Neaxolotl
Neaxolotl
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- Neaxolotl
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He is ultimately powerless when survivors are careful enough, it works decent in low level gameplay, but certainly not in high level gameplay
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@UndeddJester said:
Wow... One gen blocked in 1.4% of games throws a bit of shade at the ease of 8 regression events blocking a gen huh...
I didn't think it was cause for an issue myself, but that is a lot lower than I expected....
Of course it gets lower, because any smart killers will stop using a perk that wastes regression events
Nothing surprising
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It's been godknown years since game has released and somehow we still has a method to circumvent dc penalty, how unbelievable
It's as if BHVR is wishing for soloq survivors to be unplayable, because it's literally impossible to find a reasoning beside that to keep this mechanics
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Of course it is, because game is obviously balanced with sounds
And let's be real, balancing games around the sound is stupid design
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@MagicDragon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3720714#Comment_3720714
the most extreme but still accurate interpretation of what you've said just now is "yeah, saying all survivor players are categorically bad is reasonable, but saying all killer players are categorically bad is a bridge too far" do you hear yourself my brother
the criticism in this thread was "but you could say that about both sides" whereas the criticism in the other thread directly addressed claims by the original poster. it's pretty clear IMO that it's an explicit bias on this forum towards killer players.
Well, there is a chance that's the case, so still nothing you've said prove how "biased" this place is, literally no one can know that
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@MagicDragon said:
It seems like it's time for me to explain the point of this thread
On March 7, someone posted the following:
https://forums.bhvr.com/dead-by-daylight/discussion/407321/survivors-need-to-improve-and-get-better
My entire post here was an adaptation of that post, to see how people would react to an opinion of the same nature but from an opposite-side bias.
Since the thread my post was based on was made (9 weeks since the thread was posted) the most active dissenting comment received 44 vote-ups (as of the time of writing this post). The most active dissenting comment in this thread has 45 vote-ups within 5 days of being posted. The post defending killer players has achieved more upvotes in a far smaller amount of time than the post defending survivor players from the same type of accusations. I would hope some users of this forum could hopefully look at this fact and reflect on why people defending killer players would get greater and faster defense on the forums than survivor players facing the same allegations.
Are you sure that's not just the difference of how "reasonable" those opinions are? it really proves nothing
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This is PvP game and people play for win, pure and simple
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Because looping is extremely strong, killer MUST have antiloop, otherwise they need extreme slowdown or convoluted mechanics which no survivor likes
current dbd just doesn't work with antiloop, even worse than slowdown I bet
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I don't understand the point, it'll just lead to people not using slowdown perks and instead going for extreme camping/downing strategy, probably even slugging too, it won't achieve what it meant to do
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It has to be kept as long as game ask for 4k, basically necessity for 4k in everything is hurting the game
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3719697#Comment_3719697
Did I change the match result though?
You did, 100%, there is extremely high chance you've lowered BP gain of other survivors substantially, probably even hurt their emblems, too
It's crazy to think you aren't harming the game when you literally decided to not participate in normal gameplay, you are acting equally or even worse than those who tunnel
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@KayTwoAyy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3719630#Comment_3719630
I ask my tome-chasing survivor buddies the same thing. Been a problem I've had to deal with for the past 5 years.
At least that's something game is meant you to do, not like it makes sense to have such things tho
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It's been 2024 and almost half year, and somehow this game still has hook suicide
Do devs like that mechanics for whatever reason? it hurts everyone and saves no one, but still exists anyway, huh
@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3719058#Comment_3719058
I don't think trapping people in a trial they don't want to be in will help anything in the long run. Being able to quickly get out of a match is what makes DbD tolerable for many people. If you start forcing people to stick out a trial against a multi-slowdown Blight where a teammate has No Mither, or other complete wastes of time, you're going to start rapidly bleeding players. If the attitude is "that's what you signed up for, deal with it", then people are just not going to deal with it one way or the other.
So people actually stops playing when game has a problem, and that forces BHVR to balance it
What's the problem really, isn't that best we can have, if that's the result we 100% should force people to stay in a match
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@KayTwoAyy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3719627#Comment_3719627
Probably not, but why deny someone something they so desperately seek, yet don't need any validation achieving?
Survivors are experiencing massive burnout from this gameplay loop. If BHVR won't fix it, then we will.
more like why do you do something that literally hurts your team and benefit opposition, but to each their own I guess
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Literal throwing, I'm not sure if that's allowed in the rule
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So something like 100% instant regression max for each generator I think
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3715834#Comment_3715834
And survivors, makes it easier to see the red stain through walls and such...
Stains aren't as "hard to see" as scratch marks imo
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It'd help killers I suppose
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@ThanksForDaily said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3715777#Comment_3715777
There's no survivor strong perk combination that is even close to value and strength to a killer one.
Sorry that's ridiculous
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Without even accounting chase, talking as if walking to the gen and kicking it as something "not very difficult" is weird, it takes time, you have to think what gen has most progression, and sometime forced to waste even more time by blastmine
Pop is certainly a "hardest" of gen regression, akin to eruption when we talk about how it works
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@ChaosWam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3715052#Comment_3715052
Even that is kind of a bad idea, if you think about it.
Sure, if there was a cure-all for slugging and regression, then you have a new problem: Slow gameplay. Survivors having to sit still for 150 seconds and tap a skill check every so often, and killers having to locate a survivor and go through every pallet loop/window loop before a down (speaking at a decent MMR point of view) and be punished for doing anything except immediately going for hooks since regression would be pointless. (In this hypothetical scenario I should add)
Not to mention it doesn't fix high mobility top tier killers being far more viable in this scenario than killers like Freddy or Trapper. In reality, DBD is a difficult game to balance because of killer power differences.
I'm not gonna care, ultimately there is only just the choice between extremely fast chase, ridiculous amount of gen regression, or extremely long base generator time
I suppose this game is basically flawed from baseline, if anything the concept of hooks and generators are flawed
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Literally nerf every strategy that is not "fair lul" from regression to slugging , so we can have 150 seconds gen time basekit
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3712623#Comment_3712623
That doesn't hold up, statistically. High MMR has higher kill rates.
Probably something to do with higher MMR killers knowing how to secure kills, we really don't know gate powering rate of higher/lower MMR
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Objectively speaking, killer DCing at least will not waste time like survivor dcing does, match will immediately end afaik
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3712377#Comment_3712377
That's not a lose/lose situation. That is a lose/win situation, because having one survivor slugged and one in chase is better for you than just having one in chase.
It used to be a lose/lose scenario because ignoring the survivor with DS meant they could progress the game in your face. Now, if you ignore them and they want to bait you, they have to waste time running around after you and trying to bodyblock.
One survivor slugged is still far worse than downing someone who can be hooked quickly, you've lost your time
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DS can force killers to a lose lose situation where they HAS to slug or take the DS, it can be certainly weaponized
Whether it's efficient or not is not relevant to it
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It's really weird how people believes "they'll just run to killer", they don't
Be it feeling of shame or something like that, just a short term rage, and so on, removing easy capability to leave the game ABSOLUTELY will REDUCE the amount of throwing no matter what you guys think, that's exactly what DC penalty is doing
Removing hook suicide will be no different, it has to happen fast
And no, game balance hardly affect it, it's just a issue of players, not the game
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Hell, hook depletion mechanics is outdated and shouldn't even be a thing
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It's quite interesting how people blame literally everything for "killer main" concept, even if the logic is ridiculous and purely made of bad faith assumption with no real proof
@OmegaXII said:
You know, I thought DC in any online games are hugely despised by players, but apparently DBD doesn’t.
In DBD Survivors actually start justifying DC just because matches don’t go their way.
See Killers you don’t like? DC. Noticing Killers bringing Meta Perks? DC. Get caught first? DC.
I mean, what the hell is happening here??
I mean it's nothing new, this is the game where playing for win will be considered "toxic" somehow, no wonder people gonna justify something that majority of PvP gamers would despise
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@Deathstroke said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3708998#Comment_3708998
Im curious why endgame is unhealthy?
Well majority of ppl don't enjoy tunneling and camping but they just accept it happens sometimes. So I disagree with that one. Other playstyles are more fun.
Whether other styles are fun or not, it's rather obvious that BHVR WANT to keep both camping and tunneling at this point, and keep it the best strategy, so if people disliking it there would be better game for those
Endgame is unhealthy because it's extremely RNG heavy, with hatches and even killer choice, it shouldn't be a thing and game will be better if it's balanced around just gens
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3708291#Comment_3708291
Sure, but it also does not need to be a half an hour slug where there are no resources on the map anymore, but the killer still has lots of regression... We already had that type of gameplay with ruin undying in it's first version..
Game length currently and the amount that the good regression perks delay the game are alright as they are... Sure more viable options would be great but I don't think the good ones need further buffs.
It's literally impossible to make it hour long slug with regression limits, even with stronger regression perks
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Do you actually believe killers are understanding what all survivors were doing entire match, because they don't
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3709003#Comment_3709003
Maybe but I'd hate to see a teleporting Clown with his 1v1 chase potential.
his 1v1 is unhealthy yet it cannot be nerfed due to a match being 1v4 game, teleporting can mitigate that
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@mecca said:
Its not the adrenaline nerf alone but the continuous survivor nerfs. Removing fun from the game for the sake of entitlement killer wins. Just like burning nurse, Wraith, and other killers.
Balancing around SWF but at the same time for very bad killers. This is why the game feels so unfair and survivors don't take the game seriously and/or quiting out of frustration.
game is still far better for bad survivors thanks to countless changes made only for them, if anything SWF has been relatively nerfed
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They are smurfing, simple as that
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I don't care either, I'll just rush the gen with streetwise, built to last and deja vu
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even 8 meter is long enough to not be considered as face camping, as long as it prevents literal FACE camping it's fine
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Play bunch of oni matches yourself, he don't gain power fast at all
I'm pretty sure any good survivor mains would also hate this, because they often loves going against CURRENT oni
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We can make it to 400% and it's still nothing because survivors nor killers aren't restricted like in comp matches
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We needs basekit teleport and stop giving teleport powers to each
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most of recent killers are still far worse than classic good killers, due to their convoluted complexity all while not having pure strength
It's just that survivors needs some time to adjust/learn counterplay to them, in fact BHVR is being too cautious to make killers not OP, minus twins rework
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People who hate camping or tunneling is not really suited to dbd, since those are the fundamental mechanics of hooks which is biggest uniqueness of dbd
or alternatively, hooks don't belong in dbd because it causes all the camping and tunneling, I don't know which to choose
Endgame is unhealthy for the game balance
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@Efrost said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3708312#Comment_3708312
It still doesnt even do that very well. I cant count how many times i watch killers pass 3-4 hooks to get them to hook they want. Even with hits and Sabos wiggling is a pointless feature that doesn't even do its alleged job of not letting kills walk the map with a survivor.
It does that very well, passing 3-4hooks isn't even common anyway and since survivors can break hooks it HAS to be that long
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We don't get any change for tunneling as long as we have hooking anyways, might as well scrap the hook altogether
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It is and it isn't, most of time it isn't as fast as it feels, but there definitely is a time where entire team consists of gen jocky
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@kosaba11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3708315#Comment_3708315
Wiggling DOES cause the killer to move, making it hard to move. At least it does when I'm playing killer. It's part of the function, and it doesn't do it well at all. And there isn't much of a time limit unless the killer just doesn't decide to hook you.
You really better play fair bit of killer games yourself and see how important wiggling is
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@Livion said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3668991#Comment_3668991
But what if hear me out, the killer brought: ANY GEN SLOWDOWN/BLOCKING PERK IN THE GAME
Still impossible because killers can't tunnel and activate slowdown/blocking perks efficiently at same time
Corrupt doesn't work because it doesn't block all gens and will be disabled anyway, pop doesn't work because you need to stop tunneling to activate it, same goes for DMS, eruption, literally any kick perks and a perk that requires pressure doesn't work while tunneling
So remaining perks would be PR, deadlock, surge, dying light, and merciless storm
Since dying light only activates up to 2 times at max, it's effect is pretty much nothing, surge and merciless storm is pure RNG so it's useless too, leaving only PR and deadlock, but since deadlock only activates after a gen done, it'll not work for "5 gen", leaving only PR, which can only activate once throughout entire tunneling procedure
Now what, three survivors having like 100 seconds + two chase + picking up/hooking, all while only getting -25% of PR once, it's already long enough to finish two generators, but then we can have all the anti-tunneling perks
It's quite obvious this is just a results of extreme skill gap between a killer and survivors, not even a balance issue or anything
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Honestly "easiest" counter would be hitting him with a pallet, shift+w doesn't even work that much most of times and looping is obviously not an option
Alternatively you could try camping dropped pallet in bigger tiles, but of course it only works in bigger tiles
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Adrenaline isn't even that much of a perk anyways, why bother countering it