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Iron_Cutlass

Iron_Cutlass

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Iron_Cutlass
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  • Wraith has a lot of visual and audio cues to help you deal with him.

    • You can hear the "woosh" sound of him uncloaking which you can use to tell that he is chasing someone close by, you can pair this with the Survivor HUD to tell that they are chasing a certain Survivor, if the Entity's Tendrils stop moving, this means that Wraith has left them, so you can use this knowledge to hide in case they are doing Hit and Run.
    • Wraith has various auditory warnings to let you know he is close by, you can hear his breathing if he is extremely close (or sitting still). If they are using Silent Bell or Universal Bell, you can hear the crackling of flames as he uncloaks and appears; this can be used to completely counter those addons.

    The best way to play against Wraith is by being extremely alert, looking around constantly helps significantly when dealing with Wraith. He is a stealth Killer so it is often best to be aware of your surroundings. You always need an escape plan just in case he sneaks up on you.

    Wraith is still an M1-Killer, so their weaknesses are still that of an M1-Killer. Remaining healthy and staying split up can reduce a lot of pressure the Wraith has. It is also important that someone is always working on a Generator, someone needs to be progressing the game at all times, otherwise you can easily snowball into a loss.

  • Im not a fan of Spirit's base design, just a character wearing nothing but rags is something that I never really liked. Like dang bish, but some clothes on.

  • @MikaelaWantsYourBoon said:

    Probably Yui will be confirmed as lesbian, i don't know. And maybe they should add trans character to game, since we have not any of them.

    I think BHVR will probably try to go for Lesbian representation before they got for Trans representation.

    Realistically, there are probably more Lesbian people than Trans people, it would make more sense to appeal to them more... also, it's Yui, I do not think the community has forgotten about the fully-rendered topless Yui image in the game files, it's been there for years, so clearly BHVR has something going on with Yui... O_O

  • My favorite part is probably just seeing the replay briefly end shortly after they die... because you can immediately tell that they quit out of frustration.

    There is something about it that I will never not find funny; especially when my base is incredibly easy compared to other bases, they just have to be played differently.

  • @Varzin said:

    Not sure if it should be a building requirement but I get the frustration. I've seen multiple bases where the tomb wasn't just walled off but walled off with see-through cubes as if to tease raiders that they can't get the tomb. That's boarding on toxic base design.

    I mean, it's not necessarily toxic, but it is annoying to see.

    My least favorite ones are the ones that intentionally use Corrosive Cubes that make it possible to enter and get the Forgotten Tomb BUT make it physically impossible to escape without dying.

    Ive also seen ones that intentionally break them at the start of the match (which denies XP as well) and when the player dies all the loot gets sent to the Shadow Realm... worst part is, because they are broken, you cant tell if they are there because the audio cue goes away, so there is almost no chance you reach the loot before dying.

  • @wydyadoit said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3399054#Comment_3399054

    You can shoot falling bodies to knock them away from you.

    They usually have multiple stacked and/or have a large Surface area covered; which makes knocking the bodies away often pointless.

    The only counters Ive seen are killing Harvy with "Melee Kills increased Movement Speed" perk (rip Harvy though) OR using Arc Barrier with a perfectly block to wait out/run through the explosions; OR some mix of the two.

    There is a huge reason why the Melee Suit + Arc Barrier + Melee weapon are used a lot (especially in Brutal Rating bases)... because it deals with BS base design, exploitation (e.g. Second Wave Corrosive Cube exploitation, DMS exploitation), killboxes, and/or trap/guard spam; it basically covers everything.

  • @CaptainHustles said:

    I really love using Trail of Torment! I get quite a bit of value from it.

    Trail of Torment + Dragon's Grip is a combo I use to run a lot.

    Youd just hit the Generator and pretend to leave, but really just sit by the Generator. Someone would come and tap it because it's aura is being revealed. Basically a free down. Funny as hell.

  • Well think about it like this:

    Oni is this middle area between Blight and Billy.

    • Blight is extremely fast and lethal, their ability leaves a lot of room for mistakes and errors, but also only takes a single health state. Their ability can be used for most of the match, accessed from the beginning.
    • Billy is extremely fast and lethal, their ability punishes making mistakes and errors, but also only takes two health states as a result. Their ability can be used for most of the match, accessed from the beginning.
    • Oni is extremely fast and lethal, their ability laves a lot of room for mistakes and errors, their ability can take two health states. The downside to this is that their power has to be earned, does not have access from the beginning. Limited duration.

    Oni is basically Billy and Blight smashed together into a single Killer (Oni even has the whole "bad addon" thing from Billy, go figure). Mechanically, it is a mix between the two Killers... you charge your ability and gain limited turning (Billy), but are able to slide around objects and flick the end of your power around tight corners (Blight) to get an insta-down (Billy).

    The main drawback to their power is that it can be denied the entire match, Oni has an incredibly weak early game as a compromise for high snowball potential. In the competitive scene, it is common to see many Oni players run Play With Your Food AND Corrupt Intervention because it is the only way they are physically able to get their ability, and it often heavily relies on finding the Obsession which often hide because of how common those two perks are to see in competitive when facing Oni.

  • @Canas said:

    Survivors get to bodyblock during endgame to guarantee their 4 man escape, meanwhile the killer isn't allowed to secure at least one kill by bodyblocking survivors from getting to the hook? Now that's a double standard.

    One is the result of teamwork; something that BHVR encourages.

    The other is the result of bad map design; something that BHVR tries to fix.

    The ability to bodyblock a hook and make saving a Survivor physically impossible is something BHVR has tried time and time again to remove from the game. E.g. the basement's entrance was made wider so bodyblocking it was impossible, RPD's Library upstairs was removed since the staircase was body-blockable.

    I personally have no issue with players using this, since it is a fault in the game design, but I do not think it is a double standard when BHVR is clearly going out of their way to remove one.

  • @[Deleted User] said:

    Trickster is an incredible proxy camper if your aim is decent. You can down two survivors in a single clip. Plus Main Event is always a factor. I don't set out to use that playstyle every game, but it's Trickster and sometimes you have to play the map you're dealt.

    Trickster is kind of an underrated character when it comes to camping.

    I feel like a lot of people think of Bubba when it comes to camping, since ya know, he can confirm kills, so it often just leads to people leaving the person on hook because there is often just no hope in rescuing them. Which is why I am a firm believer that Bubba sucks at camping since it removed the most important aspect of camping: pressure.

    But with Trickster, everyone just thinks that he is bad at camping because you have to hit multiple knives, but he can quickly snowball into multiple downs if people arent careful, especially with Main Event. In this weird way, he is so bad that he Tricks(ter) people into thinking he cant camp effectively, but it's the reverse.

  • @RaSavage42 said:

    I use Whispers and Surveillance... so those 2

    I use Leader, Stakeout... so those 2

    Surveillance is really good, I use it a lot, I feel like most people never used it past Patch 6.1.0 since, ya know, Call of Brine was just a better version of it.

  • @Chocolate_Cosmos said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3398973#Comment_3398973

    All us 8 Twins players allready have it tho :-(

    ...but Its good for the 9th Twins player that might appear in future. If any.

    image_2023-04-12_184106348.png

    I mean, personally (even though Im not a Twins main), I am chilling with what cosmetics they already have, I mean, just look at this! It fits so well! :D

  • I mean, you cannot kill the Killer, but you can kill their spirit... and their motivation... you can break their legs with pallets until they magically explode IRL...

  • Another thing I would like to add, is those "impossible bases" that abuse Dead Man's Switch and Corrosive Cubes can be within the "Normal" Difficulty Rating despite using a large number of traps and basically being impossible unless you just so happen to get lucky.

    The Difficulty Rating system is an absolute mess.

  • @TragicSolitude said:

    Earning negative points and rank being able to go backwards isn't an incentive, it de-incentives players: it discourages people who are trying to learn or challenge themselves from playing. And once you hit Master rank, you're better off just not playing at all until the new season.

    I've been complaining about Grades on DbD since it changed to the rewards-for-grades system and they came and made it worse for MYM.

    Also it just rewards brushing through easier content instead of trying to play harder content. Having a base at Dangerous Rating or Brutal Rating is already bad enough considering the lack of people raiding on those difficulties, but Ranks just increase the lack of players even more.

  • Really damn good idea!

  • I personally find killboxes around the Genmat pointless when Second Wave takes awhile to activate.

    Most players will just end up running as fast as they can since leaving the area is more ideal than going through the pain of breaking every trap and possibly dying a lot in the process.

    But the objective (for most outposts that do not use Overdrive) is to get enough kills, and by proxy prestige points, to prestige and keep the base going on. The genmat is not really super important to defend when you do not get punished (unless you are in Overdrive) for someone taking it.

  • Solo => Dangerous

    Co-Op => Brutal

    95% of maps on Brutal difficult that I have played just spam Plasma Sentinels and Guards in large rooms filled with lots of other traps. I just find it really annoying, and most lack any form of creativity. This is why I only really run them with friends. I could run the Arc Barrier and Sword and cheese through everything Solo but I think it is just incredibly boring to be forced to run through that combo just to counter everything, I want variety.

    Otherwise Dangerous is the best difficult, you do not have insane amounts of trap and guard spam but it still leaves room for people to be creative. I never really run this Co-Op since it becomes way too easy since death basically has not penalty with the lack of traps.

    I find that Normal is often just too dull and boring since half the bases are people who just got the game, and the other half are just there to farm brand new players for resources; nothing I will fall for since it takes about 2-4 hours of gameplay to move out of Normal difficult with basic knowledge, and with 25+ hours atm, Im definitely not dying in those bases.

  • @MikeyBoi said:

    For me personally as a Double engravings Hillbilly main i just go for some nice curves and if the final outcome is only 6-7 hooks with no kills but all those hooks were fun curves and the survivors were juicers then thats good enough for me. I had fun and I know that the survivors had fun because hillbilly is the funnest killer to face in the entire game.

    penguinz0-yeah-baby.gif

    Another Billy main spotted.

    But yea, I 100% agree, it's better to have a fun match than it is to be miserable playing for the win, games are made for people to have fun with, so I do not see the point in stressing over a win.

  • I mean most of the perks they nerfed were simply because of their usage rates.

  • @Mr_K said:

    It does not matter how much you nerf the amount of times it can be used, people will still complain because the perk is "useable".

    Seen many like this. Those need to be discarded as emotional outburst.

    I would honestly just prefer if the community went more out of their way to provide actual constructive feedback about things instead of making complaint posts, this was one of the things that drove me to make this original post, was people complaining with incoherent ramblings that contribute nothing meaningful to the community.

    Providing constructive feedback should be done more, it provides more benefit to the players and developers.

  • @Monlyth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396913#Comment_3396913

    And how many times must I repeat myself? If you can see a telltale sign beforehand and adjust without giving up a potential hit, you are not seeing Survivors use Dead Hard correctly. If you were, we would not be seeing comp players consistently swing into Dead Hard on loops.

    By your logic, we should have just as many threads complaining about Flashbang, or Blast Mine, or Doctor, or Bubba, or Head On, or Any Means Necessary, or Endfury-Hubris. But we don't. The prevalence of a perk matters. The strength of a perk matters.

    You often have the last laugh when you play against a gimmick perk, because it's not a winning strategy; at best, it's a cheese tactic that you can soundly and consistently beat if you're good enough. There is no such solace in playing against Dead Hard. It is not some trivial game delay that you can just shrug off when someone Dead Hards you; it could very easily be the thing that costs you the game no matter how good you are.

    Sure, you can't please everyone, but are you saying that means we shouldn't please anyone? This is a perk that's been meta, and complained about, for years and years; the game will be improved with it being nerfed. That's reason enough to go through with the change. One thing that will kill an ongoing game more surely than any nerf is to never, ever change anything; just leave a solved meta in place forever, and force everyone to play against the exact same stuff until the end of time.

    I must say this again, if Dead Hard is problematic (which it can be), then provide constructive criticism in the Feedback Section of the Forums.

    My entire point is that the core design of the perk can produce problematic gameplay or at least have something frustrating about it, THERE IS A REASON WHY IVE BEEN SAYING THIS THE ENTIRE TIME. The perk as the potential to be weak and/or strong since it relies on the people using it and the people going against it; but it's core design, the ability to completely tank a hit by the press of a button, is something that people will always be upset with because of how the perk itself is structured, it's core design is inherently flawed to begin with, it always has been.

    My argument is that if you do have an issue with the perk, writing a 10-page complaint in the General Discussion Section is pointless, it does nothing to actually change the perk itself. I think it is significantly better to write constructive criticism in the Feedback Section of the Forums, BHVR is more likely to see it AND it actually pushes the game into a better position than before.

    Again, Im not saying that "people have no reason to be upset", my entire point is how people use their frustration in ways that get themselves nowhere, because you are better off providing actual Feedback to BHVR instead of complaining to deaf ears. Complaining and whinging does nothing beneficial for you or anyone else; and Im tired of the DBD community doing this with every single miniscule thing instead of either: 1, improving (if able); 2, providing constructive feedback.

    There is a clear difference between complaining and providing constructive feedback; Im not saying that everyone complains, since that would be objectively wrong, but a lot of people do complain instead of trying to provide something more beneficial to the community and developers, and the amount of people complaining heavily out-scale those who bring more beneficial things to the table, which is where I take huge issue with.

    But BHVR themselves need to accept that no matter what they do, they cannot please everyone. Im not saying "do not do anything if you cant please anyone," (that is an entirely different sentence again) because that would overall not be good for the game. But I think BHVR themselves take the wrong mindset with this, they are refusing the rip the band-aid off and put on their big-boy pants because they want to appeal to both sides when it is impossible. They NEED to accept that they cannot please everyone and just make changes that are necessary for the game's health.

    Please stop shoving words in my mouth that Im not even saying or going to brash assumptions that hold not merit to anything that Im saying, and actually take the time to read what I am saying. Im not trying to be rude with saying this, but it is just frustrating to see what I am saying being ignored and pushed aside entirely.

    I have been agreeing with many points (obviously not all, but a good chunk of points) you have been making and you still keep trying to insist that Im wrong in some way when Im agreeing. And again, you've also just been ignoring what Ive been saying or making non-points that just do nothing but strawman and/or mention things I never even said.

  • @Monlyth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396893#Comment_3396893

    If Survivors are using DH at pallets or windows in such a way that you can see it coming and adjust without giving up a potential hit, then again, you are not seeing correct Dead Hard usage.

    And if it doesn't annoy you when you lose a hit to it, and you're not easily annoyed by a loss, fine. But if you don't really care about losing, that might explain why you're playing at an MMR where most people don't use Dead Hard correctly.

    It may also be more enlightening for you to play an M1-style Killer like Legion, Wraith, Ghostface, Sadako, Dredge, and others; Hillbilly's chainsaw can be harder to react to than an M1 lunge, because its movespeed is significantly faster than a lunge, and the windup animation can be held indefinitely.

    Yet again, I have to tap the sign that is my earlier reply.

    I pay attention to items and animations to tell if people are going to use Dead Hard or vault; if I see someone using Dead Hard, I flail my mouse upwards as fast as possible to intentionally miss the hit so they do not gain distance... And honestly, I do not even know how we strayed this far from the topic but I feel as if this further fuels my point a bit.

    Also, I do play M1 Killers from time to time, I have a lot of cosmetics for Ghostface and Legion that I use, and sometimes I boot up my PS4 just to play some Demogorgan (I dont have them on PC... I miss having common access to Demo without needing my PS4, I moved to PC ya know). I really just do not have a significant issue with it personally, again, I do see where it is problematic, but I just find it really hard to get mad enough to make 20 different threads on the Forums complaining like some people do.

    And again, I do see where people are coming from with this perk having problematic situations. My entire point (which you are ignoring) is that it does not matter what you do to Dead Hard, if it is somewhat useable then people will complain because it's core design has something that will always be annoying to somebody; because if anyone sees anything that annoys them, they would much rather it be changed than do anything to deal with it. This goes again beyond just DH but to anything, the DBD community complains and calls for nerfs over miniscule and often unimportant things all the time, rather than trying to improve their self.

    If you nerf DH, people will complain that it was over-nerfed and needs to be reworked/changed; if you buff DH, people will complain that it is too strong (which it would be) and that it needs to be nerfed heavily (which it would need to be). "You cannot please everyone," as I originally mentioned.

    This entire discussion I created was because I think it is better to give constructive criticism in the Feedback Section of the Forums than to make a General Discussion to write a 10-page rant that is meaningless in the grand scheme of things. And a decent amount of replies Ive seen just further fuel my idea that have a civil and constructive conversation is basically impossible with this community.

  • @Monlyth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396862#Comment_3396862

    Well, if your experience is truly that barely anyone uses DH at pallets, loops or windows to deny lunges, then I'm sorry to break the news to you: You are playing bad Survivors. Which means the game has determined that you are bad at Killer.

    And since matchmaking seems wildly inconsistent, you have to be pretty bad not to be seeing Survivors that consistently use Dead Hard correctly. As I said, I'm not that good and it happens basically every time I run into a DH user, especially on sweat squads, so I have no idea where you're getting this notion that barely anyone uses DH in an uncounterable way.

    This is a perk that's been meta for years and years, and persisted through multiple Mid-Chapter perk updates as the most-used perk. I think people have earned the right to complain about it. At the bare minimum, people aren't going to be satisfied until it's not a regular presence in their matches anymore.

    There's lots of annoying things in the game, but most of them are just gimmicks. Which is why you don't hear Flashbang or Blast Mine or Impossible Skillcheck Doctor get nearly the same level of vitriol that Dead Hard does. Dead Hard is annoying, extremely prevalent, and very powerful even at the highest skill level. The perfect formula for a perk that the playerbase will absolutely despise.

    I'll take your word for it if you yourself don't use DH, but make no mistake: Dead Hard is a crutch perk. I've seen many, many Survivors who, with any other Exhaustion perk, against any decent Killer, would be absolutely torn to shreds.

    "If your experience is truly that barely anyone uses DH at pallets, loops or windows to deny lunges," that is not what I said, that is completely different sentence than anything I have said.

    To better clarify what I have said, I consider "proper DH usage" to be when you get hit with the Endurance status effect; if you use Dead Hard in a pallet, loop, or window and still go down, I consider it "improper," "improper" usage is not about when and where you use it, but how you get value you from the perk (in my opinion).

    People DO use them at pallets, loops, and windows. I just have the ability to tell when and where people are going to use it based off of varies tells that exist in the game, and I gave a few examples of things that can be done to deal with Dead Hard in an earlier reply.

    And there are situations where I just cannot counter Dead Hard (this mainly happens at pallets, or curving wide loops with Billy), it does happen, but not enough times for me to really take issue with it. Because unlike most other people, I am really difficult to piss off, and whenever I get mad, I just move onto the next match anyways.

    And again, the argument that "you face bad players because you are bad" is such a dumb argument. If I face bad players that are obviously worse than me, again, I would be paired eventually against people of the same or higher skill level. It feels like a strawman that entire distracts from the point I am trying to make, and completely ignores (and is even an insult to) the mechanic skill and knowledge I express from 2000+ hours of main'ing Hillbilly.

  • @Monlyth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396843#Comment_3396843

    In both of those tournament matches, the Killer swung into Dead Hard twice. Which is to say, 66% of the time, it worked. And correct me if I'm wrong, but that's a MUCH higher success rate than the 10% figure that you seemingly pulled out of nowhere.

    And Hens' Survivor escape streak had a self-imposed, two-perk limit. And the one Exhaustion perk that they chose to bring two of was not Sprint Burst, or Lithe, but Dead Hard. And gee, I can't imagine why.

    Sorry, man. You may not want to believe it, but Dead Hard is just a really good perk, and pretending otherwise only shows that you either don't know what you're talking about, or are deliberately attempting to shield the perk from criticism out of some ulterior motive. Both are bad, don't do that.

    Well, to be perfectly honest, the 10% was mostly just pulled from personal experience, in most matches that I play, half of the people are using Sprint Burst, and the other half, Dead Hard, and even as a Billy main (with a power that easily countered by Dead Hard), I rarely come across someone who can get the timing consistently right. And rarely do I feel "cheated" out of a down I otherwise would have gotten.

    That 10% can definitely be more or less, but I personally would just rather track much more important data (kill-rates, Generators completed, escapes, etc.); so you are right in a way, it is kind of out of nowhere, well sort of, much more of a guesstimation (or rough estimation). If you want, I can start collecting data from my matches, if that helps any? Idk what else to say except that really.

    And Im not saying Dead Hard is a bad perk either, Im just saying that this perk will never be in a state that people are happy with, it will always either be underpowered or overpowered, but the community will never see it as balanced because there will always be something annoying about it that people will cling onto, and the community will never be satisfied with the perk. That being said, the community as a whole is never satisfied with anything anyways, Ive never seen a gaming community complain more than the DBD community.

    But Id also like to specifically focus on "attempting to shield the perk from criticism out of some ulterior motive", since it is far from it. I have played in competitive and scrim lobbies for many different games, I find competitive generally interesting whereas most people probably find it boring. I have a lot of knowledge and experience with these types of things because I have been around the block and done a lot of things.

    I also hate when people say "oh, you rely on it, it's a crutch you rely on, which is why you are defending it", when Im just stating my opinion on something... and also my favorite Exhaustion perks are Balanced Landing and Head On anyways, and my heart will always belong to those perks, and Im not foaming at the mouth to have either of those buffed, I just really enjoy BL and HO.

  • @Monlyth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396827#Comment_3396827

    No, you really are just playing bad Survivors. If it's really so easy as you claim to just bait out Dead Hard, then explain why comp players keep using it, AND swinging into it?

    Like here:

    https://youtu.be/pFI9i0qS4OA

    And here:

    https://youtu.be/72F-slds7oY

    And here:

    https://youtu.be/6YoJQyoh5ac

    Again, human error also applies to Killers as well. We are prone to making mistakes just as much as Survivors. Remember Patch 6.1.0 Eruption? Even with communication, competitive teams were still getting hit with Eruption, because again, people are not perfect, people make mistakes, people sometimes react to thing too late, etc.

    Also this is just completely ignoring the competitive ruleset entirely. People are not allowed to bring duplicate perks, and Exhaustion perks are some of the best Survivor perks in the game since they provide guaranteed time-waste. So let me break this down for you since you clearly do not understand:

    • Adrenaline: Can be brought with any Exhaustion perk anyways.
    • Iron Will: Can be brought with most Exhaustion perks anyways.
    • Head On: Generally not used because it cuts Generator efficiency.
    • Balanced Landing: Sometimes used, but mostly not used because of map design.
    • Overcome, Lithe, Dead Hard, Sprint Burst: Generally used in competitive because these are the best to bring due to having consistent and/or reliable activation conditions that let you get distance.
    • Smash Hit: Smash Hit.

    Remember in competitive that Sprint Burst is overall the best, it provides the most distance and is rewarding to people who can manage the Exhaustion timer, it can also still be used while in Deep Wounds which helps it work as anti-tunnel.

    In the case of Dead Hard, it does have a consistent activation condition, you press E and it triggers, it relies entire upon your opponent for you to get any meaningful value from it, which is what makes most other Exhaustion perks significantly better, they dont rely on your opponent to get any meaningful value.

    The only niche case that Dead Hard fills for competitive is having some sort of counter to "oppressive" Killers for a given format, but even then, most other Exhaustion perks already do what Dead Hard does if managed properly. The only reason why Ive seen actual competitive players run this perk is because it is interactive, it trades of the multi-management to instead get value from proper timing, which some players prefer depending on their gameplay style.

    If competitive did not restrict and limit perks, you would mostly see Sprint Burst over every other Exhaustion perk, Dead Hard might be the second most used but Sprint Burst would be used significantly more; again, the usage rate would depend on the format though.

  • @Monlyth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396635#Comment_3396635

    Bruh, if 90% of Dead Hards were avoidable, no one would use the perk. There are many instances at pallets or windows where Killers have to lunge if they don't wanna risk letting the Survivor get another loop or make it to the next tile, and those are easy opportunities to force a DH hit.

    And if your opinion is truly that barely anyone does this, then I hate to break it to you, but you are playing bad Survivors. Like, I'm not that good and it happens basically every time I run into DH users.

    Ah yes, the common "you face bad Survivors" or "you are low MMR" argument.

    Let me explain something to you. If I constantly face bad Survivors over and over, surely my MMR would go up from winning constantly, and I would be facing better Survivors eventually, that argument does not inherently work in a game that has some sort of SBMM to dictate matchmaking. And here is the thing, I do face really damn good teams, I just have the patience and awareness to deal with Dead Hard, and rarely do Survivors actually use it effectively against me because of such.

    And while we are here, I might as well provide a bit of advice.

    Want to avoid hitting Dead Hard near a window/vault-location? Pay attention to the item they are holding, it can especially help since items are removed from their hands upon starting an animation, if you see someone run into a vault but the item not get removed you know they are going to Dead Hard (since there is a distance from a window/vault-location, and Im sure you understand where and when they will get the vault prompt). There are other subtle things as well that you can pick up on as well, which generally revolve around the experience level of the people you are playing against.

    If you do lunge-swing into Dead Hard, you can quickly look up to avoid hitting the Survivor, and they will lose out on a significant amount of distance. This depends on the loops you want to use this trick on though, since you have to quickly decided if you want them to basically have another loop at whatever tile you are at or if you want them to use the Dead Hard's sprint burst for distance to reach a different (and potentially stronger or weaker) loop. You can do basic risk-analysis, like anyone else can, it's not that hard to decide when and where to do this.

    I also briefly mention some other things about Dead Hard which are important to note in this reply below.

    @Iron_Cutlass said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396639#Comment_3396639

    I mean, realistically it is not always "3 chases per Survivor" since not every Dead Hard exactly works for the Survivor. Even some of the most skilled players Ive seen miss Dead Hard sometimes, because they are human, and humans naturally make mistakes.

    Ive seen a lot of people use numbers/math to justify things in the DBD community, but they never consider nuance and human error, the two things that allow players to completely turn around and snowball games, because nothing is as simple as x + y = z, there are hundreds of other possible factors within a match that people outright ignore.

    Also as for the pseudo anti-tunnel; You can take a hit with Off The Record, use Decisive Strike to reset your Deep Wounds, then use Dead Hard. I mean you can already do that now but I feel like it might see more usage with the Dead Hard changes.


  • @WeakestNurseMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396635#Comment_3396635

    The reason people hate current Dead Hard is because with 3 chases per survivor, with lets say 2 bringing Dead Hard, the odds of one of the survivors hitting a Dead Hard, even if they're bad, is much higher.

    The solution is simple, reduce the amount of chases that have Dead Hard in play, which Behavior have done, but the pseudo anti-tunnel mechanic they added is what confuses me, especially since OTR already exist.

    I mean, realistically it is not always "3 chases per Survivor" since not every Dead Hard exactly works for the Survivor. Even some of the most skilled players Ive seen miss Dead Hard sometimes, because they are human, and humans naturally make mistakes.

    Ive seen a lot of people use numbers/math to justify things in the DBD community, but they never consider nuance and human error, the two things that allow players to completely turn around and snowball games, because nothing is as simple as x + y = z, there are hundreds of other possible factors within a match that people outright ignore.

    Also as for the pseudo anti-tunnel; You can take a hit with Off The Record, use Decisive Strike to reset your Deep Wounds, then use Dead Hard. I mean you can already do that now but I feel like it might see more usage with the Dead Hard changes.

  • @WeakestNurseMain said:

    It'll be Surge levels of annoying now, something that occasionally springs up to annoy you but not often enough to really get everyone fired up.

    I mean, isnt this just the current version of Dead Hard. 90% of DHs can be avoided entirely, but as soon as it poses a mild inconvenience it becomes problematic.

    This goes beyond just Dead Hard, but goes into the community's mindset. If something is annoying, they think is must be changed. I see this mindset a lot in Survivors and Killers (and those who play both sides).

  • Save The Best For Last.png

    What doesnt kill you makes you stronger.

    STBFL is a pretty good perk for Nemesis since you can just M2 the Obsession and face little/no consequences. What an amazing tool for tunneling, since people cannot bodyblock either.

    (Made this in like 9 minutes or so, it is super scuffed.)

  • I mean, you can just kill them normally using Piston Traps by having the Augment that makes the activation timing randomized anyways. The only thing it really does is just save on capacity to do it.

  • There are different menu tabs.

    There are DBD Building Blocks (1st tab), Decals (4th tab), and Props (5th tab) which can be used. The DBD items are indicated by the hook icon.

    You can also use the 6th tab to see what item sets you have access to, you can also find the DBD stuff there.

    Screenshot (494).png

    ^ Example above just shows it off so you can better understand.

  • This might be an unpopular opinion, but the "Second Wave" augment should not cost anything.

    You are already sacrificing an argument slot just to have it activate when people are leaving, the extra capacity taken up really can hinder having one or two extra traps.

    I do think it could just be to prevent "killboxes" but those already get countered by rushing out of the Genmat room (because of Second Wave having a built in delay before activating traps) and/or using the Arc Barrier (shield) anyways.

    I also think the Falconic Plasmabow definitely needs a buff (and/or rework), since it really has nothing going for it. 95% of bases that spam Guards put Armor on them anyways, which makes the Plasmabow useless because it only does damage to Flesh (and not Armor). There is no reason to use it when Blast Grenades and Volt Lance do the same job but better.

  • Duos in general are the bane of Makers, any mistake you make and undone by a revive, so you can basically just keep pushing through while someone eats up all the traps. There is no inherent penalty to dying.

    This is not even considering the increased amount of resources they have (6 Blast Grenades VS 3 Blast Grenades; 4-6 Volt Lance Bolts VS 2-3 Volt Lance Bolts).

    A Solo can die 27 times trying to raid my Genmat, but a Duo can just abuse respawn and the extra resources to reach my Genmat in 9 deaths. I kind of think it is unfair for Solos in general.

  • I found this out by complete accident because it is not explained at all.

    And when I found it out, I started adding little cave systems in my maps for people to find them.

    A little boost for those who go the extra mile to explore the maps I make.

  • @wydyadoit said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/371556/can-you-restore-genmat-for-a-base-without-having-to-prestige

    pretty sure the reason why bases eventually die out is to promote replayability. and i have to agree with the decision.

    if a base is rated high enough it should be memorialized and used periodically as a "legendary base" or something and reward the builder a "good job" bonus of some kind.

    but i don't think bases that are avoided for being too intense (either because they're intimidating or just outright frustrating) should be left to free farm genmat. build something else. stop sitting on one base like "yep. that's my contribution to maker society". your talent is being wasted.

    We have 200 base slots, and give it a few weeks/months and most of them are going to be filled with dead bases that will never see the light of day because the Genmat mechanics are not good; and I think that just kind of sucks.

    I do understand that they want us to try and build new things, but there are some stuff that I have a lot of time decorating only for it to basically be left to rot.

    And Im not asking for a constant Genmat farm with my bases, since I too agree it would be boring for the game, I just want to make sure I can at least use them again; not constantly, but a periodic thing. Like maybe once a week, I can restore a few bases' Genmats?

  • Ive faced 10 in the past 3 days, while trying to clear up some Archive challenges for BP.

    Consider me lucky (or unlucky) I guess.

  • @TigBatFiddies said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3395221#Comment_3395221

    Iron claw + corrosive cube is definitely one of my favorite combos. Done right in the right spot it catches just about everyone. I imagine the reason people are struggling with your base is because much of the player base hasn't developed the movement skills to actually perform such a raid. I notice a lot of people that really take their sweet time in my outposts, which I punish in some spots. I feel if you make the entire outpost focused on speed and rapid reaction, you're frustrating players who are still struggling to master movement mechanics. Not that this is a bad thing by any means, I'd love to raid your outpost tbh, but it may hinder you from being able to prestige that beast.

    I guess it makes sense.

    But I wish restoring base Genmat was not based on Prestige, just so people who do have bases like mine are not immediately shafted, I feel like having a good base in general should not be something you are punished for.

  • @TigBatFiddies said:

    I'm that guy, I'll die in your base 30 times if the base is at least enjoyable. Bases I will quit are ones that repeatedly use the same trap combos over and over again, overload an area with a ridiculous amount of one trap (looking at you incinerator boys) or the path to the GenMat is so convoluted I spend more time looking for it than dealing with any traps or guards. Do you think your base is enjoyable? Do you perhaps have one or just a couple of areas that constantly destroy people? Maybe consider making a few areas slightly easier so players are less frustrated and more intrigued. Nothing is fun when it feels impossible. Good luck and gz on your prestige!

    My base rewards making quick decisions and having good movement. Going too slow or making poor decisions is a good way of getting yourself killed.

    It also makes great use of traps you never really see used properly (Iron Claw and Corrosive Cube).

    A lot of bases punish you for rushing, which is why a lot of people rage quit when they face something different. My goal is to never make a base impossible, just to make something different from most people make, something that makes you use your brain.

  • image_2023-04-07_155349504.png

    Well, at least I will be able to prestige it (thankfully), since someone was dedicated enough to die 27 times trying to collect my Genmat.

  • @mustdogen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3395071#Comment_3395071

    1.But I am not, and even if i am,my random teamate should not always those who abusing matchmaking one right?

    or i must be the super lucky one.

    2.I know it is weak,just explain why he play like that.

    Maybe you are lucky, maybe matchmaking is just entirely messed up. I honestly just really do not know what to tell you, since Ive seen way better Killers in my region (and also way worse as well)... Matchmaking in general is just poorly designed to begin with, DBD has never really been known for getting anything right.

    As for the Knight playing into a 3-Gen, there could be a few explanations for it; some people play DBD every so often, so they might have not known about certain perk nerfs, or might not be warmed up; the DBD community constantly says "the Knight is only good at defending Generators," so they might have just played into it because the community said so. I could definitely be wrong, I could be right, I realistically cannot predict what people are thinking, so I really do not know, these are only guesses.

    As I said before, I do not think DBD is sided towards a particular side, I think a lot of people take this game serious (which is a bit interesting, since it does create this interesting melting pot of ideas, which is why I like to ask the community questions, to see how people respond, but I digress).

  • @mustdogen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3395060#Comment_3395060

    didn't low rank solo is the most"hell" experience for what i knew?

    also the knight play like that because he is playing 3 gens which is "unbeatable and make game so long" according to survivor.

    Well:

    1. A lot of people have been abusing the matchmaking issues with account merging to face new players (aka, Killers who want to pub-stomp new Survivors, and Survivors who want to pub-stomp new Killers). BHVR has neglected to fix the matchmaking for merged accounts, so it's a product of their own creation. This can vary depending on regions/languages, since some people might be more informed about it depending how much social media spreads it to them.
    2. The Knight was originally "unbeatable and made long matches" when Patch 6.1.0 Eruption was being used. Eruption got nerfed heavily, which makes taking the game hostage as Knight impossible, you will get long matches but you can beat it if you are patient enough. (Also this is ignoring the fact that 3-Gen Knight heavily revolved around Dead Dawg Saloon and Haddonfield; but Coldwind is not really the best map for 3-Gens.)

    Also, this yet again just makes me thing this post is being made out of bad faith. All I can say is to relax a bit, if DBD is sided towards Survivor like you think it is, then only play Survivor, show BHVR by giving them less Killers for matchmaking, they will be forced to do something like they did with Patch 6.1.0.

  • @mustdogen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3395045#Comment_3395045

    "but you also arent destroying the Killer every game either, you (as expected) get a variety of match results."

    that's the problem ,i nearly destroying the killer every game,and not even a close game.

    From the clips you have sent, I do not know really what to think on this, because this seems to be a matchmaking issue more than anything from what I can tell.

    Since a lot of the Killer you have faced to not appear to really be the best. The Deathslinger missed a lot of important shots, and overall just appeared to be less experienced with the Killer, and the Knight barely chased, and when they did, they seemed rather lost and confused with tracking.

    DBD has had issues with account merging messing up the matchmaking (and many players are being paired with new players on Killer and/or Survivor), so might I just ask, have you merged your Steam account with an EGS account (or vice versa)?

    Otherwise, it could be a regional/time of day thing, for my region specifically, certain times of day have the matchmaking not work properly because not enough people are actively playing, and some regions have this issue made worse because of their playerbase size being smaller (or not as experienced, leading to certain skill groups not having enough players for matchmaking, which forces MMR to put them into a match with less skilled players).

  • @mustdogen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3395026#Comment_3395026

    it just an example

    i don't really want to make this post become my youtube video show

    but fine i guest i can show more for you.

    I think you are kind of ignoring what I am saying.

    My entire point is not "this is a fluke match", my entire point is that the matchmaking itself has a lot of variety, so you never know who you are paired with and against. One of the hugest strengths of SWF is being able to get paired with people you know you can rely on because you are aware of their experience level.

    Also, to better clarify, I do not think SoloQ is "hell" because of such variety, you are not being destroyed every game, but you also arent destroying the Killer every game either, you (as expected) get a variety of match results. But I think this entire post is made in bad faith.

  • "You can play so badly and still finish 4 gens in 5 minutes," yet the match you post is 10 minutes... which ya know, just goes to show that it does not matter how fast the Generators are completed, there is still more to the match.

    Also the main issue with SoloQ is unreliable teammates, you realistically have no idea who is at what experience level because the matchmaking is way too loose (if you make matchmaking more strict, Killers complain that their matches are too sweaty, so it comes at the direct cost of Survivors).

    Or, in other words: Sometimes you get amazing teammates that know what they are doing. Sometimes you get teammates that sit there and eat rocks the entire match. You really never know who you are being paired with.

    So want to know why you did well?

    ✅ You played against a 4.4 m/s Killer on a map that promotes holding W.

    ✅ You got decent teammates that actually did Generators (aka, just being lucky).

    ✅ The Deathslinger is still probably newer to the Killer considering the fact that they are Prestige 1.

  • Here is the issue with balancing around 12 hooks:

    • You would basically have to make it impossible for a Survivor to die unless 8 hooks have been achieved; otherwise the Killer could just tunnel and win everyone match (which for some MMR groups, is already an issue).
    • You would have to remove external hook progression factors (aka, when you are hooked, you cannot progress a hook stage), physically removing camping as a result.
    • Balancing time is a bit tricky since perks like No Way Out and Grim Embrace work for a certain amount of time (not gen %, but straight up seconds), the time to open gates, managing saves/health states, on top of doing Generators.
    • You need to consider that people arent perfect, so realistically you need to have room for Killer and Survivor mistakes, which becomes a lot trickier.

    DBD definitely isnt balanced, but you need to consider that there is a lot of nuance with this stuff, it's not as simple as "Fix A and get Result B", you have to consider hundreds of moving parts between hundreds of perks between dozens of maps which are RNG decided between a continuum of skill levels.

  • Me watching as the Nemesis runs across the map to tunnel me (I used Balanced Landing on a map with no great heights):

    Nemesis Tunneling.gif


  • @GentlemanFridge said:

    Nea's whole motif is that she's cat-like. I believe Spine Chill was originally conceived as another one of her teachables.

    Not just that, but Nea has many cosmetics related to cats... and a lot of them use the Spine Chill icon.

    So yea, I think it is fitting for Nea, considering her character and cosmetics, it is very fitting.

  • Use Of The Record => Use Decisive Strike (reset Deep Wounds) => Use Dead Hard

    Not as bad as it seems once you think about it. You can maybe even throw in Renewal and just have a full anti-tunnel build.

  • People review-bombed all of the DLC? I never even noticed, I knew Skull Merchant got review-bombed but at least I knew where it was coming from, but all DLC? Definitely unnecessary.

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