohaven so much.
I never experienced it because I started to play in 2018, but I'm glad it doesn't exist now. It add to the horror atmosphere and it is cool, but the trade off is nerfing Myers which is already a weak killer, not a good deal imo.
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@pseudechis said:
"Gen rush" hasn't really been a thing since they changed BNP.
No such thing as "kill rush" just killers who play well enough and survivors who screw up enough to allow quick kills.
Gen rush still exist. There are still plenty people wanting to repair ASAP without interacting with the killer, with BNP and/or Prove Thyself despite both were nerfed. Is gen rush less effective than before? Yes. Does gen rush still exist? Also yes. Try some killers whose need setup time like trapper without Corrupt Intervention and see what happens in a lot of matches.
And related to the title of the thread, I know the thread title is a joke for showing a quick match with Billy. But if we are serious with the terms, the equivalent to gen rush in the killer side is tunneling without being necessary (for example, from the start of the game with 5 gens).
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That have been the forum meta since the begining (well at least since January 2019 when I registered).
The only changing thing are the perks and killers they complain about.
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I think you are right, for some reason Chucky and also Ghostface tend to be the most toxic players, when the camping Bubba died those two took the throne.
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That's the reason why I usually have a break after an event with a lot of BP bonus. After seeing high numbers during several days/weeks you feel underwhelmed when you see only 25-50k at the end of the match. Takes time to get used to the small numbers again, haha.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3691755#Comment_3691755
The actual Rank Reset from back in the day was peak. It is the matchmaking system we should have, imho.
I didn't like that matchmaking because I had to de-rank several times every moth because as soon as you reach purple ranks you start to get full premades and sweaty players.
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@JakeParkSimp said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687074#Comment_3687074
https://youtu.be/ZIzPXAPTB1U?si=RusCE1JB6nwCKRKQ
Found one… he basically argues that removing depipping removes a sense of accomplishment & caters to the emotions of " emotionally immature" gamers or something like that.
It's a strange take imo considering all the ways you have no control over a depip, especially as survivor.
I won't waste my time watching a video with such takes, honestly.
The sense of acomplishment still exist, because the 0 pips will still exist, so when you earn one or two you still have the feeling.
"immature gamers"? The most immature is the one who think that "punishing" you for things out of your control is good (solo Q, being tunneled/camped, a bad map for the killer you are playing, a bad RNG for you in any given map, facing a full meta premade, etc).
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I think he is the trapper.
More Banners and icons for trapper are welcome, our old Evan is still one of my mains, there are never enough Evan MacMillan stuff.
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Good change.
In fact I was surprised when realized that they didn't nerf Infantry Belt when they buffed the huntress.
Carrying that amount of hatchets is insane.
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Way more fun that the previous dark mode.
My only gripe is that the BP amount you get is tiny. I just killed three of the four survivors in one match and I only got 22k BP with the 150% bonus.
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This even would have more sense with the Armored Titan skin, but can't be used.
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Honestly the only "High Risk High Reward" Hexes are Devour Hope, Crowd Control and Blood Favour.
The rest of hexes are "High Risk Mid Reward" with the exception of NOED which is "Low Risk High Reward".
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@Choaron said:
So slow? He has a teleport and is 115. What are you on about.
A teleport which is so slow that let the survivor in the generator reach the Antipodes before Freddy spawn.
He is a 115 but he has a frequent slowdown when placing traps in chase (which is the best way of using them).
Seeing someone who thinks that Freddy is ok is one of the last things I expected to see in the forum. 🤣
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It is not OP, it is good,specially in small maps or maps with several floors, but it is inconsistent and random, you have to down a survivor near an advanced generator which don't always happen.
It also was indirectly nerfed when the anti-3gen mechanic was released.
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@HerInfernalMajesty said:
Look, it’s no secret that I’m a “Killer main”. I play a lot of Survivor too, sometimes more than Killer. But my heart is with the Killer role and I truly believe the Killer should be dangerous enough to make this game as thrilling as possible.
However… I do not agree with this feeling of shame when the Survivors outplay you. Some Survivors WILL be better than you, and that’s completely okay! It’s okay for a Survivor to be the teacher role and for the Killer to be the student role learning things from the Survivor. Some of my best most fun games have been because of Survivors who can loop me the whole game.
Sure, I love my meme games. But I also love it when the Survivors show me my weaknesses and give me practice to improve my gameplay. It’s not personal in a bad way, it’s personal in a good way. I love learning and it’s fun to learn new tactics when you’re up against Survivors that are better than you. Good Survivors realize this and often times are game to help you hone your skills.
Idk, I get that it can be frustrating sometimes when you feel like you can't do anything. I talk about Survivor entitlement here and there but Killer entitlement is also 100% real. Honestly it’s not Survivor or Killer, but more just player entitlement. Survivors are just trying to have fun like everyone else. It’s okay not get any kills in some games. It really is! There’s still a lot of fun that happens."Some Survivors WILL be better than you, and that's completely okay!"
The problem is that in The Game (the map, not the game itself haha) if you are playing an M1 killer even if you are better than them they still can win you unless they're utterly bad. A lot of pallets and most of them being safe or god pallets, you can drop pallets mindlessly, waste a lot of time and there will be still plenty of (safe or god) pallets remaining. It is one of the most frustrating maps for killers and lame for survivors. Not in vain is one of the most popular survivor map offerings.
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Understandable.
M1 killer in The Game, a map filled with pallets and most of them being safe or god pallets, only one gen left and one hook.
At least she didn't dc and let you farm more blood points by breaking totems, finishing the last gen and escaping.
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@WolfyWood said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3689189#Comment_3689189
Why would you stop playing a character you like because of how the other team reacts?
Because I don't like to play against bots.
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Considering how unpopular is the opinion of nerfing that aberration you are brave for writing this post, but I'm with you. I stopped using it because I know it will be nerfed eventually and it should be a pain get used to be carried by a perk and suddenly becoming useless.
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I stopped playing her due this. She is one of the few killers who I can play really chill and still get decent results also I love her aestetically. But the amount of DCs caused by the herd mentality is out of hand. Also, as I said recently in other thread, when playing survivor I prefer facing her than hag or blight. ¯\_(ツ)_/¯
A solution for this would be raising the first DC penatly to 5 minutes as it was at first, I guess BHVR reduced the time for the fist DC for being a bit more condescending with the people who DC unintentionally due connection problems sometimes. So if they put the 5 minutes for the first DC back then the people with ocasional connection problem would be damned again.
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Ultimate weapon nerf was needed, too strong, easy to use and a pain when it was in combo with Dead Man's Switch.
Now it is even more fun perk, survivors won't know that you are using it unless they're using Distortion or the smarter ones figuring it. The only thing I don't like is its new 60 seconds cooldown, 45 would be better considering it now lasts only 15 seconds, but I like the new effect more.
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It was stupid and made people who don't play a lot to never reach the Iridiscent Grades (my case).
Losing pips had sense when there was a rank system tied to the matchmaking, after that it just made reaching Iri 1 a slog and also having a bad match will feel way less painful after the change.
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I'll try it to see the animation but I think I will stay with Off the Record as my anti-tunneling perk.
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FINALLY!
But I expected even more nerfs.
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The first and third changes are good.
The second one not.
Countering the power of one of the weakest killers in the game was stupid.
Activating the perk after being unhooked was lame as hell and extremely unsatisfying for the killer when facing that situation.
5 seconds was OK, no reason for that nerf.
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He is A- tier imo.
He can put pressure easily with the teleports, you can remove his copies but it take a lot of time and he can easily leave a lot of them
Getting rid of the "infected" state is not easy at all, in fact you have to look at him too much time imo and he can hit through walls.
The AOE of the explosion is big, for avoiding the explosion you have tu turn a lot, losing a lot of distance from him, it is not like avoiding Huntress hatchets or Deathslinger shots, also those killers are 4.4 and he is 4.6. Also any mildly narrow zone is almost a guaranteed hit.
The cooldown for his power is small, so failing a shot is very forgiving.
Also I noticed that his terror radius music is too quiet with the distance layers not too noticeable, so you sometimes hear the terror radius music and think he is more far away than how close he is.
Overall his power is too easy to use considering how much value you get from it (Skull Merchant Syndrome).
He is the first killer that need nerfs since the release of the Skull Merchant imo. As a note, I'm main killer, so it is not a biased opinion.
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@GentlemanFridge said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3684775#Comment_3684775
To be fair, the fact that the turrets have a radar suggests they should be used at gens to warn that Xeno’s coming.
That's more an "easter egg" feature because in the films the turrets and rifles have the "beep" intermitent sound which becomes more noisy when xenomophs are close than a feature suggesting you to put the turrets next to a generator, which is not optimal at all.
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The people placing the turrets in bad places, next to a generator instead of placing them in loops, or even not using turrets at all.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/408706/stealth-is-undervalued
Stealth is peoblematic in the sense of avoiding interaction with the killer, because he needs that interaction to down you and therefore achieve is goal. So if it was too effective you would basically be unable to play as killer. Besides the obvious point where stealthy survivors are on of the most annoying encounters you can have, as it makes you feel useless while walking around not finding anyone.
Besides that it can also be a disadvantage for your team because by avoiding interaction with the killer hooks will not be shared evenly therefore making the tunnel way easier or even required because if you can only find 2-3 survivor as the 4 th one is just hiding the entire time you try to find him you might as well ignore that guy.
So while some people may find the playstyle interesting it is boring for the killer and a sub optimal choice if you want your team to succeed, at least in some ways.
Basically this.
I can't stand stealthy players, sorry. I mean, I can understand playing stealthy when survivors are newbies because they are still bad and have a lot of fear of the killer, I played stealthy at first too, but the people who have a reasonable amount of hours and still playing that way...
I don't like the ones who play that way, not only when I play killer, but also when I play survivor. Everytime I play survivor and I see the classic guy roaming the map crouched with urban evasion equiped is like *eyeroll* "ah sh*t, here we go again" because I know that they didn't took the time for learning the most basic things of the chases and will last 20-30 seconds in chase.
I'm happy that the stealth is becoming more irrelevant, and killers having more aura reading perks and stuff.
I'm not saying the survivors should always be running like a headless chicken all the time and never crouching next to a rock. I hide sometimes too, but I'm not obsessed with never be seen.
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@Steakdabait said:
Singu is fine. Just because a character is niche doesn't mean it's bad
No, he needs changes. He is niche for a (bad) reason.
In some maps with a lot of clutter avoiding him to snipe correctly with the cameras he is bad. In closed maps his cameras are directly almost useles, he can only (barely) use them in chase. There are more killers having bad maps for them, but singularity is the most extreme case imo.
The value he gets from his powers considering how hard is to use is underwhelming. Also the damn EMP... In my opinion the EMPs should be finite like Nemesis' vaccines.
The Kid's Ball Glove is almost a mandatory addon if you want to be more decent in chases. Yes, it is a brown addon and you can have tons of them easily, but having to have one addon slot always reserved for one addon is never good, it also happen with Map of the Realm addon in the case of Knight, for example.
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The hate towards Skull Merchant is just a trend and herd mentality from the playerbase.
I highly agree that she isn't fun to play against and she have too much free and lame stuff in her drones, but to a point to justify a DC as soon as you hear the terror radius music? hell no.
Also, as a side note, I still prefer facing her five times than a single match against Hag or Blight.
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@DBD78 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3682985#Comment_3682985
Survivors won't notice all the traps placed? It's a good perk on Trapper but for Hag who needs to set up that perk can destroy her.
No.
When playing trapper without Corrupt a gen is done and at least another is at 30% when you place your first 3-4 traps. If the survivor are a premade of rushers then even two are done.
I sometimes play trapper with my troll build which doesn't contain Corrupt and it happens at least 8 out of 10 games.
Corrupt is a very good perk with killers which have a bad early because they need to place things or because they have to start the snowball potential (Nemesis, Hag, Trapper, Oni, etc).
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I think they're touching the MMR and doing experiments without telling us for not biasing us. Like they did the last time they were trying things with the MMR.
Since recently I see a lot of 2k or 4k hours tryhard survivors in my lobbies even in killers with mid or low MMR considering how many wins I have and how frequently I play those killers. Maybe that's the thing happening to you too.
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Try playing trapper without using it and see what happens.
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As long as I don't have every character I like at prestige 100 and every other character at least a prestige 3 for having the perks unlocked I will care about BP. In the case of the killers I have almost all of them at least at P3 for their perk unlocked with two exceptions. In the case of survivors I have most of them still locked and only five of the ones I have unlocked are at least at P3 for the perks. The most prestiged character of the ones I want to have in P100 is Feng Min which is at prestige 34 or so. Also, new characters are released every 3 months. Very rarely I use an offering which is not a BP bonus.
Sumarizing: I'll always care about BP.
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I think the killer have design flaws, I don't know if we can call him OP, but he have problems for sure.
- I know how to look behind me in chase, in fact I do it frequently, the problem is that for removing the power of the killer you have to look too much time at him, to the poin in which is easy to collide with objects and and it make difficult to manage some structures or the most cluttered maps. The problem is that if they reduce the time you should look at him, then his power would be very weak, it is kind of difficult to find the balance, so it is a design flaw imo.
- The AOE hitting through walls is one of the lamest things in the game currently.
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Because without that feature he were even more weak.
The Trapper in maps without grass like Eyrie of Crows have a guaranteed defeat unless survivors are bad enough. Also in closed maps he is awful, because the best places for putting a trap are also detrimental for you because make you transverse larger distances for surronding the traps and also very visible of course. The only exception is maybe Midwich.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3662012#Comment_3662012
It was a terrible change, my friend. It was poorly received by OG Freddy mains, it was poorly received by survivors, it caused massive complaints which eventually led to a nerf, and to Freddy's current state.
And it took my favorite killer, the one thing that matters most to me in DBD, away.
The worst thing about this is the poor excuse BHVR made when they reworked him, they said that the old Freddy were unintuitive or very opressive against newbie survivors, like he were the only noob stomper killer in the game before being reworked, there are more noob stomper killers aside the old Freddy and new ones released after that. They removed his uniqueness, I stopped played him after the rework and before it he was in my top 3 most played killers. Also, i've heard that the main responsible of his rework no longer works in BHVR and he recogniced that the rework was bad.
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Without the considering the licensed ones who are better designed in general, my favourites are Oni, Plague and Doctor.
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I'm pretty sure that Behaviour have access to the endgame chat logs, so if the people report someone for being racist but the chat doesn't reflex that, then I don't think you can be banned.
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Trail of Torment and Coup de Grace.
Trail of Torment is a free constant stealth and can potentially give you free hits and downs, it is specially good with killers like the two chainsaw boys, specially when combined with aura reading perks. In the last update this perk was also indirectly buffed because a survivor have to repair a generator 5 seconds for cancelling the effect and frequently when a survivor see the aura of affected gen they think someone used blast mine until you surprise them for first time, other people don't even know why you were undetectable and why the generator aura, because is so underused that they don't know its effect.
Coup de Grace is a very good perk which can make the chases way shorter due reducing the loop amount and gives you a lot of hits unexpected by the survivors.
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@Emoba said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3656982#Comment_3656982
Pill Bottle says hello.
That addon is mediocre at best.
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They just can release it and call it Leshy which is a similar creature of the eastern Europe folklore, (it even appear in The Witcher 3 called Leshen).
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At least he have two good addons now aside the Red Paint Brush which used to be his only good addon and is an ultra rare.



