Junylar
Junylar
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- Junylar
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It's a joke thread. One OP bully perk and one impossible to trigger with absolutely useless effect, just like BHVR likes to release them.
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For a moment I thought it was a joke thread, and you meant there was some kind of heated "us vs them" argument going on, not literally.
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Sounds like a perk that would warrant hard tunneling for the user. It's obnoxious to be stunned time after time on its own, prolonging the stun would just make any killer miserable. Add to it chain flashlights and there you are, sitting in spectator and waiting to yell at the killer in the end-game chat for tunneling and camping you out of the game.
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Unless you are a high mobility killer, it's either this, or 5 gens popping while the camera is still rotation around your character at the start of the trial (if you are matched against SWF, which is almost guaranteed).
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That's the life cycle of a typical new killer in DbD. A new killer gets released in a new chapter → The killer is absolutely broken OP → This ez win factory boosts sales of the chapter to the moon → After half a year, when the sales eventually drop to the average, that killer gets nerfed to oblivion, in anticipation for the new blockbuster. So just you wait for the new killer, those two will get Skull Merchant treatment after a while and you won't find them anymore. For now, just let the precious customers enjoy their fairly purchased ez wins, or buy The Ghoul yourself for a good few evenings of enjoyable victories and survivor salt.
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Bond is more reliable, and you don't usually need to see teammates on the other side of the map. But both should be basekit for soloQ survivors for years already, too bad content creators don't bring this up often enough for BHVR to do anything.
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@UUolf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4036996#Comment_4036996
new survivor asian girl whatveer her name is, and the karasue are both pretty unintersting. ngl. expected a lot better with the karasue. been a thing in horror games for a long time and dbd finally adds it and all she really does is fly, and shoot goop while in human form…………….. yikes.
the unknown chapter was great though. sable good, unknown great. lore wise specifically. gameplay isnt bad either.
Well, at least the new Quality of Life Initiative "chapter" finally fixed most of the game's problems and made it much better overall!
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@OmegaXII said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4037502#Comment_4037502
Even good survivors have to watch and react to Killer's movement, and they're bound to make mistake.
But not for this guy. I can tell every single time he moved exactly the opposite of where I'm heading, and I can't even see the backside of him unless I brute-force the loop 3 circles. Then, he ran into the walls for no reason, and that's how I actually got him.
An extremely good survivor who can predict every single moves of killer won't ran into walls. And add to the fact he hide his name, it's really suspicious.
All those suspicions could easily be confirmed or denied by reviewing a demo of the game. Too bad we lost the technology of 1990s and can't record demos in a multiplayer game anymore. Basic server validation, which could make most of the hacks completely impossible forever, is also lost somewhere there.
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@AbsolutGrndZer0 said:
I love how nearly everyone (likely most if not all of them are survivor mains) act as if killer mains don't play the game ourselves. Did many of the so-called "influencers" say the same things we were seeing? Yes. Does that mean that they we were just listening to them? No. But, they have the voice we do not.
I am a P100 Pig main. Even before the first "influencer" video went up, I was against the 9.2 BS and the more videos I watched, the more I didn't hear anything I didn't already notice and think myself.OP is asking for the exact reason, and this reason seems indeed to be content creators, even thought they happened to be reasonable in this case. For example, when the devs announced the "go next" prevention system, the community was also generally against it, as it was obvious how badly it would backfire, but not enough content creators decided to voice their concerns, and so the system went live. If in the case of anti-camp/slug the same had happened and content creators hadn't pushed hard enough, those changes would be already live too. So yeah, the creators decide what feedback gets to the devs and what doesn't.
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@terumisan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4037159#Comment_4037159
i do my best to stomp the flashy savers but if it's the coordinated swf it's extremely difficult
A hard-tunneling Lightborn Nurse a day keeps the flashlight bully squad away
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No, this game is not going to die while there is no competition on the market. This playerbase has endured worse things in the past, because players don't have any choice: there is no other game like this that is alive. How many cheaters do you need to encounter in order to uninstall for at least a year? Not to complain in anger, but to actually quit playing?
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I never bring flashlights, yet it doesn't stop me from being tunneled. I rarely tunnel, yet it doesn't stop the survivors from being toxic. There is only one moral rule in this game: always assume the enemy is toxic, or be disappointed. It's better to receive salt for hard tunneling than to be mocked after playing "fair".
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Well, if you don't like this game, then why don't you move on and play some other asymmetrical multiplayer game like DbD? Oh, right, you can't, it's the only one alive. As long as there is no competition, and the situation stays like with those cable men from that South Park episode, nothing will change, and you know why.
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@Skittlesthehusky said:
unfortunately it's a rat race when it comes to cheating. i believe even if they did somehow come around to investing the money into a better anti-cheat solution, reverse engineering will always exist and someone will always find a way around it.
if it's man-made, it's hackable. that's the rule with all technology that we've made as a species. this still doesn't really excuse the fact that there doesn't seem to even be a visible effort to confront these issues outside of the reporting system. sadly it feels as if BHVR's interests are entirely elsewhere at this point. part of this is why i don't really play pubs as frequently as i used to and stick almost entirely to custom games.
it reminds me of older multiplayer games where cheaters would intentionally grief servers until everyone left. i do miss when modding and hacking was done for fun and amusement through absurdity rather than solely gaining an advantage or making someone's experience miserable.
unfortunately it's a rat race when it comes to cheating
Only when it comes to client-sided cheats, like wallhacks, aimbots, etc. When it comes to things like speedhack, insta gens, game hostages, self-revive, etc., where you can validate an action against the game state, you don't even need anti-cheat, it's permanently fixable with server validation, as it's done in any other multiplayer game where such cheats are impossible. This commonplace ignorance about what server validation is and how these two kinds of cheats are fundamentally different is the main reason why the playerbase underestimates DbD's vulnerability to cheats (and lack of effort to fix it). People just say "well you can't win against cheaters, it's back and forth, mmmkay", but you actually can, server validation makes speedhack impossible once and forever.
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The funniest thing is that you don't even need anti-cheat to combat those kind of cheats. Every game with a proper client-server architecture validates every client action, and if a client says "this player now runs with 200% speed with no reason", the server just denies this input and it doesn't happen in the game. Even the oldest Minecraft server versions automatically kicked players who were flying or running too fast. DbD is the only modern multiplayer game I know of that does not validate client actions, hence all those cheats which are impossible in any other game. Anticheat is used for the remaining, impossible to properly server-validate cheats, like aimbot and wallhack.
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@TheVarietyKiller said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4035993#Comment_4035993
simply, it’s been killer matches. Mostly losses, the occasional 3k. I have had a lot more Gen rushing, hyperfocus/stakeout users and Finnese/Lithe users than I would like.
but most of my survivor matches are wins, unless I get camped during the endgame collapse by a Ghostface (weirdly, it’s happened multiple times)most of my survivor matches are wins
So you mostly play SWF? Because I can't believe anyone can play soloQ and win consistently.
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Indeed, especially the recently added OP god loops on maps like Swamp, where there is only one stone on one side and nothing on the other side. With this loop the survivor can easily make 10 loops within the same time it would take to make 2-3 loops on regular tiles. Survivors can even mindgame there, like switching between going through the pallet or going around the pallet, which wastes even more of the killer's time. I think pallets should be removed altogether, as an outdated mechanic from 2016. After all, a skilled survivor doesn't need pallets to juke the killer: I'm playing nurse and survivors don't even use the pallets to dodge me, they are this excessive!
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They changed it, so now the killer has a greater grace period, and it starts filling much slower, only gaining speed with continuous filling. Allegedly, it is compensated by increased speed at the higher rates, so if the killer just facecamps you without leaving the radius, it will fill up faster than it did before. If the killer proxycamps, though, enters and leaves the camping radius, it will barely move. It was done because, as we all know, proxycamping is nearly nonexistent in the game, while the main problem is face camping, where killers don't move an inch, so the devs addressed the more pressing issue. I hope next time they do something about these annoying hatch standoffs and machinegun meta as well.
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Do unto other as others have done unto you in the previous trials.
Thats my rule.
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According to the design philosophy of the game, the main role of the killer is to entertain survivors, and the killer can't quit until every survivor is properly entertained. So it's obvious why the killer can't abandon during EGC, because this way survivors lose a mandatory end-game teabagging session, which is an important part of the event program. However, the killer can abandon when all survivors have already abandoned or DC'd, because there are no more customers remaining to entertain and the killer can no longer serve their function.
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If they get 4 gens done while the killer still has 2 hooks, the killer probably already gave up at the 2nd gen and is standing in a corner anyway.
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I can confirm this. This also happened to me, and as with everyone else, ONLY when I was wiping the floor with survivors. The fact that it only happens to killers when they are winning seems to be a general pattern, and can be safely assumed to be a new exploit used by cheaters to crash servers. So next time you play killer, try not to win too hard, lest the server gets crashed by a "subtle" cheater from the opposing team.
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3752878#Comment_3752878
Flying was patched for a LONG time, so was instantly popping gens, etc.
You have to remember that this is a game where movement speeds often change drastically. There are times where a Survivor will be running at 150% of their normal speed pretty often throughout a game. You can't prevent every instance of a Survivor going fast, because Survivors are sometimes supposed go fast.
This is compared to TF2, where movement speeds rarely change, and the hard cap for movement speed is not that far from a Merc's general walking speed. The absolute fastest a Merc can move is 520 hammer units per second, and only Scout can achieve that movement speed physically. Most TF2 Cheaters use Sniper, for obvious reasons.
There are legitimate reasons where a Survivor will move at over 200% of their movement speed, such as getting hit when activating an exhaustion perk. A blanket speed cap wouldn't necessarily be appropriate, and any movement speed cap won't really do anything practically as a Survivor moving at 150% speed is practically uncatchable by normal means anyway.
You can't prevent every instance of a Survivor going fast, because Survivors are sometimes supposed go fast.
But you can check the source of the speed boost, like whether the player or his teammates have activated a perk that would grant it. If the source of the speed boost contradicts the server state, that is the server's version of what should be happening, then the speed boost must be denied. If a player tries to activate a perk they don't have or that should not be possible to activate under the circumstances - the perk activation must be denied.
The absolute fastest a Merc can move is 520 hammer units per second, and only Scout can achieve that movement speed physically.
TF2 also has a lot of legitimate speed boosts, such as boost from Demoknight's weapons, from a friendly Disciplinary Action, Banner buff, or being pushed by an enemy blast or shot. All of these events would accelerate a player, and yet cheats absolutely cannot simulate any of that.
A blanket speed cap wouldn't necessarily be appropriate
That's why I'm not talking about a speed cap, but about server validation of every player action, like checking whether the player physically can do what the client is trying to do. The sever has it's own game state, which should be the absolute truth for the game, and clients send inputs to say what they try to do with their players. There must be logic to check which moves are legitimate and which are not, that is what server validation does. Imagine a chess server that would check player client's declared moves against the rules of chess, to see which of them are legal, and discard every illegal move attempt. Obviously, checking every "move" in more complex games like DbD is much more difficult, but never impossible, and other multiplayer games implement it successfully.
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3752819#Comment_3752819
We do have server-side validation and cheat protection though? We have had it for a long time.
A lot of cheats that worked in the past are no longer a thing, but those protections may eventually get bypassed. That's just how anticheats work, it's an arms race. Someone makes a cheat, you introduce a fix, they either bypass the fix or make a new cheat, repeat for all eternity (or as long as the game is actively developed for, at least).
With server validation, cheats like speedhacks and other ones that mess with the physical world of the game would be impossible. But they still work in DbD, so no server validation for player speed and other important variables. And it's not an "arms race" in this case, with server validation of player speed speedhacks become impossible forever, unless the cheater hacks directly into the server. Not "harder to implement", but completely theoretically impossible. You will never meet a speedhacker in, say, TF2 (game abandoned for many years and heavily ridden with cheaters, usually sniper bots), because the server validation makes it completely impossible for such cheats to work. The sniper bots there will head shot you in one frame, but they still well walk with normal speed. The only things that theoretically can't be server validated are player inputs (aimbot) and client optimization abuses (wallhack), this is why these kinds of cheats are always possible and therefore can be called an "arms race" against the anticheat. But speedhacking, flying, match flow manipulations, game crashes and other trash that can be done by cheaters in DbD is pretty much unheard of in games with actual server validation. Please, read what server validation actually is, there is next to none in DbD.
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If your survivor MMR consistently increases with the current 60% kill rate, it means you wiped the floor with quite a number of killers.
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Killer challenge: Hook a few people, down a few more, kick a bunch of gens on the way.
Survivor challenge: While using the perk(s) No Mither and no other perk(s), heal a total of 4 health states while cooperating with other Survivor(s), and then escape through the gates. Complete this challenge in a single trial.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3751294#Comment_3751294
It doesn't happen because of the hatch, it happens because of the unhealthy relationship with the game. The killer is trying to get the 4K, not because it makes any distinction in whether they win or lose (Nor that it matters much for BP at that stage, unless the killer camped/tunnelled/slugged, but if they did that, they clearly don't care about BP), but because they've either set themselves an unreasonable standard, or they really want the last survivor to lose.
Objectively speaking, there's no reason not to.
Except the frustrations you lay out here are plenty reason not to do this. I don't do these hatch stand-offs, I don't slug for the 4K, and none of this is a problem for me. I just hook the third survivor and go looking for the hatch. If I find it first, I close it and go into EGC. If the survivor finds it first, they escape and I win anyway.
The problem with the hatch here is an entirely self-inflicted one. Nothing but you is making it a problem.
Nope, killers go for 4k precisely because they want to win. 3k might be considered a win by the devs, but it still always feels like a loss, unless the escape is you deliberately giving the hatch to the last survivor. Tbagging at the hatch with following "ez" in the chat would not happen if the killer didn't consider 3k as a loss and the survivor didn't consider hatch escape as a win. So yeah, anything but 4k or 3k with hatch given is a loss for the killer, it's just how the game feels for both sides.
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A survivor glues to a gen and refuses to let go until they are grabbed and hooked. After unhook they proceed to do the same, and then one more time. Your move? Report players for doing gens?
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Had the same happen long ago as a Wraith. Still sure it's cheaters who have this ability to "dodge" killers they don't like this way.
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@AggressiveFTW said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3751906#Comment_3751906
Do you have any ideas on how to not run out of them? Do you need to add more side objectives or something completely different? I think Vecna is one of the more fun ones we have. Fun gameplay on both sides imo, very interactive.
League of Legends is a game with EXTREMELY many playable characters and still, they seem to make many of them pretty unique. How is that possible with it's simple layout? Being hovered over the characters, not in first person.
Do you have any ideas on how to not run out of them?
Even if I had, I don't get payed with game designer's salary for coming up with them. BHVR has a whole battalion of specially trained people to solve these problems.
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@Yharwick said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3751902#Comment_3751902
I have never seen a SWF use Borrowed Time tbh and I doubt Babysitter will be much different. They tend to be over altruistic more in terms of overly relying on flashlights and sabotages (which I'm still waiting for the sabo apocalypse this forum promised me was coming) in my experience which in some ways makes them easier to go against than soloQ just in terms of knowing what expect.
You haven't seen much Borrowed Time lately because they made this perk basekit. And the new Babysitter is insane, it gives half a minute of unconditional speedhack which lets you outrun every killer without a movement ability (and to be completely immune to a Nurse). It's scary to even imagine what coordinated SWFs will now start doing with it, especially combined with OTR and DS.
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Getting hit through a window when you definitely shouldn't has always been a thing. One of the reasons why I hate playing survivor and a frequent reason for the 4% strat to be applied.
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They already ran out of ideas. Oni is Billy with better collisions but an extra condition for the power. Chucky is Blight, but without the requirement to bump into a wall. Trickster is Huntress, with more hatchets, but with less damage. Xenomorph is the Dredge, but with tunnels instead of lockers and with the whip of the Nemesis, and the Dredge itself is the reworked Freddy, but with lockers instead of gens.
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The game is, and has always been, SWF-sided.
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@Yharwick said:
My favorite threads demanding buffs/nerfs are the kind who's only evidence is "it's obvious, just trust me". Really making your case there.
In any case no they're not overpowered in anyway they're just a prerequisite to making soloQ tolerable.
Yes, and they will be abused by SWFs. Like everything the devs do, when they try to help soloQ, they end up overbuffing SWFs, and whenever they buff killers - they end up destroying soloQ players. This is why it's pointless to fix the balance until the soloQ vs SWF disparity is addressed.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3751632#Comment_3751632
But if you hard tunnel one person then 3 other guys are doing generators, you are intensifying the issue by not spreading pressure... The best thing to do is to chase 2 people while switching between them... Let me explain.
You hook Survivor A, then you go for Survivor B, meanwhile A gets unhooked and healed, therefore two other survivors are busy. You now hook survivor B and go back for survivor A and so on until both are dead and then you basically won the game, this way you don't get affected by anti tunnel perks in the best case and you spread pressure.
If you hard tunnel one person and ignore the unhooker then you will just have 3 people on generators the entire time while you eat DS and OTR like it is a Burger... You also miss the opportunity to go for the weak link. The reason why they tunnel in comp is because anti tunnel perks are limited there, they cannot happen twice, that is however a thing in normal matches, which is why it is not comparable to our situation...
Practice tells that if you hard tunnel one person while losing 3 gens, it's generally worth it, because playing 1v3 at 2 gens is much easier that playing 1v4 at basically any number of gens. If you are decent and play as a mobile killer, you will be able to finish the survivor while eating all their OTR's and DS's, that's why tunneling still worked well even with all those perks. The new Babysitter, on the other hand, gives the survivor an unconditional speedhack for half a minute, which you won't be able to swallow anymore. Now the whole paradigm is falling apart, and the only reliable counter against decent SWFs stops working.
You don't have to tell me how the pressure works. I know it well, the highest pressure a killer can achieve is 3 people busy not doing gens. It goes like this: you hook a survivor, chase another one, and a third one is going for unhook and heal. So, 3 people not doing gens. That's how you play once one survivor is out of the game. If the 4th survivor is still alive, they will be pushing gens while you are juggling survivors. And if they are good, they will do it for long enough to finish the gens.
Your example with targeting 2 survivor usually works well, but only against SWFs who are not coordinated enough to counter that. If they are good, once one of their teammate is on the death hook, you will not be seeing that survivor until the end of the trial. They will force you to rotate them, basically spreading hooks, so that the total rotation of 8 hooks gives them more than enough time to finish all the gens. And hiding one dead on hook teammate when you are rotating hooks even just between 2 survivors is much easier than if you are focusing one player, because the dead on hook survivor will not go for unhook and for aggro attraction, you will lose them and probably never find them again until they tbag you at the gates.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3751639#Comment_3751639
It's not that 'not all swf are that good' it's that there's a reality that no one is perfect and everyone is defeatable.
I don't give one single crap about comp DbD. Partly because there are limitations on both sides, but mostly because it's the most boring gameplay I've ever seen. I want fun games, as do most people who play them in their free time.
The people who play games in their free time to win shouldn't be surprised when they start getting opponents who also want to win.
But even at the top, max level, survivor teams still lose. Comp tournaments defeat them, and you can watch hens, team eternal, or other really good teams play public and they're not going to win every game either, even with no restrictions.
The max win steak for 4 man is, I believe about 240 in a row or so. And that was a comp team specifically going as far as they could to set the record. For reference, that's on par with the trapper win steak, and blight broke 2000. So even in public, no holds barred matches, killers are more unstoppable at the top end than survivors are.
More to the point, people who tend to think they're 'high MMR' aren't. They're just going against people with more skill than they are. It doesn't take a lot for some people to hit their peak and blame anything and everything on something else.
You seem to be obsessed with winning, and also seen to be obsessed with the idea that a 4 man swf is completely unstoppable. So maybe you should join the discord and get a 4 man group going. You'll see very quickly how that plays out.
But since that would require you to both play as survivor, and challenge your core belief that SWF is the devil, that will likely never happen.
But since that would require you to both play as survivor, and challenge
your core belief that SWF is the devil, that will likely never happen.Ah, finally, that "you are just a killer main" gotcha. Sure, but everyone here already knows that I play both roles, and I used to play survivor much more than killer, mainly because killer queues are usually longer. Later, though, indeed I try to play killer more, but only because soloQ survivor is as completely hopeless experience. But anyway, telling me I am wrong because I'm a "killer main", even though I'm clearly not, is not a constructive argument. Moreover, I can use the same ad hominem against you and just say "you are just a SWF-main" and be done with it.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3751625#Comment_3751625
You're using comp rules to justify playing public matches.
I started by talking about spreading pressure, which is not only a valid tactic, but it was also the meta for how the game was played before 6.1... with old dead hard, old iron will, old DS. So in the current climate, it's still 100% valid for gameplay, especially since I play to spread pressure and still win a large number of my games.
You seem to be of the opinion that swf is unbeatable, and that's simply not true. Even at the 'top level' a full 4 man swf is only escaping 48% of the time, and losing more than they win. In general, 4-man swf is only escaping 43% of the time.
I provided comp games as an example of how things go at the top level. The highest amount of pressure a killer can apply is to keep 3 survivors busy, not 4, unless they screw up badly. So however good you might be playing as the killer, there will always be the 4th survivor slamming gens, and if the survivors are good, they will rotate you for long enough to finish all 5 gens. That's why if the survivors know what they are doing, hook spreading equalizes to 4 escapes. It doesn't take a comp team to coordinate gens and know how to loop and rotate the killer among the team. The fact that in comp it's 100% tunneling and camping just shows what the game turns into when all the players are at the top of the skill ceiling, just the pure and crystalized skill looks like this, and it tells a lot about the game balance.
And once again, all your argument can be summed up as "not all SWFs are that good", so basically the killer is supposed to just hope the SWF they deal with is indeed "not that good". You still never said anything about what to do if the team is actually good and you can't tunnel, because even comp tier killers can't provide a solution to this problem.
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3751623#Comment_3751623
You're arguing with someone who defends on bullying innocent people, because someone else bullied them. May I suggest you to stop there?
And of course if you are asked to provide any proof of that, you will just disappear, like you always do. Not to mention this topic is completely irrelevant here.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3751625#Comment_3751625
You still seem to be unable to tell good swf and comp swf apart... That is quite a big deal though...
Also no, not all anti tunnel perks are banned, they are just limited in the amount…
Good SWFs can rush gens in a few minutes unless you tunnel one of them out as soon as possible. This applies for both comp teams and ordinary SWFs with good coordination, since coordinated gen spread is not an exclusively comp level skill.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3751625#Comment_3751625
Glad that 99% of the players here dont play comp and therefore all your yapping is irrelevant for them.
With that kind of "constructive discussion" you might not even bother saying anything to me, I will just continue to ignore you.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3751613#Comment_3751613
Other things exist, like playing for fun, or even playing to improve your own gameplay.
Anyone complaining that the other side is sweating doesn't want to play comp. That's the definition of competitive play.
Nobody is complaining about anyone sweating here, you are missing the point. In comp 100% of killers have to tunnel, since it's the only way to win against a good SWF. And in comp all anti-tunnel perks are banned and there are severe restrictions on what builds survivors are allowed to take, so if they played with public rules without any perk and item restrictions, every comp game would end up with just 0-2 hooks in total.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3751613#Comment_3751613
You seem to have problems keeping the words swf and comp players apart... So let me help you...
SWF just means a group of people queuing up together for a match, there can be 2 or 3 or 4 people in such a group, they can but don't have to use communication, for example discord and they can but don't have to play super chill or try to win.
Comp players on the other hand mainly play custom games to improve and scrim against other comp players or do 1v1,they barely play public matches unless they stream and barely go into public matches as a 4 men group.
Normal queue is not comp, there are no restrictions for items, offerings, addons or maps and those two groups of players tend to be seperat, comp players usually don't play in public queue as a 4men squad and swf don't usually play in tournaments.
I hope this helped, I am always glad to help newer players understand the dbd terminology :)
The whole your argument is "not all SWFs are good", without saying anything about how to counter those SWFs that are actually good without tunneling. So what you are basically saying is that if a killer encounters a 4man with at least somewhat decent coordination and skill level in a public game, where there are no bans for anti-tunnel perks, the killer has no other option but to stand AFK and hope that the next SWF will be chill and won't try to win?
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@AmpersandUnderscore said:
Apply map pressure.
I know this is a foreign concept to a disturbingly large number of people anymore, but if you actually leave the hook and go after survivors doing gens the gens will not only get interrupted, but more than 1 or 2 survivors will be forced to spend their limited actions on chase, rescue, recovery, and being on hook.
If you only tunnel, you're leaving at least 2-3 survivors completely alone to do whatever they want (it's gens).
Someone never watched comp games and has no idea about the only way a killer can counter a decent SWF.
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@Rudjohns said:
Just don't tunnel
So whenever you play against SWF, you are supposed to stand AFK for the whole trial? Because you can't win against SWFs without tunneling.
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@HamsterEnjoyer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3751373#Comment_3751373
literally read his lore. Him and Yun-Jin are all about ‘the sides of people you’ll never know’ he’s a murderer who picks his victims from a pool that’s seemingly never ending while maintaining a cover that forever keeps him away from crosshairs because of his beloved status as a celebrity. This topic isn’t about Trickster however and about the de-evolution of DBD directly turning away from horror in favor of money and becoming the next Fortnite
So there is "horror" in his lore, but nowhere else about him? By this logic they can freely add SpongeBob, I'm sure he had a couple of "scary" episodes.
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@jezebelthenun said:
Firellius, I was going to say this too. 3k is a win. Sweating/slugging for 4 is ego.
3k might be officially a win, but it still feels like a loss. Especially when the last survivor looped you for half a game and BM'd you at the end, they will be sure to tbag you at the hatch and say "ez noob killer" in the end-game chat. So yeah, sweating for 4k is worth to avoid this humiliating defeat.
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@HamsterEnjoyer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750506#Comment_3750506
trickster is still heavily rooted in horror. Lara is an action video game character 👍🏽
just because a character occasionally fights a ‘zombie’ doesn’t mean they’re horror centric or rooted in horrorHow is he rooted in horror? Someone can find this piece of fanservice scary?
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Knowing BHVR and the current anniversary overall, it will most likely be one event currency point to one bloodpoint.
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@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/418867/the-hacker-counts-are-rising-again
Keep reporting them, best thing to do. They tend to ban in huge waves, as they figure out how it's being done and patch up those holes.
I hope some day their reporting system gets more streamlined and user friendly. Our Switch cousins cannot even record their matches anymore, dunno what they're even supposed to do.
Even the ban waves are mostly a placebo, because since the free giveaway on EGS cheaters use a virtually unlimited supply of free new accounts. That's why 99% of cheaters you encounter now are on EGS.