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LadyOwO

LadyOwO

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LadyOwO
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  • In my games about it happens like 7 outta 10 times and it's usually a Huntress , Nemesis, or Vecna doing it. Mostly The huntress.

  • @CountOfTheFog said:

    I am guilty of lobby dodging here and there as Survivor. I'm sorry but I'm not playing with Baby Dwight when I'm one pip away from Iridescent I. Please fix the pip system, I think it would help matchmaking.

    This

  • @Brimp said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3543858#Comment_3543858

    This is the whole reason WHY the dc penalty exists to prevent people from ruining matches because they didn't like what they were up against.

    @crogers271 said:

    Kind of circular, but its not bannable because its an in game mechanic.

    The real question is why its an in game mechanic at all. Just disable self unhooks on the first two attempts and the game would improve (obligatory 'slippery meat/deliverance exempted' that needs to be said every time this comes up).

    Good thing you aren't in charge of balance decisions then.

  • @Rapteriurz said:

    I understand the situation where the last 2 survivors are alive, one kills himself to try and give the remaining survivor a hatch, that's fine.

    But when a survivor gets knocked down only ONE time, they get hooked ONE time and killer doesn't even camp/patrol the area, I see survivors literally "trying" to escape at 5 gens and missing skillchecks on 2nd stage thus "legally" leaving the game without disconnecting.

    In most games trolling and ruining matches on purpose by dieing a lot, giving enemy opponent/team kills for free and other griefing moments are reportable and can be considered as bannable offense.

    If a survivor joined a match only to get downed 10 seconds into the game and instead of rage quitting they decide to rage kill themselves, that's same griefing and should be punishable because it's clear the dude decided to ruin the match for survivor's team at least.

    Because why would I bother staying in-game when I'm being face camped by a killer with a one shot down ability and will just end up being tunneled to death even if i get free? You think that's fun OP?

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/390666/survivors-are-at-an-all-time-low

    Players can play how they want. If the totem is more important than the escape, let it be so.

    In dbd, the most sweaty player wins most matches. Whether that's a comp blight/ nurse or a 4man swf.

    Solo has it harder, that's how it is and how it has always been.

    @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/390666/survivors-are-at-an-all-time-low

    Players can play how they want. If the totem is more important than the escape, let it be so.

    In dbd, the most sweaty player wins most matches. Whether that's a comp blight/ nurse or a 4man swf.

    Solo has it harder, that's how it is and how it has always been.

    Almost all the killers I went against today ran NOED. I'd rather just make sure that won't be a problem for me than regret it later

  • @Snowball777 said:

    Obviously, 20% longer chases for all but the best Killers for simply being injured was a terrible decision.

    I hope they limit it in some form, make it cause exhausted, and remove the endurance it gives for no reason at all.

    I stand by it should activate for 25 seconds when injured twice per trial, perk refreshes when fully healed.

    Next we can nerf the blight's Add-ons and alien's tail strike

  • @CountOfTheFog said:

    I got my first character to P100 this morning! I know killers dodge constantly, but why do other Survivors in the P30 to P60 range dodge? I wasn't expecting this at all and I'm on their team. So what do you all think is going on?

    Whenever I solo queue survivor I dodge out if there's 3 P100 Survivors because more often than not they will either never unhook you or unhook you in front of the killers and get you killed. Usually they're in groups and are toxic af.

  • @[Deleted User] said:

    It’s one of the great ones for sure. The prayer she does before hand ties in very well with her character.

    Deathslinger’s is another stand out. Spear through the head is brutal.

    Haven't really seen that one yet. Sounds horrible

  • @Lixadonna said:

    It's never a good game except for the person who won.

    People will leave gg and immediately run. It's just a forced comment.

    I say it because I feel it's good sportsmanship to say so after a match. Would you rather I just flame you OP?

  • @Grigerbest said:

    Guys, I think we allowed to have more strong killers in the game, don't you think?

    I don't get some complains about "Turrets being useless", or "Xeno have no counterplay", or "Xeno have no skill to play".

    I play this killer regularly, and I can personally say, that placing turrets ALWAYS affect the outcome of the match. If survivors being lazy about turrets there is a fair higher chance of losing the match badly.

    Turrets should not have a 100% chance of kicking Xeno out of power, it's all up to Xeno reaction and decision (hit a turret or survivor), also up to survivor's good placements (hiding in the bushes or tall grass).

    But even without using turrets, there is a fair chance of wiffing the tail attack, if survivor just simply pushing left\right (juking), or playing against the same way they play against huntress or Nemi.

    Using tail attack is not THAT easy, let me tell you, it takes with practice and understanding of it's mechanic, but not to the point of "Xeno takes no skill".

    I do agree that missing tail attack should be a little more punishing, but thats about it.

    Like, how is Xeno have no counterplay?

    Guys right before Xeno we've had a Singularity, you do understand that if Developers buff turrets, we would end up in a "Singularity 2.0". I personally don't want this to happen, and more so, I don't want another "B-tier, survivor sided" killer. Nor a 3-gen killer.

    Come on guys, Xeno is not an S-tier.

    Xeno is close to Wesker in my opinion, we didn't have a proper optimal killer who can compete in the current DBD from Wesker release. Aside from very unfun 3-gening Sm and Knight.

    Xeno strong, but not OP, it's actually up to you.

    I don't mind playing against a xeno. The problem is tail strike hits all the way from Jupiter. Getting hit by tail strike whenever you are clear over a pallet or window is Dumb af. Plus the anti turret add-ons xenomorph can use make using turrets completely pointless.

  • @JudithMorel said:

    his tail needs nerfed bad, literally miserable to play against.

    @JudithMorel said:

    his tail needs nerfed bad, literally miserable to play against.

    That tail strike hits all the way from Jupiter. Even when you're clearly not anywhere near enough for it to hit.

  • @Neprašheart said:

    Xeno's power shouldn't charge as fast as it does while being underground, and turrets shall kick Xeno out of the power much faster than they do at the current moment, especially with add-ons involved. Get rid of those add-ons or further increase the damage dealt by each turret.

    Another problem is the way Xeno's power works; You can easily stack Play With Your Food and focus entirely on tail attacks the entire match, and you're basically playing against a ~130% killer with anti-loop ability with little to no punishment for missed attacks. Like, sorry.. But that's too strong.

    Besides turrets doing pretty much nothing unless stacked at one place, problematic add-ons (turret ressistance add-ons), and almost zero punishment for missing tail attacks, Xeno is in a perfect place.

    If we were to go even further, then adding a cooldown before heading underground would be the most I'd do. For example, unless your power is at ~25%, you can't enter the tunnels. It's not like charging it takes that long even when you're above..

    Xeno's tail strike seems to hit all the way from Jupiter. Even when it wasn't supposed to hit it does..

  • @supersonic853 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/390099/xenomorph-is-pay-to-win-killer

    isnt nurse a free killer and is the strongest killer in the game?

    Who actually takes skill to use. No average player can pick her up and dominate.

  • Gotta love getting hit over pallets even when you slammed it right as tail strike went off. Plus the xeno's anti turret add-ons make placing them pointless

  • @NAERUUU said:

    Dude, thats been like 3 days, idk, wait for an tutorial " how to counter the xenomorph " on youtube.

    Tail strike is busted.

  • @Feneroe said:

    The turrets feel fine to me.

    "Fine" as in they barely delay the alien or affect it at all? Because that's what they do currently

  • @EmperorEscorpion said:

    As the title says Xeno’s power is pretty cool and powerfull in theory but man I think we have another singularity situation here.

    The turrets are very oppressive and any competent team or even random soloQ survivors can use them very effectively. Unlike some people believe they do not consume a lot of time to activate by the survivors, they cover an absurd area, they can be spammed even if you destroy them, they act as an early warning system…

    This wouldn’t be a issue if runner mode was itself very oppressive but it isn’t. Runner mode has a decent reach sure but its not that big, the hit box is very small, its quite easy to dodge and in general is (compared to other killer “range attacks”) pretty overwhelming especially considering the massive counter play it has.

    And this is seen in public matches easily. Every time I play against the Xenomorph and the survivors have more than 10 hours in the game the killer is always getting burned out of his power and has very few kills if any. And when I play as the Xeno against good survivors its more of the same. The only reason I have gotten some wins as Xeno against good survivors is because of perk shenanigans like NOED.

    In my opinion or they nerf heavily turrets or they buff runner mode or do both. But that’s my opinion, what do you guys think?

    The turrets do absolutely nothing. What are you on about??

  • I hate how the turrets don't force the xeno to drop the survivor after getting blasted by FLAMES . Solid Design choice/s

  • I feel if the xeno is carrying a survivor and a turret is in the xeno's path it should immediately make the xeno get stunned and free the survivor.

  • @Jangles said:

    Alright, What's everyone come up with so far? Faking pallet drops ala huntress/nemesis doesnt seem to work too well. Obviously forcing walky mode by using the turrets is the ideal situation, but I'm keen to hear what everyone else has come up with.

    The tail strike distance over pallets is annoying.

  • @WishIcouldmain said:

    So, this issue tears me. Because on one hand Billy hasn’t been that popular in a while, these are already his best add-ons, so that could help. And other killers like Oni and Blight who have speed add-ons don’t get a penalty like this. But on the other hand it’s been here a while, and maybe it’d be too strong, and maybe it just means Oni’s and Blight’s speed add-ons could use something similar. What are your thoughts?

    Remove his chainsaws insta-down and you could possibly have it

  • @biggybiggybiggens said:

    Apparently they can't think of a way to make it work so I've given up hope. He hasn't been on the Satisfaction Surveys either, so I take that as they are not even considering him. It's a shame as Chucky and Jason are the onlyl 2 really big horror icons that are NOT in DBD as of yet.. :/ Just because Chucky is short that automatically counts him out? That's pretty messed up. This supposed 'hall of fame' of horror will NEVER be complete without Chucky so..

    Because all maps would need a rework because of his height.

  • @CS1_6 said:

    It's the lack of objectives that survivors currently have that lead to this stale meta we're in now. Killers choosing to opt-out 1 survivor to have a 'fair' match is difficult to assess which both will have to experience a terrible quality time in dead by daylight. This desperate strategy only intensifies the survivors to repair generators swifly but what other choice do killers have?

    What could be done about this without breaking the game significantly? What should be solved first?

    I honestly have no clue. The nature of the game is to do the generators as fast as possible to have a higher chance of escape but for killers, you want to kill the survivors as fast as possible to decrease their chances of escape. How can we balance the scales?

    How dare survivors focus on their objective

  • @Aven_Fallen said:

    Then play TCM for a few weeks before the game lost its charme.

    There is 0 point in having a ranked mode. Because nothing would prevent players from sweating in Casual Mode instead.

    This essentially

  • @TheSaltySaloon said:

    Solo Q survivor is practically impossible.

    Killer is practically impossible, unless your playing one of 6 meta killers with meta perks in game with 32+ killers to choose from.

    The game is so hard balanced towards SWF that literally nobody else has fun besides them. Killers are so op against randoms but still powerless against half decent Swf.

    I played a match just a few minutes ago against a pin head who was already winning with 2 hook and no gens completed but still felt the need to proximity camp then tunnel right after.

    In a balanced game, Killers wouldn’t have to feel pressured to use the scummiest tactics to win and would rotate hooks and leave survivors on hook alone, but Behavior has created such a thoroughly miserable killer experience, no killer main is gonna bother playing fair and I don’t even blame em.

    God I wish this game had some real competition.

    Sounds like a good skill issue op

  • @UndeddJester said:

    The worst part of MFT is the mind games it plays on you. You don't know its in effect or not, and can't really plan around or react to it.

    Not only does it mess with whatever internal timings you've built and are building, it makes learning new timings almost impossible cause you dont know for sure and everything seems inconsistent.

    At least with CP33, you are aware that its happening.... not that I'm defending it, that add-on is dumb on paper. Just reading you can see it's busted.

    Maybe revealing the auras of the rescuer and rescued until they go down again.

  • @[Deleted User] said:

    I run MFT and I'm going to complain about Blight's add ons.


    Then nerf both Slightly .

  • @BillToLast said:

    Made For This:

    • 3% haste (permanent)
    • Powerful endurance effect for 10 seconds after healing
    • Considered to be balanced by most survivor mains, considered to be OP by most killer mains

    Compound 33:

    • 3% hindered (lasts for 3 seconds and only within 16 metres of a bump)
    • Break pallets 0.84 seconds quicker
    • Considered to be OP by most survivor mains, considered to be OP by most killer mains

    Both are considered overpowered and broken. Both require some skill to use them to their full potential.

    Maybe made for this should be changed to be used only once per match?? Or make it take 2 health states away from the survivor that uses it?

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