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JustAnotherNewbie

JustAnotherNewbie

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  • The thing that would make soloq better would be to split into casual and sweaty first of all, I am not sure if most people want this. So you don't get players doing their challenges running No Mither or Left Behind and any selfish perk and play selfish to get hatch. You also won't likely get as many people doing Flashlight plays with their mate, although you can't really force them to stop but perhaps it will limit them from doing that in a serious mode.

    Adding a ping system or some sort of communication. The thing that ######### over soloq besides matchmaking is the inability to communicate and orchestrate stuff with your team as well as share information. You can't even see your teammates' perks until the end of the game.


    Making AFK punishable as well as DCing (it is in other games). Idk if they can do something about hook suiciding. But then you might not like this sort of DBD. Personally I'd totally be up for a ping system.

  • Just because you play both doesn't mean you're equally invested in both tbh.

  • @Uxoxe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480407#Comment_3480407

    That is very annoying, as a survivor, to have your teammates not try and take chase when you are on death hook.

    Yeah, as well as not using their hook states as resources. Sometimes the guy who is healthy all game just hides and does gens when it's safe but never tries to take the focus away from the other team members and you're stuck getting tunneled cause essentially the killer has only seen 3 people the whole match.

  • @JohnWick1654 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480195#Comment_3480195

    you need hooks and chases to pip, tunneling actually loses you some emblem progress

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480203#Comment_3480203

    actually, if survivors understood the beauty of doing their job the game would be more fun,

    because tell me what's more fun:

    • chasing the killer for a while, getting downed, hooked, and eventually unhooked - 0 gens popped, barely any progress
    • chasing the killer for a while, getting downed, hooked, and eventually unhooked - at least 1 gen pop or about to, or huge gen progress, varying by the playstyle of killer ofc

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480219#Comment_3480219

    find survivor that's doing gens because it's one of their Emblem objectives?

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480226#Comment_3480226

    really? because if I remember back in 2018, 2019, 2020, 2021, 2022, the game felt a lot better back then, at least compared to current gameplay feel with the event going on..

    There are survivors who don't care about winning. What you are describing is not the fun part of the game only, it's having both fun and winning/progressing the game. Some survivors find fun only in playing with their duo and blinding/flashlight saving each other. They don't care if it's to the detriment of their team. Maybe if their mate dies they also DC so they can enter another game. For them that is pure fun.


    That's basically the point I am making. You can ask for players to play for fun and you'll get teammates as the ones illustrated above and maybe nicer killers who don't tunnel and camp (and they wouldn't feel the need to if more people played like the teammates with the flashlights, because 3k would be easy peasy). If you actually want to win then you're at odds already with the guys bringing flashlights and chasing the killer. I doubt you would enjoy getting them as teammates.


    Basically you are not looking for a "fun" experience, you are looking for a way to make the game more "fun" in the sort of way YOU subjectively see as fun. Which is basically, why do killers try too much and why don't survivors try hard enough? But if you read around you'll see lots of people who find survivor fun (especially if it's killer replies) because it's chill and not stressful (which means they like not having to try hard enough).


    I understand you find it more fun when you somewhat try hard (but not enough to run the most meta/broken stuff on survivor and play 4man SWF) instead of goofing around and not caring about the end result. Your way of having "fun" though is not universal unfortunately, although I think it's the most common one.


    As for the game being more fun in the past, all games get stale the more you play them. And if you adjust to how a game it's played maybe that game gets changed and what you knew doesn't work anymore and you feel washed up and can't keep up (I know I feel like that with League of Legends nowadays). And this being the event also means there are people coming back who have dropped the game for some time and play in a less than favorable way or efficient way. (maybe back when they played killers weren't as cutthroat and they could win games just fine even if they spent 5 mins goofing around or something).

  • @HugTechLover said:

    It’s literally a guaranteed win. Would you rather face that team or a 4xBNP gen jockey team?

    But at least you can hook them unlike those dirty Boil Over bringers. It's not like gen rushers would ever choose to play as stealthily as possible and avoid chases entirely right? (just a little sarcasm)

  • @Uxoxe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/383281/annoying-things-you-do-as-survivor-killer-that-you-find-annoying-when-playing-the-other-side

    Started playing killer recently.

    As a non-tunneling killer, I absolutely hate unhooked survivors using BT to tank a hit.

    Just run off and let me go after the unhooker. You are actually punishing me, as a non-tunneling killer, because I have to waste a hit on you so that you can run off, then I have to wipe my weapon and finally I have to reorient myself to find the unhooker.

    I honestly would prefer built-in BT be removed and DS put in it's place. DS doesn't punish me as a non-tunneling killer.

    My teammates don't tank hit after I unhook them even if I am on death hook and the they have two more hook states left.

  • @Annso_x said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480125#Comment_3480125

    Strong perks that activate while injured are popular right now because healing got gutted, they're not staying injured for MFT & resilience, they're using them because in the current meta survivors don't heal anyway, unless they bring a syringe.

    Also, Hope is busted on its own, the extra 3% from MFT is just for show.

    Perks that include a debuff for you / a buff for your opponent are all unpopular for a reason: they're bad. And most of them don't include a debuff to your main objective. The only one that does (off the top of my head) is Scavenger, and it's only for 30seconds yet it's enough that i've never seen anyone using it. Now, why on earth would anyone use a perk that gives you a whole 15% slowdown when injured, in a sloppy butcher meta, for a mere 3% that you don't even get if you're exhausted ?

    The only scenarios where someone would use it would be in a 4ppl swf where one of them is in charge of looping and doesn't have any intention of doing any gens, or swf on comms where there's a dedicated healer so the survivors are always healthy out of chase. So basically, it wouldn't change anything for organized swf but would absolutely murder the perk for solo q and casual swf, which in my humble opinion is a terrible idea.

    MFT has enough conditions already, the only nerf that wouldn't kill it would be to delete the endurance effect.

    Omg, thank you. All those proposed changes do is make MfT garbage or lock it out for solo survivors, who need the most help anyway.


    I also forget how meta drawback survivor perks are atm (obviously sarcasm): Calm Spirit, Iron Will, Pharmacy, Aftercare, Self-Care, Autodidact, Blood Rush, Object of Obsession, No Mither, Potential Energy and Quick Gambit.

  • @Anti051 said:

    The constant 3% speed should really be attached to 'No Mither' and I completely agree that there is way too much endurance in the game right now. Scoring hits with M1 killers against seasoned survivors can be some tough #########, and having hits (that you busted your ass to get) just straight up not count all over the place is the epitome of lame when playing killer.

    Lol, you just want MfT to be garbage meme tier perk if you have to bring No Mither for it to work. Jesus.

  • @Alionis said:

    As the wiki says, bloodlust is tied to being in an active chase. It takes a couple of seconds of having lost LOS for the chase to stop and thus for bloodlust to start decaying.

    If the game still considers you in a chase, the killer will continue gaining bloodlust.

    The wiki though also says if you walk or crouch, and I am gonna assume you are still in chase, then Bloodlust will not build up. I'm asking if LOS also prevents Bloodlust built up or not.

  • @DredgeyEdgey said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480355#Comment_3480355

    It's not super common but it dose happen and If a surivor is acting like they are a God Pallet. You don't leave God Pallets alive

    Sounds extremely stupid to me, ngl. I could understand using it to goad the killer to go after you, but that's a pretty chad move in case you can make the chase last like 2 mins. Otherwise it's just a suicide move.

  • Time to bring the killer to Left Behind players (would do the same for Spine Chill players but this perk just got gutted).

  • @DredgeyEdgey said:

    Normally I don't care about tunneling but when the unhooked surivor is trying to take a hit I'm gonna tunnel them so they won't do it again

    I was playing deathslinger on lyerys And got nea in the basement got back as the reached the top of stairs and nea blocked a door for her mate speared her and waited her timer. she dc then proceeded to spam Me

    I always read this on here and reddit "if you body block with basekit BT blah blah I tunnel you" and I honestly 99.9% as a survivor never see happen, even when the unhooked survivor SHOULD bodyblock with BT if their unhooker is on death hook but they are not.


    Is it really that common?

  • @CrusaderNella said:

    Honestly, just disrespect.

    This will sound cliché as hell, but if you play with honor and dignity, whether I lose or win, I will enjoy the match because it was challenging. Sometimes, if you give me a really good chase, I will give you hatch.

    But if the survivor takes time to t-bag me at every pallet, it just sours my whole experience. I was once so disgusted, cause a team could have escaped with a 3 man, but 1 was on the hook. With 2 survivors, they could have removed their ally off the hook and escaped but only 1 survivor ever came, so I slapped him and he ran out the gate.

    However the 3rd survivor was no where to be found. So I looked around a bit and found him spam T-Bagging at the gate, and I was like, what the ######### dude, you could have won if you went with your ally and unhooked, but you would rather spam t-bag me... like just... why....

    My point of the thread was basically things you do as killer or survivor (t-bagging, camping, tunneling etc.) that when you play the other side you get annoyed by even if you do them yourself. That was the point. Sorry if it was confusing, didn't know if it would fit in the title.

  • I want to see how a good survivor with MfT does against a good killer player who is on the same level as them.


    MfT is a perk that benefits good loopers who know their stuff. Ofc bad survivors don't benefit for it and bad killer players should be doing badly against amazing loopers, that's the point.


    The question is how useful is MfT before EGC against good killers.

    If we can accept the existence of strong killers in the right hands (Nurse, Blight, Wesker etc.), there should also exist perks for survivors that are meh on bad/mediocre survivors and useful-good on good survivors.


    It's kind of boring all counterplay for killers to hinge on good teamwork and good co-ordination, there should be more perks that are useful individually and can be elevated at great levels if an amazing survivor brings it.


    Look at WoO. If a bad looper brings it, it's not great, but when a decent/good looper brings it, you have people crying for it to get nerfed. But this is a perk that is only useful when you play solo (as you don't know where deadzones are). If you're playing with a team that calls out stuff it's unnecessary because you will know if someone used shack pallet or not etc.

  • @ReikoMori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/382893/why-lightborn-is-problematic

    I played this game for years without using lightborn, so I've learned the counters to flashlights. They are overall not super impactful when you have to deal with multiple beamers on top of playing around forced animation lock blinds. Getting blinded at locker grabs and pallets on top of getting blast mined while kicking a damn generator which is part of my gameplay loop along with party starters, firecrackers, and flashbangs being very regular items in my games made it so doing the camera counters were effectively useless. Also keep in mind that there are a lot of players who use Shadowborn for FoV accessibility even though it opens them up to being even more susceptible to blinds, not an issue I have usually but it's still something to consider about folks using lightborn.

    The way blinds are handled in this game are also terrible. They induce headaches and ramp up eye strain really bad which would normally be solved by being able to adjust my graphics in-game so I'm not getting as much searing bright light in an otherwise dark game all of a sudden. It's not fun playing against flashlights, but it is fun playing with flashlights so for the side that has to be on the receiving end of them constantly game after game it is a toxic on top of physically aggravating. So I now make the choice to just run lightborn every game I play as killer.

    Lightborn lets the side that actually has fun playing with flashlights still have their fun, but I can actually play through a game without having to deal with the majority of ill effects I get IRL from people constantly shining a dang light in my already bad eyes. Calling killers garbage when a lot of us are running basically a perk down just so we can continue playing the game comfortably while the devs have made it point in the past to keep giving y'all more and more things to aggressively blind killers in the past kinda sucks.

    You can do all the things mentioned and still get blinded because while you can really on address one to two sources of a blind at once and you can blind a killer from much further than a killer can attack you. I play against folks who are obsessed with constantly blinding killers and they don't care about starstruck. Franklin's only matters if you can get a hit, but people who are good at flashlight blinds aren't going to make themselves that available to be hit to start with. You can have the most hyper vigilant situational and spatial awareness and still get blinded because animation locks on pick ups are pretty generous. Facing a wall works most of the time, but also sometimes facing a wall doesn't work. If you use something like Shadowborn or Monitor and Abuse then things get even less consistent.

    I don't understand your point claiming Lightborn allows survivors to have fun. The fun part (at least for me) is not clicking my flashlight at killer, it's actually getting some use of it from saving a teammate or blinding the killer at a specific pallet that it's advantageous. Lightborn does not allow either of those things, unless you think survivors find flashing lights entertaining.

    Is they fun attempting to blind the killer and being confused on why it's not working? That argument is just weird, ngl.


    The rest about the visual part of being blinded I can understand being annoying, causing headaches etc.

  • @SkeletalElite said:

    Well the obsession used to matter in every game because if there were no obsession perks in play then there was no obsession.

    However, because DS is an obsession perk and every other obsession perk was unpopular (even STBFL) this meant DS was really the only obsession perk that saw use. This meant if there was an obsession in the game, there was a DS and you couldn't tunnel, but if there was no obsession you could just tunnel and win.

    Some obsession perks are very relevant to the obsession though. STBFL is the most common I'd say. If the killer has STBFL a smart player being the obsession can make a huge difference in the outcome of the match. If the obsession tries to force basic attacks in chases they can really put the killer in a difficult spot.

    Killers like Demo though can run STBFL and the obsession cannot do anything about it because he'll use his power vs the obsession. I dunno if there's any other killer who can make use of STBFL as well as Demo. It's just that this is ok because of how rare Demo is.

  • What the posted above me said, that's why you rarely if ever saw those killers complain about endurance DH.

  • @Annso_x said:

    The obsession mechanic was brought specifically by Myers' & Laurie's perks, and there only was an obsession during games with those perks. This lead to killers tunneling in games where there wasn't an obsession because they knew no one had DS so there is now an obsession in every game, although it doesn't matter most of the time (which is fine in my opinion).

    Doesn't it matter when killer brings STBFL?

  • @CaineKong said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480207#Comment_3480207

    I just had the Hag that she transforms into in the movie in mind while creating this Concept:

    https://us.v-cdn.net/6030815/uploads/0DAOTC0WZT41/witch-the-witch-from-snow-white-31444288-432-346.jpg

    It could be interesting for there to be alternate disguises though.

    I thought she could transform into objects, like Pallets/Trashpiles/Chests etc and catch you offguard.

  • Those are some cool Snow White effects.


    Killer also has a second objective with Love's kiss, I just don't like that she's an M1 killer.


    Her transformation also seems fun, what can she transform in? (I kinda like the idea that survivors have to be observant know the map to figure out if the killer is there or not). Maybe you could lean in more towards this part?

  • I don't think you can complain survivors are not playing well and not doing gens and then demand people play for fun.

    Survivors doing gens is not a fun time for either survivor or killer, but it's the only way to win.


    Obviously the survivors who play for fun will bring some combination of flashlight/blastmine/flashbang/head on combo and chase the killer and I doubt you'll have fun with them on your team.


    This could all be mitigated if people had means to communicate. Then you could also join in on the fun if you felt like it, or if you felt like sweating you could also direct your teammates somewhat (some survivors just don't have the knowledge/experience playing vs certain strategies and it's not bad to be able to let them know stuff)


    Your games are unfun because they are unco-ordinated.


    I also get angry when I see two people on the same gen, one person trying to come for the unhook but then gets chased and the other two survivors are still immersed in their gen and I hit second stage. Or people doing the outermost gens while I'm trying to know the central gen that I know will make our game a lot easier and they keep bringing the killer here.


    As for the killer going back to the unhook, yeah it's to be expected. I'd do the same thing if I had not found someone else by that time. You are guaranteed a second person there. If anything you should be just as annoyed at your teammates and the game's design offering no communication. The survivors should be baiting the killer away from the hook. I can understand being annoyed or frustrated when the killer is in chase with someone as you unhook and then he simply drops that chase and comes back, because he wasted 3 people's times and it's a net positive for the killer. It's hard to deal with.


    But the other stuff are things that can be done if survivors were less scared of the killer, more experienced and had some sort of communication (this is a design flaw and falls on BHVR).

  • It's usually the people who do gens and play stealthily that escapy, not the guy running the killer for 2-3 gens unfortunately.

  • @NoOneKnowsNova said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3479592#Comment_3479592

    Not agreeing or disagreeing about if any of the models require less effort...but they make literally no money on the community contest winners. All of them get put into the rifts free pass before the two skins eventually get released into the store, only available for iri shards if I'm not mistaken.

    Can't you buy rift uniforms with aurics when they get added later in the game? Or is it because they are community that they only get and iri shard price?

  • I didn't post anything on Twitter, but I don't think we should be silenced regarding what we think about the cosmetics.


    I agree sending hate directly to the artists is stupid. BHVR made those choices, but there were quite a few better choices.

    They could turn more than one of them into skins and make sure they pick a couple for the most popular killers/survivors that they know sell well and then make some quality skins about really good concept arts even if they are of more unpopular killers/survivors.


    As for picking that which takes less skill to model (as some have mentioned), it's not out of the realm of possibility, but in that case they just need to pay their 3D modelers better. Maybe if they could splurge on this event it could become a great money-maker for them and I don't see why their employees should not be payed better for it if it requires more effort, or heck just make it more expensive if it's levels above other cosmetics.

  • I like the Clown, maybe the artist who made it sells it, will see how it'll look in-game.


    Yun-jin I am not a fan off. I thought I saw way more interesting concepts.


    Aslo they should have picked more concepts in general to turn into skins. 2 is nothing.

  • As for the topic at hand, I think Wesker has a lot of potential to be OP. Because he's still relatively new and console players exist you can get away with calling him balanced. I think he can be on par with Blight by people who know him somewhat well and can do some of his collision shanenigans, which ups his game by a lot.


    Although I heard those bugs were getting addressed and not becoming features. if they do get addressed, you could call him Balanced I guess. I just think people haven't spent that much time on him as Nurse and Blight and since he's popular, many casuals/newbies play him, which skews the perception we have of him. Just try to imagine how the highest level Wesker would play and if you'd consider that too strong or not.

  • @Deathslinger1of2 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3479076#Comment_3479076

    Got any tips? I play him a lot and go against him a lot but I’m still struggling with countering him

    I think the best you can do vs him to deny him his power is loop him. Even on rocks. You have to be careful when connecting tiles cause if he activates his power he'll usually get him. You just have to avoid running in a straight line for a long time, unless he just used his power. Sometimes if he vaults into you with his power you can just vault back to the other side and he can't do anything cause he's still in his animation.

    Sometimes you can even bait him to vault a window while you stay behind if you get out of the way.


    Open spaces are, long and tiny corridors are your enemy.


    Now if you get one of those Weskers who surf/glide/slide against surfaces I cannot help you. I think that's more about prediction and experience. Most Weskers cannot play in that way.

  • @Sharby said:

    Killer is 80% macro 20% micro.

    Survivor is 80% micro 20% macro.

    Given this it's very hard to compare the two but they can still be compared.

    Realistically a killer that fails at macro should lose often, likewise a survivor bad at micro should lose often as well.

    In order to be a high level player, you need to be good at both. But even being good at one aspect means you should still win games.

    That's why I never understand why people say one side or the other is impossible to do win on. It just feels like an admission of being bad at the game.

    Most of my swf isn't godlike at looping, but I've managed to teach them really good macro which makes up for it, so if the killer ever tunnels me or chases me a lot we win like 65-70% of our games. However if they get tunneled we usually only get a 2 out at best.

    When I play killer, even if I'm bad at the killer, I still win most of my games purely through being decent at gen or hook defense.

    As for which is harder, I'd say Killer purely because 4 brains vs 1.

    To be honest I don't think survivor is 80% micro. If you gave me 4 decent loopers vs 4 people who do gens and play stealthy, I think the second team would have a better hand at winning. At to that the fact that doing certain gens first can make the game easier to win. Winning against a 3-gen strat requires mostly macro from survivors imo. I also think this is why there are survivors who cry about the game becoming unfun and getting ruined for them, because BHVR seems to nerfing aspects of survivor that might be reliant more on micro skills and making the game better for macro strategies (SWF being the best tool for the best macro).


    Also certain killers such as Nurse, Blight and Wesker (the first 3 that came to mind) have a lot of micro incorporated in their playstyle. If they're extremelly good at micro, they han do some crazy stuff, because their macro is more lenient (the all have ways to close distance between gens).


    A killer like Knight definitely has to rely on macro a lot more than on micro.

  • We do need someone who can be on par with Princess Heart Cheryl. Why can't it be the obvious choice of Alyssa?

  • @Green_Sliche said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3478298#Comment_3478298

    There's an RNG factor when it comes to SWF. It's 50 50 your opponent SWF is vaping duds laughing their butts off while playing the game in the background or 4 wannabe SWAT boys with map charts and screenshares turned on for ''full co-op'' experience. Next time you hear people complain they keep getting SWFs, at least consider the possibility of those words being true just a bit.

    How is it 50-50? The game doesn't exclusively match you vs a 4-man SWF, unless you can tick a box somewhere that only matches yoy with those. There's a bigger chance you get two 2-man SWFs on as a killer and even when you get 4-man wannabe SWATS doesn't mean they are good players.


    The number of 4-man SWFs who are also good players is not as high as all other combinations of survivors.

  • When I bring no items I run Plunderer's Instinct. Sometimes it gives me some nice items, but so many times I get purple/red Key and I never get to use it unfortunately (I leave it behind if I found a more useful item like medkit, flashlight or toolbox or if I die. ) It's nice to know that in case I am ever the last one and killer gets to hatch first I can open it.

  • Maybe Wraith, cause you need to be in good parts of the map to avoid the first hit and I like to do the most exposed gens in the middle that might also be in a dead zone. They're the most important and it becomes too risk vs him.

  • @adsads123123123123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3472719#Comment_3472719

    There's no hypocrisy, looping is a legitimate strategy that has its place in the game (alongside camping and slugging), but it is absolutely a slippery slope that brings a lot of killers up in MMR when they don't have the skills to keep up without using those strategies. Killers who don't rely heavily on looping won't have this problem, but killers who constantly hard loop at 5 gens are most of the time out of their depth.

    Even on this forum you can see the number of posts calling the game survivor sided or asking for survivor nerfs solely based on the fact that the person who made the post can't win without looping. These people go against opponents better than them and demand everything gets balanced around them so they can keep up, and it's one of the reasons looping is bad for the game.

    And although much less popular, an other questionable strategy is a survivor equipping a stealth build with Wake and/or Sole Survivor and stealth until they can escape through the gates. It's not against any kind of rules and is therefore legitimate, but it's not enjoyable for anyone and the survivor's MMR go up until that's the only way they can survive because they don't have the skills to keep up everyone else.

    Obviously looping is way more popular than this, but it doesn't change the fact that it's really weird how anyone would tell off a survivor who do this and comes complaining about how the game is killer sided bc hiding is the only way they can survive but somehow we're supposed to listen to killers who have been looping until they can't keep up and suggest we nerf survivors so they can keep beating people who are better than them.

    TLDR: looping is a legitimate strategy but the majority of the time it's not needed and most killers only do it to get easy wins until MMR kicks their *ss and they come crying about the game's balance when really it's just a skill issue.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3472745#Comment_3472745

    I keep dying because the killer is making the best play. Sounds like an excuse to say "I'm bad at this game, so I'll complain."

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3472777#Comment_3472777

    Do you understand what being boosted means? It means being at an mmr that is higher than your skill level. I'm referring to this comment "tunnelling can put you in an MMR above your skill level". If tunnelling is a legitimate strategy, why would using it cause me to be boosted? It's hypocritical because you don't view other legitimate strategies the same way. For example, why don't you see people who loop as being boosted? I can easily replace what you said about tunnelling with looping: looping is an effective strategy in that it helps secure kills. Hence, it's a strategy that results in more kills that results in your MMR being boosted.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3472878#Comment_3472878

    "So do I. Do I have to tunnel and camp to win? No, I do not. Do I do it anyway because it's easy? Yes. Do I recognize that makes me an #########? Yup."

    I still disagree. In the competitive games I mentioned, people will do the most annoying things possible if it lets them win, and people aren't viewed as ######### for using these strategies, like in DBD. If you complained about annoying startegies in these games, people will just tell you to get good or give you advice on how to play better. It's practically never the fault of the person using the strategy.

    "You cannot give bonuses to not tunneling. That's been tried, it doesn't work. Eruption, PR, CoB + Overcharge. 4 exceedingly strong regression perks."

    Firstly, those perks were successful in stopping people from tunnelling. In 3 gen strats, you typically go for the easiest person to down rather than try to tunnel someone out and leave your gens unguarded. Secondly, those perks weren't designed to reward not tunnelling. They were designed for gen control. The current perks that specifically reward not tunnelling are No Way Out and Grim Embrace. No Way Out is one of the top killer perks currently, which shows these perks can be successful. Grim Embrace is another one that no one uses, but it shows these perks aren't oppressive. Anyway, I'm not asking for perks that reward not tunnelling. I'm asking for basekit changes. Base kit changes are needed to make it worth it for most killers not to tunnel. Most killers aren't going to run these perks when they could just tunnel and get the same or better results.

    "We've tried the carrot, I'm interested to try the stick."

    We already did: DS and Borrowed Time. Both perks were nerfed extremely heavily.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3472910#Comment_3472910

    Almost no killer would play that game mode since it would just be putting them at a disadvantage for no benefit.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3472828#Comment_3472828

    LoL only allows for 1 ban per person. It's no where near enough to ban everything that's annoying. I also disagree about counter picking being significant since most people only main 1-2 champions, so they will still pick their champion into a bad matchup.

    "When there are champions that are strong both on a low and high skill level, they usually get addressed."

    You're wrong about this. Everything that's strong gets nerfed eventually. They don't specifically nerf champions that strong in both low and high skill. They nerf champions that are overperforming at all. Also, these games places a much higher priority on balance for top players compared to low ranked players. They don't give equal priority to balancing for both low skill and high skill, like you say.

    You also mention that DBD is not balanced for all levels but I disagree. The latest stats showed that almost every killer is within 3% kill rate of each other when comparing all ranks to top 5% (https://forums.bhvr.com/dead-by-daylight/discussion/350586/stats-kill-rate-by-killer-and-mmr-september-2022#latest), which is better than LoL. This shows that the game is balanced for almost everyone. I only think balance is an issue for the top 1% of players, but that's a problem that all competitive games have. Top players always find broken things to abuse.

    Taric with Master Yi were never a problem in top MMR. They were a problem in Plat through Diamond maybe Master at most. And it still got nerfed.

    There are champions who are safer than others. Not everyone is one trick pony. Most people won't willingly play a champion with 30% winrate against their counter. Even in the trenches of Silver people still might ask someone to trade pick order so they have an advrantage when picking.

    Riot has also balanced around ARAM which is a casual mode (I'd know, I have over 7k games on aram by now). When ARAM was added the champions that ruled where poke champs with a lot of ranges. And later Riot added Mark so melee champs can actually close the distance. Also many champs have adjusted damage for ONLY ARAM.


    In league a champion overperforming is a champ with 55% winrate. If they have 60% they are broken. And 55% winrate still gets addressed unless they only work till plat or something.


    As for 1 ban per person, you can still ban your counter, or ban stupid 1v5 champs that are common if you feel like it. It's a huge agency over picking who you play against or what your team plays against. In DBD you don't have that agency.


    As for "everything that's strong gets nerfed eventually", ya because LoL is a spectator e-sport. It becomes boring seeing the same champions over and over. They are not trying to balance perfectly. They are trying to make entertaining matches as well. Also Ryze exists and he always somehow ends up stupid strong in top levels.


    Top 1% players will usually only play broken stuff. That's their personality, they want to win. They don't care who they play. They're not trying to prove something with Malzahar jungle or Malzahar support.

    Someone who plays Nurse and Blight with the strongest perks/add-ons has the same mentality. They're only gonna stop playing those killers if they get nerfed or something much better comes along.


    Your stat does not show each killers killrate against all sorts of survivor teams. Is the killrate the same vs 4 solos? How about 2 solos 1 two-man SWF? etc. Nor do they include winrates per killer build/add-ons etc. Maybe Nurse with 4 slowdown has 80% killrate instead of 60%, but you wouldn't know.


    In league you usually can find that info from other sites that collect those stats.

  • @Green_Sliche said:

    So bunch of pros and people who play this game like for living have dominated some random pubs. Cool. What this sheet is supposed to demonstrate here? Because right now, I doubt anyone expected a different outcome when such players are matched with opponents via official MM.

    The same can be said when people claim they face SWFs with 4 BNPs. Since most SWFs is probably people who play casually.

  • I look back when it's kinda safe to see (meaning I want bump into anything looking back). That's something to improve on for sure.

  • Body blocking small places by accident. It happens pretty often, especially on maps like RPD who have those tiny doors.

    The other times are probably when the killer was facing me while picking up and I ######### up my flashlight save (to my defence I am on controller).

  • @Nun_So_Vile said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3477396#Comment_3477396

    The chase music alone is already there. It has a theme in the game. Fan art Jennifer outfits for a crossover I found floating around on the Reddit page. I would mistake that red outfit for The Pig 100% of the time.

    https://us.v-cdn.net/6030815/uploads/73TNZXS5FQQH/clock-work-fan-art-jpg.jpg

    These look pretty cool actually. Good to see at least some other people wanting this crossover to happen. For me Alyssa is the survivor to make it here and she kind of feels on the same level as Cheryl power wise (maybe somewhat lower).

    Some cool artwork I found on ArtStation (not mine obviously):

    Untitled Image

    Obviously her alternate skin would be this one:

    ezgif-4-330a40e501.jpg


  • The hard thing is the lack of co-ordination, as well as matchmaking.


    Every killer is stronger vs uncoordinated teams.

  • I want Scissorman from Clocktower, with Alyssa as survivor (and she better bring strong perks) with Jennifer as her legendary. Haunting Ground would also be a good title with Daniella as killer (she's so memorable).


    Admittedly I'd love Koudelka as survivor from Koudelka, but that game is so obscure. I don't even know if they can get rights to it.


    Also Project Zero/Fatal frame would really fit here. I would love it if they included legendaries etc. I can understand Miku is the more important one, but I love Rei (PZ3) progragonist a lot more, she was so cool. And as for killer I think PZ3 villain is more visually iconic than the others.

  • What would make them better is just being able to co-ordinated with randoms on solo survivor. As we cannot those maps are a lot stronger against un-coordinated teams.

  • I love Artist and Plague, I wish I was better at Artist as a sniper.


    I also like thematically spirit and her animations are pretty cool, have not played her yet. Also like Nurse visually but her gameplay gives me a headache (hate having to look at her feet every 5-10 seconds).


    Deathslinger also looks super cool.

  • To be honest any game that wishes to remain relevant changes the meta from time to time, otherwise it gets boring (especially if the game has viewers that might be casual/don't play the game).


    Even in games that are more competitive than DBD and maybe even more balanced there are strong stuff from time to time, and not always strong on the same lievels. Like something might be strong on a high level (see Nurse/Blight) or stronger on a lower level(I can't think of an example in DBD, so help me out, maybe certain killer builds?)

    If there's stuff that is strong across all levels then yeah, it probably needs to be addressed. The question is if MFT is strong on all levels or just on higher ones. Obviously it won't stay unchanged till the end of time because of the point I made earlier (it would be boring), but if it's not a problem on all levels it might stay more than you like.

  • @LobbyDodgerLeonidas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3470405#Comment_3470405

    Those stats were pre-HUD and pre Deja Vu buff/MFT/Resilience meta. The landscape has changed vastly since then. The HUD itself obviously affected the kill rates or they wouldn't have made those sweeping healing changes

    It was also pre-nerf reworked DH, pre-nerf CoH and pre-nerf Medkits.

  • @GreyBigfoot said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3472466#Comment_3472466

    It used to be like that on release for a few weeks but then in December it got fixed to follow the Killer for 5 sec after kicking. That's also what allowed it to be paired with Lethal Pursuer and made it really strong.

    Makes sense, I'd taken a break around early December till April or May this year, so I guess I missed the buff it got.

  • Juicer? Something like that. It's something I've not heard in another game. Tunneling in DBD is a good thing (for killers at least) but in LoL it means forgetting your surroundings, being laser focused on something that you don't see what is going on in your environment/minimap. Just a fun contrasting terminology that I had forgotten until recently.

  • You forgot to mention Wesker and how awesome of an addition he's been to DBD.

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3473193#Comment_3473193

    You get 25% movement speed for 2 seconds at base with a 1/4th chance to have that extended to 4 seconds. It is Dead Hard for Distance when healthy.

    It looks more like a 99'd half-Sprint Burst than a DH tbh.

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