Mr_K
Mr_K
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- Mr_K
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If it takes them the whole 3 seconds to get in position they already missed the window.
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@Ayodam said:
The killer meta has been and will always be gen slowdown. This is an enduring truth for this game. It is inconsequential what specific perks enable this because the killer meta will always be this strategy: Give me enough time to hunt and sacrifice survivors. The survivor meta is centered around extending survivability (lengthening chase time mostly). This will also always be true: Give me or the other survivors enough time to complete all generators.
It used to be chase base as gen slowdown didn't really exist until Hag with Ruin.
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I rather not give free information.
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Play the same game everyday for 8 years, you would get bored too.
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@okaayletsgoo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3697059#Comment_3697059
Solo q bud. And yes rocked by a billy not playing the game as intended. Leaving no time to do anything but scramble.
How is the game intended to be played? Yes the Devs want you to pick up and carry to a hook. That's why doing so is rewarded with BP and Emblem points. But, that doesn't mean you have to play that way.
Anyways, what perk could of solved this?
No Mither. :^)
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All four of those perks were stronger in the past. Why now is it a problem?
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@Peachblow said:
As someone that plays both sides equally, I will say that 4K's are just so incredibly common now with how handicapped killers have become. Perks that allowed survivors to actually have a fighting chance have all been nerfed to the ground. I usually try and change my build on killer quite often, but it's typically the same cookie-cutter builds that are most popular that end up causing issues that OP mentioned. That would be something like: Resonance + Pop = 55% gen regression, now throw Grim Embrace in there or sometimes Surge/Jolt.
If I have an oppressive challenge that I need to finish on killer, sure, I might run one of those cookie-cutter builds, but man, it's actually insanely boring with how easy killer is running these builds. It's rare if I get a 2K or less with this build. Now, I don't intentionally tunnel, slug, or camp hooks for that matter. For someone that does, then yeah, you're almost guaranteed a 4K with that since survivors don't really have any counters to said things anymore.
The recent (mini)-patches and DLC saw some changes to Huntress (completely unneeded), the Clown (also unneeded), Billy (a change was needed, but now becomes too strong), as well as the introduction of Chucky and the Unknown.
Huntress: No "penalty" for missing hatchets anymore since she can equip up to 10 with add-ons making it a total crap-shoot. Good Huntresses spend less time going to lockers now and have even higher pressure from a champ that already had high pressure.
Clown: Same reasoning as Huntress really. No real penalty for missing his throwables. The Clown was already a pretty high-pressure killer.
Billy: Some changes were needed, but his ability to turn corners as well as he can is just insane. It renders Oni's and quite frankly Demo's rather useless. I'd like to see Billy's turn abilities tweaked a bit or perhaps remove the ability to instantly down someone in close proximity (i.e.: insta-down requires you to "rev-travel" at least let's say 12m for insta-down to occur).
Chucky: I'll give him a bit of slack. He's not inherently busted, but he has certain advantages that other killers down. Namely his size. You can't see him in maps with tall grass or lots of foliage (i.e.: Swamp, Badham Preschool, etc.). I'd suggest applying a subtle aura around him while not using Hidey-Ho to combat this.
Unknown: There's just barely any skill involved with this champion. Lobbing the "grenades" requires just a general direction and no real accuracy to hit a survivor. Teleporting incurs zero delays like what Onryo would experience. Survivors trying to dispell just get caught in the mini-cinematic should the Unknown teleport the moment his ability becomes active. I get this killer is new and new killers are usually over-tweaked to begin. I'd like to see the weakened state take less time to remove (or it will expire after say 30 seconds) to combat the lack of skill the grenades require and a 2 second teleport animation delay.
One more while I'm at it, Wesker: The only issue he needs fixing is his tentacle grab. There's still too many issues where he can grab survivors after they have vaulted, forcing them back on the side they were on previously (i.e.: as if the vault never took place).
And yes, again, reviewing the tunneling, camping, and slugging issues again. Camping is usually only apparent with killers that have range or some sort of dash. I'd say we should look at having base-kit Unbreakable and maybe even a longer Borrowed Time effect to encourage killers to complete the hook and focus someone new.
Some of these issues are certainly most prominent in solo-queue, but it's becoming moreapparent with SWFs now too and the comment "There is "playing the game," and there is "trying to be the only one having a good time."" is certainly becoming more and more true. I barely feel the urge to play either role lately because of how oppressive survivor is and how handicapped killer has become.
There are fundamentals to survivor that would give them more than a good chance at winning.
A lot of current players were probably not around at the time, but years ago a SWF did 100 games with no perks or items and won most of time with 3-4 man out. Killer's knew what this team was doing and tried bringing the most broken builds at the time.
You can say survivor is weaker in terms of perks but you need to realize how strong those perks were prior. Too many crutch on them like killers crutch on slow downs. BHVR has nerfed both sides but one side is having a harder time? Maybe one of these sides have been playing too loose over the years and now has try a little.
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@KayTwoAyy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3695520#Comment_3695520
Yes, and in the context of my post it means the killer brought a gun to a knife fight.
"Match-making fail" is relevant to this discussion. The other two would be considered off-topic.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3695613#Comment_3695613
You're missing the point.
Ok, I didn't really gather that from the OP.
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4k at 5 gens can mean a few things.
Survivors gave up early. Maybe a killer they don't like.
Match making fail.
Survivors were too busy messing around to stay on a gen.
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Being cautious is fear? If the survivor is out in the open it doesn't hurt to wait a second to swing.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3694058#Comment_3694058
So, i want you to take a look back at all of the multiple PTBs we have had lately, where something wasn't good, and how they changed it. Remember:
- They wanted to nerf billy addons, they didn't
- They wanted to make trickster ridiculous, they walked back some changes before it went live
- They wanted to make Huntress ridiculous, they walked back some changes before it went live, and then again some more later
- They made changes to sadako that made her terrible, walked back some of the changes before they went live, and some more after
- They wanted to do the basekit unbreakable, turned out that failed and they didn't do it.
These are just a few i could think of off the top of my head.
I am critical of BHVR most of the time, but right now they are doing testing right. They are finally making ACTUAL changes to things, and putting them on the PTB so we can test things, and then actually listening to feedback.
My complaint is for bugs reported that remain in the game half a year after reporting them.
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@drwilburdaffodil said:
Still broken in the ptb and it is really disappointing as I've not been able to play her since last year.
Even with a new engine too.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/410317/the-amount-of-bad-ptbs-are-worrying
That's actually a good thing, they want to test crazy changes before they go live to see where stuff lands.
If they actually listen...
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@Rickprado said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3693577#Comment_3693577
Look like you are missing the point here. The whole merit of the discussion is: you don't need to have a perk to counter something the other side can do. You don't need to have lightborn to counter BGP + Flashbang. As you shouldn't need any survivor perk to counter a killer perk.
Having to bring a perk otherwise you have no chance against the other team is bad design. Period.
Lightborn is useful and prevents what is being complained about. But that doesn't make it a requirement.
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Surprised they are not making a bigger deal around Unreal5.
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Another Pig nerf.
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@Rickprado said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3690746#Comment_3690746
Eruption procs when a survivor goes down, not when its hooked '-' You are thinking about the wrong perk
Anyway, having to equip a perk to counter something in the game is silly.
Ok, wrong perk.
In the case of this perk then, empathy won't help any more than the status hub. Seeing a hurt survivor running doesn't show how close the killer is to hitting them. So unless you hop off the gen for the entire chase, knowing where they are doesn't help.
Alert would be a better perk where you keep track of which gen was kicked.
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You don't like the scaredy cat perk?
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@LeFennecFox said:
https://forums.bhvr.com/dead-by-daylight/discussion/410117/fixed-cannibal-but-not-nurse
Probably longer than it took for her major bug fix patch
If that's the one where they killswitched her, we long past that mark.
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It was complained about after they removed Enduring ability to reduce the stun. But complaining about 5 seconds is petty and really reflects poorly on those that complain about it.
For one, what do you have to do to get hit by DS? That should tell you everything you need to know about those that complain.
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They can fix Cannibal but not Nurse.
Still broken in 7.6.2
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Don't think 2s and a cool animation is going bring back those that dropped it.
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How does the killer and survivors join the same lobby? An exteral tool? 🤔
Back in the old p2p days, players would change their region to South Africa to easily find eachother. But with dedicated servers...
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I'm fine with the 5 seconds. My issue with DS was that a survivor could use it after being downed. The killer was punished for downing a survivor and the survivor rewarded for failing a chase.
That was mitigated by making only one survivor able to use it instantly and other having to wiggle a little. This was still bs because the killer was being punished for doing their role.
That was finally fixed where the survivor could only use it after being hooked. While this was a step in the right direction, they made it so a survivor was invincible for the timer. That means jumping into a locker when the killer was near and working on a gen when not.
Finally, they made it so it disables when performing an action that progress the game. This is acceptable. The perk can be tolerated.
Some bring up Enduring reducing the 5 second stun made it fine. But since that was removed it must be 3 seconds. Not everyone ran Enduring! If 5 seconds was fine then it's fine now regardless of a mitigating perk.
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No, it's often that the unhooked survivors and the saving survivor can be down fairly close to eachother. Why disable a perk where it's legitimately useful?
Besides, if you down another survivor after downing an unhook, you are doing fairly well with the pressure. Hook the saving survivor.
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3690952#Comment_3690952
So you would say it's pointless that nearly every other game with MMR shows this as well? Does it just not make sense on all them as well? A lot of them do it for it being pointless.
You can have people in "similar" mmr ranges while still having it work. Hence a League game for example that has gold and silver ranks in the match, but their mmr works.
Saying its pointless for DBD.
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If SMBB worked correctly everyone in the lobby should be the same making that pointless.
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You will still get dodged with it gone. We know this because that was the way it was for years prior to the prestige update.
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You have no one to blame but yourself. You were out but chose to come back in.
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Devs want you to use or lose.
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I think the weakest survivor is going to get hooked 9 times in a row.
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It won't solve tunneling but why does that make the change bad? Should a perk solve a gameplay issue? Wouldn't that be worse?
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Yep, that's why I stop playing for a few days after an event in order to normalize expectations.
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@Spare_Them_Mori_Me said:
Does Lightborn stop flashbangs too? I heard Flashbangs were in like.. some different type of blind category.
If not, bring Lightborn. There's loads of killers telling survivors to bring anti-tunnel perks to deal with tunneling, etc. Bring lightbron to deal with light.
Yes it does.
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@Rickprado said:
Background player needs to go. Its just such a dumb perk to go against. It offers no real counterplay and make the gap between facing SWF and SoloQ worse, since its much stronger perk in the hands of a coordinated team (which is already strong by itself). They should nerf it back to the previous version (150% sprint for 4s) or even rework it entirely.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3690224#Comment_3690224
Imagine having to equip Empathy to counter old Eruption? Lightborn its a meme perk and shouldn't be required to counter something in game, specially since flash save are easily countered if there is no Background Player in the match.
Imagine having to equip Empathy to counter old Eruption?
wdym? The aura shows up right before the hook. No need to run a perk to see that.
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To devour all hope.
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It's the red badge.
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You can’t realistically equip lightborn every game just in case they bring 1 perk
Why not? Does it unequip each match or something?
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Are survivor's crying about the change too? All I've seen were killers complaining about 2 extra seconds.
The P2W aspect is 1, not a win and 2, not realy pay. Sure you have to pay or wait, but DS is one of those perks that RNG love to put on the shrine.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3688737#Comment_3688737
Of course it is the Killer. If Survivors suicide that much it is a good indicator that something is wrong with the Killer. You dotn get those high numbers of DCs and Suicides against any other Killer.
And it is obviously not strength, since you wont even get those numbers against Nurse.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3688746#Comment_3688746
Why not try to solve the problems which make people DC or suicide on Hook? Nobody ever was able to answer this, lol.
And yes, I know that some people will DC or suicide when they found first or for whatever reason. But reducing the unfun things which make the majority DC would be the right step.
A survivor killing themselves on hook is the equivalent to a 5 year old throwing a tantrum in a grocery store. I will neither acknowledge or reward such behaviors.
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@Aven_Fallen said:
I mean, she has 70% Killrate because of this. She needs changes, she is just not ok. And I am also very sure that some people just queue up at her for those games, because the majority of Skull Merchants I see are anon. Way more than I see usually.
And well, she was almost playing PvE with that…Nice.
If the 70% kill rate is because survivors DC, how is that the killer? 3v1, 2v1 will always be in the killer's favor. If survivors actually try that number should go down.
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@n2njauwu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3688668#Comment_3688668
i just did it by befriending killer giving him an item and not saving team. this achivment is bs x)
Congrats 🥳
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Claudette
Nurse, Trapper, Hillbilly, Pig, Huntress, Myers, Deathslinger, and Leatherbilly
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Could be the twitch stream in the background?
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Yeah, I'm about to P100 my Nurse and now I'm affraid survivors will start to dodge my lobbies.
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Have you ever stepped on a cockroach?
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Prediction, suvivors will still be pissed because what they thought was Hug Tech is still there.
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This was hard before EGC, now it's down right impossible. Good luck and hope the hatch doesn't close 2s before completing that last gen.
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3 seconds was enough but 5 is too much. Is that really the argument? Or is it that the 3 second stun was just a minor inconvenience while a 5 second stun gives a good opportunity for that survivor to get away?
I think anyone complaining about this change felt the current DS is laughable and want to keep it as such.