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Junylar

Junylar

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Junylar
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  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/2455096#Comment_2455096

    Mods, devs, etc. have already shot that claim down multiple times. Hiding indefinitely with no one doing gens and no Hatch/EGC in play is officially considered hostage holding.

    Even when the killer is right on top of gens and is refusing to move? Yeah, not wanting to die easily and not running straight into the killer's face should definitely be bannable. Meanwhile slugging the last survivor after the game is over until he bleeds out is not bannable at all. Totally no bias here.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/2455079#Comment_2455079

    Camping/slugging/tunneling is not holding the game hostage, which is the rule that is broken when all Survivors stop doing gens and hide indefinitely.

    Hiding is not taking the game hostage either: the killer can stop it any time by finding the survivors. Holding the game hostage is only literally bodyblocking survivors as a killer while the EGC can't start, only literally unending situations qualify.

  • - "Is camping/slugging/tunneling bannable?"

    - "No, you play the game however you want, just have fun!"

    - "Is playing immersive and not touching gens bannable?"

    - "Of course! You always have to show yourself to the killer! You are not here to have fun, you are here for other players' fun!"

  • @LordXzavior said:

    Neither team has won or lost until you see the scoreboard. A 3 Gen is where the last 3 Generators are close together and is super easy to defend.

    Of course I know what a 3-gen is. The problem is I didn't even know it was a 3-gen before the killer told me about it in the end-game chat. How do you counter a 3 gen if it takes forever to find any gen at all?

  • This is why you dodge every lobby with more than one console player.

  • @FengisKawaii said:

    https://forum.deadbydaylight.com/en/discussion/comment/2454662#Comment_2454662

    As of now, the Devs have no means of detecting this cheat (big suprise, I know). It 100% is cheating for an advantage. Note that it´s only useful on certain Killers like Nurse or Blight to remove their lack of FOV during fatigue and an incredibly massive buff for Survivor. Since they can´t detect it (like all the other hacks) you won´t get banned for it.

    You mean the game can't know what resolution it's running in? You mean the game can't know the size of frames it's rendering? Or is it a joke?

  • @ZaroktheImmortal said:

    https://forum.deadbydaylight.com/en/discussion/comment/2454563#Comment_2454563

    If you're going for either of the survivors you're still really tunneling. So it's kind of fair that they use that. If killers didn't tunnel and camp they wouldn't need anti tunneling and camping perks.

    So, going for the unhooker is tunneling too? Well, I guess soon going after ANY survivor will be "tunneling", and being present on the map will be "camping". Or is it already?

    in BT Comment by Junylar
  • @Aven_Fallen said:

    Can every Killer stop camping and tunneling then? I am nobody who hook-bombs, but I have BT for actual camping Killers. If all Killers please would stop doing that, I will gladly drop BT and use another Perk.

    Please, you know perfectly well BT is not used as defense against tunneling, it's used to toxically bodyblock the killer after the unhook, so that both survivors can get away without taking a hit.

    in BT Comment by Junylar
  • That was your mistake. You don't win by playing nice, at least if you play against SWF. SWF play the game to make killers feel miserable, that's their sole purpose of playing the game. So why would you play nice against a sweatsquad who is here to bully you?

  • You must have never tried the soloQ experience.

  • My favorite killer idea: The Carpenter. His ability is to break undropped pallets and block windows with planks.

  • Nope, he is still one of the weakest killers in the game. One flashlight destroys him completely.

  • @Shroompy said:

    I mean if you dont even try to do anything then yea, dont expect things to happen

    Yeah, because it's the player's fault there is no in-game recording feature in a game in 2021 that has been in games released in 2004 and even earlier, sure.

  • Or, if they were good they could've just cleansed and have their ez win. That's how a game would go against decent SWF.

  • @burt0r said:

    Ah yes let's free the 10 percent of players hit by 5 minute penalties due to server/internet/other crash inducing problems at the cost of having 30-40% (or more) of the player base abusing the fact that there is no penalty at the slightest inconvenience.

    Dying on hook at least gives the killer points and emblem progress while providing a distraction for facecamping killers giving their team at least a little bit of extra time.

    And of course you can provide source of those numbers?

  • You get 1000 bp for unhook even if it wasn't safe. Therefore they want to unhook as soon as possible before any competing teammate can arrive and steal those sweet bloodpoints. You have to lose a hook state for them to earn more. Thank BHVR for rewarding bp for unsafe unhooks: after 5 years they still don't see an issue here.

  • Basement camping Bubba is the only way to counter SWF, so no, it should stay.

  • Please, tell, what build are you using?

  • @Orion said:

    Survivors earn much less Bloodpoints than killers. Survivors on average earn about 2 times less than killers. Survivor analog of BBQ is WGLF, which is by an order of magnitude worse: you have to throw the game to get all 4 tokens with WGLF, while you can get 4 hooks in almost any normal game as the killer, even if you lose the game. Moreover, the base you get to multiply is, as was stated before, much smaller for survivors. It has been like this since the launch, I think, and in 5 years the devs have done nothing to fix this issue: survivors will continue be underpaid for as long as the game will stay around.

    Survivors earn less BP than killers for multiple reasons that can't really be changed.

    • Survivors refuse to cleanse totems. Dull Totems are 1000 BP each, which is a lot for a 14-second interaction. I don't think there are many interactions that give more BP per time spent, other than cleansing Hex Totems (1500 BP, if memory serves). In fact, survivors in general seem to refuse to do anything that isn't genrush.
    • Survivors can die, meaning they stop earning BP for that trial. However, that just means they'll earn less BP per trial. Overall, they should earn about the same per unit of time, if they're not complete newbies.

    As for WGLF, your main source of tokens is just performing safe unhooks. If that's "throwing the game" for you, I don't know what to say.

    Finally, the devs have increased survivor point gain a few times, like with the Dull Totems I mentioned. Survivors just don't want to do anything that isn't generators.

    High skill cap killers. We all know no survivor has a chance against a good Nurse, Blight, Huntress or Spirit. There is a skill level upon reaching which the killer becomes literally unstoppable by any survivor team, however good they might be, especially the Nurse. Devs won't change it as they think it's fair: in order to dominate you must spend thousands of hours to learn the killer, and then you deserve your guaranteed wins without limits.

    The Nurse is not "literally unstoppable", by any stretch of the imagination. However, she requires a different playstyle that, like with totems, survivors are unwilling to do. They refuse to learn how to play against her and then claim she's "unstoppable". The same goes for those other killers. They require a different way to play, is all.

    Play as them, learn them, understand them, figure out counters. That's the best advice I can give you if you're struggling.

    The Grind. Yes, this one. The Bloodweb hasn't been reworked since 2016, and now we have 10 times more characters and perks. Since the Bloodweb hasn't been touched for so long and the devs haven't expressed the slightest interest in doing anything, we can only assume it will get worse in the future with new characters and perks.

    The Bloodweb's last change was in September, 2019, with patch 3.2.0. It's when the devs added two perks on every level after 25. In fact, the Bloodweb has had three major changes to help reduce the grind, all documented on the wiki.

    https://deadbydaylight.fandom.com/wiki/Bloodweb#Bloodweb_History

    Queue time difference. There is a huge difference between the survivor queue times and killer queue times, depending on the current time. In general, we have instant killer lobbies in the evening and night, and instant survivor queues in the daytime. There are dozens of good ideas on how to make the difference less drastic that have been proposed, but the devs don't see an issue here. "If you wanna play as killer during daytime - just wait a bit 4Head".

    This is an issue of player population. Some people just don't like to play survivor/killer.

    Imbalance among killers and perks. Some killers will always be by an order of magnitude better than others, some perks will be meta while others will be useless. This is impossible to fix, there are too many of them. Well, the devs could buff rarely used perks from time to time, but they don't do it. So no hope here: No Mither and Monstrous Shrine are stuck at the bottom of the trashcan.

    Many perks have been buffed, even reworked, to become better (although you're right that Monstrous Shrine is utter garbage). However, people tend to stick with their meta perks unless something better comes along. Given how strong survivor meta perks are, I doubt the devs want that power creep.

    As for No Mither, you're missing the point of the perk. It's supposed to be a "hard mode", in a sense, but still provides many benefits.

    I cleanse all the totems I can find. I never find more than 2 without totem detection perks. Even when survivors escape - they still get much less points than the killer that game. Earning more bloodpoints than the killer is a sure mark of merit: it happens only when the killer is much weaker than the survivors or was camping the whole game. About WGLF: how often do you get 4 safe unhooks in the same game? Everyone who tried running this perk knows you have to get "protection hits" to get 4 stacks, and the most sure way to do it is giving yourself to the killer. I don't understand what you are trying to prove here: that survivors earning less bp than killers is survivors' fault?

    The Nurse is not "literally unstoppable", by any stretch of the imagination. However, she requires a different playstyle that, like with totems, survivors are unwilling to do.

    So nurse being able to teleport and ignore the only means survivors have to survive is once again survivors' fault, interesting.

    In fact, the Bloodweb has had three major changes to help reduce the grind, all documented on the wiki.

    Those changes are comical. The grind is still there and it's still enormous. A lot of good changes have been suggested to actually reduce the grind, like removing perk tiers or allowing to sell addons and offerings, and all of these suggestions have been going to the void. They did minuscule changes to make it seem like they did something, while leaving the problem unfixed.

    This is an issue of player population. Some people just don't like to play survivor/killer.

    I guess you just decided to skip the part about "good community's ideas to ease the problem the devs have ignored".

    Many perks have been buffed, even reworked, to become better (although you're right that Monstrous Shrine is utter garbage). However, people tend to stick with their meta perks unless something better comes along.

    So? There is a good thread nearby about decent perks nerfed to the ground after PTB. Most perks remain useless forever. The meta stays because all the other perks are trash, and the situation barely changed since 2016. The only major changes in meta happen when they released perks that are currently in the meta. That is: no meta perk has ever left meta, no non-meta perk has ever joined meta. Perks are either born meta, or are doomed to remain out of it forever. The same goes for trash-tier perks: I don't remember any perk that had been considered completely useless getting a buff that would transcend it to at least "decent tier", other than Left Behind (even though it's still almost never used), but the perks that used to be good or decent and then were nerfed to the point nobody is using them anymore are countless.

    As for No Mither, you're missing the point of the perk. It's supposed to be a "hard mode"

    No, I'm not missing the point then. I always knew its point was to make the game harder for the survivor, making this perk worse than an empty perk slot.

  • Just stop caring about the ranks and all your stress will go away.

  • Not so sure about pallets, but I definitely get stunned by Head On in like 3 meters away from a locker. Head on stun hitbox is several times larger than the locker itself.

  • This is why I almost always play without addons and items. I guess this is why I can't get higher than green ranks on surv and purple ranks on killer.

  • Now you can bet they will nerf it so that it doesn't work with the box. That Coup de Grace nerf shows killers are not allowed to have useful perks except slowdowns.

  • Oh, I got it. It's the "popularity in memes" tier list!

  • @The_BiggCheeze said:

    https://forum.deadbydaylight.com/en/discussion/comment/2444980#Comment_2444980

    Oh trust me, I did. This is unacceptable and I hope the devs take the appropriate action

    Are you planning on uploading it somewhere? I would love to see a 1.5 hour dbd game.

  • Old killers don't bring the monies, new chapters bring the monies. There is a bug in the game which has lasted for as long as I remember, and probably even longer: that "iron will on the ground" bug, which makes survivors silent when they are in the dying state. And it hasn't been fixed after all these years: I experienced it today. And you are talking about balance, funny! So no, 98% of their resources will continue to work on new chapters and cosmetics, because it's the main source of profit for them.

  • Of course killers have to pick sweaty builds anticipating SWF. It's not like there are two separate queues for playing against SWF and solo survivors. And that "occasionally playing against SWF sweat squad" means literally 8 games out of 10. Most killers don't even check if the survivors in the lobby are in SWF because it takes too much time and effort and most of the time it is indeed SWF, so they just assume every lobby is SWF and play accordingly. I don't see any "hypocrisy" here, it's just SWF are breaking the game apart.

  • @miketheratguy said:

    How would they implement this though? There's no way the game can tell if someone's chatting through Discord or whatever.

    I'm pretty sure the game can tell who joined via the SWF lobby.

  • @NomiNomad said:

    The shock has to be properly timed to do anything, and I'm pretty sure latency can affect it too. If it's not timed right, it doesn't do much.

    How to know what timing is correct? I thought when they scream the "immobilization" is started at that moment, but that survivor screamed and proceeded to vaulting right after that. It looked like a proper shock, and yet he was able to vault without limits.

  • I thought we already had Spirit...

  • The same as with totems and gates: it's RNG that can be survivor favored or killer favored. The spawns can as well make all 4 survivors spawn in one room inside the killer's TR.

  • I know about tunneling, it doesn't work either. Since SWF see 100% of the map every second, they will just hide those of them who have some hooks on the other side of the map, and you won't be able to find them again because they always know there the killer is.

    About camping: is there any way to actually secure a kill with this? I mean is there any way to camp so that they won't be able to complete the unhook animation?

  • They say it about every new chapter perk. I remember how Power Struggle was going to become meta, how fixated and inner strength were going to become meta (tru3 was betting on it, lol), how pursuer was going to become meta, etc... And still the meta hasn't changes for 4 years: DS BT UB DH SB IW for survivors and 4 slowdown perks (or 3 slowdown + BBQ) for killers.

  • @Yatol said:

    they care

    Yup, the amount of perk changes in PTB shows it perfectly.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2441956#Comment_2441956

    Whataboutism at its finest.

    Though, information sharing isn't anything. Yes it'll make any team coordinated but they need to be decent players alone or else you'll still win, least in my own personal experience.

    How do you counter it? Simple, play better and prey on the overaltruism. How do you counter a tournament squad? You don't. You hope BHVR finally buffs solo basekit so they can give killers buffs across the board.

    Whataboutism started with comparing an information perk with a several-extra-lives-per-trial perk.

    How do you counter Tinkerer? Simple, play better and prey on the killer being too far away.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2441935#Comment_2441935

    The Undetectable isn't the good part of Tinkerer, it's the information.

    Information, huh? Then try to explain how the killer is supposed to counter all the information sharing via comms in SWFs?

  • There is no such thing as " survivor vs killer balance", since there are two drastically different types of survivors: soloQ and SWF. In general any competent SWF will stomp any competent killer, unless the killer's skill is by an order of magnitude higher that that of SWF. And any competent killer will stomp any competent soloQ survivors, unless their skill level is by an order of magnitude higher than that of the killer. So there is an abyss worth two orders of magnitude of skill difference between soloQ and SWF. There is no way a "survivor-killer balance" can even be defined in this game, you can only define "soloQ-killer balance" and "killer-SWF balance", only those separately can make any sense.

  • Spine Chill counters Tinkerer fine. SWF counters it even better.

  • It's funny how NOED is so special you have to make an explicit exception just for this one perk. Really shows how fair and balanced it actually is.

  • If you think survivors are strong - try playing soloQ survivor sometime.

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/274288/idea-how-to-make-chat-a-little-bit-nicer

    Oh my god no. This game is for adults, there is no need for any of this. Just ignore them or make fun of them like everyone else.

    I would rather have option to disable that filter, because it is really bad.

    That's not the point. Of course the filter should go too, I'm not even talking about it.

  • I keep coming to this thread for all the jokes.

  • The pip system never made any sense. Survivors depip for escaping too quick, killers depip for wiping the floor with survivors. Entity displeased, because it didn't get a great show to view, I guess.

  • If the in-game report button is a placebo, I don't think there is any chance this thing is not.

  • @MadmegMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2438783#Comment_2438783

    Yeah your just bad at killer if dead hard is a problem for u. Git gud

    Yeah your just bad at survivor if dead hard is broken for u. Git gud

  • With the current amount of perks waiting for just one specific perk in the shrine will take years, not to mentions 9 specific perks. I've been waiting for "Make your choice" to appear there for 2 years already, still haven't seen it there. They need to rework the shrine (with bloodweb, of course) to make it refresh once a day or something. Right now it's only useful to brand new players, for all the others it always goes like "trash, got it, got it, trash".

  • It's only hard as killer if the survivors have 10000 hours in the game and know all the god loops there, otherwise they die one after another like flies since if you don't know the secrets of the god loops - you are doomed to die around a car or under the bushes somewhere.

  • Unfortunately all the map budget went on RPD, so you'll have to enjoy it instead.

  • @Hippie said:

    https://forum.deadbydaylight.com/en/discussion/comment/2438783#Comment_2438783

    I think Dead Hard is perfectly balanced right now, with the exception of the Lack Of Server Hit Validation causing me to end up exhausted on the ground when I use it sometimes. It can easily be countered by walking up behind the person instead of swinging from a distance, and it is only useable while injured (unlike every other exhaustion perk, which can be used whether you are injured or healthy).

    Sometimes when I go for a single tap instead of a lunge they still somehow avoid getting hit, even though they are not supposed to. So yeah, DH actually works much better than intended.

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