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Moonras2

Moonras2

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Moonras2
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  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3543738#Comment_3543738

    So pretty much like Nemesis. A small lingering hitbox.

    Oh I don't own Nemesis but it sounds kind of like it. It's kind of right at the beginning of pressing the tail attack but feels like decent time for a quick adjustment. It doesn't seem to be as forgiving as the up and down swipe though.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3543600#Comment_3543600

    Can you not drag the tail left/right?

    I'm pretty sure I've been dragging it left/right

    I haven't done any real testing with it but I think it seems like there is a small window to adjust left and right before it locks down. However I was able to use that window to correct a couple of hits.

  • I think they need to fix the tail attack, whatever is going on with it. I'm perfectly happy with the changes but I hit directly through several people last night and it didn't register. It could be some kind of latency thing I guess It's like getting hit by the killer after I've fully vaulted and started running.

  • @BlueRose said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3543136#Comment_3543136

    You say take survivors off gens for a few secs but emps and even turrets imo doesnt feel like it slows survivors down at all. Gens still feel just as fast as always and these "tools" dont really require all that much time to get/setup. EMPs esp since the painters make them automatic and require no input from suvivors to get them. This way I always wanted them to make it where the painters only go up to 70% and make survivors have to finish the last 30% to get the emp. That's why it actually offers a real slowdown. There is a reason why you dont see hardly any Huxs and emps is a huge part of that reason. As I said Turrets at least is not as bad as emps since they do require some time to set up even tho I feel that setup time honestly doesnt have that huge of an impact on gen speeds at all.

    I don't really play hux so I can't speak much on what it's like going against EMP's. There is a fine line between making them take too long to grab vs not long enough. The 70% would be cool to see and maybe make adjustments after that. Playing against hux I never felt it was time consuming to grab and emp and that is an issue.

    I was just comparing what it feels like to losing power the power. To me it feels the same when I can't use pallets or other resources like I normally can.

    As far as turrets go, since I've bought Xenomorph, I can't really tell the turrets do anything. Occasionally they knock me out of power but most of the time I'm able to destroy them beforehand. They don't feel unbalanced though. Even when Im setting them up.

    I'm afraid gens are going to keep feeling fast unless something major is changed. When I play survivor it feels like if one or two people aren't on gens early then we lose most of the time. When I play killer, if I play nice they seem to fly by.

  • @BlueRose said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3543028#Comment_3543028

    Turrets have the same feeling as the emps for me personally. It's not the greatest feeling playing a killer whose power can be just easily removed by the survivors. To turrets' credit at least they require time unlike emps but the feeling is still there. In a lot of my matches as xeno I have seen a good bit of double turret placements and it felt like it didnt impact gen times at all so I really dont know how big of an impact the time investment to set up turrets has. I think it boils down tho that a lot of ppl dont really like the feeling of survivors having the power to remove their power so easily. At the end of the day, I personally dont mind turrets all that much but I can understand why ppl feel the way they do about them. My only fear is if survivors complain enough about the turrets they buff them and they end up being the same level as emps, if that happens I know I will never play xeno again bc emps is the sole reason I dont play Hux.

    Too me though, that's kind of the same feeling I get as survivor when playing against killers with anti loop abilities. It feels like the only ability I have to fight back is taken away. Over the years pallets have been lessened, many loops made more unsafe, and then they started throwing in anti loop mechanics. So going against against something like Xeno, punishes you for looping, vaulting, or even just dropping the pallets. It also removes any ability to gain points from pallet stuns.

    This is why I think the turrets and EMP's are needed. At least it makes it some what equal. It takes survivors off gens for a few seconds while also allowing the possibility of removing the anti looping mechanic for a few moments. Some what of a trade back and forth.

  • Mostly in hopes that I get one of those rare awesome games. Sadly, I normally don't and end up switching to killer after 2 games. Then, 2 games in as killer, people have dc'd or let go on hook. That makes playing killer boring so I just log off. I don't even blame them for doing it, they probably are having a similar experience to what I was.

  • @Nirgendwohin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3537972#Comment_3537972

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3537975#Comment_3537975

    someone knows how long this time based bans are? If the time is really only 24 hours or less, then it is entirely possible that the players were punished.

    I'm not sure how long they might range from but I got a ban once for 24 hours. If I remember right, it was for unsportsmanlike conduct . I was still some what new to the game at the time and never knew what I actually did.

    I do know several streamers have also received 24 hours bans over the years. That might mean it's kind of the normal time for them.

  • @mecca said:

    With how horrible survivor gameplay has become with consistent neglect from the devs and non-stop nerfs, I really have no idea how anyone can play survivor. It is nothing but constant slugging, killer Bming, overpowered killers. It would be like killer being unable to chase and everyone going on vacation like everything is OK. I really feel bad for anyone subjected to having to suffer playing survivor. I have tried playing survivor and it really is insufferable.

    My experience normally has nothing to do with the killer at all. It's my teammates doing nothing. Well, I shouldn't say nothing because I don't do the tomes. So they may be doing those. Half the time on the survivor HUD I see one person doing something and the other 2 images are empty. No gens, no totems, no healing, just blank lol. It's oke when I see them blank for a moment but sometimes it's the entire match.

    There are games when the killer is making it not fun for me also. Most of the time though, it's my teammates that make me want to let go or dc and stop playing.

  • There is the possibility they were banned with a time limit. Something like this is probably more of a warning or 24 hours the first time.

  • @Hanuka5 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3537517#Comment_3537517

    So if the killer Slugs you for 30sec to kill the last one and get the 4k its "lame". But if you slug yourself for 4 Minutes to avoid him getting the BP (because you cannot deny him the 4k) its somehow a resonable thing?

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3537514#Comment_3537514

    As killer i never try to slug suv. for 4 minutes, but often at the end and only 3 gen left i mostly know where the last 2 survivors are soa after i down 1 suv i go quick there and down the 2nd one, hook him before i come back to the first surv. to hook him.

    So i try to make it as fast as possible. But often in that time the first suv. tried to crouch away and slug himself for 4minutes.

    And before we misunderstand, i really dont mind that mutch if you slug yourself for 4 minutes. It just surprised me when i saw in a youtube video that "sluging" is from some people considered toxic.

    You might try to not leave someone slugged for a long time but the survivor doesn't know that. I've been slugged many times until bleed out because the killer just couldn't catch the last survivor or because they were moving around lockers the entire time the killer was searching for them. I'd rather move around sight seeing than sitting in one spot for the entire duration.

    There are other reasons as well, maybe they are trying to move to a spot the other survivors can pick them up from. They may try to get to an area with less hooks around for a possible wiggle. Sometimes I will move to an area I've seen the hatch spawn before, in hopes it will spawn near me when the other survivor is hooked.

  • It could just be from everything that's has been going on with gaming the last month or two. TCM came out so I'm sure people are still enjoying that. Starfield also just released and can probably take a lot of a persons time.

    I don't have a problem with queue times from either side. Killer usually takes me a little longer but it's generally less than a minute.

  • The 360s you're referring too are never a guarantee and rarely work against good killers so don't sweat those.

  • So to try and be more helpful I bought Xeno to give it a go. First match I was struggling just to figure out the buttons lol. I've only played a couple of matches but I was just trying to hit mostly with the tail.

    I probably missed 30 shots with it the second game but I learned that aiming slightly up seems to help. Especially when someone is headed towards a vault. The barely aiming up also seemed to help me a lot with destroying the turrets. The first match they knocked me out of power quite a bit but the second match I think I only got knocked out of it a few times. It's definitely going to take time to remember to watch for them though.

    The tail hitbox is not as forgiving as it seems to be from the survivors point of view. I also never bought Nemesis so I have no practice with his tentacle hits. Going in and out of the tunnels to quickly gain power after losing it seems to help as well.

    Your 5th game it looks like you did quite well. Lots of hook stages. I will say that the survivors you're going against seem to be more gen oriented. That can make it hard to get practice on any killer without losing some game.

  • @Marc_go_solo said:

    I feel OP can't win this argument. Not because they are wrong, but moreover whatever they show there will always be something some people will point out that could have been done better.

    A better video would be to show a dodge from a tail whip without Dead Hard, because many will prefer to know a power can be outplayed without having to arm themselves with a perk.

    However, there are a lot of numbers being hurled about (which is all well and good), but numbers are calculations, not practicality with all the factors to take into account in actual gameplay. What I do see is the Xenomorph raise the tail and the survivor watching this and timing their Dead Hard well. 4 survivors escaped that trial too and I would hazard a guess the tail whip was not used just one time.

    I'd also like to add some thing else for now: The Xenomorph is quick, but there is a clear indicator of when it will strike. Compare that to Huntress. Of course, you hear her wind up, but she holds it amd when she releases it the hatchet from a close distance, as soon as she does her "Huh!" sound you are hit. There is far less warning she is going to throw. Executioner and Deathslinger can also hold their powers and fire any time.

    So, I would agree with OP here, but it is tough. Harder to defend because of the plethora of shoulda/coulda counter-arguments to footage, but that's with the benefit of hindsight. OP had no hindsight when using Dead Hard and that tail swipe was a solid hit. Still, would like to see footage of a non-perk dodge used as proof in debates such as this.

    The non perk part is what I'm more interested in. I can't run 10 different perks to counter everything and I hate having to run a certain perk just in case I go against something specific.

    I

    @dbdthegame said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536137#Comment_3536137

    The bug for slowdown definitely needs to get fixed, no one disagrees here. However, and I don't know how many times I have to say this but:

    XENO CANNOT HOLD HIS ATTACK

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536140#Comment_3536140

    Well yeah. You can also do this with Nemesis' whip, Slinger's gun, Pyramid Head's torment, and a lot of other powers. The tail is supposed to be strong by design, seeing as it's a killer power.

    I typed a reply to this but for some reason it didn't post. I didn't know the alien couldn't hold the power so thanks for that info. That doesn't change the fact that they don't have to use it though. They can still bait out a DH with the threat of an M1. Which is why I'd like to see it used more than once in a game.

    I could be wrong but I don't think you're trying to say that this is a guaranteed counter or anything. I think you're just showing that the tail attack can be reacted to in a specific situation, which is fine. I don't think every power should have an easy counter either. Otherwise they become useless.

    Until the bug is fixed I can't really make any judgement on the killer as a whole. In the current state, the killer isn't really punished for missing. So I don't know how much of an effect that will have yet.

  • I try to say GG most of the time, win or lose. As survivor though, if I get put out early, I'm not going to wait for the end of the match just to say gg.

  • I actually had a great day yesterday. For the first time in months I think I escaped probably 7-8 games in a row. That was even after offering a couple killers an endgame kill. They all carried me to the exit gate anyway. Then after 5 PM hit and it all went down hill. I'm not sure I escaped a single game after that lol.

  • I'd be more interested in seeing this multiple times in a game. First hit, the killer isn't going to know for sure if you have DH or not. The second hit may be a completely different story. This would also speak more on what people are saying between reacting and predicting. If you can hit it against a killer that holds their attack or tries to bait out DH, then that would lean more towards reaction.

    With that, I'd also like for survivors to be able to see the killer they are playing against at this point. I see a lot of counters to killers on these forums that involve running a certain perk. I've probably ran DH in less than 15 games in all my play time. I don't want to run it every game for the chance I might go against the Alien.

    For me, the more I've played against the killer, it's gotten a little easier. I just want to see the bug fixed for no slow down, or whatever it is. Then I can make more of a judgment.

  • I just got booted from a game, "dedicated server not responding" but it didn't give me a penalty. It also kicked me out of the next lobby and said server issue of some kind. It still didn't give me a penalty but something seems to be going on. I also couldn't log in to steam for a moment.

  • You should try and talk to someone or send a support ticket maybe. I very rarely get booted out of a game. Any time I have and it said server timed out, or anything along that line, I never received a penalty for it. My Internet acting up is a different story but that's not the servers fault.

  • I haven't bought or played as Alien yet, so take this with a grain of salt. It looks to me like a lot of it is, you just need more practice on this killer. Using the tail attack looks a little wonky, so I'm sure that'll take practice. Awareness of your surroundings would be my next big one, I think, and it's completely understandable. The turrets are a new thing so it may take quite a bit of playtime to always remember to check for them first.

    There are also times when you are eating pallets that I think would be more suited to practicing the tail attack. I mostly play M1 killers so I rush through a lot of pallets. When the power can hit over them though, it may be best to practice hitting with the tail instead.

    My last 2 points are more of general gameplay. You don't seem to tunnel or camp much at all and I thank you very much for that. However, there are times when you are almost being too nice. There are times when you could've slugged and used it as pressure instead of picking up and hooking right away.

    This one I'm not sure about. I think killers still have separate MMRs, even though matchmaking isn't always great. It could be possible that it's started you out at too high of an MMR for learning the killer and maybe it will balance itself out as you play. Then as you get better with the alien it will creep back up. I am in no way, shape, or form, sure about this theory though.

    Lastly, everything I said above may not even have much of an effect. I use to play to win, tried really hard, etc... Now though I just play killer very casual like and don't really even go for kills. So at my MMR, even though matchmaking often sucks, it isn't always so much of a challenge.

    I think I'm on video 4. I will watch some more in a bit and see if anything sticks out to me. Thanks for uploading them, I haven't watched much Alien gameplay yet.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3534670#Comment_3534670

    All they need to do which has been suggested by many people is make it so he collects his traps from lockers.

    Yes, and I would love this. I like the purple trapper bag but not being able to pick up my traps with it kind of sucks. I was speaking above more on his mobility side. I don't really think he needs a strong way around the map as he is one killer that can injure, and even down people, when being on the other side of the map. I was just giving a simple example of ways to do it that could be done for nearly any killer.

    To me it still comes down to map design for the most part and the way tiles get strung together. I mostly play M1 killers and don't really want to see them all changed to be like every other killer.

  • @CaulDrohn said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3534017#Comment_3534017

    And how do you buff an M1 killer without any mobility like Trapper or Myers into viable territory? It's simply not possible without going full rework. Every strong killer in DbD has either high mobility, ranged attacks or anti-loop in their kit.

    But that strong killers do not need Sloppy, Stbfl or Coup, they have their power for injuring ppl (where the mentioned perks do not work after all). But for the weaker M1 killers, their only option to increase lethality in a chase is with this perks. Nerfing them means nerfing weak killers more than strong killers. Thats just plain wrong approach. Sure we can look at some edge cases (camping with full stbfl stacks), but even at this situations, it can be perfectly reasonable to act like this (camping in end game).

    Trapper could be something simple. Make unopened traps a portal as well. This way the trapper could quickly travel around the map and pick up unopened traps quickly. He already has antiloop, with his traps open, but it's kind of easily countered when survivors are in a group.

    However, if you give him the ability to teleport to the unopened traps then that puts pressure on survivors to make a choice. Give him antiloop or give him mobility. Pair it with the addon that injures survivors when they disable a trap and it may even become too powerful.

    Personally I've never had enough issues playing trapper to think he needs a buff like this but I would love a way to gather traps quicker.

    There are lots of simple things that could be done to give slower killers more map mobility. The problem with giving a killer, like Myers or Ghostface, huge mobility, is that it could make their stealth gameplay too strong. I like playing Myers and Pig because of the stealth. It would be too oppressive if Myers had map control and still had tombstone piece or infinite T3.

  • @HarlockTaliesin said:

    It was almost the same with Comcast. The area I live in was for a long time only able to be serviced by Comcast, and their consumer packages capped at 300 down/no actual guarantee up. Except they'd not serviced their lines/poles/local hubs in decades, so if you got over 100 down it was a miracle. Lag was constant, disconnects were frequent. Even their TV packages couldn't sustain 1080p HD consistently.

    Both tv and internet would go out when it rained because all of the junction boxes on the street had degraded/missing seals or rusted out parts of the boxes, so they filled up with water and took down entire streets at a time until the water evaporated. It took over half the town complaining before they sent out trucks to deal with the problem. Their solution? Replace all of the boxes/circuit boards and rewire the connections/cable ends to get rid of both corrosion and the possibility of water building up? Nope. Punch holes in the bottom of the boxes so the water could drain out. So you still got intermittent outages and unstable connections in the rain, it just wasn't a fully down thing.

    A fiber internet provider finally approval to come in and wire up my town, and they were a godsend. Packages started at 1Gbps both up/down and for cheaper than Comcast was offering for their awful service. In frequent testing I'm consistently getting 950+ down and 980+ up. Lag doesn't exist on my end, and there's rarely any dropped packets. I can stream 4k HD tv on multiple TVs in the house and still get solid/smooth gameplay in almost every game. The new provider's installer for my house was laughing when we brought up the Comcast issues, saying everyone's said the same thing and all of their installers were completely booked for the next couple of months because the entire town was switching to them.

    That was a few years ago and I've had only one outage in that time, which was due to a massive storm knocking down huge swaths of trees in the area, so the provider wasn't even at fault. As a bonus to the new provider, they had all the downed trees removed and the connection restored within about 24 hours.

    It's one of the reasons I've been able to see just how bad BHVR's servers/connections/software are, even before the now all-too-common "Dedicated Server Not Responding" issues started and occasional random client crashes re-started.

    The gravy on top was not too long ago I read an article about Comcast bemoaning lost revenue in my state because of "unfair competition". Yeah, that's the reason.

    Ughh I remember we had Comcast when I lived in town with my brother. The speeds weren't awful but they had a 300GB monthly download limit at the time. I could eat that up with just a couple of game downloads. After that it was $10 extra for so many GBs. They wouldn't ask either, just add it straight to the bill.

    We too have fiber now and I live well out of town now. When COVID hit there were so many people in the county without Internet they had to do something. Many kids weren't able to do online learning. So our udge executive worked a deal with the electric company and an Internet company from another county. The electric company runs the lines through the county and to people's electric box. Then the Internet company comes in and hooks it all up.

    It's sad that the fiber we have now is cheaper than Windstream or Comcast. No hidden fees like Windstream has with its phone taxes. It's also up to 1gig.

  • No they didn't blame theirs, but they wouldn't give me any help with the one I bought because I wasn't renting it from them. Even though it was the same model. I only got bad download speeds a few times, except I didn't get what I paid for. It was usually consistent though. The long was all over the place, rocket League constantly had ping issu s. Upload was always between 1-2.

  • None, luckily I'm not seeing Xeno every game.

  • Up until recently we were still on their DSL line. Using "their" equipment I never had many issues. I bought the same exact model I was renting from them and setup a mesh network. Constantly had issues after that. So I bought a second modem and it was the same.

    They also promised they could get us 100mbps down and 5 upload. When they came out to do it the technician said they were wrong and we lived too far away from the main box. After that though they raised my price, even though they couldn't hook it up. They told me it's because I switched to 100 but then had to switch back to 50. Which was realistically around 28 down and 1.5 up. So I lost any previous discounts or promotions I had with that plan.

    Don't get me wrong, it was much better than the satellite or 6mbps we were on a couple of years ago but it wasn't great.

  • I could understand the pay2win if it were the only viable killer in the game. There are many good free killers though. You can win games with the majority of them if you play them well. In this case you don't have to buy the chapter and if you don't you can still enjoy the game.

    If the devs start to see that the killer is over performing, or just overwhelmingly unfun, I'm sure they will make changes to try and balance it out after the dust settles.

  • Can some of you post video of the counters I keep reading about? I am more of a visual learner and none of what I've read seems to be working. It just feels like the tail attack is more or less a free hit without much downside, or an easy zoning tool.

    So far I've seen typed, don't put the turrets next to generators or they are useless. Put the turrets next to generators for the advanced warning. I've tried placing them in different areas and nearly every time they get destroyed before knocking the killer out of power, with little slow down. Or I get hot trying to carry it some where.

    I've also seen, don't stand at pallets or windows, don't vault pallets or windows, don't drop pallets. Tried this, faking the window might work once but after that it just turns into me getting m1'd or hit with the tail anyway. Not dropping the pallet doesn't do much good because even if they happen to miss the tail attack, they aren't losing much, if any, distance on me.

  • @grandpa_general said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3527410#Comment_3527410

    Killers in my matches who bring terrormisu doesn't do that #########.

    I've gone against just as many killers as survivors who use a bo offering and end the game quickly. To be fair, I rarely pay attention to the offering screen. I'm usually reading these forums or something else after readying up for a match. So I've killed a lot of groups that used 4 bp offerings just because I never saw them. I also often forget when I bring one too.

  • Maybe a region/MMR thing? I'm eastern/central US and my survivor queues are instant. My killer queues are usually less than a minute.

  • As someone who gets irritated and dcs from time to time, in my opinion, the penalties are a good thing. From my experience if I dc once, and load into another game, I'm going to be more likely to dc again. There was no in between period for me to get over the last match, which leads to me becoming irritated quicker and easier.

    I think the penalties are a good balance of different scenarios. If someone legit has to leave, the penalty isn't really a punishment. It will be gone when you get back. For people who consistently dc, it allows plenty of time to calm down between matches. It then grows into a punishment for doing it over and over.

    The problems that cause people to want to DC are separate issues and should be brought up, or dealt with, as well.

  • @ThatRedPyramidThing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3524372#Comment_3524372

    And yet this forum will literally start attacking you if you say the game favors survivors and killers are in one of the worst spots they've been EVER. Outside of year one, this is the worst era for killer.

    And survivors will run in here screaming and crying that "NOOO, KILLER IS EZ NOW AND SURVIVOR US WEAL BECAUSE DEAD HARD AND DECISIVE STRIKE!!!! REEEEE. REEEEE. THEY ADDED TEN SECONDS TO GENS, REEEEE!!”

    However they will ignore that Killers were nerfed 10x harder because of the Dead Hard and Decisive Strike nerfs. Literally any Survivor nerf is followed up by completely gutting Killer so Survivors don't truly lose anything ever.

    Killers had EVERY single gen regression or slowdown perks completely and utterly crushed. Without those perks you don't have time to do chases so you gotta tunnel and proxy camp, use Blight or Nurse who cqn actually chase, or use 3 gen Skull Merchant to ignore chases.

    Survivors lost 2 perks but then got perks that are stronger than the 2 they lost.

    Survivors have perks that cut gen times, survivors have perks for extra health states, survivors have perks for extra speed...

    The game is the worst it's been for killer period point blank end of story. And you can't tell me different.

    I wouldn't want to tell you different. Everyone's experience and opinions for the game are different. I can't make it through 3 games of survivor without wanting to dc but I've been playing killer for about 2 hours now and haven't felt stressed about it once. That's my experience and what I base my opinions on. I don't mind a bit to listen to others though because that doesn't mean there shouldn't be a middle ground some where between the experiences.

  • Against any Myers a good rule of thumb is to try and find a tall structure he can't stalk you over. Just run circles around it until he either gives up, hits t2, or the gens get done. In T1 you can keep him at a tall loop, with or without a pallet, for a while. That is if the player doesn't know it's better to leave and find someone else.

    Infinite T3 is a lot stronger than it's given credit for. With a stalking speed addon it doesn't take long to hit it. Tombstone piece sucks because it's kind of a one opportunity thing. At least it has the downside of making Myers slower. Where as infinite T3 is sped up vaults, insta down, normal movement speed, and is very strong with chase perks.

  • For me it happened when MMR came into play. Now it's either play certain ways or be stuck picking on newer players. I don't care for either but I'm still going to play how I want.

  • Mine wasn't from something happening but actually from endgame chat. Someone had camped at the end of the game trying to secure a kill. Well a survivor threw a fit in end game chat and the killer posted back, "just bought a new tent at Walmart, had to test it out!". For some reason it just sent me into laughter and I've never forgotten it.

  • @KingDeathly said:

    These days I have more fun playing killer than survivor. Every time I attempt to play survivor I'm matched with a team with less than 200 hours nearly Everytime. They have no idea how to play, it's like they just bought a random game without reading anything about it. It's incredibly frustrating.

    To be fair when I got the game it was part of a spooky Humble Bundle. I had never heard of it. If I hadn't seen Myers when looking to see what the game was, I never even would've tried it. I'm sure there are others who see the horror icons they like and buy the game, with no clue what it is.

  • @BlueRose said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3521035#Comment_3521035

    Umm just want to call you out on one thing here. Pyramid head does not let you mori someone without hooking them xD A survivor needs to be died on hook and be tormented for PH to moir them :P

    They should've mentioned tombstone Myers as well. I didn't even pay attention to them listing Pyramid Head lol. I just saw the Sadako and Rancor and my mind skipped away from the rest.

  • For me it's Pig, Myers, Billy, and Trapper. I only really enjoy Myers if I'm running kind of a spooky build, Dead Rabbit and Monitor. He's still fun to play as in other ways but I also tend to find it boring as well. Just hit T3, down survivor, move on.

    I'm much the same with Pig but I like playing as her with several different builds. Trapper is never one I expect to do great with even though I often do. Sometimes I just like to take all his traps on certain maps and make a smiley face out of them. Or cover the entire shack floor for no reason at all.

  • @Mr_K said:

    Survivors don't need to last second switch characters anymore. There are three loadouts for them to choose. They can change loadouts just as fast as switching characters.

    Also as others have stated, survivor MMR is the same so there's no impact switching between "skins". Killers on the other hand have different powers and playstyles so they have different MMRs.

    I personally don't do it but I can see why survivors still do. Sometimes if a survivor shows their prestige rating they will get dodged. Or if they bring certain items. So switching characters last second is a way to avoid that.

    I don't condone it by any means. I liked the idea of locking lobbies to prevent dodging. No character switching and maybe make it so survivors have to be readied up by 20 seconds or something.

  • @BillToLast said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3518043#Comment_3518043

    The first, second and fourth rules are exactly what I said above. The final rule is obvious, which is why Eternal was disqualified for using Nicolas Cage.

    Different tournaments have somewhat different variations, but the staple of non-repeating perks and items is always there.

    Banning survivors from bringing a certain perk twice as well as most good items is a HUGE restriction that is not even remotely comparable to killer addon restrictions. Nurse and Artist, for example, have very strong yellow and brown meta addons.

    That repeat ban by itself would seriously scew the tournaments in the killer's favor. Yet in majority of top tier player matches, survivors end up getting at least a 3-man out and killers consider getting 2 kills an overwhelming victory.

    Which all proves that the game is still very survivor-sided, but most survivors lack the skill or desire to play at their full potential, which is why even the Trapper has a 60% kill rate.

    SoloQ is not really an argument, when I escape about 50% of my trials as survivor despite always running meme builds. And most matches where I don't escape are due to nobody repairing generators or people leaving me to die on first hook.

    Yes above you did list those but in the original post I quoted you only mentioned survivor restrictions. Which is why I posted what it said for both sides. You are right that limiting the survivor loadouts to one perk or item per person is very strong. So is not being able to use Nurse or Blight in every game of the tournament. If its all because they think survivors are still too strong then they wouldn't place restrictions on killers used. Unless the restrictions are looking for variety in play.

    I'm not arguing anything about solo queue. That's a whole other topic. I'm not even really arguing balance.

  • @BillToLast said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3517499#Comment_3517499

    Your second paragraph literally reiterates exactly what I said. Only up to yellow (uncommon) quality items. Keys and maps start at green (rare) quality.

    Weaker killers, such as Dredge or Huntress, are allowed to bring up to green and sometimes purple rarity addons (e.g. Flower Babushka). Survivors are always banned from anything above yellow, even when facing Blight or Nurse.

    Duplicate characters are exactly to help with tunneling, you don't need to say it outright when it's clearly implied. Everyone looking different makes it far easier for the killer to recognize who they are chasing, which is necessary for tunneling.

    No map offerings are allowed, because the map is selected by organizers at the beginning. Hatch offerings are mandatory on any map that allows them (so none for indoor maps). And I'm not sure how you missed the unhooking/chest rules, since it's pretty much a staple in 90% of tournaments in order to reduce RNG. Dramaturgy seems to be banned as well, since it can heavily scew odds due to random chance.

    Killers do have some perk restrictions sometimes (depends on the killer), such as banning certain slowdown combos to prevent dragging out the match, though by now most of such combos have been nerfed.

    And Skull Merchant is usually banned as well. Go figure.

    Below is why I saw nothing about hatch offerings. For this tournament anyway. There was another tournament I did see the hatch offerings. Both of them had to be used though, not just one. That means it isn't just to help the killer, it sounds like it's more for giving a 50/50 chance on who chooses the right building. I also don't see anything about unhooking/chest rules in this one but in another one I saw that killers must run cut coin.

    I said all this because you made it sound like all restrictions are on survivors because they consider them too powerful. There are however restrictions on both sides. To me it seems more in line with bringing variety and entertainment for spectators.


    Tournament Restrictions


    Add-ons & Perk Restrictions

    • Killer Add-ons: Only Common and Uncommon add-ons are Allowed. Rare add-ons are Allowed for all rounds of play up-to & until the Quarter Finals. Rare add-ons are NOT usable in the Quarter Finals, Semi-Finals and Grand Finals.
    • Survivor Items/Item Add-ons: No event Items can be used. Keys and Maps are not to be used. Survivor team is not allowed to bring any item type more than once or equip any perk more than once. Only Common and Uncommon items and add-ons allowed for Survivors in all rounds.
    • Offerings: Not Allowed
    • Perk / Item Restrictions: All Survivors must have Unique Perks & Items. Survivors may not have Duplicate Perks, or Items


    New Content

    • Anytime a new Killer, Survivor, Perk, or Item is added to the game, it may not be used for 2 weeks from the release date in any Community Cup event in order to ensure appropriate time for the community to learn & experiment with the new content.


  • @BillToLast said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3517240#Comment_3517240

    "The scenario you describe only applies to actual comp play"

    Wrong. You have a misconception about comp DBD.

    Survivors aren't allowed to bring strong items or matching perks in comp, because tournament organizers see this game as being very survivor-sided and place harsh restrictions on what survivors can do.

    In comp, survivors cannot have any repeating perks, any duplicate items, and any items/addons above yellow quality. They must also use different characters to make it easier for the killer to tunnel (tunneling is recognized as the staple strategy in comp). On top of that, they aren't allowed to open chests or try to unhook themselves without deliverance.

    They also aren't allowed to bring any map/hook offerings and they must bring a hatch offering to make it easier for the killer to secure a 4k, if he can. Many survivor-sided maps, like Garden of Joy and Badham, are banned in comp. But killer-sided maps, such as Midwich and Dead Dawg, are usually allowed (depending on the killers).

    You can, however, encounter full meta map offering SWF squads in public matches. They are almost as rare as hardcore Blight mains with strongest addons, but they do exist.

    If anything, comp rules prove that the game is more survivor sided than most people think.

    I personally don't watch or really care about comp play but I think you left a few things out. From what I seen on the tournament rules, for Battlefy, there are restrictions on both sides. Not just the survivor side.

    The only items I saw survivors can't bring are maps, keys, and event addons. Only common and uncommon items and addons can be used though. They can't have duplicates of perks, items, or characters. No where did it say this was to help with tunneling.

    Killers can only use rare add-ons up to a certain point in the tournament. Then they also must only use common or uncommon addons. They also must use killers from a pool in each round. They can't just choose what's considered the strongest killer every round.

    It doesn't look like killers or survivors are allowed to use a map or any other offering. I didn't see anything about them having to use a hatch offering. I also didn't see that they can't open chest or try to unhook themselves.

    I'm sure the rules change from organizers and specific tournaments. Just looking at the rules though it looks like a mix of forcing balance with variety and not all the rules are imposed just because they think survivors are too strong.


    Edit: I looked up some other tournaments and see the rules change a little depending on the tournament. I did see one with the offerings and things you were talking about.

  • @Peanits said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3516349#Comment_3516349

    This isn't quite true. The amount of MMR you gain or lose is not a fixed amount (and certainly not 1), it depends on your rating compared to the rating of your opponents. If you win against (kill) someone of roughly the same skill level, you'll get an average amount of rating. Meanwhile, if you win against (kill) someone of a much higher skill level, the game awards you more rating than normal. The opposite is true if you win against someone of a lower skill level; you'll gain less rating than you normally would. This same process happens for everyone in the match, with each survivor being treated as a separate 1v1 encounter. Then, all the different rating changes are added together and applied at once.

    To give an example of what this means in practice: If you were to kill two good Survivors, but the other two Survivors equal to your rating managed to escape, you could still end up gaining some rating because the game recognized that you managed to catch tougher opponents.

    As for the original post, it's tricky to say much with only a screenshot of the end screen. The prestiges you see there have no impact on matchmaking since they are in no way a reflection of someone's skill (someone doesn't suddenly play worse because they switched to a new Survivor). Grades as well aren't factored into matchmaking since they reset every month and again aren't a reflection of skill. Judging from the Bloodpoints as well, it seems like you were the second highest scorer in that match. I can't speak for the match itself from only a screenshot, but from what I can see, this doesn't seem too out of the ordinary.

    I was just wondering if you could tell us how MMR starts? Does it start at the highest, lowest, or kind of the middle of the range? That could explain a lot for when I switch killers and I go from more lower/average to average/higher players.

  • @Pulsar said:

    I agree with the sentiment.

    I think, in our endless pursuit of balance, we've lost a lot of what made the game fun in the past.

    This, I remember having more fun the first year or 2 I played than ever. It was an unbalanced hellworld at that time. Though that could also just be burnout and my memory gone hazy lol.

    It's crazy because I think so much of it was good for balance sake but it just sucked the life out of it

  • @woundcowboy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3516278#Comment_3516278

    Balance for people who play the game, not the Claudette crouching around the map and not helping the team. It seems like an obvious choice to me.

    If it were balanced around the Claudette crouching around the map there wouldn't be so many complaints about solo queue. It would be awful for playing killer as it would be balanced around one or two people. A player to do gens and one to run the killer for 5 of them.

    It would be like balancing the game for killers that don't know how to chase. They try to bloodlust every safe pallet on a map, refuse to break them, and take turns around obstacles as wide as possible. They'd have to remove 90% of the pallets and allow killers to phase through the objects to balance for that.

  • @Ryuhi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3515418#Comment_3515418

    it doesnt need to be rng, preferably things like a buff that applies as people die/gens pop that has a reasonable impact with considerations to prevent abuse. Just some things to keep the game realistic if someone quits/gets tunnelled out and/or 3 gens pop in the first 90 seconds.

    It would probably take a lot of back and forth of slight number changes to balance it out well but I'd love to see them give it a try. Whether during an event or just a PTB it'd be cool to see. It would take away a lot of the hopeless feeling when playing, for both sides.

  • @Ryuhi said:

    all my takes are hot, apparently.

    Like that both sides should have comeback mechanics to reduce snowballing for either side, effectively rubber banding matches

    Sometimes I love this so much in Mario Kart and other times I want to throw the controller lol. Sounds like it would fit this game just fine as I already feel this way in DBD some days.

  • I do it pretty much any time i play killer. Unless they hid while someone was on hook or if I know they weren't doing anything to help the team out. If they seem new though I won't hold any of that against them.

  • @[Deleted User] said:

    I say take it from both sides. Stop killers building up bloodlust and take away all survivors exhaustion perks.

    I wouldn't mind this but I think at least bloodlust 1, and maybe 2, should stay, until some map areas are reworked.

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