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JustAnotherNewbie

JustAnotherNewbie

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  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3434805#Comment_3434805

    Survivors set the pace of the game with how efficient they play on gens. Killers are reacting to what survivors do.

    Not really, because survivors can't force their teammate to be efficient. Killer can bring the most busted stuff and just because someone brought Hyperfocus-Stake out it don't mean #########, if the rest cannot keep up. I don't understand why it's so difficult for killer mains to understand. You're not last on the totem pole, solo survivor is. Killer has the advantage over solo and even 2 man SWF most of the time. We can't pretend every game is a co-ordinated SWF. And even if 2 of them are, the other might be randoms. That team is still in a great disadvantage.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3434649#Comment_3434649

    Problem is they don't KNOW they are playing against solos. Best solution would be to stop playing games with this and show killers when they are playing with a SWF and not. That way i know if i need to bring my best stuff, or if i can meme around and play a chill game. If it creates a problem where killers queue dodge games with SWF, then obviously we have a problem with SWF don't we?

    Survivors also don't know they're going against killers with their most broken builds. It still won't stop killers setting the pace of the game. It'll just make it easier for killers to pick and choose who they like to play against.

  • @Raptorrotas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3434652#Comment_3434652

    How about not putting words in my mouth. That'd be nice, for starters.

    Secondly incase you didnt notice, my first paragraph was about the survivor balance logic concerning the relation between solo and comms with friends.

    My third paragraph was then about applying that survivor balance logic to the killer side, first by equalizing killers because all survs share the same tools/character and then making the skill related adjustments like the solo-comms gap.

    If that logic applied to killers seems ridiculous to you why are we advocating for it for survivors? Way to prove my theory most of the community being survivor biased.

    And now for the funny finale. I support all that solo swf gapclosing, no really. But what i really want for dbd to treat both roles the same. Give sirvivor character stuff to emulate comms or forcefeed them the results of good comms usage on the hud, bu then have the balls to actually make all killer power levels approach the strongest too.

    Bad killers are already stronger than bad survivors. That's why people say in low mmr games are heavily killer sided. This is already the state of the game. Even in average games the survivors have to be decent individually AND be able to co-ordinate to counter certain killer play styles. It's in high MMR where this is the opposite for some killers. SO saying it's silly, is indeed silly because atm the game is balanced in such a way that the game favors bad/average killers above bad/average survivors and sometimes even decent survivors.

  • I know this is not a very well known movie but I would like survivors from Black Christmas (the original). Such a good movie.


    I'm ready for a second Ormond map, just make it take place at night.

  • @GoodBoyKaru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3434586#Comment_3434586

    "Never played killer"

    "You can literally watch him play killer"

    "Oh well actually he's just got easy games"

    Jesus christ when do yall stop moving the goddamn goalposts 😭😭

    No, but you see, survivor streamers running a killer for 5 gens just means the game is broken and survivors are too powerful (just forget that the survivor might have 5k+ hours played as survivor and killer has less than 1k).

  • @Raptorrotas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3434487#Comment_3434487

    Youre right, instead we should buff a character so bad people who play solo can keep up with good teamplayers on third party comm tools. Afterall this community is advocating for it all the time.

    By that logic we instead should focus first on bringin all killer characters on par with the good ones and then buff tgem some more so bad players can keep up with suupaalfs nurse.

    Way to miss the topic tho as were not debating killer power here, bit moreso a way so survivivors cant just focus down gens. You know, like survivors always talk about evil tunnel and camp.

    ---

    How about all survs need to tdo 25% gen and then swap gens all the time. Im sure theyd ne find with doing as they preach. Oh and ofc a time limit they can stay around gens.

    Why should bad killer players be able to keep up with survivors playing efficiently. Solo's could never keep up with 2+ regression perks before they got nerfed. And they still can't keep up with SM running a 3gen strat. You're asking the same thing basically. That bad killers and average killers get buffs to counter good teamwork, efficient gameplay. You just want only one side of below average playerbase to be able to keep up and not the other.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3434484#Comment_3434484

    Say that to killers who get matched against SWF kill squads running hyperfocus, commodius, and send you to garden of joy. 10 seconds isn't going to do a damn thing, when survivors literally just doing nothing but holding shift + w, no pallets, no windows, no looping, no anything, take 55 seconds to down and hook. Now do it 12 times lol

    It's a problem when it's the other way around as well. Non SWF teams playing against pre-nerf Eruption, Pain Resonance, CoB. And it still happens (and will continue to happen) with Nurse running 3 teleport build and Blight running his strong add-ons. They don't care they're playing against solos. That's the problem with their add-ons and/or matchmaking.


    If matchmaking was fixed, then we'd have less of those instances.

  • While the above poster has some nice suggestion, I would love to see other horror games besides RE. I'd love to see Clock tower with Scissorman as killer and Alyssa as survivor (and Jennifer as a legendary skin).

    Fatal Frame/Project zero would also be a great addition with Miku and as survivor (I'd also like Mayu as she's the more interesting sister from Project Zero 2), or Rei alternatively. The killer could be the Tattoed womanor the woman with the bloody kimono.


    For another capcom entry, Haunting Ground would also fit, although a rather obscure game. Obviously the survivor would be Fiona, but I'd love to see Daniella as killer (although to be honest since the game has so many stalkers I would be ok with getting more than one Killer).


    Also would love to have Devil May cry skins for the RE survivors.

  • Your artstyle was still nice, just different.

  • @sanees said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3433582#Comment_3433582

    How can it oppress non-camping killers, since they don't camp?

    gideon, you hung a survivor over the basement, as a result, now you have a 32-meter dead zone in which you will be punished, and since 6+ divine pallets may appear there, the survivors will run there, and due to the fact that the timer does not stop, the survivor will run away off the hook

    so some ghoustface will lose pressure simply because he went after another survivor who was on another floor

    or for example the killer will have to make a big detour around the hook and lose time, this will severely punish weak m1 killers and be completely ignored by the nurse and blight

    That's one map though. The other one might be Midwich Elementary. I'm not 100% sure though, you could try Reassurance as a stand in. It also has a 16 meter radius I believe and many times you've gotta get extremely close for it to be activateable.

  • Idk, I like Haddie's look. I feel it's unique. I don't play her that often cause I have survivors I like better for whatever reason (mostly what they represent) that I feel bad neglecting them. But I like Haddie, her cosmetics are a bit ######### though (same with Yui's). SHe's cool, if I could compete in the cosmetics contest I would submit a Detective Haddie cosmetic inspired by old Hollywood noir movies or something. She'd be very cool.

  • @Marc_go_solo said:

    I feel what makes a difference is whether they are being stealthy yet productive or just stealthy to be the last one standing.

    My playstyle is somewhat stealthy, although I do pay attention to when I need to take the chase away from another, or body block to prevent a down. However, I'm always doing something - just that I prefer that playstyle.

    It's more the ones who just crouch around for ages, watch people in trouble yet not get involved and don't do anything. They're the ones who are frustrating to play with. Even if a player is inexperienced, I'd take a newer survivor who at least wants to get involved and learn over a more experienced one who just worries about their own survival.

    The cases I had in mind is that sometimes they take too long hiding at a critical time, when they should be more worried about finishing a gen even if they take a hit or go down. Sometimes you have to trade your safety for a gen that will benefit everyone after all, cause you might never get the chance again to finish that gen.

  • @Annso_x said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3432806#Comment_3432806

    Pretty sure greater good = majority, so why would it be killers against swf ? There's more solo survivors than there are swf, so shouldn't killers take the shaft against swf instead? Or maybe the more sensible choice is to bring solo q & swf closer before doing any major changes that would make things much worse either for solos or killers against swf.

    Also killers who facecamp contribute to inflating the kill rates without actually playing. If this isn't made viable anymore then kill rates will be more realistic. Finally, last time BHVR helped out killers by nerfing gen speed & shifting the meta to encourage them to equip something other than slowdown, what did they do? They just stacked more slow down and started worshipping their 3gens. Unfortunately, killers who facecamp would still facecamp even if they were rewarded for not doing it.

    As long as the feature isn't abusable by survivors, there's no reason it wouldn't be a good one.

    My post was sarcastic. I play solo survivor, I know we're the majority despite being last on the totem pole. It's simply that many killers would rather not address this if it can be avoided. Some won't even entertain solo survivors buffs, because they'd rather see SWF being brought closer to solo survivor than the other way around.


    If you know the problem with the toothpaste, you will understand why killers will never camp and tunnel less unless the game changes dramatically to force a different gameplay style. Basically the toothepaste theory says, if you squeeze out all the toothpaste how can you put it back in from the way it came from? You really can't. Same with camping and tunneling. The problem isn't the killers specifically, is that those strategies are too good. And that killers have wised up. Maybe those strategies have always been extremely good, but killers hadn't discovered that. After 6-7 years of DBD some parts of it have been optimized, so those strategies are at the forefront atm. You cannot turn back time and make killers unaware of the strength of camping and tunneling. That information is accessible from every killer main with a small following on Twitch or Youtube and as the game doesn't have a good tutorial, people will look for outside sources.

  • @sanees said:

    Many did not understand what this topic was

    The problem is that depending on the radius of the anty-camp zone, this can oppress non-camping killers and at the same time will not stop the basement bubba

    and option 2 if the zone is small, then the killers will continue to camp

    The “Take and give nothing” approach is already incredibly bad, but combined with implementation, it becomes either depressing or useless.

    now if you play "Fair" then you literally get nothing so why not start encouraging "fair" players

    instead of just limiting

    If I'm not wrong, Reassurance also has a 16 radius and you cannot Reassure from above. If camping won't be possible for weaker killer, what stops them from running Iron Grasp and taking their victims to basement. They can camp shack. Even if you don't have the perk and you hook them in basement you can still camp it no?


    How can it oppress non-camping killers, since they don't camp? Players just want to win, the game cannot force you to 12 hook survivors. I have many games where the killer just ignores the guy with no hook states and just gets him in end game and hooks them last (so as to instantly kill them), basically skipping 3 hooks to get to 4k. This is already a strategy. The game would have to change significantly to force killers to go for 12 hooks.


    There's a reason camping and tunneling happen, it's because people know how strong those strategies are and that can be medium risk high reward. It's also why so many killers complain about gen rushing survivors, because that's the most efficient strategy to win the game. The guy who will loop the killer for 5 mins usually doesn't even make it out alive, the ones who have a higher chance of escaping are the people who stayed at gens. Doing gens is much easier than learning how to loop EVERY killer and being decent at it. Of course many survivors would rather do that even if it is more boring. There are also plenty of killers complaining about looping and whatever makes chasing a survivor last longer. That's why we saw every killer and their mother (even Blight and Nurse who probably didn't even need it to begin with) run 2+ gen regression. Because even if it was a ######### boring playstyle, it was pretty consistent in giving them 2 kills and definitely more. Or doing the whole 3gen strat.

  • @bm33 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3433162#Comment_3433162

    You can tell accidental v on purpose. When they're running by because you happen to be in a strong loop is one thing - wrong place/wrong time happens. It's when the survivors see you on gen and will head straight for you to run right up against you and have killer go after you instead - this is the one that's had an increase. They end up doing it multiple times throughout match too, it's how they lose killer in chase while getting teammates killed.

    Ok sure, but if the teammate is only hiding and maybe doing a gen but never taking the focus on themselves they kinda have a hand in their teammate being tunneled. I'm not defending throwing on purpose to spite someone. But teammates who have not being hooked all game should at some point I(before it's too late) be willing to take aggro off of their teammate or something. I think that's the other situation I would imagine it's acceptable (other than accidentally bringing the killer). Although most of the time those teammates have spine chill on to avoid the killer all game. Just my opinion, playing too stealthy can also be detrimental for the team. All survivors should be willing to give their hook state if a teammate is about to be hooked for the 3rd time (I also fail sometimes to prevent that in time) and sometimes their teammate is too far anyway.

  • @Annso_x said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3433515#Comment_3433515

    It probably has more to do with the fact that it was a "limited" item, although I agree its not really worth it (but tbh not many cosmetics are worth their price)

    I wish more people complained about some bad quality stuff being overpriced, maybe we'd be heard.

  • @Annso_x said:

    It's very possible i'm wrong but I'm pretty sure it's because the first one was from a Rift and there's some bits that glow (on the headpiece for eg) ? If that's the case I assume that's why they put it out at the price of others rift cosmetics put in the store maybe ? Otherwise I don't get it either

    Still, twice the price of the second seems a bit much over bits that glow (that are tiny).

  • @bm33 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3432303#Comment_3432303

    The amount of survivors in first chase that run killer directly at teammates is ridiculous. It's happening way more often and it's always at someone on a gen.

    Ok, but that would mean everyone needs to run Bond to not do that. If you don't bring it you don't know where your teammates are, it's not malicious that you bring the killer to your teammates while trying to find a loop.

  • It can, when you see 4 random survivors (not SWF) run genrush perks. Atm, the only one I see is Prove Thyself and usually only one at most two bring it.

  • Last time they offered statistics most killers where averaging 60% killrate. Some even more (like Sadako and Dredge) and that was in the top 5% MMR.

  • @Mooks said:

    for example, if the killer is not within a radius 16 meters of hook, then the survivor dies faster

    so it’s okay to punish survivors for -let me check- nothing in their control instead of making a boring playstyle for everyone in the match - killer included - less rewarding?

    really, facecamping doesn’t need to be defended this much. In EGC collapse it still works the same and otherwise it needs adjustment. Also we haven’t even seen the actual implementation which comes on a PTB to test and where we can give actual feedback.

    Survivor problems will be solved when killers are buffed sufficiently. Then they won't be crushed by SWF. Perhaps when we reach that point we can start to address survivors not playing in the SWF, until then we they'll have to take the shaft for the greater good.

  • Ok so basically, you want even more genrush then.

  • @Crazewtboy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3432330#Comment_3432330

    I'm done discussing with you as you have failed to read any of my posts fully. You continuously go in a circle with discussion and question which side I'm taking even though I clearly stated in my initial reply to someone else I am not picking sides. I am simply giving the viewpoint for both.

    People go into circles all the time because they're already biased, me and you included. You are ok with certain states of the game. Even if they seem unfair to you on a theoretical level you'd rather stick with the status quo that might highly or minimally favor the killer and hope it won't change. I'm the opposite. It's that simple. Not picking sides is just playing it safe cause you know if your bias comes out your arguments might not stand up to too much scrutiny. If it has no effect to you for whatever reason then you don't care. By presenting both sides you're not really offering much of an argument and not offering anything new or a change to the current situation.


    There's no shame in being biased, many users are heavily biased here and it shows even if they try to claim otherwise. DBD might be just a small part of life, but the arguments that happen between survivors and killers about what is fair what is entitlement, happen all the time between groups who have conflicting interests. Many times a groups demands can come into contrast with the others.


    This is simply a conversation of 3 different groups. Killer mains, who only have themselves to rely on. Solo survivors who get matched with all sorts of survivors and SWF. You cannot have a honest conversation without making a separation between SWF and solo, which many seem to have a strong aversion off. As it is now and has been for a while, solo survivor is the most underpowered. I play solo survivor and that's what affects my arguments. So telling me, it's a bad decision the weakest link got tunneled out, is not really addressing the elephant in the room here. solo vs SWF. Losing a game because of a DC is unfair and it happens. Losing your kills because of DC is also unfair for killer. Killers found it unfair survivors had "second chance" perks like DH, because they felt they earned a down after investing time in a chase and where expecting to be rewarded. Being hooked at end game while you have not being hooked all game and instantly losing both hook states also feels like you were robbed of your unhook (in case you have Deliverance or get a lucky 4% chance escape), but the game automatically kills you if you're the last standing.

    This whole thread is basically how do you balance the game in such a way that both killer and solo feel they're playing a fair game without screwing someone over? And is it possible, or should we in the name of some group over the other for whatever reason screw one more over the other (because true balance might not be possible). I don't understand why it's so hard to understand that solo survivor is easily the most screwed one in certain cases that need co-ordination to beat the game (like 3genning was? or counter STBFL etc.)


    Just because you live in a small appartment, and someone next to you lives in the mansion, doesn't mean you gotta act blind to the guy on the opposite end of the street being homeless and act like everyone you encounter could be that guy who lives in the mansion and why is he so much better off than you? (ok a bit farfetched). So often in this forum people act like everyone is a SWF and would rather ignore the reality of solo survivor, either because they don't play it or because they know if they address it, then the game might have to balanced a different way than it is at the time (not like it's gonna sway much of BHVR's opinion, they probably rely on statistics).

  • @AetherBytes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3432297#Comment_3432297

    Not always. Some horror movies jump the final girl at the end, when everyone thinks she's safe.

    Halloween, Nightmare on Elm Street, Scream, Texas Chainsaw Massacre, Friday the 13th all have surviving final girl. The sequels are a different topic.


    Black Christmas ends on a cliffhanger as we never learn if she actually made it alive.


    I'm sure more modern horror movies try to change the trope and can usually be more grim.

  • @Crazewtboy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3432306#Comment_3432306

    Personally I never agreed with the concept of NOED anyway, but let's dissect the issue with that argument. When a killer plays bad, we are assuming doors are powered, everyone is still alive and they don't have many hooks. There are perks to fix this yes. However when survivors go down to this they also have things to counteract it such as Borrowed Time, Dead Hard, Adrenaline if it hasn't been used yet and a base boost to speed with endurance for 10 seconds. All of this with some protection hits from friends is going to almost ensure you all make it through the door. Also should mention if the killer played that bad, NOED should be expected and someone should be cleansing totems for counterplay.

    The same cannot be said for hatch. There is no way around it. Perks are one thing, but the hatch is a base game mechanic in core gameplay that actively rewards failure. The killer doesn't get a built in base mechanic for a pity kill. So why should you get a "fair chance" at a pity escape. Accept the loss and move on

    Adrenaline is hard countered by NOED. BT comes into play only when survivors are hooked. A killer going for NOED snowball will probably leave the downed survivor slugged, which is strategically the better choice than hooked. It takes longer to recover and he buys time to look for the others while survivor is slugged.

    You cannot take protection hits against NOED. Killer can slug near NOED. Now he can protect both his slug and NOED. Can you find all 5 totems without wasting ungodly amounts of time before EGC?

    Playing killer rewards failure, because by the time end game rolls around resources are already dried up (medkits, pallets). The killer got stunned all game and then broke the pallets. All gens are done. The killer has deadzones in end game now. Which is basekit, it's the game itself that favors killer at this stage.

  • @Crazewtboy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3432309#Comment_3432309

    Again, from an argument standpoint one could still say yes. It is the survivor's fault for not managing to adapt and hide if they know they are being tunnelled for an inability to run tiles well. From the other standpoint no. The matchmaking can be especially brutal and crazy at times with putting people who are clearly not at similar skill levels in a match together. The game also shouldn't allow profile viewing in the pregame lobby the way it does because that doesn't help the issue

    What's the argument standpoint you're taking that people have infinite agency? The thing is you just gave a yes and no answer, lmao. Make up your mind. What do YOU support? There's a side you probably agree more with. I say matchmaking is RNG, and killer looking into survivor profiles or prestige level (which is visible, if that counts for something) and deciding to focus on the weakest is not something the survivors have control over. The survivor who doesn't know how to play DBD yet (say they have less than 100 hours) has no inkling on how to hide they are bad at it (how do they hide it anyway? You make no suggestion here. Do they bring Spinechill to play stealthy and hide whenever it lights up?) There's a lot more RNG involved on survivor's side than killers (see DCing teammates).


    I know killers are used to having all the agency but play survivor more often and you'll be reminded you hardly have a quarter of that.

  • @AssortedSorting said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3432282#Comment_3432282

    The Killer doesn't have the chance to look for Hatch if it spawns underneath the Survivor either. And when it doesn't spawn underneath either of them they both have the chance to run around looking for it, hell, if the Survivor is Healthy they can take a hit and leverage a speed boost too.

    The problem with your suggestion is that if the Switch is too hidden and too separated from the other switch, running back and forth between them is always a losing game, especially if the Survivor leverages the grace period of the Light not showing to take a "mulligan" at committing to the switch if they start hearing the Terror radius return.

    And if the Killer commits to scouring an area to look for the Survivor at a switch they can't know the Survivor is at, you've just made it a 50/50. Which is kinda unwarranted given the Survivor already failed to work as a team with others to open the Exit Gates, and failed to find The Hatch.

    It's a messy scenario, but I think it works as it is.

    If you wanted to make it more "high-stakes" with guaranteed "good spawns" of gates, I'd say that the Survivor should have Killer Instinct applied on them for 6s after The Hatch is closed. So the Killer now knows where you are, and it's up to you to successfully hide from then on, instead of at base having a 50/50 on opening an Exit Gate.

    Killer is faster and if survivor is injured there's no speed boost.

    I'll say it again for everyone to hear, if no escape should be guaranteed (look at DS and OTR de activating in end game) no kill should be guaranteed either (look at slugging for the 4k).


    What you are suggesting is a win more for killer. If you wanna give killer instinct to killer you should give the survivor something too (running speed, or action speed).


    Again, the team failing should not guarantee 4k for the killer. We've already said this. If survivors do 5 gens, by your logic they should all be able to escape. Killer was outclassed all game. Regardless, killer has much greater comeback potential than survivors not only through perks but by playing killer. The resources (pallets, medkits etc.) have been depleated. By your logic if killer has not killed anyone once 5 gens are done then it should be punishing for him as he failed his objective 90% of the match. Why should NOED activate? To gift the Killer an undeserved kill or more? If we wanna punish failures on both sides (with survives having a harder time coming back from a death at 5-4 gens) then Killer's snowball potential in end game, should all but disappear as well. He had 10-15 mins to make good decisions and he didn't. He does not deserve a compensation kill, not even the idea of one.

  • @fussy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3432247#Comment_3432247

    Big facts. Please devs give me guaranteed escape, when my team lost a match and i didn't get luck with a hatch. What a nonsense, lol.

    If you're nice all year long then BHVR won't take away your ability to slug for the 4k.

  • @Crazewtboy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3431371#Comment_3431371

    Not picking a side here, but should be worth mentioning that if the killer is focusing on one person and only one person, it gives the team plenty of time to do gens without being phased. There is enough pallets that a good survivor could properly loop for that entire time assuming the rest of the team did nothing but gens. But if their looping isn't up to par they won't survive that long. So it is possible to argue that in a way, it is the survivor's fault

    Is it the survivors fault if they play in solo and matchmaking places them with a weak survivor? Is it the survivors' fault killer can tell who the weakest link is (maybe they checked their playtime) and focuses on them?

  • @Crazewtboy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3432297#Comment_3432297

    In case you haven't noticed mate, this isn't a movie. Movie logic doesn't apply here, and the entity wouldn't exactly have mercy on survivors. Regardless though, doesn't change the fact it is a pity escape and a fair chance for such should never be a thing

    People talk about killers in that way all the time and how he should be the power role. Where do they base that on? Horror movies obviously. Not to forget all the licensed stuff we have.


    As for your previous point about survivors having failed and not deserving to win, then the same point can be made about killer and their end game perks. If killers have not killed anyone once gens are done the should not have massive potential to come back since they failed their objective all game and NOED should not activate at all. Why give killer the pity kill they don't deserve when they played badly 95% of the match?

  • @Crazewtboy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3432282#Comment_3432282

    The hatch and doors at Endgame Collapse is a pity offer to the last survivor despite having failed at your objective. If RNG happens to be on your side then great. If not then it is what it is. A pity offer shouldn't have a fairness aspect to it. It should be just what it is: RNG. Honestly lore wise a pity escape doesn't make sense from the entity but the hatch isn't going anywhere. Everyone who has played survivor should be happy it made it this far (myself included)

    Lore wise the last survivor should also escape. Since the game is based on horror movies, final girl always makes it out. I thought this was a known trope by now.

  • Why is he looking for the survivor he just hooked then? To say hello?

  • @SOULWARRIOR71K said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3431553#Comment_3431553

    This is just false lol. Here's a common scenario: Killer hooks survivor. Leaves the hook to "chase" another survivor. Unhook happens, survivor goes somewhere to heal thinking the killer is distracted, but then the killer breaks chase to go look for them (and worse case finds them before the heal is completed). Is this not still tunneling?

    He just came back to see how you are holding up.

  • @Hero_awesome said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3431869#Comment_3431869

    He's a Survivor main who got called out on the other thread. I already spotted the Survivor mains and they tryna act like they play Killer xD

    Play solo survivor for 20 games straight and watch your sanity leave. Everytime killers are asked about solo survivor they either act like they are pro (but they never post a guide lmao) or don't address it at all and just turn the conversation to high MMR and SWF. Every killer main here is top MMR apparently.

  • @AssortedSorting said:

    In this case the only way it's hopeless is if you're the last Survivor alive. In that case there's Hatch. If Hatch has been closed... Well I don't think a third chance needs to be guaranteed, especially with no effort on the recipients part.

    How is it guaranteed if killer can find you? It's not like the gates open automatically as soon as the last survivor moves in their vicinity. Survivor has to strategize some. If killer finds them it's gg, if killer cannot find them then survivors can leave. RNG can be extremely unfair. Such as Hatch spawning under the Killers feet. When did the survivor get the chance to look for hatch in that scenario? Survivor needs time to open Exit Gates though, it's not instant, so killer can usually make it in time.

  • @Crazewtboy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3432263#Comment_3432263

    Heavily disagree. You are now just limited to the amount of times you can use it. This does seem a bit much for an exhaustion perk, but then you have to remember it is still a free health state that wastes time (which is now more important than ever). Honestly I still see the perk used, and I even use it myself sometimes since killers aren't expecting it now. Dead Hard can still be a big problem for killers and I'm not sure where the idea that it isn't came from. Has been the reason I survived quite a few games

    There are better exhaustion perks atm. The only reason to use DH would be if killers forget their training of waiting for DH. Even back when DH had infinite uses, once you used it once most killers knew how to bait it (in my games at least). It was also a great counter vs Nurse. Not to mention infinite use DH already had validation issues and you it didn't work on reaction (at least for me) but had to work on prediction. Factor in latency and it does not seem as reliable anymore. Those were known issues and as far as I am aware they have not being addressed.

  • @lifeisstrange said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3432263#Comment_3432263

    Not really :P. I mention perk so I met DH/Iron will and the many good perks we use to have that is just garbage now, but hey I knew after DH the next target was gonna be sprint bust/lithe complaints lol

    I have no seen that many complaints. I remember when DH was still around there were some people complaining about SB.


    Maybe it'll get worse if the meta becomes SB, Vigil, Self-aware. Although I think before that is Adrenaline. I feel I've seen more complaints of that recently than anything else. Especially now that you can sort of co-ordinate it by having the ability to see gen progress.

  • The chances of someone dcing or unaliving themselves increase exponentially if they're holding a flashlight.

  • @lifeisstrange said:

    Buff survivors how?

    gutting our perks from 6.1 to this current patch

    Nerfing healing and med kits

    reduce our speed boost from a hit from 2 seconds to 1.8 second

    Removed great wiggle skill checks giving us wiggle bonuses to get out of killers grasps + added 10+ hook on every map

    Nerfed flash light clicks/flash light saves in lockers and anything else we use to can use to do with them.

    Removing lightburn=making wraiths more atrocious

    Pallets not working properly

    Yeah survivor sure got some buffs indeed.

    You forgot DH getting murdered. But hey now that DH is no longer a problem it's easy to forget, can't fault them really.

  • @hailxsatanxeveryxday said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3432040#Comment_3432040

    So maybe stop complaining, don't lobby dodge, and play meaner.

    I'm stomping P100s and Twitch streamers with hundreds to thousands on followers regularly.

    When you see a team in a lobby that you just know are going to be one of those teams, switch to a build you have saved for the occasion and play them, anyway. It's the only way you'll get better.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3432041#Comment_3432041

    You can't win every single game, no matter how good you are. I do wish that were true.

    Also, I've personally found that while, obviously, builds that decimate solo queue aren't effective on "SEAL survivors", the reverse is also true. I keep multiple builds handy and do my best to guess at the skill level and strategy of the group I'm playing against.

    It was sarcasm my man. Just repeating what Ir= read here from time to time.

  • Not having basekit BT ...oh wait, it was a Bloodbath. (I actually joined around the time killers received their basekit buffs and DH was rewarked etc.) Those were dark times for survivors.


    I guess I already miss DH. It was pretty fun to use and it worked like a charm against Nurse.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3432028#Comment_3432028

    I want nothing more than updated kill rates and statistics right now.

    I feel like BHVR is metrics driven, and will generally only change something if the data agrees.

    I'm still convinced that them expediting the Eruption nerf up by at least 6 weeks was a break glass event. Like kill rates north of 65% or so.

    I know seeing kill rates won't quell the complaining, but it would be nice to know. I feel like a lot of people are expecting killer buffs when BHVR's data is saying killers are doing 'better than fine' overall.

    Yeah, I remember Sadako and Dredge being top 5 really confused people (they were top 5 at top 5% MMR) and people were looking all ways to explain it. I dunno why they had such a hard time, both can teleport and cover ground faster than other killers and most games aren't playing comp. Heck in comp you can't use everything you can use in pubs anyway sp it's expected that some stuff can be broken on killers especially vs a team of randos (even if two are SWF).


    Everyone and their mother run Eruption, CoB, etc.The justifications we got and all the arguments of them not being OP cause you can just call when your teammate is going down with aura reading can rival the don't swing for DH that killers hated. Both got nerfed. Dh is as good as dead now (unless it gets changed or something), CoH is much weaker and self-healing is slow af. Heck after the healing nerf I still had a killer complain to me about healing in after game chat, even though we mostly healed each other.


    Even if we got killrates people would still justify that survivors kill themselves or survivors are bad or something or that actually killers should average 3k because he should be the power role or something.

  • I don't think we ever see eye to eye, but a code is a code and a cat is a cat. (I love cats).


    Give her a pet from me.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3431085#Comment_3431085

    This isn’t a hypothetical situation. It literally happens a lot in my games. And there isn’t any “getting triggered”, I’m just telling you what I do in my games. If survivors don’t want to be hooked, then they can bleed out on the ground. It’s not really a big deal. But survivors should give up their right to complain about getting bled out, if they are purposely placing themselves in situations where the killer can’t reliably hook them.

    Just provide the stats? Just because something feels common doesn't mean it is as common as you believe, it's like the people crying "omg the killer is tunneling 90% of the time and camping". Two very common problems (I should know, the last 3 Bubba's I played all litterally facecamped at first hook). It would be misleading of me though to claim that facecamping is prevalent in over 50% of my games, because truth be told unless I track at least 100 games to have a sample I'm just making baseless claims.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3432010#Comment_3432010

    I really don't understand how Killer is so difficult right now?

    It feels pretty fair.

    Perks like DH are gone. DS is gone. 3-genning (besides a certainly Dull Killer) is gone.

    The game for the average Survivor is a lot worse than it is for Killer.

    Even if you take the "I only face top teams" sort of thing, it's still winnable as a lot of Killers. Way more than it was 2 years ago.

    Can someone tell me if killer is easier or harder? I thought the existance of old (pre-rework) DH, no Blood lust, infinite loops etc. meant survivors bullied killers back in the day.


    Was the game better for killers then and worse now? What is the truth? Or are people wearing nostalgia goggles and just think that the game was better cause it was still new to them when they started.


    DH got nerfed, medkits nerfed, self-healing nerfed in general, CoH nerfed as well. What gives? I thought everyone was on the same page about face-camping. We supposedly got Re-assurance and although it seemed strong when it hit live it was not the same. The radius is pretty small that you need to reveal yourself and put yourself in harm's way for it to work. Now I would be happy if the change we got was only some radius increase for Reassurance but it still is a pay to maybe counter camping kind of perk.


    We don't even know if the change for anti-camping will go live. Basekit UB didn't go live either, but slugging for the 4k still remains an issue.


    An interesting point Scott makes about the anti-camping mechanic:

    https://youtu.be/kwP3Si_UPVo?t=125


  • @EmmaFrostyEyes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3432024#Comment_3432024

    “The survivor objective can be finished in 3-4 minutes by expert players.”so im guessing your a expert killer player since you only play vs expert survivors. Can we see the gameplay then?

    You don't understand seal SWFs are are actually more common than you believe. Expert killers have quit over the abuse they keep receiving from survivors and BHVR. Let's not forget killer should be the power role, survivors escaping should be the exception and not the rule and it feel special, have you seen no horror movies?

  • @killeriseasy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3431131#Comment_3431131

    Sometimes I get great teammates but most of the time I dont

    I mean survivors focusing on gens isn't always good if they all let you hit second hook. Cause it's easy for the game to turn south then.

  • What is it with those new accounts posting about the same issues?

  • I dunno, I see my teammates do gens all the time now that we can see their actions. So I'm not sure I get this. Do they still make mistakes? Plenty (like not using their healthstates and hook states throughout the game, being selfish or hiding all the time etc.). I also get people who DC or hook suicide or people who don't wanna do gens at all (those are a rarity though).


    But I am surprised at how often I see people do gens in fact.

    The rest of the stuff is harder to fix in solo survivor.

  • I don't feel like I win less because of DH nerf, although I don't know the truth. It just doesn't feel like it. Maybe if I were to kepp track of my games I'd understand better. Still, the killers I played (idk what MMR I am definitely not high), caught on very fast after I used it the first time (that's why I found strange when people would complain about having to wait for DH, since most of the killers I faced either did so after first use or sometimes could even sniff it even before you used it the first ever time).


    I do lose my medkits often so I just run a chest perk, hoping to scavenge some items. Maybe I'm playing more chill and it doesn't feel as bad to lose? I don't really know. I have days that are better and days that are worse.

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