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Moonras2

Moonras2

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Moonras2
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  • It is the best and seems to be the iri I get the least with pig lol.

  • @woundcowboy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3514038#Comment_3514038

    Which (good) killer perks give things for free? The only one I can think of is NOED, and I have never thought it is a good perk. On the contrary most of the meta killer perks in the past have required the killers to do something like get a down/hook or kick a gen. All survivor stuff is straight up given.

    It's rather subjective on what someone considers a good perk. For a lot of these though I see them fairly often. There are some other perks I see good as well, such as Whispers and Rancor. I personally don't see them used enough to put here though.


    Bitter Murmur

    Brutal Strength

    Corrupt Intervention

    Deadlock

    Discordance

    Enduring

    Fearmonger

    Fire Up (mostly for certain builds)

    Hex Haunted Grounds (Hope it's broken. Don't see this often either but get a lot of use out of this on certain builds. Like NOED it can cause a snowball.)

    Hex NOED (I wouldn't say this is as strong since you can see it's aura now but still turns a lot of games around.)

    Hubris

    Lethal Pursuer

    Lightborn (Situational but can completely counter a flashlight squad.)

    Merciless Storm

    Spirit Fury

    Tinkerer

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3514012#Comment_3514012

    Wrong. You don't sacrifice anything.

    The killer either hits you in chase and tries to progress their objective and then you get bailed out by a perk. Or the perk doesn't activate and you win anyway. The same goes for Resilience. You do not work for it but instead you let the killer do it for you. Sounds stupid? Probably because it is.

    MFT does need a nerf. If nerfing the haste effect is out of the question, then how about making it an actual exhaustion perk? It could work when exhausted but it would make you exhausted and unable to get rid of it throughout the match. That way it really wouldn't work with exhaustion perks. Something that many people claim is already the case, so this shouldn't be a big deal, right?

    The endurance effect is unnecessary, stupid and should be removed. We do not need survivors get endurance from a perk that already has a very strong effect.

    And lastly there should be some kind of warning that the perk is in play. 3% is something that subtle hackers do. It is enough to make quite the difference but too little to notice right away. And even then the killer can only guess. A perk that gaslights players into questioning, if their opponent has it, is a cheater or if they just imagine things cannot be healthy.

    Imagine explaining this to a new player. "Yeah, there is this perk, you see. It makes survivors 3% faster, which can help them tremendously and you have to find out without any hints if it is in play or not and then act accordingly." That will definitely get them invested in the game.

    I dont mean this to come off bad or anything but as a killer I've had to explain a lot of things to newer/lower hour survivors. I've been accused of wallhacking because of bbq, and other perks or add-ons, more times than I can count. It's just a product of being new.

    I'm not against giving the information to killers on some perks like MFT though. Letting them know someone has it so they can adjust. I'd prefer it be noticeable but even if it's like a slight brightening of scratch marks, or something, it would help.

  • I have my ups and downs with the game changes but I think they've "done a pretty good job so far". They've managed too keep a game, like nothing I've really played, alive and going, with a healthy player base for years. They seem to listen to feedback, give us regular updates, bring in good licensed content, and allow us to go wild with one another on these forums, to an extent. Some of the events are amazing as well.

    I think they catch a lot of crap sometimes over silly things. Some of it kind of justified. Ahem, the flashlight bug fix back in the day, but they are people and everyone can make a mistake or bad decision from time to time.

  • @Brokenbones said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3514031#Comment_3514031

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3514034#Comment_3514034

    I'm not saying I agree completely with OP's POV here, but the way the game is set up - survivors have two 'chances' so to speak. You lose a chance when you make a mistake. When you lose both chances, you go down. This is why stuff like DH Adren etc are called 'second chance' perks. The point OP is making is that there is no prerequisite to MFTs haste nor is there any reasonable way to avoid it

    To take @Sackboy123 's example, if I come across a killer using enduring spiri fury hubris, how can I avoid it? Predrop pallets or abuse windows all game.

    You're both right that getting hit is not always a mistake, I 100% agree, but the point OP is making here is that being injured by itself rewarding you does seem a bit cheap. This is why DH was complained about so much.

    That just depends on how you look at it. Being injured and vulnerable, to me, is a prerequisite. Depending on the perk though, me using the term vulnerable could be completely off. Old DH for example took any fear of being injured out of the equation. So did CoH, strong medkits, and old DS. I don't think MFT is on that level with just the haste but I also don't think it should have 2 effects or work well with some other perks. It still leaves you vulnerable to being hit and can't be used on demand as a quick burst. A visual que for killer wouldn't hurt either.

    All the healing nerfs, while I think a lot of those were needed, didn't really help with this. Now it isn't that it's safer to heal to not feel vulnerable, it just takes too much time to do so. That makes these perks even stronger while also making other objectives go faster.

  • @Brokenbones said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3514019#Comment_3514019

    How can you fail a mindgame if your whole build is centered and tailored around "I want to be stunned by pallets"

    That's not the same thing as making a mistake, getting hit and then being 3% faster JUST because you are injured. Exhaustion perks are conditional and require at least a bit of brainpower to use.

    Getting hit isn't always due to a mistake. I take a lot of hits on purpose to avoid dropping a strong pallet or to gain distance when I know I'm in a bad spot. Sometimes it's less risky to just take a hit and run to a stronger area of the map than too try to run a short loop with nothing around it. Then there's body blocking for teammates which is also intended.

    There's also Nemesis. I use his zombies a lot to get infected or take a hit and gain loads of distance on the killer.

  • All I need is pig with Amanda's letter and an indoor map offerings. It's just fun sneaking around corners and seeing how/when people react.

  • I would either like to be able to start with all the traps or carry any amount of traps. Backtracking to similar areas to pick them up gets old quick.

  • @woundcowboy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3511980#Comment_3511980

    I don’t shop for anything other than to avoid seal teams, and that’s only if I’m not playing Nurse. Like I’m expected to play Pig against an experienced team on a bad map? No thanks. One of the problems with MMR in this game is the game overall has a pretty low skill ceiling. If you know tiles, map layout, and basic mind games, you’re set. Granted it takes time to learn those things, but it isn’t a huge mental load. Basic m1 killers generally can’t catch survivors before they finish the gens, which is why tunneling and camping are so popular. You can’t outskill someone at safe loops.

    So would you say survivors should be able to see the killer they are facing and leave the lobby accordingly? Someone may feel that because they are in solo queue they shouldn't have to face off against experienced players or stronger killers running high tier perks and add-ons.

    As far as playing on a bad map there's no way to know that until the offering screen pops up. I want to say you can also use map offerings, but 90% of the time when I use a map offering as killer it seems to choose the map offering survivors play.

  • I don't mind the strong loops by themselves. It's when they tie straight into other loops that it bothers me. Stringing together short loops can be problematic but manageable. When you can string shack, to a short loop, to another safe loop, it just feels overwhelming.

    I don't think removing or trading a few of those combinable pallets to other areas of the map would hurt much. If the objects were still there it would still give you structures for LOS but would remove some of the stronger chaining.

    Especially when on some maps you might have strong loop connected to strong loop but then on the other side of the map there may not be a single pallet in sight. I also don't think every loop should have mind game potential. Breaking the pallet in a lot of cases renders the tile useless afterward.

  • @woundcowboy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3511186#Comment_3511186

    Maybe killers don’t want to go against 5,000 hour survivors in a game that is balanced around a low level of play.

    I'm not going to go into what I think the game is balanced around but I will say that there are lots of things that people don't want to go against in this game. It is what it is. If the MMR is working as intended, and someone is getting matched up against people of a similar skill level, then that is how it should be. Not being able to shop for lower MMR or lower hour players.

    The 5k hours doesn't matter at that point. By leaving the lobby you are opening it up to being filled by a killer that is much less skilled than the opponent. It isn't fair to them.That being said I'd like to see changes to how MMR is figured up anyway.

    I think locking the lobby is a good idea. It would kind of make it even across the board as far as being able to dodge what someone doesn't to play against.

  • I see this when going afk in the endgame screen sometimes but it's never gave me a dc ban. Try to record a short video of it happening if you can and post in the bug section.

  • Little over 3k hours and I am no where near good at it. I've played against higher hour people who weren't quite as good as me, or maybe just had a bad game, and I've played against people with fewer hours who just demolished me. It just depends on if you play for fun, to win, to get better, etc...

  • I started summer of 2017. Right around the VC change for killers. Got it as part of a $10 Humble Bundle because I wanted the Alien Isolation game. Was watching trailers for the other games and saw Myers in this one. Had to try it after that. For all the ups and downs I've felt with this game, it was the best $10 I ever spent.

  • Allowing the killers to rebuild hooks would be possibly ok. It'd have to be long enough so that if multiple survivors are down they'd still have a chance to use unbreakable between hooks and such. If you have one or two survivors that just keep running to the same corner to wiggle out, it would fix that issue.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3505710#Comment_3505710

    I'm not saying we shouldn't camp or tunnel if we have to in order to win. What I am saying is we shouldn't be balancing around that. That would actually allow us to fix camping and tunneling.

    "How is using the top killers as an example irrelevant?"

    Because it would be silly to say the balancing is fine because 2 killers can compete. So if they want to compete they have to ignore 90% of the killers as options? This isn't rational.

    I don't think comparing that to solos and telling them to do swf if they don't want to lose is apples to apples. You can very easily win without resorting to swf, whereas most the killer roster relies on survivor mistakes to win. Survivors are also just skins, killers are actually different game modes essentially, so you'd be telling them to ignore a large amount of the features of a game.

    It may be silly but it means the option is there. Even if people act like there is no option. To the point of being different game modes, I've actually thought a lot about that lately, they do change the game.

    That doesn't mean that every game mode should be on a competitive level though. Some game modes should be more for fun. If someone doesn't find that game mode fun, or if they only find winning fun, then they don't have to choose it.

    As just a side thought, It also means that if I want to play a certain game mode as survivor, I have no choice in that.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3505641#Comment_3505641

    "Higher MMR solo queue may be a bit different it's been a while since I climbed that ladder but judging by the threads I read on here, higher MMR seems to be only high level swf groups anyway. That apparently can still be beaten."

    Higher MMR is mostly swf, however high mmr solo queue does quite well. Based on threads on here where people say they survive an average of 20-30% of the time would lead me to believe most people on these forums play at low mmr. My solo queue high mmr survival is at least 50% and that's being generous as I tend to throw games to save other people and could be more greedy. Also the context of how people die is relevant. We don't want the game balanced around camping and tunneling, we want it balanced around aiming for 12 hook games as that's healthier and more fun for everyone all around. So saying that killers are handling high mmr swf is a bit disingenuous as they arent, they get their "wins" through camping and tunneling a lot so that is not a representing of actual objective balance. This is to say if they didn't camp or tunnel at all they'd be getting smashed on average.

    "As long as there are higher tier killers, like nurse and blight, that can compete with higher tier swfs then it's hard for me to say it isn't balanced around that."

    This is a completely irrelevant point. You pick the small percentage of the entire killer roster that can actually compete so that makes it totally fine? 90% of the roster cannot.

    I would love the game to be balanced around hooks. That's the main reason I don't gain much MMR as killer. I don't really like the killing part and often let people go. I also play for 2 hooks nearly every game I play. The chasing is the fun part for me. I started playing when blood points gained rank, just before the victory cube. I hated the victory cube because it was also based on kills and was another time that camping was awful. It wasn't the greatest but I enjoyed ranking with the emblems over MMR.

    However, no one is forced to camp or tunnel. As long as it can bring in wins I will not simply discard it just because I don't want it balanced that way. It currently is a part of the game and until it's either dealt with or people stop using it to win, then the game has to have some balance around it.

    How is using the top killers as an example irrelevant? I never said it was fine that those were the only killers able to compete. It's just that as long as they can, and players aren't forced to pick any other killer, then that makes it kind of balanced around it. If you want to compete with high tier SWF then choose high tier killers. It's kind of the equivalent of solo queue players, who have a hard time, wanting to compete with high tier killers. They could just band together in 4 mans, practice together, and then be able to compete on a higher level as well.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3505620#Comment_3505620

    "I will agree with this if we can get an official statement from a dev/community manager on what the game is balanced around and what they consider to be an unfair advantage. I've seen nothing to state what the game is balanced around, other than stats. The only official stats I've seen seem to show that the game is fairly balanced between all MMR and the top 5% MMR. Which doesn't indicate that voice chat is or isn't causing an unfair advantage."

    Anyone with an even remotely decent amount of hours in the game knows the game is not balanced around SWF, that's just common knowledge and is generally a pretty unanimously agreed upon statement by killers and survivors alike. I wouldn't put too much thought into kill stats either as they are extremely flawed for a multitude of reasons, which is also why even the devs specifically state not to draw any conclusions from them, as you're doing here.

    Oh I agree with you on the stats. I don't draw any conclusions from the stats because I know they don't show the whole picture. I've got enough hours to know that the game also isn't balanced around newer players or just solo queue. I tend to hover at lower/mid MMR and I can promise you if the game was strictly balanced around solo queue players at that level then killers would never get a kill at any other level.

    Higher MMR solo queue may be a bit different it's been a while since I climbed that ladder but judging by the threads I read on here, higher MMR seems to be only high level swf groups anyway. That apparently can still be beaten.

    As long as there are higher tier killers, like nurse and blight, that can compete with higher tier swfs then it's hard for me to say it isn't balanced around that.

  • @Blueberry said:

    Most people will not call it cheating because the devs allow it, however, whether they allow it or not has zero to do with what the actual definition of cheating is.

    Cheating is defined as simply an unfair advantage.

    So, is the game balanced around swf? The answer is no.

    So if it is an advantage that the game is not balanced around, then it is in fact an unfair advantage.

    IE, it would be considered cheating by definition. It's just "cheating" that you won't be banned or anything for since it's allowed.

    I'm not arguing that we should do away with SWF or anything, just simply pointing out that by definition it would be considered cheating.

    I will agree with this if we can get an official statement from a dev/community manager on what the game is balanced around and what they consider to be an unfair advantage. I've seen nothing to state what the game is balanced around, other than stats. The only official stats I've seen seem to show that the game is fairly balanced between all MMR and the top 5% MMR. Which doesn't indicate that voice chat is or isn't causing an unfair advantage.

    If it isn't considered an unfair advantage and is allowed by the game rules then it isn't really cheating. Just because someone playing considers it an unfair advantage doesn't mean the developers do.

  • "Using 3rd party software or other tools to gain any kind of unfair advantage that wasn’t intended by the game."

    "We do not ban for the use of communication apps"

    I copied and pasted that from the FAQ. It doesn't say anything about comms being cheating and it also doesn't state that it shouldn't be used while playing the game.

    Ive personally never used it while playing with anyone and if it were built into the game I would turn it off. But that's just because I tend to find it annoying in most games.

  • @Crowman said:

    I like how people are focused on the result but refuse to consider how it felt to play the game out.

    I've had 4k games that were absolutely miserable to play out because of survivors using a map offering and loaded out kits to only win because they mess up a save at the end. Doesn't really make you want to play more despite the 4k.

    I have to completely agree with this. Playing both sides can be a miserable experience even if the endgame shows that you did well. I've won many games against multiple bnp's and gen running builds but didn't enjoy a lot of them. The same with escaping against someone who has been camping/tunneling another survivor all game. It doesn't feel fun in the end. I'd rather be the person being tunneled in most of these games.

  • I wouldn't mind something along the lines of having a couple of switches around the map. Each switch could transfer the progress or completion of one gen to another. Make it take a few seconds so it isn't instant and maybe make it so that killers can see/reverse the switches as well.

  • I'm not even sure if this still works anymore, or what key it is on keyboard, but on controller, if you hold LB/sprint, the other players won't be able to pick you up. It's not great but at least it would've allowed you to bleed out quicker.

  • @CountOfTheFog said:

    The game is 7 years old. Old players get bored, new players are frustrated by the amount of things to learn. This is just my opinion 🤷

    Old players also get frustrated getting matched up with new players :(

  • @pseudechis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3500761#Comment_3500761

    That's always been my take on bringing Alien into the DBD series.

    How can you capture the feel and threat of a xenomorph when it's confined essentially to a flat plane of movement.

    I'm interested to see but I'd lower the expectations from being able to run up walls and ceilings a la AvP to something more reasonable and much less xenomorph esq.

    If BHVR can pull it off and make the alien more than just a killer skin, then congrats to them but my enthusiasm is reserved at the moment.

    Yeah my expectations are kind of tame, it's just what I want lol. I'd be happy with a built in insidious and the ability to hang on the side of tiles or structures. Even if you can't move and it's set areas.

  • @Chaotic_Wretch said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3500761#Comment_3500761

    I'm actually hoping it involves the acid blood that Xenos have. Maybe a second part of the power would have the Xeno run on all fours with limited turning similar to Oni or Billy dash but with a Victor-like lunge involved as well. I kinda hate guessing at it because it just sets me up for disappointment when it comes out nothing like that, but it would he cool.

    Yeah it's hard to speculate. It could go so many directions. I'm also a big fan of the movies so I hope it's cool. Back when I was in high school we spent nearly every networking class connecting together to play AvP. Until someone learned what winpop was and got us all banned from connecting the rest of the year :( .That was a long time ago lol.

  • I don't know if it's possible but I'd love to see the wall climbing like in the old AvP games. It wouldn't be great outdoors but indoor maps would be amazing.

  • If it's a strong tile that doesn't have much counterplay your best bet is, probably, to either leave the chase, or if it is a pallet, just chase them around it until they have to drop it and get rid of it.

    Ideally, just find a weaker runner. Try to force them to some of these areas because they will probably use the pallets quicker. This will make it less strong for chasing the first person later.

    When using twins you can also use Charlotte to stand in the way of some openings and then use victor for the hits.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3497729#Comment_3497729

    I think on this forum people forget a great deal of players don’t have the knowledge many here do. I’ve often be with players that try to kobe, and while I don’t know for certain I get the impression they are actually trying to 4% and it’s not them just giving up.

    While I personally have no problem with letting go on hook there are a couple things that might help if you wonder on whether they are 4%ing or not.

    1. They have more than 3 tries, means they are using perks to aid the 4%.

    2. Often times they'll try twice if someone is nearby and then stop if it didn't work. I do this just to see if I can get it because I know I'll be saved before I reach 2nd stage anyway.

    3. Some people just don't know not to do it if they are new.

  • I think they should remove being able to see the survivors you are going against as well as any prestige level. Instead they can just show the item a survivor is bringing, in the spot the survivor is normally standing. Maybe have just a random survivor silhouette behind the item for looks.

    This will still give the killer the ability to prepare for the items they are going against. While they may be able to still dodge over four toolboxes they won't have any other information for dodge purposes.

  • @KayTwoAyy said:

    I don't know what I expected when I opened this discussion, but this was not it...

    Also, anyone else here think Eternal would've won in under 10min if they rematched?

    Was pretty obvious to me that the majority of their issue was inexperience against Skull Merchant. They made some pretty strange blunders early game which made their late game unnecessarily difficult. I'd imagine they'd have learned from their mistakes in game one, and made game two look like a cake walk.

    I was wondering about this myself. If I remember they even talked at the end about not facing her enough to have an experienced strategy. Though I also wondered how it might go on an indoor map or area where they didn't have constant eyes on the killer.

  • @pseudechis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3490238#Comment_3490238

    Yeah the goal is to 99 other gens while half the team works on breaking the first three gens.

    kinda like AFK pig. You break the 3 gen you pop the other in rapid succession. If the killer isn’t running ruin you’re home free. It’d be fkn hard but not impossible. You do it till it’s patched out or you die trying.

    SM needs changes I’m not saying she doesn’t but people are reading to much into this one game purely because they overestimate the capability of the survivor team.

    Half the team isn't going to make any progress on the 3 gens. It took all 4 of them splitting pressure in the end. 99ing the other gens is just going to take the same amount of time at that point. Only now after breaking the 3 gen they'll still have to go pop the others instead of heading straight for the gates.

    It would have been worse with half the team as well when it comes to taking hits. In this game they were body blocking for one another to prevent hooks and deaths.That couldn't happen if only 2 or 3 of them were on the 3 gens.

    It'd be different if the killer was actively hooking/killing everyone but that isn't the case here.

  • @HamsterEnjoyer said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3490247#Comment_3490247

    You're intentionally leaving out HUGE chunks of what I said to make your point more appealing.

    A. I said "these people" as in the ones complaining about Skull Merchant 3 gens. I've seen not one thread by any of them in the time I've been here complaining about how old COH created hour long games solely because killers couldn't leave the gens to chase 1 person nor could they go snuff the totem

    B. Thats a perk not a whole character. I spent $12 on SM not leverage, game afoot, and thwack. Idc about perk balance because everybody can use perks on anyone.

    Could you link some games showing coh causing 50 minute games? Not being rude but am genuinely curious because this is not an issue I ever saw with CoH. I do think it needed nerfed but not because of long matches.

  • @pseudechis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3490124#Comment_3490124

    It's pretty obvious when any killer starts staking out a 3 gen and typically if you break it early you don't get into this dead space where the only thing the killer has to do is patrol those 3 gens.

    If this team was as skilled as everyone is saying then they should have been running circles around that killer while pinging away those gens at game start. That 20 mins of 3 gen play would have been at game start and then it would have just snowballed from there as SM lost their one advantage.

    Because lets face it she is pretty lackluster killer outside of the one strategy.

    Yeah SM needs some reworks to make such a tactic less of a drag, but that's well known already.

    If you complete all the other gens and then spend 30 mins trying to break the 3 gen you've played into the strategy and are in for a long game.

    My friends and I have done it plenty of times does that mean we are better than "the best players in the world" no but you'd expect players labelled with moniker to not get caught so easily by a really obvious tactic for 50 mins that can be broken in the first 20 with a lil coordination that they are more than capable of.

    "but the fact the couldn't for 50 mins means it OP" sure but everyone knew the SM 3 gen is a lil busted already. I'd say it took 50 mins because they didn't play it very well.

    If they're running the same 3 gen in the beginning as what they are in the end then it's going to be defended just the same. They aren't going to chase or leave the area more often just because the other gens aren't done yet. It's going to be the same thing, drop drones, kick 3 gens, hit the survivors close enough, and only go for downs if they can spare the time. Then return straight back to the 3 gens.

    Only now there's the possibility that when the 3 gen is finally broken, the killer just moves to another 3 gen area. Completely running the timer out.

    Given a second game it may have gone completely different, the team seems to have developed a strategy over the first game that worked. On the other hand, the killer may have chosen a different map to be more sneaky and/or swap out a perk or something that may have tilted it their way. I'm not really sure why they chose an outdoor map where they could be seen between gens but I don't play the build either so it may be something I don't know.

  • I don't own any of the RE chapters, so I can't say on how he is to play, but I like playing against Wesker. He seems like a good middle ground. Good chase and anti loop potential but still capable of being mind gamed or countered. His anti loop doesn't feel as bad to me as some other killers. Instead of forcing me to hold "W" and run away, I always feel like I have the option to stay and try to play it out as well. Sometimes his grabs seem a little far fetched but for all I know on there screen it might look perfectly fine.

  • @rvzrvzrvz said:

    @pseudechis I am like him I consider myself good at survivor, I have some good chases, I stick to gens, I play meta builds.. I play to win I SHOULD be able to escape more

    2-3 years ago solo queue felt a lot more fair, good killers had very high winrates back then even with old broken dead hard and survivors gaining more distance after being hit , solo Q was already weak and they made it worse it's not rocket science

    I think it felt fair back then because the game was more balanced for a 1v1 play style. There were so many resources on the map, combined with survivors being stronger than they are now, that 2 people could often win games. For tunneling/camping killers it was a great time for countering that. But for most other killers it was kind of miserable unless you were playing nurse or pre nerf hillbilly.

    I believe all the changes were good balance wise. It's just that now you have to rely on all of your teammates to be doing something. That is why solo queue feels worse I believe. Adding onto that though, they also added on the tomes which itself means you will probably have teammates not trying to win. Due to the reduced number of resources, plus removal of things like the pallet vacuum (which needed to go), you actually have to be a team now in order to win, usually.

    That being said, a group of 2 good survivors can still do well against a killer that isn't as experienced and vice versa. That's just the nature of getting better at the game. The gen kick meta also didn't help anything, it brought forth a whole new generation of players that aren't really good at chasing which is why I think tunneling/camping seems to prevail.

  • For me it's the input latency from higher refresh rate that makes the biggest difference. On nurse and huntress it's worlds apart. Even though I leave the game at 60fps, because my desktop refresh rate is set to 120 I get the input latency similar to 120. I'm not sure why that is. I play with a controller as well and the auto aim thing happens on PC too.

    Skill checks are another huge thing. There's no adjusting for delay when hitting the skill check like I had to do on Xbox.

  • I'd like to see them try a weekend of survivors being able to see what killer they are playing against while in the lobby. It'll lead to lobby dodging I'm sure but I'd like to see the stats afterward on whether or not the amount of dcs drops.

    I don't mind the penalties as they are now. They're just long enough to let me know I should probably quit for the night

  • @Nebula said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3487987#Comment_3487987

    Eh I don’t know, I think tunneling definitely affects newer survivors in a more harmful way than it affects newer killers in a good way. What is a new survivor supposed to do if they get tunneled off hook? It’s a terrible introduction to a game.

    Oh I agree and it sucks whether new or an old player. But it's not going to be any better for a new killer if they can never find anyone because they have no tracking perks or don't really know where to look for survivors at. Going back to the hook may often feel like the only option.

    I do believe though that some of this could be helped with maybe a more thorough training guide. The one now does teach the basics but it could have maybe a beginner, intermediate and advanced training mode. Each one giving more blood points or shards maybe. Especially with how progressed they've made the ai bots it doesn't seem too farfetched.

  • It may be because it would affect a lot of newer players too much. People who don't really know how to perform well in a chase, mind game, etc... It's easy to forget that not every newer player wants to watch how to guides and things so the learning process may be longer for them.

  • @CatnipLove said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3487510#Comment_3487510

    I dream of the day I spawn on top of a hex totem. That's not meant to sound dirty, I just can't find totems most of the time.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3487528#Comment_3487528

    I haven't booped a snoot in like 3 weeks now. Just seeing your avatar is enough to make me nostalgic. #BringBackPigMains

    The last time I spawned on top of one was 2 days ago. I literally turned around and there it was behind a small tree lol. I play devour hope a lot on pig with haunted grounds. Dh always seems to go first. And like others have said, no one ever boops the snoot anymore. I will take them to the totem to break if they do. :(

  • @LobbyDodgerLeonidas said:

    Well they'd have to get off a gen to cleanse a totem. That's asking a lot of solo queue. It's gonna have to be nerfed

    I'm sorry, you must be new to solo queue. So just to clarify, they wouldn't have to get off the gens because at least 2 of them are probably already not on a gen... or a totem... or healing... or opening a chest... or being chased... And so on and so forth... :(

    On a real note i like playing with and against devour hope. It adds a moment of doom when it procs or relief when you cleanse it. And it's always a chance perk really on whether or not someone spawns on top of it.

  • As killer I haven't even noticed it when I'm playing. But I can say that as survivor it's made a huge difference. Not in what it does or is meant to do, but since I've started running it I haven't taken any, I'm assuming latency, hits after fully vaulting a window or pallet and then being downed 10 feet away. For that reason alone I'm happy with it. If they could fix that problem I could care less what they do with the perk itself.

  • @sluc16 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486541#Comment_3486541

    That's what I'm talking about, a full swing pressing the trigger all the way, and killer just finishes the swing before it should

    Ohh I think I know what you're talking about maybe. Sometimes when I swing it'll do the full swing but it's like the auto aim will pull the killer back 2 steps or something. If that's what you mean. I've had that happen a lot not sure what causes it.

  • If your swings aren't lunging make sure to hold the trigger. There is a fast hit and a lunge hit. It's not just a console thing, I play with controller on PC and the auto aim will cause you to swing into things there too. You learn to adjust for it some but sometimes it just goes wonky.

  • If I'm tired of losing every match running all meta perks does seem to stop that. It really does make a difference in solo queue. However I only keep one character setup like that. Every other character I like to have their 3 unique perks equipped plus one of my choosing. That way I can get lots of variety of I want it.

  • @Nomade said:

    Survivors and killers who deliberately throw games to lower their MMR so they can smurf are absolute trash. When you do this you are doing is actively damaging the game by making this harder for players who are less experienced to learn and have fun. The Matchmaking is already incredibly bad, we dont need this kind of garbage making it worse. This is espically true because very often players who do this will make matches long and extremely unfun against killers and survivors who dont have enough skill to actually punish them. You think a killer facecamping you is bad? How about survivors spamming speed vaulting from the other side of the map to produce an extremely loud noise that doesnt stop, taunting the killer and flashlight spamming them over and over. and mind you, a lot of this survivor sided toxicity is done with groups who refuse to do the last gen. I have a friend who had this happen to him and the survivors did this to him for 10 minutes straight. He was new to the game so there was no chance in hell he could actually punish them for doing it. He nearly quit the game because of that one experience when I told him that BHVR lets people act that way.

    BHVR has actually deliberately cultivated an incredibly toxic community because they dont care to actually punish people who behave like this. When you encounter extreme toxicity like that, it actually just makes the game not fun.

    I know many people do intentionally go out of there way to have lower mmr for easier matches but you also have to realize this is a problem with MMR itself and how it works. It's also a problem of no separation between ranked/unranked or competitive/casual gameplay.

    I don't want to be in lower MMR, or be playing against new players, but I don't enjoy playing a certain way either. I go out of my way to purposely not kill anyone unless I've hooked everyone twice. This is often times going to cause me to lose and drop in MMR. The same goes for survivor. If I decide to try to run a meme build or just do things like try for flashlight saves, I'm probably going to lose in the end. And because it doesn't matter if the rest of the team escapes or not I'm going to drop in MMR. Then you become stuck in lower MMR as a solo survivor.

    As faulty as it was, this is why I liked the old ranking system. I could still reach purple to red ranks and while it didn't mean a lot skill wise, it did mean I wouldn't be playing against newer players.

  • @Pulsar said:

    MF I AM TRYING TO SPREAD OUT BUT I HAVE ZERO CONTROL OVER MY TEAMMATES

    I LOVE MENDING BECAUSE MY TEAMMATES ARE BAD

    That's not on the Legion player, it's on my teammates but that doesn't change the reality of Legion matches at all.

    This, I don't mind playing against legion at all, it's the constant mending and healing being done against him.

  • I've been running devour for a while. I figure at worse, someone is wasting time breaking it. At best I get 3 stacks and start snowballing lol.

  • I feel the opposite but I think I'm starting to feel like both sides are unfun. I can play killer for a while and never get bothered really. Three matches in as survivor though and the urge to let go on hook or dc every match sets in, until I just quit playing. What's bad is as much as I want to keep blaming teammates or camping killers, the truth is, they probably don't like the way I'm playing either.

    The options for survivor just aren't what they once were, in my eyes anyway. It's turned into either play to win, or play to have fun knowing you'll probably lose. I don't mind either but the issue is you may get matched up with 2 trying to win and 2 goofing off. I will say that the few times my brother and I play together it feels like a completely different game. Because at least I know one person will be doing something.

    I can enjoy killer for a while but I've gotten to where I find it more dull than anything.

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