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IamFran

IamFran

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IamFran
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  • @FreddyVoorhees said:

    I do not want to start another thread for a similar question but ... how good are survivor bots atm ? Did they receive any update since they were added , like can they use perks and randomize their strategies etc ?

    If you were to rate them 1 to 10 (noob - pro swf) what would they be atm ?

    The bots are idiots and very fearful of the killer, they tend to go to anywhere where they can use a pallet or window, so sometimes they go to the edges of a map and use the Z walls (very unsafe places), they also tend to waste pallets. However the mindgames doesn't work against them, they basically have wallhacks and know exatly where you are despite being behind a wall, also, some killer powers are mostly useless against them, for example power of The Singularity is mostly useless against them because they know exactly what cam are you using and they hide quickly for avoiding the shots.

  • I think it needs a nerf despite I'm being a WoO user when playing as survivor. However in my opinion the nerf shouln't be bringing back the cooldown, the nerf should be reducing the max range to 16 meters, the problematic thing of that perk is knowing exactly where to go after you use the pallet or window in the tile you are playing at any given moment, if the max range is 16 you pretty much only see where are the windows or pallet of the tile in which you are which isn't that problematic, it only help to people who haven't memorized the structures yet.

  • I'm not sure about it, but I think that when you play a killer for first time you don't start in the lowest MMR. I think that you get squads with random MMR until you are "positioned" in your deserved MMR.

  • @Veroles said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3450033#Comment_3450033

    That's true and i see it more or less the same.

    But gaining MMR or not. Facecamping overall is not a way what gives proper pressure in most cases. Most seem to do it because they hope of survivor mistakes and that is a general core problem of this mindset on top because that is nothing more as a gamble.

    There are some cases where a facecamp make sense, but when survivors are good, the chances are pretty bad that this situation occurs at all.

    I think the cases in which facecamping is effective are frequent, because this game is populated of over-altruistic survivors whose will try to save the camped survivor except maybe in the basement against some killers and against Bubba, if facecamping weren't that effective nobody would facecamp. A lot of survivors even prefer doing a trade when attempting to save a team mate and hook them instead. In the "manual" the best thing you can do when a killer is facecamping is rushing gens meanwhile but there are almost always at least one survivor attempting to rescue.

  • I don't have motion sickness but I'm happy with this future change anyway, it's very annoying having the current tiny fov and the survivors constantly exploiting your blind spots.

  • Appearance and cosmetics:

    Favorite: Feng Min <3 uwu.

    Least Favorite: Jonah


    As team mates:

    Favorite: Neas with flashy cosmetics, Ash, Steve (they're frequently at least decent players).

    Least favorite: Bill and Mikaela, they're usually terrible players, specially Bill, if he is wearing the helicopter sweater there are more chances he will be terrible.

  • If you facecamp for winning you are fomenting your own problem, because you increase or maintain your MMR and survivors with that skill will be frequent.

    It is the vicious circle of a lot of killer players: "I facecamp/tunnel/use NOED because survivors make me waste a lot of time in chase" the next game you face skilled survivors again "I facecamp/tunnel/use NOED because survivors make me waste a lot of time in chase" and the cycle repeats.

    I don't get why a lot of killer players have such problem with losing matches and have to win at all cost, it is better to change your mindset and just play chill, it took me almost 1k hours to notice it. I'm killer main.

  • Even though I despise the slugging unless it is for a good reason (getting an Adept achievement or because there are a survivor nearby) I'm against the basekit unbreakable, however I would like a possibility of suiciding while being slugged as you can do in the hook, being 4 minutes in the ground bored just for satisfying the whim of a player is not OK.

    And yes, Unbreakable is a counter, but can only be used once per match, the killer can just down you again, No Mither is another infinite counter but that perk is a troll perk with the horrible handicap of being injured the entire time and Soul Guard needs an active Hex which ir more infrequent than ever these days.

  • HELL, NO!

    We already have enough exclusivity with the Prime cosmetics.

  • I would like to see the true captain Kirk mask, the mask that Myers wears in DBD is fake. It's funny because the mask which appears in the Power icon is the true captain Kirk one.

  • The combo Dead Hard + Balanced Landing has become popular.

  • One of the most survivor sided maps honestly.

    • A strong main building surrounded by safe loops (cars).
    • 3 generators hard to patrol and defend without wasting a lot of time (the one in the basement of the main building, the one in house of pain and the one in the second floor of one house).
    • A shack in a map which doesn't need it (as someone mentioned above), please BHVR, remove the not written rule of every open map needing a shack, some maps are strong enough for not putting one of the most time wasting buildings in the game.
    • Safe loops near houses and their windows.
    • Easy to hide from the killer, is one of the maps in which I spend most time finding survivors if they are minimally cautious to no be seen.
    • Cluttered with bushes having hitbox, metal fences, etc making some killer powers hard to use.


  • I've been watching streamers the last few days playing TCM and it looks fun, but for playing from time to time, I don't see it as a game for playing thousands of hours like DBD due its gameplay limits. The survivors (or victims as called in the game) are meant to hide all the time, if a killer spot them a chase which lasts for 15-20 seconds start and finish when the survivor die or hide again. Fun but after playing 4-5 matches you are bored and don't want to play it again until tomorrow or more days later. Anyway, the grandpa mechanic is funny.

  • Killer sided if main building generator and hangman generator are done at first (it happens very frequently) if one of that generators, specially the main building one, is left as one of the last three gens when there are only one remaining the map is survivor sided. In other words, the map being killer or survivor sided depends on the survivors and which generators they repair at first. The generator in main building is one of the hardest to defend in the entire game.

  • I know, but aside the first generator which is frequently repaired by three or four survivors at once, after that first generator the survivors usually spread out in the map and the scenario of two survivor repairing the same generator is more common and also there are a lot of generator with only two sides available for repairing.

  • BNP is not the only problem, the problem is that addon is frequently combined with Prove Thyself, a busted perk. The Ada Wong in the screenshot is equiping that perk for example. That perk is meta right now and is rare to play a match without one or twoequiping that perk at least.

    With Prove Thyself two survivors repair at 98% efficiency, which means almost no penalisation for the coop repairing, the 2% efficiency loss is the only thing which prevent the progression bar to appear at regular color instead of red. For clarification if someone doesn't have clear the meaning of the numbers, 2% efficiency loss is 0.02 seconds more which is virtually unnoticeable, a generator is repaired in 45.9 seconds by two survivors with Prove Thyself.

  • I think the buff is ok, if the tunnelers will tunnel more is not problem of the rest of people who don't play scummy.

  • @Jejune said:

    I would prefer if it was a game mode rather than in base game or that I would be notified that the killer is playing broken mirror myers. If I had few poopy games in row I am not going to be arsed to deal with hit and run gamestyle with little to no feedback especially with medkits nerfs.

    People are too paranoid to heal me while they can see that killer is chasing someone else how will they heal me if killer can attack them at any time.

    Not to mention that the best way to deal with it is to rush the gens since you don't want to chase with that addon as a killer.

    Lastly it requires indoor map, so if someone happens to play another map offering the match is over before it started.

    If you see a Lerys or RPD offering put by the killer you expect that he will be a jumpscare Myers, so take that as a notification.

  • Two or more BNPs, probably one Prove Thyself and survivors spawning near the main building.

    Profit.

  • Jumpscare Myers is a very weak meme build, I play that build sometimes with Lerys or RPD offering for the lols but most of the times I lose the match, I hope it will never be changed, that build is one of the Myers signatures and should stay forever. If you don't want to jumpscare when playing against that build just suicide in first hook, I do it sometimes when I'm not in the mood for facing that Myers.

    The only Myers addons that should be nerfed are the tombstones and Fragrant tuft of hair.

  • @toxik_survivor said:

    Old ruin. Not the 300% ruin or whatever it was but like 2019 ruin were there skill checks were red and brought back progress if you didn't hit a great.

    (I'm personally not against gen rush but I'm interested to see what people think. Obviously a lot of people that complain about gen rush now are prob not 2019 players who experienced old ruin)

    EDIT: I'm against old ruin just wondering what people think.

    I remember the old ruin had a counter: gen tapping repeteadly for avoiding skillchecks to appear. I remember that old days doing that, several survivor doing it in a generator looked goofy.

  • He is not weak, you can spam the biopods in chase and infesting the survivor you are chasing quickly and spawn behind him with the antipallet mode non-stop. I've seen a streamer using him in that way and it is very strong.

    I guess that devs idea for his power is placing biopods around the map for having map control, but players have found a more effective way of using it, it remember me the instant guards of The Knight for anti-loop. Devs should be careful when designing a killer and know that players always find a way to abuse a power in a way it wasn't designed for. xD

  • At least now they are releasing cosmetics for forgotten characters like Haddie and Zarina.

  • I sometimes use this build which can work as a slugging build: Hex: Third Seal, Knock Out, Septic Touch and other perk of your choice.

    Anyway, I don't use this build for slugging, I use this build as a troll build in trapper along with Honning Stone + Bloody coll addons, so as 4th perk I use Deerstalker. The objetive of the build is avoid the survivor which free themselves from a trap to not being healed and Knock Out is for a possible scenario in which there are several survivor downed, one in chase and other after escaping from a trap (quite frequent). The problem of this kind of builds is that the Generators fly and most of the matches are lost.

    I don't suggest you using slugging builds, is a scummy tactic for being used sistematically.

  • 16 meters isn't facecamp but that radius is small enough for not being considered proxy camp either, that's the same range of Kindred aura, 16 metres is enough to get close to secure a down of an approaching rescuer. I think 16 meters is a good radius.

  • In my opinion this should stay RNG, sometimes this benefict the killer and other times it benefict the survivor. Also, there are some maps in which the spawn locations are fixed, they are far from each other, hard to navigate from one to the other and is very easy for survivors to hide nearby and start opening one of them, almost with a guaranteed escape in most cases, mainly RPD and Lerys.

  • I wonder if the survivor will be Nicolas Cage itself or one of his characters.

    If the survivor is the actor himself it would become the main meme survivor instead of Dwight, haha.

  • Anything which isn't too hard, too grindy, force to use a particular perk or encourage playing bad.

    Examples: glyphs, repairing generators, unhooking team mates, downing survivors, kicking generators, etc.

  • Please fix this.

    I have the same problem, I always use Lalt for killer secondary powers and I don't want to put Lctrl again just for the skull merchant.

  • Doctor with Distressing. You can equip Distressing with any killer but Doc is the only one having a power which synergize with that perk and also reaching the Deviousness cap with Doc is quite easy.

  • Vittorio replaced him as the gigachad male survivor and he is also DILF material, haha.

  • Well, all the exhaustion perks are annoying, but I prefer facing Sprint Burst or Lithe instead of Dead Hard.

  • If with "one sided patch" you mean premades you are right then.

  • @HeyItsQuiet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3379188#Comment_3379188

    Wraith counter is now reduced to "pre-drop every pallet on the map and hope he doesn't mind game you". That's it. Hag trap removals are now a time waster and nothing more. Nurse, who as you say is OP in your opinion, needs counters besides "hope your mid-chase juke works". I've found blinding her out of a blink in chase with a teammate to be invaluable to balancing matches against skilled Nurses.

    I'm not a top tier killer. I play both roles 50/50. It's never been easier to get a 3-4k ever since 6.1, and I'm afraid it's only going to get worse. The camping, tunneling, and slugging have drastically increased since then as well, which prompted me personally to play more killer than survivor because I was tired of being griefed. No Gen, No Heal Legions have also seen a drastic rise, with my longest match against one of them being over an hour and everyone being left to bleed out after only repairing one generator (and I have to say and that instance, my teammates were not inept noobs; everyone was working very hard to get out of the match but we just couldn't.)

    I don't wish games like that on anyone for either side. Hopefully some of these changes will be reversed because I do not see the health of the game improving after this.

    Pre-dropping a pallet before the Wraith uncloak isn't the only counter, a simple window can still counter him and it is also a more reliable and "infinite" counter if you are close to a window (very frequent in most maps) and you don't have to "waste" a pallet. Honestly I'm glad the flashlight stun will be gone, he didn't need to have three counters for his power. Also, with Wraith is one of the few killers whit whom I dodge a lobby if I see a lot of flashlights because playing that kind of games was damn awful.

  • In my opinion DH didn't need another nerf despite having the problem of forcing the kilers playing around a maybe non existen perk: first time you chase a survivor in a match and he was hurt you had to stick to their back waiting for a maybe non existent DH before hitting and sometimes they in fact had the DH equiped but the first time you chased them they didn't use it or most likely they failed to use it in the first chase, that was very annoying, playing around a maybe non existent perk is annoying for sure but the perk is now gutted and it has become useless. Say hello to Sprint Burst meta I guess.

    CoH didn't deserve another nerf despite how annoying it is when playing killer, it was the only reliable self healing perk, Self Care still exists but even combining it with Botany Knowledge it take ages to self heal and having two perk just for healing yourself is not good + the (deserved) medkit nerf it feels like another soloQ indirect nerf. Well, Inner Strenght also exists, but the cleasing totem thing make it not very reliable. I would buff Inner Strenght and instead of needing the totem cleansing thing I would put a a token system and a cooldown in it (3 tokens and 90 seconds CD are good amounts imo).

    And about the killer perks nerfs, well... if the survivor healing and DH nerf didn't exist in the patch maybe I would tear my clothes but considering the huge survivor nerfs, the killers nerfs are fair I guess.

  • The Genrush meta is nothing new, it has been in the game for years.

  • Still too slow.

    They should make all the blood web nodes being bought at once instead imitating the click but with the speed a little raised.

  • The current MMR is not the best and need more refinement for sure, but the old Rank System was way worse, specially for killer, if you were using a killer in which you are not very good you were facing survivors of your rank, I hesitated a lot of playing my least used killers when I was reaching the green/purple ranks which didn't take too long.

  • I almost always use Dead Hard, Circle of Healing and Windows of Opportunity. The 4th perk is the only one I change for some variety, but I usually use Distortion, Resilience, Kindred or Off the Record as 4th perk.

  • I've always said that trapper should take the traps from the lockers instead roaming around the map to take all the traps, one of the main reasons why the trapper is so weak is because he have to spend a lot of time taking the traps around the map for using his only power.

  • The problem is mainly the merchant but emphasized by good gen regression perks imo.

    In my opinion they need to change her. Nerfing her 3-gen potential and make her better in chase.

    For making her better in chase:

    • Not making her slower when looking the radar, it remind me the old Doctor at some extent, why did they do something similar with the Merchant?
    • Making Prototype Rotor and/or Randomised Strobes basekit.
    • Increase the area of the drones.
    • Make the drones to be enabled instantly.
    • Make the exposed effect quicker.

    And for nerfing her 3-gen potential:

    • Make the drones dissappear automatically and return to the merchant after some time enabled.
    • Make the drones easier and quicker to disable by survivors.
    • Reduce the number of drones to 2.



  • The buffs didn't fix her main problem, not having any power when a survivor is injured.

  • She is considered one of the most boring killers (to play as and against) and also the optimal way of playing her is with very scummy tactics (placing traps near hooked survivors and 3-gening from minute 1).

  • Honestly, the only broken thing of Eruption was the incapacitated effect, nerfing the regression too was a non sense. I'm glad to see the devs noticed it and reverted it back.

  • The Blight even slap the ass just before grabbing, you can hear it.

    Blight horny.

  • I only say that I'm going to start tunneling after the second hook before the survivor get healed if this perk become popular.

    A perk which its main counter is tunneling is a BAD designed perk. ¯\_(ツ)_/¯

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