MrDrMedicman
MrDrMedicman
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The big draw of basement is that the survivors are stuck near it after unhook. I know I have more time to push other survivors when they unhook basement
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Don't bring back old spine chill, but definitely buff it. Give it a side buff
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@Toaster427 said:
Looking at steamcharts, this game isn't looking too good. 28k average players and dropping, the lowest it's been since 2020...
Players, and your community leaders have been stressing that solo queue needs help, weather it be informational, basekit perks, perk chnahes, or major ganeplay changes, yet BHVR has stuck to thier stubborn ways and not only ignored it, but blamed thier own players for the major unbalance in thier game.
I'm just honestly curious to how long BHVR will continue to ignore and punish thier majority playerbase? Does it have to drop to 20k? 15k? 10k? What's the magic number that starts sounding off the alarms at BHVR so they finally start listening to thier own community and do something about how awful the solo queue experience is?
How would you fix it? What changes do you recommend?
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The wildest part is that this is 100% testable. Take Micheal and a friend into customs. You can run into the exact issue at just the right distance
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3636218#Comment_3636218
And the mechanics have also been explained by the devs themselves.
and im ngl I trust them more
I get my info from the devs. They explain that it changes your inputs. It's the system that stops you on a survivor you hit, this is why, in theory, a downed survivor is right at your feet when you down them
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Fully depends on the team you get. If survivors use the base tools at their disposal, it can be very survivor sided. You only need 1 weak link to bring the whole team down
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The mechanics have been explained very clearly by several people. The game forces your inputs to change. You can test it in customs, and if survivors confuse their inputs enough they can manipulate the system. This forum is full of people complaining about it every few months, because it steals hits
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Stealth went out the window with daylight maps, now everything is super bright all the time
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@LordGlint said:
With MMR being a random mixup, things can be kinda confusing. I'll have games where I go in against really good teams and If you don't start off spreading as much pressure as possible you'll get stomped... but then I'll get games where I'm in that same mindset and I accidently end a game super quick with under 20k BPs for a 4k.
Just played a game as Pig where that exact thing happened. 18602 BPs for a 4k... I guess what I'm getting at... What does one do when they realize it's NOT Seal team 6 they're playing against but rather baby survivors who somehow hit P42? Do I "accidentally" let them wiggle off and then completely lose sight of them in the imaginary grass? I don't want to send the message that I wanna farm but, let's be real... NO ONE had fun this match.
Even my baby survivors tbag at exit gates. So I'm turning towards 24/7 sweat. I stand next to them so they can get off hook and this is how they treat me
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3635701#Comment_3635701
The only way I can see aim dressing robbing a hit is if theres something in the way. As mentioned previously with input buffering, sometimes it can override certain actions. In this case the game would recognize the Survivor is in the hurt zone, but at the very last moment an object gets in the way and makes you hit that instead.
99% of the time its a whiff anyway, and the only way youre getting a hit is if the Survivor vaccuums themselves into an animation and the very tip of the hitbox connects, especially if one side has higher ping than the other.
Everything stated here is something Ive experienced and it makes sense as its just input buffering, how ever whiffing in the open has no excuse other than the user since theres nothing overriding the prompt/action.
I thought it never happened to you? Which is it?
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3635697#Comment_3635697
I had 20fps, and internet where having a ping of 90ms was the best I could get, an I averaged around 150-170ms.
played like that for 2.2k hours. (2245 to be exact, made sure to document that #########)
Cool. The devs admit it's real. Bring up auto aim and they'll quickly correct you. Aim dressing steals hits
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3635593#Comment_3635593
I have yet to experience this for myself in my over 6k hours of playing. When I first started playing I would whiff, and it didnt help when my PC at the time could barely reach 20fps, yet just whiffing out in the open like that has always been my fault due to inexperience.
Even when I played with controller to challenge myself (and I cant use a controller to save my life) I didnt get spun, nor did I whiff like this.
Nowadays if I whiff out in the open, you would be correct to assume I had multiple drinks.
PC player. That explains it. You have great internet and PC advantage. It's mainly a console issue
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It's gotten to the point where I just report everyone and let bhvr sort them out. I got 3 yesterday. Sucks to know they'll just be back
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It should be based off bp gain/gens done instead of kills/escapes. If a killer gets 1 kill, they easily snowball into a 4k more often than not (which is why tunneling is so very enticing). But on the flip side, the killer really didn't do well if the survivors pushed 4/5 gens. This'll keep weaker killers out of high mmr hell and keep carried survivors who did nothing in the weaker brackets
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Calm spirit kills the main draw of ultimate weapon with info, but the rest of it is solid with no counterplay.
No counterplay except just waiting out the timer with plenty of time to dissappear before you make your rounds. It's slowdown, but just annoying more than op
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3635565#Comment_3635565
Thats just you whiffing lol
Several different people have explained it to you, the devs admit it's a system they implemented, every few weeks someone complains that the mechanics behind it steal hits.
At what point does it become real and something to be addressed for you?
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https://youtu.be/Xy7Iuc-_0pA?si=SVvKAOk5nonT6fXs@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3635202#Comment_3635202
See thats input buffering, not aim dressing
Taking advantage of an action being done too early to override/do another action. This is how CJ techs are performed, or how certain Trapper spots are possible
And this is what? It's an old issue, and devs never address it
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The manipulation comes with less than stellar ping (I have mobile wifi, and bad ping), the game registers and dresses the hit on killer side, then gets confused on the survivors actual position. If the survivor is moving, and changing vectors a lot in a very short time, they confuse the system and can force a miss
Manipulation requires the survivors to have every star align, but is very much possible
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https://youtu.be/Ajvf196Omn4?si=_x58tN5b7Fro9kkU@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3635007#Comment_3635007
Unless there's something wrong with your controller I have no idea how thats possible. I guess try turning up your sensitivity?
They call it aim dressing, and it's possible to manipulate
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3634966#Comment_3634966
Sending you off in a random direction is completely on you. I would know, Ive mained killer for 6+ years now. Tried controller out at one pointband I can barely use a controller to save my life and yet I still wasnt being spun.
The trick is to not try to trail the survivors movement, but rather cut them off. If you see they like going for spins as well you just have to short swing
I've played for years too. I know to short press to avoid lunging, but the game decides otherwise and I'm miles away
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3634680#Comment_3634680
Survivors cant "abuse" aim dressing. The game can sometimes recognize youre close to getting a hit but quickly realizes somethings off and refuses it. Even with controller there really isnt an excuse to getting 360'd
They absolutely can. If they confuse their inputs enough they can send you flying off into a random direction
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The game has a system to "make hits cinematic." Really good survivors can abuse the system to make getting even normal hits tough. Add in some classic lag, and survivor hit boxes being just behind center mass of the model, and killers that don't always hit from behind can feel like they can't hit
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@Coz said:
I recently introduced my Brother and his partner to the game. Bigging it up saying how great it was. First match with them and we faced the Executioner who proceeded to wipe the whole team out in about 90 seconds!
be nice to see some kind of mechanic that allows new players an ease into the game.
Iβm hoping he gives it another go but can see why itβs off putting!
Just venting here I guess :)
Was it a pyramid head with no build and a ttv?
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Probably just a low priority because few killers use hex perks to begin with, but it should definitely be pulled till it's fixed. Ofc it's probably such a simple fix that it's not worth the time to killswitch it to begin with
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Lower than you're thinking, but not impossible. Solo q lobbies fall apart on altruism every time. You get everyone going for the unhook, or no one going for it. Both give the killer free pressure for no reason.
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3633151#Comment_3633151
It doesnt completely remove killer's ability to hook.
But it doesn't feel good on killer end to put in the work, and have it taken away for free. Zero skill, zero risk on survivor side and killer gets punished for doing their job
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3632991#Comment_3632991
Blinding killer is a counter to what? Blinding is a part of survivors' defending mechanic. Removing an entire mechanic isnt good design.
I would make Lightborne that if success blinding, the survivor will be Exposed for 60sec instead. The ability to blind is still there, but come with a risk.
Hard counter to hooking. Find them in an animation and all the work they put in for the down is deleted
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@Valuetown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3633089#Comment_3633089
Factually just wrong. The only one I'd be willing to give you is no mither + plot twist to counter corrupt intervention, but I wouldn't consider that a hard counter in the same regard as lightborn because you're forcing yourself to play injured the entire match, which is an active detriment to the survivor.
There is no perk that ignores sloppy butcher by getting rid of hemorrhage and mangled without healing. "Just heal through it a little bit faster" is not the same as "ignore both status effects as if they weren't applied to you."
The only other perk I could see applying here is repressed alliance to counter pop; however, it doesn't even do that. Pop has a 40 second use timer, and repressed alliance (apart from having a requirement to activate!), is only 30 seconds, making it completely useless in practice.
But this is all besides the main point that every perk I listed does not get ignored or removed by any perk in the game the same way lightborn ignores flashlights. An equip and forget perk, not a "I have to change my whole playstyle to get one single use of value to counter a meta perk" perk.
No u. Ultimate weapon and friends till the end both have hard perk counters in calm spirit and distortion respectively.
Calm spirit counters some other perks, as well as an entire killer power.
Distortion has way more perks that it counters as well
Both have hard counters that are useful outside of just their counter
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3633116#Comment_3633116
And where i asked base-kit DS? Just make this perk good enough like old DS.
And what is the base issue?
I clicked post too fast. Old ds got nerfed because survivors abused it like there's no tomorrow. It was in everyone's build and they'd play into it. It didn't feel good to get hit with it as killer because it was punishment for playing the game
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3633110#Comment_3633110
And as i said, i am not against buffing killer perks but that's not the solution for tunnelling. Just because i have strong perks, this won't make me to stop tunnelling because it's easy and effective.
Also i disagree with buffing Devour. It's already very strong perk. Hex perks in general, needs buff. That's one i agree with you.
Basekit ds will just lead to the killer slugging you out. Fix the base issue and tunneling goes away, everything else will just feel bad to one side or the other
People forget that tunneling is only this bad now because every single side objective the survivors could do got nerfed into the ground leading to gen rush only. In high mmr, that's the only playstyle and it hurts the killer experience. Killers bring the toxicity right back down
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3633100#Comment_3633100
Killers already have very strong PR + Pop combo. I don't know what they need more? Also Corrupt is still good perk for killers like Trapper, Myers.
I don't know what perks will make killers stop tunnelling? Because even in the strongest anti-gen meta (gen kicking meta) killers never stopped tunnel.
Obviously solution is not buffing killer perks, solution is punishing tunnelling. And for counter slugging part, DS maybe should stop the timer when survivor is on the ground.
I am not saying weak killer perks should not be buffed btw. I am just saying buffing them won't make killers stop tunnelling. So this is not the solution.
Taking options away and constant nerfs lead to the tunnel meta being this bad. All a ds strike basekit or buff is going to do is lead to a slugging meta, and what's after that? You're going to see a lot of killers dissappear because they feel forced into being powerless.
Buff bbq, buff devour hope, heck buff all hex perks so they start getting use. Make it so that killers don't feel the need to tunnel, especially at high mmr. Honestly, the mmr pendulum is the main problem
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@Volcz said:
The thing is, there's no punishment for it.
The 3 seconds is a slap on the wrist and 4-5 seconds won't change that at all. The scratch marks are still there and its almost like you never even lost the chase with them in the first place. It either needs to be a substantial increase like 7+ seconds or there needs to be huge penalties to the killer for tunneling someone whose running DS. Hindered, incap & BP penalties. People tunnel b/c making it a 1v3 as soon as possible helps out a ton. Gotta start giving out actual in-match penalties that make it more difficult to win for killer, not easier.
- 7 second stun minimum. Absolutely no less. 3 seconds is a joke & 5 seconds did very little before as well
- Effects like Hindered, Incap & BP penalties that are severe enough for the killer
- Efffects like Haste, no scratchmarks or blood, no grunts, etc that give the survivor an actual chance of getting away
This is a bandaid fix that will just lead to killers slugging the timer out. The solution is across the board buffs to useless perks on both sides. Make the killer mod choice feel impactful, and to keep it from things getting worse buff useless survivor perks
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@Valuetown said:
Man, I wish I could slap on a perk that could ignore pain res, pop, save the best for last, sloppy butcher, corrupt intervention, surge, dead man's switch, rapid brutality, ultimate weapon, friends 'til the end, plaything, no way out, etc. simply because I didn't want to deal with them.
If killers are allowed to run the most unbearable 4 regression perk builds, tunnel, proxy camp, etc. to their heart's content, I should be able to run my flashlight and be able to use it. This idea of "oh well survivor bully squads" really falls apart when 95% of the time it's the killer who is out here trying to have the most mind numbing game imaginable with slowdown and other builds, then slugging for the 4k.
As soon as you give me a perk that says "the current generator you're working on does not suffer from regression events while you are working on it," I will gladly concede lightborn in its current state. Until then, I see no difference because they are both ignoring a core mechanic of this game.
Some of those do have hard perk counters. That's already in the game. Even sloppy butcher has a "counter." It's not as hard of a counter, but the perk does exist
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Yall forgot that Lightborn was made when instant blinds were still a thing. When killers were, absolutely powerless against a good team.
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@NAERUUU said:
So, Does Hex : Third Seal apply the blindness effect on the following interactibles :
- Wesker / Nemesis boxs
- Pinhead Cube
- Singularity EMPs boxs
- Xenomorph flamethrowers package
- Freddy clocks
- The Pig Boxs
- Onryo TV
- Executionner Cage (with survivors insides)
I think it hides the red aura of survivors in a cage, but I'm not sure it hides the white cage aura itself. It does hide hooks though, and makes maps useless. But it's a hex perk so it's a 50/50 of you getting any value from it
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@sulaiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3632143#Comment_3632143
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3632255#Comment_3632255
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3632258#Comment_3632258
You dont seem to understand. Those people dont use self care at all, they just hide in the corner when injured. Yes, it would be better if they were on gens, but they are not. Healing might be a waste of time, but itsnt it still better than just hidding? Because these people do not what you want them to do, they just hide.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3632372#Comment_3632372
No, it doesnt, at least at my server. A lot of survivors refuse to heal you, because a) they consider healing (others) a waste of time, and/or b) if the killer comes to your gen and one survivor is healthy and one is injured, most go for the injured one.
Thats why bond doesnt help at all.
Don't try to heal in terror radius
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3632512#Comment_3632512
I literally said I don't tunnel.
So not every single person. Just the loud ones.
The vast majority do. I play both sides a lot, killer is my favorite. The survivors do have a point, it is a problem
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@Chaosrider said:
As long as tunneling is possible it doesnt matter what you do unless it creates another way to easily win the game. Tunneling needs to go. entirely. There is no space to discuss this.
Take out tunneling and what's left? Nuke half the game of the only viable strategy in high mmr for them and who do you think will keep playing?
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@Chaosrider said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3632520#Comment_3632520
Nah they could be more effective and it wouldnt change anything about tunneling someone out. I would more like to play with all perks trash and no tunneling instead of all perks god tier and still having tunneling in game. Those things just prevent the game from evolving into a top game.
Tunneling is only a problem because of the skill valley. Close the valley and it goes away, and maybe you'll see fun perks to go against instead of pop, uw, stbfl, and friends every single game
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@crystalkitti said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3632512#Comment_3632512
Because Killers are roped into the idea of 'you have to get as many kills as possible, and if you aren't getting 3-4 kills per game you're failing,' when that should never be the case. You're playing to have fun, not stress out over 'gotta get those kills!'
Once the majority can free themselves from that mindset, things will start to get better. I believe it!
They feel the need because it's 3k or 0k. If survivors can get 4 gens done with no deaths, they almost always get out, unless they 3 genned themselves. Killers snowball into the 3-4k or they get nothing done and feel absolutely powerless
It's this way because mmr launches low skill killers against a bunch of solos, they win a bunch and get yeeted into max mmr lobbies really fast. They feel powerless against people who actually know what to do and don't get to learn the middle ground. They don't get the chance to learn 2k games it's all or nothing
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@Chaosrider said:
What playstyle are locked out? Tunneling, camping and slugging arent playstyles. A playstyle would be hit and run. Theyre just gamebreaking (like circumventing intented gameplay) ways to knockout any skill needed to play this game. First you have to shut down those ways entirely. After that you can take a look at the everything else.
There's over 100 perks and killers only ever use a grand total of about 10. Because the vast majority are trash. Survivors have 100s of perks and you see about 8. Almost all content in the game is untouched because they aren't nearly as effective as just tunneling out the first guy you see.
Shake things up, make devour hope actually scary, make BBQ great again, give killers other "optimal" options
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@crystalkitti said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3632493#Comment_3632493
Running Survivor w/o perks: ok, understandable to do, mainly as a once-in-a-while challenge.
But if you're choosing to run no perks or addons on Killer, and then you're complaining that Killer is 'too hard'.... I mean, I shouldn't have to tell you that that is in no way a fair assessment of Killer, right?
And again: tunneling is not essential. You're just so used to depending on it, you don't want to consider something else, because its outside of your comfort zone. But I assure you, you don't need it to have fun playing the game. (See below paragraph!)
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3632496#Comment_3632496
I've debated this myself, as well. The idea for most Killers that, 'I have to get as many kills as possible! even if it means tunneling, camping, etc.!' is a very, very flawed logic. Your Killer MMR/skill bracket is determined by kills, so by using behaviors or playstyles that you wouldn't use in normal gameplay, you are deceiving the system into thinking your skill with that Killer is higher than it actually is, thus you get better Survivors, harder games, you feel pressured to get kills, and the vicious cycle repeats.
The logic is: if you are playing Killer and keep finding yourself in difficult games, do not try to force any kills. You're only making worse for yourself. Like picking at a wound that's trying to heal. Take a few 'losses', let your MMR drop to where it should be, and you'll be much happier!
I win most games till I slam into high mmr. I started playing this way because I don't want the survivors to feel like they got cheated out of their game (I personally don't tunnel). It's not about wins, it's about having fun. High mmr isn't fun, even when using perks and add-ons (add-ons are trash, I run pyramid head)
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3632493#Comment_3632493
Maybe if you used some info or chase perks, you wouldn't be forced the tunnel?
I don't tunnel. But when EVERY single person playing says "this is what I feel like I need to do," something is wrong. Something needs to change because we're looking at a big chunk of players just not playing anymore
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@OrangeBear said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3632479#Comment_3632479
They aren't the last playstyles, they are the best playstyles, people will always do what's optimal. It's not like the game will ever get to a point where both sides can't win, that's not possible. Also we don't know devs are working on removing tunnelling. They haven't said anything like that recently, people complain about tunnelling all the time.
So let's change that up and make other playstyles feel better. Let's make other playstyles optimal
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@crystalkitti said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3632484#Comment_3632484
Exactly this kind of idea!
I refuse to tunnel when I play as Killer, and I still get decent results. So why do so many people insist 'tunneling is required to get kills!' when that's not the case?
I think it's because these types of players have found themselves in a rut, whether it's the Killer they play, the perks they run, or their playstyle overall. They've gotten stuck doing something that clearly isn't working out properly, and they probably aren't having fun stressing out over it every single game, but it's their 'comfort zone.'
The fact the so many people have just given up when they play Killer and just decided, "I have to tunnel, it's the only way," are hopefully the same people that would be pushed back the most by an anti-tunnel feature/system. It would force them to play differently, and then they can find new ways to play that still allow them to get kills, having fun while also not resorting to toxic behaviors that ruin other people's games.
That's what I'm hopeful for. A fix that can help those kinds of players dig out of the place they've become stuck in, to find better ways to play, where its actually fun for everyone involved. π
It's high vs low mmr. High mmr, tunneling is essential
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3632482#Comment_3632482
I don't know, I don't tunnel, and plenty seems effective.
Seems like a you problem.
I run perkless and without add-ons. They don't do much
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@crystalkitti said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3632423#Comment_3632423
Thank you for sharing your thoughts! And while I still believe power creep should be avoided, it would be nice for a few of these older perks to get some better effects... rip BBQ's bloodpoint bonus. π₯
Another clarification: I'm not asking for base-kit DS, I'm asking for a base-kit anti-tunnel change, like they've done recently with anti-camp and anti-3gen. That way people don't have to burn a perk slot in hopes that they can stop the Killer from tunneling if worse comes to worse.
Maybe we'll see more perks get added in the near future that discourage tunneling, whether for Killer or Survivor. I'm interested to see what the Devs will do!
Anti tunneling changes won't stop tunneling. Killers do it because nothing else feels effective. If you make things feel effective then killers will gravitate away from tunneling
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@OrangeBear said:
It's not about "locking playstyles out" it's about reducing their effectiveness and fixing the frustrations people have with it.
Nerfs are and should be higher priority. Buffs are lower priority because you can avoid the frustration of weak items by simply not using them, you can't choose to not go against things that frustrate you.
So what playstyle is left for killers? Patrolling and kicking gens was a joke before. The reason killers tunnel is because it's the last playstyle that works, and the devs are working on removing it
The reason survivors gen rush is because it's the last playstyle that works. The reason all their perks are the same
Because nothing else feels impactful, both groups are locked into a "this is the only way" mindset, especially at high mmr. The devs are nerfing options out of the game with the upcoming 3gen solution, and survivors are, by the loudest majority, demanding basekit decisive strike to nerf killers even more
Nerfs don't feed fun, they don't feel good. Buffs open options like we should have, especially since it'll shake up the meta instead of making it even worse than it is now
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@crystalkitti said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3631631#Comment_3631631
It should be enforced on both sides. I'm certainly not supporting/endorsing toxic behavior on the Survivors' end. Any Survivor who goes out of their way to try and bully the Killer and make them feel bad should step away from the game and take a moment to consider why they act like that, so that they can fix the issue.
I was simply using a comparison, because this discussion is about DS and the problem of tunneling. Like crouch-spamming and clicking, tunneling is a toxic behavior that shouldn't be encouraged.
I still think the changes should be made base-kit, and not to DS itself. What do you think they could do to deter/stop tunnelers? I'd love to see another new system implemented, like they've been doing lately with the anti-camp and anti-3gen. π€
Buff things that encourage you not to tunnel. BBQ used to reward people who didn't tunnel, and now it's almost entirely useless. Devour hope, pain res, and monstrous shrine ALL encourage playstyles outside of tunneling, and are all almost entirely useless. Buff these things that reward the "proper" playstyle and stop with the abuseable basekit ds
(Ds should be buffed to, add a charge for every hook, still disabled in endgame and on conspicuous action)
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@crystalkitti said:
If everything gets buffs, you get power creep. That can destroy a game, destroy the fun it provides, and throw everything disastrously out of balance.
There's a reason nerfs happen. It sucks to have it happen to things you like or use, but the Devs usually have a reason for changes. Without nerfs the game would be a mess.
Maybe look at nerfs as an excuse to try something new? especially if it is something you use regularly. Mix things up and see if you can find something new that you enjoy! π
We already have power creep. This is to get the old, power crept perks back in use
Everything got nerfed into the ground, which is why everyone uses the same perks every match.
Nerfs don't work. Nerfs have created the current meta of tunneling/slugging for killers and second chance/speed for survivors. And now the devs are talking about nerfing even more playstyles without compensating and adding options