Mr_K
Mr_K
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The losing collision is the most likely. How long it last I'm sure the community will debate weeks for.
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Lets say you get a 5 minute penalty.
The next match you have to wait out that 5 minutes before pressing ready. After the next match assuming you didn't DC, there won't be a 5 minute timer. But if you DC the next match you now have 2 points and a 10 minute timer before the fourth match.
If you don't DC for the next 20 matches your penalty counter is reduced to zero. If you DC again it will start at 5 minutes.
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@RaSavage42 said:
That would be difficult to code…
Given this is bhvr the emp might slipstream everyone in range instead.
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@Nicholas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3949510#Comment_3949510
Survivors are already getting struck at impossible distances and sometimes with delays. There's a lot to adjust. With or without VPNs, it is extremely easy to induce the right amount of lag to gain a perpetual advantage in the Trial. This is due to hits being handled on The Killer's client. Move the game to full server authority, so all hits and interactions are managed by a neutral party: the server.
What you are bring forward is what can be considered as edge cases. You cannot expect perfect sync between players over vast distances. Even two players in the same neighborhood won't experience it.
Many PvP shooters are great examples of this. You get "shot" but were clearly behind a wall. Well you weren't behind the wall to the other player. The servers job is to validate that hit took place given the infomation at that time based on latency. If it didn't work this way then every killer would have to swing where the survivor should be in 100ms. Survivors would need to be making adjustments based on where the killer could be.
Until we are able to open wormholes between our PC, it's going to look off to someone.
https://youtu.be/6EwaW2iz4iA?si=_GWlQqCMi0AI6___ -
@Nomade said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3949503#Comment_3949503
Why are yall still calling it problematic after all this time? You get tunneled because your the weakest player on the team. Its a natural part of the way the game is played. What you want killers to chase the strongest survivors and ignore the weaker ones, wasting more time and giving the survivors even more of a leg up?
Getting tunneled in like over 90% of cases is a skill issue that is being blamed on the killer because heaven forbid people actually take some responsibility.While you're taking an absolutist approach out of jest, survivor is not the 1 in the 1v4. It is how the team responds that is key. Tunneling is not a 1st hook problem. In order to tunnel effectively you also need to camp or stay near the hook. These actions should stand out to other survivors how to approach the save.
Now lets switch the blame a bit. What if right after the killer hooks a survivor an overzealous flashlight memeing survivor decides to loop the killer around the hook area. Is it the responsibility of the killer to abandon the chase to remove themselves from the hook area? How about if another survivor unhooks in their face and the fresh unhook blocks the path to chase them? Is the killer free to down that survivor again even though it could be consider tunneling?
This is to assume that "tunneling" is bad. Sometimes getting one out with two gens remaining is needed when faced with two survivors and one is death hook.
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@Nicholas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3949466#Comment_3949466
Validation is a joke - easily circumventable; it's better than P2P, but still insufficient and inherently unfair. The name of the system is 'Favor The Killer', and that says it all.
Look, in the terms of normal game play there's not much room to adjust. You can't have the killer swinging at ghost and you can't have survivors getting injured out of nowhere. The main complaints on hit validation come from vaulting which stems from not realizing that a window is not a wall.
If you want to talk about cheaters, then there are plenty that BHVR can do but don't do on the server side that we can discus.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3949444#Comment_3949444
No, I am saying they don't have equivalent strategies.
That is why I personally don't think it would by hypocritical to, in the current state of the game, address problematic strategies in the killer side without discussing survivors.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3949458#Comment_3949458
To be fair, the MMR / SBMM system has been so flawed since it was added to the game that it barely even matters what the system is or isn't tracking.
Problematic strategies can mean anything that's effective. Anything outside chasing one survivor for two hits and hook could be viewed as problematic if it gives the slightest advantage to the killer.
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@Nicholas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3949434#Comment_3949434
Little changed even with dedicated servers. Hits are still handled on The Killer's end, and there's 'Favor The Killer.' We have Server-Side Hit Validation, which kicks in at a very high ping (a massive advantage to killers), but not Server-Side Hit Authority, which is what most assume we have. This is why killers love to induce the right amount of lag - enough to trigger the advantages but below the threshold for validation to kick in. If the game were to adopt Server-Side Authority, we would have a fairer, more neutral authority on hits and interactions (the server), and it would eliminate 90% of cheats. That's also how cheats work so easily, are inexpensive to buy and implement, and challenging to enforce, because hits are handled on The Killer's client. There's a source selling mods for cheap, that are easy to install and nearly guarantee no ban. I won't provide the source to avoid spreading cheats, but it's easily accessible for PC players.
Dbd Extended Aura reading mod $8
Provides an aura reading mod on survivors even those with Aura shielding perks or add-ons liked distortion or Boone Shadow step. This works within a 45 M range of any Survivor in any state however, because there is no perk that provides this information and there are survivors who run Aura suppression perks, it would be wise to exercise caution with very specific and deliberate movement towards the Survivor. We recommend Killers patrolling the area and checking other lockers before zeroing in, to give them the impression and illusion that you don't know where they are and that it was mere coincidence, you happened to stumble upon them. To further the deception, it's best practice to patrol the area and then intentionally leave the area, acting as if you're unaware of their presence. As with all of our other mod purchase and use this mod at your own risk.
Like you stated, there is server side validation. Not only for your hits but also your position. Thus rubberbanding and blood splater without injury. You cannot compair that with P2P when the killer had 0 latency and survivors lagged out.
The right amount of latency as you discrbe it, would be using other tools outside a VPN.
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Could you provide the industry standard that requires voice chat?
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3949353#Comment_3949353
I wouldn't call it hypocrisy because DBD is asymmetrical. The killer role and the survivor role are different, they approach the game in different ways with different strategies.
And, in the current DBD, survivors simply do not have an equivalent to tunneling, it doesn't exist. A survivor strategy that was generally frowned upon was gen-rushing, and by that I mean the pre-nerf toolboxes version of gen-rushing, which is no longer possible to do in the exact same way.
are you saying both sides must have equivalent strategies even though you stated both roles are different?
If there must be then wouldn't focusing on one gen be similar? Actualy no, because being on three gens is more efficient. If a killer tunnels one survivor and three gens pop, which side is in debt?
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@DevLinky said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3949424#Comment_3949424
It's not about knowing the personal IP.… It's about knowing USED IPs. Just like I said about 2 times in this thread.
Please, read before commenting.If they always connect using a VPN then what do you do? What if they are a foreign student traveling between two counties? Do you want BHVR to track and log every bit of their player's location? That could become an issue for some countries with privacy laws.
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@Nicholas said:
It wouldn't be an issue if devs stop rewarding people for having laggy connections. That's the real issue. No one would care if it were fair. The reason people induce the conditions for high latency is so they get a permanent advantage in the match.
I personally don't know how having high latency is an advantage. Back before dedicated servers yeah. When I play with higher latency I have rubberband issues and my hits don't register.
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Skins for what killer? All I can see for Wednesday is to a survivor model.
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@DevLinky said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3949408#Comment_3949408
That is why we should monitor used IPs and their location, not just latency.
If you're in London and using a VPN based in London just to avoid your IP leaking, I see no problem. But VPNing from London to L.A.? Different.You're missing the point of a VPN. With a VPN you won't know the persons real IP to determine that.
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@SpringMyTrap said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3949377#Comment_3949377
you are describing current dbd. dbd where matchmaking doesnt work to eliminate skill gaps properly. where boosted players are a default state of things. where the game is attempted to be balanced around an idea that survivors are bad and killers arent.
see, here's where this stops working when we eliminate the "major skill gap" factor.
survivors can be already at the hook stealthing. if I dont proxy camp, I get instapull and they double the gen where I just left. Or spread around on other gens.
survivors can have healing perks so they dont spend time resetting under hook and giving me pressure. That is a massive issue in itself btw, we are somehow trying to have the game balanced around no tunnelling but then we have obscene amount of ways to eliminate all other kinds of pressure killer can hope to get.
then I have to FIND another survivor, spend time walking there and win another full chase while by the time I even get to that point on most killers two supposedly pressured survivors are already back on gens. Or I can just proxy hook, especially if it's near a nearly done gen and wait for the pull to trade / tunnel and not risk losing gen while im busy chasing people on gens I am not keeping anyway.
and that assuming I do it without missing a beat, consistently find a survivor, consistently win a chase and do it fast enough to keep up. Every time. Anytime I fail, boop, game over, you lost, git gut. It takes disproportionate amount of effort and consistency to do compared to just doing gens and playing chases whenever killer finds you.
Yeah, I would guess on someone like blight I could do that, but I think you dont want to make a case that only blight-like S tiers should be viable. Right now I can still play blight and get easy wins but I can also play way worse killers and stand a chance against survivors of my skill level because I have leverages like tunnelling or other macro pressure strategies to snowball the match off their mistakes.
and there are many such cases. "just playing for chases" is not viable to win games on equal skill level. that is the whole premise you dont consider. macro pressure and snowballing is essential to the game and tunnelling is part of it.
the fact that it takes disproportionate amount of skill to counter is a wild statement. it doesnt. you counter tunnelling by either bringing perks that autopilot it for you and/or by not instapulling and staying where killer can easily find you. That is what I was talking about as well when I talked about boosted survivors.
It doesnt take much thought to tunnel and it doesnt take much thought to counter it either. You dont insta unhook and trade in last 10 seconds and use all that time survivor spends on hook to do gens.
If you constantly get into matches where killers are good enough to tunnel through all the mechanics devs added and you or your team are unable to implement these strategies that require basic common sense, maybe you should ask yourself if you or your teammates actually belong in that lobby or if you actually deserve to win.
so yeah, as I said, I dont mind anti tunnelling and other anti mechanics. If we werent changing matchmaking to get rid of the skill difference in lobbies. Sooo yeah. Pick one.
No, what Jester said applies even when SBMM was stricter and everyone complained about constant sweat.
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@Memesis said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3949385#Comment_3949385
Just because this issue exists does not mean VPN abusers don't
I'm saying latency is not a 100% indicator. The match making system could be at fault as in my example. People think just because they have players with high latency is because they are using a VPN.
Also on VPN in general. Not all uses of VPNs are malicious. Most popular streamers use a VPN to prevent cyber stalkers. They just connect to the local region where the latency is still low.
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Phatom stuns are basically a feature at this point.
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I mean, he's not in good shape at least. How he still moves is a bit of a miracle.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3949380#Comment_3949380
While that's definitely true (and probably most relevant to what it seems OP meant), I think there's also situations where encouraging people to stick it out is potentially appropriate.
For instance, if you got some extra BP for being camped (defined as the bar filling up past say 25%), whether you'd agree or disagree with that specific situation, I think it's fair to say that is sticking out a difficult match above the baseline expectation.
Same with, say, someone DCing early. That's a more difficult match, in a very annoying way, and encouraging people to stick it out with an extra reward is at least worth discussion.
I'm not sure where I'd fall on that myself, for the record, but I see where the conversation could be had.
As survivor is a team based role, a few BP per objective to all survivors could be acceptable.
The only issue I see are the Claudettes hiding all match and getting rewarded.
DC penalty is another one I can see for all remaining but it shouldn't count with abandon or with SWFs.
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I wish they didn't use the mouth breather for the survivor.
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High latency is not a sign of using a VPN. Sometimes the match making throws you into a far away server because matches are not available in your lical region.
For instance, I should mainly connect to US-East but there are times the game connects me to US -West where my ping is above 150ms. Outside the US available servers are farther apart so you will have clients whose pings are high by default.
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If the SBMM system worked then the match should be tough. It shouldn't be a cake walk for either side. If you are asking to be rewarded for not giving up then the answer is no. To reward for that is to imply we accept players giving up as normal and those that continue on as exceptional. No, continuing on even when losing is baseline expectation. You are rewarded for overcoming hardship not enduring it.
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@CrypticGirl said:
Yeah, this is something Killers don't want to understand or accept. The devs are going for the 60% kill rate, not 100%.
If we are currently at 60% and tunneling has always been a thing. Then either 40% of the player base doesn't tunnel and only gets 0-1k or tunneling isn't as omnipotent as some make it out to be.
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We already have sacrificial wards
A limited resourse where if not needed will still burn instead of being refunded. I don't think that's a solution if you don't like the way map offerings were handled before.
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Teaming is against the rules as it stems from a killer and survivor teaming up to kill the other three. This was mostly a pre-dedicated server issue than a current issue.
Farming, which this is, is a gray area. As long as everyone consents its okayish. If you force a survivor to farm, ie they point at a hook/ afk near a hook and you don't kill them, then it becomes "like" holding them hostage. But to hold someone hostage the game cannot progress which it can by them doing gens, so....
Now, how many get punished for farming? So far I haven't heard of any. Just keep in mind it's a gray area.
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Each web is generated independently. Notice the long pause between levels. The bulk purchase and what you get is most likely a predetermined average of rarities based upon the levels transverse. Think of the rarity as buckets. The amount of webs you skipped determine the size of the buckets. Then another process fills those buckets with perks, addons, and offerings based on probability.
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Tunneling is not a guarantee. The argument is it's the most viable. Whether or not that's true is debatable.
Against really good survivors, getting one out fast increases the odds of winning. But really good surivors will waste a lot of yoir time while teammates pop gens.
Disrupting the the survivors flow by injuring and slugging may be the better option than focusing on one survivor in a group.
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It was suggested long ago to make more offerings hidden to obfuscate what was being offered. For example mori offerings. If a killer offered a mori, even with it hidden, survivors knew what was being offered. They wouldn't know which mori but enough to know the killer had one.
For the survivor side, shroud offerings told the killer exactly where the survivors spawned. If you ever burn a shroud you would notice you eill spawn with everyone else at the exact opposite corner the killer spawned.
There were two suggestions fo make hidden offerings more secret. One, remove the offering from being shown and two make more offering secret. Both ideas were rejected by the Devs with the typical Dev response. It only took half a decade to get one of suggestions in the game.
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If all survivors are bots its a draw. That means if you want to "win" in bhvr's system you have to heard those bot to hooks like a custom game.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3948275#Comment_3948275
I mean, pairing it with other Perks should not be a discussion, since those other Perks (in this case Resilience) give value on their own, with or without Deja Vu.
I think Visionary is way worse than Deja Vu, Illumination should not even be named in the same comparison, since this is giga-bad, since you spend 14 seconds for information you get from Deja Vu or Visionary without any time investment. However, Deja Vu is better than Visionary since it is permanent and shows the closest three Gens and not the nearest 3 Gens (and the cooldown of Visionary of course…). The only reason why Visionary could be better is the new spawn rules, because you want to spread out and if the 3-Gen is where you spawned, you will have less useful information with Deja Vu. But this is a really niche case.
And well, why I am saying that the Speed Increase is not really that relevant - it was at 5% before and nobody used it. It went to 6% and was permanent in 7.0.0… And honestly, what is more likely for the increase of popularity? That it got permanent or an increase of 1% Repair Speed? I think the answer should be obvious.
Yep,
Some steamer said it was OP. Like every meta.
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@Xernoton said:
Killers will stop tunneling the moment they are replaced by bots. Until then, there will always be killers that try to tunnel. Even if survivors got a base kit DS with infinite duration and 3 minutes stun time some Killers would still tunnel.
I'd probably do it just for the added challenge at that point.
funny enough, there was an issue with bots tunneling in 2v8 that the Devs patched.
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People go nuts whenever they see the same killer over and over. Happens every chapter where the killer is popular.
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@I_Cant_Loop said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3947279#Comment_3947279
lol stating obvious facts gets downvoted. The whole downvoting thing is just a complete joke. It’s turned this forum into a Reddit-style cesspool. How the mods thought this was a good idea is beyond my comprehension.
completely
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Crazy how some openly admit to ruining matches over petty reasons.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3947885#Comment_3947885
This is barely relevant. You can remove the 6% right now and the Perk would be almost used as much as before. 6% saves barely anything. I guess if anything it is a dopamine boost because the Bar is yellow.
The big strenght of Deja Vu is simply that you can see Generators and have it easier to find them.
We all know the real reason its used.
Need to prevent that 3 gen but those darn Devs keep hiding them.
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Been warning about Deja Vu for years but nobody listen.
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@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3947428#Comment_3947428
The difference is I want a working system while others don't want it at all.What they are trying is basically undoable.
If you design a mechanic into a game, but only want it used in a certain way, policing it via some sort of auto detection will almost inevitably cause problems. You can do extreme examples like 'blocking a survivor in a corner' because those are rare enough that a human can review the footage, but an auto detect system will either be too sensitive and pick up false positives or too loose that it can be easily avoided.
The way to deal with it is just to disallow the behavior you don't want. No self unhook attempts for the first five minutes of the game would have been a simple solution and then they could have worked on some type of extreme hiding scenario.
No, it's doable. It may take more than one match to detect it though. If you keep track of how many times someone if flagged with the system the higher the probability they are doing it on purpose.
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Is someone going to every thread down voting everyone? 😂 I think you exposed someones favorite bug @Iron_Cutlass.
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@IrisLP said:
It's funny how it makes sense in my head that a killer's winrate should be around 50% because that's precisely the idea of game balance (you win some, you lose others). But this game is so easy for killers that tunneling and camping give you the upper hand, meaning it significantly increases your winrate. That means the user, far from dominating a killer, simply means your basic strategy allows you to win every match.
It would be interesting to see real statistics from people who have mastered a killer, users who don't need to camp and tunnel to win. But this game has so many factors and variants that it's impossible (a useless MMR that matches you with anyone and not necessarily someone of your skill level; get matched against SWF or soloQ; until recently, map offerings that benefited one side or the other; the ability to camp and tunnel because anti-camping is useless; extremely competitive users who play their tournaments in every match and only seek to win, not make the game experience entertaining for the rest of the users; and even abusive mechanics supported by the game system itself).
It's curious how you show that, without camping and tunneling, the killer can have a balance; but since tunneling and camping (among other things) are part of DBD, win rates skyrocket without needing to master the power of a killer.
BTW, my win rate is 54%. I don't camp or tunnel either because I believe everyone has the right to enjoy the match. And sometimes I "win" and other times I "lose" (depending on how each person considers winning or losing).
TBH, I wouldn't be surprised if this is part of the sellout. People who buy a killer want their money's worth, and this translates to: "I paid for this, I'm not winning games, and that bothers me because I already paid for it and should be winning with it". People no longer want or care about mastering a killer. Unfortunately, there's just consumerism (how many people buy DLC to complete achievements or obtain perks and never touch the character again?).
I sincerely doubt this will change; win rates will remain high for those who camp and tunnel. It's already been proven that the "anti" mechanics they introduce are useless, and it would make sense for them to fail for monetary reasons.
The game will always need more killers than survivors just because of the sheer number of players... so the game will always look for them to have the best experience and tools to win despite their lack of dominance of the character's power.
In an even 4v4 it would be. But this is an asynchronous pvp, one of the first of its genre. The 1 has to be equal to the 4. When the 4 becomes 3 the 1 has a larger advantage. That's why killers want to get a 3v1 fast while survivors want even hook states.
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@TragicSolitude said:
I just played a match as killer. Memeing on the new map. No intention of killing anyone. I hooked one person at four gens left. Then I went off to the other side of the map and put the controller down to do something else, as my meme was over.
I came back, she was still on the hook as they popped the last gen, and then they opened the exit gates as she died. Three people did nothing but sit on gens and then left.
What the actual hell is going on. Thank god BHVR removed 4%ing, otherwise she might've had a chance to get herself off when her teammates literally left her to sit on the hook for over two minutes and die.
I don't get it. I just don't get it. Solo queue really is the most miserable video game experience ever concocted by humans.
Actually, it's your fault for not chasing survivors off gens to go save her. /s
A charitable reading is they thought the survivor was being camped as you weren't showing up to chase them. But a realistic reading is this is the state of solo q.
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Camping, tunneling, or insert killer name here? Doesn't matter. The culture of leaving because you don't like something has taken root in this community. You can be the fair nice killer and still get survivors that give up after the first down.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3947383#Comment_3947383
So are we now in the supporting bans for being bad era of DBD?
Nope, clearly it's not acceptable. The system may have been put in too soon and needs adjustment. Timing was bad as well. An update like this is better placed with mid-chapter patches.
The difference is I want a working system while others don't want it at all.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3947367#Comment_3947367
How can it possibly be selfish of me?
I just don't remember, that's all.
Wasn't call you selfish.
...
Unless we are talking about Freddy.
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I'm told these are new survivors. They certainly do new survivor things. Camp pallets, repair generators while injured near a killer, and think they can blind a moving killer.
While I know the post is about the penalty system but he says at the end, that was the most boring game he ever played. Well, it's his fault. After being unhooked the killer went after the other survivor instead of him. What every survivor wants, yeah? But when he sees he wasn't being chase jumps on a nearby gen injured and wonders why he's going back on a hook? Really?
Instead of going for the unhooks the other twitchy is sightseeing or something?
Hope you all realise the killer did nothing wrong here. The 2nd hook on the streamer was his own fault and his teammates could of been more proactive in saving others from the hook.
I suspect the penalty is from missing those skillchecks and getting down right after being unhooked. A flaw in the system but at least we can see why.
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40s in and he already fits in.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3947313#Comment_3947313
Blight also started the Ruin + Undying meta, but I don't recall if it caused a lot of DCs and hook suicides.
It was terrible though.
Was terrible on the survivor end for sure. But in saying DCs weren't as bad back then really shows how selfish the community has become.
Legion is when the playerbase saw that disconnects drove bhvr to make brash changes. So until it doesn't work or you punish the act, it will continue to happen.
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@MarbleThrone said:
It's not anti-camp. It's anti-facecamp. The feature is there to specifically combat this:
https://us.v-cdn.net/6030815/uploads/TI7YILU3DKCP/ipp1tnsght491.png
Not to eliminate (proxy) camping entirely.
And you don't see this anymore. Must of went far enough.
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@UndeddJester said:
The AFC - I disagree.
The Anti Face Camp system does exactly what it is supposed to, which is punish killers for hovering directly under the hook and preventing trades and giving appropriate windows to allow intelligent and skillful play on the survivor side. By having the AFC as it is, it gives survivors the space they need to make use of their perks such as Reassurance, Desperate Measures, and other stealth/exhaustion perks to coordinate for the save, or even just solo sneak/run up to the hook to trade. It takes reasonable timing, skill and knowledge to do so, but the window is definitely there, which is wasn't before.
This is compounded by the fact a set of survivors who correctly identify a camping killer and continue to pressure gens while the killer exerts no pressure waiting out the hook timer, only to lose the unhooked player on a trafe, is on a fast track to losing, and its entirely on the survivor team to make the mistake of giving the camp value. An unhook isn't meant to be free, the survivor team should at least have some awareness in the trial.
Anti Tunneling - I disagree for the most part.
Basekit Borrowed Time does enough to reach a loop, or give time to body block the killer, especially if you have Sprint Burst or Lithe. It again requires skill to overcome effectively, but the window is provided... and if you want an anti-tunnel perk that works in end game, Borrowed Time is underrated as you can use the unhooked player to.body block for the unhooker.
Your real problem with tunneling comes from the killers with the map mobility to pressure gens, but still return to hook quickly. The killers with this type of mobility and lethality are always extremely strong at tunneling, and to face them you'd need to make survivor anti-tunnel perks frankly ridiculous to even have a reasonable chance.
Meanwhile, there are plenty of killers that fall very much foul of survivor anti tunnel perks and have no meaningful answer, and they can struggle to maintain pressure with them in the game, even if they aremt tunneling. Just yesterday in fact as Ghost Face, I got body blocked in the doorways of Badham by a Nancy with Dead Hard and Decisive Strike who denied my hook, which I very much needed to maintain pressure, and forced me drop the Claudette. The subsequent DS that I had to eat to remove it as an option cost me all pressure I had accumulated and effectively put me into a time deficit I couldn't recoup and lost me the game on the spot.
Abandon - Disagree. 2 players slugged is not game over, and survivors should be at least trying to win, not giving up at the slightest inconvenience.
How can anyone ever clutch a game with perks like Unbreakable, Made For This/WGLF, For the People, the aforementioned Decisive Strike or Dead Hard, if survivors bounce the moment the killer even starts amassing pressure?
AFK Crows - Agree, this feature does seem a little overzealous, but it's brand new, and subject to being tweaked, which I have no reason to assume BHVR won't do now it's got a much more of objective set of data in live servers to look at. If nothing is changed I will join you in having stuff to say, but given its not been a week yet, I'm not gonna jump on the finger pinting train just yet.
Go Next Prevention- Agree, it causes false positives which has resulted in it being killswitched. The loss of basekit unhook until 2 players are left, and SoH seems to work fine as changes on their own, I'm not convinced this feature is really needed.
You have to realize that survivor back then believed a killer within view was face camping them.
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Just in case the OP didn't know.
Survivor base speed is 4.0m/s (100%)
Killer base speed is either 4.4m/s (110%) or 4.6m/s (115%)
Killer's carry speed is 3.68m/s (92%). ie slower than survivors. If two survivors got down by a killer without the Agitation perk (4.3m/s) then thats on them. Also, Agitation is a Trapper perk and the speed bonus has stayed the same since 2016.