KateMain86
KateMain86
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@Archael said:
So you prefer to die at a 0% gate?
If you died at 99% gate, then you most probably would die either way.
But I don't know I'm neither killer nor survivor main
Yes I would rather die at a gate with no progress than one that could've been opened 10 times before I got there. At least then I would know I never had a chance to begin with. Also you're wrong about probably dying at a 99% exit gate. Every single time I have died at a 99% exit gate was me having to open it and then dying 2-3 steps from the actual exit. Had I not had to open the gate myself those deaths would've never happened. As I said, there is no situation where leaving an exit gate at 99% is in any way beneficial to you or the team.
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@CrypticGirl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3741432#Comment_3741432
I'm really curious where you got the "wiggle-unhook-sabo build" assumption from in the screenshots since the teammates' perks aren't shown until the end. All you saw was one toolbox and then you assume all that?
It comes from killer mains who have an extreme bias against survivor mains when we make suggestions that could influence changes in their gameplay. It doesn't matter what is said or shown. It doesn't matter how well you describe the situation or what actually happened. They already have their mind made up as to why the survivor main is wrong or lying. The interesting thing about the post you quoted was that everything said there was a complete lie and said without any supporting evidence whatsoever. That is why I like taking screenshots. I honestly might even start streaming my matches just so the whole picture can be seen. Even still, nothing convinces people that think this way.
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SWFs is a necessary evil for this game. If people weren't allowed to play this game with their friends then I think the game wouldn't even be around anymore. I know how bad the sentiment is towards SWF. I was recently accused to being in one in a slugfest match even though I have been solo que for well over a year now. It just goes to show how much people dislike SWF.
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@VantablackPharaoh91 said:
While toxic four man slugs DO happen, this just isn't what happened here looking at the screenshots.
You were a SWF. You had wiggle-unhook-sabo builds. You had toolboxes. You had Wicked. He only had three hooks at 2 gens left. You all played in a way this Bubba probably felt like he had no choice. Bubba's an instant downer and so, he did what Bubbas do in a pinch - snowball for the 4 man out at two gens left, which would be the correct play here. He didn't want to risk it. You have 3 gens done, you all clearly got to play some of the game. What did you think he was going to do in order to snowball, let you all out for free?
You know if my SWF pushed gens hard and baited stuff like Wicked like this against a Bubba and he did this, I wouldn't even be upset. I'd understand. Because I know why he did it - he felt he had no other choice.
I agree toxic slugging, real toxic slugging, should not happen. But this was not that. This was just a snowball that worked and you seem to be mad about it.
Ironically, tweaking the remote hooking tool from Masquerade to make it an antigrief feature would go a long way to avoiding scenarios like these AND deal with builds like the ones you guys brought, everyone would benefit…
This is a lie. I was not in a SWF. I have been playing solo since all of my friends quit a long time ago. You already went into this under an assumption that isn't true. We did not have "wiggle-unhook-sabo builds" and I'll prove it:
Again, the only toolbox that was on the map was the one that was found by someone else in a chest. No one brought a toolbox into the match. He had 3 hooks at 2 gens left because he literally stopped hooking everyone after the first survivor was eliminated. The ONLY reason this player did this was to be toxic. I'm so glad I started taking screenshots when I get matches like this because I know there will be people who will assume everything wrong just to stick to their bias. You would do well not to reply to me in posts like this, because I always keep receipts.
Also killers don't "win" when they eliminate survivors through slugging. From what I understand they lose points towards their emblems for refusing to hook survivors so winning wasn't the intent of this player. They didn't care to get points or rank up otherwise we would've been hooked.
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@Ohyakno said:
There's two gens left. Dwight or you could have deliverance. Considering that you're in a four man bubba probably didn't want to get sabo'd or take the risk that you could come back. I'm certain the other side of this has an interesting story to tell.
And realistically speaking, how often does this happen? I've been bled out less then a dozen times and I've been playing since blights release. Let survivors bleed out faster if they want. Quit trying to punish the no good bad killers for trying to win the game.
Edit: I just noticed you have wicked and are trying to bait him into hooking you in the basement. Jesus Christ. Why are you complaining?
We were not in a SWF. I have been playing solo for about 2 years now. Also this killer started doing this right after the first survivor was eliminated and he tunneled them out of the match. There were 3 gens left at this point. Leaving survivors on the ground this many times and for this long is not "trying to win the game." There was NO reason why he should have left us on the ground as many times as he did especially at the end there when all 3 of us were downed RIGHT BY THE BASEMENT ENTRANCE. The only thing you are doing is making excuses for toxic killers. You're not being reasonable or rational about this. You're looking at the screenshots and situation with a bias and trying to defend the killer with "what if" scenarios that you know do not excuse someone doing this. The other side of the story is literally this player wanted to be a jerk for the sake of being a jerk.
@Chaogod said:
Survivors have the best perks in the game, Gens have never been faster and continue to get faster, and you have safety nets on safety nets constantly forgiving you for mistakes. Slugging is a punishment for making mistakes because odds are yall are too close to each other so the killer slugs you. Why do people expect killers to follow a specific flow chart? I am gonna slug you if theres others around, otherwise in most situations slugging is putting you at a disadvantage. It's a skill issue. Stop constantly creating sitatuions where its best for them to slug you.
Stop running around in front of the killer when hes trying to pick someone up or when they are about to down someone.
Stop unhooking RIGHT IN FRONT OF THE KILLER.
STAY hidden if ur gonna go for a save.Seriously survivors want to be able to not think and make plays with 0 consequences.
More excuses for toxic behavior. This match went on for a very long time. All of us were downed several times all over the map and often times very far from each other. The killer also had knock out and all of us had to run around the map getting each other up because we didn't know where we were downed at most of the time. Refusing to hook survivors is not a safety net. This killer could have ended the match so many times but refused to because they wanted to be toxic. How can you say survivors don't want to be able to think in a situation like this? We had to constantly run around a very big map with a killer using knock out and pick each other up. We were also not SWF so we had no communication. Despite this killer being as toxic as they could be we still tried to turn things around.
The only thing people are doing in defense of this is defending toxic behavior that is in no way good for this game.
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@Feneroe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3740061#Comment_3740061
Running to the basement like that is a good reason to slug. People that do that obviously have Wicked (like you do in that screenshot) and want to be hooked down there for an easy self unhook. It's often a better choice to slug them to force someone to come pick them up for the pressure.
The killer was slugging long before I ran into the basement. There was no reason for me to self unhook or even keep playing at this point. It was just the same thing over and over again. I was hoping the killer would hook me so it would be over. I fell down the stairs after vaulting the window there and the killer was right behind me. It was clear to me at this point this killer had no intention of hooking anyone else. Again, there is no excuse for someone to play the game this way. The intent is clear when killers do this.
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@burt0r said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3740061#Comment_3740061
I wouldn't blame the killer at all if your team ran the currently buffed sabo stuff and plays hard hook denial. And I see at least one tool box there so from an outsider pov it's not unreasonable to think that happened.
It'll never cease to amaze me how far people will go to try and justify the most toxic fun destroying things people do in this game. The toolbox you see is from someone finding one in a chest. No one brought a toolbox and no one even had sabo perks. I'm pretty sure all of us were solo que and we did nothing to piss this guy off. The fact you'll instantly go to a sabo argument because you see one toolbox in a screenshot is very telling. Have you ever thought that some people just like being toxic for the sake of being toxic?
@TragicSolitude said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3740166#Comment_3740166
I had a match today where someone ran Boil Over and they kept going down and I'd look around and not see any hooks nearby so I'd leave them on the ground, and after the third time of not being hooked they disconnected. Survivors run hook denial stuff and then get salty they don't get hooked. If I'm doing a Tome challenge that has me needing to get off the killer's shoulder, it feels absolutely justified if the killer counters my nonsense by leaving me slugged. That's just how certain perks and playstyles are countered, by slugging.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3740049#Comment_3740049
You know how many times I've been face camped since the anti camp thing was added? Once
Seriously? I still meet lots of face camping killers. I got the hatch yesterday thanks to a killer face camping me. Also had one yesterday who kept face camping 1 survivor and so the other 3 of us did 5 gens uninterrupted and escaped; I felt bad for the survivor who died but she was a hero for sticking it out. I definitely encounter face camping more than I see killers purposefully bleeding survivors out. I'm more likely to be slugged by a non-lethal killer just trying to slow down gens than I am to be slugged maliciously for no discernible reason.
It is undeniable that the anti camp thing they implemented has strongly deterred face camping. I could post screenshots going back to 2021 of me being face camped a lot. It was way more common back then than it is now. It was so bad my SWF team had to make full builds just to deal with this situation almost every time we played. I know how bad a problem it was in the game. I was one of the people constantly talking about it here. Same with tunneling. Both of these things were long time problems that survivors largely felt was bad for the game and they eventually did something about it. Game devs need to be reminded of things that players feel should be changed. Not having this communication leads to people eventually not liking the game.
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@C3Tooth said:
For extended scenarios, there may be cases where a good survivor waiting for a flashlight, or no hook, or needed A slug to put pressure that's not a good time to hook. We can not punish these killers because of bleed out killers exist.
It can be fixed by simply a self kill button if slugged for 45sec. And thats it.
Giving survivors the option to give up isn't the answer to this. It puts the rest of the team at a huge disadvantage and it rewards the killer for playing in a toxic way. In fact I think if they did this it would make more killers do this just to force survivors to surrender. Killers that leave survivors on the ground for prolonged periods of time should be punished for it, not rewarded. It makes more sense to recover over time in a game like this instead of just die.
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@bjorksnas said:
People playing in bad faith shouldn't be accounted for in game design. If you find something that you can do to annoy people the entire game (because slugging isn't just a small part of it) shouldn't suddenly be changed in such a way that it affects regular people playing the game as well because of a niche situation that you ended up in with a bad actor.
Stuff like that is too broad and has too many implications on killers with it in part of their design, what does oni and the twins get if you shouldn't be slugging more than one survivor at a time
What's the point of them still having a power after downing that first survivor just instantly smite victor and drain all blood oni has.
Idk its too rare of a problem and too difficult of a fix without just ruining some aspects of the game, slugging 100% can counter survivor greed and give the killer a win if they do it without any perks backing them up and removing slugging would just be babyproofing the game for survivors to remove a niche situation.
They absolutely should be accounted for in game design because they influence how others will play. I'm not saying the moment you get knocked down you should be able to get back up. Oni's power lasts for a short duration. The twins can go straight to you after downing someone with victor. You don't need to leave multiple survivors on the ground for half the match for these killers to be viable. In fact most of the ones I go against never do this. Again, this falls under making excuses for the exception when the exception wouldn't even be affected by a proper anti-slug change.
As I said there is no excuse for this. No killer main will be at a disadvantage for not being able to leave multiple or even an entire team on the ground for full bleed outs. Its not "removing slugging" if you make it impossible to leave multiple survivors on the ground while refusing to hook them for several minutes.
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@Royval said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3740050#Comment_3740050
what if there was no hooks around? The whole team had on breakdown, boil over? Why do the killer need to be punished for this. The devs said clearly that this is a playstyle anyway.
I literally ran to the basement and was downed there. This killer downed everyone at least 5 times each and refused to hook us with plenty of hooks everywhere. The basement in the last screenshot IS RIGHT THERE. Stop making excuses for terrible behavior in a video game. People that play like this do not deserve the benefit of any doubt. You know why they do this. Everyone knows why they do this. They do it to be toxic.
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@Caiman said:
Just another thread demanding killers be punished for doing anything.
Yea this doesn't sound bias at all… You can't look at those screenshots and tell me this should be ignored and nothing done about it.
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@Royval said:
there are perks to prevent this you know
Survivors shouldn't be forced to run the same perks and build forever to deal with something that shouldn't be a problem to begin with. There is no excuse for this. They need to tackle this problem the same way they did camping. There shouldn't even need to be perks in the game to counter this. One of the perks keeps you in an injured and broken state the entire match and the other is dependent on totems. Unbreakable only lets you recover once. The problem is NONE of these perks deter the behavior. If killers knew every time they did it they'd be punished it would stop. You know how many times I've been face camped since the anti camp thing was added? Once and I'm pretty sure they didn't know about the change. Before it face camping was very common.
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Franklin's demise has always been an unfun perk to play against. White wards don't even protect against it. It should only disable the use of your item for a few seconds. It shouldn't make you drop the item and deplete its charges. Its one of those perks that makes you instantly hate the game the moment it hits you.
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@Tzimiscelord said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3733675#Comment_3733675
Greeding a stun on some killers is a good investment. Greeding pallets against certain killers is dumb.
Adapt your playstyle to the killer you are facing.
The problem is without the pallet you often times have no other option. You'll get downed either way. The point is the value pallets used to offer against killers has been going down with the constant release of killers who can interact with you even with a dropped pallet in front of them.
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3733672#Comment_3733672
No one is saying any of that. Ill bet you wouldn't feel good if you were let go from your job and a bunch of people online were brushing it off, especially the very people you worked your behind off to please every day. It's called having empathy. Mandy has confirmed she is still employed, thankfully, but what about Peanits or Rizzo? We have no idea if they've come out unscathed and as valued members of the community I doubt they'd like to see "oh well, it happens, you're not entitled to your job" remarks. They'd understand more than any of us exactly why this has happened, they don't need it repeated ad nauseam.
When this stuff happens there's always a lot of confusion and assumptions as to why it happened and also people expressing reasons why they think it shouldn't have happened. I would guess efforts were made to try and avoid this which is why I don't want to assume Behavior was in the wrong here. Could it have been handled better? Maybe. But you know as much about this situation as I do.
I will say though I think no one should have to live in the fear of worrying if today will be their last day working at their job. How that is handled is something that'll have to change within the industry.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3733392#Comment_3733392
Well that's a hard disagree, if the Spirit is good you are not going to get a stun, she will hear exactly where you are, walk around and hit you from behind. She moves so fast, if you drop it she can also just walk around the short side of the loop and still hit you, and she hears when you move away… So while this might work against weaker players against a really good Spirit you will just get domolished.
Getting a stun on a good Spirit player is very satisfying. Getting downed on the other side of a dropped pallet that should've offered protection value is just annoying.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3733262#Comment_3733262
You'd be surprised, maybe 100 of those people are engineers sure, but you have QA, product management, UX, design, art, modeling, UI, marketing, music, sound, balance (i know lol), partner managers (they have a ton of 3rd party relationships to maintain), support staff, people taking care of the building they are in, IT, facilities, payments, billing, tech support, probably engineers for the support team to work on tools for them to actually support us, managers to manage all of these people and departments etc. All of that adds up fast.
People have no idea how much money goes into managing a business, especially one that hosts a live service game with a lot of players. They also don't take into consideration the consequence of not doing layoffs like this and how it could be much worse in the long run. I highly doubt this is something they wanted to do. Its more reasonable to assume its something they needed to do rather than wanted to. I think its more wrong to assume companies should be obligated to employee someone forever than it is to let them go. A job is no more an entitlement than the existence of the company offering it.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3732996#Comment_3732996
You think Pallets give you value against Spirit?? On a normal map there are like 2-3 pallets than can hold a good Spirit... Other than that the best play might be to go down under the pallet and get saved by your teammates because otherwise the loop is heavily favoring the Spirit... There are many killers in the game that do in fact get hindered a lot by pallets, even stronger one, but for Spirit most pallets don't really matter.
Yes absolutely. Spirit is fun to play against because it adds an extra element to the match that doesn't feel overwhelming. Also pallet stunning a phasing Spirit is very satisfying. It also just feels good to know a pallet offered value in a situation that would've otherwise got you downed. Throwing a pallet then having the killer go right over it or damage you through it is very annoying.
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@ad19970 said:
Mage Hand is definitely quite the dangerous ability. If you think Vecna will use Mage Hand, don't drop the pallet. That's the tip I can give you.
But I would argue that Vecna is one of the fair anti-loop killers that actually has counterplay. You do know you can crouch under his Flight of the Damned spell right?
Nope but I do now. I still think its annoying that pallets seem to become increasingly less valuable the longer this game goes on. When you play against Trapper, ghost face or the Spirit for example you really see the value of pallets. As far as ranged attacks go, I really don't like them. I think in a game where a survivors main thing against the killer is to run that distance should always offer value. I don't think any ability should be able to down you from range except for Huntress.
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@GillyBeannn said:
https://us.v-cdn.net/6030815/uploads/U5DYNOL8KRZO/screenshot-20240602-124454-gallery.jpg
I got this same bug as well, please don't ever patch this 🙏 it has some great assets~
So far its only happened on that map in my OP. I did get another glitch on the new map yesterday with the same outfit while I was hooked.
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@drsoontm said:
And what is the bug?
Bug? I don't see any bug. 😏
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@OnryosTapeRentals said:
Low-key this actually looks good, they should consider giving her some shorts with this pattern after they fix the bug.
Right? It actually looks great on her. I hope we get some really good summer skins this year.
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Its not discrimination. Its just good business.
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What no option for Kate? 😁
If I had to pick only one it would have to be Lee.
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Making any of the moris basekit is a bad idea. Its going to negatively influence how survivors play because no one is going to want to be the last survivor. There will be matches where survivors will throw themselves at the killer the moment another survivor gets eliminated just so they don't have to deal with it. Besides that, its kind of a slap in the face to the last survivor because you're basically being punished for surviving this long.
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I don't think Square Enix would be OK with Tifa and Aerith hanging from hooks and getting their guts ripped out. They're more likely to become Fortnite skins than to appear in a game like DBD.
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@Hex_Llama said:
One thing I love about this character is that they've made all of her cosmetics mix well together. Any time you add something, you have a bunch of new outfits to make. Unlike, say, David, where none of his clothes match.
I noticed that too. I hope this becomes the norm with cosmetics going forward. Being able to mix and match them is something I think a lot of players value. My current Sable look has cosmetics from 3 different outfits that go so well together they could literally be a unique outfit for her.
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@Alice_pbg said:
not happy about it… WotC is not a company I wanna give money to
Yea I can't get excited about anything that comes out of WOTC anymore. A once great company now easily forgotten.
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I decided to get the red hoodie. Everything they've done with Sable so far has been amazing. She is by far the best original character they've made so far. I think I've gotten Sable in every single match I've played since her release. Sometimes even multiple. Thats a sure sign they did a really good job designing her. I hope they put the same energy towards future survivors.
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@LeFennecFox said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3642565#Comment_3642565
Why shouldn't slugging be happening? Should killers pick up survivors in front of a survivor no matter what? A mass slug requires survivors to be grouped up, injured, and have insanely short chases w/o multiple strong perks in play that could prevent the snowball. Grouping up injured out of position from resources is a misplay by the survivors why should the killer be punished for bad survivor play?
Survivors can't stop the killer from playing and progressing the game. Killers can stop survivors from playing and progressing the game by slugging. This is why killers shouldn't be allowed to leave survivors in the dying state for prolonged periods of time without punishment. We have an unhook progress bar for camping killers. Its time we get something similar for slugging killers.
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Of course not. The moment a SWF team sees one of Trapper's traps the game is already instantly in the favor of the survivors. They'll communicate where every trap is.
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Yes, but I'd prefer the OG Ashley over remake. Either that or go with remake but take that hideous coat off her.
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You ever thought maybe most people don't care about this and just see the aesthetic value of tumble weeds in an old western setting?
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I've wanted Ashley Graham to come to DBD since the first Resident Evil chapter. If she ever does I hope they go with her RE4 original design instead of remake's. They changed her character too much in remake that it feels like two different characters. RE4 Remake is a really good game but it doesn't hold the same charm as the original.
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This hair is going to start a cult following. 😂
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Yep, it sure is ridiculous right now. I had hoped the unhook protections would get rid of the problem, but it only suppressed it to an extent.
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@xltechno said:
People who talk about tunnels as if they are illegal are always 5gen then. It's a very interesting phenomenon. The other survivors waste the hooked survivor's first-chase contributions, and the survivor assures the killer that he can safely tunnel without risking gen completion.
You don't know if the killer is going to tunnel until someone goes for the save. Then it happens and you have 2 survivors involved in that situation while the other 2 survivors don't figure out the situation until its already in the killer's favor. You can only deal with this to an extent in a coordinated SWF group. If your solo que, this situation always ends in the killer's favor. Most survivors are altruistic and want to try and save their team, even when the killer is playing in the most toxic ways. In fact they often seem more motivated to do it because they hate what the killer is doing.
@nodforkiss said:
survivors when they genrush = OK
killer when they focus one survivor = not OK
whensurvivor mains will stop this entitled idea?
This often happens at the start of a match. They don't care if survivors are doing gens fast or not. They're going to do it regardless if they choose to do so.
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@graveyard_7777 said:
It's just a crutch perk for survivors and if all 4 are running it that's wild
I would argue several killer perks are crutch perks too. No Way Out and Remember Me come to mind. I don't know how you would nerf adrenaline to make it do something that wouldn't cause a million survivor mains to never use the perk again.
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There is nothing to consider. Survivors left to bleed have no control over the situation unless they have a pick up perk. Even still, the killer is usually right by you especially when you're the last survivor so the perk won't help you. The killer can force all survivors out of the exit gate. There is literally no comparison here.
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@tyantlmumagjiaonuha said:
BhVR, like the person who created this thread, please provide more tutorials and custom match methods to learn how to play against killers. This game is getting more and more complicated every year and people who don't normally play various killers are grumbling about it, as well as SM, which has become something else with repeated reworkings. And like most of the killers released last year, they get nerfed after release.
Its really the same formula for survivors when new killers come out for the most part. If a killer has a ranged attack that can injure you, the only thing we can do is the same thing we do for every other ranged attack. We can run left or right out in the open or put a wall between us and the killer. This new killer's power has a splash effect which means we now have less ways to deal with it. We don't need more tutorials. We need balance. They keep deviating so far from the original killer designs and now its almost safe to assume the next killer will also have some kind of ranged ability.
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The game isn't always easy for killers. I know I like to say how good killers have it in this game a lot but I've also played long enough to see many killers get completely dunked on. A SWF team against a trapper for example will usually have a big advantage because they call out where his traps are with their team. There's also certain maps that don't work well with some killers.
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@caligraph said:
its not that big a deal, just go make a coffee or something
It is when my time is being wasted by someone else in the game and I want to start the next match. But if you want to talk about what isn't a big deal then you know what else isn't a big deal? My suggestion in the original post.
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@tyantlmumagjiaonuha said:
Stop the operation, stay where you are, and call for the crows. I don't know if you are playing killer, but certain survivors (especially Ada) have extremely low moans, so without the crow notification, the killer may lose sight of the survivor.
You do realize you're making a non argument over this right? What does this have to do with the killer not being able to find the survivor? I am suggesting an option for the SURVIVOR to be able to leave the match in this situation without penalty. Staying idle for crows isn't going to make the killer pick you up when the killer is the one leaving the survivor on the ground on purpose. You didn't read my OP, which is why your replies to this post don't make any sense. This suggestion is literally just to give the last survivor the option to leave the match without having to wait out entire bleed out timers because the killer chooses to be toxic.
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@TragicSolitude said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3681585#Comment_3681585
Sitting in a locker isn't playing the game. The survivor isn't doing gens, they're not looking for the hatch, they're not opening the exit gate, they're not trying to escape. Existing on the map isn't playing the game.
The survivor and killer were in a standoff situation. Just like the old hatch standoffs. Either of them could've ended it. The survivor was going to die, whether they bleed out on the ground or go on a hook or get Tombstoned, so refusing to let the killer get the Tombstone is just petty. Survivors do realize they're hurting themselves when they do that, right? Because the killer is going to have to try again, meaning more survivors are going to have play against this add-on they apparently hate. Survivors are damning other survivors to a fate worse than being slugged to death, it seems, and they're proud of it.
The survivor is not obligated to give that to them.
The killer didn't trap the survivor in the locker, did he? The killer isn't obligated to pull a survivor out of a locker. If some player wants to sit in a locker instead of play the game, why is it on the killer to force them to play?
I have countered many Tombstone Mikeys, and I've never done it by sitting in a locker. Sitting in a locker doesn't earn points. Sitting in a locker is not playing the game.
Sitting in the locker is playing the game when you're doing it to avoid a tombstone mori. It is literally the counter play to it.
The killer did, in fact, trap the survivor in the locker. They were using a tombstone addon and refused to open the locker to progress the match further. The survivor had no option to continue the match beyond getting tombstoned. Nothing prevented the killer from opening the locker but the killer's own choice not to do so. They knew what they were doing. They held the game hostage on purpose for the sake of an achievement.
@Hannacia said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3681585#Comment_3681585
I'm sorry but the survivor was being super entitled and petty. He could have come out of the locker and end the game. Survivor is not entitled to hide in a locker for 30 minutes. Killer and survivor BOTH were petty here and BOTH of them should have gotten few days to cool down or neather of them. Survivor can vault a window or sit on a gen too to get slugged and end the game in 4 minutes instead of being in that locker.
Shame on both of them.
I don't care how entitled or petty the survivor was being. That is completely irrelevant to the situation in the match. The survivor could not come out of the locker because the killer was in front of it with tombstone active. The killer was in control of this situation and refused to play further for an achievement. The survivor had no option but to stay in the locker. At the very least the survivor had a chance to wiggle off had the killer opened the locker. The killer was in complete control over this situation but chose to waste someone's time over an achievement they probably could've gotten in their next match in the time they wasted in this one.
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The survivor should not be forced to exit the locker and be hit with the tombstone. The killer however had every means to end the match by grabbing the survivor from the locker and refused to do it. That is taking the game hostage. It doesn't matter if they were trying to get an achievement. The survivor is not obligated to give that to them.
@Hannacia said:
I think both of them should have gotten banned, or only the survivor. He was being petty and denying the possible achievement the Myers was maybe after. He's also bragging about being petty and horrible person in twitter. He could have come out of the locker, but literally refused and then pretended to be the victim.
Behaviour you screwed up with this one.
The killer player is entirely in the wrong here. Lockers are the counter play to tombstone. The survivor is not obligated to give that to them no matter the reason. If nothing was done in these situations it would be common.
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@tyantlmumagjiaonuha said:
Are you struggling with no hooks around you, intentionally running into a no-hook zone because another player has used it, or waiting right under the board? What you perceive as harassment may be, in the eyes of the killer, an act to eliminate the possibility of escape for the last survivor.
I literally crawled to the basement so the killer could have the easiest convenience in hooking me in the last match this happened to me. Any survivor doing what you said won't leave the match because they know what they're doing in preventing the killer from hooking them. That is completely different from the situations I am talking about. This would be an optional thing, and it would be for the situations I described.
Let the killers get the points for eliminating the last survivor if they decide to leave.
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Yea ultimate weapon was way too powerful in its launch state. It was like giving killers a second power with just a perk.
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@CursedPerson said:
The good players are constantly hitting me through walls and getting good bounce angles. Definitely a top 5 killer right now.
Most of the players I go against using the unknown seem like they've mastered this killer. The unknown is too strong out of the box. The main problem I see with this killer is the debuff from its ranged attack lingering until you stare at the killer long enough to remove it. I think if they simply made this wear off over time it wouldn't be as bad. This killer has too much management involved with dispelling the clones and having to stare at it to remove the debuff. Not doing these things gives the killer way too much control.
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@Starrseed said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3679774#Comment_3679774
tldr you dont want to deal with perks you dont like. nothing new with you every perk you dont like you deem unfair or op same goes for killer powers.
no need to talk to you from this point on
Then don't talk to me. Its no secret that certain killer perks, powers and addons are simply OP when used in certain combinations. Pinhead for example can use his strongest addons in combination with a full gen regression build and win with ease. When I start a match and half my team has given up within the first 2 minutes I know something is wrong with the balance of this game, especially when I see that pattern continuously everyday.
You can complain about me all you want, but I am never going to stop talking about the things I find problematic with this game. Our feedback matters otherwise we'd still be living in the 1 hook tunnel mori days. I've seen many changes done to the game based entirely on player feedback such as the basekit unhook protections, anti camping mechanic, NOED totem aura and more. I was strongly involved in all of those conversations and saw changes done because of them. The devs do listen to us. I don't expect everything I find problematic with the game to change the way I want it to, but its still worth talking about it. Its good we have a feedback forum where players of the game can come to and give their opinion on the game that is read by the people who make it.
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No thanks. I don't want to deal with this every single match and making the new meta 8 hooks for a 4k.




