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Krazzik

Krazzik

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  • @Nick said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3622092#Comment_3622092

    Annoying how a killer with a few hundred hours can beat teams with thousands and thousands of hours each. Just by dry kicking gens and placing drones.

    To be fair that was old Skull Merchant. I highly doubt new Skull Merchant could force a pro-team into a 50+ minute match.

  • Hexes are supposed to be really strong to make up for been cleansable. High risk high reward.

    The issue is that some hexes just aren't that strong anyway, and even the ones that -are- strong can still just be cleansed far too quickly with no real way for most killers to defend them. The risk is basically just too high because many totem locations are highly visable and obvious. Even with Undying you can get unlocky and both totems are found at the start of the trial.

    Hexes that don't act like regular hexes can still be good though. Plaything, Pentimento, NoED and Face the Darkness are harder to lose and guarentee a bit more value.

  • @Chomperka said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3622024#Comment_3622024

    repair gen and chase with killer? as i said there is no reason to just stealth. Now there are reason as it gives you escape which is ultimate goal of every survivor game.

    But if they KNOW they have no realistic way of winning then they're probably still gonna just hide. Getting rid of hatch isn't going to stop people just hiding for ages.

    Heck, even if you kill one of them and there's only one survivor left, what's to stop them just continuing to hide and keeping the game hostage?

  • I do wish they'd either reduce the rarity to uncommon or make it so that if no map offerings are used you get your Ward back.

    Currently they're far too rare and map offerings are far too common for sac wards to really be that important.

  • If they added it there would almost certainly be an option to just disable it, which I feel most solo players would do, which in turn would mean that voice chat probably wouldn't do much to help solo queue.

    It would mean though that solo queuers who DO use VC would overall probably reach higher MMR than those who don't, so it would be more common in high MMR.

  • The point of MMR is to try and make sure people can have matches against evenly-skilled opponents. The game doesn't have to be competitive to try and make the players have more fun matches.

    Even in a 'fun party game' when someone loads into a match, they don't wanna go against someone who is way better than them and completely stomps them, they wanna go against people around their skill level so they can actually play the game and have fun.

    Never understood this mindset that casual games need to have completely uneven matches.

    For the record I am not saying that the MMR system in DBD actually accomplishes this, I'm saying that this is the intention of the system.

  • @Chomperka said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3621986#Comment_3621986

    And why do you think those survivors hiding? Hatch is a cause of hiding problem. There is NO reason for survivor to just stealth and not repairing anything if hatch removed.

    To be fair even without hatch, if there's only two survivors left and they know they can't fix the gens they'll just hide anyway. What else is there to do at that point?

  • I don't see why there isn't an option to just turn it off. Most games have an opt-out chat filter so why doesn't DBD? People who don't wanna see slurs and stuff can keep it on but people who aren't bothered should be able to turn it off.

  • I mean the basekit BT is incredibly strong because it means survivors can't just be immediatly downed after their feet touch the floor after an unhook. Before they added it BT was basically a required perk, I even saw people say if you weren't running BT you were outright throwing the game and should NEVER unhook anyone ever. Now people don't have one of their slots always filled with BT and can actually pick something else. It also now adds 10% Haste for the duration as well which helps ensure you can reach a vault/loop even if the killer tries waiting it out.

    Yes the killer can just hit you right after the unhook but then you get a speed boost and can try getting somewhere to loop. Before you may well have just immediatly got downed and put back on the hook with nothing you could do. How anyone can say basekit BT is useless and does nothing, just seems incredibly disengenous. That or some people just wont be happy unless they make an unhooked survivor outright invincible.

    Tunnelling is a big issue, yes, and I do think they need to do more to help weaken it while buffing spreading out hooks. However, basekit BT was a BIG buff to survivors.

  • If anything DC penalties should be harsher and killing yourself on hook should be reportable. As a survivor I don't want to play with bot teammates and as killer I don't want to play against bots. I play an online multiplayer game to play with and against real people, anything that causes even more DCs, which removing the DC penalty would massively do, is a terrible idea.

    Also, something a lot of people don't realise is that removing the DC penalty would also cause killers to DC much more often, which just stops the game completely.

    We need to fight against this "The moment I'm not having 100% fun I'm not playing" entitled attitude. You can't remove it completely but much harsher punishments would drastically lower the amount of whiners who throw their toys out of the pram whenever something bad happens to them.

  • Because otherwise people who aren't very good at the game would lose most of their matches, which isn't very fun.

  • She doesn't really fit into the game in it's current state. A lot of BS has been removed and nerfed from both sides but Nurse's power still remains. Even with it's current limitations it's just far too good and the survivors have very few ways of dealing with it.

    Nurse is basically her own game. Nothing you learn from playing against other killers works on her. You can't loop her in the normal sense you can only try and mindgame her as she blinks, but a good Nurse will have seen it all before and only miss once or twice at most. Even if you get lucky and dodge one of her hits she can blink and try again shortly after, and usually will land the hit pretty quickly. You never feel rewarded in chase against her because nothing you do will buy you much time since she will just blink right at you a moment later.

    It's far too much in the killer's hands how the chase goes. Once a Nurse player reaches a certain skill level, it doesn't really matter what survivors do.

  • It's pretty boring, yeah, but there are archives and achievements in the game that require a 4k and it's the only way to not get screwed over by hatch.

  • I don't play Billy but isn't Overheat already basically not-existant? Hopefully he gets more than -just- getting rid of overheat.

  • After the nerf that made the tail a little clunky to use I've barely seen any Xenos. Like literally maybe 2 or 3 since that change. If they were well designed I don't think the killer would have been abandoned by the playerbase to such a degree.

    They're not even weak. When I go against them, their tail can put the survivor in a lose-lose situation at pallets where it doesn't matter if you drop or don't you're getting skewered. They're still pretty strong but killers still dont wanna play them, similar to Artist.

  • @LilyPad said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3620370#Comment_3620370

    The point is that it is a meaningless gesture that 'solved' something super niche and inconsequential. No matter how many semantics are applied.

    The amount of camping hasn't changed at all, the amount of perks, addons, and powers that encourage camping hasn't changed at all.

    In fact, you can STILL textbook facecamp when the survivor is about to die because it doesn't even pause the hook timer. But hey Facecamp Bubba is gone right? (Not even.)

    The reality is that BHVR did this low effort change just so they can always reference it when people rightfully say they haven't done nearly enough to make survivor not suck.

    I mean facecamping has always been pretty rare outside endgame. I was quite surprised when they announced the AFC mechanics because of that but I guess when it does happen it feels really crappy for the survivors so they wanted it gone. And they succeeded. If you hook a survivor and then just stand there, then the AFC kicks in and you get punished.

    Yeah, the killer can come back right before they hit stage 2 or just die but that's the survivors' fault for leaving it so late to get the save. If standing near the hook outright paused the timer that would be absurdly-abusable, and I'm pretty sure they tested exactly that ages ago and, surprise surprise, it was abused.

    It has done zero to counter proxy camping or simply killers heading right back to the hook after an unhook but it was never meant to, and countering both those things without screwing over killers as a whole is incredibly difficult. Feel free to give suggestions to fix it though.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3620710#Comment_3620710

    I asked for a specific numeric measure because “standing at the hook” means different things to different people as evidenced by our disagreement. You avoided providing ann answer because you know the distinction is ridiculous and irrelevant. By BHVR’s metric standing at the hook could be a distance of 1 or 15.99999999+ meters. The difference between the latter and an ‘appropriate’ level of distance (16 meters) is so minuscule it’s essentially irrelevant. But you won’t say that because it invalidates your point.

    If you genuinely think standing 16 metres away from the hook is 'standing at the hook' then I don't really know what to tell you. I guess people have different definitions of what facecamping is but it seems clear that BHVR used the commonly held belief that's it's standing right in front of the hook.

    Standing 16 metres away from the hook isn't standing 'at the hook' and no amount of being pedantic makes it so.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3620706#Comment_3620706

    So what is “right at hook”? Is 4 meters? 1? 3.7? 8? …15.999…? 😏

    It's standing at the hook. I don't know why you're being like this. As I already said if you don't like proxy camping or the killer just standing outside the AFC range then make a thread asking for BHVR to do more to combat that.

    As it stands the AFC mechanic is a complete success, if the killer hooks someone and just facecamps, the survivor can free themselves before going to second hook.

    If the killer doesn't do that, then the AFC doesn't kick in, which is intended. Still confused why people don't understand.

  • @[Deleted User] said:

    Take being tunneled as a compliment. Your a good player and your a threat so they want you out.

    You don't tunnel the good player out, you tunnel the weak link out. Tunnelling a good player means you lose.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3620370#Comment_3620370

    It’s not though. There’s really no need to pontificate or overcomplicate it. Face camping is just, well, standing still and watching the hooked survivor from a distance at which you can easily hit or down them again.

    No it isn't, it's standing right there at the hook. Standing at a distance is healthier as it gives survivors a better chance at saving the hooked survivor without having to trade, which is much, much harder when the killer is at the hook.

    They're two different things and BHVR was only addressing one of them. If you think BHVR should do something to stop more forms of camping then feel free to ask BHVR to do that.

  • @Dogma_loki said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3620370#Comment_3620370

    You're literally splitting hairs here. The intent is the same, regardless of whatever point you are vainly attempting to spin here.

    Far too many killers intentionally proxy/face camp just to hard tunnel and for easy hooks. Why leave the hooked survivor when they can get free downs and more hooks?

    Theres a lot BHVR could do to combat or just stop this behavior all together, but we all know they won't.

    The difference is important because BHVR stated right from the beginning that the AFC mechanic will ONLY target face-camping while leaving other forms of camping untouched.

    They said this before implementing it and yet many players still seem shocked that proxy camping still exists.

    This was never supposed to weaken killers staying nearby until the unhook.

  • I don't understand why they stop you teleporting to a completed gen. It's not like it'd suddenly make him too strong, he'd still be a bottom tier killer but he'd actually have a little more use in endgame.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3620238#Comment_3620238

    I mean face camping is just standing still watching a survivor on hook from a distance where if they got off hook you could still hit and/or down them again. 16 meters doesn’t create some magical barrier of protection between a killer and a hooked survivor. Lol

    No, face camping if when you're right up in their face, camping them. It's specifically when the killer is right at the hook and it makes unhooking much harder and a trade almost certain.

    Even if the killer literally stands just outside the range of the AFC mechanic, it still gives the other survivors a better chance to get the unhook without having to trade, and is thus much healthier for the game.

    A killer who is hanging around the area and goes right back to the hook to tunnel is something completely different and is not what the AFC was made to counter.

  • Mandy has always said you NEED to do an ingame report even if you later do a ticket.

  • I mean a Blight with good addons and zero perks is still stronger than most of the other killers with their most busted loadouts.

  • I mean there are very few maps where his traps are hard to see, and even on those you can play around them by learning where the prime trap spots are and disarming them beforehand.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3620107#Comment_3620107

    Tbf it doesn’t really stop that either. You just have to stand 16 meters outside of the hook which many killers were doing anyway to bypass Kindred.

    Then it's not face-camping.

  • Yes, both sides have stuff that could do with getting tuned down but BU+FTP can put the killer in a lose-lose situation through no fault of their own. They down someone and before the weapon swing animation is even over the other survivor runs in and picks them up. Then the killer can't really hit either of them without giving them a speed boost.

    This isn't like flashie saves where after the down you can then scope out the area and make sure it's safe, or run something like Infectious to see if anyone is around. This happens on the down itself, which gives killers way less that they can do against it.

    I get that it's two perks and I get that "oh but that's one less survivor on gens" but that's still two survivors doing gens and for a lot longer because it delays your first hook by a long time, and your first hook is the most important.

  • @WaveyTrey said:

    It’s simple. MMR has ruined DBD. Everyone needs to admit it. Demand that matchmaking is changed back to the old Grade system. Watch how better the matches would be for everyone!

    Survivor will always play SWF to win consistently. To protect their MMR. This leaves solo players in an antlion trap. They’ll keep losing. So what’s the point of playing alone?

    Tunneling at higher Grades meant that the killers didn’t pip. They lost pips. They lost rank. With MMR killers can tunnel without consequence. In fact, they win more now than ever! As they can potentially catch everyone if they do it effectively!

    In my experience the old system was even worse. I of course get awful uneven games now but I had them much more often back with grades.

  • They're already far easier than killer adepts to be fair :p

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3619435#Comment_3619435

    The end game isn't meant for pity kills nor escapes. Like I said, no one is entitled to anything just because all the gens got done.

    Lets say the gates were open, the killer gets hit by DS, but the gates are blocked because the killer happened to have Blood Warden. Those are both fair scenarios, where players used powerful perks they had at their disposal to try and get an advantage.

    But the survivor with DS in this scenario is getting a pity escape. As long as they hit the DS skill check they literally can't lose the game, simply because they equipped a perk. That's the reason DS (and OTR) get switched off in endgame. Survivors still have other ways of protecting their teammate after the unhook and if there are even two other survivors still alive at that point, it's pretty easy to all escape.

    DS in endgame literally punishes killers for NOT tunnelling earlier in the game. If the killer doesn't tunnel, then the survivors will have their DS at endgame, where it's significantly stronger.

  • @LeGranEmi said:

    I support ds returning to 5 seconds as long as it is deactivated in End Game, when doing actions and covering hits from teammates since if you cover a teammate you are not being tunneled

    If the unhooker is injured, or gets hit while doing the unhook, then the killer can hit the unhooked survivor to trigger a 'Protection Hit' event and deactivate DS.

    You can't really make bodyblocking deactivate DS without letting the killer just bypass it entirely as the unhook happens.

    I'd be fine with entering a locker deactivating DS, as if you have DS up you don't really need to hide inside lockers. That said a good killer can avoid most attempts at weaponising DS.

  • @xEmoGirlxAlexisx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3618609#Comment_3618609

    How is Pain res OP when u can only use it 4 times in a Game and its high RNG if u find a scourge Hook or not also Pain Res gives a reason 4 Killer to chase Different Survivor

    U Survivor Mains want to see all strong Killer Perks gets nerfed but then defend broken Perks like Pre-nerf MfT

    I play killer more than survivor :p

  • DBD is incredibly unfriendly to new players. I tried to get a couple of friends into it a while ago and there's SO MUCH the game never teaches you that I had to teach them. God forbid someone goes into the game by themselves without someone to learn from, it would be so frustrating and I could completely understand why many would just give up and leave.

    And that's without even mentioning the awful matchmaking. When Otz was coaching AnnaChess who had never played the game before, her first actual real game was against a killer with a couple thousand hours which just doesn't make sense. Either the game has a massive shortage of new players (which is believable given what I already mentioned) or the MMR prioritises fast queue times far too much over even matches (which the devs have already confirmed in the past).

    I think the devs just gave up on trying to make the game accessable to new players, and left it to creators like Otz to make guides and do the work for them. Shameful.

  • She can just keep building condemned and then mori you at max stacks, no hooks needed.

  • @jesterkind said:

    It'd help. but it wouldn't fix it alone.

    What it would achieve is pushing some killers to avoid tunnelling because they want to avoid the stun, and also give survivors a little more distance if any killer does choose to tunnel. It may not actually swing the game, but it'd be a good start.

    What needs to happen, in my opinion, is that DS needs to go back to five seconds and more anti-tunnel perks need to exist, alongside a few tweaks to the basekit anti-tunnel measure. For instance, I'd love if the protection you get after unhook was changed to not be Endurance and not cancel out any Endurance effects after it's triggered, so you can block a hit with both the basekit protection and OTR or BT.

    The issue with that I think is that basekit BT is already used offensively to block the killer attacking the unhooker, being able to add OTR on top of -that- would be abused heavily.

    It's a shame because as an anti-tunnel measure I think it's great. A killer actually tunneling the unhooked survivor getting hit with essentially 2 endurances is fair. But a killer trying to NOT tunnel getting blocked twice by the person who just got unhooked, or getting blocked once but then not being able to punish the bodyblocker like they can now, seems harsh.

  • I really like it. It's got the flexibility of Sprint Burst without having to bother 99ing or walking everywhere. To counter that it does nothing if you're injured or against expose killers. Very balanced and easy-to-use perk.

  • Seems especially odd they were playing Deathslinger. While Onryo is the usual slugging killer since she doesn't need to hook and Twins are, well, Twins, Deathslinger doesn't seem particularly-good at it, given he's a slower killer.

    I also do think that Knock Out is a very unhealthy perk in general. Even Infectious you could argue is to counter flashie saves, Knock Out is straight up just to slug.

  • They do need to tune down Pain Res, it's a little too strong considering it's so easy to get value from it. Pop I think is okay but I could see it getting nerfed slightly.

    And yes, much of the other gen slowdown perks need to be buffed so they're actually useable. So many garbage ones.

  • Either make it like Stake Out where it doesn't charge in chase, or just make it take longer to recharge each token. No point in it even having tokens at the moment.

  • I find her really to play as but when your MMR gets high enough you'll be bullied by survivors setting off your traps safely and then you've not realy got a power at that point. She's shut down too easily.

  • I mean I think it could have potential as a concept but it's just not been implemented very well.

    Either you HAVE to break them because they're near a god window, or you NEVER wanna break them because they open up a really strong loop for survivors. Most of what's left are completely pointless ones that don't help either side at all.

  • I guess if you ONLY look at the 2 most popular killers to face, Billy and Demo, then yeah, they're both weakish killers who are easy to play around. However, Oni is a close third and is very strong, and Huntress and Wesker are pretty popular and both solidly strong too.

  • @DrDucky said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3615321#Comment_3615321

    How can the funny 3 gen drone no skill killer not be hated? I get maybe 2 people like her but I am not convinced that ere are "Many" people who enjoy her.

    Well she's not particularly-amazing at 3-genning anymore.

  • @Bravo0413 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3617401#Comment_3617401

    it would combat players offing themselves on hook because “they don’t like a certain killer” or they want to avoid the penalty to join a SWF.. imo there’s more positives to BHVR adding a system like this then negatives.

    It's incredibly unfair for the killer though. If there's 4 gens up and a survivor kills themselves on hook then it's basically as if the game just started again but with 1 less gen. God forbid there's a bunch of progress on multiple other gens, it's a lost game already for the killer. Just a terrible idea all around.

  • @Bravo0413 said:

    They need to make a mechanic such as covenants/cults where if a player dies on hook at 4-5 gens (so 3v1 at 4-5gens left) another player will spawn in. That would combat and add an overall more enjoyable experience for mainly solo Q. This would not be OP against the killer since it would still be the start of the game. This would also combat that hardcore tunnel at 4-5 gens. And rather then just implement more endurance or more crazy things etc.. this would be overall the better way to go.

    If a survivor dies at 4-5 gens, even if the killer tunneled them, the survivors played poorly. Why should the killer be punished for that?

  • Ultimate Weapon + DMS is more annoying to be fair.

  • I mean a good Artist is incredibly-strong and would garner massive amounts of hate. Thankfully almost nobody actually plays her.

  • I really enjoy playing as Knight and Nemmy. Onryo and Dredge are also pretty fun and I like playing them on occasion.

    Wesker I actually didn't like playing all that much, he's not awful but he's middle of the road for me. Also plenty of the 'great' killers like Blight, Billy and Oni are awful to play as for me and are among my never played killers.

    Everyone has a different opinion on what 'good' killers are.

  • Plaything, Penti and NoED are good, mainly because they don't work like normal hex perks. Face the Darkness too I suppose.

    Out of the 'normal' Hexes it's only really Devour and Blood Favour, (maybe Crowd Control on certain killers) that are worth bringing, and you of course HAVE to bring Undying with them. The issue is that even with Undying you can lose half your perks within the first minute through no fault of your own.

    Normal hexes are just far too unreliable to want to bring regularly, for every game you get solid value out of them, you have two games where they're cleansed before you can even really use them.

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