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LordGlint

LordGlint

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LordGlint
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  • @Brimp said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972397#Comment_3972397

    Yes but there is multiple scenarios where you can't place a cloud in advance in lets say a pallet/window vault. I've had multiple hits already not go through because the hindered last 1 second less. It also accounts for the hinder not being as long so survivors can get the fast vault more consistently.

    Generally its not about placing bottles in advance, but tossing bottles in front of survivors so they have to run through the cloud or run to a less safe tile. Overall, I definitely see this change as a net buff. I feel like the ppl who are getting less value from this version are the ppl who are ONLY using pinks.

  • @Brimp said:

    Bad. Pinks remain neutered along with the addons that helped them. Magically buffing the pinks hindered from 12% to 14% doesn't make them better especially when Vigil is growing rapidly in popularity. I would go as far as to say Freddys snare is better slowdown now cause at least that lasts for a decent amount of time even though they don't work on awake survivors.

    Not to mention the yellow activation staying at 1 second now is just throw yellow at feet.

    I feel like the part ppl are forgetting with pinks is that timer is only for after ppl leave the cloud. The cloud time is a large percentage of the slow time and isn't affected by vigil. Freddy's snares doesnt really have a similar part since that slowdown isn't 2 parted like Clown's.

  • @TimberGoingDown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972176#Comment_3972176

    • Decreased the Hindered effect linger time from Afterpiece Tonic gas clouds to 1 second (was 2).

    This is the patch note that kills him.

    I feel like thats not nearly as big of a change as ppl make it out to be since a large part of the value is the Slowdown while IN the cloud.

  • I crouch down and spin in circles for "operation:act cute"

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3971433#Comment_3971433

    I have never thought about that but yeah, you are right. The chase command would give them the houndsense debuff. Very interesting and efficient. The only issue with that I fear is that she would be another Mend simulator killer, I really don't want that for her.

    That would assume the survivors she hits manage to escape her to go mend rather than go down. The reason LEGION is a "mend simulator" is because his power encourages hit and run. Thats not really the case for Houndmaster.

  • @TimberGoingDown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3971521#Comment_3971521

    That's not a contradiction.

    The dog is something that damages the survivor that isn't the Houndmaster's main weapon = special attack

    The dog holding the survivor in place so that the Houndmaster can damage with her main weapon = basic attack

    The Houndmaster hitting with her blade while the survivor is pinned by the dog feels like a basic attack. It uses the basic attack animation, lunge, etc. The dog damaging by itself doesn't feel like a basic attack, and isn't the Houndmaster's main weapon, so therefore it's a special.

    Its also essentially the only time where if something is even being considered an attack or not is iffy. If I send a dog to a survivor and they choose not to move... thats not an attack. If I do that same exact thing and they try to vault, now its attack.

  • @TimberGoingDown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3971442#Comment_3971442

    I think there is some logic that Behavior uses. For instance, every attack that is executed by pressing M2 is a special attack. Huntress hatches, Kaneki leaps, Artist crows, Xeno tails, etc. This also applies to any attack where you damage the survivor with anything other than your base weapon (Nemi whips, Wesker dashes)

    Every attack that is ONLY procced by pressing M1 is a basic attack.

    The only grey area are attacks that involve both M2 and M1, while also dealing damage with the base weapon. Spirit phases, Deathslinger reels, Nurse blinks, Blight rushes, etc. Whether these attacks count as basic or special attacks seem to be entirely up to balance, and also if it feels like a basic attack.

    When we're talking about Spirit, her attack doesn't feel like a special attack. It feels like a basic attack after the end of a phase because she can choose not to attack at all and there's no fatigue or punishment. She can continue to chase like normal. Whether she attacks or not is completely up to the player. Meanwhile, even though Blight rushes use the exact same buttons, they feel like a special attack. It's a dash that ends with a swing, but you can choose to swing early. Either way, you're going through the cooldown animation. Same with Nurse.

    Fun condratrition with that one is Houndmaster. Depending on the timing of the bite, the dog itself can injure or down. Dog by itself=special attack. Getting double teamed by dog AND master though... is apparently basic.

  • @TimberGoingDown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3971428#Comment_3971428

    Spirit isn't really at Nurse level, though, especially since the nerfs. I also don't think her ability is powerful enough to make it an M2 while keeping her a 4.4 killer. If they were to make her post phase attacks not count as a basic attack, I think it would be fair to increase her movement speed to 4.6 like Blight or Kaneki.

    Plus, I bet it'd be a nightmare to code. How long after a phase would her attacks not count as basic attacks? One second? Two?

    That right there is why this whole discussion is kinda moot. The only difference between a basic attack and a special attack is if BHVR says its not a basic attack for balance sake it seems. Deathslinger downing someone after using his power to shoot them counts as a basic attack, while Huntress using HER power to down someone while moving at 4.4 too is a special attack.

  • I feel like the normal default for Snug should be that his "search" circle is always active. I dont really understand why snug wouldn't notice a survivor in a bush he walks past unless he is told to run past that bush to check on a gen across the map.

  • @TimberGoingDown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3971011#Comment_3971011

    Spirit is a unique case where she's kind of an M1/M2 hybrid. Her power makes her post-phase M1's act almost like an M2. However, I think most other killers can be described as M1 or M2 based on how they get the majority of their damage, and if their M2 is a direct ability or if it's more indirect.

    For instance, the Knight is an M1 killer, despite the fact that he CAN get damage off of his M2. Skull Merchant is an M1 killer, despite getting damage off her M2. Same goes for Trapper.

    Im kinda surprised Spirit hasn't gotten the Nurse treatment yet. Her ability is a movement ability meant for allowing her to rapidly close distance and land a attack with her only weapon... like we can see with Nurse, Blight, and Chucky.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3971374#Comment_3971374

    Again, you keep comparing comp DBD to AVERAGE players.

    "Theyre looking at their friendslist and saw their buddy is online" is a statement about AVERAGE PLAYERS.

    This entire argument is supposed to be "Are comp players the BEST players in the game"? As in literally better than everyone else.

    Depends on what you're measuring. Individually? Not really. The thing that the comp survivors exel at is the team aspect. You're not really gonna see that level of team cohesion from non comp SWFs unless they're practicing to get into comp.

    As for the killer aspect, like I said...really good jack of all trades. If you compare players who can just pick their best stuff every match, youll find plenty of non-comp players excelling. If you have something like a killer wheel picking their characters, the comp players are gonna win more matches since they are competent with most of the killer roster.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3971371#Comment_3971371

    If "They'd obviously wouldn't be as good as ppl who 1 trick a specific killer at that killer", then we've already admitted that comp players aren't necessarily the best players in the game.

    And you keep trying to compare comp DBD to average players. When you say "Normally 4 man SWFs", you're literally talking about the average skill level. As I said before, claiming the comp players are better than average players, is fine.

    Did you think the number 1 nurse in the world would be the same guy as the number 1 Twins? Comp killers are generally really good "jack of all trades". As for the SWFaspect... no, i dont think your 4 man non comp SWF players are doing the same stuff as their comp counterparts. Theyre looking at their friendslist and saw their buddy is online. You can get 4 good players together, but they generallydont have the same team cohesion.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3971364#Comment_3971364

    I still don't care.

    There are plenty of SWFs in this game, that are using voice comms extremely well, and never play comp DBD. And it also doesn't give any proof that comp killers are the best killers.

    I wasn't even talking about the killer aspect. Was specifically talking about how comp survivors are generally better at working as a unit than their non-comp counterparts. Normally 4 man SWFs are just ppl screwing around with their friends and the voice chat is filled with banter.

    When you get to the killer aspect of comp, you have to remember they dont get to just choose who they want to play as. They have to be equally ready to play as any killer. They'd obviously wouldn't be as good as ppl who 1 trick a specific killer at that killer.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3971297#Comment_3971297

    Again, I'll say it's completely fine to claim comp players are better than average players.

    But calling them the BEST players in the game, is an over-exaggeration, considering how absolutely niche the DBD comp scene is in this game.

    I feel like the mix up here is how they all are playing together. Even if you get 4 players who individually are better than each of the 4 comp players, I would still say those comp players are probably going to perform better due to they're constantly working as a whole unit. Other ppl might call out that they dropped shack pallet, but the comp guys are calling out that they dropped pallet at 7 o'clock.

    Theres also the general endgame mindset that's different. I remember back in the day when the "de-pip squad" were doing their streaks with the goal of ensuring the killer lost. They had no problem not saving someone because a 3 man escape is still a win for survivors and a loss for killers. Alot of normal players will turn a winning game into a loss trying to get everybody out.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3971130#Comment_3971130

    This game doesn't have an official leaderboard, so there is zero evidence that that comp players are the best players.

    Comp players are comp players because they joined a comp team.

    In all fairness, comp players generally are the type of ppl to be constantly doing callouts and are able to understand those callouts. If you put a typical soloQ players on a comp team, they're probably not gonna be able to do the same. Comp players are not only the ppl who individually play well like you might see from non-comp players, but are generally hyper efficient due to being better at functioning as a team.

  • @CompetitifDBD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/452079/m1-killer-does-not-inherently-mean-weak-killer

    You right. Singularity is an M1 killer and look at him, hes a top 10 killer easily. Same with Houndmaster, tho shes kinda buggy so it makes her appear weaker

    Houndmaster is as much of an M1 killer as Deathslinger is.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3970990#Comment_3970990

    The point isn't necessarily literally basic attack/special attack, it's how the power is designed to aid in damage.

    Nurse is admittedly kind of a unique case, as she is in many ways, but I do think she works as an M2 killer in this context because using her power incurs a fatigue/cooldown. That puts it more in line with stuff like a Demo lunge or a Blight rush or a Hillbilly dash, y'know? It's a power that deals damage with specific constraints as opposed to a power that speeds her up for a regular basic attack or some such, the way killers like Wraith, Spirit, Clown, etc have.

    She's definitely weird either way though.

    Think that same logic applies to Hag?

  • Keep in mind, Nurse's blink attacks use to be classified as a basic attack. Classifying Spirit as an M1 killer just because BHVR hasn't changed her phase lunge a "special attack" is stretching it.

  • I would start with all the killers that have abunch of repeat addons. Wraith and Doc have several sets of addons that repeat the same effect to varying strengths.

  • @UnicornMedal said:

    I'm definitely waiting for TWD. There's not a ton of reasons to play the game in between events or releases anymore imo, which is sad.

    Honestly, the only thing im looking forward to with this update is kbm support. Everything else is whatever.

  • @Mr_K said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3970537#Comment_3970537

    lol, even if I use one the other four won't be so it's still not the same amount.

    THATS WHAT IM SAYING!!! Theres no reason for ppl NOT to be using them, especially killer players. They dont even have the excuse of "I wanna save em for my SWF". The only reason I can see to not use them is if the cakes are on a different character... which makes me really wish they'd combine offering pools already.

  • @UnicornMedal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3970484#Comment_3970484

    See? Why bother explaining it?

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3970500#Comment_3970500

    I very rarely run into cheaters, but I do run into a Killer slowing down the trial very early very often. Again, you're right that sometimes it's a Survivor or two throwing a wrench into the gears. Sometimes it's a Killer tunneling early. Sometimes it's a Killer getting a hook at the start of the trial, camping, downing two Survivors attempting a save, and then finding the remaining one and downing them. No matter how it works out, trials shouldn't be ending that early with so little engagement. And that does go for both sides. I don't think the gates should open with 3 hooks any more than I think the trial should end with 2 gens complete. Hence my suggestions before.

    Feel like the topic is shifting. I was specifically talking about games that end with 4 slugs at 5 gens left. That generally is just a huge misplay. Ppl arnt on gens and are instead hovering near where the killer is. If you are salivating for a pallet save THAT bad, I dont think the game should protect you from the consequences.

    You started talking about tunneling ppl off hook in a conversation where I thought no hooking was even being done.

  • @Mr_K said:

    They feel dreadful to me because I'm not making as much BP as the event.

    I feel like THATS just a weird player mentality issue. Ppl can have 6000 cakes, but feel like they need to start saving them and not using them.

    1000001824.jpg
  • @UnicornMedal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969913#Comment_3969913

    It's still uneven. We shouldn't be so complacent about steamrolls. Because just as likely as it is that the trial ends at 5 gens because the Survivors screwed up (greeding and/or bad plays, etc.), it can end at 5 gens because Killer overexerts their power. Often times, it just takes one well timed camp/tunnel and the trial is effectively over.

    I suggest it a lot, but a good (actually good) scaling difficulty would be the answer to this I think. The idea of a casual mode with classes like 2v8 could help too. But as is, the risk/reward is gravely askew.

    Its really not... the only time your likely to see a team not get ANY gens done after the killer gets 4 full chases done, its because the killer is hacking and flying around or the team grouped up rather than hop on gens. Camping/tunneling doesnt really explain 0 gen progress, especially when no one is getting hooked so no perks requiring hooks are in play.

  • @I_Cant_Loop said:

    https://forums.bhvr.com/dead-by-daylight/discussion/451959/chat-function-for-console-players

    98% of post-game chat interactions are toxic, including death threats, racial slurs, and references to some of the most disgusting human behavior imaginable. Consoles not having it is a blessing, and chat should be eliminated for the PC players. There are zero good reasons to have it and a million good reasons to not have it.

    They give you the option of adding ppl to your friends list so you can SWF up with them, but can't then ask that same person "hey, what's your discord btw"

  • @Marc_123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969694#Comment_3969694

    They are not always the nicest companies.

    I don´t think Bhvr want to risk getting problems with them because of harrassment that could happen.

    Every game that offers any chat function would be just as likely to get flack. If the makers of CoD, Warframe, Marvel Rivals, Overwatch, Helldivers 2, ect are all safe, why would BHVR think Sony and Microsoft would pay them special attention?

  • @Mr_K said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3970470#Comment_3970470

    Maybe for the paid ones, but you grab whats free when its free.

    I feel like the bot accounts might have tells. If the username/email is just gibberish... that might be a hint.

  • @Mr_K said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3970456#Comment_3970456

    It could but at the same time I have games in my library that were free for a limited time that I haven't booted once. Even games that I paid for on sale that I've never installed.

    Dude... you may have a problem, lol

  • @Mr_K said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3970305#Comment_3970305

    Even if it's never been played it wasn't stated at time of purchase that inactivity could result in the ownership being pulled. It's a big legal liability for BHVR, Epic, and Steam. It also sets bad precedent that games not played can just be removed. As someone with a large Steam library I would be pissed to find a lot of my old games missing because they haven't been played in years.

    Do any of those games have 0 playtime though? Im not talking about ppl who've taken a break, but rather ppl who've never booted the game up after "purchasing" it several years ago. I dont think this would hit any actual person, just bots.

  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3970305#Comment_3970305

    I suspect they don't have the legal right to just cancel accounts for non-use.

    In the End User License Agreement (EULA) they specify lots of reasons they can cancel an account, but there is nothing I see that amounts to 'failure to use the account can result in termination'. Even if a person has never used the account they still "own" a limited use license that BHVR can't take away without a violation of terms of service or a condition they've already laid out.

    They could try modifying the EULA, but the EULA includes a 30 day provision for changes where everyone could just log onto their accounts once to get around it.

    This isn't even getting into legal issues that might exist within individual countries or whether Epic would need to be involved in the decision as the distributor of the accounts.

    Even if all it takes to get around it is logging in... the idea of a hacker having to do that to several thousand accounts as fast as they can would be worth it.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3970305#Comment_3970305

    Free account timeouts would be great. I don't think BHVR can do anything about scripts utilizing the Steam or Epic API to claim free codes. Best BHVR could do is have a one month or whatever time on the codes.

    Im just surprised they can't do something like sort the accounts by hours played to see all the accounts with 0 hours played made years ago.

  • @Volcz said:

    No, not really.

    Don't get me wrong, I respect it. I know how much effort goes into playing that killer properly and at a high level.

    But do I enjoy it? No. The chase gameplay isn't very fun & you're really just trying to chain pallet to pallet cause you know he's going to try to teleport/close the distance while you're running from a pallet to another pallet (assuming you've been marked already).

    Again, nothing against people who main Singularity or enjoy him. Just isn't for me.

    Isn't that true for literally every killer that doesnt have a ranged attack? They try to close distance while you run from pallet to pallet.

  • @Langweilig said:

    I‘m playing on ps5 and I really don‘t understand why the devs make such a big drama out of the chat function for console.

    https://us.v-cdn.net/6030815/uploads/BOV3IZ9JMSHC/image.jpeg

    I just want to be able to communicate! There is nothing wrong to take a bit longer to write out stuff. If people don‘t want to wait, so be it, but it is actually manageable to write on the console TV keyboard thing. Apex, Minecraft, Texas and other games have it and I can write what I want just fine.

    I don‘t need any improvements or anything fancy. I just want to get the ability to write and interact with people in the post/pre game and in the lobby. After all it still is not possible to contact someone you found in game to maybe play with them.

    What are your thoughts?💭

    Remember, only a super low minority of players who spent several hundred dollars on a console can afford a USB keyboard

    1000001823.jpg

    Check your privilege, lol

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3970418#Comment_3970418

    Yep that‘s what frustrates me the most. I had this issue so many times already.

    Thats the only benefit of getting teamed up with a ttv. If you want to keep playing with them, you have a way to reach out.

  • @Royval said:

    Yea it’s frustrating. It’s been years and you cannot even communicate with pc players I haven’t even said a word to friends I’ve been playing with for years.

    And you can't even ask what their discord is, lol

  • @NightWolfsFury said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969680#Comment_3969680

    The devs very often allude to end game chat being incredibly toxic and not wanting to implement it again for others to endure. Your communication wheel is the only thing I can see them wanting to do. 😂

    A half in half out solution still makes no sense. Why is it too toxic to expose consoles to it, but just fine to expose PC.

  • @100PercentBPMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3970404#Comment_3970404

    same, I horsed around a lot. that could be it. I had thought the mmr gains losses weren't a thing in the event unless I mixed that up with Chaos Shuffle or something.

    Everyone also has a huge stock of iri addons now.

  • @100PercentBPMain said:

    I'm surprised, since the regular queue was where all the tryhards were. the game should be easier now

    Some ppl play different during events. Personally, I had MANY matches where my goal was to 2 hook everyone since everyone brought cakes. That obviously has the side effect of lowering MY MMR while raising theirs.

  • Wondering if the event abilities messed with MMR at all. I know alot of killers injure ppl pretty easily. Combine that with the pallet break power and you get alot of easy downs. I was also able to use alot stronger addons than normal since the BPs every match made them easy to replace.

  • I'd rather Bing it...

    Seriously though, that still requires ppl to buy gamepass on their account. How's that help when the account gets banned.

  • @thrive2survive said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3970305#Comment_3970305

    Why would they want to get rid of those free accounts? That's more people they can "claim" are playing/enjoying DBD every day… xD

    None of those accounts are logging on. The only message it would show if ppl were tracking number of accounts vs number of ppl online is ATON of ppl must've dropped the game.

  • @Amanova said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3970305#Comment_3970305

    Well, those cheaters don't use epic games accounts anymore (they are expensive now), they switched to msstore cuz it's costs penny)

    1000001822.jpg

    Am I missing something?

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3970334#Comment_3970334

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3970339#Comment_3970339

    This post is trying to gather answers to: What counts as "extreme slugging situations", for the upcoming anti-slug?

    Do you two have opinions on what should count as extreme slugging?

    Nope, my general attitude when they say stuff like this is to chill and wait til we get more information. Theres no point in coming up with arguments against things that haven't been announced. It just comes across as someone who won a shower argument.

  • @HeroLives said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3970312#Comment_3970312

    I just don’t think it’s that black and white when it comes to balancing because if the answer is join a 4man to be able or you have to run these perks and it might work still depends on teammates, to get any real interaction otherwise it’s just landslides then it’s probably a bad philosophy given that there are players who have no interest in doing that. Again it’s not always as easy as heal your teammate and get them up. I can do that until we’re all bleed out from being repeatedly slugged since everyone isn’t on comms coming up with a game plan collectively to be able to compete. Which is my entire point, because the game is centered around balancing high mmr 4 mans. This creates a gap between the two, mmr is shot for a variety of reasons.

    That’s not true, you had to build for it, you had to be on comms, and then you had to break the hooks and get in there before they could hooks the person and get out of there without causing a snowball.If you wanted to go totally brain dead though with little to no risk have just one guy run the killer while everyone breaks hooks. Depends on which way you did it. It was super engaging and interactive for survivors, probably not for killer. Sabotaging similar to slugging made sense in certain situations and required skill and risk, and then there was taking the least engaging route and farming the killer, and they just had to play along, unless survivors were playing the risky way which left room for counters.It still got reigned in all the same same though because of certain ways it could be used to put killers in unwinnable situations.

    Survivor has a similar issue where even though there is a counter its join a 4 man or everyone should be running these perks, I’m sure these knocking it out of the park situations for killer feels very interactive for survivors not on 4mans not bringing slug perks.

    Distortion got nerfed because killers couldn’t swap 1 single perk to a different notification alert, and there was a plethora of counters to it. Doesn’t mean it didn’t need to be changed for other reasons.

    Anyways bridging the gap and balancing around that and still pushing up lower tier killers to be more competitive is probably the best route since they have face these 4stacks too. Otherwise you’re alienating an entire portion of the player base all for the pursuit of balancing killers around 4swf even though not every lobby is 4swf and trying to pretend there’s not huge differences in performance vs 4swf and mixed lobbies, while simultaneously undermining it as “git gud” moments. When comms gives real time feedback that adds up for counterplay.

    What do you think? Since we feel differently im interested in you expressing your perspective on this and this take.

    How is "just break all the hooks that never come back" skillful? The only part of that to offer resistance is skillchecks. As for slugging, I never said anything about perks or special teamwork. The thing to counter a slugged teammate is the exact same thing as countering hooked teammates... 1 guy rescue them to bring them to the injured state.

    Generally the "strategies" that survivors have had through the years that were discarded are a repeat of "if I do this, im 100% safe and at most all the killer can do is mildly annoy me". The double locker flashlight "strategy" being a good example of this. Y

  • @HeroLives said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3970283#Comment_3970283

    Yeah I agree. It was still a “strategy” though. You’re right it didn’t need toolboxes but they sure did help be able to do that and gens. Get with 3 friends you know are good and you could escape full team no hooks against most killers. Similar to now how you 4k multiple hooks with 5 gens up depending on how hard you want to go in as killer. That’s crazy. I’m sure all those killers were bad though and we were just that good back then. Obviously.

    Realistically as survivor I was doing that back then against everyone from myers to nurse, often. It wasn’t as hard to do as people make it out to be. Stealth was legitimately that busted if you understood how to use it effectively. I would solo gens and the killer all by myself.

    Sidenote, while I agree it was a strategy... I was just wondering what you'd consider to be a "perfectly good strategy" as opposed to absolutely broken.

  • @HeroLives said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3970283#Comment_3970283

    Yeah I agree. It was still a “strategy” though. You’re right it didn’t need toolboxes but they sure did help be able to do that and gens. Get with 3 friends you know are good and you could escape full team no hooks against most killers. Similar to now how you 4k multiple hooks with 5 gens up depending on how hard you want to go in as killer. That’s crazy. I’m sure all those killers were bad though and we were just that good back then. Obviously.

    Realistically as survivor I was doing that back then against everyone from myers to nurse, often. It wasn’t as hard to do as people make it out to be. Stealth was legitimately that busted if you understood how to use it effectively. I would solo gens and the killer all by myself.

    Generally I like to look at it as "can this be countered". If the answer is no, its probably not a good thing to keep around. You can heal slugged teammates and return them to full health. Killers COULDN'T do the same to hooks. Also unlike the slugging which involves getting into chases with each person and outplaying them to down them, breaking the hooks involved no interaction with other ppl at all.

  • @Mandy said:

    I know some regions in particular have more problems with this than others, for example this is not really an issue in NA and EU regions - but more prominent in Asia. It is something we take seriously and our recent AFK initiatives are seeking to address this - basically the player who's exhibiting this behaviour is receiving automatic penalties. It's not something we currently permanently ban for however. I do completely understand your frustration when you face this behaviour in a match :(

    Isn't this essentially ONLY used by people trying to sell accounts? I feel like banning would be the way to go since it would remove their product they're trying to sell.

    Sidenote... wouldn't it ALSO be a good idea to clean out all the accounts created during the free weekends that have never once logged in? Obviously the account that was created 5 years ago with no hours played isn't an actual user and is just a backup for when a hacker gets their account banned.

  • @HeroLives said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3970256#Comment_3970256

    off the top of my head here’s 2 but there’s more

    Bringing 4 toolboxes going full sabo and deleting most of the hooks on the maps. Couldn’t feasibly get any hooks.

    Stealth also used to be so goated if your teammates all died you could evade the killer the rest of the match and slowly painfully slowly do any remaining gens to get out to get hatch to spawn. They would just wander around looking for your while you clock worked the gens.

    I remember seeing threads upon threads about these things and how much it sucked.

    Permanently deleting every hook on the map isn't exactly something that can be countered. It also didnt even need toolboxes, so you wouldn't have a clue what's about to happen until you hear bunch of random explosions.

    The 2nd part was just painful for everyone involved. They essentially just sped that up by removing the gen requirement. Realistically, if you were the last survivor... you weren't gonna be able to solo a gen without getting found. This just led to hostage situations more times than not.

  • @HeroLives said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3970120#Comment_3970120

    I’m not going to go back and forth with you over semantics. Especially when you’re including examples of snowballing, but I would not classify effectively ending the game via slugging full stop as snowballing.Tbh not hooking anyone and repeatedly slugging until you get all 4 down is probably something I would classify as excessive slugging. We can agree to disagree.

    Nobody is saying that survivors should get zero punishment for mistakes. Sometimes things need to be reigned in for overall health and balancing of the game, bridging gaps, and bringing playstyles more in line. I’ve had plenty of things I like nerfed to some degree over the years for the overall health or balancing of the game either because it was used as “griefing”(even though in most cases it guaranteed wins and was used as “strategy”) or in specific scenarios it was too strong. That’s just DbD, and always has been. If it’s okay to iron out all the “perfectly good strategies” for survivor because it makes killers “feel bad” “or is too strong in the right hands”, why does that not apply to killer and how survivors feel going against some things because it feels like overkill, it feels busted,mismatched, and is also used for griefing putting people not in 4 stacks in what feels like a helpless situation where there is no winning and even worse it’s boring and not fun.


    Honestly if you’re that good, maybe you shouldn’t get lobbies but against anything but 4stacks. Some of these strats requires comms to overcome or even be balanced in the slightest.

    Because the way I look at it is(and I’ve played everything from solo to sweating swf, and played killer off and on over the years)either they separate entirely people who play this way from mixed lobbies, or throw a bone to help even the playing field and balance around it.

    Not only is it unbalanced against almost anyone but 4stacks, it’s just not fun for people who aren’t in a 4stack because you’re on the ground relying on your teammates to hive mind.

    If you want people to understand killer concerns and be empathetic maybe you should try giving that back, because the issue here with slugging and tunneling is the disparity between being on 4man comms and not being on comms in a mixed lobby.

    They have a constant feedback loop, mixed lobbies don’t. If they keep buffing killer issues without addressing mixed lobby issues the gap just grows bigger. That doesn’t even account for skill difference when playing with friends, or just mmr doing its best with what it has to work with.

    Yeah sometimes not picking up teammates is the case, but it’s not always the case. Things are nuanced, and sometimes it’s about the bigger picture.


    Just curious… what "perfectly good strategy" of survivors made playing killer feel bad?

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