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MaTtRoSiTy

MaTtRoSiTy

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MaTtRoSiTy
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  • @Valuetown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3701213#Comment_3701213

    Don't throw around logical fallacy buzzwords in an attempt to shutdown a discussion without knowing what they actually mean.

    They're simply pointing out a double standard which still to this day happens. Prove thyself was thrown around very frequently for gen regression perks, distortion is thrown around for aura perks, and (don't get me started on this absurd one) calm spirit was thrown around for ultimate weapon. Just because you can't remember them doesn't mean they don't exist.

    It is a skill issue if a killer can't pick up a survivor when background player and flashbang are in play.

    Not throwing around anything, I point out issues on both sides so it was indeed an attempt to strawman me. No double standards were coming from me.

    Oh and no, it isn't a killer skill issue regarding flashbang pickups, the timing is ENTIRELY on the survivor not the killer. Killer is locked in animation and has no control once that animation starts.

  • Depends on the situation but more often than not I will actually sacrifice myself so my team mates can get out.

    But if I find a purple flashlight in a chest… yeah sorry but, you're dead.

  • I far prefer outside maps purely because I think they have far better ambience and more of a horror vibe. Though I hate what they did to Coldwind and I wish they would return this real to night time…

    That being said, one of my fav maps is RPD as I run balanced a lot which can be very strong on this map. Plus for killer I feel once you clear the few god pallets the map is actually not that bad.

    I despise Hawkins though, never understood why people liked this map from the moment it came out.

  • Survivors DC for any reason these days to the point I am kinda numb to it as a solo queue veteran. I would prefer a DC than giving up on first hook though, as at least with a DC you get a bot which often isn't much worse than the player they replaced anyway.

    When a killer DC's I often feel sad, especially if they were really struggling and I feel matchmaking kinda screwed them over. But honestly if its a Trickster, Knight, SM or Twins that DC's or a failed toxic slugger etc I am relieved and more than happy about it.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3701155#Comment_3701155

    "and having to constantly run a perk to counter broken mechanics or perks like BGP feels kinda unfair."

    Funny, now it is unfair. Back then it was common practice to tell Survivors to "just run Perk X" if there were any complaints.

    @Topic:

    I almost never get blinded, neither by Flashbangs nor by Flashlights. With and without Background Player. The past two weeks it happened once and yes, I dont think it should have happened. But I highly doubt it happens that often to those people who complain about it, because I doubt that I am the exception of the rule.
    When playing Survivor I also see a good amount of people just failing their attempts with Background Player or Flashbangs.

    But the forum once again acts like they get robbed of 10 Hooks each game due to Background Player and/or Flashlights/Flashbangs.

    I don't recall telling survivors to run any perk to counter broken killer perks/mechanics. So not sure who you are attempting to strawman there.

    Besides that, I am a survivor main myself but I try to call out things that are broken on either side and BGP combined with flashbangs and flashlights has no counter other than Lightborn.

    If you down a survivor in the open away from any walls and there are BGP gamers in the match, you actually cannot pick them up if you don't have LB and that does seem unfair to me.

    Perhaps the only moderate counter is to hard tunnel out anyone who runs BGP

  • @Deathstroke said:

    Yeah I think it would be just better to use all of them automatically pressing m2 whole time. You have to play lot of bubba to get good with his chainsaw. But I think his biggest problem is the huge tantrum time it's way too long cooldown.

    Yeah I made a thread regarding his tantrums being far too long, as Bubba is already not the strongest killer and the tantrums will punish less experienced players far more than skilled Bubba enjoyers.

    But to my surprise there are people who seem to think this is perfectly fine… because Bubba OP, I guess?

  • With how forgiving flashlight angles are and the fact you can still be blinded by flashbangs while your face is planted in the wall, there is literally no counter for killers other than running Lightborn and having to constantly run a perk to counter broken mechanics or perks like BGP feels kinda unfair.

    I never used to dodge flashlight lobbies as they tend to waste a lot of time trying to get saves and at one time it was preferable to seeing a lobby of toolboxes or medkits. But with BGP and low skill easy timing of flashlight blinds, it feels like I am preventing a lot of misery by either dodging or running LB.

    I had a match the other day where I pretty much had to leave everyone slugged until bleed out as I just could not pick anyone up due to BGP/flashbangs/flashlights

  • I play NA from Australia a lot (west coast NA) but I only play survivor which puts me at a disadvantage as I constantly get hit 10 feet through windows, or pallets drop and then I get hit.

    But ping limits on killer should be in place, as VPN users from China (which is what I mostly run into on NA servers) could connect to servers closer to them where their ping would be high but acceptable. So I have to assume they are indeed exploiting high ping intentionally to give themselves advantages.

  • @DavidByDaylight said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3701114#Comment_3701114

    Report system is a different topic, let's not dive deep into it.

    We are talkiing about Anonymous mode, most of the cheaters are using it to cover themselves, Anonymous mode does help A LOT.

    It doesn't help them at all, anon mode only hides their identity from you, not from BHVR

  • I don't even give them the benefit of the doubt anymore and while I cant advocate DCing or going next, you can certainly play with zero regard for your self preservation to get you to the next match ASAP.

    Trouble is the toxic trolling children know that SM triggers an almost allergic reaction, so they use her for maximum troll value and when I have tried to give them the benefit of the doubt that they may be normal, I end up regretting doing so.

    Unfortunately without a complete rework I don't see how she can be redeemed at this point.

  • These are all so pointless as they are pretty much entirely subjective

    @Pulsar said:

    Except for a few Killers, I find it's moreso about the player behind the Killer than the character themselves that I find fun.

    Yeah other than exceptions for me like Knight, Twins, SM and Trickster I think this is actually the most reasonable take on killer 'fun' opinions.

  • It was always really bad with Nurse imo, though I don't think anyone will cry a tear for the Nurse mains out there and I never expected anyone to either lol

  • @NarkoTri1er said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3700043#Comment_3700043

    it's all about the mindset of players using it.

    Bad players use it as a crutch, thinking (omg, this perk means ez 4k in endgame no matter how i play through the match).

    Good player use it as a small source of endgame pressure and to secure a kill in endgame (mostly used in tournaments)

    Sure, I can agree with that.

    But let's be real here, in public matches if the killer is really bad and struggles to get a single hook you can predict they will almost certainly have NOED

  • I am not sure if it carries killers to higher MMR as such but it is definitely a crutch for bad killers.

  • @glitchboi said:

    The cooldown increase per charge consumed needs to go, it should be 5 seconds at most. The fact that you have to deal with a whole 8 second cooldown while also having to wait out another 12 whole seconds just to fully get all your charges back is pretty ridiculous and far, far too unforgiving. It's no surprise to why he's so underplayed.

    Bubba could really use some buffs, not just for the cooldown but for his chainsaw sweep movement speed and maybe even the yellow chili base-kit. I feel like his collision is pretty jank as well.

    Yeah it does feel very punishing for sure.

    Crazy thing is, I was only saying he should not be punished so harshly for bumping but even that was too much for some here, which just blows my mind.

    Like I said earlier, I hope these people like Nurse and Blight as there is less and less reason to actually play fun killers

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699622#Comment_3699622

    Yup. Plus realistically, a team isn't going back for a 2nd or 3rd rescue attempt in end game. The first pull attempt either succeeds or fails and everyone leaves anyway. You have a higher percentage chance dying to a bad gate play than Bloodwarden

    Yep, I believe I probably died once to BW in the last 500 hours played and at least half a dozen times to gates not being opened

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699268#Comment_3699268

    It's not necessarily a strategy issue. You have no way of knowing whether someone mysteriously 95'd a gate for no reason. I've had many instances where the killer is on me and my only option is the gate. I would have lived if the gate was simply open. Players wildly overcorrect for the one time they see Blood Warden every month.

    Exactly.

    I was very much in the 99 the gates camp for years but after dying countless times to 99'd or 96.5'd gates (yes some cant seem to even 99 gates properly) I am firmly in the wait for the hook then open the gates to go for the last save.

    If things all go wrong after that and you end up racing the EGC timer then so be it, better than dying to opening a gate.

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699518#Comment_3699518

    I dislike 'win streaks' in general no matter who is playing them, I think they are a bad thing for DBD overall and create a toxic game environment in general and I wish people would stop encouraging and participating in win streaks.

    I agree with this but from a competitive stand point, they aren't anything bad. Quite the opposite because it allows players to show off that they're better at the game than most of the people they play against and it also shows how far skill can actually take you.

    For more casual players however, a win streak can really ruin a lot people's experience. I mean, how happy were those 200 survivor players in this win streak facing a very serious Otz? Probably not much. It's similar to playing against a quad meta Nurse on Midwich, that immediately tunnels someone. Yeah, they might play good but I'd really prefer not having to play against them.

    The issue is that DBD hasn't really decided, if it wants to be competitive or casual. So the devs try to cater to everyone at once with only one game mode and this is one of the results. On one hand we try to dumb down a lot of mechanics so that they become easier and less things need to be accounted for, on the other we're removing niche / fun things because they could potentially give players an unfair advantage.

    Yeah well said bro, I cant really argue with much of what you said here.

    I don't view DBD as competitive and I think approaching public matches with a competitive mindset of winning at any cost, as is the case with 'win streaks' just creates misery and it's the last thing DBD needs at this point.

    Though I must say I don't find it impressive to stomp on lobby after lobby of the average solo queue survivors, who are almost all the typical low skill casual player. Now if they were doing win streaks against actual comp teams then I would be impressed!

  • @CaulDrohn said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699487#Comment_3699487

    I NEVER run 4 slowdown perks, but usually random perks. Am I allowed to think BP and FB is busted then?

    I never run more than 2 slowdowns and I wish I didn't have to run any as I think slowing gens is a very boring way to have to play.

    I am a survivor main but I found out the hard way just how broken BGP is when combined with flashlights and flashbangs. If a survivor goes down near a wall you may get away with picking them up as flashbang timings are a bit harder than flashlights.

    But if they go down away from a wall you can plant your face in, other than Lightborn there is literally no counter to BGP and it doesn't matter how good of a killer you are. Anyone claiming otherwise probably never plays killer

  • @Rulebreaker said:

    We think it's fine as is. Its currently 5 seconds plus a second per token used. He gets a longish repeatable AOE insta down with mild punishment if he hits something.

    Well enjoy your Nurses, Blights and Spirits if you play survivor.

    Things like this that unreasonably punish weaker killers give people no logical reason to even attempt to play these fun killers.

  • @caligraph said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699519#Comment_3699519

    I mean are you saying bubbas sweep movement is as limited as billy or something? Its only limit is its charge time and acceleration, after that its a speed boost with an instadown. The only time a good bubba should be in tantrum is to counter the jump-in-a-locker strat while hes in sweep. even in that scenario the survivor, with proper timing, can get out unscathed because of the buffer between tantrum and base. Lowering his tantrum wouldnt do anything but punish bad bubbas less.

    Bro… if you think Bubba needs to be punished more than he already is just by design alone… I don't think there is any reasoning with you.

  • @caligraph said:

    Bubbas tantrum should be long since he has no extra limits on his turns or anything. If he gets juked into a wall he deserves massive punishment.

    Tell me you never played Bubba or are a low MMR survivor without telling me you are… smh

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699244#Comment_3699244

    No shame on Otz but doesn't he do that too? Literally the first game in the video is someone dead at 3 hooks. If you're doing a win streak, then of course you'll play ruthless. I haven't seen the entire video yet but just go through the first few games. There is quite a bit of let's call it "controlled killing" (getting someone dead on hook, then killing them when the match could go south), camping and slugging in there. So it's not like he played super chill or nice either.

    The difference is that he uses the big 3 of mean killer strategies instead of being overly reliant on 1.

    I dislike 'win streaks' in general no matter who is playing them, I think they are a bad thing for DBD overall and create a toxic game environment in general and I wish people would stop encouraging and participating in win streaks.

    Yes Otz will rarely tunnel but I don't see him doing it constantly and I have seen him actively avoid doing so unless he is really on the back foot. Other content creators will do so without hesitation, some are well known for it and I personally have zero respect for it and will block their content from ever being recommended to me again.

    Each to their own though

  • @CaulDrohn said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3698551#Comment_3698551

    Absolutely, the yellow chili and tantrum duration could safely be made base kit. His add-ons are overall not so nice, they tried something with the rework, but most of them are still way too situational or plain bad to use.

    @UndeddJester said:

    Quite a few rework suggestions standarize the Tanturm to 5s across the board.

    I think this is a perfectly reasonable change. Also the buffs of Knife Scratches and Chilli made basekit would be nice… maybe then Bubba might start considering other add-ons for fun instead of needing these just to function.

    Anything has to be an improvement over the current tantrum duration.

    Bubba is such a fun killer but he is so rare as playing him is just so frustrating at present. I want to play him and I want to verse him but it is pretty painful playing him

  • Honestly I was so wrong about this but recently I have been trying to play fun killers like Bubba just to break up the frustration of solo queue and try to have fun matches.

    However I have been absolutely plagued by Background Player with Flashbangs and Flashights in general and it is making for incredibly unfun matches. I just DC'd from my last game where I played totally nice as Bubba with zero gen regression, as I simply could not pick up anyone because they were all running BGP

    I don't know what BHVR was thinking with BGP but yeah, sadly Lightborn has become mandatory which is absolutely absurd.

  • @Neaxolotl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699248#Comment_3699248

    I mean, if you die to 99'd gate that much, you are having issue in that strat

    Removing it would help you in that case

    Why should it be removed? It doesn't affect anything and my point is that it helps killers more than it hinders them

  • 99ing gates is often a stupid strategy by survivors anyway, I die to 99'd gates more than I ever die to anything like BW.

    This is a complete non-issue

  • @BlightAbuser said:

    D3ad plays hit 75 in a row and I believe it’s still on going.

    He tunnels pretty hard though so not surprised. I unsubbed and unfollowed him because of the tunnelling

  • @Nick said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3697313#Comment_3697313

    If hiding for up to ~50 minutes is normal gameplay then so was kicking generators over and over with Call of Brine + Overcharge in a 3-gen and not taking any chases

    It was normal game play though, it sucked but holding an irritating 3 gen was never a reportable offence. Thankfully they got rid of that by limiting how much a gen can be regressed but it still creates miserably long matches

  • My main killer was Nurse and I pretty much never play her as I feel cringe and tacky.

    I don't really have a main survivor but I am partial to Meg, so if I had to say I had a main it would be Meg.

  • @CaulDrohn said:

    I looked at the add-ons, but they were actually not changed after the rework. Maybe Tantrum was bugged after the rework, or the base tantrum duration was increased, don't know, but I certainly remember the add-ons having a way bigger impact to the tantrum duration.

    Either way, needing an addon to reduce this is a feels bad anyway.

    Bubba already feels quite addon dependent as it is :(

  • @CaulDrohn said:

    Interestingly, with his rework he got very potent add-ons for reducing the tantrum duration. But that add-ons were toned down heavily shortly after, for some unknown reason. The add-ons were never problematic, but made playing chase bubba so much more pleasant, served as a qol.

    Crazy… Poor Bubba really suffers in the current state of the game and it makes him very rare to see which is such a shame

  • @MudSpit83 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3697106#Comment_3697106

    Id imagine that a spider killer would have some sort of web ability that traps or slows down survivors lol a hindered or haste ability is a must for a insect like monster.

    Yeah then that is a definitive absolutely not for me! NO MORE HASTE OR HINDERED!!!

  • I never slug for the 4k unless the survivors really annoy me or I am doing an adept. So if the survivor finds it first then meh, whatever I don't care. If I find them first I may still give hatch anyway and if its a Meg they get hatch no matter what.

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3698144#Comment_3698144

    Overcome is definitely not the strongest but it works quite well with Lucky Break because you get it at the same time and you don't have to manage the exhaustion. But you are correct that SB is definitely better.

    For Lithe, I'd argue that there are situations in which it will cost you a bit too much time to activate it after a hit and you also can't vault before Lucky Break activates or you won't lose the killer. So in combination, I think Overcome + Lucky Break is actually better than Lithe + Lucky Break.

    The combo of Overcome/Lucky Break and Iron Will can be so dirty in chase. I used to do it with just Lucky Break and Iron Will to see what absurd jukes I could pull off and the things I got away with were hilarious. It also helped me be less dependent on exhaustion perks as obviously they don't work well with new Iron Will.

    I eventually got bored of doing this but I had a huge amount of fun messing with Lucky Break and Overcome etc

  • Lol…

    Game sense which is something you earn by playing the game, also having a general idea of where survivors spawn. If you are that concerned run Corrupt which is a great perk that forces survivors into a smaller area early game. Then of course there is Lethal Pursuer…

    Ultimate Weapon is such an irritating and broken perk as it currently is, the fact you get all that free info and blindness from the zero skill act of opening a locker is absurd.

    I cant wait for this irritating perk to be changed, it makes me hate playing survivor at times and irritates me almost as much as old Eruption.

  • Yep I still miss both those perks, though in all honesty I would rather a new increase in overall BP earned as the grind is still too insane considering the amount of characters in the game now. I did enjoy the secondary task of getting all my stacks but I don't want to feel like I have to run a perk or I am missing out on additional BP.

    They could do something like make it so the first or last week before or after reset is always double BP week rather than increase BP permanently or have perks to increase BP earned.

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3698113#Comment_3698113

    Reversing map offerings would be no different. You could still get survivors banning the very few indoor maps to ensure they get an outdoor map.

    Meanwhile indoor map offerings are useful for leveling the playingfield for stealth killers, and virtually non-negotiable for mirror myers.

    I think many of the outside maps are quite neutral anyway, whereas most indoor maps are killer sided.

    As someone whose highest prestige killer is Myers, I don't think the game should not get rid of bad offerings in the event someone wants to do the incredibly tedious SM Myers Lery's/Midwich thing. It does not justify the misery map offerings impose on both sides

    You say survivors could be "banning" the indoor maps but the same could be said for killers doing the reverse.

    Can you honestly tell me that map offerings are burned by either side with the intention of having a fun and fair match for all involved?

    Clearly not.

  • I mean, I would like to see this as I feel like I have to run Kindred constantly as I only really solo and the perk is incredibly helpful for solo random teams.

    That being said, I have died on first hook too many times so I think it doesn't matter how much info you give some people as nothing will help them

  • No good comes from map offering from either side and most of the time someone DC's during loading anyway.

    Simple solution is to make them block a certain realm, as has been suggested many times. Sac Wards will need another purpose of course but I am sure something can be done with them.

  • @Ohyakno said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3697999#Comment_3697999

    It should be reset to like 1% instead of the 50% like it is now. If it just went away people wouldn't really need first aid sprays.

    I could tolerate that as a compromise, though I do feel he is already strong enough as I already said

  • The only real change I want to see is infection should be cleared when a survivor is hooked.

    As currently Wesker can be a tunnelling machine due to survivors coming off hook already hindered by full infection. Wesker is already strong enough that he doesn't need this imo

  • Some don't as they never play killer at all.

    That being said, I have zero sympathy for killers who tunnel off hook and proxy for the sake of it. But killer is not easy in the current meta I will say that much. Playing a weaker killer can be pretty rough

  • Yeah look I am all for fun perks etc but I feel BGP is quite broken and especially when used offensively in a SWF.

    I admit I didn't realise how bad the problem is with this perk in a SWF all running Flashbangs and Flashlights. I don't want to run Lightborn either as I feel it is an unfun perk and at one point it was pretty much a wasted perk slot unless you saw a lobby with 4x flashlights. But once you experience this for yourself you will understand how broken it can be and how insane it is that this perk exists as it is.

    Going against this as killer is absolute misery, it feels like the old lockers on Dead Dawg where SWF's would abuse locker flashlight saves until BHVR fixed that problem once and for all.

    I do think this perk needs a nerf ASAP

  • Always do the unsafe/mid gens first, if you do edge of map gens you just help the killer by making their patrol area smaller and speaking of gens… SPLIT PRESSURE. That is to say don't double up on gens as doing so means if the killer interrupts you they get 2 for 1 value as far as getting 50% of more of your team off the objective. Split up and do separate gens far from each other

    Don't run the killer to hooked team mates or gens being worked on and be aware of what is around you so if the killer comes you have your escape route planned already.

    The killer cannot chase 4 survivors at the same time - if someone else is being chased you don't need to hide in a corner, do a gen (I see team mates do this all the time).

    Don't 99 gates and go for end game saves, you are killing your team mates so please open the gate then go for save. Also remember that sometimes you have to take 3 out as a win as end game saves are not viable.

    If you have not been hooked but your team mate is on death hook, you must take aggro and potentially a hook state. You getting a hook is far preferable to letting your team mate get taken out of the match as it becomes far harder to win a 3v1. If you are on death hook please lay low as you are a highly desirable target at that point.

    If the killer is hard camping then do gens, otherwise not only do you reward them by not doing objectives, you also mess up your team mates chances to self-unhook and I have gone to 2nd/died due to team mates hovering on a camping killer. You are better to trade hooks than let a team mate die on hook (if you are on death hook its a lose/lose of course).

    Chests and dull totems are not necessary and do nothing to help your team. If the killer is struggling and time is on your side then it may be okay, or if you spawn next to a chest you may as well open it in that case.

  • Well the increase in anti loop killers is encouraging a whole generation of new players to play hold W strats rather than play pallets. I don't think this is entirely unique to just Freddy but laying his little puddles is going to immediately encourage survivors to hold W more than others I guess

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3697174#Comment_3697174

    Meaning they have to skillfully get a stun on the killer instead of just predropping and getting a free +20 seconds added to a chase?

    Generally people will chose the path of least resistance for sure. But i'd argue that every pallet should be mindgamable.

    I am not complaining about it, the map would be far too large to patrol as killer and they clearly balance it by having weak/unsafe pallets mid map. Which is why it is so important to try to hammer out those gens early on!

  • @Jareth said:

    There's an achievement tied to finishing this gen so some people are going to want to finish it for that.

    Yeah I have considered this too, though I strongly suspect the real motivation for most is selfishness and ignorance

  • @Xernoton said:

    Don't say that! I like not having to care about the main building when I play killer.

    Lmao… exactly!

    Doing this gen first removes any reason for the killer to bother with the strongest part of the map

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