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  • @Stabby_Widdershins said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3300116#Comment_3300116

    You missed the 'Will require balancing' part to fixate on the '10-20 seconds' part.

    The 'require balancing' means the respawn timer could be shorter, or longer, as needed to keep the gameplay fun and still give the Killer a chance to win while not screwing over Survivors.

    Hence you being fixated on one part to talk down to me instead of doing what any normal person would do by thinking 'Hey! How does the idea look AS A WHOLE instead of nitpicking parts that can change?'


    ill say it again.

    Its a bad idea. The idea as A WHOLE is terrible. Least as far as dead by daylight goes. but you suggested a whole other game entirely, not the one that I and everyone else spent money on.

    not to mention you would have to change the name from Dead By daylight and the entire lore of the game because they would cease to apply to "call of duty but without guns" game.

  • @Stabby_Widdershins said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3300111#Comment_3300111

    I did. You have just chosen to fixate on a single flaw that requires you to ignore that it's a concept that would require balancing.

    no, i saw a whole thing. You made a suggestion that cheapens every success and failure that happens for both sides.

    "oh i finally got a down after a 60-120 second chase against a survivor" goes from " whew i got a bit of pressure off me" to "what was the point of even doing the chase? they are back in 10 seconds(or 20)"

    Its a bad idea. Least as far as dead by daylight goes. but you suggested a whole other game entirely, not the one that I and everyone else spent money on.


    not to mention you would have to change the name from Dead By daylight and the entire lore of the game because they would cease to apply to "call of duty but without guns" game.

  • @Stabby_Widdershins said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3300097#Comment_3300097

    Your problem is that you're apply the idea to gen times as the game is written, rather than seeing it with everything balanced for the idea.

    And no; I did not make it because I was 'salty', but have fun with your ad hominem just because you don't like it.

    then make a suggestion that isnt clearly weighted towards a zero risk game for survivors.

  • this was a serious suggestion? lol.

    That would be an absolutely terrible game. and gens would get done even earlier than now with a 10 second "penalty" to survs. kills wouldnt be satisfying. chases wouldnt be satisfying. escaping wouldnt be satisfying. this WOULD kill the game.


    "The pressure goes from 'Hook' to 'Kill'. Survivors are unable to do gens while dead, and they can't respawn 'nearly immediately' since I even said there's a time limit before they can manually respawn."

    They cant do gens while hooked or slugged and for potentially much longer than 10 or 20 seconds. and yes. 10-20 seconds respawn is NOTHING and would apply no pressure whatsoever.

    a survivor eliminated and 3 survivors left is actual pressure. I doubt you gave this any actual thought but just got salty you died in a match.

  • @AbsolutGrndZer0 said:

    I play both survivor and killer, and I'd say that I get tunneled in a majority of my survivor matches as I'm very often the first and only person that has been hooked. I'd say that's a fair definition of being tunneled if any is.

    Now, as a killer I try to not do that, but if the generators are popping quickly, then sometimes you need to, but even then I'll only do it if there is literally nobody else in the area.

    The way I look at it is that every survivor main should play killer for a few games. Do some Tome challenges. Learn to see things from the killer side. It will make you a better survivor. Every killer main should play survivor for awhile Do some Tome challenges. Learn to see things from the survivor side. It will make you a better killer.

    if in the majority of your games you are the first one to die then you arent being tunneled, you are just a weak survivor.

    the better you are at survivor the longer you will last, the worse you are the less you will last.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3299625#Comment_3299625

    Oh, and if a Survivor runs at you with DS active, they are also forcing you to pick them up?

    In regards of Map Pressure, it is the same if you slug them or hook them... 1 Survivor less on a Gen.

    but per the survivor rulebook we arent supposed to "slug" them.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3298675#Comment_3298675

    I mean, dont tunnel at 5 Gens. Easily avoidable. And you cannot really tell me that you have to tunnel at 5 Gens.

    killer shouldnt be punished for 10 seconds because injured survivor runs back into the path a killer who wasnt even trying to go for them. DS is also used offensively, these absurd stun times would only encourage people to try and get hit and picked up which isnt tunneling then and yet the killer would still have to eat an absurd stun. No thank you.

    Your not getting tunneled half the time anyways, your playing poorly.

  • i get ready for a tbag at every loop

  • it shouldnt pause it if your just in her TR but im sure thats on the list for the next pig nerf

  • @illumina said:

    https://forums.bhvr.com/dead-by-daylight/discussion/358782/i-cant-take-tunneling-claims-seriosuly

    Somethings I would like clarified in this. You said you chased a Mik for about 2 loops and then a Feng. Then you said 4 gens were done by the time you hooked the feng. Somehow this doesn't make sense. Few scenarios that I can think of that may be possible.

    1) Cheaters.

    2) All survivors carrying Gen perks + toolbox + bnp.

    3) Two survivors coop on gens with toolboxes + bnp

    Your description of the events aren't detailed enough. If you were toggled chase between 2 survivors, how did 4 gens pop at the same time? There are only 4 survivors in a match. You disrupted 1 survivor to chase so 3 gens, then gave up and went for another survivor so 2 1/2 gens. So, in 2 loops and 30s later, 4 gens are done? I would have to think that each survivor spawned separately and were working on their own gens while you were door bashing, all with gen perks and 4 toolboxes + bnp. I don't know. Maybe someone that is better with numbers can explain how this situation can unfold.

    Your 2nd scenario is a little more sketch. You said immediately after you hook, you spot a David, you hit one time, go back to hook and 5th gen pops. That means 1 person did the last gen in seconds. With their toolbox already used up. The only thing that can explain this is cheats.

    I know this is a thread about "tunneling" but your story is all sorts of weird.

    there was a spare part in play and regular toolboxes. 2 or 3 prove thyselves but i didnt really look hard at the perk loadouts. and im not saying anyone cheated, i have no evidence for that but was the fastest match i have ever had. 4 didnt pop at once.1 popped while i was dealing with Mikaela originally. 2 (same time)popped as i was switching to feng and chasing. mikaela finished the original gen she was on as i was carrying feng to hook. That as accurate as my memory is for 20 match ago game.


    where i left Mikaela by the loop she was running, there is a gen right there so it wouldn't have taken her more than a second to get back on it when i dropped chase on her.

  • @Pulsar said:

    Tunneling occurs in almost all of my games. Not all, but almost all.

    It's easy, effective and difficult to counter for the majority of players.

    you seem to be a fairly respected member of the community here otherwise i would doubt you knew what tunneling was. you must live in a different world than me.

  • that error seems to indicate you dont have enough space on your hard drive. how much free space do you have?

  • how does it look "out dated" it looks like michael myers.

  • @Blink0925 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3299432#Comment_3299432

    And I never said they had to. Never did I say that. But to sit there and deliberately be an ######### knowing full well I am trying for something is the problem. and I know they read my bio because they said they did.

    yea, they arent jerks for letting you escape just because you claim in your bio you want them to play a certain way. You arent a toddler so lay off the entitlement.

  • yea just because your name says read my bio doesnt mean anyones going to actually read you bio. In lobby i dont sit there and looka t the gamer tag of the lobby, much less open the profiles of survivors to read whatever they put there.

    Its also not anyones obligation to do what your expectation is. Playing the game normally will eventually lead to you escaping 20 times naturally. a killer or survivor has zero obligation to cater to your achievement procurements.

  • that some chases hold w. and that some hold w chases loop.

    like you only have 2 options in chase as survivor. hold w or run in a circle. to act like hold w is boring but to run in a circle 50x a game every single game is not boring is pretty silly. That why some killers are better against people who run in a circle all game and others are better against people who run in a line.


    people play anti loop killers alot because loops heavily favor survivors and most are usually not worth the mind game and its better to break pellet or anti loop power them off the loop.

  • @whycantheydothat said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3299260#Comment_3299260

    1. The concept of addons are fine. The issue is that some are too strong and in addition the way survivors find out about them is by dying. In solo queue it involves multiple people falling into the same trap.

    2. Jolt is absolutely not suitable alone. I consider myself better than your average player in any game and dbd is no exception. The better the survivors get the more important gen defense becomes. The way I have to play to accomidate for the lack of gen defense, most players would consider toxic and unhealthy while I myself find unfun.

    3. By this logic any killer I didnt mention is bad.

    1 some are too strong and some are too weak. addons themselves arent the issue, its just that some here and there could use a tweak.

    2 hard disagree. Jolt is very suitable by itself. Requires no gen kicking and can easly trigger regression on 2-3 gens at once and will trigger almost every single down. It is my favorite regression perk as its passive and is just fine. It does not require stacking with any other gen perk. I use it by itself with 3 other perks i enjoy and have no problems performing and winning my 50-70% of games.

    3 general perception is almost every killer without anti loop is placed low on the tier list. hence "M1 killer" being referenced as far as itss chase weaknesses in many instances. Sounds like you may just not enjoy being able to have a guaranteed 60-120 second chase if you are a competent looper due to the ridiculous ratio of 80/20 loops in survivors favor vs 50/50 loops that m1 killers have a chance to actually play on.

  • ok, no anti loop but you lose half of all pallets and all Double L walls.

  • @XLbuff said:

    DbD is probably the most perk depended game I've played. Perks should make the game more fun and replayable. For me, this is the only game that feels definitely worse because of perks.

    Dead Hard still one handedly makes any match a silly waiting game, It's not just feels bad for killer to be punished for hits (which is stupid), but also feels very clunky, counterintuitive and immersion breaking. How many horror movies have you seen in which a killer would chase someone and wait or pretend to hit while his victim spin around him? It's not even annoying, it's exhausting to play like this over and over again.

    Deadlock is another example of how perk punish other side for nothing. Literally blocks the gen with the most progression automatically. Why? Such perks shouldn't exist IMO. The game should not punish the player for just playing the game. Perks should not make the game more repetative and miserable. It doesn't make sense.

    Dear developers, please think about the design of such perks and rework them completly. Entirely.

    deadlock is a perfectly fine perk. The amount of whining that goes on in regards to every perk is ridiculous.

    you arent punished for playing the game. there are potential consequences for EVERY action you take on both sides in this game. that is a fundamental aspect of the game. If you cant handle a 30 second block on ONE gen a couple times a match then you may be too sensitive to play a game like dead by daylight.

  • @whycantheydothat said:

    So I started playing in octo 2022 and there's a few things that are ridiculous to me about this game.

    1) addons. Some are game changing and they way a you find out about them is on your way to a hook.

    2) killer perks are extremely predatory. The starter killers and the general killer perks are terrible compared to unlockable perks while survivors perks don't have this issue. (edit) I've lost so much interest in playing killer because of the lack of good perks that are available to me atm (mostly gen defense...) (/edit)

    3) why can so many killers bypass survivors only method of defense? Survivors have windows and pallets but there are killers that couldn't care less about this such as nemesis, huntress, artist, dredge, and knight. I don't understand how you're suppose to loop characters that have uncounterable antiloop mechanics.

    Executioner has a slow startup and a camera lock so he seems more fair. Nurse base speed is slow and there are actual mind games (as oppose to the previously mentioned killers) so she seems more fair (even if she's too strong rn).

    Huntress sees you drop a pallet or jump a window and you're getting hit. You don't jump the window or drop the pallet and you're still getting hit. Nemesis, same thing.

    Artist, dredge, and knight all force you to leave the loop the second you try to use it.

    1. yes addons are supposed to adjust and buff playstyles in different ways.

    2 you dont require gen defense to do well at surv in normal mm. Jolt is a base perk and is plenty suitable. You may just need to improve as killer if you think you NEED gen defense.

    3 killers need to have options to counter looping. Looping is very strong and a huge amount of loops strongly favor survivors. Killers need to have options to play around double L tiles or Massive Pallet loops.

    Get some more game time under your belt and you'll understand eventually.

  • @JohnnyB87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3299228#Comment_3299228

    They definitely are NOT buffing soloQ...might wanna see what they're plans are before you speak. Won't change the game at all.

    might wanna actually think about how that information helps people who play a team game in match. maybe you dont play with altruism or comradery in mind and thats why you see no benefit. to everyone else it is one.

  • @MB666 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3299225#Comment_3299225

    yeah, but thats better for information , especially because now you know who is going for saves , who is doing nothing , who is smashing gens , who is constanly placing boons instead of being useful , for me thats feel like a nice QoL for solo Q players.

    feels better to win or lose if you know if your teammates were playing good or bad instead of blindly blaming other people for their actions because now we can be 100% sure of what teammates are doing instead of blaming others or yourself.

    if you think about it , this technically gives survivor a weaker version of kindred at all times and thats HUUUGEEE for me.

    its a good buff for sure without being too strong i think, its just a buff meant for those who actually play the game and not for the dwights who stare at the inside of a locker for 10 mins

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3298568#Comment_3298568

    That doesn't have a lot to do with SWF though. A solo player can see Enduring and start predropping. I do. If you're asking how a low tier killer with a non-meta build can compete with a fairly meta squad: why should they be able to? The game wouldn't be balanced at all if players could just run whatever they wanted on whoever they wanted and compete with the strongest build on the other side

    you could potentially trigger enduring 4x before the whole game picks up on it. a swf only requires one time and then all 4 start countering is i think his point.

  • so why is everyone crying about buffing soloq if no one plays solo?

  • @Toaster427 said:

    Anyone with experience in this game, your own fogwhisperers, and top content creators of this community will all agree that the solo queue experience in this game is freaking awful.

    the fix is deadass simple. Bridge the gap between solo queue and SWF, then buff killer to make up for it.

    Information is useless to SWFs, they already have all the information they need through comms, so giving solo queue information on the UI and through basekit aura reading would help solo queue so freaking much.

    You should never have more than 1 person running to an unhook, you should never have someone randomly running into you while you're running the killer cause they had no idea you were even in a chase in the first place.

    But instead, BHVR focuses on buffing killers, which only made solo queue even worse than it already was. Then they sit around and focus on band-aid fixing stuff like basekit BT and potentially basekit unbreakable...things that SWFs as a whole benefit way more from than solo queue players do.

    And despite the majority of the community all agreeing that the state of solo queue is God awful, we get zero aknowlegement from BHVR, zero effort being put in to fix it, zero fs at all about the whole issue....it's been a problem for so long, and ignored for so long, that it's just become something people don't even talk about because there is zero hope for BHVR to do anything about it.

    The only thing that even remotely came close was the UI changes that were proposed. But then the community managers here confirm it's not even on the list for the devs to implement...wow thanks guys...I mean I'm sure "streamer mode" was soooooooo much more important, I mean look how many people are benefiting from that glorious achievement ....🙄

    this post aged like milk lol. they literally just announced a buff to SoloQ

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3299196#Comment_3299196

    Sadly this is my feeling as well.

    Icons like those should have been done years ago and they will probably help. But it will not change the fact that some players just dont do anything.

    I have seen games were two Survivors were on a Gen, the Obsession got chased (Claws moving AND just got injured) and still none of the two got me before I reached second Stage. Despite all Information available.

    And I expect that I will see a lot of time that Survivors dont do anything or waste their time doing Chests or stuff like that.

    So we will see how helpful it will be. But it is a step in the right direction, maybe it makes SoloQ bearable.

    i mean the icons werent meant to make players who dont do anything the whole match do something so that has no relevance.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3298485#Comment_3298485

    Not OP at all. Why do you think camping works at the competitive level when every team has comms? If the killer camps intelligently, it still puts the team in a bad spot. If you camp in a place you shouldn't camp, the team should be able to make an informed decision and punish the killer

    and it punishes those who dont camp(camping shouldnt be punished just not the only viable way to win, and to just rephrase what you said, camping punishes communication survivors, camping is also countered by doing gens) by showing the whole team where the non camping killer went off to in search of new survivors.

    I understand survivors want a game that holds your hand and continually ask for things to make it easier and easier for you but survivor shouldnt be easy. you are supposed to die more than you escape.

  • @[Deleted User] said:

    I'd like status icons and baseline Kindred. Proximity chat isn't necessarily going to make players better or change their playstyles. If they added a ranked mode, then yeah, I'd like chat. But it wouldn't be overly helpful otherwise.

    so you want a baseline perk that not only tells you if killer is near the hook(valid tactic) but what direction the killer leaves the hook from 10 times a game. yea that totally doesnt sound ridiculous and op.

  • because this community is filled with whiny babies who would rather sabotage a game than play it normally or accept that they lose.

    they often hope you'll abandon them and go for the other guy instead. I always just double down on the survs who try to ruin the other team mates games when this happens.

  • yea....people complain about "sweaty" because these are situations when you got 2k hour swfs who end a game in 4 minutes or killers who slug everyone at 5 gens to ensure they have no chance to lose.

    both are negative experiences for 1 or more people in the game beyond the negative experience of just being outplayed or losing.

    People arent upset that people play to win.

  • @Predated said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3296854#Comment_3296854

    Its a more extreme situation, but the point was that its a perfect setup to go for other survivors and have a huge chance of killing them all before the game ends, but instead of doing that, people tunnel.

    Why would you in a situation where you can engage with other players without risking a loss, still go for the same player? Because its even less risky and the reward is much larger.

    The fact that this happens coughcoughsoloqcoughcough, means there needs to be a deterrence.

    Because I can also include more common scenario's, where a Nurse faces 4 random survivors, or when a Plague pukes on gens while running Ruin, and certain survivors literally refusing to touch that generator untill the infection is gone, or when a Legion runs around and a claudette with a medkit decides to use selfcare every single time to save the medkit for "when it matters".

    Tunneling is simply an issue, you either have a lot of perks and basekit mechanics against it, giving the reason "we cant spend that time on other survivors, so we are forced to tunnel early", or basically no effective perks and basekit mechanics, giving the reason "we have no reason to not tunnel early, and there is a huge benefit". Neither reasons should really exist.

    There needs to be a deterrence early on to the point that the killer could lose the game(and so that everyone, including the first one found, to have a chance at fun. People literally DC early on if tunneled because they know they are not going to enjoy the rest of the game), there needs to be room to tunnel in the mid-game to give the killer room to turn a game around, and there needs to be nothing preventing a killer from tunneling in the end game to get all the kills they still can get(personally, basekit BT should also be removed there) so that survivors have to work their asses off to pull off a rescue).

    there are anti tunnel perks so...

  • the amount of safe loops in the game. very few are truly mind gameable, at least in comparison to how soon you'll win a mind game vs just taking down the pallet and forcing them to the next.


    There are very few 50/50 loops. So you have to pray the surv makes a mistake otherwise its flat out impossible to be able to catch them before they are in the right position to stun you as you run around in a circle.

  • @THEFREAK420 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3296471#Comment_3296471

    Like I already said, a nerf is a nerf. Ruin was reworked/nerfed years ago. You told me it wasnt. Just months ago. That is false. Im not gonna debate the levels to which it was nerfed. It was enough to make me mad. Enough that i posted on this forum about it. In march of 2020. NOT months ago. Yeah i quit playing for years. Im sure ill leave again. But just Because i was gone doesnt mean they didnt nerf ruin, multiple times. You gonna tell me they didnt rework/nerf mori's too?

    please learn how to read and comprehend. Again, you stated ruin was "destroyed" 2 years ago. It was not "destroyed" 2 years ago. it was "destroyed" a few months ago. No one is arguing that no change was made to ruin a few years ago, but it was not "destroyed" because of it. A "destroyed" perk does not retain one of the highest killer pick rates in the game.

    By your own admission you have not played the game for a while so maybe dont make statement about things you have no experience with. and maybe try actually reading what you are being told. YOU are the one who stated ruin was DETROYED 2 years ago. you didnt say "nerf/reworked 2 years ago"

  • @Unam said:

    Overhault the Game mechanic as a whole.

    Get to a Point system:

    Killer has to get X amount of points to start the EGC. Survs have to get X Amount of Points to Power up the Gates.

    Points for Killers are granted for: Hooks, Hits, Downs, putting survs in lockers, etc. (F.e: Putting Survs in Lockers gives less points, but doesnt show the Aura to all Survivors over the whole map. Aura of the surv in the locker gets wider the longer he sits in there, kind of like noed aura). Hooking/Downing the Same Surv over and over again gets less and less points.

    After amount X of Points, Survs get Penalties (slower Repair/healing/cleansing speed), After Amount Y Killer gets the ability to mori.

    Survs get points for: Cleansing Totems (more for Hexes), Healing, Repairing gens, Being in chase with the killer, Interacting with the Killer (Stunning/Flashlight Saving/etc.) Doing the Same kind of action repeatedly (e.G. just sitting in the Locker, Head On and Flashbang) gets less and less points. Just doing Gens gets less points (Therefore rewarding exploration) Maybe we need more Objectives than just gens/Totems... (Find the Door handle for the Exit gates, find Screwdrivers for the Gens, stuff like that...)

    After amount X of Points, Survs get the ability to insta open chests and new chests with better items spawn. After amount Y of Points Hatch Spawns closed, only survs can open it, etc.

    The Survivor, that consecutively gathers the most points, turns into the obsession. Downing and hooking the obsession, grants bonus points to the killer, therefore incentivising going for the stronger players. Kind of like a "bounty"...

    This is, ofc just a rough concept out of my mind. This is not taken for absolute and ofc. requires to completely rebalance the game...

    killers dont put survivors in lockers, what are you talking about?

  • Snowballing is part of the game and an important one. Killers start out slow and then ideally snowball later into the game. Killers should not be forced to play a slow slog every single game.

  • survivors are supposed to get stronger as the game goes on and survivors die. why should a killer get weaker as the eliminate the team? It should not be easy to escape as a survivor.

  • @Bran said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3296520#Comment_3296520

    Nobody said they had to give away things for free though 🤔.

    There’s a reason the best perks are on licensed characters that can only be purchased with $$$


    i was responding in regards to this statement specifically.

  • that wont stop the army of feng min twins in the tye dye hoodies

  • @Bran said:

    I have said that all perks should be released into the bloodweb on release for free. It makes the most sense if you are actually power to the player after all. Which we know Bhvr isn't...so obviously it's not down that way.

    multiplayer games require a steady stream of income to maintain and develop. they cant just give stuff for free. they need you to buy it.

  • wraith is fine. He is a solid killer thats in a good place. killers dont all need to be easy to beat. some are allowed to be dangerous


  • @THEFREAK420 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3296302#Comment_3296302

    Maybe you should read the post i was responding to. Buddy. A nerf is a nerf. It got nerfed. More than once. Im not gonna argue about the levels to which it was nerfed. The guy i was responding to said it was nerfed months ago, not years. Which is false. They nerf everything and any perk or killer if survivors cry enough.

    "Any and anything that has ever caused someone to lose a match, has posts begging for nerfs. I quit playing for years. Probably back when they destroyed Ruin. And its the same stuff on this forum years later , people crying about getting tunneled, camped and slugged."


    you claimed it was DESTROYED 2 years ago. It was not DESTROYED. if it had, it wouldnt have remained one of the number 1 killer perks till it ACTUALLY got ruined in the meta shakeup.


    and it did by DEFINITION get nerfed in the meta shakeup even tho you just claimed for some bizarre reason that it was nerfed 2 years ago but not a few months ago.

    I understand you desperately wanna be in the right but if you havnt played the game in years i dont think you have a basis for stating what perks have been ruined or not to the playerbase that has active experience with it.

  • @FlameGNG said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3295899#Comment_3295899

    thanks for answering the question. My english isnt on top since i speak several other languages better but (condone is "looking past something" right?). While they dont really care they do discourage camping since there are perks on both survivor AND killer discouraging that bevhaviour. Camping isnt a valid strat either becuase if you actually face somewhat decent survivors who has an iq above 10 they will do gens and you lose which is pretty sad because its not really the camping i care about its more that they get 4ks because the teammates doesnt know how to play and i mean i play bubba face camps on saturday i almost always 4k... Its a joke no one knows how to counter it when the counter is do the objective :)...

    "But that does not mean BHVR actually has a problem with those 2 behaviors, its that they want to address what people are complaining about even though its likely very reluctantly as has been many of the changes they eventually did." As you said i didnt say they do either. They dont really care they do stuff to discourage camping but thats about it. As i said everyone is allowed to play how they want!

    per what mandy and peanut have both said over the past is that camping and tunneling are valid ways to play and they dont want to remove that as an option for people to utilise if they wish but that it does have its pros and cons. they added counters to it, not as a way to "discourage" it per se, that is to prevent it from being used at all but to allow for it to have risks and counterplay. In the same way that aura blocking perks arent meant to discourage the use of aura reading perks but to allow for there to be counterplay to it.

    They want to somewhat have other playstyles valid and not have one particular playstyle be the only one people use because of its efficacy.

    there were alot of people, particularly new players per the devs that started camping at the start because they didnt know the game yet and it became part of what they knew. basekit bt and bt before it was basekit allowed a way for there to be counterplay to someone who stayed at the hook. so that there will always be a risk to a killer who decides to leave the hook, and one who decides to stay at the hook. in both circumstances the killer has a risk and regard to be weighed. most skilled killers will be able to utilise skill to gain more reward from leaving the hook instead of staying and thus camping is usually going to be lower reward. however it does have genuine value and is a good idea to use sometimes, just like balanced landing has many situations in which it has zero value but it does still have value in its own right.


    all that actually matters is that camping and tunneling are not looked at as the only way to play or the number one startegy to use but for everyone to have the ability to use whatever playstyle or tactic is helpful at that time and not get pushed into a single tactic especially ones that become frustrating to those overexposed to it.


    Like DH is fine as a tactic, but its frustrating for every survivor and every chase to use it. thats why devs tried to change it to make other things worth choosing too even tho in this case, DH is still heavily used and still kinda annoying. Not because DH exists itself but because of the abundance of usage. same for eruption or every other perk/tactic that is perceived to be used in excess.


    also, i can see a basement bubba fun to try out a time or two but its way more fun to use bubba in a more traditional way and i think bubba players who only use camp tactics with him may be utilising a very powerful killer for it but that it remains high risk(all survs need to do is not keep charging a hook that has a bubba camping it and youve got a strong chance to win the game) and you can gain more consistent effectiveness by using him in chase

  • @Ayjay said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3295934#Comment_3295934

    It does to me. How would you know, do you what every match I'm in?

    a tiny bit of logic and Occom's razer is all it takes.

  • @THEFREAK420 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3296128#Comment_3296128

    Thats a lie. Or you just dont know what youre talking about. Leatherface and 2of his 3 perks were nerfed to hell. You no longer lose your item from franklin's demise, no bloodpoints from BBQ &chili ,knockout is still same. And that was over 2 years ago. All his add ons were rendered useless, and a cooldown on his chainsaw. Hillbilly, nurse, Doctor, clown. Myers, freddy, pig. Hag. Spirit (multiple nerfs). Countless killer perks nefed. But infinite rage quitting is still a thing. Because a Rage quit penalty wasnt "fair", so they removed it.

    ok, i think you need to apply your initial comment to yourself. Ruin was one of the most popular killer perks until the meta shakeup a few months ago. It is only after the ruin nerf after the meta shakeup that caused ruins pick rate to drop as at THAT time it became "ruined"

    Ruin is also a HAG perk so why your rambling about other killers that have nothing to do with ruin is beyond me.

    You also do lose items with franklins demise what are you even talking about? BBQ and chili change was not 2 years ago. You either have no concept of time or need to chill on the 420

  • @TotemSeeker91 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/358094/do-you-ever-see-someone-s-build-at-match-results-and-chuckle-to-yourself

    What's wrong with that, bamboozle is just vault speed, and enduring is if you get hit by pallets, am I missing something?

    its more than enduring and spirit fury are a very nice combo and it would make sense that someone would accidentally put on bamboozle instead. enduring is meh if you still have to break the pallet after

  • @Huge_Bush said:

    Killers would just repeatedly tunnel the weakest link over and over, so the weak looper would still not have fun. The people who die on their first hook wouldn't enjoy it much either.

    in this scenario you would have to be hooked 8 times before you died so you just dont enjoy dying first. but its an elimination game so you just have to get over it.


    furthermore killers shouldn't have to slog through 8 hooks before they can get a kill, especially as it can be super far into the game before you get that many against a competent team.

  • @THEFREAK420 said:

    My opinion is, who cares what the other team likes? Its a competition. Theres a winner and a loser side. I call tunneling counting, also known as paying attention. You'll never be able to hook a decent team 3x each, and thats the point of inventing make believe rules. They want to win. They believe they are entitled to a win every match or its not fun, boring, OP or needs nerfed. Any and anything that has ever caused someone to lose a match, has posts begging for nerfs. I quit playing for years. Probably back when they destroyed Ruin. And its the same stuff on this forum years later , people crying about getting tunneled, camped and slugged. This killer is OP, this perk is OP. Wah. Do these people try to make up rules in shooters? Like you cant shoot me in the head? Its ridiculous. The nerfs need to stop. Buff other things. I quit playing for years Because every killer and every perk has been reworked or nerfed.

    they only ruined ruin a handful of months ago. not years.

  • unfortunately for popular games as soon as cheat software is updated, the cheat companies that sell the software will have it reverse engineered within a few days.

  • @Blueberry said:

    So..the zombies which are already borderline useless..you're wanting to make worse?

    exactly my thoughts. if your gonna nerf the zombies just remove them and the addons for them from the game. they already are practically worthless as is.

  • i bought him literally just for his perks. I p1 him but never played a single match. but based on what ive seen, he is probably best just to send a guard to a gen you know is being worked on to disrupt it while you do something else

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