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Neaxolotl

Neaxolotl

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Neaxolotl
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  • @VantablackPharaoh91 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3754316#Comment_3754316

    I agree, it's an issue and does need addressing. The problem is how do we define "excessive" slugging versus just pressuring for a down, or accidentally downing the same person, or any other sort of pressure downing this way?

    "excessive slugging" is only when everyone is downed without any way to get back up because otherwise there is countless ways to interact, and at that point it is only logical to grant killers a "victory" and instantly end the game

  • flask of bleach adds 4% hinder and his basekit hinder is 15%

    He isn't, his chase potential is rather on good side unlike skull merchant, but simply not fast enough to deal with good survivors

  • @TheSubstitute said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3754362#Comment_3754362

    It's pointed at you but not just you. You don't get to say what another person's experience is. According to this thread, it's not attempting to tunnel if you focus on taking one survivor out but also down the unhooker for easy pressure and then hook the unhooker if you can't get the unhooked survivor.

    It's also not tunneling I guess if a different survivor bodyblocks chokepoints so the Killer can't get to the survivor they want to down and has to hook someone else.

    It doesn't seem like it's tunneling either if, in one game I recently had, I get two hooked while the Killer is chasing me but all gens get done in that time and the Killer switches to someone else to try to get a kill with NOED in the endgame instead of chasing the already wounded survivor who was looping away from the exit Hamed.

    I guess it's somehow not gaslighting either to be 'Hey @Pulsar, give me your definition of tunneling" "That's great, now show me your games." "Watches games". "Hmm, now that I've seen your games I'm going to say I disagree with the definition and your games don't count and not saying that at the beginning isn't deceitful nor disingenous in the slightest"

    To me, tunneling is attempting to remove one survivor before any others but, if you're smart about it, you'll realize when it's a losing proposition and switch or the survivors will counter the tactics. If the Killer stops because they're not mindless and realizes they were losing that doesn't mean tunneling didn't occur. If the survivors counter the attempt to tunnel that doesn't mean tunneling didn't occur. The definition of tunneling given by those who are saying it's not common is essentially the Killer has to be a single minded bot who can't hook more than one survivor at a time or it's not tunneling. Do you see how ridiculous that sounds?

    As well, it's gaslighting to speak to another person's experience. You can't say what the majority of anyone else's games are since you're not that person. Also, the supposed data supporting the OP is ludicrous and would get you disciplined or fired in any profession that uses statistics. I just had ten solo games where tunneling was used in four of them. Do I get to then claim that tunneling is in fourty percent of games? No, because that's baseless to say that it represents more than my experience on that particular night. It would be beyond ridiculous to claim that extrapolates to all MMRs in all regions. I could ask if you think it's only 10% or less of the time feel free to tape and post 200 solo survivor games and we'll see how often you get tunnelled but that's also silly because the sample size is too small to extrapolate on anyone but you.

    The reality is that there are no stats on tunneling, only BHVR possesses the tools to get accurate stats they're not doing it and this entire thread is nothing but a gaslight. It's not even addressing the issues with tunneling which are:

    (a) The skill floor to counter tunnelling is much higher than the skill floor to tunnel; and

    (b) That represents an unfair advantage for one side up for the majority of skill levels

    The whole frequency thing is nothing but a gaslight as well because if, for example, BNPs 10% of the time repaired a gen from 0 to 100% would that be fair because it's infrequent?

    So, yes, this thread is full of gaslighting. It's not just you though.

    The fact is, the act of "tunneling" is never a smart play, but rather a determination to kill specific survivor, there was never a time it is called "tunneling" when "smart switching" happened, there was never a time it is called tunneling when killer decides to hook a body blocker or unhooker, the reason is simply because in all those situation survivors that are on death hook has enough time to heal up, hide, do gens and all that

    All who tries to make up weird definition of tunneling seems to be moving the goalpost and literally trying others to believe as if tunneling had some other meaning before, which is just false narrative and nothing more than that

    The fact is, his definition was simply incorrect, majority of his game don't have any real tunneling, this is literally just correcting the wrong usage of words

    It's not even "according to this threads", it's literally according to any of the dbd community ever was, that statement is honestly ridiculous

  • Clown can do 13% haste with 19% hindered or 10% haste with 19% hindered and 16m wallhack, yet he is still nowhere near good

  • @OnryosTapeRentals said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3754389#Comment_3754389

    If you think 10% hindered is negligible in this game then you’re very inexperienced.

    Not really, just saying 10% with that small haste is not enough to counter most loops

    @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3754389#Comment_3754389

    You get deep wounded if you already injured. Healthy survivors just get injured. Her traps also inflicts broken which can be a difference in an adrenaline proc or a med-kit play.

    Her Haste is only 3% if you're only survivor scanned/trapped. But she can up to 7% haste with all 4 survivors scanned/trapped. Also the comparison to clown ignores the fact that skull merchant doesn't have to throw 2 bottles and get both effects to go off at the same time whereas currently she gets both effect naturally as part of her drones scanning survivors.

    Adrenaline or med-kit play is definitely not common at all so it's not a problem in majority of matches, alsoit's extremely unlikely you'll get more than 5% haste at absolute maximum, her drone is so easy to dodge to the point of nonexistent unless survivors are in chase, 7% haste is not something that should happen when they know what they are doing

    So in most cases she is just a 3% haste with 10% slowdown killer, which is (basically) passive yes, but considering even crown is having hard time in like half the loops even with double bottle combo, those powers are definitely not enough to be a "unloopable killer with sole counter being predropping" It doesn't change the fact any other killers having much better power than her

    The only uniqueness she has is undetectable, but then undetectable is nothing new or oppressive unless survivors are new players, especially when she is a M1 killer with barely any antiloop potential

  • @OnryosTapeRentals said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3754379#Comment_3754379

    Considering the drones will injure you, deep wound you, give you hindered, reveal your movements, AND give the SM haste this is absolutely not true.

    Injure and deep wound only works while healthy, hindrance is 10% which is barely a problem, haste is 3% which is honestly nothing to be a killer power, there is countless loops that just can't be mind gamed, so revealing movement is hardly a problem too

    Overall, with all your statement she is worse variant of crown (he has 10% haste, 15% slowdown, and even 16m of wallhacks), and crown is not even a good killer

    So yeah, you've just confirmed how her problem is nonexistent

  • @OnryosTapeRentals said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3754366#Comment_3754366

    People repeatedly says she has a problem but never actually explain what is a problem,

    The arguments against Skull Merchant have been repeated ad nauseam on every platform DbD is discussed. You clearly just haven’t looked whatsoever.

    I don’t have the time to give a comprehensive overview of all the things wrong with her. But to summarise the main complaint, she negates survivor skill expression (looping) and turns chases into a boring paint-by-numbers scenario:

    • Reach a loop.
    • SM drops a drone.
    • You’re forced to leave the loop.
    • Rinse and repeat until zoned.

    It’s incredibly boring and involves no real input from the killer. The extent of their effort in a chase is just tapping M2 every so often.

    You can do loops fine with drones, obviously you can just leave loops as par with any other antiloop killer, but her hindrance is not strong in slightest

  • @Marioneo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3754366#Comment_3754366

    i do think giving her 6 drones from her previous 4 originally was a bad idea she can cover everything on certain maps

    And that is barely a problem when her drone doesn't really contribute to down, she can be a little faster and survivors will be a little slower, but it's nowhere near strong as any other killer with actual power

    drones do basically nothing unless survivors are on chase too

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3754343#Comment_3754343

    It doesnt discard her problem.

    Each has their own things they dont want to play against (I hate Wraith, GF, Trickster for example), but SM has the most people dont like her, means she's a problem. Why do people being okay against Wesker who is much stronger?

    Why dont killers want to play against Sabo squad when survivors give free 4K? Something isnt strong doesnt mean not a problem.

    If killers forced to have 40% win rate, they will constantly drop from the match. Image you start a game knowing you have less than half a chance to even kill 2 survivor, a mistake will push the chance down further, and you will definitely drop from the match. Its the current state of survivors.

    People repeatedly says she has a problem but never actually explain what is a problem, and I know the reason is simply because she is a one of weakest killer in the game

  • @TheSubstitute said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3754303#Comment_3754303

    I think I've seen more gaslights in this thread than I would have if I were taking an evening stroll in Victorian London

    I don't even understand if your post is pointed towards me, or someone who claims two hooks is a tunneling, funny

  • @OnryosTapeRentals said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3754327#Comment_3754327

    This is such a tired narrative. Survivors giving up is a symptom of her having a problematic kit. Not vice versa.

    Even the developers aren’t happy with her. Can we stop pretending survivors are the problem here and just admit that she’s badly designed.

    Nope, current merchant is literally weaker than 80% of killers and her kit is nowhere near complicated at all, if it is "problematic enough" to the point of giving up, that players would literally give up against any killers in the game maybe beside freddy

    It's really ridiculous to hate literal 4.6 stealth killer with barely any antiloop or tracking

  • @HexHuntressThighs said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3754310#Comment_3754310

    The problem is he was trash and should have stayed that way because even after omega buffs they all still tunnel and camp. Not only that but he is the best at tunneling and camping too and has zero counter play for it. Haven’t ran into a single one who hasnt tunneled.

    Tunneling is certainly not related to him at all, he is definitely not the "best" for it

    Camping maybe, but even then he may be inferior to the billy nowadays

  • @Laluzi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3754316#Comment_3754316

    The thing that concerns me about this one is that they're talking about it being so complicated, which has me worried they're going to try to fix it a la the finisher mori system and basekit unbreakable and all that other completely unnecessary tectonic shifting when you could fix this problem in ten minutes by just letting survivors optionally replace themselves with bots when everyone is downed/hooked or it's a 2-man game. Doesn't change the strength of slugging, for 4k or otherwise, but prevents killers from holding survivors hostage, which will make them stop doing it because there's no fun in griefing a bot.

    or simply a finisher mori without unbreakable, still doesn't change the strength of whatever situation, weirdly some people still believes it is stronger and somehow makes slugging more prevalent though

  • @Steakdabait said:

    Nothing they can do outside of an actual complete rework will make smerch not cringe to play again. Zoners aren't interesting.

    No worries, actual complete rework will still 100% make survivors give up and game will be ruined thanks to them

  • Yeah, he don't deserve that much of a nerf, 0.6 second isn't short time as is

  • no nerfs or changes will fix the survivor issues anyway, having a rework for a rather boring killer in the future seems pretty good to me

  • @Devil_hit11 said:

    curious for skull merchant response I don't know how they can prevent survivors from d/cing. I don't think making her weaker solves anything other than make killer player that play her not play her a more rare killer than the twins. If they completely rework her from scratch and make an entirely different character than dbd loses 1 of the 3 trap-based killers in the game.

    in my opinion, i don't see a clear solution. to me, it sounds like childish behaviour to d/c.

    Considering the way it is written, I feel it is more of a rework/buff than something that relieves survivor's hate towards her…

    She is a rather boring killer to play as nowadays, after all

  • At least both of them are not a killer who can't be weaker… I guess

  • @glitchboi said:

    Would be a cool add-on but reeling is very unique and adds more depth to Slinger. It makes him an M1-based ranged killer that gets excellent synergy with basic attack perks (I miss STBFL). I also like the challenge of having to reel a survivor between a dropped pallet to down them.

    Honestly, buffing reeling lot more would makes more sense

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3754272#Comment_3754272

    Once again, as a relatively old player, tunneling never had an agreed upon definition. As we've seen, it's highly subjective.

    One Urban Dictionary post does not a definition make.

    Of course you can disagree with any definition and make up your own at any time, just that 99% of players understand "tunneling" as something that revolves around ignoring any other survivors and confirming kills

    Come on, there is no point in denying the fact tunneling is NOT common in practice, it's just an objective fact, accept your bias

  • Best part of it is you can still tunnel&camp as you like, there is 5 gens worth of free times

    in Builds Comment by Neaxolotl
  • @Lit said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3753959#Comment_3753959

    normal gameplay like slugging/humping/camping/tunnelling?

    got it.

    Yes? that's all what game is designed to be played and pretty normal and intentional

    Afk or hook suicide is not in slightest

  • @Lit said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3748689#Comment_3748689

    The fact is, one does not have to accept it. Simply by giving up/going afk. I for one will never play against SM - its a really bad reworked killer. Hindering survivor into mending state. Sped up killer in drones… she can control 60% of the map by positioning it at any loop.

    I'll just go next, as much my choice, as it is yours to stay.

    Even though it's unlikely to happen because of the effort it takes, if your afk/suicide games has been recorded multiple times and enough reports accumulated, mostly sure you would be banned eventually

    Not participating in normal gameplay is against the game rules

  • @Phantom_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3753695#Comment_3753695

    No I wouldn't? Why anyone waste 2 perk slots when one of them gets instantly wasted the second you get unhooked and get hot anyways? That's the most illogical thing to do.

    Because it's unlikely that the perks gets "instantly wasted" nowadays, thanks to AFC feature that will absolutely helps

  • @Moonras2 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3753819#Comment_3753819

    I think this one depends on the person and how the game goes afterward. Many people are going to assume they won't get to play and will be completely tunneled out. So they will just let go on hook or dc because they were hooked twice in a row.

    Or, perhaps the other survivors saw the double hook and assumed that person is being tunneled out. They may decide to just sit on gens in this case. By the time they figured out they weren't going to be tunneled for the kill, it may be too late to make a save. Now the survivor didn't get to play the game anyway.

    A killer may also start out tunneling someone into 2nd state so that the moment the game doesn't go how they expected, they can just switch back to finding that person. Which means the survivor may get to play for 10 minutes after being hooked twice or it may not even last 10 seconds before the killer switches back for them.

    To me, from the survivor perspective, it's always tunneling for the kill when a killer hooks me more than once in a row. I have no way of knowing otherwise until they don't.

    People really have no rights to complain when they made up killer mind and somehow gone afk, and leaving on hooks without even checking whether killer is nearby or not is plain bad play from survivor

    And no, "switch back to finding that person" pretty much never works unless you are legion or something, not to mention the fact it's 100% likely the "tunneled" survivor will be healthy by the time killer switch back, which make it non tunneling

    All that extremely niche and specific situation is more like a self fulfilling prophecy than anything else, it's either one of actually getting hard tunneling (3 hooks in a row) or making up something that didn't happened and ignoring dying survivor (which is honestly just an extremely bad play on survivor side)

    tunneling is only proven when someone dies, survivors killing survivor is simply a misplay and NOT tunneling, nothing of your post indicates "survivor thinks two hooks in a row as tunneling", but rather, "some survivors are too eager to give up and ends up killing their own teammates by thinking killers are going for three hooks in a row"

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3753902#Comment_3753902

    Nothing is going to be a problem if you just define it out of existence.

    If I say that 'gen rushing' is when the Pope himself flies in with a toolbox and completes all 5 generator by himself, then boom. That's never happened so clearly gen rushing isn't an issue.

    You may not know, but "tunneling" came from "tunnel vision", which is basically equivalent of "(nearly) ignoring other survivors until you kill one specific survivor"

    So what actually "defined out of existence" here is that strange 2 hook = tunnel thing, because literally no one thought hooking twice and intentionally avoiding third hook as a "intentionally avoiding other survivors to kill one specific survivor" before, pretty sure it's quite opposite

  • Does it matter though, whether she appears earlier or later if she managed to predict where you go, you'll get hit, and if you managed to predict where she go, you will dodge hit

  • Doesn't it rob away the 50level bloodweb from people

  • @100PercentBPMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3753623#Comment_3753623

    Those fragments are for people who have a life outside of dbd. They are useless to me too, but I can at least be happy for the people who benefit from it.

    Those who have life would feel same thing for infinite levels, though

  • @fussy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3753825#Comment_3753825

    It won't be too strong, it will be stupid. Why the hell you need info about some survivor run through somewhere on another end of the map? Even if you are Blight, by the time you will get here, there will be no one.

    Absolutely L post, sorry. Spies range is fine.

    There is no such things as "too much information", knowing where and when is good enough even if you can't immediately reach it

  • @ReverseVelocity said:

    Maybe they could up the range, but mapwide would be too strong I think.

    I mean, 48m or 64m will be functionally almost equivalent of map wide anyway

  • @adsads123123123123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3753726#Comment_3753726

    If I knew we were going to change the definition of tunnelling and argue over details, I wouldn't have bothered. However, since we're here. Your definition seems to be that you can only tunnel if someone dies.

    Yes, because tunnelling is killing someone fast to make the game a 3v1, which is the whole reason killers tunnel in the first place. You need to consider it from the perspective of the killer. Hooking someone twice in a row serves no benefit for the killer. Killers do not benefit from tunnelling until the survivor they are tunnelling dies. If they were truly tunnelling, they would commit to the kill. What is the point of hooking someone twice in a row then not killing them after? Tunnelling killers do not go into the game with the hook of 2 hooking someone. They go into the game with the goal of killing someone fast.

    Also, if a survivor gets hooked twice in a row at the start of the match and gets to play the next 9 minutes normally, does it matter?

    I went with your definition of tunnelling because I wanted to see whether you think you get tunnelled every match due to your perspective of tunnelling. I didn’t necessarily agree with the definition from the start.

    However, I can't be present and account for all of that, which is why you'll recall that I asked whether or not I was to be in a SWF or Solo Q. The only way I could account for it is by having all four members of my SWF stream.

    The reason to keep solo queue is to make it more representative of the average player. If you play with a 4-man SWF, the results are going to be very specific to your SWF. There may also be things your SWF does unintentionally or intentionally that causes more tunnelling.

    Yun-Jin could have easily been hiding. The Killer did not chase her at all, nor did he chase anyone near her location, for the rest of the game. This counts as a tunnel.

    To analyse whether this was a tunnel or not, I have analysed every event from her unhook:

    • 00:06:23: unhooked (2 gens left)
    • 00:06:29: Dwight chased
    • 00:06:51: killer leavers Dwight without getting a hit (failed 22 second chase)
    • 00:06:58: Yun-Jin works on 0% gen with Pulsar
    • 00:07:07: killer patrols gen and finds them. Pulsar leaves gen much earlier than Yun-Jin causing Yun-Jin to be found. Killer was unaware Pulsar was there.
    • 00:07:28 Yun-Jin is downed from healthy in less than 20 seconds. She was also downed extremely quickly the first time she was downed, suggesting she is a low skilled player.
    • 00:08:15: Yun-Jin is unhooked. The killer returned to the hook and decided to chase Pulsar instead of Yun-Jin who was on death hook.
    • 00:08:20: Pulsar is chased.
    • 00:08:55: killer failed to get a hit on Pulsar (35 second failed chase). 1 gen is completed. 1 gen remains.
    • 00:09:49: killer chases Dwight
    • 00:10:18: chase ends without getting hit (30 sec failed chase)
    • 00:10:44: Pulsar works on gen. Yun-Jin and Dwight healing very close. Pyramid Head arrives. At 00:10:51, Pyramid Head saw Yun-Jin through the window and decided to chase Pulsar instead.
    • 00:10:58: after hitting Pulsar, the killer returned to kick the gen that was 75% complete (1 gen remaining). At 00:11:26, the gen progress had dropped considerably indicating the killer kicked it.
    • 00:11:37: Alan Wake was chased
    • 00:11:53: killer fails to get a hit. Killer stops chasing the moment the last gen is completed.
    • 00:12:14: Yun-Jin escapes through Exit Gate
    • 00:12:15: chase with Alan Wake ended with no hit (38 second failed chase)

    The strongest evidence that the killer wasn’t tunnelling was that he didn’t chase Yun-Jin when he returned to hook at 00:08:15 and 00:10:44 when he found her. He also chased several other people for long periods of time as discussed in the log. He seemed to mostly chase the first person he found.

    Side note: the killer was seemingly bad considering all the failed chases, 4 man escape, and only 2 hook states.

    Legion did tunnel, but it was a tunnel of my own making. Still a tunnel as he didn't hook anyone else between me and I stayed out of his way and made myself an uninteresting target for the rest of the game.

    Legion is literally one of the best killers to find survivors due to his power, which shows Killer Instinct and encourages him to hit everyone. If he wanted to find you, he could have done it. All he had to do was hit someone with his power and run around the map until he found you.

    Near the end of the match, there were 3 survivors on death hook. If he wanted to tunnel, he could have committed to someone on death hook, but he didn’t.

    He also had Thana, which discourages tunnelling because Thana basically deactivates when a survivor is killed.

    His build and gameplay does not make sense for a tunneller.

    I really don't know what to make of David cuz Legion was literally right next to him the entire time.

    David undeniably went gave up or went afk. Most likely, he went afk. At 01:11:48, David was hooked on the hill. He wasn’t standing next to David the whole time. He was unhooked at 01:12:03. David was hit with Deep Wound at 01:12:18 (15 seconds later). After that, Legion chased Ace for half of the Deep Wound timer and only returned to David because David was afk. There is very strong evidence for him being afk:

    • David stood at the exact same spot after being unhooked for 15 seconds
    • He didn’t mend Deep Wound at all
    • He didn’t Wiggle while the killer was carrying him
    • At 01:15:59, you checked the menu and David was still spectating 4 minutes after dying. It doesn’t make sense for someone who gave up to remain that long, especially since your team did nothing to annoy David. He most likely was afk.

    First two hooks were on me. Once again, tunneling as no one was hooked between us. I actually thought my team was fine, but I was clearly not supposed to be there.

    You shouldn’t have been hiding next to the gen but the team definitely led the killer to you.

    Your team was extremely bad. They lost at 5 gens and were horribly inefficient. One of your teammates was literally chasing the killer, as seen at 01:23:23. Throughout the match, the entire team came to unhook 1 survivor multiple times, which is extremely inefficient and allows the killer to secure easy hits. This would have been a 4k at 5 gens regardless of tunnel or not.

    I mean most survivors hates tunneling because "it stops them from playing the game", so even from survivor perspective it's only tunneling when they die…

  • @CosmicScarab said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3753467#Comment_3753467

    So by that definition you would say that if someone get unhooked, gets healed up, hops on a gen, and they happen to be the next person the killer finds after, let's say, one minute, you think that is tunneling, even if the killer wasn't going out of their way for it?

    This is why people self reporting their rates of being tunneled is nearly useless. Some people have such a loose definition of tunneling that simple normal gameplay is tunneling. Unless a reasonable definition of tunneling is agreed upon by the community there really cannot be a good discussion about tunneling and its frequency.

    Not to mention the fact with that definition, if killer hooked every survivors in a row while intentionally avoiding last hooks and give all of them escape, he will be accused of "ultra super duper mega tunneler" because he managed to tunnel FOUR TIMES in single match

    This is ridiculous really

  • Probably a tombstone removal, perm t3 removal and that's it

  • Weave won't be a meta anyway

  • @SleepyWater said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3753770#Comment_3753770

    I mean ugh…. 4.5 is kinda low.. That's the biggest problem in BHVR, I dont know why they add licensed characters, knowing that these licensed characters will be f…..d up. Fairly, xenomorph supposed to be 5.0, but your idea seems cool, but imo he should "walk" with 4.5, but crawl at 4.8

    Not sure about 4.8, 4.7 has been seen in hag addon and doesn't seem that bad, permanent bloodlust all the time might be a quite strong

  • Rancor, no way out, remember me, NOED

    in Builds Comment by Neaxolotl
  • he may have 4.5 and 4.7 for each states and it may not be that bad in term of balance

  • @adsads123123123123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3753504#Comment_3753504

    I've finished reviewing your matches. According to the definition you specified (technical tunnel), you were tunnelled in 6/7 matches. However, after reviewing your matches, tunnelling occurred in 0 of your matches (actual tunnel). I've discussed the reasons for each match in this spreadsheet. Feel free to refute them if you disagree. I believe this shows that the technical definition of tunnelling (2 hooks in a row on the same person) is an oversimplification and grossly overestimates the amount of tunnelling. Often times, the killer is just chasing the closest person or first person they find. You can usually tell if the killer is actually tunnelling based on whether they quickly finish off a survivor (3 hooks). In many of your matches, the killer hooked the same survivor twice near the start of the match and never chased that person again. If they were really tunnelling, they would have actively seeked that person out to finish them off.

    My god, are people saying "tunneling" when they didn't ends up dying quickly, that's honestly ridiculous

  • "frustrating" is never a good reason to remove valid mechanics, being stunned is frustrating, seeing a gen done is frustrating, light save pallet save boil over all that is frustrating, not like they deserves to be removed

    From the game balance and mechanics standpoint, slugging is never a problem, there is no point in "fixing" non issue and giving free buff for survivors for absolutely no reason

    Like bruh, if being "powerless" and "not being able to play the game" is a problem, you must remove hooks

  • Literal M1 4.6 killer with stealth and less than average antiloop, if survivor dislike her at this state it's on them, no changes to the killer will fix anything as long as it looks like a skull merchant

  • @Doxie said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3753658#Comment_3753658

    Give them time. Most people aren't insane and when you get the same match over and over again.... They learn...it's not worth being an amusement to killlers

    If you can't give any fun to killer or other survivors and if you aren't even having fun most of the time, why are you even playing the game

    At that point better to just leave dbd and stop making everyone miserable

  • @Mooks said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3753699#Comment_3753699

    is it confusing though?

    Forum moderators can be mentioned as their primary function here on the forums is to… moderate the forums.

    Devs - including community managers - are not to be mentioned as their primary workload does not lie within moderating the forums and they just pop in here and there to provide info or directly engage in active discussions. It would be really overwhelming for them to once look in here and have hundreds of notifications about stuff like closed forum threads.

    It's confusing as in someone coming here rather frequently and answering question, was not a moderator

    Not that reasoning is confusing

  • @Mandy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3753655#Comment_3753655

    because I'm not a moderator!

    I'm Lead CM so do fall under the developer role (as shown on the tag of my posts).

    this is actually pretty confusing

  • @Phantom_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3753100#Comment_3753100

    Because most bring DS instead and that one is more useful?

    DS at least allows you to get to somewhere safe, even if a killer hits you right after you've been unhooked. OTR doesn't do that.

    You will use both

  • @squbax said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3753330#Comment_3753330

    Which doesnt mean much taking into account pub warriors will lose even against trapper, freddy or sadako, so not really an indicative of how vecna is as a killer.

    I believe It indicates vecna isn't really a competent killer and not exactly worth your time, yet you may have fun playing him

  • Having hook suicide in this day is honestly ridiculous

  • @Rudjohns said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3753449#Comment_3753449

    No, you are just proving the point that the game is killer sided if the killer player is good

    I mean, "killer sided" means "game balance is biased towards specific side or character", and it really doesn't makes sense to say "game balance is favoring good players", because like, literally every games are biased towards good players

    I haven't seen a game that does not give any "advantage" by getting better

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