Neaxolotl
Neaxolotl
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- Neaxolotl
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Comments
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@alaenyia said:
If you are getting 30% you are doing better than most. This game used to be about a 50/50 shot at escaping. But the devs have trashed survivor side so bad that it is probably around 10% for most solo folks. A huge swath of PC players have just been run off in general and console is new enough to the game they don't really know that is was not always like this.
(Full disclosure though after 6yrs I have a very low threshold for BS. So I bounce if it gets to trashy, thus lowering my win rate not because I am bad at DbD but I just can not abide some people's cheap game play.)
So SWFs including duo having like 90% escape rate? that'd be ridiculous really
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3705342#Comment_3705342
Can you tell what the other 3 should do when a teammate is tunneled?
Literally anything to help that survivors out?
There is really so much things they can do, so much
And no, even if everyone just sticks to a gen, that's not 1v1/1v3, it's 1v4 because they are more or less being efficient enough
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@C3Tooth said:
Some killers play the game like 1v1 & 1v3 instead of 1v4 is why the game is balanced on 1v1 & 1v3.
There is no meaningful buff when escape rate is 40% right where Devs want to. They just try to make 1v1 less frustrated.
It's literally not possible for killers to play the game like 1v1 & 1v3, because it only happens when somehow three survivors decided to NOT coordinate with one specific survivors for whatever reasons
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@caligraph said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3705192#Comment_3705192
thats an issue with hemmorhage as a status effect
And ultimately those healing perks
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It's strange how people claims SM is unbeatable or even pretend she is good at 3 genning, she isn't
there is more than a dozen killers that is better at 3 gen and also stronger at chase, at this point I think people just have PTSD in SM herself and not her actual power, pretty horror-ish I guess
@GeneralSkien said:
https://forums.bhvr.com/dead-by-daylight/discussion/411646/playing-againts-sm-is-pointless
The removal of active zones were something that was an absolutely needed change, it was way too unhealthy, and Skull Merchant despite her problems is in a much healthier state and could benefit from some small tweaks.
THAT BEING SAID… Crouch. Just crouch to gens and she is no better at holding gens than blight or nurse. Or don't play into a three gen, if you see a skull merchant setting up a 3 gen then stop her in her tracks. A majority of three gens happen because of negligence, awareness matters!
Nurse or blight is miles better at 3gen situations because they can counter W holding strat fairly nicely, though
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I wish I saw this combo every game because it's lot more hilarious than genstompers
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3704897#Comment_3704897
The only other game with comparable playerbase numbers that even hits 30 minute queues in ranked is Overwatch at the GM or Masters level for specific roles. I don't know where people get the idea that DbD's playerbase can't support functional matchmaking.
Because experience I guess
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@[Deleted User] said:
My experience:
40% of games are matchmaking losses where your only hope is hatch because one or two teammates are completely dysfunctional relative to the killer.
Another 40% of games are matchmaking wins where the killer is way out of their depth and d/cs half the time.
The remaining 20% are actual toss ups that could go either way.
We need more of the 20% and fewer contrived wins and losses, even it means waiting in queue another 30 seconds (the horror).
30 seconds is a cute number, you'd need another 30 minutes to make that happen
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Honestly I believe she will not be nerfed because she isn't as good as people believes, she isn't fast, her chase is 100% guess game (basically RNG), and will be hard countered by simple stealth
It was different when she had range addons which made her faster, but not in today
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Bloodmoon, and would probably return in anniversary too
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Immersive hooks really are laughably infuriating
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3702889#Comment_3702889
For Nurse at least, not overall ^^
It's overall, as she lacks consistency, tracking or mobility (beside capability to go up/down freely), I don't believe she is that high tier unless for wallhacker nowadays
Pretty sure this is not a major opinion tho
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3702880#Comment_3702880
Range addons don't exist anymore for quite some time now.
I know, It's me saying current nurse is pretty mediocre
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3702876#Comment_3702876
Survivors will equaly want to prevent a 3 gen situation.
The 8 regression limit will cut down the time it can be held indefinitely, but that doesn't mean a limited 3 gen scenario isn't an oppressive situation. It forces survivors into a small zone where the killer has all the power.
This means survivors will try to break a 3 gen as early as possible, ignoring the outer gens. If survivors do this indefinitely without the regression limit, then you still get infinite gen defence situations.
Or they can think for a second and stop fighting 3 genning before actual 3gen happens, now they can freely do gens without any pressure
Killers can choose between hooks and 3genning, but never both, "oppressive at late game" is hardly a problem when it takes away pressures from early game
And this is quite obvious if survivors decide to NOT utilize system that exists, it's more or less skill issue, it's a little similar to saying "anti face camping doesn't work because survivors will crouch around camping killers"
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To be honest, she isn't even that strong without range addons, especially indoor maps
She is not fast, and pretty bad at tracking survivors, and it's 100% guesswork when there is LoS blockers
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3702876#Comment_3702876
But for example the Gen kick perks could just get reworked to solve this thing? Besides they were bad perk design anyway. Other than those I don't see how other perks are unusable... For the get undetectable perks for example you can kick whatever gen and won't get affected by it probably at all.
There is quite the amount of those perks, but I don't really care if that's the way
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3702863#Comment_3702863
If you don't think the regression limit will come into action anyway, why do you want it to only kick in when there 3 gens left?
Because even though it's rather unlikely survivors match with efficient survivors in pub matches, killers will still match against efficient survivors plenty of times, and there is many perks that just outright unusable thanks to the system
It's only a problem when both side knows what they are doing, if survivors are lacking teamwork they'll be demolished either way
@Onako said:
Doesn’t that kind of incentivise killers to go back to 3-genning maps in the first place since there is no drawback to hold those 3 until there is only one left to complete?
And what's the problem
You can just make 3gen happen and spam them until 8 kick limits wear off, it'll take some time but not extraordinary
It's not like killers can chase and protect generators at same time anyways, as they are not the old skull merchant
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3702855#Comment_3702855
Sanctum of Wrath, Azarovs resting place and suffocation pit all can spawn 4-5 gens on one side leading to a very hard to break situation for the survivors, especially without the 8 kick limit, at least in public matches.
I don't really think a problem when it's about public matches, it's not like they can survive until killers burn the all 8 regression limits most of times
And even if it's "hard to break", it's not "outright impossible" like old 3 genning, ultimately I don't really care if it takes full rework of maps or even killswitches to make it happen
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I don't understand random "spam prevention" happens on post editing, that's one bad on this forum, it takes hours to even a day to show up
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@FilthyLegionRevival said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3702792#Comment_3702792
And you can actually do something about survivors crouching around unlike the latter one. Your point?
The point is whether it's realistic or not, and realistically you can't do anything in reasonable time against those who crouching around
This is not a strict rule of "whether you can TECHNICALLY do something or not", but more of "people should play normally and stop griefing"
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@Lixadonna said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3702801#Comment_3702801
Tell that one to the people who Rage Quit.
The best counterplay we have is asking for removal of self unhook
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@Archol123 said:
In theory, but there can be certain maps where you get 4 or 5 gens that close together on one half of the map that you can almost hold them all.... So that would be terrible on those maps.
I mean, isn't that a really big map problem to begin with
I honestly doubt killers can hold those 5 gens without all that eruption/CoB/overcharge nor SM drones anyway, even 3 gens are barely defendable for majority of times
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It could have higher number when it loses effectiveness with less gen remaining, you don't really need it when there is only one gen remain anyway right
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3701656#Comment_3701656
Because stealth killers overall perform better against solo players than swf, while it might be fine against coordinated players solos would lose a lot more often. Which would end up being really frustrating.
If the information gap between solo and swf is closed it would be much less of an issue. But even then the question that many asked stays: should s tier killers exist in the first place?
I mean, information gap between those teams are already a one of biggest problem in this game
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To help other survivors win, that is
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All of spine chill was one of unhealthiest perk in entire game, no wonder it got gutted
Nothing should completely disable specific killers, really
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3701772#Comment_3701772
That's why you never commit to a chase that isn't going to be free for you. Especially on Doctor, Wraith and Clown you just poke until you get someone out of position and from that point onward you play in the most aggressive hit and run play style. The survivors run out of resources and they don't get to reset.
To beat this, you'll need a team that never gets caught off guard. This is not realistic for public games.
In my matches, it's honestly more unrealistic to expect survivors to be in out of position to the point it'll lead to winning games, but to each their own I guess
I sincerely doubt it is reliable or even possible to perform good without super high mobility, finding survivor is already not an easy job as is, and knockout only helps against soloq too
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@SignedUp4PTBFeedback said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3701770#Comment_3701770
Well, given the current system you can't really tell trolls apart from people who just genuinely want to get a hatch escape and don't want to be found first. That's the thing, the best play for both remaining players is to hide, and it's a boring mechanic I agree, which is why I mostly just hold onto the gen and don't bother hiding, would rather go next.
We could add an aura read timer for people who don't do any gen progress for x minutes, to reduce egregious cases of hiding. Or if there is a comeback mechanic added that incentivizes doing gens, one can make this timer shorter. This is just off the top of my head.It doesn't really matter when the end result is 1 hour match with no interaction between killers and survivors, be it genuinely wanting to hatch or not, it should not be allowed
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We really have to think about the fact even with all the busted loops and all the game breaking perks, killers were winning more than survivors
What it tells is that survivors aren't weak, but rather most aren't even trying, current mediocre SM having high kill rates shows same thing too
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3701626#Comment_3701626
No hooks before everyone is on the ground. The Surge + Nurse's Calling information combined with a general idea of where survivors are usually allows you to stay in chase constanty.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3701659#Comment_3701659
I would think so too but I've been playing against a lot of survivors that tried to counter the build with Unbreakable. It never worked. Because a full reset takes so much time that it can never happen. You stay in chase the entire time, regress the gens so they can't rush through and Nurse's Calling + Sloppy allows you to interrupt their heals.
You play like a hit and run killer. Only, every time you hit someone, they go down and you slug them.
I think ultimately it's just how careful they are and how good they are at looping, one longer loop and everything will reset, and shorter loops and everything will ends in a minute
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Nothing should mess with wiggling, it only leads to unhealthy gameplay no one want
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This is quite strange something literally bannable is somehow not made impossible by whatever systems
Face camping somehow got a fix despite not being bannable offense, but this is still "allowed", as in no system to stops them from doing such
And this is even more strange that the lot of people assume fix is to give survivors even more free advantage at end game, which they have ridiculous amount of it already for some reasons
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Tombstone piece myers, now with rancor and PWYF
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Never mess with the wiggle bar
That only makes game bad, just make change for other aspects
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3701003#Comment_3701003
can you imagine soloQ with a competant killer and 3 bambis while you're the only experienced player, without madness like old DS and DH to save you?
I firmly believe that this point right here is why people want this system back so badly. This situation only sucks for the survivors.
A disturbing number of people on this forum put themselves in the killer's shoes in this scenario and see only
free winsa 'fair matchmaking system that recognizes their god tier skills'.It doesn't really matter if you look it from killer's side, because actual matches are pretty much SWFs anyway
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@RaSavage42 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3701653#Comment_3701653
The Whispers say "yes" or "no" if you are facing a Survivor or not… so it's not directional but it tells you if and when you are within 32M of a Survivor and facing them or not
And is there any sources for this
I've searched and what I found was that the "dev confirmed whisper is not directional and will not guide you in direction of survivors," which is also correlate with my own experience, people's opinions, and what wiki describes
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Slugging is high risk high reward strategy, killers can pressure more effectively and could finish the game in quick win, but risking the reset and entirety of your effort reverted with zero hook state
Not to mention the fact there IS still a chance for full reversion even after everyone is slugged, thanks to so many self pickup perks
It surely will wreck soloq, but it's no better or worse against SWFs
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3701256#Comment_3701256
More than a tier? You want an s tier stealth killer? Why even? Going against stealth killers tends to be quite miserable if they play it correctly, why would you want them to be that far up? XD
Why not? also "more than A tier" here includes A tier, too, S tier stealth would be super funny disaster but that could be too much
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Not even wiki mentions that though, just that "lights up when 32meter range" and "plays random whisper upon active", nothing about direction
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Aim dressing is just bad and we should remove that even if it'll make hit uglier
We seriously don't care whether they look good or not when a system makes a problem
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3701089#Comment_3701089
I think the whole fun thing about playing stealth killers is planing your route ahead and use the Los blockers to not be seen by the target you are approaching, on indoor maps you don't even have to think, because there are walls everywhere anyway.
I don't see a reason to make a killer invisible beyond a certain range.
Whatever, if that's the case just do something else, it's not like I'm so inclined in specific ideas or anything
As long as they become more than A tier without relying on indoor maps, it'll work
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Mostly just free win and free bp, nothing more nothing less
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It's worse than buckle up and for the people, that combo is extremely limited when compared to this thing
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To be honest, there is no need for balance to be competitive, just that it has to be fair with both side
So as long as both side has same map and same killer, it works
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There was never been a time grade system wasn't sweatfest, and it's no different in SBMM
I don't see the difference like at all
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@ArkInk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3700695#Comment_3700695
I'm curious about what you're proposing here. Is it that we rework every single stealth killer in the game even when some of them are the most enjoyed and played characters out there, or is it that we just outright delete Wraith, Myers, Chucky, GF, etc. along with all perks that give Undetectable?
I'm genuinely just stumped as to how anyone would even go about making this change, let alone justify it.
Anything that makes stealth killers work in outdoor maps
At least try to make them invisible past whatever distance? I don't really care how, just that it feels stupid to have killers that only works in specific maps
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3700695#Comment_3700695
How about we just delete all of your favourite aspects of the game to keep me happy instead?
I don't really have favorite aspect par se, anything that massively changes the game is more or less welcome
Indoor maps are generally just bad for plenty of killers, but it's not like outdoor maps are all that great either
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3700693#Comment_3700693
So turn all outdoor maps into pseudo indoor maps by absolutely filling them with LoS blockers? Because that's the only way.
or whatever any other method that works without interfering other killers
We really don't have to be so strict in doing things. what we need is lot more of imagination and all that ridiculous things
Hell, just scrap the idea of stealth killers? they aren't even working in indoor maps, they can jumpscare here and there but that's pretty meh
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3700572#Comment_3700572
Different maps suit different killers. Just as Huntress is gimped on indoor maps, M1 stealth killers are gimped on open maps.
When we have about 25 outdoor maps and 4 indoor maps, it's pretty entitled to think you should continued to have the upper hand while stealth killers should suffer. We need way more indoor maps to balance those scales.
We should remove indoor maps, so stealth killers can get proper balancing without "but indoor maps" complaint
There, we got a best way to fix the issue
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This game is already as competitive as it gets