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JustAnotherNewbie

JustAnotherNewbie

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  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3515573#Comment_3515573

    WoO leads to formulaic pathing from pallet to pallet.

    It doesn't matter how you design the maps, WoO users will still make a beeline for the nearest pallet wherever it is.

    The only way to solve for this would be to halve the number of pallets and vaults on each map, which means you're punishing survivors who don't run WoO. So ultimately it's an issue of power creep, WoO offers too much information.

    WoO has a double-whammy of being both a useful learning tool, AND vital information for the skilled looper. It's difficult to nerf for the latter without also nerfing for the former.

    Survivors should have tools that are good for them as solo, not perks that are only strong in SWFs (see current Circle of Healing, Buckle up + FTP, Deliverance, Reassurance). It's why it's widely used, because it's good for solo play.


    For it to be addressed, the game would have to offer more communication and co-ordination for solo survivor than it currently is. It's also the reason Adrenaline got more popular probably after the HUD update, because prior to that you just had to pray and get lucky. Now at least you can co-ordinate it somewhat even with randoms.

  • M1 killers are boring to play as and against and I don't think they need buffs because they're braindead easy and basekit buffs would probably make them OP.


    Brightness add-ons should become relevant again for Flashlights and maybe allow you to blind through cracks or something similar. At the moment they are relics of the past like fog offerings.


    Nerfing DH was a bad decision considering all the Endurance we have right now. At least you could use Dead Hard for yourself as a solo, other perk combos like Buckle up and FTP are only good in a SWF which doesn't make any sense.


    Sloppy Butcher should not persist after being hooked.


    Killers can still run 3 slowdown/regression focused perks and do as well as they did, people just got too comfortable running the same build, but every game is about re-adjusting every time the meta changes.


    Killer BM consists of killers focusing the obvious newbie and no one talks about it. Everytime I see it I have to be reminded of how insecure that killer must fill if they have to focus that person out. The game doesn't even have a ranked mode and the matchmaking is atrocious, relax.


    Stealthy survivors can easily throw the game for their team by refusing to alleviate the pressure the killer is applying and usually are too scared to complete their gen. I'm talking about the average survivor, not the guy who has 10k and knows when to be stealthy or when to get in chase and gets a 3+ man out.


    Survivors should get a re-build perk/ability for pallets or even walls. As it is right now survivors are strong in the early game and weaklings in late game and many times it's not even their fault if their teammates used up the pallets, they should have some comeback mechanics they can earn.

  • @Rulebreaker said:

    Its nice to know they still didn't change IDV from when we stopped....sad since they have interesting hunters too...

    Would actually be a decent license in my opinion. I would love Sculptor as a killer. Survivors are also interesting but they would be like a nerfed version of their real power.

  • @EmmaFrostyEyes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/387964/leon-players-vs-rebecca-players

    The adas i get are terrible teammates. The best players are the jills😎

    I don't think I've ever come across cracked Jills tbh, Ada's though can give up fast though and suicide. I think Ada has the biggest occurance for that behavior.

  • @biggybiggybiggens said:

    Leon players seem to be much worse. I've had some bad ass Rebecca players on my team and on the Survivor team against me many times. Leons though?... They do nothing special that I'm aware of. I feel most people that pick Leon just see the character from that RE game they like and pick him up. That's it. Nothing wrong with that, but it shows in game. Leon's seem to be brand new most of the time.

    My experience has been the opposite actually. I've seen more Leons than Rebecca's who are decent/good in a chase (mind you I can only recall 2-3) but maybe it's also because I see a lot more Leons than Rebecca's in general. Some Rebecca's can be incredibly altruistic though.

  • @TragicSolitude said:

    I've had a lot of default Leons sandbag, grief, and team up with the killer. Rebecca is more likely to just be useless.

    Worst Leon I remember threw pallets down on top of injured teammates while they were being chased, getting them killed, then when it was just me and him left the killer found him around the edge of the map crouching at my Visceral Canker doing nothing. Leon and the killer came to the gen I was working on and killed me and Leon was given the hatch.

    "Annoyed" isn't the right word for how I feel about default Leons.

    I actually had a similar experience in RPD once with Leon. Leon was juicing Nurse and me and the others doing gens. At some point we completed the gens and I'm heading to the exit gate where Leon also is at and he would body block me (it's the one at the back where you have to cross the narrow door frame so Nurse would kill me, although I probably unhooked him and even did the gens. Somehow I escaped Nurse and actually made it out alive, just don't get those players who want to get their teammates killed.


    Rebecca's just do those mistakes that can throw the game or worsen a situation that is already bad. Had a Rebecca today on Ormond who brought the killer to me while I was healing, was healthy at some point and she would not start our last gen etc. And other times I've had Rebecca's with Bond bringing the killer to me as soon as they are spotted by him while I'm working on my first gen :(

  • Just another combo that is only worth it in a SWF. Tried running it and unless you're tailing your teammate while they get chased hoping to be there when they are downed, you'll never get to use it AND you'll waste a lot of time not doing gens. I also haven't encountered it on any survivors I get match with as a survivors.


    For solo it's one of those perks/perk combos that is meh and you should actually bring more useful stuff for either your team or yourself. Buckle up is good for slugging or forced slugging if you can, it's hard to do as solo.

  • People have been playing DBD for a long time and have a semblance of how the game should be played if you wanna win. And even when survivors bring "fun" items like Flashlights the killer still doesn't like it and they rather bring Lightborn or Franklin's. There's really not a very reliable way to have fun in the game doing something different than focusing on gens and hope to win. And when there are playstyles like that you usually need at least a 2-man SWF to accomplish it.

  • It depends on who I am playing, I've had Sadakos be nice to me as Ada. I don't think any killer has ever being nice to me when playing Nea, Kate or Haddie surprisingly. Cheryl seems to be some killers' weakness as well. Maybe licensed survivors are more well-liked in general, who knows.


    Can't wait for Maria to come to DBD though and hope other SH fans decide to spare me.


    I more often than not give hatch to the last survivors unless I haven't see them all match. In Identity V (which I also started playing recently and play "killer" way more often than in DBD), I give hatch if it's near where I downed the survivor and I happen to see it (sometimes I can't locate cause I don't know the maps yet well enough).

  • @Gandor said:

    You can just presume that you spawn in a (very loose) cluster far away from killer - if you can identify where the killer is (came from), then you can safely go there and be reasonably sure nobody else is doing gen there (with added benefit, that the killer will probably not expect anyone to work on a gen where he spawned).

    This can get you to 1st chase very quickly. Your teammates can possibly have the same idea. In very unlucky RNG you can solo spawn far away from your team and actually next to a killer (if you are really unlucky he can see you basically at the spawn). These are all the risks - but they are all exception to the rule (not counting the fact you have highest chance to be in 1st chase this way).

    Also - Midwitch is far worse then this map, because it's too small, has bad loops and you can't chase effectively there without bringing killer to other survivors + very fast deadzones. Sanctum "only" has 3gen problem you still can combat. The map is far more manageable then Midwitch.

    My teammates idea 9/10 is doing the gens on the edge of map especially the ones that are next to each other, which is a surefire way to 3-genning yourself.

  • @Nazzzak said:

    This is one of those maps (along with Azarov and Suffocation Pit) that I run to the opposite side of the map of which I spawn and start a gen there. You have to take the initiative in case your team mates don't.

    I try to, but you cannot always see where your teammates spawn unless you have bond or something that shows their aura, plus if the killer has any brain on his own, he'll make it as hard as possible for you. More often than not I feel like we win cause killer can't or won't play this map in a gen-focused way.

  • It's not unfair, it's part of the game and probably one of the reasons the killrate for killers being 60% (and maybe if more people played this way it would be higher).


    This is the meta at the moment, I don't think the problem is the strategy so much as survivors can counter it/use it to the advantage. The problems are:

    1) tryhards vs casuals (so a killer playing as sweaty as possible isn't gonna be fun to go against for survivors who find fun in flashlight saves etc.)

    2) killer being able to deduce who is a beginner and tunneling them out.

    3) killer being able to bypass the survivor who wishes to be chased/tunneled out.

    4) counterplay to tunneling requiring co-ordination and communication being impossible for solo players or requiring info perks for them.

    5) counterplay requiring specific perks. (used to be DS etc.)

    6) good matchmaking so the game doesn't put 10 hour Claudettes in a lobby with a collecting 2k hours or something.

    7) not knowing the killer you are facing.


    That's why this strategy (as well as camping and maybe even 3-genning) is the bane of most survivors cause the effort needed to counterplay it or take advantage of it is massive for solo-ers compared to the killer employing this strategy (and certain killers excel at those strategies, see Wesker for tunneling, Bubba for camping, Skull Merchant for 3-genning, Sadako for slugging etc.).

  • I will only leave if there's like 2-3 low prestige Clauds/ Dwights/Megs/David's etc. Not survivors that have to be purchased. Don't wanna play that painful game.

  • 4 man SWFs are not though. 2 man SWFs are the most common as well as solos.

  • Is this 2022? Probably playing vs a SWF if you had trouble with boons. No one brings boons anymore.

  • I thought I was a main but actually play the survivors that have Terrormisus etc.


    I also love Ada but after she joined DBD. I thought I'd be a Rebecca main but ended up being Ada. I also love Nea, I think because I started playing Nea when I was starting to understand the game a bit better, so she stuck with me. Mikaela is my main because I love witches, simple as that, her style is awesome.


    Kate I play because I have her scarecrow outfit which is top 3 in the game. otherwise I'd never play her probably.

  • I'd be quite happy with just the skins. I'd love some Chainsaw Man skins, Makima for Nea fits well because of the inside joke.

  • To be honest old Ruin does sound pretty noob friendly, but on the killer side.

    Having passive and unearned slowdown is the best thing for noobs. Imagine as a survivor having a gen progress on its own throughout the game without survivors having to interact with anything and everytime a killer loses a survivor in a chase you get extra progress, lol.


    I don

    t think Buckle Up and FTP will be around long, although it would be great for situation where killer is slugging for the 4k, no doubt.

  • @Sava18 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3502359#Comment_3502359

    I simply can't wrap my head around it. I can only attribute it to the dbd playbase being wrapped up in their horror fantasy's that I couldn't care less about if I tried. There are few killers that are fun and skillful for both sides: Wesker, Blight(minus a few add-ons ofc), oni, billy and huntress come to mind. My mentality used to be very killer biased back before I joined the forum but the more I play survivor and the more I read what people think on either side I realize there are very few people that are unbiased to a somewhat large degree. I am slightly biased towards blight but far less than majority of blight mains but only because I know more about him than 99%+ of blights playerbase entirely, I can tell people what is actually true about this killer.

    But again, most people want to play these killers that if buffed to A tier they would be the worst killers to play against period. But they don't understand that. These killers aren't designed to be good.

    Bit of a ramble but it's something I take a large issue with.

    True, if killers with simple mechanics were buffed they'd be pretty oppressive and this is true across many other games with simple characters. Once in a blue moon that happens no doubt, but I doubt it ever results in good and interesting games. Plus I assume, if those killers got stronger then their only counterplay would become co-ordination, which again is impossible for solos. Pro SWFs would still be able to handle it fine.

  • If the source was "credible" there would be no point in this thread. OP is obviously referring to casuals, not youtubers.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3504546#Comment_3504546

    Riiiight, so your evidence is someone who has been banned on the forums, and you also had to go a year back? Funny.

    But my point wasn't just "oh you showed me one, guess i got owned". My point is, you'll find it hard to find anyone with any CREDIBILITY actually complaining about blast mine.

    I got you fam.

    @UnavailableName said:

    How astonishing right ?

    Playing killer has become so frustrating at high MMR that i completely understand why killer mains refuse to play this role. I do not care about loosing and yet i do not play killer as often as before (max 2 to 3 games and i stop) cause it is boring to deal with MFT + Resilience + Hope on at least 3 survivors every game.

    It is also boring to deal with 32 charges Toolboxes + BNP + charge add-ons or Blast-Mine over and over again when you want to break a generator.

    Honestly that game, though the year, has felt down in a toxicity loop and this loop has been created by the devs.

    Who on earth can think that blast-mine is a good idea ? What happens when 4 survivors have it ? Same for the MFT combo or toolboxes, what happen when all 4 survivors have those ?

    Do you remember when survivors cried because they had to deal with 8 to 10 times POR ?

    Well, Dealing 8 to 10 times with MFT + Resilience is just as nboring and frustrating.

    Being blind by a mine 3 to 5 times in the same trial is boring.

    No wonder why the queue times are increasing as survivor, +100% incentive on killer pretty much the whole day but morning on EU servers.

    Neglecting the killer community so much that we (killer mains or both roles player) are leaving the role.

    Pretty fresh thread, just scour the replies and you'll find the ones about Blastmine, enjoy! Blastmine is also mentioned in the first post.

  • @sanees said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3504059#Comment_3504059

    if the killer spends more than 4 seconds, then you won time

    taking into account the fact that the killer spends 2 seconds on animation, then in 99.9% of cases you won time

    He doesn't need to snuff it majority of the time. CoH is not good for solo. The only scenario he would need to snuff it is if he's playing vs co-ordinated SWF.

  • @sanees said:

    it was one of the most cheesy dbd perks, 1 survivor took 1 perk that allowed the whole team to heal in solo in 16 seconds

    by the way coh even now is incredibly good as it is a free bond + it still greatly speeds up the healing (altruistic healing time from coh-8 seconds)

    How is it free bond? You have to waste time to find a totem and then bless it, killer can snuff it whenever. Just bring Bond lmao. Anytime someone has set CoH, I've never gotten healed by my teammates even though they can clearly see me. Leave it to killers to tell you which survivor perks are totally fine. What's next? Calm Spirit is actually sleeper OP?

  • @Sava18 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3503645#Comment_3503645

    Her learning curve is essentially nothing, even while being the highest. Her skill ceiling is probably low A tier at best. It really is just a fact that most players on both sides are terrible and thus killer players struggle to get over a curve that is easy.

    The problem is that majority of the playerbase plays her with a controller, that's why her killrate is #########. She's way better with a mouse and keyboard, not nearly as clunky.

  • @Iron_Cutlass said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3503343#Comment_3503343

    There is a downside.

    If you place it on a Generator that never gets kicked:

    • It never activates and you just complete the Generator, you have to re-earn it.
    • It sits there for 2 minutes and does literally nothing; which btw, you cannot make progress on earning another Blast Mine until it has been completely used, so you basically are left with 3 perks.

    Killers that do not pressure/regress via Generator kicking make this perk completely useless, and there are many Killers, addons, and perks which can support that as a playstyle (e.g. Corrupt, Deadlock, Hex: Ruin, Jolt, SH: Pain Resonance, etc).

    The perk is a huge gamble. And what do you get from it? A stun, that's it. It's not even that helpful in most cases, seeing how other stun perks like Head On allow you to actually coordinate and get massive value from it.

    This perk is literally meant to be a joke, something that does nothing but give you a small laugh and that's it, nothing else. It's not even a meta perk per say, seeing how the meta is focused around Sprint Burst/Lithe or Made For This at the moment, and if anything, I would PREFER people bring in Blast Mine over all the sweaty stuff you see, it's effectively a waste of a perk slot.

    People lost to it once and now can't let it go. I though Boilover/FlipFlop/Sabo was a bigger deal. But who knows, maybe for people trying to still play kick meta it's hell on earth.


    Every other point you made I agree with, I've had the same experience. I rarely get value out of it and because it's so difficult to earn back I only activate it when I know the killer is close and I have to abandon my gen. On top of that 9/10 times killers don't even bring a gen-kicking perk.

  • @nikodemo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3503317#Comment_3503317

    guys. it's not about Blast Mine. it's the low effort/big reward design that they've been applying to Surv perks lately that's the problem. persistent for TWO minutes?! there's NO downside. that's the problem.

    now, maybe on ONE survivor it's annoying. but when these things start stacking because you have 4 survs with 4 perks each, versus one Killer with just 4 perks, things can get out of hand quick.

    and with competent survs, yeah, it can easily become just a miserable experience.

    once again the Killer doesn't feel threatening, and that's a problem.

    Anything is annoying for killers with competent survivors. Get real please. The only time people are stacking Blastmines is if they're a 4-man SWF which is not as common as people here claim it is and they rather do flashlights/boilover/sabo etc.


    Blastmine's downside is that you cannot equip it to more than 1 gen at a time. Meaning unless the trap runs out and you charge it again, or the killer kicks the gen you're not getting any use of it.


    The other downside is that, unless you're playing the same 3 perks you played before their nerf (CoB, Eruption, Overcharge etc.), most people don't. they rather play Jolt, Pain Resonance, Deadman's Switch etc. Meaning they have no reason to kick it, meaning Blastmine has gotten indirectly nerfed with the meta change. The only times it might come in handy is when killer brought Pop.


    Whenever I play Blastmine I get on average 1 use of it. It's very rare I get 2 out of it and really common I get 0 use out of it.

  • @Iron_Cutlass said:

    https://forums.bhvr.com/dead-by-daylight/discussion/386215/way-less-killers-than-prior-to-the-gen-regress-nerf

    Never in my life have I seen someone complain about Blast Mine of all things.

    BNPs, I can get that.

    Hope, so-so.

    MFT, 100% understand.

    But Blast Mine? Really?

    I've seen it a few times. Killers complaining about Blastmine. Old habits die hard (probably haven't gotten over the kicking meta)

  • @Meepy13 said:

    I swear idv has the same developers?

    I think BHVR has contributed.

  • I only feel bad if the killer has like 2 perks and he's obviously new. It's really stupid to dunk on a a new player or a player who's playing with fewer than 4 perks.


    I wouldn't care if they'd played Blight with the most broken add-ons and perks though, ngl. It would feel good if they somehow managed to lose the game.

  • I think we should keep track of it and see how it does live? It could be bugged due to being patched...who knows.

  • That makes sense, I always forget that thing exists.

  • @Sava18 said:

    I'm not gonna lie. Everyone is terrible in this game. A decent amount of comp players lack significant chase skills and only get by due to their great 4v1 efficiency. If you happen to be playing a bottom 10 killer, we'll that sucks. You probably shouldn't be severely limiting both you achievable potential and maximum skill level. But hey, the dbd player base really wants to play myers/freddy and eat their cake too. I simply don't care about the theme or license of each character, I play what's fun. My disappointment in artist led me to play blight, after maining many other killers.

    Yeah, more often than not all those threads are about M1 killers. I don't understand the hype either, they're the most boring killers out there but you'd think they're 80% of the killer roster or something with the remaining 20% being Nurse, Blight and Wesker.

  • @Seraphor said:

    If you have evidence it was done maliciously, it is bannable, it's working with the killer. However...

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3501897#Comment_3501897

    This is also valid. If you're injured and on death hook, and no one else is, taking the killer to another survivor can be the smartest move for the team.

    I agree with you. I've had so many teammates who have no hook states and they're allergic to taking any protection hit, lmao.

  • @Tsulan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3501402#Comment_3501402

    I still don´t see the issue here. As you said, people are usually complaining about slowdown perks. This isn´t one of them. Anything that isn´t a slowdown perk is a good change. More variety is always good.

    In order to get any benefit from LP you need to dedicate the whole build to it.

    Ugh...not really. You can do 2 perks for aura building and 2 perks for gen regression/slowdown. This was also a decent build back when CoB was strong, despite some people running 3-4 slowdowns. You can do LP, No where to Hide, Pop goes the Weasel and any other gen regression/slowdown you want. No where to Hide is great because most people hang around their gen trying to hide.


    The most common killer to run only aura building are Huntresses who wish to snipe you from across the map.

  • I always thought "overtuned" meant something that has way too many uses, see MFT. I come from LoL so usually that terminology was used on champions whose abilities where whole paragraph's and they had some unique mechanics for weird/specific interactions cases. So to me that's what overtuned means. Something that has a main use while at the same time doing quite a few smaller things on separate categories.

  • Don't you know? It's actually you being bad. Survivor is the power role actually (ofc it's sarcasm, I know the pain being solo survivor as well).


    I've also had 2 people working on the same gen and no one bothering to to rescue despite the 3rd survivor getting injured/being in chase. It makes no sense whatsoever.

  • Another proof most killers don't play vs SWF most of the time.


    WoO is only good if you're solo and wish to avoid dead-zones. If you know the map at all it's not that great, I rather not waste any slots on it.

  • @Tsulan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3501246#Comment_3501246

    I mean, at the first chase, all pallets are up. So its bound to be the longest one. Disturbing a gen with 2+ people can be a double edged sword. As having every survivor on a different gen is the bigger threat for a killer. Nurse and Blight using it would seem a logic step, as they have the biggest mobility. But that doesn´t say anything about its power.

    Usually survivors spawn the furthest away from the killer. So as killer the best step at the beginning is to go for the furthest gen. Lethal Pursuer only helps in the regard to chose a different taget gen for x reasons.

    Remember, the thread is about that OP feels like cheating when using this perk. When there are aura reading perks that show where healing survivors are, where the exact position of the killer is when you hit a great skill check, where the killer is when he kicks something etc. Those are arguably stronger than Lethal Pursuer.

    Just cause those perks occur more frequently doesn't make them as strong. For the most part those are perks I would assume solo survivors would be using (Fogwise and Alert) since they cannot communicate killer position to their teammates unlike SWFs. That by itself makes it a lot weaker on the grand scheme of things. Lethal persuer is stronger the more aura reading you bring as long as you have skill to and a good killer to take advantage of it. Injuring 2 people who are doing their first gen and forcing out the others who are doing the gen closest to that one is a lot of slowdown for the killer and saves them a lot of time in not wondering around etc. It's more common to spawn in 2s or 3s than it is for everyone to spawn alone next to e gen (mind you gens on the same side of the map for the most part). More often than not you displace 2-3 at the same time rather than just 1. And I'm gonna assume that even if you get the worst case scenario, if you know anything about the game you can choose your most advantageous survivor (say someone who is working on a 3-gen or something).

    This is quite a multipurpose perk that does not really a downside (the only downside being only bringing Lethal Pursuer with no other aura reading perk). People are just really slow to adapt to good perks and LP has been good ever since it got buffed, it's simply that back then people run 2-3 slowdown/regression perks and LP requires you to be more active than chill back and wait for the game to reach a point where it's unlosable against majority of the teams.

  • @Tsulan said:

    We have a ton of aura reading perks for both sides and you think Lethal Pursuer is OP? There are much stronger aura reading perks that this one. Just saying.

    Isn't your first chase like the most important one? And if it wasn't as strong as you claim killers like Nurse and Blight wouldn't run it but they do. It also gives you a great opportunity to disturb gens being work by 2+ people at the start of the game which is great value.

  • I would assume survivors have gotten better and you probably should not be playing killer the same way you did back then. You can't just turn off your brain for the most part and it makes sense for both sides. You can't just mindlessly chase a survivor for 5 mins and then expect to get 3k-4k (unless the survivors have been ######### around) and survivors can't escape to win if the killer has more hooks than they have gens finished.

  • @Nazzzak said:

    I see you're in a 3 man swf. Majority of the survivor player base is solo. Not sure why you think your experience is an accurate representation of a typical survivor but okay.

    You'd think with how "easy" survivor is they wouldn't bring MFT + Resilience lol.

  • @Rulebreaker said:

    Steam (with controller) and yes crossplay is on because why would we turn it off?

    I've read from some console players they have turned off so they don't play against cheaters.

  • Idk, you gave the best character (design wise) to Legion which me no likey. Other than that I never watched it...


    I'd rather have Chainsaw Man costumes. Want my Makima Nea to be a real thing.

  • @Pulsar said:

    So you've played against a total of 2 regression perks with a couple of horrid Killers (Pig and Chase Merchant) and two decent Killers who didn't use gen regression (Wraith and Singularity).

    Alright

    SIngularity was doing adept. Usually people doing adept might not even play killer regularly and on top of that even if he could get 2k-3k and be happy with it under other circumstances, it probably wouldn't grant him the achievement so he went next if he wasn't guaranteed a 4k early on I would assume.

  • Would you say it's enough to counter MFT?

  • @UnavailableName said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3496663#Comment_3496663

    Well the two first RQ were normal, we were at 4 or 5 gens and they had 0 to 1 hook only...

    Even then the killers I get don't ragequit. I see it on youtube videos but it has not been my experience. The Singularity was going for Adept I think, that's why he quit probably. Couldn't 4k at that point.


    Wish the maps you played on were also listed alongside.

  • My killers never ragequit. They're pretty committed to the game.

  • @UnavailableName said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3496619#Comment_3496619

    Too early to tell when MFT make some loops infinite or semi-infinite ? lol that community mindset is unbelievable

    I don't use MFT. And like I said, it remains to be seen if MFT is strong across all survivor levels or strong on good players against certain killers.


    It's why we allow things like Nurse and Blight to exist, as well some Wesker techs. Because most of the playerbase cannot adequately take advantage of them. MFT doesn't counter Nurse or Blight or Wesker, it counters other killers, but on comp level DBD you don't see Trapper being played and you also cannot stack it. If anything it's a lot stronger for solo survivors than comp survivors, cause comp survivors can rely on their teammates to bring perks that can have value for the whole team and not one perk that might not do much against the killers they play. It's solo survivors who want perks that make them more self-reliant.

    Do you also think WoO is broken as I've seen some people claim? Cause I cannot imagine a good SWF needs WoO when they can just call their position and pallet drops all the time. No, it's the solo survivor who has no way to communicate with his team who needs to know to avoid deadzones and dedicates a purely info perk for that.


    Also I don't take arguments seriously when people say killers without mentioning which killers they actually mean (90% of the times they mean M1 killers lol). I'm sorry they're trash but they're also incredibly boring. Have no idea what people find so fun about those wet blankets.

  • @[Deleted User] said:

    It’s actually nice to see it confirmed once and for all that the devs don’t expect all killers to compete against good survivors. Do they realise however that this is what pushes people who play these killers to inevitably end up camping and tunnelling?

    I think the devs expect those killers to actually use that strategy. The problem becomes when those strategies are viable and strong on killers who don't need that kind of help.

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