Neprašheart
Neprašheart
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@CountOfTheFog said:
Never mind, they disabled them.
That's what I have thought, until I ran into them just the previous match.
I guess, no more playing as a killer or back to facecamping Bubba until they fix the mess.
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I don't find the chapter appealing whatsoever.
I get that Chucky is famous due to the movie, but.. Like, I don't get the horror vibes and I sure don't feel stressed, scared, or whatever along such lines while being chased by him or knowing that the killer's Chucky.. It's all just a pure disappointment, and that's gonna be even worse if he gets a lot popular.
Good thing for me is, Chucky shall be popular in North America, but kinda unpopular throughout the Europe.. I think.. Right?
I will have to watch some more gameplays to see if I can convince myself to stay here.. I shall see.
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I dunno how do you treat the game and other people, but I do receive a lot of compliments or overall a positive feedback from the survivors if I don't tunnel or camp.. And even if I do tunnel because I feel hopeless, I do apologize and I'm not being called out for it afterwards.
People just wanna play the game in their free time, they're really not looking for competition in most cases..
If I get tunneled or camped to death, I do usually leave the match ASAP, unless the match is ending anyway due to me being the last survivor in the match. I don't remind the killer or try to discourage the killer from playing that way.. I just move on. I don't wanna argue or get involved in their business, that being the way they play the game.
I do very rarely receive insults or survivors teabagging me.. Or I do forget it entirely, because what is to me that they're repeatedly pressing the crouch key? Am I supposed to feel.. Hurt, offended? Nah, this is just a game, and due to the limited survivors' gestures, there are so many assumptions as to what could've they meant with that that I'd be here until tomorrow without a doubt, perhaps for even longer..
Teabagging can mean apologizing, compliments, (...), and it's up to you how do you wish to perceive it. If it hurts you, that's onto you.
That being said, I don't go to the exit once they open the gates. If they wish to wait for me there, they're free to do so, but I shall be browsing some discussions or chatting with friends in the meantime. They have already won at that point, so until there's a perk allowing me to block the exit for at least ~5 seconds after dealing a hit, I'm not gonna bother.
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@jokere98 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575910#Comment_3575910
Then, like I have mentioned already, that's onto the killer.
so, you telling me i should tunnel, so i don't have that problem in the endgame?
If the situation requires it and you're okay with that, then yes.. But if you're not a competitive player, then you shouldn't tunnel even if it causes you to end up with a few less hooks in the end. What you do care about is having fun, ain't that right?
@Hermit said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575910#Comment_3575910
If DS works during endgame again, we would be back to the state before the nerf - killers tunneled during the game to get rid of endgame DS. And if you were not running DS, well... unlucky.
And no, not every killer is tunneling anyway.
But, buff DS back to 5 seconds!
Killers do tunnel since the very beginning even nowadays, at least in mid-high MMR, and especially while facing solo queue where the saviors do hide and let the injured moaning survivor be found once again.. Killers running four slow downs instead of detection perks, and then excusing their lack of self-awareness when it comes to the loadout selection that they couldn't have found any other survivor besides the recently unhooked one.
The killers who don't tunnel do usually lose the match in my experiences, or they make a comeback if the survivors mess up a little or the killer has a way to injure survivors with ease.
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@jokere98 said:
Besides that, Decisive Strike has already been used throghout the match without a doubt, so.. That perk has no effect anymore, unless the killer can't tunnel the currently vulnerable survivors during the EGC, which is entirely their fault.
and what if it haven't been used, since killer played without tunneling, but at the end he wants to get a kill after all?
Then, like I have mentioned already, that's onto the killer.
@jokere98 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575866#Comment_3575866
well, it was all about "making DS and OTR work after 5 gens"
I'm all in for DS reverting back to 5s, but working after gens are done is a big NO
Mhm, then let us disagree with each other. No need to talk about it any further.
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@jokere98 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575342#Comment_3575342
so, back to free escapes after 5 gens completed? What is killer supposed to do, if someone gets unhooked at the end, and exit gate is open? 30 seconds is more than enough to make it across the map, and if you don't, you still have 60 seconds to crawl out
You're jumping to unnecessary assumptions, and I don't know what to address first; You jumping to the assumptions, elaborate the point I was trying to make, or go with your flow..?
The killer can easily get two sacrifices per a match, even more if the killer tunnels.. Which happens every single match anyway, so you're plainly exaggerating to have the point twisted to your narrative. The killer can also play with perks like No Way Out or Blood Warden, furthermore prolonging those mentioned time within your response, and easily countering the two perks I have mentioned.
Besides that, Decisive Strike has already been used throghout the match without a doubt, so.. That perk has no effect anymore, unless the killer can't tunnel the currently vulnerable survivors during the EGC, which is entirely their fault.
The killer can always use perks like Save The Best For Last, Rapid Brutality, (...) to catch up to the survivors even more quickly, furthermore making this kind of play look easy while you're trying to complicate things without any valid reason.
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Increase the duration of Decisive Strike's stun from ~3 to ~5 seconds, and make it work even after having all of the generators completed;
Decrease the duration of Off The Record to ~30 seconds, but make it work even after having all of the generators completed;
Increase the regression effect of Hex: Ruin from the current ~100% to ~200%;
Remove the penalty while cleansing or blessing a totem while using Calm Spirit, as well as removing the penalty of opening the chest while keeping the silent opening;
Make Mettle of Man token based, gaining each token for a protection hit, unsafe unhook, or reviving survivors from the dying state;
Decrease the duration of Deadlock from ~30 seconds to ~20 seconds;
.. And that's probably all for the time being..
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@Ariel_Starshine said:
I can counter her. As someone said the fast vaulting then doing a quiet vault back works, when she's phasing while chasing you, running back towards her works for me.
Mm, that does usually help players to gain some little distance, making her waste a bit of power. However, if she phases straight to your last seen position, she's gonna hear the footsteps and heavy breathing, possibly even notice the scratch marks, and stops phasing while being right on top of you without even having to fully deplete her power bar.. Earning an easy hit and phasing literally right after the cooldown animation, creating a very bad scenario for you.. Unless you still have some ace up your sleeve to give her a hard time catching you.
@NerfDHalready said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3570766#Comment_3570766
hm, good to know thanks. i myself am not a very good survivor against spirit honestly so tried to not sound super sure.
Well.. She's much weaker than back in the day, but veteran players might still give you a hard time escaping the chase or vice-versa.
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@NerfDHalready said:
just like nurse, it's up to her and how good she is. at least spirit's cooldowns are more punishing. crouching gives free iron will, doubling back might work especially around corners, like people said slow vaulting might work. god pallets obviously work.
Oh, slow vaulting works only against deaf players and players new to Spirit, as vaulting makes some noise (not the vaulting itself, but the character does make some) and it's pretty loud, easy to track and therefore being a free hit unless you've managed to gain enough distance to pull it off.
In general, I wouldn't recommend it to any veteran player, unless they're playing in low-mid MMR.
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She's one of the weaker killers in mid-high MMR nowadays, as ambushing does no longer surprise survivors; All you can do is to bait them out of the looping spot, but that's not gonna work on experienced survivors anyway.
So, you're basically playing an M1 with a built-in slowdown that's weak without the necessary add-ons.. And why'd you bother playing with Amanda, if you could play some anti-loop like the Xenomorph or.. Pretty much anyone..
SWF premades do love playing against pigs, because that means very easy matches for them.
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I do hate tunneling myself, so I do always pursue a healthy survivor to have a fair and fun chase; Having an advantage before the chase even begins robs me off of the fun, you know? A healthy survivor plays differently than an injured survivor, killer-to-killer based, of course, as getting injured against the Spirit is no longer 50-50, as she does rely a lot on your cries in pain..
While playing as a survivor myself, I don't mind being tunneled.. As long as the rest of the team isn't hiding around and repairs generators or keep healing themselves. At that point, I'm glad that the killer keeps pursuing me as I keep running Off The Record with Decisive Strike 24/7. What I dislike is the proxy camping and camping, so the other survivors don't even unhook me and I don't get to play the match anymore.
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It's Doctor's or Singularity's for me.
Although Nurse and Xenomorph are worth mentioning, they're no match for the Doctor's and Singularity's, if you ask me.
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Spirit does give the audio cue while phasing like you're mentioning, which is nowadays a directional one.. So, neither side can see each other, but she's having a slight advantage over you because she's faster and can decide when to end phasing whereas you as a survivor have no control over that, besides stunning her with pallets or perks like Head-On.
I'm not sure if you can still see her going through the environment (disturbing crows, making grass move, making corn in Coldwind Farm maps move, ... - Yes, even while phasing), but that was one of the counters, not sure if they still work as there has been some changes to her throughout the years.
Either way, she's a very balanced killer without add-ons, but because unfun and broken with specific add-ons (tracking ones, to be more specific). Her full recharge time is fifteen seconds, which is more than enough.. No other killer has such a long cooldown to their power, and she does lose a portion of her power charge if ending phase walk sooner than it fully depletes for some weird and unknown reason.
So.. The natural counters are the environment and sound cues. There's nothing else, and some add-ons do tweak it a bit, possibly changing the counterplay by a bit (Wakizashi Saya, returning to her husk despite audio cue telling otherwise).. She's not that fun to face, but you can literally outrun her if you face one without movement add-ons and tracking add-ons with ease if you're running MFT or some exhaustion perk, prolonging the chase up to ~20 seconds with ease just because the cooldown is such a big number.
Playing with her against SWF with voice communications is a mess, unless you're running add-ons; The moment you're off, they're on the generators, but you can't get back because your power is still recharging.. And if you do that, the survivor whom you've attempted to chase heads back, and they can easily share your position based on the audio cues while phase walking.
Unless you're facing Rin with tracking add-ons, you shall be having rather easy time playing against her because her power doesn't allow her to split pressure and let you have a generator from time to time.
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@CatnipLove said:
https://forums.bhvr.com/dead-by-daylight/discussion/394812/is-the-thing-rn-to-just-run-super-early
It could be a lot of things. Luck that you encountered a load of stealth survivors in a short period of time. Nerfs to healing making stealth more important. It's hard to say.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3567703#Comment_3567703
What does MFT and killer viability have to do with survivors playing stealth? Survivors aren't running full chase meta loadouts so they can run away, pre dropping pallets as they go, just so they can hide in a bush at the end.
It has a lot to do with that.. OP has mentioned fading scratch marks, meaning that OP have had troubles catching up to them in time, which does give a possibility to them running Lightweight + MFT combo or something alike that; If it would've been stealth all along, there'd be no scratch marks.
And, yes.. Survivors do run META to escape. Escaping a chase does do the trick from time to time, especially if they can make it obvious that the killer can't catch up to them; That is being the case especially with ~110% killers having to wait for their power to recharge or have to replenish their power.
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The current META is Made For This and the usual hold W strategy with predropping pallets; Run around the dropped pallet until it's necessary to vault, attempt to fake the vault and vault some window nearby, then head over to the pallet once again.
For that reason alone, you're not gonna see any M1 killers, unless it's the Plague, Wesker, or some other M1 with a built-in anti-looping mechanic. Nemesis with its tentacles, Xenomorph with its tail, and so much more.. Unfortunately, that means no mascot matches with the Trapper, and barely any annoying woosh-Spirit competitive players, although those are still present with their tracking add-ons 24/7 if you ever run into them.
So, it is mostly them using the boring and the most META strategy, while only partly being you and still having to adjust to the changes over the years or months while you weren't here.
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@BlueRose said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3566824#Comment_3566824
Yeah, and this is why I think events should be a different queue than being shoved into normal matches. As you said you can not choose what kind of opponents you get in dbd. If they want to do events like this one then I think its time to do an event queue.
The suggestion sounds nice and all, but you do know people, don't you?
The competitive players would've simply abused it and queued for those event queues just to ensure playing easy matches until they'd get bored outta it.. And given the world population, that could easily cost you the entire event duration, no?
People will always find a way to get even the tiniest bit of advantage if it helps them out.. The ones with competitive mindsets and selfish personalities, at least, whereas the rest would feel bad for doing that and stop with it after a few matches without a doubt.
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Do place some turrets near the window-pallet loops, so the killer has to break them. If possible, without any walls between them, so the killer can't just destroy one, hide behind the wall until the tail recharges and destroy the other one without taking Xeno out of the power.
Do take in mind that this may take some time.. So, do only really do this if you have other survivors doing the same, otherwise it's not worth the invested time.
You know how to play with the trapper, to lock down an area and guard it, right? The same kinda applies even here, or so is at least the easiest option so you have turrets covering each other. This becomes especially tricky when you have to repair different generators and leave those turrets behind, as there's a limit to how many turrets can be deployed at the same time. Well, in the worst case scenario, you do know where to run to..
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I'd prefer seeing kitsune, but considering the size and the places where it could appear as a result of that, I'll go with toki because toki isn't gonna mess with the gameplay, unless they do place toki on top of the logs and have survivors hide behind them to dodge the hatchet hits and other ranged attacks.
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You're not gonna see such gameplay from me, but I'd like to mention that Asperger's can and doesn't always have to be on the high-functioning end. I can work just fine, behave like an ordinary person.. You wouldn't even know that I have Asperger's unless I would've told you, though, you might've found my behavior somewhat odd..
Whenever I have faced such players, all I have to do is to take my headphones off or click the key combination to mute my volume.. And that's it; They can spam their fast vaults however they want to, but I can't hear anything, so they're wasting their own time while I'm still going around the map and destroying all the dropped pallets and breakable walls.
Quite a lot of people do treat the game competitively, so you're gonna run into such players from time to time.. They do have double standards for such situations, so arguing or discussing this matter with them isn't gonna do anything, but boost their egos by giving them the so desired attention.
Take care.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3564987#Comment_3564987
…If you really feel that people quitting games “ruins” your personal gaming experiences, perhaps you should play with bots? You wouldn’t have to worry about people not playing for your personal enjoyment then, now would you? :)
That is, unfortunately, still not a possibility; There are no killer bots yet. I have considered that option the moment they've mentioned the addition of bots at some point, but that was a disaster. Although they're better than how they were before, the survivor bots still got a long way to go, and the killer bots aren't even out.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3564530#Comment_3564530
Hon, I needn’t twist your words and it’s not about being right or wrong. The essence of your whole comment was that survivors should remain in matches where they aren’t having fun because somebody elses fun is more important than their own. My response was that’s unrealistic, no game can force it, and no matter how you try to dress it up (“they should stay and learn from their mistakes/loss!” “They should play so that other people have fun, be compassionate” or whatever) it’s not gonna happen. People buy and play video games for their own entertainment, not the fulfillment of others. And that goes for killers AND survivors. It’s just the truth.
Hmm, except that you are twisting them to fit your narrtive right now, and have been doing that within your previous response aswell. You're probably oblivious to that, unless you're literally pulling my leg here.
It goes hand in hand - If somebody's not having fun and decides to ruin it to the other players, guess what.. Other players aren't gonna have fun aswell. The only way to break this repeatable cycle is to change your point of view or make it so that the other people will have fun, even if it's at your expense. Sooner or later, you will see people returning the favour, but it's of no wonder that you're not thinking along such lines, as you're only contributing to the issue at hand instead of trying to make things better for yourself and the other people around you.
If you're not willing to stay in the match, please, don't even bother playing the game in the first place. I don't wanna have my time ruined just because somebody's entitled and believes that the world circles around them, but I guess that this goes both ways too, doesn't it.. Which at that point, the discussion becomes pretty much pointless and with no way around what's going on, unless something convinces players to keep playing the matches.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3564325#Comment_3564325
People are penalized for DCing. You’ll never be able to force (survivor) players to remain in games or play games how you think they should. You need to let these fantasies go. If people don’t want to play, they won’t.
And that is fine.. My point was that they do ruin the match to other players and instead of taking a break until they feel better, they do head into the next match only to repeat the entire process once more, because, of course, nitpicking all the faults within the game is a very easy task for them to do to justify their own actions to themselves.
There's really no need to twist my words or to purposefully miss my point just for the sake of thinking that I do gotta be wrong.
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@I_CAME said:
I'll say what I always say. There's zero incentive to stay in a survivor game that looks like it's going badly. You aren't going to win and you aren't going to get any bloodpoints either. Especially true if you are a solo player. The odds of you making a comeback are very low due to how quickly things snowball for the killer. For less experienced players there's also a high probability of them being hard tunneled out so I kind of understand why they give up. The person who gave up might have just been tunneled out five games in a row. It's impossible to really know their motivation for giving up. Give people more of an incentive to stay in games if you want to solve this problem. I don't know how to achieve this but clearly something needs to be done.
If the game's going badly, why not try to make a change? Why'd you go out of your way and even help the killer to make things worse.. It's almost as if you were enjoying losing at that point, because I can't see any reasonable reasoning why'd you wanna promote the stuff you're not fond of, including losing and one-sided matches for example. Like, do something about it instead of giving up, or at least try to..
Another thing you're mentioning are bloodpoints.. Fair. They might matter, but the moment you do get every single perk or the selection of perks you're comfortable with, they do become worthless. At that point, you do no longer care, so that does simply becomes an excuse whenever a veteran player claims so, not applying to the new players.
If you're being tunneled, get Off The Record and Decisive Strike.. Even if it's situational. Do fight what you hate and promote what you love or enjoy, no? So what that you don't get to use it if you equip it.. You were prepared, so you've done the right thing. You do run your loadout to promote your own gameplay and have fun, not to ruin somebody else's match.. So if the killer tunnels you, you do fight it and make it clear that tunneling you is the worst decision they can make.
The incentive isn't there.. It's the lack of morale. The motivation is to stay happy and behave like a person whom you wish to become in the future, nothing more and nothing less. It's no longer about the game, but about being happy with your decision makings.. Which also applies towards this game and the way you treat it; Don't wanna sweat? Then don't, and learn how to be satisfied with knowing that you've given it your all even if it wasn't good enough to outplay the competitive players.
It's up to each individual to learn how to handle losing and learn how to enjoy playing the games, how to learn how to no longer treat them competitively.. If they're incapable of donig that, they're not gonna have fun unless they win, period.
@Sava18 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3564243#Comment_3564243
An incentive would help but a penalty is what brings results.
Or you know, just remove the ability to self unhook without deli?
Maybe make dc penalties a bit worse than they are now. People log in and play 5 games(leaving 3 of them) and do the same thing the next day.
Attacking the reasons for why people give up is a good start but it''s not enough in a pvp game and def not enough with how fragile players are in this game.
Kinda.. You do have the point, but self-unhooking shall stay in the game; What shall happen is to make self-unhooking without specific perks detectable by the game itself and make some penalties for repeatetive self-unhook actions in case X survivors are healthy, injured, or doing certain actions.
If no survivor is repairing a generator, healing themselves, (...) as shown in the HUD, then self-unhooking shall be OK and no longer punishable; However, the moment at least one survivor is doing something, then self-unhooking shall be detectable by the in-game report system and punish the player for doing so, unless they're running specific perks to increase the odds or having specific offerings burnt to increase them (could be burnt by other players) to promote reasonable unhooking and punish those who give up early.
Implementing a VOD history that can be watched by any BHVR member would be a good start to see, if the players is griefing or isn't griefing. Naturally, with that also implementing a replay feature to be able to tell if the killer who was facing you was cheating or wasn't, and so on..
We're kinda asleep with such features, as no matter where do you look, they're everywhere.. Literally everywhere.
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Feng or Yui; I've got a bias towards asians in general, so that's that..
Feng's got the best and the most outfits in the entire game, her lore talks about years of gaming experiences, and she does appear to have a common sense if her lore is accurate. I do like her screaming and cries of pain the best outta all the survivors. It's not annoying, it's cute..
As for Yui, that'd be because her lore describes her competitive personality quite well. She's the kind of a person who refuses to give up and prefers to take things the hard way, unless I have misunderstood it. For that, her character design, and some of her cosmetics, she's my second-first or first-second favorite character.
Why I'm mentioning first-second and second-first.. That'd be because I do play with both, switching them up dependable on my mood and perk loadouts.. Mostly on my mood, though.
I have used to count Yun-Jin and Mikaela amongst my favorites.
Mikaela due to her ice queen outfit and overall interest in cosplays; Yun-Jin due to my history of listening to KPOP and once again bias towards asians. Unfortunately, I have grown somewhat tired of Yun-Jin's screams and cries of pain, so I don't really play with her a lot nowadays, nearly the same applying towards Mikaela as playing with her would've meant dropping Feng or Yui for those few matches.
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I do usually experience players throwing the matches during survivor solo queue, in particular if..-
- The killer decides to tunnel and go right after the unhooked survivor. That unhooked survivor gives up the chase and sacrifices themself on the next hook instantly or purposefully disconnects before even getting to the hook; Happens even while playing as a killer, but I do avoid tunneling even if it costs me the entire match because I hate it;
- The survivor doesn't get unhooked within the matter of five seconds upon being hooked. Yup, five seconds. No more, no less. If nothing, it's purposefully disconnecting or attempting to unhook themselves and refusing to struggle;
- The survivors are healing themselves and not repairing the generators before attempting the rescue, regardless of the situation;
- The survivors are struggling pretty hard, even though almost all of the generators are a bit above ~50%, and so the potential to comeback from that is still there;
- The survivors have had two chases lost within twenty seconds each, and so the player is entitled to believe that there's no point in playing anymore;
- The killer uses XYZ loadout (one or more specific add-ons, specific map offering being burnt, specific perks);
- The other survivors use XYZ loadouts (once again, specific perk slots, and so on..);
- (...).
Honestly, I'm losing sense of what's the issue with those people. It seems like they do play the game to win and can't handle losing, so they do feel entitled to ruin the match to the other players, because they're not having fun.
The common excuse is that the game is or was F2P on EG, and that winning is all that matters. „I don't care about you having fun, I do only care about myself having fun.“
The only times when I don't see a purposeful DC is when the players do play in SWF and actually do apologize for the member of their party leaving the match upon being asked, but that's a huge minority of the playerbase, as most people don't bother with respecting the opposing players. It's a competitive videogame to way too many players, so it's of no wonder that the game triggers them so much that they do feel like the entire world is against them and wants them to suffer, you know.. Or if I start losing so hard that I can't even keep up.. That's when there's no DC to be found, unless it's an emergency or a network issue like I have already mentioned.
It's a shame.. I don't recall the game being treated so competitively back in the day.. People were actually trying to have fun while being considerate of other people.. It's as if the charm has become too outdated and the trend is to hate everybody and spill the hate upon everybody who wants to share love and positive vibes. You know, to be edgy just for the sake of being edgy even though they're aware of how wrong it truly is in certain cases..
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@NewPlayer100102 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3560028#Comment_3560028
You could back the Xeno's ass up to a survivor and hit them while they were behind you. This no longer works.
As of today, the tail attack approximates its visual better than it did yesterday. You can still use it(or abuse it from the opposing side) to have the tail graphic go through the survivor and have no hit register.
Due to the difference in his POV and his tail hit origin in runner mode you can still hit things you can't see, sometimes.
Due to object collision you can still be unable to hit a survivor you can clearly see.
That sounds really confusing, but I do get the gist of it.
I do gotta see it for myself.. Yeah.
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I don't understand the first point.. „to be able to hit Survivors behind it“? As in, it was possible to hit survivors with the tail attack even if they weren't within the killer's POV, or .. What? I am really confused now.
If the talk attack didn't match the collision back then, I'd like to know if the current tail attack matches it.. Because it's literally quite a mess.
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@Tsulan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3559021#Comment_3559021
Again, Xeno was bugged. The devs fixed the bug AND reverted the attack cooldown to the PTB status (which is a Nerf).
What about the delay before the tail even hits?
Was this also intended, or are we encountering yet another bug in regards to the tail attack?
I have already described that within my previous response, but because I have received zero feedback and only upvotes, I'm not sure what I'm supposed to think about this.. As in, is this intended, or is the tail's hitbox and cooldown completely out of place?
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The tail's hitbox doesn't match the hitbox it should have.. Its size has been decreased for some weird reason, and the hits are about ~0.5 - 1 second delayed, and due to the lock in animations, a survivor player with quick reactions or good enough imagination to predict where could the tail go can easily dodge it.
Besides that.. Yeah, nothing else, really.
Xeno queen is the only killer I play nowadays, as Spirit got gutted with the directional audio and became completely add-on dependable.. And as somebody who never uses add-ons or items because I consider them to be crutches, I do either play Spirit and get one hook per a single match, or play Xeno and get a few hooks per a match.
I do see Xenos from time to time, but it's usually a mix of Skull Merchant ~20 minute matches where we eventually give up, Weskers and Wraiths refusing to leave the hook's ~24 meter proximity for the first ~45 seconds, and overall killers who do rely on X generator regression builds with tunneling being the only playstyle they can pull off. At that point, the game quickly loses its appeal, so I'm good with two or three matches per a day.
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I have used to run Second Wind to counter Sloppy Butcher; One time bothering with longer heal is fine if it activates the perk that autoheals me afterwards. It's very satisfying to get unhooked, head towards the generator and get healed while repairing the generator.. Hehe..
So, unless you're charging Second Wind, don't bother healing.. Unless Thanatophobia is at play, but the priority shall be taken based on the killer; If it's Spirit or some M1, do bother with healing, I'd say.. Otherwise don't. You do get the idea.
Nowadays, I do simply move on if I end up getting butchered by Sloppy Butcher.. My loadout focuses on tunneling, because that's what the entire killer playerbase seems to be focusing onto. If I can punish killers for playing in such an unfun way, I will gladly do that.
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She does give a directional audio cue about her position; You do need Iron Will, to predrop pallets, fake fast vaults by quickly slow vaulting back (you do need to have a decent headstart to be able to pull that off), but that's how it goes against the basic Spirit without the sweaty add-ons.
The moment you're facing Spirit who uses the add-ons to get killer instincts while within X meters of you, you're gonna be very accurately tracked throughout the entire match, and so I would kinda recommend camping pallets whenever you notice such a pattern and the killer having such add-ons. You may try to run towards the pallet from one side, but quickly change directions and drop it from the other side to try to stun her and dodge her attack, but you're very likely gonna be late for that and suffer from a hit anyway..
She's quite deadly and difficult, but playing her is also a very difficult task.. Because her power has one of the longest cooldowns in the entire game. Oh, that reminds me.. Made For This and the exhausting perks do work very well against her, just like Iron Will does, although she might still track you down through the scratch marks of yours.
So.. The add-on means there's no valid and reliable counterplay; No add-on means the possibility to confuse her a little and pull off some crazy plays, but the odds are still heavily in her favour, unless the map RNG doesn't favour her or she's running out of time and needs to finish the chase quickly, as experienced killers will leave you for the later if the chase seems to be taking forever.
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Depends on the killer and your perk loadout.
If I have Brutal Strength and playing with Rin, I'm naturally gonna hit the generator before starting the chase because I know that I can keep up with the survivor even if I give them a headstart.
If I know that there are more survivors than just one, I do injure the first survivor without hitting the generator to force them away, quickly returning to kick the generator and start the chase with the healthy survivor; If the injured survivor returns to stop regression and continue repairing the generator.. Well, then I have lost time.. But most survivors don't do such reckless stuff against killers like the Spirit, especially noticing that you do have experiences and know how to end chases quickly.
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Hide'n'seek isn't gonna get any better, unless the maps become dark like back in the day, which'd however result in over half of the playerbase leaving the game because the consoles can't keep up with the graphics and how difficult handling the dark environment was for them, so BHVR had to remove it in order to introduce us the crossplay option.
Perks for hide'n'seek don't count, as hide'n'seek in itself doesn't rely on perks, but on the maps and their design.. Which as you do know, does currently lack bushes, grass, and most importantly fog and the dark light setting. Some maps like The Game or Léry's Memorial Institute being one of the few exceptions where it wasn't possible to blend within even back then.
As for the team perks.. We don't really want them that strong, because that'd encourage more players to queue up into SWF, kind of turning every single match into a sweat-fest for the killers, unless they feel satisfied with their first hook happening after seeing three generators popped. VOIP is too powerful for this game as there aren't being any balance adjustments whenever SWF is present, and so buffing the team perks, including Leader, Prove Thyself, (...), would've made gen rushing even worse and made the game much less fun for both sides.. As the players want chases, not sitting on the generators, right? And nobody likes three or four minute matches afterall.
Hex perks are weak because there's no fog and the light is too bright for totems to blend within, making them easily seen even from across the entire map in some cases.. And there's also another matter, that being their spawn points being the same and having veteran players like me know about all of the possbile and usual spots for them, always checking if they're there in case of noticing the cursed status effect.
Unfortunately, no change is ever gonna be made about what you're suggesting because the community votes.. Not people like us, who're the minority. They all want chases, they all want clips running away from the killer for five generators, they all wanna upload the clips of four sacrifices within two minutes..
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I have used to think that other people are out there, trying their bests to get to me, get under my skin.. And it's a fact that some do really feel that way and treat others in quite a wicked way for one reason or another. However, ever since I have watched some videos about it, I've come to the conclusion that most people wanna have some fun during their free time, and more importantly, to have peace.
So, I do treat other people with kindness and am friendly, trying to mind my own business and to try staying a bit aback, if you get me. That also means to give up on tunneling, camping, slugging.. And other boring strategies because I don't like them, and I'm pretty sure that the community hates them aswell. I shall not add even more to the already lit fire and instead become the change I wanna see.
To each their own, but I do love playing fair. It makes me feel better and a bit proud about myself for resisting the urge to join the panicking group that leads all the unfun playstyles. If they wanna repeatedly crouch in-game, also known as teabagging, then so be it. It's not gonna work on me in the way they do assume it will, but it's gonna confuse me.. That's about it.
If I'm heavily losing, I'm not giving up. I shall play by the rules and to give the killer some fun chases, or vice-versa. At the end of the day, losing or winning makes no difference to me, as I play to relax and have fun. I don't have the energy to sweat in videogames anymore, that's an outlook that I've had a few years into the past when I was still bursting full of energy on a daily basis, but that's gone.
You should do what you wanna do. If you bring in unfun playstyles, do expect people to complain. Just.. Don't expect anything from people. We all have our own lives, and we all play for fun with different opinions and understandings of the term itself. The players with competitive mindsets will probably find fun and satisfaction in dominating the matches, whereas casual players will be happy by doing what they could've done, or and so on..
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@Brimp said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3545364#Comment_3545364
The gas heaven main building and blood lodge main building literally got moved more towards the center of the maps how are they NOT more accessible? And one of the breakable walls not being there actually makes the loop better for survivors. Same how when that gen gets powered the loop becomes even better to run.
Gas Heaven's main building is on the other side of the map, in the middle of the map.. To claim that it's more towards the center would be an exaggeration, hence my disagreement; The Blood Lodge's main building was moved more towards the middle of the map, I do agree with that, but with the introduction of the breakable walls, the building remains shut from one side unless the killer decides to destroy it.. Which is something that most killers don't even bother with, making the building less accessible due to having less entrances than back in the day, although the building is closer to the players regardless of where they're in the map in most cases because it's near the middle of the map.
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@KateMain86 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3544825#Comment_3544825
I've always argued that DBD needs a fundamental change of its playstyle. Its been the same thing for too long, and new perks only take that experience so far.
That's what the community has been suggesting for quite a while.. But nothing has been done about it, or at least revealed to us that there have been some changing according to the suggestions from the community.
Most of the suggestions were, unfortunately, very unbalanced and very biased because most players have fallen into the rabbit hole of Us Vs. Them mentality instead of trying to work together to find a solution.
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@Brimp said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3544828#Comment_3544828
Have you been in the game since eyrie released? Every map and rework since then except for nostormo has had loads of pallets. Even the gas heaven and blood lodge got so many strong fillers and made the main building more accessible.
Yes, I have been there.. The reworks you're talking about have reduced the amount of good windows, removed a lot of T-L and T-T loops, but most importantly got rid of the fog and other objects that could've been used to hide the survivor.
So.. The damage done have made the maps a lot worse for killers like Billy because he can't curve around them as well as he could've ran back then, and for a lot of other killers like MacMillan aswell due to the lack of grass. I'd take those window loops over pallet loops every single day, especially now that they've made slow-medium-fast vaults to almost share the time it takes to vault.. Which is just as hilarious as it sounds.
You're mentioning having main buildings more accessible in those two maps, but I do disagree with that. There were no pallet-doors to have killers waste time on, and although some safe pallets were added, most of them are very unsafe after a few laps.. You just have to take some time to finish the chase, so don't expect to earn a hook within thirty seconds.. Which shall be fine, considering the fact that other killers could've done a better job there than the assumed and original M1 killers.
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@Brimp said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3544461#Comment_3544461
10 seconds extra for a gen is hardly anything when you can spread out across gens.
True.. But with less pallets and windows being there, maps being smaller.. And so on, it is a lot.
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@KateMain86 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3544742#Comment_3544742
Its hard enough to run from killers for more than a few seconds in this game. Its even harder to do that and dodge ranged attacks at the same time.
I.. See.. Well, then that's probably the reason why you think that killers do need to be nerfed even more, but doesn't explain why do you believe that Xenomorph is the one that shall receive the short end of the stick.
@Kaitsja said:
Xeno is still a very strong A-Tier. C-Tier would be putting Xeno on par with Wraith, imo. Xeno was given a very unnecessary buff following the release from PTB to Live. Only now that that buff has been reverted are people upset.
And, that is correct.
I'm not sure if that's still a thing, but Wraith can no longer get lightburnt, can he?
Anyway, he's very strong.. At about A-, possibly B+ with the best add-ons. The strategy being blocking vaults with your hitbox due to your high movement speed while cloaked and the decreased time to break pallets, vault, and damage the generators by ~60%. Not to mention, the little speed boost he gets from uncloaking..
@KateMain86 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3544543#Comment_3544543
Xeno was out of the box overpowered, and still is until Ultimate Weapon is nerfed.
I'd like to know how is one perk related to the killer and the way the killer works?
Most Xenomorph players aren't gonna use the Ultimate Weapon, since you can locate survivors while charging your power underground anyway.. So using it would be very pointless with this killer, and would be proven to be more effective to use with killers who do need lockers to charge up their powers, like Huntress or Trickster.
@rvzrvzrvz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3544403#Comment_3544403
Would be fine with only move speed change but they shadow nerfed tail hitbox somehow, I'm missing turrets with m2 it's not like before I think attack range is shorter or something, they just need to choose between strong turrets or weaker tail but not both because it's frustrating right now
That is the question; Have they really shadow nerfed it? You know, it could go both ways.
If the tail can't hit straight attacks as well as before, perhaps curving them would've worked? Naturally, that means to test it out and see how does it really work, but I'm not judging before seeing whether I can or can't work with that.
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@Brimp said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3544394#Comment_3544394
More like I would like to actually have decent chases where the survivor actually does something skillful and not hold W and pre drop basically refusing to actually interact with the killer. I know some killers don't allow for that but I've seen people pre drop against TRAPPER of all killers.
I do tend to do that.. But whenever I attempt to do something like that, the next thing I know is a killer following scratch marks 24/7 and not even thinking about where I could go..
For example, I do gain some distance, hide behind the building or hill for a while to make the killer think that I'm running around it. Sounds like a good strategy, right? Wrong, that's the most predictable move, and so I stay still for a little while to confuse them. The next thing I know is that the killer has been holding W aswell, completely countering my strategy out of pure accident, and this does happen everytime. Every single match.
So, I think I'm gonna stick to predropping. The play is guaranteed and not a fifty-fifty gamble just because I am being unlucky.
@Brimp said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3544420#Comment_3544420
Over nerfed? Hardly the case with how maps are just large and filled with pallets.
There aren't as many pallets and window vaults as there have used to be, and generators do take more time than back then. That alone means that you're dissatisfied with how things are now, and would've probably stopped playing if you would've experienced how were things years ago.
Maps are getting smaller aswell, but that's just a little detail..
@mecca said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3544371#Comment_3544371
I think the problem there is the mentality. Killers expect to win all of their games and as long as there is killers that do that such as the above, then it kinda spoils the player. Why play a more balanced killer and win a little more than most of your games so the survivor has a chance to win when you can play Blight, Nurse, and others and win practically all of your games???
Too bad there is not a survivor you can pick and just load in and open the gate every time. It would really be boring for killers if they could never win against said survivor.
That is definitely one of the main problems this game faces; Competitive players who can't handle losing, having casual playerbase getting the short end of the stick in the end.. Unfortunately.
The desire to win is so strong that they're fine with tunneling, camping, using all sorts of META perks, add-ons, killers, and offerings just to increase the odds of winning, and then truly focusing on taking one survivor out of the match ASAP just to win. They don't even enjoy the game given how frustrated they get when the survivor outplays them and they leave the match..
@mecca said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3544409#Comment_3544409
Blame that really on survivors being overnerfed. There is literally nothing survivors can do except hold W. Half of the killers forces all pallets and stealth to be non-existent or causes them to be totally ineffective.
I wouldn't call them overnerfed, but survivors are certainly getting nerfed throughout the years. Even if I consider the killer nerfs overall, survivors were nerfed more drastically, affecting their playstyle a lot more than the killer's, and all of that just because SWF exists and they can use VOIP. If it weren't for SWF, survivors wouldn't have been in a need for nerfs for years straight.
The game design has changed a lot, as from what the community has voted for, chases are fun.. Hiding isn't, and so they're actually appealing towards the majority of the playerbase by designing more and more killers with oppressive chasing power rather than the killers to detect you, like Dr. Herman with his shocks to make you scream and reveal your location. The game got brighter, and all of that.. Partly because of cross-play getting involved, because consoles were having issues handling the game without constantly crashing, at least from what I have read back then and do remember.
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@KateMain86 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3544125#Comment_3544125
No. Facing a ranged killer is unfun. If survivors are pressured and isolated too much, the game becomes pointless to play. It isn't fun at that point. Running from the killer should be a chase encounter, not a dodge ball competition on top of the chase.
Yeah, well.. Then we simply don't see eye to eye, and that's it.
I do hate the usual strategy of running circles around buildings until the killer gets closer, then drop the pallet.. After having the killer destroying the pallet, moving to the next loop and repeating it. That's not fun in my book.
Ranged killers do force me to play differently, that's where I see the fun. A different playstyle.
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@KateMain86 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3544119#Comment_3544119
Any killer that can down a survivor from range is unfun to play against. It puts more pressure on the survivor to not only run from the killer, but also dodge attacks that you cannot see or always predict when they will be coming.
So.. Facing a challenge is unfun?
The survivors are meant to be and feel pressured, feeling isolated and terrified. That's what the game's theme is. This isn't Tom & Jerry, or any other cartoon kind of a videogame, or at least shouldn't be and isn't meant to be.
I do see it the exact opposite way; If I have to think and predict my opponent, I can be even more satisfied if I succeed.. And if I fail, I do accept it as a step to learn from that mistake.
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@pizzavessel15 said:
probally because survivors complained, bhvr ofc listened, then nerfed the killer so bad he now feels like trash to play. I don't know about anyone else but I prefer not using an ability where I'll be punished so bad im basically standing still for 4 seconds just from trying to use my power.
I do disagree with the few words at the beginning of your response, but I do agree with the later; As somebody who relies on STBFL and has been relying on STBFL for years, I do use tail attack only when the survivor has difficulty predicting when I'm gonna use it, to hit over windows, and over pallets. You know, the usual stuff that you'd do even with the Huntress for easy and guaranteed hits.
@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3544019#Comment_3544019
Somehow killers main only get to play against Blight, Nurse, Wesker. In multiple posts.I do wonder whether its a perception issue, region issue, or MMR issue.
If BHVR is releasing more stats that is one I'd like to see, frequency of killer choice by MMR and region.
For me, I see most of the killers about the same, with the exception of Wesker and Xeno being really common.
Absolutely, yeah! I do see it as a region issue, not as much as the MMR issue.
It's true that veterans like me are gonna face mid-high MMR 24/7 because our experiences do carry us, but I do see it mostly as a region issue. Europe have always had the history of the most competitive playerbase in such types of videogames, few of them being an exception, like Rocket League, Tekken, (...).
I would have loved to experience some of the NA matchmaking, because from what I have heard, people do actually chill a lot more frequently there than in Europe.
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@KateMain86 said:
Any killer that can injure and down a survivor from distance is not C tier. They already have a chase advantage and chases against them usually are much shorter than against killers without a ranged attack. Xenomorph is unfun to play against
I do agree with what you're saying, but I'd like you to elaborate onto why do you see Xenomorph unfun; Would that be possible?
Claiming XYZ isn't fun doesn't lead to productive discussion, and more or less always states for venting, making the opinion not worth considering because there's no explanation for that.
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It's Spirit, Rin Yamaoka, in my case.
I've been playing her ever since her release, during her peek days of truly oppressive and very unique power that has made me consider maining her. Back then I have barely even played the game, so she was the first killer whom I have tried out and been satisfied with after a few matches, making me creating a certain bias towards her and maining her.
After a while, I have read her lore.. And, I can sort of relate to that. Not completely full of accidents and misfortune, but a huge part of it covers it. It'd sound silly, but I feel like I have felt some connection because of that, so no matter which killer got released and Rin got nerfed, I've still stayed loyal towards her and bothered playing with her.
However.. Xeno just got into the game, so I might change my main and start mastering curving the tail with Xenomorph, giving me an edge in every single chase I enter, infinite chasing power.. I don't care that much about the lore in game of this beast, the movies were good enough to cover that.. Right?
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I do see Xenomorph as C+ - A- tier, perk and add-on dependable, as well as map dependable.
Missing tail attacks is an option that punishes the player heavily, which shall be a thing and I'm convinced that BHVR has done the right thing here, but that shall not really matter, right? Can't you just.. Learn how to fake it? There might be a difficulty doing so, but the tiny window that the survivors give you while you're on your fours shall give you the time to catch up to them if necessary.
Xenomorph's power is hidden beneath curving the tail attacks. The moment you master that, you can hit behind the obstacles that are safe against most killers, making Xenomorph one of the deadliest killers in the entire game, assuming you can hit them.
If you dislike the turrets so much, do use add-ons against them, like the helmet and soda to reveal their auras. If the survivors set way too many turrets near the generators, do give them up. Let them repair those generators, and focus on areas where there are no turrets placed yet. You see, there's a limit of how many turrets can be deployed in the map, so destroying the turrets can actually very easily backfire at you, just like it can backfire at survivors for setting them up instead of sticking to the generators.
Feel free to complain, I will gladly keep playing Xenomorph.. If I find the time, of course. And you and other players being discouraged from playing it frees me one more perk slot, making me dropping Self-Awareness to mitigate the hindered value while moving with the turret, which is neat.
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I haven't faced a lot of Xenos in the past week.. It was more or less Blight 24/7 with Nurse from time to time, and a few Weskers there'n'there. Nothing else.
It's as if after escaping a few matches with zero hooks, the matchmaking have thought of me as as a veteran who belongs into the lobbies with competitive players or something..
I haven't touched Xenomorph myself this week, because I've had dailies for Artist, Demogorgon, Trickster, and.. That's it, I guess. I would have loved to play with Xenomorph some more, but the matches are either too easy or too difficult for me, unless I do use sweaty loadout with gen regression perks, like Deadlock-Corrupt Intervention, Pop Goes The Weasel, Rapid Brutality, and Save The Best For Last. You know, stuff to punish survivors for repairing the generators and to catch them up faster in each chase.
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I do see it as cheating.. But as the whitelisted or allowed kind of cheating, just like SWF using VOIP to call the killer's perks, position, add-ons, (....).
In other words, whether it should be or shouldn't be seen as cheating isn't or shouldn't be the question.
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Aren't they using one of Xeno's perks paired up with STBFL for a quick and easy catch-up after dealing the hit?
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@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541439#Comment_3541439
She's kinda ehhhhh with a controller and using the speakers on my old ass tv over there.
I imagine it's quite different with a $200 headset on.
Yeah, it is definitely gonna be different.
As somebody who's half deaf and has just a cheap $20 headphones.. It's very tough, especially if they pair up Iron Will and Made For This.. Actually, even that isn't necessary, and I am somewhat forced to play with Stridor just because of the state of my ear.