Krazzik
Krazzik
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When all survivors are alive at endgame and one is hooked, the three survivors could just leave with a 3-man-out, that's a win, right? But most survivors will stay and try to save the last person and try and make it a 4-man-out. This is fine and no one complains about it.
Why is it when a killer, who could just accept a 3k, instead tries for a 4k, suddenly that's terrible?
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Different people have different definitions. I myself consider it gen rushing when all survivors are focusing heavily on gens and are doing them efficiently. Whenever they have downtime they're doing a gen and they minimize any time spent doing anything else.
I know many other people would not consider this gen-rushing and would require you to bring the best toolboxes and multiple gen perks.
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@Barbarossa2020 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3752058#Comment_3752058
Hooking a survivor is mandatory, the game from a killer pov cannot be advanced without it. it's not a "common action" It's mandatory.
You can sabo a hook before someone is picked up, therefore the person may drop the player then just slug.
It's not mandatory as survivors also die if they bleed out. If the killer wants to bleed all 4 survivors out it's not technically against the rules as they're still trying to win.
It's incredibly unfun, I fully agree, but BHVR endorse this playstyle by having perks like Knock Out in the game.
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Hatch existing means that if you wanna get a 4k you need to do stuff like this. I know it's not fun for the survivors but it's the best way to make sure you don't get screwed over by hatch RNG.
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I've barely seen that combo at all this event, maybe two games in all? Lethal is the perk that makes Distortion pretty much required.
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None of the current anti-tunnel perks are that good and certainly don't do much against a killer who wants to tunnel. We'll have to see how Babysitter does, but they currently most certainly do NOT need to be made weaker.
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It looks cool, hopefully it's not so strong people get flamed for unhooking without it, as happened with old BT.
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I'd love for them to remove perk tiers but it's not gonna happen. They WANT there to be a longer grind, not to mention the first 3 prestige levels are tied to the 3 tiers and I can't see them changing that.
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Tomb Raider is certainly horror-adjacent, especially the earlier ones. Heck I'd argue Tomb Raider 1 could be classed as a horror game at parts. Also as mentioned, survivors don't HAVE to be as focused solely on horror, most of the original survivors certainly don't have anything to do with the genre.
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Get em to use their exhaustion perk before phasing, now Iron Will doesn't work.
Bring anti-exhaustion perks as Killer, now Iron Will doesn't work.
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Is it really that OP? A killer uses two of his perk slots to help drain items and get some aura reading around them. Survivors can just drop their medkit in the corner or just bring a toolbox, use it on the first gen they find and then leave it on the edge of the map. It's a perk combo that is easily countered with basekit mechanics AND isn't even that strong if you don't counter it.
There are better aura-reading perks in the game that don't require a second perk.
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I mean I don't think she's OP, she only has such a high kill rate because so many people give up against her. If people at least attempted to play against her, her kill rate would drop substantially.
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I mean you obviously don't NEED exhaustion perks. I only run them on a third of my survivors but they are outright some of the best perks in the game and you're knowingly weakening yourself by NOT bringing them. I hate that this is the case but it's true.
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If I really need to escape for archives , then I run this:
Distortion, Sole Survivor, Wake Up, Calm Spirit/Left Behind and run a hatch offering. Will bring either a Key or Med-kit.
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@Yharwick said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3746928#Comment_3746928
Let's be honest we could buff stridor and still nobody would use it except Spirit players.
True, but at least someone would use it.
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@ImWinston said:
- The fact that they only take into account the experiences of "professional players" for balancing (literally their job is to play DBD all day) is something scary. Obviously they have very clear opinions and have a good overall vision... but they do not represent the normality of players AT ALL. Mandy only chimed in to say that Hens' video was "interesting," but didn't even mention that MAYBE there is a real problem. How many years did it take to have an overall improvement for killers? Now it's time to wait YEARS for an improvement of SoloQ. among other things it's a strange marketing strategy... by doing so they drive away potential buyers who play SoloQ and maybe if they enjoyed it more they would be willing to buy new DLC/skins. No, if hens or Otzarva (nothing against these very good guys) say that everything is fine....then you have to stay calm🤣 And we need to stop blaming survivors for survivor “problems”; yes, sometimes survivors are "unskilled and scared", but that's not their "fault"… in other areas this is called "blaming the victim"
To be fair, Otz is always going on about how awful solo queue is and has suggested a bunch of stuff to help make it better.
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@hermitkermit said:
I think people are upset because it was the equivalent of survivors accidentally 3-genning themselves. As in if a killer sticks to one side of the map and just patrols those gens and hooks on that side, it gets to a point where they are forced to slug because they used up the hooks on one side of the map. They created a hook dead zone.
People were mad when anti 3-gen came out too, as 3-genning was seen as a result of survivors own misplays or lack of map sense. Hooks used to be like that too. Now depending on the generator placement, a killer might not have to leave part of the map at all, and still be able to hook everyone on the same side they’re patrolling gens at. You don’t have to think about your hooks anymore now really, you can kinda just go to whatever one you see first.
I think it’s a healthy overall change but I can understand some concerns.The problem is that deadzones, whether caused by survivors or killers, just make the game unfun for both sides. Survivors don't like being slugged and killers don't like not being able to hook.
Same reason as 3-gens got fixed, whether they were caused by survivors or the killer, they made the game unfun.
Same reason Breakdown needs to be changed.
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@Ohyakno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3746472#Comment_3746472
This is exactly how it works. You can feel it out in action.
The problem is that it thinks I'm the good survivor because I've escaped three games in a row from sheer luck or getting carried. Then I'm supposed to carry and I'm simply not that good. You know the games. The ones where you can last 20s in chase but your teammates somehow last five.
That being said I really hate posts like the OP. It's just empty complaining. Solo bad. Ok? How? Why? The killer is finding and downing you. Yes? What do you expect the killer to do? It's just so bad.
I mean I'm just stating that the game isn't fun, and different commonly-occurring things that make the game unfun for me and clearly many other people. What do you want me to say?
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This event is what finally got me to give up caring about solo queue. The games have just been garbage constantly. I now only focus on getting my archives done as quickly as possible and if that means screwing over my teammates, so be it. I wanna get the event done so I can stop playing.
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It was only ever supposed to be anti-facecamp, which was super rare and really weak anyhow. Proxy camping, which is significantly stronger and more common, hasn't been addressed.
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The only reason I didn't mind Hillbilly before was that he was pretty weak, now that's he's really good he's just annoying to go against. Same with Bubba, ALWAYS hated going against Bubba because anyone with in-built insta-down isn't really fun.
Plus as solo queue you aren't gonna win anyway against him so why bother?
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Add a couple of his zombie addons basekit to make them more reliable. That's all I'd do really
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How is he better at 3-genning than anyone else? If you mean he's using his pods a lot to check the moment anyone is on a gen, you can just use EMPs.
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The only thing non-respawning hooks do is create deadzones where you literally can't hook survivors from. That's not fun for anyone since the killer is just forced to slug and survivors HATE getting slugged. I don't really know why anyone would be against this change as it's much healthier for the game on both sides.
Same reason I think Breakdown should be changed.
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@mizark3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3745010#Comment_3745010
People aren't talking about when Survivors are all alive and threatening rescues, people are talking about the 4 slug, slug for 4k, or if someone is spinning under a hook in the Killer's face waiting for the Killer to hook them.
If Hatch is closed, and the gates haven't been touched, there is still no justification to bleed them out instead. If gates are opened, then we have EGC to end the match.
Even if Hetch is closed and the doors haven't been touched, there's at least a chance you could lose them and they get out, whereas if they've been on the ground for a while and haven't UB'd themselves up, there's no chance you'll lose them if they bleed out. It's logically the right move in that situation to bleed them out.
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They're REMOVING Knight's braindead play of 'just drop a guard at a loop'. He'll be harder to play next patch.
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I don't quite understand the logic here. There will still be situations where picking up the survivor is the bad move.
If a survivor goes down at a pallet and the killer knows there's flashlights, background player or suspects Flip Flop/Power Struggle, slugging is still the smart move.
I had a game where there was one survivor left, they were downed at a pallet and have been downed for a while. I'd be crazy to pick them up and risk FF/PS and them escaping, it's much smarter to wait till they bleed out.
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@Aven_Fallen said:
Complete silence was not absurd before. The Perk just got overnerfed because it was used often to ShAkE Up tHe mEtA…
Anything below 100% noise reduction is just pointless and you might just equip another Perk than Iron Will.
100% Iron Will WAS absurd since it didn't need to be earned, never ran out and there was no counter to it. (They even nerfed Stridor so it could no longer partially counter it).
With the requirement to not be exhausted though, I think it's actually fair to bring it back upto 100% though since there's actually counterplay now.
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It seems like they want his guards to be a slowdown power? Like you use one to chase one survivor and waste time so they're not on a gen, while you chase someone else.
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@Eelanos said:
There's a bit of a flawed logic when people talk about soloq and matchmaking, where usually people say "Well, if your team mates are bad, then it's normal you lose".
No. That's… that's the entire point of matchmaking. Avoiding those specific situations.
Why are 10h survivors getting paired with 1000h ones? Why are there no killers bad enough that the low rank winrate stabilizes? If matchmaking and game balance are working correctly, then awful survivors would be paired with awful killers and the escape rate would be generally the same as high level escape rate. As survivors win games, they'd face harder killers, die, then drop back down and win a couple extra games. That's just how videogames with matchmaking work.
Then how come it feels like sometimes there's an absolute bottom that is impossible to escape? Why is soloq in such a sorry state that there's a point that no killer seems to be bad enough to match with them?
There's something innately wrong with this game. The survivor skill floor is through the roof, requiring hours upon hours of studying and learning to perform at least at an acceptable level, while the killer skill floor seems to be in the negatives, where the success of the role seems to entirely rely on whether you know how to press W and click at the same time.
I honestly feel something should be done with low level players. It's not an easy problem to solve, but the barrier of entry for survivor players is ridiculously high. Add to that the fact that as long as you're not in a 4-man you have the very real risk of having a random light years away from the median skill level of the other players, and the entire non-fullSWF experience is just terrible for all involved.
This is the game's fault. No game with matchmaking should have matches as imbalanced as these.
This is very true. If the matchmaker is matching you with 3 awful teammates who don't know how to play the game, it should also be putting you against an awful killer who doesn't know how to play the game.
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Was making Styptics and Syringes easier to use a change the game really needed?
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@jezebelthenun said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3741958#Comment_3741958
Just to be clear, nobody ever "needs" to tunnel.
On a general note:Imagine this is the mindset of killers, and new players have to put up with it. Just tunnel after tunnel until they inexplicably "get good". And then people can't fathom being called toxic. "WYM I'm just playing the game" kind of stuff. No, you're ruining the game for someone. Someone who is potentially going to abandon it because it's not fun.
The whole tee-hee I'm helping by decimating newer players schtick is ancient, but boy it never goes away.
Neither does abysmal "matchmaking".Blame BHVR. Tunnelling has been the biggest issue with the game and the biggest turn-off for new players for years now and the devs refuse to do anything meaningful to deal with it. It's always the strongest tactic for the killer regardless of map, regardless of perks, regardless of killer. BHVR needs to make changes to the game to greatly weaken it and to strengthen spreading out hooks but they refuse to.
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Yup, EU here and I'm having issues finding matches. Had some issues even getting the game to open properly.
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Blight is hated the same reason Nurse is, he's incredibly strong, it took them years to give him any sort of nerfs, and the nerfs they did give him were not that noticeable.
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He got some buffs not that long ago, gave his spammable shock a little more range and slightly reduced the delay of it too.
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Also don't forget your free gift in the Store which is currently 30 rift fragments.
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As has been said, it doesn't work because different killers perform differently at various MMRs. Nurse is the best killer in the game at higher MMRs but the worst at low MMRs. Killers like Pig and Pinhead dominate at low MMR but Pig especially is weak at high MMR.
If you buffed Pig's gen regression speeds because she's bad at high MMR, she'd only stomp even more at lower MMR.
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It does seem like they can't change the actual game mechanics at all without the community going into a frenzy. You're not forced to play the game mode.
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3 good survivors and one awful survivor isn't -that- rare to find, and usually you'll need to tunnel the weak link because the good survivors are simply too good at looping or stealthing.
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@Yharwick said:
On one hand I get it, being in chase the moment the game starts can be annoying but with gen regression and delay being toned down aura reading is the next best thing so you can't blame people for running it.
I don't even think Lethal is broken at all it just lets the killer not waste time at the beginning of the game and I would think survivors would prefer that as opposed to having to wait out Corrupt instead.
I'm not saying Lethal is OP or anything, it's a solid, useful perk, I'm just saying the only counter to it is Distortion, so it's no surprise that when it's popular, so is Distortion.
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Most killers waste more time performing a mori than they would carrying a survivor to a hook. With remote hooking they ALL waste time now.
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Whoever I'm levelling, which so far has been Baermar and Vecna mostly.
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I doubt they'd wanna add anything political like that. Especially since they'd basically have to avoid adding Israel, Palestine, Ukraine and Russia.
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It's hardly gonna make a dent in her popularity, she's gotta be the most popular DLC survivor even overtaking Mikaela. Actually in my experience I see her more often than even the original 4 survivors now.
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That's incredibly petty and childish.
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@MaddieMage said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3740559#Comment_3740559
I don’t see the insta heal as very helpful when it exposes you, so you’re still a one shot, just not an injured one shot. Still super risky
But the killer is only chasing one person, so any other injured survivors just get a free heal, and if they're slugging, the survivors get a free pickup.
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@BbQz said:
Like in the start of his video he explains why distortion is fine... As a distortion player you need to get the killers attention at a certain point of the game or risk losing by giving the killer only 3 options to choose from. He also mentions how distortion will force killers into less healthy perks choices and I'm wracking my brain on a worse build the aura reading as it's completely counter intuitive to the point of the game to run around with wall hacks 24/7. The true problem with the perk is that killers progress in MMR to quickly and get their using perks that make the game to easy and with out them or techniques such as tunneling proxy camping and others they literally just can't compete and have no easy way to drop their MMR to better build a foundation for killer.
Mean while a survivor can take hundreds of thousand hours to get to the same bracket due to how the game calculates a "win" for individual survivors
People say the exact same thing for killers stacking gen slowdown. If gen defence and aura-reading are both types of crutch perks that get people to a higher MMR than they deserve, what perks aren't? Bad perks?
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Eh, survivors get amazing toolboxes too so hardly that bad.
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Overall I'd say killer got the stronger stuff but Quiet Mode is incredibly strong and the team-wide heal makes slugging super risky.