Leon_van_Straken
Leon_van_Straken
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- Leon_van_Straken
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Didnt many people claim Oni would not be a problem when legion gets removed?
So Legion was never the problem but the snowballing potential of Oni in this combo it seems…
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4055591#Comment_4055591
My point is that you call it a Buff while it is very clearly a Bug.
I think you are wasting your breath here… sadly…
Many players don´t get the difference. Do you remember when Springtrap was invisible after leaving his door and so many players cried out that BHVR overbuffed him and made him unfair to play against? Yeah… people won´t get such things and are so deep in their bubble that they think it is a intended buff to let the other side suffer.
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I said it from time to time that some Killer Bots would go Nuts if they weren´t programmed to miss.
Imagine the following:
A Huntress bot will always throw her hatched when you are into her hit zone. So either do a sick flick or get downed.
Spirit bot should be much stronger aswell. I mean for her nothing changes when she chases you just that she gets much faster.
And so on.
So I must take a defensive post here for BHVR because many players said just do a custom mode vs bot Killers. But that isn´t so easy to balance as you see with the nurse bot because the only way you could nerf her is by programming her to be bad at her distance calculating.
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@ArcT said:
The game literally has a humiliation ritual built into it. Survivors can sit in the exit gate or on the hatch and taunt with impunity, and killers can refuse to down the last standing survivor to prevent them and others from being able to leave the game while still being in zero danger of them being able to do anything about it. And this is somehow a major improvement on the previous situation.
BHVR has not just failed to punish toxicity, their gameplay decisions have actively encouraged it.
Imagine the Hatch would move away like Pyramidheads cages if you stay to close for to long XD
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Short answer is the following.
Some things in the Game (Killer, Perks, Tactics) are way to strong and for some weird reason they survive for years.
But another aspect is the following. As soon as something new hits the ground and some fresh air could reach the game the community systematicly cries out to please nuke the new thing. Till it gets nerfed and dies in oblivion.
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Mhhhh hot topic…
I guess a big part of the DC epidemic started when some smaller content creators on Instagram, Tiktok and so one started to advertise dcing because situation X "which was clearly their fault" was uncounterable. Younger Generations of players have a much lower tolerance to the word "failure".
Another thing which I will try to point out is the following. BHVR showed the playerbase that they will act faster on problems when to many players dc. It started with Skull Merchant and the Genkick lockdown. So many players see it as "dogma" to dc at everything they think should be removed from the game.
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Mhhh most of the players are angry that the game is to "sweaty" with scummy tactics and toxicity.
So… who would go into this ranked mode?
The beginners? I think not.
The casuals? I don´t think so
The tryhards? Well maybe but why should they go there if casual mode is just easier pray?
So we need a reason why someone should play the ranked mode over the casual mode. Maybe a Skin or something but this… would lead to fomo… so the casuals would hop into the ranked mode… leaving only the beginners and the tryhards which want to win at all costs in casual mode.
I am afraid it is not that easy.
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Well it is apsychological thing in this sitiuation I guess.
When you play Suvivor and do your best you can always (if you want or not) shift the blame to your team. The team can´t expect you to take 100% of the burden to win the game solo.
But if you play the Killer you are 100% of the team you shoulder the burden of failure.
I always like to compare DBD to a game of tag in your childhood when you are like me the "slower" child.
If you are in the team of chased people you do your best. Even if it is a small portion of what you are doing you will get catched and you know it because the chaser is much faster than you. But you gave it the best and maybe someone else will cover the time which you didn´t get.
On the other side…. if you are the "slower" child who is the chaser well… kids are gruesome. You try to catch a faster person and you will likely not get them. So you have to options. Running behind them and hope they mess up or… you go for scummy tactics like cutting them off, get them off guard or get them while they try to free the other Kids which you got.
In both cases it is never good to be the "slower" child but in one you will get picked up by friends while in the other case they will laught at you.
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@HoodedWildKard said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4053500#Comment_4053500
Likewise the game can't be balanced around the top 1% or even 10%. This problem doesn't just affect baby survivors. It affects the vast majority of survivors because the skill ceiling is so high for that role. It's like billionaires saying taxes should universally higher. They'd be fine but most ordinary people would suffer.
And you realise your last statement also applies to killers too right? Because it doesn't seem like it. You can't just keep ramping the game in the killers favour until they have an 75% kill rate against high level swfs and 90-100% against everyone else. That appears to be what you want, unless you're being sarcastic again.
What the game needs is balancing that will help killers in higher elo games and suvivors in lower elo games. Slowing gen base speed is like using a kilo of c4 to crack a walnut. The solution should have more finesse. Like for example make 2 different playlists. casual and ranked. Casual is balanced one way to make the experience more fun for all involved, and ranked can be tuned for competitive play, offer rewards, ban certain perk combos, nerf certain perks etc. Players whonwant to sweat play ranked for the shiny prizes and casual players stick to casual because it's less sweaty.
Oh no no there is a missunderstanding I am afraid.
I don´t want Killers to have a higher Killrate than 60% and I don´t want the gen base speed to be touched.
What I tried to say here is the following:
"Most things that you can do to push Killrates/Escaperates will not reach the desiered audience but will make the top tier laughable strong."
Example Survivor:
- Give Survivor perks and Items to speed up Gens won´t help Soloque players when their whole team sits in corners but it will give better Survivors 17 second gens with perks and stuff which is ridicoulus.
- Give Survivor more pallets to use and Soloque may survive longer in chase but if no one does something you can give Survivor 100+ pallets and still their mates go into cover when a crow looks angry at them but it will give better Survivors a nearly immunity against a bigger part against the roaster like a Pig on Gideon against pre dropping everything.
Example Killer:
- Give Killer specific buffs for their power and no noob Killer will notice something change at all but top Killer will be able to abuse this
- Same with basekit buffs
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@HoodedWildKard said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4053465#Comment_4053465
I mean i don't see how the game exists without it. Survivors do gens to win. They do them as fast as possible and take advantage of perks and items to do it. Killers run regression perks to counter this. Tbh any killer that runs without at least one regression perk (or at least a perk that does something to slow gen progress) is asking for trouble. That's the nature of games, there is a meta. You can't run wonky builds as killer and still expect to do well in every game.
In a game that's 10 years old, that is constantly adding perks and content. Dedicated players will doubtlessly get more efficient over time and do gens super quick. Those dedicated players make up a minority though. The majority of survivor teams are not that efficient. If you nerf gen speeds then the lower 60-70% of the survivor skillbase get stomped even more than they already are (which is a lot)
Imo killers have an easier time of it at the moment on the whole. And to get in before the inevitable accusation of me being a survivor stan, i play survivor and killer roughly equally. So i see the argument from both sides and try to stay objective. The survivor role is much harder. If a killer opts to tunnel or proxy camp hooks, then unless they are incompetent and/or the survivor team is extremely good, then they will get a bunch of free hits, hooks and kills from it.
It's the same old story on the forum, everyone seems to think that balance should soley be based on twitch streamers and tournament teams who play the game day in day out, know the mechanics back to front and can squeeze every ounce of efficency from their actions in the game. But. Spoiler alert, there is a big casual playerbase and the game is asymmetric. You fine tune those high level games and the vast majority of the playerbase suffer. If people want a finely tuned, balanced competitive scene. Then an asymmetric game is not the way to go.
Oh I am afraid you got me wrong there. I was sarcastic with the first paragraph.
I know well that you need gen regression to fight gen speeds.
The big problem I see in this topic is the following:
How should the game be balanced.
If you say "Yeah the gen speeds must be that fast" so new survivors don´t get thrown under the bus you need to think about the impact.
Yeah the game gets better for new survivors but if survivors stay in the game and become more efficient the game becomes a laughing stock at higher elo.
We sadly can´t balance the game around baby survivors and pro killers.
This is something this community needs to learn. You can´t win all games. Some are just stacked so hard against you that you will lose no matter what.
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Hey look us vs them :D
But I will take it serious so I say you can´t compare things like who is stronger without any facts.
Is 1 Killer stronger than 1 Survivor? Yes ofcourse they are because they have to deal with 4 of them.
Is the Killer an S tier Killer or D Tier Killer?
How many experience do the Survivors or the Killer have?
Which map are you playing on?
Are the Survivors solo or Swf?
Are both partys playing serious to begin with?
Are bot sides playing meta?
Are we talking about players with 10 hours or 10000?
As most people said:
Pro SFW vs Pro Killer = SWF wins (most of the time)
SFW vs Killer = Even match (most of the time)
Solo vs Killer = Killer eats you alive (most of the time)
And this is very simple mannerd.
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@HoodedWildKard said:
https://forums.bhvr.com/dead-by-daylight/discussion/463725/the-gen-rushing-is-out-of-hand
Just run decent regression?
Wait…
did you just say it is neccesary to run slowdown to compete?
I thought the most "pro" Killers on this forum can archive pure pressure by just existing.
No for real. That is not helpful.
OP got a point. The game is fast as hell on each side.
Killer trying to nuke one survivor out before he drops to one gen against opening the gates before someone is on dead hook.
It is not healthy for the game that the whole game can be played by two people and 3 people watching a generator bar.
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The whole problem of the go next epidemic was the step BHVR took when they saw that many players dced vs Skull Merchant.
BHVR showed the community that dcing over and over gives results and so many content creators (TikTok, Insta and so on) jumped on the train to boycot nearly everything.
How often I red in this forum alone that it should be allowed to dc against a legion till BHVR does something against Mend time. Or that we should all agree to dc against ghoul till he gets skull merchant treatment.
This cycle is a never ending one.
Theoretical: If all Killers would have a 20% winrate I bet you that still people would complain that they lost a game. It is exactly the same thing with Killer.
The thing is BHVR nerfed with stats (which is a problem in my book at all but that is my beer) but showing that the quicker way is to just dc is a problem.
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Problem with old Distortion was that a) it allowed players to stealth out full games and b) was so strong that every other perk which hid your aura was horrible bad compared to distortion.
If a perk is so good in the thing it does that many other perks are invalid it should be brought back in line.
And just for Information purpose. Old Distortion and the nerf of Sloppy Butcher spiked the 4 gen slowdown meta in its days, because there was nearly no reason to bring an Aura perk at all.
I think the others are right. If the AFK crows get fixed and it only recharges in chase Distortion can get its 3 tokens back.
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I like the double standard on this topic :D
So abbandon works if the following is in play:
- All Survivors are on the ground or hooked (game doesn´t recognize if someone could pick themself up/unhook themself or a boon is there)
- Survivors get picked up 2 times (the actual game point why this happend doesn´t count)
- You are the last Survivor in the match (I don´t know if this is a bug but I could abbandon my last games running to the opend gate
- No Gen was completed for 10 Minutes
Reasons which I read on this forum why survivors should be allowed to leave a match:
- Game feels unwinnable
- Getting a specific Killer
- Getting a specific map
- Getting a Killer 2 or more times in a row
- Killers which cause Phobia like Clown or Plaque
- Teammates are trash at looping
- Someone reached 2 hook stage
- Someone has a Ping over 50
Reasons Killer want to abbandon
- Bully squads
- Outmatched
- Gates are open and all Survivors are waiting to tbag the Killer
From all these topics I see only one which could be argued with why you should be allowed to leave the game, since the game is most likely over and this is the Gates thing for the Killer side but in all Forum Posts about these I read the following. "No You could still get a Kill so there is no reason to abbandon." Yeah… in OPs discussion. The Killer could still lose the chased survivor and he goes for an unhook or the pick up. All gens get done and you escape.
These are the same storys just from the other side. So… I don´t get the "You could still archive something excuse." Just be honest.
The Killer wants to get his 4k as long as it may take while the survivors don´t want to miss out to rub their victory into the Killers face.
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Sooo… I will try to take this serious.
What would be the criteria for the unhook to proc?
One dead at a specific amount of gens?
What if 2 are dead and 3 gens are on 99%?
Can someone dodge then?
I think this topic is the same thing as Killers want to abbandon matches when the gates are open. Yeah the game is over but as long as there is a possibilty to recover its not over.
Aunt Edith says: There is a reason why the Anti Go Next was invented and this reason was the following "If I think the game is unwinnable I should have the option to go next." Which was a horrible mindset, since nearly every game was a 3v1 and furstrated many players (Killer and Survivor) because a normal game was nearly impossible.
And BHVR has kinda become careful with such "quality of life" updates since if you red the forum some really hot takes like "I should abbandon if my mate misses a skill check or if I play the map two times in a row" really existed.
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Well a thing which would be helpful here would be a statement from BHVR to answer the question "What is dying to fast".
Since as you know I die to take the first chase with most Killers because I like that part about the game and most of the time I get tunneld for this but I never got a warning or something like this.
I can understand that if you get hit of hook and instantly (and I mean instantly not with a short chase in between) that a system could trigger. But I think from time to time that this is mostly unlikely to happen if you try to survive.
Just think about the following.
If you are the one who got chased first you got the whole map to play.
Okay you can say you got ambushed and grabbed from the gen or insta downed but… after you got unhooked you get 10 seconds of enduring to reposition yourself on a completly unplayed map. So how you go down instantly again?
Why I want to see a statement to this question is the following.
If the story of OP is true and his whole team tried to tank for him, than even more time should have been wasted and it would speak against the argument "he died to fast".
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So many good names up there
Keep the good work up OP
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Is it strange that the first thing that came into my mind while I read "Fix Autoaim" was a Post about Ghoul?
But back to topic.
Yeah these auto aim hits can be horrible, its likely the same with the bs hits through pallets and I am not sure how BHVR can fix this without breaking the code
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Maybe they are still trying to fix the robots to actually "harm the Crew" badumm tss…
I go into my corner…
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Well thats a hot take.
And for once I can´t slightly agree with this.
Deliverance is one of those perks which only activates under the condition that.
A: You unhook someone safely
B: The Killer chases someone else first
Point A is easy to manage but point B is way out of your control and most people which play deliverance know the curse. You run the perk and suddenly the Killer only wants you in every match.
So… people equip Deliverance, OTR/DS and DH. These are 3 perks used for one single scenario which is the following: You get hooked, you wait till the Killer is out of your range, you unhook yourself and hope that the Killer charges right back to you. This is when the anti Tunnelperks like OTR/DS should work and is completly fine.
Yeah self unhook is strong espacially with luck offerings (when you don´t use a perk for it) But if you use perks for such a scenario you are fine to go by me.
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Mhhh… hot topic…
the circle of nerf killer on release always reminds me on the story of the boy who called wolf…
Is Vecna strong? Yes… yes he is…
Is Vecna Op? Maybe his cd on his ability….
But the big problem I see here is the following:
Do you guys still remember the Killer "Springtrap"?
The second this Killer released my social media exploded with topics like: "Nerf Springtrap" When you watched the videos you saw two things. First was the not intended bug that he was silent when he tped. The second one was (becareful sarcasm) the permanent easy to hit mortar axes.
If you watched these Videos you could clearly see that yes it was possible to hit sick axes over walls but it wasn´t that common in a normal game.
From time to time it needs "time" to see what a new Killer really can and can´t do but screaming for nerfs after the first hour is kinda… annoying and will lead to such topics as this discussion.
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Well I loved the old Myers so my opinion might be bias but… it is scary how fast he can regain his T3 after losing it.
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Well for some things there is missing farsight…
Imagine the following. No Aura Perks work on Nurse.
Yeiii Nurse is fixed. Nope…
Now you see 4 slowdown Nurse everytime you face her or full slug Nurse.
It is always a monkey paw with this.
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Spamming purple bottles at your target till you hit them with an M1 isn´t really perfectly balanced. Neither is the counterplay to predrop pallets. It gets kinda uninteractive…
I think "If" BHVR intended what happend to speed clown was showing the community that some things should never stack together even it is "fun" for some people.
I often read in this forum that Survivors never get good perks and this is true but it could be changed in my opinion if some perks couldn´t stack.
Becareful just an example: If healing perks wouldn´t stack with each other you could go crazy with single perks. Imagine a perk where you get 300% selfcare speed if you got unhooked or something like that. But this perk couldn´t become reality since you could sttack it with a medkit, botany and others to heal so fast, that the whipping cd of an M1 would be longer than the heal.
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Well Gideon has nearly no windows… thats the reason for the pallets.
But since the Devs showed in their live stream, that they don´t know why Gideon has so many slugs… yeah… I don´t think they know what is going on on this map.
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Well a problem of a wheel chat is the following.
We already have to options for survivors to communicate:
- Shaming the Killer
- Butt slaps
Oh wait… I meant pointing and waving… but be real here how often did you see these used for the intended interactions compared to the bm which it is used for.
So I am afraid… that the same thing will happen like it did in League of Legends where the missing Ping is abused to shame others. And always think about it that way. We live in a gaming culture were most of the creativity of the playerbase is used to tell someone to go off themself without getting banned.
To the topic voice chat I already gave my opinion. Many players belive that adding voice chat would make Soloque players play coordinated and bringing them closer to SWF but I am afraid that this is not the case. Yes it can happen that you find someone who is giving positions mid chase or doing his best but to be real. These people are not the once for which you need VC. If people are aware and good at the game they can do this without VC aswell.
It would be helpful for rats or people doing anything but gens but I beg you be real here. Do you really think that if you tell a rat to go work on gens he will :
a) Do as you command
b) Tell you some unholy things
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A big problem for me is the following.
I often play in groups of two or three people so I get 1 random all the time.
If I equip Stb one of the following occurs.
- The Survivor on his second hook is so bad at looping that holding shift W in a straight line would give more value than his actual looping skills
- The Survivor gives up or dcs because he gets tunneld
- I get tunneld out first.
It is always hard to bring Stb to Soloque because most players aren´t good enough to sacrifice one of my chases for them.
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@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4046976#Comment_4046976
Thats because the foundation on results as win and loss condition was choosen long time before with kills/escapes so even if killer plays very well and has 8 hooks or 6 he will still loose or have worse result than if he would just got two kills and same for survviors instead the game would count the results in match and count them like gen progress done, chase time and healing etc. but instead its just escapes and deaths so survivor that does very little and hides whole game and escapes through hatch or gates after the hatch is closed gets better results than the one guy who was looping the killer the longest time and died.
Some content creators talked about this like trutalent (before he was framed for hating idians and banned from fog whispear) he talked 2021-2022 about making game more around hooks and not kills and giving killers some small reward after hook so they dont tunnel all these ideas he had way before devs started cooking their antitunnel changes but its hard thing and he wasnt much liked at first place, so thats just the thing the win codition is set around and these are the results because nothing just beats tunneling in its effectiveness
https://www.youtube.com/watch?v=KgE939noY20
but thats something thats known for long time and for mmr well sometimes it works and sometimes there is just some abnormal anomaly but i get if there arent people with the closest skill in time so game just puts someone other togeather so the queue times arent as in ptb or in 2v8 as killer.
I agree. I often said that True got some good points with the win con should be hooks not kills.
But back to the topic.
The case of trying to put the blame away onto the team is deep rooted here. Just look at games like League of Legends. Before someone tries to take the blame for a horrible play they try to blame anyone and anything else but in the same sentence they try to justify that they should be Challenger.
Yeah it can be frustrating to get tunneld out and I try from time to time to explain why the Killer does this and try to improve my looping skills. And if you think about this. If the Killer to manages to 3 hook the same Survivor before one single gen is done. The game would have been lost in any case because that means that no one touched a gen or that the tunneld survivor didn´t stand a chance even with all pallets up.
Here is the List what a Killer has to do before the "omnipresent" tunneld out at 5 gens can happen:
- find a survivor
- hit him twice, while the Survivor got a Sprint for getting hit
- picks them up
- carrys them to the hook and hooking them
- waits till the survivor gets unhooked (this can take up to 70 seconds)
- hits the borrowed time which gives a sprint burst again
- downs the survivor again
- picks them up again
- carrys them to the hook and hooking them again
- and repeats all that for a third time
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So… you think it would be a good idea to play the "sandbag" game in a casual queue? With the same community which goes mental breakout or tries to normalize a dc when something doesn´t go as they want it to go?
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When I play in my group of friends (we are most of the time 2 or 3) I kinda always teasingly mock the random when the first gen which pops is the safest gen on the entire map. Stuff like the Saloon Gen on Dead Dogs or a complete corner Gen like swamp.
I just want to get the thought behind this. If I rush the safest gen on the whole map (best with a strong toolbox) than only the hard ones remain at the end? What is that logic?
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I like cute Survivors, which is the reason I like Cheryl that much.
Hot take to Killer. I like Killers which don´t get completly changed after an update… I miss my Chucky, Myers and Clown…
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Well Xeno is in a weird spot right now.
The first thing I want to compare with him is Demo (which is kinda strange…)
Demo feels like Xeno just better and before the lynching starts here me out.
Xeno like Demo got a map wide teleport but with huge differences. First of all Demo is free to place them where he pleases, Yes the portals can be destroyed but it take a chunk of time from Survivors which is passiv game slowdown which feels kinda interactive (do you take time to cripple his mobility?) and… I can´t stretch this out far enough. The TP feels much faster. Set new portal, look into the direaction BAMM you are there.
Xenos teleport feels slow as hell. You need to go to a certain place to pop out another place and the worst part of this is you have to nagivate yourself through a labyrinth and yes I know you can activate a pathfinder but be real. If you need a pathfinder to activate your ability… is this good design at all?
Another thing is the outplay potential at pallets. Both Killers are good to get you mid animation with your ability. The huge difference is that you can hit a Survivor after the vault as Xeno but this attack can be dodged by just instant crouching most of the time. Demo in the other hand gets value of his shredd all the time. Either you get the hit like Xeno does or you shredd the pallet which Xeno has to do maniually after that.
Alteast there is the bully factor to Xeno with his turrets and boy I can tell you. From time to time I read claims that the turrets should be able to save survivors which in my humble opinion would make Xeno the least played Killer if it ever would go live.
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@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4044978#Comment_4044978
I think those insta killing killer cheaters sound better but in reality all they do is that you have super fast hame that doesnt waste your time but in reality you will get ban or more penalty because you died too fast and game considers it as giving up which sucks because anti go next is good thing but bad think cheaters can use this to spread killer bots and cause pain to other players by giving them penalties due to dying way faster.
Subtles are pain but the most cheaters I killed were subtle because they dont use those hacks that cant be beaten and they are generaly super bad even with wallhacks and speeding behind corners.
Ah you are right.
Game could think that you are griefing by letting got instantly…
Damn this rabbit hole is deeper than I thought
Here get a cookie!
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Well another thing I noticed yesterday.
I think we all can agree that the most annoying part about Myers was that he could stalk someone to 99% and pop it into someone elses face.
If I recall it correctly BHVR wanted to fix this bad experience against him.
Well beat me if I am wrong but doing exactly that is still possible?
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@CrypticGirl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4044962#Comment_4044962
Yes, all of this is a problem. What would your solution be? Assuming you have no communication with your solo queue teammates...
Well first of all… this isn´t a Killer Playstyle issue. Thats an issue in the solo player base. There are more examples like this like people tend to give up when only 1 gen is left and 2 or sometimes 3 survivors are up. Leading to the "Gens U" meme.
Sadly nerfing the Killer or the Strategies won´t fix soloque problems. Communication wouldn´t fix this either because in Soloque everyone gets their way even if you would try to tell them the other way.
Example:
- Hey we need to finish the last gen…
- Yeah but I want to finish my totem challenge
And randomly a winnable game becomes a lose because one person didn´t play for the win.
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New Myers really feels opressive when he reaches T3
This is kinda a good thing. But I must give OP some points here. I often notice it myself, that Myers loses his T3 after a long time just to take 5 seconds to reach it again. Atleast it feels like this from time to time.
Also dropping Pallets against him stops him only for a short amount, since he can instantly charge his M1 up again.
Maybe he could get a bit of Onis Power in there that he loses a bit of his T3 if he shredds a pallet.
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I would prefer to run into an instant mori than into subtle cheaters to be honest.
If you get mori in a second its not a big deal, game ends instantly and you can queue up again.
Subtle cheaters are making me more mad, because they try to drag the game as long as possible.
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@CrypticGirl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4044956#Comment_4044956
Yeah, once you've forced that one Survivor out of the game at five gens, it's an autowin for you at that point.
To be fair if the Killer manages to
- find a survivor
- hit him twice, while the Survivor got a Sprint for getting hit
- picks them up
- carrys them to the hook and hooking them
- waits till the survivor gets unhooked (this can take up to 70 seconds)
- hits the borrowed time which gives a sprint burst again
- downs the survivor again
- picks them up again
- carrys them to the hook and hooking them again
- and repeats all that for a third time
and still no Gen is done. Well… either the game was missmatched from the start or your mates did nothing at all.
Aunt Edith says: Remember this is the first chase aswell, which means the whole map is still intact.
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Many people forget.
Aura perks aren´t the only thing to track Survivors.
Crows, Grunts of Pain, or fading blood puddles can lead you to survivors.
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The problem is the timing.
If you play a game with the purpose to win but play fair this is a common occurence.
You go into the game and go into the first chase. You get your down with the first gen to pop. So you pick up and get blinded. Okay no problem, my bad for picking up in the open. You down the person again and two gens pop. Now you are at one hook with 2 gens left. This game won´t be a twelve hook game no matter how good you play. You should have started this game serious and play scummy if your pupose is to win.
Next game goes the following.
You insta down a survivor from a gen. Get your first hook while another Survivor rushes at the Unhook in your face. You down this one too and the unhooked survivor instantly dcs. Well it seems you played to good from the start. Should have waited longer to give them a fighting chance.
So you see in this "Simple theoretical" example. That the point of no return is crossed pretty fast and decides if a game snowballs into a walk of shame or a dc party.
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@SOULWARRIOR71K said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4038962#Comment_4038962
Videos showing 2 or 3 gens popping in the first few minutes literally means nothing. The last 2-3s is what takes time because it is easier to defend fewer gens towards the middle/end game. "Gens flying" in the beginning does not mean it's actually leading to all gens getting done and escaping. In fact, I'd argue most games do not result in all 5 gens getting done and more than 2 survivors getting out.
That being said, these are my survivor results from the last 30 games.
4 things to note:
- My 30 day escape rate is currently 61.39%.
- I only play solo q.
- I always bring a hatch offering (now that they are secret, they work fairly often).
- The blight match with a 3 out was because the blight was memeing and let us go (otherwise every blight match would been an L)
Game
Killer
Map
Match Length
Did I Survive?
# of Survivors Escaped
30
Nurse
Nostromo Wreckage
2:18
No
0
# of Escapes
Total # of Escapes Possible
30 Game Escape Rate
29
Doctor
Dead Dawg Saloon
10:58
No
0
Individual
16
30
53.33%
28
Blight
Underground Complex
10:24
No
0
Team
64
120
53.33%
27
Wraith
Eyrie of Crows
9:29
No
3
26
Dredge
Father Campbell's Chapel
6:09
Yes
4
25
Oni
The Thompson House
6:35
Yes
4
24
Blight
Dead Dawg Saloon
6:56
No
1
23
Pig
Midwich
6:10
Yes
4
22
Blight
The Game
15:20
No
0
21
Chucky
Nostromo Wreckage
5:16
Yes
4
20
Blight
Eyrie of Crows
13:04
No
1
19
Unknown
Ormond
3:26
Yes
4
18
Myers
Rancid Abattoir
8:53
Yes
3
17
Blight
Underground Complex
5:39
No
2
16
Skull Merchant
The Shattered Square
6:18
Yes
4
15
Huntress
Garden of Joy
11:46
Yes
4
14
Plague
RPD
10:08
Yes
4
13
Unknown
Dead Sands
11:15
Yes
1
12
Trapper
Disturbed Ward
15:45
Yes
3
11
Wesker
Toba Landing
7:52
No
2
10
The Twins
Lampkin Lane
13:10
Yes
2
9
Dredge
Nostromo Wreckage
13:37
Yes
3
8
Oni
Midwich
15:25
No
1
7
Ghoul
The Pale Rose
7:14
No
1
6
Blight
Underground Complex
4:05
No
0
5
Vecna
Father Campbell's Chapel
7:59
Yes
4
4
Clown
Mother's Dwelling
12:11
No
1
3
Blight
Treatment Theater
18:38
Yes
3
2
Demogorgon
Eyrie of Crows
11:31
Yes
1
1
Blight
Dead Dawg Saloon
11:36
No
0
How did a match against Trapper (12) take 15.45 Minutes?
If he placed Traps in the early game nearly all gens should have been done. If he didn´t place traps what the hell did anyone do against a M1 Killer?
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@GentlemanFridge said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4044248#Comment_4044248
https://us.v-cdn.net/6030815/uploads/EHE1SIZT3NUT/image.png
a little coal tit (een zwarte mees in dutch)
from:
Naw it is cute~
And just for information I am not dutch but I respect that you red my name.
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@GentlemanFridge said:
Nothing new. It always happens around the holiday season.
It’s why I started posting birds.
Oh thats nice
Could I see one? Maybe it cheers me up.
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Chaos Shuffle
It is nice to get away from the meta but they need to fix some game aspects since you can´t bring either gen regression nor second chance perks.
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Well there is always two sides of the coin. (Becareful rant)
On one hand, you could just close the chat. On the other… this should not be the solution. If the chat is abused for toxic behaviour it should be BHVR to implement punishments for the abuser.
This is one thing I don´t like from this community. The mentality of "Just look away or get tough skin." That is not a solution, that is just let us abuse the others as we please move on and we are all happy. That is disgusting to be friendly with my words.
The thing with Survivors leaving is another. Till today not a single soul could give me an argument why a Killer should not have the abbandon button if the gates are opend and all survivors are standing behind the gate or close in front of it. Funny enough it is the Survivor side which is crying and kicking really hard that the Killer should grow a pair and watch them bm while many of them are trying to justify an abbandon option if the Killer has a higher ping.
What would happen if the Killer gets the option to abbandon if all Survivors are in the safe zone? Well… Survivors would get the escape, what an horrible imagination.
I wouldn´t normally be pissed about this topic but I see this more and more in my games. Survivors willingly standing 10+ Minutes on the hatch waiting for the Killer to come close like… don´´t you have better things to do? In these 10 minutes you could have played nearly 2 games.
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Well I will go with Pyramid Head and Myers.
These two play by their own rules and could starve the Entity if they really wanted to.
To all that I love the Theory that Myers just stalked the Entity and spawned random into her realm.
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Well hello there.
I guess your post is about the bming close to a window. You swing, the Survivor does a step back and before you can swing again they come forth again, teasing you with a hit you most likely won´t get.
So… how could you fix this. The thing is it is never good to try to implement something into the game as basekit what isn´t 100% neccessary. So the best way to outplay this "tactic" would be to keep on the chase or leave it. Sometimes it is better to leave a chase if you notice that the survivor is really confident in his abilty to loop and I know this is easier said than done. A good thing which you ever need to keep in the back of you head is the following. If the Survivor tbags at a pallet he will most likely lose distance to you while you break it.
Don´t take the downvotes on this forum so serious. It is kinda normal that opinions of new members or people which try to improve the Killer perspective in their eyes to get more downvotes here.
Keep your head up.
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who wants a bet, after a few survivor complaints, they are going to nerf the Killer :,)
Can we please stop these us vs thems… they are getting really boring.
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@kaneyboy said:
honestly just nerf Aura. Buffing distortion just creates games where you get tunnelled if you’re the one not running it, old school dbd had less aura and was better for it. Killer gets spoon fed now.
As I said earlier… if you nerf Aura Killers will tend to more Gen Regression and if you belive me or not more to tunneling. Since they know as soon as the unhook sound appears that two survivors are at the hook.