KatsuhxP
KatsuhxP
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@Blueberry said:
So the base kit anti tunnel mechanic was implemented to of course aid the person being unhooked from being tunneled.
My question here is, how often in your games as killer is the anti tunnel feature used offensively to body block for the unhooker instead of its intended purpose?
I ask this because I feel like the mechanic is abused in this way extremely often instead of its intended role and wanting to see what others are experiencing. I almost always try to go for the unhooker instead and it is very common for the unhooked to intentionally try to body block me and take a hit for the unhooker.
This is why I'd personally prefer a zero collision feature with the anti tunnel since it's not abusable in this way and they couldn't body block me. If its purpose is supposed to be anti tunnel then let's keep it that way, not another chase extender.
It happens quite a lot, but I don't have a problem with bodyblocking with bt too much. I'm already more annoyed of the people bodyblocking with ds tho xD
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@GolbezGarlandGabrant said:
I'm actually kind of bored of being the gen jockey so I figured let me shake things up and run a Head On build in my SoloQ games.
In one match I managed to Head On the killer 2 times. Next thing I know the killer is smacking me on hook and nodding at me on hook.
My teammates are angry at me in end game chat for not doing anything productive (even though they got 4 gens done without me) and got mad at me for not saving them on hook when I knew the killer was proxy camping them on hook. Both the killer and survivors called me trash at the game.
What's this game without the killer taking Head Ons personally or teammates realizing different playstyles. I did rescue a teammate with a Head On and denied a hook.
So basically you memed around and you tell people they have to chill even tho you just lost a game for your team because you didn't do a single gen?
That's not how this works: most survivors have a playstyle where they like to escape sometimes, and you denied their playstyle with doing absolutely nothing besides annoying the killer (btw you can't take head-ons objectively, the hitbox is bs on it's own it always hits you) xD
Well in the end I'm someone that's playing more seriously and don't meme around too much, so my opinion is probably at the wrong place here ^^
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@Christof89 said:
Can we talk about the hatch please?
As a deaf player I rely on visual cues in the game and all the other accessibility features work great. But when the hatch spawns and I constantly have people saying you can hear it when you get close - obviously I can’t.
Bill’s perk - Left Behind - is great but using a perk slot for something that everyone else can hear without it feels a bit unfair
Is there a way to add an accessibility feature like an on-screen cue as you get closer to the hatch? I feel it would really help a lot of players out.
Mhh I think you could make a hatch symbol near the middle of the screen that get's brighter or pulsates faster as you come closer, but only if you're near it?
That way it shouldn't be to big of a gamechanger for people able to hear and make it possible for you to find.
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@Marioneo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687610#Comment_3687610
i think it will be the same as kicking him
Could be, but even then it would be 4-6 seconds? How long is it curently? I only played against one twins since I play (I play mostly killer so it's rare that I play survivor AND get the rarest killer in the game xD)
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687091#Comment_3687091
its easy to counter, chase someone else
That's not a counter, that's just avoiding to hard tunnel that survivor and therefore do exactly what the perk was made for: Make you stop tunneling xD
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@SadakoBFF said:
Can I launch the game, open bloodweb, place my mouse cursor on the auto-purchase node and launch an autoclicker? I'm not talking about hacking in more BP or anything like that, I just want to level up characters while making myself tea or going to the toilet.
I think I've red sometime that it's not allowed to level up with makros or autoclickers. They won't go after you probably BUT they won't help you if EAC bans you for it (so it's probably the same like cosmetic mods).
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@KatsuhxP said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687592#Comment_3687592
So far, yes! They change her from slugging to hit and run, at least that's what i'm thinking reading her changes.
I've red it again on steam and I think until he's crushed the survivor can't be picked up? His duration is 20 seconds at max (so it's the max duration of the haste) and it's not clear how long it takes to crush him.
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@typervader said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687587#Comment_3687587
Yes but is that ALL it does? Cause if thats all it does then its a huge nerf
So far, yes! They change her from slugging to hit and run, at least that's what i'm thinking reading her changes.
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@typervader said:
You havent really explained WHY him being on them is a good thing. Does he prevent any progress from a pickup? Stop them from moving? Hide their aura? How long does it take for another survivor to get him off a downed survivor?
Understanding that will make a big differnce in understanding the rework.It gives charlotte 10% haste as long as he's latched on the survivor (or locker).
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@Rumble said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3686896#Comment_3686896
Definetly is, honestly the fact that these things exist is poor game design.
You know what? You're right, they should rework all stealth-addons by chase-killers to something chase-related. It's useless anyways, so they can just disappear. The steps and sound-cues stay and we have killers without useless addons that can't stealth and don't need to ^^ xD
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@Rumble said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3686588#Comment_3686588
That's the point of certain perks and addons. He has addons that makes him undetectable, which is useless because of his loud footsteps. Same thing with perks.
Every killer has an useless stealth-addon, even blight and it doesn't even surpress his rushing-sound. That's not an argument xD
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@mizark3 said:
Don't worry, they already did that for Skull Merchant! She has no audio cues when she is in stealth! Be happy every time you face an SM!
(But not sarcastically, they should instead add the equivalent of Visual Heartbeat for stealth Killers within 6-12m [or however far they are supposed to be heard at], and also for the 3 gen sounds for Killer at the same distance they are supposed to be heard at [regressing, not regressing, and currently being worked].)
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3686603#Comment_3686603
I will say yes there is a pay-2-win bugged no-audio cosmetic for Ghosty, but I don't like people to abuse it so I won't say which one it is. It is pretty ugly though, so you can tell people use it to abuse the pay-2-win nature of it.
Plague has the sound cue for entering Red Puke mode, but it could also use a visual heartbeat equivalent. She also has a (maybe multiple) pay-2-win skin to hide/obfuscate the red smoke when she has Red Puke ready, so I would rather see custom client sided colors for game mechanics (scratch marks, pools of blood, Killer unique mechanics [other than Trapper/Hag/Stealth intended things]).
Actually I just like the outfit, I don't use it because it deletes the sound but it's a nice side-effect for sure xD
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@Nos37 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3686590#Comment_3686590
Right. Earlier today I had already suggested a lullaby for Plague only while she has her corrupt purge ranged power.
As far as audio hints, is it pay-to-win if Ghostface has an Auric-cell-only cosmetic that removes (drastically reduces) the audio levels of the whoosh his costume is supposed to emit as warning to unaware survivors?
The lullaby with plague is a good idea, I think it could sound be very cool with a choir because she's a priestress (is there even a female form? I'm german idk xD).
To the ghostface thing: I guess you could it call pay to win, at the same time I personally don't think it's too big of a deal, so I wouldn't say that.
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@Nos37 said:
This is like asking utility companies to remove the gas smell from their gas because it punishes people who have a cold or are sick and can't smell a gas leak. It's not a punishment...
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3686067#Comment_3686067
Plague needs this. She can use perks to stealth WITH a ranged power WHILE survivors are injured for the majority of the match??
Yeah plague is weird, maybe they think it's not a problem because she doesn't always have her power. But it's fine for the most part I think ^^
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@Rumble said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3686334#Comment_3686334
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3686334#Comment_3686334
You can see him but on indoor maps or behind walls it's a penalty, especially when using perks and addons that make you "stealthy"
Still no reason for him to be stealthy, he was disigned as chase-killer so he's made for raw chases and doesn't has to be quite.
It's the same on any chase-killer. Nurse, Blight, Demo, Huntress, Spirit, Chucky, Oni and any other chase-killer (to lazy to list more) are all super loud or have a sound-cue. It's made so that the survivor has the chance to prepare.
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@fulltonon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3686067#Comment_3686067
He isn't any more lethal than any other killer, in fact he is mid at best.
The 17 palettes dying in 3 seconds are saying something else xD
Well I don't want to discus how strong he really is, fact is that it's a good thing that he isn't stealthy. Besides that he is 2,5 meters tall or somethings like that, you'll see him probably even without his steps xD
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@Rumble said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3685394#Comment_3685394
So why have the loud stomps got nemesis? Also dredge, nightfall, the fact you can see him from miles away and even HEAR him defeats the purpose of it.
The loud stomps are the counterplay to his chase-power, he is insanely lethal if he gets near you unnoticed, so they added the stomps to make stealth a little bit worse on him.
Dredge's nightfall is NOT a stealth ability for the most part, the only thing it should and is doing is making it harder too see him in the distance, buff his remnant and make it harder to loop. He's very lethal too if played right, so he is very loud.
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@Rumble said:
What I mean by audio hints it's sound queues that alerts survivors of killer presence. Some examples are Myers Breathing, Wraiths gurgle and ghostfaces sash sound. This punishes those with hearing impairments because there are no visual queues for it like thevisual heartbeat(that most players use). This puts those players who truely need audio help at a disadvantage.
Also, I suggest they reduce the walking audio from killers like the twins, nemesis and the dredge. Even with undetectable status any decent survivor will hear them coming from a mile away, often defeating the purpose of running stealth oriented playstyles on them.
Like why have this on a select few killers Anyways?
They will never do that, simply because it's a piece of the counterplay. They added it so you aren't completely relying on seeing the killer.
I don't see a reason to take them away anyways, dbd is and was always a game where you HAVE TO hear for sound-cues and I just don't think we should punish people able to hear because some can't. I don't have anything against making it possible to play as good as possible without it, but it should never be punished to be able to hear.
As for the steps:
Same thing, it's piece of the counterplay. They can kill you super quickly when they get to you unnoticed so they added sound-cues for them too.
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@Iron_Cutlass said:
Im making this after being inspired by a recent post-game chat interaction.
Survivor got upset that I didnt respect the 4% unhook (1 Survivor was dead, the other 3 Survivors were alive) during EGC. In the post-game chat I was called "Sweaty" repeatedly... and would you like to know what I was using?
H: Thrill of the Hunt, Beast of Prey, Distressing, Play With Your Food... On Wraith. Terrormisu included, I was the only person to bring a universal +100% BP offering.
But I was called "Sweaty" repeatedly, along with a lot of other hateful things, -rep of my Steam profile as per usual.
Though choice:
Either the one that tried to repord me for bleeding him out after he ran with power-struggle and boil over in the room up in ironworks of missery.
Or the one giving me a -rep for camping and calling me a noob because he got downed while unhooking and tried to use unbreakable to unhook but failed because I stayed there. I mean why should I leave a hook, a slug and a gen being beside it xD
The one's saying I have wallhack or aimbot with huntress are good too (how tf would you even programm an aimbot for huntress, the projectile has diffent speeds that are probably not readable and that doesn't even take the speed of the survivor into account)
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@Bradcore said:
I always thought I had a decent understanding of it, but I've been trying killer more lately and I have gotten some accusations of tunneling.
My understanding of tunneling is targeting a specific player until he/she is dead.
If that is the case, then I can say I've almost never done that unless the person is going out of their way to be awful.
However, I've had instances where I'm accused of tunneling for when I go after someone who had recently been unhooked because they ran out in front of me and there is no one else around. Am I supposed to ignore the survivor who foolishly ran out in front of me when I can't see anyone else? In another instance, I was against a team that was in all black except for one guy in bright blue. I actively tried to go after a different survivor, but I quickly lost him in the shadows with his dark colors. Meanwhile, this bright blue guy sticking out like a sore thing tries to sneak by. Sorry dude, I tried to go after someone else, I failed, and you just happen to be a neon sign. I wasn't actively trying to tunnel him.
And lastly, in a first for me, I had a team rag on me for "tunneling generators." Not players, but generators. I am not sure what they meant by this as I was going from generator to generator looking for survivors. Am I not supposed to go where the survivors go? It's not even like they didn't have a fair chance as everyone was hooked twice before I got my first kill.
I guess my questions are
1) Is it tunneling when I go after the only person within my field of vision? I am not talking about waiting near the hook for the same guy. I am talking about leaving after hooking and the guy who was unhooked just had the misfortune of running into my path and no one else was around.
2) Is going from generator to generator now considered tunneling?
I acknowledge that killer isn't my strong suit and I try to play in such a way that the game is fun for everyone, but at the end of the day, my role is to kill and I'm not going to not do that.
For me there are 2 types of tunneling, namely hard- and soft-tunneling:
Soft-tunneling for me is going for the person that's the nearest to die, BUT ONLY if I see them. I won't look for them specific. (That's the one I use mostly)
Hard-tunneling on the other side is instantly going back after unhook and chasing the person as soon as possible out of the game. (I do it sometimes, but not as much as soft-tunneling. Also I love being hard-tunneled as survivor because trying to survive is fun for me).
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@Mechanix82 said:
First off why does the killer have so much info at the lobby screen. Surv have none. Surv have to find everything out in game. That the way it should be for both sides. Killers should not be able to switch to light born because they see flashlights in the lobby. Secondly I had three games back to back where I was tunneled for 5 gens not saying I shouldn't of need I was running an obnoxious build that deserves it. Not a slight against the killer but I'm on hook struggle no one else has been hooked and I get left twice and a screwed up 3 MAN SAVE on the last how as P30 plus survivors can't make a clean save with 3 people. Or understand that if you just trade that gives 2 more muns for us to heal and come get you. Please learn the main aspects of the game
We can take away the killer seeing the items, but only if you can't change the item as solo as soon as you are in the lobby AND the items of swfs are randomized and not changeable. I'm okay with 4 flashlights by random, but I won't let you bully me for free lol.
Besides that we already can't change the killer in the lobby and don't really react that way, so it's balanced enough in my opinion xD
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I don't feel like it's too weak, it's quite effective in some situations but I don't do it anyways most of the time. I find it incredibly boring to do myself, same with mates doing it and playing against it, I just feel like it takes the best thing (chases and mindgames) of dbd and removes it straight up.
I like being good at looping or dying much much more than this.
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I'm not really sure why it should be stronger in the endgame than in the early- or midgame, they have to m1 you so outrunning 20 seconds of exposed is pretty easy most of the time
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@OneGoodBoyDemo said:
I thought he would follow the same path as Wesker, one of the most played killers because Chucky is a lot of fun to play and strong too but it's been a while since I've seen him.
I really like to play him and to do 180s, the problem is that he's 3rd-person (I love it), if I play him for too long my muscle-memory for 1st-person dies xD
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@HypersKng said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3677952#Comment_3677952
Yes I figured from your previous comment that you are someone who only cares about that number. And to me kills are just a meaningless number that's why I said in my later comment that there must be a divide in players as there already is a massive divide in their interests!
I agree, but at the same time i don't know how you'd do that. Maybe with a ranked and unraked mode, but it's not like you wouldn't care about winning at all because you get a lot more points with more escapes most of the time... so i don't know if this would fix the problem in our context.
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@HypersKng said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3677107#Comment_3677107
True it could be that 3 play stealthily and you find the 4th every time but in my experience that happens once or twice every few hundred hours of playtime, it is much more common like 6 to 7 out of 10 matches that someone gets tunneled. Also you mentioned effective plays, who said kills or escapes equal effectiveness, what do you get out of a kill or an escape that is more valuable than bloodpoints? I have had matches where we had a 4 man escape but only 10 to 14k bloodpoints, that was a lost game in my book, even though we all escaped. Then I had matches with 4 people all reaching more than 30k, now that was effective gameplay!
In my opinion getting the most amount of blood points possible per match is efficient gameplay and what I strife to achieve every match and that simply is not possible when getting tunneled.
Maybe there needs to be 2 gamemode one for people who just want kills or excapes and one for people who just want to have fun. So like a casual and a competitive divide!
0-1 kills = loss
2 kills = draw
3+ kills = win
Getting someone out as soon as possible while not loosing preassure is effective in my world.
I should probably say that I don't hardtunnel, I won't search for you specific, but I will tunnel you if you give me the chance.
Bloodpoints don't have any value in my book, I don't care how many points I got, I care purely about the result or beating someone specific (but most of the time it's just the result). I've never understood people wanting as much points as possible, it's just a number not an result for me.
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@HypersKng said:
After experiencing about 500-600 hours of this game I got an idea on how to make tunneling less lucrative and improve the average survivor as well as killer experience. When a survivor gets tunneled out of the match (i.e. Survivor 1 has been hooked a 3rd time without being able to heal while survivors 2,3 and 4 are still on hook 0) all remaining survivors get 50 percent speedboost to generator repair speed for the rest of the trial, the exact number I'm not sure about but something like this, maybe if all 4 survivors are on hook 2, so nobody has died their could be a repair speed Malus even so like minus 15 percent repair speed for all survivors to make it less pressureable for the killer and make the killer not experience as much pressure and have less reason to kill off a survivor from the start of the trial.
As this alone is still an exploitable mechanic I recommend in addition, if survivor 1 has 1 hook, survivor 2 has been hooked for the 3rd time, survivor 3 has 1 hook, survivor 4 been hooked 0 times, the remaining survivors could still get 30 to 40 percent generator repair speed boost, that way people that try to outsmart this anti tunneling mechanic would still experience at least some of the blow.
Making experience both for the survivors as well as killers overall better and discouraging a playstyle (tunneling) from ruining the experience of so many DbD players! As in my experience tunneling has neither gone down nor increased with the anti camp on hook mechanic that was introduced recently.
I belive this change would make even killers that don't care about the fun of a survivor reconsider their playstyle.
First you have to give a definition what counts as tunneling, because the hook-count is not an good indicator. What do I do if I find the person by accident because everyone else plays stealthy? And why should I be punished for good decision-making? If you have to choose between someone already hooked and someone with 0 stages, of course I choose the one already hooked, your system would punish me because I play effective.
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You'll learn it after a while but I know the struggle, it takes quite a bit of practice to be precise with controller and it's still worse than mouse and keyboard in many cases. I think I preturned after a while so I don't have to turn to hit, you need a bit of knowledge about loops but it fixes the issue with the turning at least for now.
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@Venikx said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3675708#Comment_3675708
How does this counter itself? That is no counter argument at all. I dont understand your way to argue. I said that you dont need to play with lightborn, that it cant be countered by survivors who are actually teamplaying and that this perk is not only unfair to play against, its even preventing teamplay cause you dont have much possibilities than destroying hooks or taking hits to save your teammates.
Flashlights ofc are not needed, i can play with left behind and open handed if i think escaping is the only way to ,,win`` a game. If I dont have any odds to save my teammates in a teamgame and if I only have 2 ways to get out, by being a dude thats hiding until my teammates all die or if i consequently do gens ignoring everything playing loading screen sim, then ofc i dont need flashlights. Killers have enough perks to counter anything else, ofc lightborn should be nerfed.
Distortion counters half of the perks the killers have, its literally sole survivor without the fact you need to wait til your teammates die and literally for free. The fact it reloads is the point that i think it is OP. It was good as it was before with just 3 occasions to pop up.
Since when counts slugging an entire team as valid counterplay against anything? Does saving every single down against a nurse with pain res, pop, dms and grim embrace as valid counterplay now too? It's just stupid to play against a team with 4 flashlights and impossible to win if they're not complete idiots, you can't even take looking directly at walls as 100% safe because you can blind from the most utopic angles in this game, and don't you even think they will lay down near a wall. I don't even talk about the case if they have background player. Lightborn has it's reason to exist and that is to counter teams like that that know it's impossible to counter otherwise.
Distortion is still not op, it counters aura-reads sure, but it's not like you couldn't find them at all, they even have to be near you to recover the stacks so you have the chance to find them easier, AND you can deplete them completely with the right build if it's so annoying for you.
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@Venikx said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3675708#Comment_3675708
How does this counter itself? That is no counter argument at all. I dont understand your way to argue. I said that you dont need to play with lightborn, that it cant be countered by survivors who are actually teamplaying and that this perk is not only unfair to play against, its even preventing teamplay cause you dont have much possibilities than destroying hooks or taking hits to save your teammates.
Flashlights ofc are not needed, i can play with left behind and open handed if i think escaping is the only way to ,,win`` a game. If I dont have any odds to save my teammates in a teamgame and if I only have 2 ways to get out, by being a dude thats hiding until my teammates all die or if i consequently do gens ignoring everything playing loading screen sim, then ofc i dont need flashlights. Killers have enough perks to counter anything else, ofc lightborn should be nerfed.
Distortion counters half of the perks the killers have, its literally sole survivor without the fact you need to wait til your teammates die and literally for free. The fact it reloads is the point that i think it is OP. It was good as it was before with just 3 occasions to pop up.
Since when counts slugging an entire team as valid counterplay against anything? Is saving every single down against a nurse with pain res, pop, dms and grim embrace now valid counterplay too? it's just stupid and near impossible to win against a team with 4 flashlights if they're not complete idiots, you can't always do something about flashlight-saves, not even looking at walls is 100% safe because you can blind from the most utopic angles possible in this game, and don't even think about them laying at walls at all they will 100% of time be in the open. Lightborn has a reason to exist and this is to counter teams like this that know that you can't counter it otherwise.
I still don't care about distortion, of course it counters aura-reads, but just as long as it has stacks (so you can deplete them quickly with aura-builds) and even when it works the entire round, you have to be near me to get the stacks so you have the risk and I the chance that you get found. There's nothing op about it.
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@KateMain86 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3676127#Comment_3676127
The point is ranged abilities on new killers is getting old. When will we get another killer like the Trapper? It seems like they just keep taking elements from other killers and making it part of the kit of the new one. The unknown feels like a variation of the Singularity for example. Not really unique but a bit more annoying to play against. I would prefer unknown's ranged ability to apply some other effect rather than damaging survivors.
I find trapper much more annoying to play against and unique? He is basically just jayson in every way, even his traps. And actually I can live with not getting more trap-killers, they are not fun to play as and against for me.
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@KateMain86 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3676026#Comment_3676026
I'm not this entirely anti killer survivor main you think I am. In fact I think most killers in the game are fine as they are and some could even use a buff. Its just specific things I take issue with. Certain perk combos for example or a killer power giving too much leverage in chase situations. I don't want killer mains to have a miserable experience so survivors can have a better one. I just want the game to be more engaging. There is way too much focus on giving killers range damage abilities. I think of killers like Trapper and Spirit who I think are very well designed. The Trapper requires a unique awareness because of his traps and the Spirit can traverse maps well and go invisible while doing it. They're fun to play against because I'm not constantly having to worry about dodging a projectile every few seconds but at the same time offer a unique experience. The experience with many of the recent killers hasn't been all that unique.
Uniqueness is something else than being op, it's a big difference between finding them interessting to play against and them being too strong. Besides that you don't really give me any reason to think something else. Everything I saw was just a random killer or perk you said it was too op.
But even if you just find him boring to play against I'd say that I don't agree, I find him fun to play against like many others I saw so far ^^
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3674649#Comment_3674649
This is how she responds to anything killer related, on each thread. Nerf this, trickster is OP, blight is too much, sadako is this, unknown is that.
It boils down to her. This killer isn’t OP by any stretch of the imagination.
I know. The funiest thing is still no way out and remember me is OP and undeserved after the entire team is dead and the hatch is closed. Nope it's not, the killer killed the entire team with only 2 perks and won the 50/50, your dead is more than deserved xD
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@KateMain86 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3675809#Comment_3675809
No. This is how I respond to things that are unfair and unbalanced in the game. I have 3200+ hours played in DBD. I think I know the basics well enough at this point. If a new killer comes out and on day 1 is getting 4k with 4-5 gens up match after match then that to me is a problem. Whether it be matchmaking, killer being overpowered or a combination of both, something needs to change. This killer's ranged attack gives too much control over chases. That seems to be the norm now with so many killers having a way to down survivors from a long distance. Pallets are losing value. Windows are losing Value. Looping is losing value. All because killers are constantly being given new powers to counter the very few things survivors have to deal with this.
The ONLY thing I think needs to change with this killer is the ability to down survivors with the ranged attack. It can do everything else including put them in the injured state, but downing them needs to go. New killers having a way to down survivors from a distance is just annoying at this point.
Well I have 2150 and it seems like you and or your teammates didn't learn anything in that time. Because I had not even 1 round where this was the case.
And even when something like this happens:
It's your own fault, I don't know any killer where it's truly the killer being too op, it's 100% the survivors playing poorly.
Now back to Unknown, he's an ranged killer so of course he is and should be able to down with his power. He's from the view of ranged killers not even strong, I'd say the ranking is Huntress, artist (if you count her as ranged), Deathslinger, Unknown, trickster top to bottom.
Loops don't loose value, you just have to learn how to loop the killers. There's 1 killer completely killing loops and that's nurse and even her you can loop on them to an extend.
Now stop crying about everything that can hit you and learn how to play this game. It's really not too hard to learn playing survivor.
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@felipesegatto1 said:
Survivors are the majority of the player base and yet we’vê been treated just like second hand citizens in the last two years. We’re not just killer punchbags. We deserve nice perks too, we deserve equal chances of winning, and we deserve to be listened. Solo queue needs help, stop blaming the players and acknowlodge that there are things BHVR can do to help us.
Survivor is not fun anymore, we never get signifcantly good news and I feel really sad how the team have been treating us lately. This game needs survivors too, you know??
So first of all they can will threat you like that BECAUSE you are the majority, they can't just please you because no one would play killer against you lol.
You have nice perks, you just don't have anything that carries you alone like old-ds, dh, coh, med-kits, bnp's and mft. They were just too powerful and so they nerfed them.
Sure you could give kindred and bond if you will as basekit but even then you would fail misserable.
Many people playing survivor in this game just don't have any interest to play this game if the killer isn't a total beginner. As soon as the killer is skilled in any way I see people giving up. And even when they don't, there are many matches where I can loop the killer for 2-3 gens but my mates go down in seconds. I've even seen a claudette cleanse beside me in chase against a plague, needless to say we both gone down.
It's just a fact for me that the survivors playing are most of the times the problem, you're just wrong if you think it's all on bhvr.
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@KateMain86 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3674649#Comment_3674649
No. I just want the game to be fair and to be able to run from killers for more than 3 seconds before being downed by a ranged splash damage attack. This has become the new norm with killers with giving them chase control abilities. Plague is more balanced in this regard because she has to collect charges for her power to be able to do this. This killer doesn't. They start with this level of power. Its ridiculous that killer powers have gone from that to just being base kit now. This killer's power is way too much. It should not be able to down you without a condition like Plague's power.
You can, I played against him at least 10-15 games now and I don't feel like he was ever to strong, my average time in chase with him was easily over 1 1/2 minute, there where often times where I looped him for 2-3 gens.
You can't run him like a normal m1-killer sure, but he's really not difficult to outplay.
Like already said above:
He needs to hit you 2 times with a power that bounces (so you have to learn the angles + the effect from the bounce on it), it's timed so he has at least a little bit of stress while aiming and if he misses you have 8 seconds where you can run somewhere. His hallucinations aren't hard to deal with ether, you can tap them and they are gone.
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@Venikx said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3674171#Comment_3674171
There is enough perks to counter slugging, if you dont appreciate it and are in a 4 man swf squad using flashlights you gotta deal with it getting slugged. Lightborn is just totally unfair, there is enough ways to outplay survivors. There are notification perks that warn you once you down survivors and others are next to you, you can use perks to reveal the aura of survivors next to you kicking a gen nearby. Tbh i think Lightborn and distortion are OP perks and pretty annoying as they are. They need nerfs.
You did counter your own argument lol. The slugging was meant as counter against flashlight on 4-man swfs WITHOUT lightborn, if you say that there's enough that can be done against this then you say lightborn exists for a good reason xD
That beside I don't find distortion op ether it's a little bit annoying sure, but I never thought that that perk made me loose a game. Same about lightborn, lightborn doesn't let you loose any matches, if you feel like it does then you give flashlight-saves way too much value and you see them as needed, they are absolutely not.
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You really want killers to be unable to kill you, don't you? He's not even close at being to strong, he's very map dependent and you have to learn angles for even hitting remotely with his power. His attack would be way too weak without the teleport so it's fine.
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@kin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3674231#Comment_3674231
But after that, he will need to wait about 25 seconds (maybe more....I did not find a recharge of illusions in the wiki) to repeat this, from which the usefulness is still quite relative, especially if he makes a mistake. Although he can apparently speed it up by by applying this effect using its power
But his shooting ability is certainly something more average than strong.
But the ability to remove them completely still makes it worse than the same sadako TVs. It's just that if he puts them down and leaves, there's a chance that he won't be used at all, and it seems that his teleportation has the longest recharge time of all, namely 25 seconds
I mean it has to have any disadvantage I guess: it's placable where you want, the teleport is instant without much of a sound-cue and lets be honest, the cooldown isn't that much of a downside.
His shot is very environment and skillbased, you won't do very much without playing him a while, but after a while you can get quite a monster with it.
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@kin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3674005#Comment_3674005
but he can't choose where to put them + survivors can break them. This is one of the worst teleports
but despite the explosion, he needs to hit the survivor 3 to 4 times to knock the survivor to the ground.
He actually can choose the location, when the yellow edge gets bigger you just have to tap the power and it gets reset, as long as you don't charge it completely you nearly don't get any slowdown and if you do that over and over you can choose where to put it
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@FunkadelicPeach said:
Survivors vs Killer. 4v1. always 4x more people than killer experiencing any given match. THESE are the players you should be catering to. The people who experience MORE of the game should be getting the 60% escape rate. The justification I have seen around the 40/60 killrate-vs-escaperate is laughable, at best. "We want the killer to seem powerful and scary"... Then make the game more scary and fun? Don't balance the game to be less than 50/50? Why is it that the majority of the player base is experiencing losses more often than wins? This makes no sense to me. This is the only game I've ever experienced where I have put in 1000 hours and my win rate is still below 50% (and will remain so, because the developers coddle the killer player base). Please consider balancing for your majority player base and get those numbers closer to 60/40. If that is unacceptable and you still need to coddle to solo-players with a power complex, then at least make it 50/50.
This game has gotten exponentially less fun for survivors, unless you are coordinated and playing with a team. I have been playing for roughly 2 years and I am so sick of each update making killers more and more powerful with no addressing issues that have been plaguing the game forever. Gen rushing, tunneling, map balance, vault speed, heal speed, slugging, etc etc etc. Not addressing core issues like slugging and tunneling (and even hook camping, still (proxy)) seems to be blatant disregard for the fun and majority of the player base. These are issues that could be at least temporarily resolved with simply adjusting some numbers (such as base kit BT, Base kit unbreakable, and base kit kindred).
These issues are annoying enough for seasoned players, but the fact that perks like bond, unbreakable, and windows of opportunity are not base kit is horrible for new players as well. The amount of times I have tried to introduce a friend to this game only to play for OVER an hour and not get a single escape is not acceptable.
The game has gotten so unbelievably frustrating to play for survivors (but even killers, from some community members, I hear), especially with this new update. Weaving spiders is a joke and a horrible perk design, the double pallets and main building on the new map are horrible, and the new killer is incredibly overpowered (speed, teleporting, etc).
I know for a fact this post will be called out by a bunch of mid-ladder killers who feel the need to "win" every game. 1 kill and 2 kills isn't enough. Gotta get all 4 and then leave the last guy to bleed out on the ground while tea-bagging him... That's the thing, right??? Look - When the killer gets to "win", it's dynamic. It's subjective. You could feel good about getting 1 kill if it was a guy who was really good in chase. But with survivors, every person who doesn't get to escape is a real player who is experiencing a "loss".
The inability to guarantee yourself an escape no matter how good you are vs the ability to get at least 1 kill no matter how BAD you are, is stark and easily observed.
The easiest thing to speak to this is how decent killer players can get 50+ 3k/4k streaks in a row, but there is no way to guarantee a 50 (or even 10) streak with 3+ survivors escaping, even with SWF.
Fix this! Most killer players seem to have an ego and power complex issue. I feel as though they are likely being coddled simply because they are the "powerful" presence in the community. They are the ones who have (more of) the ability to be toxic, dictate the sportsmanship of the game, and be a demanding, loud, and uncooperative presence on the forums.
I totally understand this post has a lot of "us vs them" language, and a lot of visible frustration. While some of this may be me just venting my feelings and frustration as someone who has devoted a ton of time to this game, I do believe some of it is also a fair critique. I hope readers can pick and choose what they believe to be a valid critique rather than writing off the whole post/discussion simply because I've been the victim of some really horrible games tonight, and I'm frustrated with the game, lol.
I think you got something twisted here, YOU have to get a killer to play this game as survivor. In my region killers have it feels like 70% uptime for the 100% bloodpoint-bonus means the ratio is off by quite a bit, so even with your "unbearable killerbuffs" (thats at least what it tells me) no one wants to play killer. So they are absolutely right with the 60% killrate.
And we are already talking about killerbuffs, most of it was just straight up fixing messed up perks and items/addons by survivors (at least are that the things I care mostly about): dead hard was a joke, ds was just used for a free-escape or as timewaste, coh was broken as hell because injures didn't mean anything anymore, same with medkits that added way too many selfheals, bnp's were broken if more than one had it, gen time was too low, mft was broken because it carried survivors at its own.
I don't know what you even want to change about vaultspeeds, they already were buffed accidently some time ago and it was broken af, you could stand in the survivor and swing and you'd miss.
Slugging is not an issue, if your entire team gets slugged it's an missplay on your side, slugging 1-2 survivors is even less of a problem. If were talking about bleeding out it's a big big subject that would take a while to fix.
No survivors don't need more basekit-perks (im okay with kindred and bond if you will, but windows should stay a perk), I really don't want to play against 4 "second chance"-perks every round.
In the end everything I have to read is the sentence "1000 hours and my win rate is still below 50%": exactly 1000 hours in dbd isn't much, you don't have a high escape-rate because you don't have enough experience and I think that's a wonderful aspect of this game. You have to play the game for ages to learn everything: I think in my first 300 hours as killer I got mostly bullied by survivors, that were sometime in 2021, i'm sure my killrate wasn't nearly 50% and that's how it should be.
Talking about survivor: I don't have your problems, I don't feel survivor is too weak. Most of the time when I loose a game I'm 100% sure that it was ether me failing to loop properly or my mates that just don't know what they are doing. Sometimes I loop the killer for minutes and every single one of my mates goes down in seconds. Other reasons could be 3 genning ourselfs (our own fault) or we just have a killer that's straight up better than we are (and it's deserved then).
Your entire post is the same post that you see now and then and it's everytime the same logic: you think survivors should win more often than loose because they are more, and I think killer should win more often than loose because you can't play without me lol. Get over it and take a break or something, they already commited and I don't think they will change their path so quickly.
Winning as killer btw:
0-1 = loss
2 = draw
3 and above = win
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I think aswell it should stay, I'd like to not have slugging-partys with 4-man swfs and even normal rounds can be hell with background player: oh look a survivor in the middle of the map, i'm near the edge so he can't reach if I turn 180° before picking up... and I got flashlighted because of a combination of bonus-frames they should have never added because now you don't need timing anymore and a perk letting you cross half the map in 2 seconds xD
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@D3spair said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3672367#Comment_3672367
I'm a Billy Main who knows how to curve tightly and also knows Lopro Flicks.
It's honestly getting boring getting 4K 80% of the trial, that as a rule, I just use the Chainsaw every time. The only way I would go M1 is if the Survivor Teams are actually good.
The only time I ever get 1K or 2K is where I get unlucky and be sent to any Indoor Map.
My build is just Lethal Pursuer, Barbecue & Chili, Dead Lock and Bamboozle. My Entire gameplay for 80% of my Trial is just down someone in the 1st minute of the trial, Hook them then Go to someone I saw on BBQ & Chili then down them in 30 secs. Hook them and the Cycle repeats.
I can easily Kill Solo Surv Team with Billy and be left with 3 or 4 Gens remaining. Downside is I get to play on high MMR where I get a lot of SWFs offering to go to indoor Maps like RPD where I mostly get 2 or 1 Kills depending on how good they are to avoid me snowballing.
Just me saying here, Maining Billy and actually getting good at him is fun. I don't get the feeling of "There's nothing I can do to win" like when playing weaker Killers like Trapper. I actually lose when I play bad or because of Map RNG.
Of course you can play power-only against bad or average teams, but there are cases where you shouldn't rely too much on your power and just m1.
Like I said I just started to play billy and have my fun with him, but the reason I'm using his power so much is that he's just a fun-character for me, I'd never play like that if I knew that I want to main him. He's one of the characters where I don't care too much if I win or loose, the characters I care about are mostly huntress and chucky and on both of them I don't care if I have to m1 to win.
And sorry I just get now what the point was, I'm sure he's fun if you get good with him, curves feel really good to pull off. Not sure if I'll play him for so long because I still dislike that your camera-movement isn't just caped but kinda chopy? I feel like I have to move his kamera in 10°-Steps instead of free movement, he feels so unprecise for me... maybe it's because I play blight and chucky normaly ^^
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I think it's a lot better than the last few maps we got. It's big but the loops feel much more fair, at the same time the amount of palettes gives you a bit of room to work with. I like the fact that there aren't any new weird structures besides the double palette (that also feels fair for me). The main-building seems to be fair too.
So I think you nailed this chapter, I like everything of it. Besides that you get bonus-points because the map is in the same realm like garden of joy, so I have the chance that I get greenville instead if someone plays this horrible offering!
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Yeah I love how awful yet goofy he is. His voicelines are super funny and making a "boop" or "meep" while touching his hallucinations to make them disappear adds even more goof.
His disign is great tho :D
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I think it would be quite a lot of work finding out if it was you or the server causing the disconnect (if even possible), so I don't think that will happen anytime soon.
However they at least try to fix a few things in the couple months/years, so maybe they will try to find something.
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I find playing against and with him pretty fun so far, he doesn't feel to oppressive in chase (at least the one's i saw) and still seems to be quite good if used right.
I don't know what to say to his addons I played mostly without them. But I'll see if I find something interessting.
Besides that I love how awful and goofy his design is. His voicelines are super funny for me. The fact that his hallucinations disappear after tapping them gets even funnier when you do a "meep" or "boop" every time xD
So great killer, I love him!
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And yet again you talking about a match already over, you really hate the late-/endgame don't you? There's no need for it to be weaker at that point, he killed 2 of your mates (so 2 procs dependening on your last mate 3 times), he didn't get the full value of that perk and had for it to proc down 2-3 people at least once. And even without the full value he managed to kill half your team early. So your team has to be worse than the killer or the killer played good. Survivor is still a role you have to play as team, if your team dies, you die, it's not hard to understand.
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@xltechno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3672521#Comment_3672521
Yes, this is the essence of the problem. chase is fun for survivors, but if killer go along with it, surbivors will complete gen, so Killer is fighting against it in a gen meta perk.
In other words, survivors have to accept either gen meta perks or chases that end quickly due to game balance and tactical elements. every can't refuse either, because it's a case that needs to be solved with skill.
Yeah thats sadly a thing bhvr can't control, they could try to make the matchmaking better but I doubt that this will be very pleasend to be honest.
Well I think we won't see to many changes in the next time.
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@menacing_goose said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3672404#Comment_3672404
That’s the issue you said it yourself pop has always been meta imo pain res instead of pop is what’s always been meta but they’re changing meta perks but killer meta is remaining the same after all this time or getting stronger and the current meta is just not enjoyable to go up against
They take years in general, but they don't give many reasons to not use pop and pain res to be fair, new maps are pretty big and have often pretty good loops so you can't preassure through fast chases. So slowdown it is and you're back to pop and pain res.
I'd like it if dbd gets more chase-based but at moment the maps are too unbalanced, so they need to change that first and then see what they can do to make chase-perks more apealing.
Besides that I think killers that are strong in chase are generally not really liked, so I can imagine that many people would hate that