JustAnotherNewbie
JustAnotherNewbie
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@MrPenguin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540197#Comment_3540197
Devs already said hatch doesn't count as a kill or escape so it shouldn't be affecting the kill rate or escape rate currently. The % shouldn't change since it didn't count to begin with. For sake of argument lets say it's removed and somehow that changes things so survivor is underperforming. Then they should get buffed. Why is that an issue?
If the killer gets a 1K then the system can't kick in. What's the problem exactly? Technically hatch can spawn after someone escapes, but at that point it doesn't matter so it not worth considering imo. Effectively it's the same. Once a 1K or 1E happens the system doesn't matter. So that also shouldn't be an issue.
"unless we're talking about survivors running MfT + Hope which I don't think it's the case, so we're not referring to that scenario."
You mean the most common build running around right now? Honestly kind of biased imo to consider all these scenarios for killer but when its the most common survivor build its "we're not referring to it".
However in the end its not relevant as far as I can tell and doesn't matter, so I won't needlessly continue on that point.
Again, hatch doesn't effect the statistics at all. Even if it did/does, that doesn't change anything. The frequency one side does or doesn't get a 1K or 1E to activate doesn't matter. That doesn't change that fundamentally one side having a basekit extra chance mechanic while the other doesn't is unequal.
I'm considering Hatch as an advantage because it can only ever benefit the survivors with an extra escape and the killer has no base kit equal or comparable that adds an extra mechanic due to 3 escapes happening to even it out. Unless that's changed it will remain true. So unless you can say something that changes that, it will remain unfair.
When they released statistics last year I think hatch escapes were accounted for. DC's were the ones that weren't counted for.
Hatch escape doesn't raise your MMR though, I don't understand how it doesn't count as an escape when it gives you points. Not counting as a win I can understand.
I don't think people who want to remove hatch want to give compensation to survivors. When people on either side complain about a mechanic that favors one side they don't go thinking that to balance the killrates killers/survivors will receive a different buff. They just want the killrates to change in essence. You also didn't make such an argument until I mentioned it, which makes me think you didn't really care about offering survivors compensation if hatch was removed but feel free to correct me.
If you dislike the RNG aspect of it then I don't understand how this bothers you so but 4% chance which is even worse gets no attention, or gen spawns in certain maps than can be awful etc. If you're coming at it from an RNG side you should be against many other RNG things DBD forces on its players, not just hatch.
Your basekit mechanic that gives you advantage is basically breaking pallets. Imagine a game you would not be able to break pallets, you'd be at a rather huge disadvantage even late game. But by breaking pallets at key places (say shack) you're weakening survivors and making deadzones that makes it easy to down them in any part of the game. Why are we acting as if this is not a basekit mechanic killers have that survivors don't have the equivalent of. Survivors can't rebuild pallets, and to even reset a pallet that's already down they need a specific perk. You should not be taking pallet breaking for granted, it's not. The game would be extremely difficult if pallets could be rebuild or survivors had a basekit ability to protect some.
Killers are have basekit BL in 3 levels and survivors have no such mechanic. BL becomes stronger in deadzones so it has great synergy with basekit pallet-breaking.
As for Hope and MfT, no we do not include that because we're talking on a basekit level. Just like we can not include Unbreakable and we didn't include moris either or add-ons. I addressed those earlier and I still told you that you have slugging on a basekit level. You really don't have to bring anything to counter hatch for the most part. Like a killer who brings 4 slowdowns can still lose a game duh, you cannot expect a 100% winrate on certain strategies that's delusional.
If you wanna have the MfT + Hope discussion I could also say, well just win the game before all gens pop, easy. No need to deal with this combo. MfT + Hope cannot counter 4 slowdown perks.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540114#Comment_3540114
I was usually positive for mid-chapters but after a lot disappointments, i kinda lost my hope on them.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540123#Comment_3540123
I hope they are actually good, we still don't know how they will look. And hopefully we can show them to other players or in lobby.
Better than prestiges honestly.
I don't really have anything I look forward to atn. Last thing I was excited about was the survivor UI addition and it still feels lucklaster. The rest of the changes are about perks I don't even use (ok maybe carrying Flashbangs with your item was a good QoL ngl). Just disappointed the killed fast vaults for female survivors as I primarily play them. Niche perks never get addressed on those updates).
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@alpha5 said:
So, what's the point exactly? You want a game to snooze in which makes you choose SM. I want to play DbD so I just get out if I see it's SM.
You'd be surprised at how many killers would probably do the same if their main or another cool killer had the same strength and low skill floor. The only reason she's not more popular is cause she was handled very poorly in design and background.
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@[Deleted User] said:
It honestly sounds like you have a competitive mindset (you admit as much in your post) but don't want to put in any of the work on mechanics or game sense. That's certainly your prerogative, but what is your plan when that playstyle is reworked?
Usually there's always a period of time where something like this happens in every competitive game out there, even pro players will take advantage of that. I don't understand why we're reprimanding a player who wants to win in the easiest way possible. Eruption meta was kind of similar and people couldn't even admit it was chill for them but they had to go all about "Actually this strategy has counterplay...just bring Empathy and you let go of the gen when they're about to go down".
In comparison this poster is much more honest, why should we be annoyed at them. This is all on BHVR. If the killer was cooler a lot more people would probably play her, she's considered "cringe" cause of her backstory so she has no general appeal imo.
When and if she gets reworked, they'll probably move to a different killer. Same thing that happens everytime an op killer is reworked (Nurse, Spirit). These people always exist in every kind of game. It's really silly to try to shame them out of playing strong characters.
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Delete this now!
It's taboo to say you're chilling while playing killer. Killer is supposed to be the only stressful and masochistic role.
Skull Merchant does not exist, it's just a recurring nightmare the DBD community is having.
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@MrPenguin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540177#Comment_3540177
Then don't give it to either.
It's not guaranteed K or E, I don't believe anyone ever said it was. It's a 2nd and 3rd chance at avoiding the worst score (0k and E respectively). I've said that multiple times now.
If one side has a 2nd and 3rd chance so should the other. Right now one side has it but the other doesn't.
My main point was that its unequal. Like I keep saying. Also like I keep saying, you can go either direction to make it equal. I don't specifically want one over the other.
Removing hatch though swings the game to the killer's favor and survivors might get compensatory buffs to keep the killrates at their deserved numbers.
Killers already become stronger the less resources are in the map (broken pallets and used up hook states, used up items) without having to equip any perks. Obviously a killer who has created dead zones can already probably get his 1k on survivors , unless we're talking about survivors running MfT + Hope which I don't think it's the case, so we're not referring to that scenario.
Like to claim survivors get more 1e than killers get 1k is not honest because we'd have to look at statistics and if it came out that they both happen at the same rate then you would not be able to claim hatch is unfair because it would not be offering any more advantage to survivors in that case. You really have to ask BHVR to release statistics how commonly hatch escapes happen on killer's crushing victory and the other way around and see their relation. Because if they both happened at the same rate then hatch is not really as much of an advantage as you claim and it would be the only thing that balances killrates a bit. And last time they got released all killers were averaging over 2 point something kills for all levels I believe.
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I don't think their purpose was to remove camping, it was to remove camping for low level killers who doesn't know any better but can still steam roll low level survivors with braindead strategies like facecamping.
They wanted to make the game a bit more bearable for low level survivors (usually solo) and not deny the power of camping from good killers.
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@MrPenguin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540170#Comment_3540170
"Slugging for the 4K is not even really a bypass. There's nothing stopping the last survivor from waiting it out in a random corner, tile, room, or locker. Realistically if they want hatch to spawn it will spawn."
"I already addressed the "bypass" point and you haven't disproven what I said so I'm not restating it. Go reread it if you want."
Since apparently that task was too much for you.
I thought you didn't like guaranteed escapes, why do you like guaranteed kills then? (or what should be according to you a kill)
Not finding a survivor for 4 mins happens how often? If it happens as often as a survivor 4% unhook that escapes that you have no problem with then, it's not a real problem either.
Also your problem was hatch being a consolation prize for survivor and killers not having any. When you have to slug for the 4k it means you've already won, therefore you don't need a consolation prize in that scenario.
So which bothers you really? The fact you didn't get your "guaranteed 4k" or the fact you didn't get your "guaranteed 1k", neither of which you deserve because according to your own arguments survivors don't deserve "free escapes" either. Why does a killer deserve a free kill again?
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@MrPenguin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540148#Comment_3540148
I stopped at "most of the time benefits the killer". There is absolutely no scenario where hatch would be better for the killer than it not existing. It literally only ever gives an escape where there would otherwise be none. The killer never benefits.
Uhh...maybe you will get it this time, but you can actually by pass hatch spawn with one simple trick. If you care that much about hatch you should do whatever you can to deny it. You can't say one thing and do another. If you could do nothing about it maybe your argument would hold more weight, but as it is right now you're just closing your eyes and ears and going "lalalala" to counterplay. Not very convincing really.
Imagine your problem being something you have control over and don't even need to bring specific perks lmao.
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@MrPenguin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540106#Comment_3540106
The two sides can and should be compared, being asym doesn't change that it just makes it more complicated and not always straight forward.
The killer is not turning a 0K into a 3K, there are no kills yet and the game isn't over. Once a kill is done that's it its locked in the same way once a survivor escapes that it its locked in.
A comeback mechanic does not exist for either side. Just because its endgame doesn't mean the survivors won. They won once 3 people escape.
That would mean after the survivors escape they get dragged back in so the killer can kill them, that doesn't happen.
Gens done does not mean the survivors won the same way just because the killer got 8 hooks but 0 kills means they won. 3E is a win, 3K is a win. Once those points are in that's it. Neither side can "make-up" for lost points.
I already addressed the "bypass" point and you haven't disproven what I said so I'm not restating it. Go reread it if you want.
"If you find slugging for the 4k too boring just don't?"
I already said I do that. Is your memory that short? Do you not read?
"Are you gonna start complaining for the 4% now that denies you an end game kill in 1 game out of 500?"
Why are you bringing this up? Stop making up point from thin air.
You're the one who has taken an issue with a mechanic that is extremely chance based (unless either party brings an offering and then you know the exact spot and can act accordingly) that most of the time benefits the killer anyway. If it didn't bother you, you would not be here making a post. If you find slugging boring then don't complain? You literally don't have to equip anything to counter it. Do you also refuse to camp/tunnel or 3-gen when survivors don't go down like flies? Your refusal to use the strategy that counters hatch has no weight to it as much as you want it to have.
4% chance to unhook yourself is really relevant because it's a random mechanic that still exists in the game and probably feels even worse to play against than hatch (you cannot do anything to deny 4% chance sometimes) and that can also very well deny you that coveted 1k. And there have been posts with killers complaining even for that and asking an equivalent mechanic for killer like you are for hatch. (I can find you the thread if you don't believe me).
The thing is the game is pretty much over at 2k for survivors but it somehow isn't over at completed gens. You can get your kills before survivors get to the end game, survivors cannot escape before they get to the end game though. It used to be that survivors could also go through the hatch with a key, but not longer. So indirectly yes, survivors doing 5 gens is intristically tied to their escape. You cannot escape if you don't finish 5 gens, but you can 4k at any point in game as killer. That's the difference. If you played badly you can still COMEBACK, exactly because the game is not done for survivors despite their escape being tied up to their 5 gens (which is their win condition). You're just arguing on a technicality really because the game doesn't end instantly when they complete them, but that's exactly why killers have comeback potential and survivors don't.
Killers also didn't always have to hook survivors, old moris existed and they could well by-pass the hook mechanic. If the mori/infinite unbreakable were to be implented tomorrow (I mean it won't) then you would not even be able to make a comparison between hooks and gens because technically the killer's win could also very well be tied to downing survivors and never hooking them. And you never know how this game will evolve in the future.
Killers can skip hook stages (you can just hook the person who has 3 hook states last and deny them their resource therefore winning the game at around 9 hooks instead of 12), survivors can't skip gens (maybe you could make an argument for old toolboxes but those don't exist anymore). Sadako doesn't even need to hook and some Nurses can also get away with slugging, but survivors still can't skip gens.
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@Alice_pbg said:
please explain the placement of artist to me
They probably have never met a good Artist.
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You're pretty optimistic there, be careful you don't get disappointed.
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There's only M1 killers and Nurse/Blight/Wesker. The killers you listed don't exist, you dreamed them up on the spot. Try harder next time. Everyone knows BHVR is survivor side since they have yet to address MfT.
(obviously a joke post for M1 fetishists)
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@mizark3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/390990/matchmaking
There are 2 main problems. The first and most common is how backfill lobbies work. If someone leaves a pre-game lobby, it will backfill, or largely ignore matchmaking rules to create any match for the people who already waited in line for a match.
The second is how miserable Survivor is to play currently. They bugfixed the 'bugfix' of vaulting, and it ended up bugging it out worse than either version prior. Xeno also has no counterplay in chase, as well as problems for Survivors setting turrets up to begin with, and being the new Killer, it is super common to go against. Also issues such as Hostage Merchant and Blight's addons still haven't been fixed, as well as being radio silent and opaque, even when asked directly in the AMA. So with multiple problems, and an apparent indifference to player's misery, the casual Survivors quit, and that only leaves the 'no-lifes' and 'sweatlords'.
A lesser third problem is that on average the players with more skill/hours play with the incentive. They don't care which side they play, so they follow the incentive. This means playing against the incentive often can be quite miserable, regardless of side.
It's always funny to see what new name people will come up to refer to Skull Merchant.
It's common knowledge the matchmaking in this is game is downright bad. Survivors get placed with newbies all the time and the killers always seem to find them as well. Try playing with Claudette that has just 20 hours in the game.
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@Tsela said:
Every killer is sweathy and using everything to his advantage, because otherwise he has no business playing killer unless he likes to watch 4 survivor teabagging at the opened gate every time.
The game turns everything overwhelmingly in favor of survivors, which makes total sense if you think about it, since in every game there are 5 people playing. And for the majority, the game needs to be fun, in order for people to return playing from a dev standpoint, so naturally it's much more sided towards the majority in every game which are survivors, they only throw a bone to the killers if less killers are played and they want to still maintain a good 4/1 ratio for the games to be played.
So If you don't like the super fast game where every single second counts, play survivor. But if you play killer, you are forced into this situation, so it is what it is. If you want a more relaxed game, don't play killer. But if you play killer and still want to win games, you have to put in quite some elbow grease, because 3 gens will pop at your first 2 minute chase otherwise.
The game has no ranked mode. If you feel humiliated at survivors getting a 4E and fantasizing they're probably teabagging you at the exit gate then yeah play Nurse, or your family might be in danger. I just hope you're also not complaining about survivors being on communication and calling out everything you do. It also feels bad as a survivor when your teammates kill themselves on hook and one gets replaced by a bot and Blight is rushing at you while you try to finish that one gen hoping to maybe get some more extra points and to top it all off they still slug the 3rd guy to deny hatch. Come on now, stop wearing your killer glasses so much.
If you wanna be mad at someone be mad at the game devs that would rather the game's state be in a limbo of wannabe competitive to party game. If the game had both casual mode and ranked mode most of those issues would be addressed for both sides and people could just chill in the casual mode (although there would still be a tiny percentage of people who still take it way to seriously instead of playing ranked).
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@MrPenguin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540069#Comment_3540069
I'm the one advocating for a hatch equivalent, no one said anything about a comeback mechanic. Neither side has that.
I have given hatch equivalents that kick in at a 3E, at that point the killer also can't turn the game into a win. The killer also cant turn a 2E into a win either.
Gens getting done is not the same as a kill or escape. The win condition is not gens, it's not hooks, it's kills and escapes. Hatch spawn condition is not gens, it's kills. The equivalent would be based on escapes.
The killer can get a 3k after gens, because the games not over yet and the kills/escapes are not locked in.
I'm not asking for that trade, you're just making up points and then throwing them onto other people as if they said it.
You do realize survivors are strongest at the beginning of the match right? That doesn't stop hatch from spawning at 5 gens.
Hatch doesn't spawn when survivors at their strongest, last I checked this isn't old hatch. It spawns when there's 1 left and you could say regardless if they're winning or not.
You are advocating for something like the hatch to be given to killer cause you feel hatch is unfair. And I made the point that survivors not having comeback potential also feels unfair to me as a survivor. Why should the killer be able to turn a 0k into a 3k+ but survivors can't turn a 0E into a 3E? Lots of multiplayer games only temporarily remove their players and let them play again until the game is over.
But you'll tell me it's an asymmetric game so the two sides cannot be compared which is basically what everyone who claims hatch isn't a problem seems to be claiming. Killing to people at 5-4 gens makes the game unwinnable for survivors, but killers getting to end game with 0-1k doesn't mean they have to accept defeat cause they have a chance to turn it around.
The game already offers you a basekit counter to hatch, if you rather not take it, it's on you really. Not much else to say. You can't go expecting to play the game the same way when you started. Metas change, you get better, your opponents get better as well. Can't just turn off your brain and play like a bonobo cause it used to work in 2020 or something.
If you find slugging for the 4k too boring just don't? Many people don't and they probably still get to the hatch first at least 50% of the time (and this number might even be low).
Are you gonna start complaining for the 4% now that denies you an end game kill in 1 game out of 500?
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It's why I don't bother to prestige anyone to 100. Not only does it make you a target it's also useless in general.
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@MrPenguin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540061#Comment_3540061
How is any of that relevant to worst core prevention mechanics not existing for both sides? I don't care about he last survivor getting away or not. Its the fact that the killer doesn't have a hatch equivalent. Something base kit that kicks in at 3 escapes to give extra chances for at least a 1K like survivor has for a 1E. Thus its unequal.
Slugging for the 4K is not really a bypass. There's nothing stopping the last survivor from waiting it out in a random corner, tile, room, or locker. Realistically if they want hatch to spawn it will spawn.
People have suggested a rushed bleedout option if you're slugged. I agree with that proposal. Because I agree waiting 4 minuets just to play out the match is a lot.
Uhh you do realize that killer gets stronger the longer matches last right? It's because resources get depleted. If you wanna make that point then please get a hatch equivalent so I can get a come back equivalent for survivors. As it currently is if 2 survivors are dead you can never turn it into a win, gives us the option to resurrect survivors so we can turn around a tie or loss to a win, just the same way a killer with 0-1 kill when gens are done can still end up with a 3k+ lol.
I'm sure many people would give you that trade. I would not care if you got a random mori for the last person in the game when you have not managed to sacrifice anyone. Just want come back potential for survivors since we're giving both sides equal chances.
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@MrPenguin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3539969#Comment_3539969
Cool strawmans but none of that is relevant to nor changes what I said.
Sure dead zones exist, but loop chains and god structures also exist (and are far more common). Both sides have their equivalent, but those aren't relevant.
Perks are not the same as base kit mechanics. Also not relevant.
I don't slug for the 4K, but that's also not relevant regardless. It's not even about being "too noble" (whatever that means), I just don't have fun doing that.
That's like the guys complaining "why can't I win as Killer when I play weakest killers, with niche perks and in the nicest way possible (no camping, tunneling, slugging)" so it's pretty relevant. Can games be won in playing nice? Yeah, sure. But you'd have to be pretty good as killer and probably above the survivors skill level. It's why people hate playing against co-ordinated survivors, cause that adds a layer of difficulty for killers who are used to playing vs uncoordinated solos and have strategies that work only vs them but fail vs survivors who can communicate.
But see? I was able just fine to guess you are one of those "I don't slug for the 4k" guys without you even saying anything in the first place. Your solution is right there, if you would rather not take advantage of that cause "omg boring" then it's on you, not the game.
That's like me crying the killer 3-genned when we did all the wrong gens and someone tell me "you can actually start by doing these gens to avoid a 3-gen situation" and me going "that's too scary/risky/boring, I rather do the ones in the edges first". Lol ok, I guess it's the games fault then for my inability to adopt a different strategy.
Playing optimally is inherently boring. Ask all the people who would rather bring flashlights and do flashy saves than do gens. You should already know by now which is the superior playstyle, but also the more safe and boring one.
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What's next? A Skull Merchant complaining survivors force her to play 45 min games?
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@MrPenguin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3538629#Comment_3538629
Would you agree with putting in a system to allow the killer a chance to get a kill by luck if 3 survivors escape?
A single survivor getting sacrificed also shouldn't bother anyone.
It's only fair the killer gets a similar mechanic.
There's already plenty of luck in the game. Survivors run to dead zones all the time cause they don't know. There's your luck. That doesn't seem fair to me either but it happens and there's no skill involved. Equipping NOED and getting downs if you did bad all game is also based on luck somewhat (good hex spawn). Isn't it unfair for survivors who worked to get all the gens done and not lose any of their teammates, they must have played really well up until NOED triggered but you can still come out of such a game a winner.
I have never seen a killer say how unfair that must feel for survivors and how they got robbed. Instead they say "the game doesn't end when all gens are done".
It also feels really unfair when the killer is slugging for the 4k and he's not even good enough to find you within the next minute, but you have to wait out the 4min duration or go save and there's hardly any comeback from that, but hey it's still in the game and I'm kinda surprised no one told you that this is the way to bypass hatch. Or are you gonna tell me you're too noble to slug for the 4k suddenly? Or maybe that Unbreakable can still happen lol? I mean if it's risk you gotta take and Unbreakable won't win them the game anyway, you can still down them. There's already a basekit solution to hatch, any killer can slug.
You also have Devour Hope which most people agree on is high risk high reward so there's your luck based thing that actually allows you to outright kill survivors or insta down them just by playing the game as you would normally.
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@Thusly_Boned said:
DBD is a weird game, and while 250 hours is enough time to master many games, it's just getting your feet wet in DBD.
That said, if you're struggling with looping, there are tons of great videos from great players out there to help. I've got 1500+ hours in surv (3000+ hours total), and tbh my looping game is pretty mid, though still improving.
What game can you master in 250 hours? I don't know any game that is PvP that takes that little. No way League, Overwatch, Apex, any fighting game are mastered after only 250 hours. Maybe a single player game sure.
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Some people like to challenge themselves, of course this is unheard of in DBD because the matchmaking sucks. But if people didn't like a challenge they'd never play ranked modes that exist in other games. DBD simply mixes casual and competitive together which can be bad.
Having a Blight/Nurse (or any other killer for that matter) sweat when we have a DC is kind of cringe since they gain nothing from try harding. They cannot prove something since there's no rank in line and they don't lose anything either if they go easier or even become friendly.
If the sweats could have a place where it is ok and encouraged to be sweaty there wouldn't be an issue mostly. Of course some of those people would whine cause they'd play against people of similar skill level and they wouldn't be able to stomp them like they do now(Blight/Nurse and 4man SWF on vc).
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People are probably back to school lol. Of course it won't be the same as in summer when students have free time during the week.
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I get Spirit very rarely. Ghostface and Myers I see a lot more often.
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@[Deleted User] said:
I mean it’s not really Freddy like OG Freddy is the icon remake Freddy not so much
I think this is a big part of it. If he was OG Freddy and even had lines like Wesker I think we'd see him a lot more often.
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@Caiman said:
I just hate his iri add-on that makes the bell silent. Takes all the fun out of the killer.
I hate the one that shows him gen progress lol.
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Bring Deliverance? Slippery Meat? Slippery Meat gives you up to like 48% chance to unhook yourself if you go through all the attempts.
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@thisislastyearsmodel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3521147#Comment_3521147
I think this is a bit of an over-exaggeration but you're not entirely wrong either. Early game is when killers have no pressure, so losing a gen early hurts.
That said, some killers seem to have negative pressure early on: Trapper, Pig and Clown. It's disheartening to get a first hit and then hear a gen pop on the other side of the map.
Survivors have no pressure in end game either, unless all 4 make it there. But if pallets are gone before all gens pop good luck making it out. The game from the killer's side can be turned around even if he had a bad early game. The opposite cannot be done because survivors can't undo their teammates' death. Killer always makes it to end game.
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@Nirgendwohin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3521508#Comment_3521508
tell me more about the invincible and how i get it
This has mostly been my experience as well. (I play female survivors too)
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@thisislastyearsmodel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3521518#Comment_3521518
Yeah, I thought maybe I was getting hit by weird, niche perks but that wasn't the case either. I'm not saying there's a bug or anything, but I can't place what else could have caused this, especially since it's happened multiple times over the last few days.
I mean they could have started to walk since it helps with losing chase and you losing Bloodlust. Some survivors are just incredibly loud still.
And without video evidence it's always very difficult to know what happens. Like if they had Distortion and you have the perk that reveals aura's when they do rushed actions then it would make sense their scratchmarks disappeared cause that's what Distortion does on top of hiding auras.
There's also Dance with me, Parental Guidance, Lucky Break, Self-Preservation and Poised. All but Lucky Break are extremely niche and people forget about Distortion's secondary effect.
Idk if I'm missing any other perks with similar effects.
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Some survivors have loud footsteps, good thing we're getting a perk for that. Gonna be interesting.
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Uhh, I still get hit just fine when fast vaulting. I even get hit when my animation has finished after medium vault and am starting the walk animation lol, it's insane. I play female survivors so I dunno how buffed I'd feel with male survivors.
I do think it's stupid to revert it to its previous state, instead of fix it and find a middle ground.
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I wonder what prompted this change? In indoor maps they could be very chaotic due to going everywhere, so maybe now they'll be easier to keep track off?
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3521198#Comment_3521198
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3521209#Comment_3521209
I think killers believed that survivors would still try to heal through a sloppy butcher, nerfed medkit/self healing META. The hope seemed to be that healing would be nerfed but gen regression would still be strong, so basically it made the games easier for killers to 4K. But BHVR wants a specific kill rate which means that survivors have to have something in their favor going in to trials.
True, I lose games vs killers like Wraith and Legion because people would rather heal than do gens. If we prioritized gens we probably could escape and not waste as much time. If We'll Make it is active I heal people around me cause it's fast. But that's about it. It's why I bring cause it's ok vs Sloppy Butcher and it makes people feel safer.
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I play cause I still find the game fun and wanna get better, plus they just added Maria legendary for Cheryl. What more could I want (a few more licenses from games to be honest)
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@Deathstroke said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3520036#Comment_3520036
Yeah 🤣 so funny seeing killers rant some... It's ez to win on killee if you really want to and yse all strats available mist if the time 😊.
The problem is players who make challenges for themselves "why is it so hard to win killer by not camping/tunneling/slugging, playing with both hands, not wearing a blindfold in 2023? I could do this 3 years ago, DBD is such a bad game, I'll quit playing it"
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@BillToLast said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3521038#Comment_3521038
Same argument can be applied to Blight. He is one of the hardest killers to learn, therefore most people won't be able to use his strong addons to their full effects.
At least Alchemist Ring requires you to hit a survivor, MFT just rewards you for losing.
Doesn't BL reward killers for losing as well? or are we gonna argue BL is needed cause "downing a survivor" is part of the game? If getting hit is losing then so is BL, why not make the same argument and remove it?
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@MB666 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3520858#Comment_3520858
yes but people like to call "fun" something that is undeniably broken or that it favors their side for the most part.
we can all agree that blast mine is fun to use and go against , MFT isnt fun in any way , using it is like a training tool for begginers and a busted tool on the good hands of someone experienced which makes m1 killer even weaker (thats terrible design).
yaaay I can hold W more effectively , sooo fun dude.
You'd be surprised that many killers say they don't enjoy Blastmine, there have even been threads asking for it to be nerfed.
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If you don't do gens from the start you cannot even tie the game. Play survivor and tell me you can win against an average killer by prioritizing chests and totems and then doing gens. The time is gone when survivors could leisurely do all of those things because they had maps that allowed them to do so, that is no longer the case.
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I only had 2 DCs tonight. i think one was a server thing probably cause he DC'd very suddenly, he wasn't doing bad. I also had the game kick me out yesterday. I think the other killer DC'd on 1 gen left or something.
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@JustWhimsical said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3520169#Comment_3520169
You remind me of Sluzzy lol. Dang, I miss Sluzzy, definitely one of the forum members of all time.
I think he/she got banned around when I still had like a 100 posts. Though i though he/she was a killer main.
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I played him today actually. I think his power is not very good on console probably and he's also a licensed character so that might make him a bit inaccessible imo.
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@ReikoMori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3520185#Comment_3520185
Blight, Wesker, and Nurse are stronger than her and more exciting. Those three offer both more power expression and player interaction.
Artist suffers from the same problem that a dedicated Sniper player in FPS games can suffer from, lack of interactivity. She sets birds down and shoots them across the map. You either hit or you don't and from the survivor perspective you're not really in all that much danger and you're too far away to respond with anything you'd normally have in DBD. At least in an FPS you can shoot back or go for a flank and try and push them out of position.
Also the feedback from being successful with her shots isn't very stimulating. You get tracking and interrupt, but it doesn't feel as exciting as a cross map huntress hatchet or threading a slinger shot at an awkward position in a loop.
Slinger, Trickster, and Myers are examples of killers who are weaker than her, but more exciting.
Those are like the strongest killers in the game, ofc people would rather play the strongest. And Nurse has a lot of downtime that is very boring after every blink. Looking at her feet half the game is the opposite of fun.
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@ReikoMori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3517951#Comment_3517951
When it comes to Artist her issue is that she's just kinda boring.
She has no major problems, but she also isn't particularly exciting either.
She's one of the safest power designs the devs have ever released. There is something to be said designing a killer who doesn't really live up to the mental picture one creates.
The thing she has going for her is that she's strong, but in a game where there are other strong killers with more exciting gameplay that isn't going to be enough.
Who are the other killers stronger than her and more exciting? Blight? Wesker maybe? Because I cannot come up with anyone else.
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@EvilSerje said:
You listed all the nerfs for killer and buffs for survivor. But not otherwise. Kinda biased, no?
Let's fix it:
- 90 seconds gen time instead of 80
- Dead hard works everytime, with invulnurability and dash forward (now it's just deepwound with very small active window)
- Decisive strike after every hook without prerequisites
- Slower kick time
- Bigger maps with infinites
- Jolt (Surge) was with a big cooldown
- Fat Medkits
- Circle of Healing
- Spinechill + Resilience
should I continue?
And no, I don't say it was super hard for killer, I got my first 1000 kills in old times. Now it's relatively easier and plainer. Do you remember being afraid to pick recently unhooked survivor or baiting DH?
You forgot to mention all the map changes that have been nerfs to survivors.
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If you find M1 killers fun then I guess she is?
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@woundcowboy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3519842#Comment_3519842
Those killers don’t matter against good survivors.
Sorry, I forgot you get 4 man SWFs only.
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I see it more often, maybe it would pair well with tinkerer and let them finish it so you can get a down? I would assume it's nice for instadown killers. It probably needs some planning though.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3520001#Comment_3520001
Well, you need to incentivize players to run boon and teamwork perks. Most survivors don’t use them because they don’t help with winning the game. And the devs probably stopped releasing them because they aren’t what players want (per pick rate).
Another set of perks that are useful for SWF and useless/difficult to pull off in solo...lol.