NewPlayer100102
NewPlayer100102
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Maybe
Change Eruption to a perk that:
Locks all generators for 30 seconds and inflicts incapacitation for 20 seconds when the obsession is unhooked. When the obsession is unhooked, the survivor that committed the act, becomes the obsession. Eruption will only trigger if the killer is 24+Meters from the hook with the obsession on it.
The goal being to reduce camping and tunneling via incentive.
Change potential energy to:
Remove the start time hold, make the storage to output ratio 1:1, place a timer on the icon so that any potential energy stored can't be released for 45 seconds from when storage started. Display the flashing blue circular icon on the survivor's back when they move potential energy around. Stacks are lost in increments of 5 when hit/downed/hooked. 20 stacks max storage.
The goal being to make it easier to approach 3 gen situations.
For killers the Eruption change should slow down gen rushing. I'm saying this because its very few SWF teams that want in and out with max efficiency, but it does still allow them to do that by leaving one person on the hook.
Just some ideas.
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@shogoaluni said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3336019#Comment_3336019
okay, by tunneling i mean going after someone right after they get unhooked. dropping chase with another survivor to go to the unhook, and go right after the unhooked survior. ive had a point where they downed whoever saved me, left them on the ground to go directly for me. i wonder for people like that, what's exactly going on their minds and why they decide to do plays like that. i understand instances where you don't keep track who you hook, or you run into the same survivor. i can usually tell whenever that happens and i don't get annoyed. i just wonder what is the strategy behind dropping everything your doing to tunnel out one survivor.
What you described creates good pressure, as you now have two survivors not doing generators. So, what went through the killer's head is likely a cost vs benefit analyses.
Some people tunnel right away, most don't. The higher up in survivor MMR I go, the less opening of match tunneling I see, and the more it shifts toward the final gen.
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@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3335495#Comment_3335495
It feels impossible to me mathematically that there can be that many survivors who could loop that well. Two such chases in a game and survivors should win easily, not to mention any additional 'lesser' chases.
Camping: The problem is the concept of winning. SWF can consider a 3 man out a team win, but soloQ it's you survive or not. So things like hook trades don't work out as well. It's also strange because with so much else of the game BHVR's attitude is 'play as a team, or not' and then with camping it suddenly becomes of course people will be willing to work together and sacrifice because the only thing that matters is how many get out. If BHVR even put up win messages at the end ('Survivors Win' - 'Killers Win') it would change things.
Identifying Weak Survivors: I generally don't consider myself a good killer, but maybe this is the skill I have others don't. It doesn't take me long in a chase to figure out how skilled they are and whether I need to find someone else who is an easier target.
Slug Camping: Sure, it's late game, but the point is it guarantees the killer that 1 win (maybe it's the first or the third). It's a point of the game where it just stalemates.
All survivors get better, if they stick with it. I have no idea what level of people you face, but every single person I face can loop me using a straight 4.4 killer for more than the time it would take 5 gens to be done with no perks/items. I've tried this, to be sure. I've tried this way more times than would be reasonable, to be sure. This is what the geometry of this game allows for. Eventually every player can get there, its not a study thing, its a muscle and map memory skill thing.
Camping is just a bad tactic most of the time. In the end game collapse or if you have the SWF designated runner on the hook and the other three are drunk gen monkeys, it's workable. It happens a lot when I soloQ and it always costs the killer gens, as long as the rest of the solo players just go do the gens. It s very unfun in that situation, but that doesn't mean it really does much for the killer win wise or growth wise. So all around I just see it as a loss, for different reasons for both parties. I do understand that the soloQ on the hook isn't going to see it that way at that time.
Eventually, there won't usually be a week one, and if he's or she is there, hunting him/her down will cost you time that you don't have. But your point was, if you find the least skilled and work from that one toward the top via tunneling and camping as needed, you can push time onto your side.
And that's true.
It was mentioned elsewhere in one of the tunnel/camp/killer players are bad people threads, but there is a huge gap in potential between what 4 good soloQ players will usually do, and what a SWF will do if they feel like it. This is generally why people that spend time playing as a killer don't like what would seem to be generally positive changes that survivors in general and more specifically 4 mean ones at once might abuse.
And after a week of only soloQ games, I get the motivation to hate tunneling and camping, from that perspective it really seems unneeded and vindictive.
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This is the killer I most want to play, because it looks unique and funny.
Leaving them broken seems so completely unreal to me, that I partially can't accept that they would do that.
But, I'll take your word for it and wait until Behavior gives a concrete statement about what/when they'll fix with them
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@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3335265#Comment_3335265
On the first part: if every survivor in a game was capable of running the killer for 90+ seconds, survivors win easily. If that was the standard at which defined survivors as just being 'good at the game' killers would have a right to be massively upset about the balance.
The second part is something that always gets brought up when this is discussed and baffles me. You complain that survivors want the game to be easy when what is being pointed out is that the most powerful killer strategies are childishly easy. Camping? Just stand in front of the hook. Tunneling? Identify the weakest player on the team and, if in soloQ, probably get them out really quickly. Slug camp? Just stand over the body.
The very thing you complain about, the request for a press a button and win, is what killers have available to them.
This feels like a waste of time...
But survivors that can loop for 90 seconds, when all pallets are up are not rare. Its like at least one per game usually.
Camping is not easy, aside from bubba. You can of course sit there and face to face them and this will usually work out with a hook trade, but in that time gens are getting done. Basically you're going to lose if you do this from the start. And later SWF types deal with it pretty well, usually resulting in them 2 exiting.(Some people will say thats a draw, but IDK anyone who sets out to play for that goal.).
Tunneling is good game play, but not so much where you can identify the weak survivor(if there is one on the map), figuring that out takes time, and IDK about you, but my matches don't give me that time.
While you are slug camping you are aiming for a 1k or something, never seen anyone seriously do this from the start. Have seen it late match when a survivor was abusing boil over, or broken hit boxes, geometry.
The game has adequate and varied mechanics in place to discourage most of these things most of the time.
Killers do not have an I win button, neither do survivors.
As annoying and frankly repulsive sportmanship wise as most SWF are, neither do they. Its all skills you build through practice and game, map knowledge, and a little observation of your opponents.
As a killer, if I could ask for one thing, it would be time, slow the matches down so we(or maybe just I) can enjoy the observation of specific opponents part.
at the OP, just sandbag a Gen while running bond, the killer while come off to kick the gen/ get on that person, most of the time.
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Maybe its worth mentioning that on some maps the hatch tends to spawn in a limited number of spots.
Like it tends to be at the bottom of the stairs on RpD or over in the next room near the double window vault. It spawns there often enough to make it worth camping when you final hook the third person in main room.
Not saying they didn't cheat, but just pointing out an observation.
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😀
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Because when at 3 gens and trying to control that area, and only that area you wouldn't need this.
When playing a killer I feel like I don't usually need more tools to control the above. Every now and then, it would have helped mostly, because the survivors were working around Eruption via safe tiles near the gens and I didn't have time to get good value other regression tools.
If I'm going to personally work with exposed, I'm just going with star struck, it gives value against a wide variety of play styles all match, survivors help you use it by crowding the hook early on for fun, and late game because the play area gets constrained.
Note that I only tried it out for like 5 matches and it was with Eruption. In those cases they always ran early, leaving me with too long a chase at a time I couldn't afford to commit to it.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334556#Comment_3334556
It’s not a good perk if it needs a bunch of other random variables met—including some other player to basically help you get it to work (“a friend to keep the killer reliably occupied”). It’s ok if you’re in a SWF. It’s a trap for solo queue. If anyone is worried about 3-gens just run Deja Vu and tackle them before they form.
Its an option to deal with the situation you described.
The perk is fine for doing that thing.
The perk is not good for working on a single remote generator.
All of this is in the perk description.
3-gens come up a lot, and maps now seem to have them baked in. We can use the tools available to deal with this new challenge.
Or we can come to the forum/discord/DMs and cry about broken maps, tunneling, and so on until the developers make some poorly tested changes and break a new thing.
Also playing with friends is fun. I liked working out how to use this perk, when to use this perk and especially how to get from easy target gen on the landing to heavily camped gen in the lobby without getting chased.
Its not the best perk. Its just a fun perk, with a use
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@StickyB said:
I got told today that I must not have a mortgage cos I tunnelled someone out. While this is true, Can anyone help me find out if this is true with everyone? Do all us people who tunnel have no mortgages? Have I just encountered an economics genius.
I mean in the same conversation I got told B:COH and Dead Hard aren't meta perks but we ignore that part.
But on a proper note, I don't see any issue with tunnelling if you're ok with going against trihards. I struggle a lot now and have resorted to tunnelling early on and it gets me consistently with 2kills+ (I don't run the sweatiest of builds or killers)
I only sorta tunneled. It was late in the game, and I wasn't paying attention.
I actually have a mortgage.
After that she thanked me for entertaining her group for twenty minutes and promised to mail crumpets.
This new hud has cured the game.
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You guys bully this perk too much.
But, seriously it does what it does and its not bad at that thing. I don't think anyone here is confused about its single gen efficiency.
And it doesn't screw up a soloQ team any worse than it already has screwed itself (If you are wanting to practice using it.)
It works nice on RPD with a BnP and one friend to keep the killer reliably occupied, or to use their own BnP+ PE on the same gen for a main room 10 second gen.
It would be nice if they made it easier to use, or more fault tolerant or something to sell it a little better.
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I just wanted to say thanks to Otz for making such a clear public statement about tunneling.
The very first game I played tonight someone went off on me for being a talentless, pathetic, tunneling terrible person.
All I wanted to do was test some spirit add-ons to see if I could play her without head phones.
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For me, a lot of who I get matched with is time of day dependent. if I don't want to face certain types of players I don't play at the time of day that MMR puts me against them. Being specific about times won't help you because my MMR is different from everyone else. Generally, if you want to get better I'll share what I worked on to improve, if you want to give up, I very much understand that, this game is strange from the killer side, and the community is not so enjoyable(especially in game/social profile after match).
Pick a killer to keep playing with, make sure you like it's ability and consider its base movement speed.( spirit, trickster, huntress are slower) Nemesis is fun, he has his hand whip, this rewards you for leading your target in tight corners and knowing when the thing your chasing is going to be in a constrained spot. If you're not having fun with the killer(but invest enough time in it to feel comfortable in your decision) change it, your m1 chase skills transfer over as long as the movement speed is the same.
Pick a map you like and get to know it. There is a lot going on with the maps and you'll already know this from survivor, but from the killer side what you're looking to do is develop an instinctive understanding of when you can not chase someone and be successful. This is mostly map dependent, but it also depends on the what the other survivors are doing(how much time you can chase for) 30 seconds at the wrong time means you lose, 5 minutes at the right time, you can still win, and you will learn a lot. You should chase people into areas you suspect are going to cost you the game. You should look at those spots and figure out if they really are hopeless or, if there is something you can use to make them work in your favor. This takes time and a lot of failures.
Pick perks that help you learn, not what other people call meta if they don't help you. Earlier you mentioned regression and buying time for yourself to practice in chases, and I've done this on Blight just to drag everything out. But, its popular to run regression and survivors that really want to win, will do so by running a counter to it. So, just let them go. Learn what you can in the match but don't focus too much on that specific match. This game has some rock paper scissors aspects to it, and that gets resolved at matching making time, its not something worth worrying over when trying to learn.
I find Blight very difficult, and I had to devote a lot of time to moving around maps. I could have done this is in private matches vs bots, but those are so messed up, it didn't feel worth it. Wesker was easier to pick up and get into, and the edge of his ability usage has good growth space( meaning you can use his dash to get people in safe loops at times). Similar to Blight in result but very different in usage and in learning process. But specific killer hardly matters, they all have something they can do, it just differs in how you would go about learning to use it, and how much time it would take you to get comfortable with it.
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Maybe because if you just hold W and chase through the path on the loop at Garden of Joy its like a 3 minute chase.
Of course not infinite, but ######### does that matter, its 3 full gens of time.
I don't know about the one in the picture, I;'ll chase survivors through the Garden house one just to remind myself how messed up that is, but the one on Chapel hurts to look at/navigate.
At the original post, I care, I care enough to keep chasing in these to see if I'm missing anything.
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@Mew said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333427#Comment_3333427
its in the patch notes as a bug fix, which is insanely stupid
this perk isnt even good at its niche idk why they felt the need to nerf it lol
Thanks...
I was hoping they would buff it a bit and maybe have it lose 5 stacks per event like (hit/down/hook) or something.
The associated BnP is OP, and a silly thing to have around.
@kingcarl2012 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333455#Comment_3333455
It has it's uses, I used it in a match for the tome challenge and it actually came up clutch, charged it on my first gen super safe and then popped it to finish my second one in the killers face just before they hit me.
This is how we were using it.
Its not easy to make happen, its other use is it can progress a generator far beyond what a killer is expecting in a situation. I mean they go chase thinking they have 30 seconds, and in fact they only got 10 before the gen popped.
Whatever, like Eruption I see the community mind is mostly set. This perk is totalAss!
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Why does everyone hate this perk
It helps you get rid of a specific generator in a stunningly short time.
If I had 3 gens and one had to go, I'd want this perk.
Seems dumb to nerf it, hopefully its just accidently broken.
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@HoodedWildKard said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3331252#Comment_3331252
"I don't think they deserve to win if they can coordinate. I think they should win if they win"
Idk what you mean by this. Survs don't deserve to be rewarded for good play and coordination? What do you think should constitute a winning team?
As for the eruption counter play, you are describing a team on comms. Solo q doesn't have comms. Only a 4 player swf can reliably counter eruption IF they are good. Majority of swf players don't even run a full team. Statistically the most common are apparently 2 man swfs. A 2 man swf can't help a team counter eruption. Because they have no way to let the other survs know when a surv will go down or even let them know killer is using eruption.
Plus it takes a bad killer to commit to extremely long chases. If I identify a surv who can loop me for a long time and I lose a gen to them. Then i only go for plays on them where they can't control the chase. E.g. ambushing/hook trading. Playing to eruption is extremely easy, and the few times I have used it, I have dominated the game. With CoB it'd be even more insane because I could identify which gens survs are preventing regression on to target them for eruption.
Eruption on it's own can carry a game solo q, 2 man swf or iffy 3/4 man swfs. Which is a very large portion of the playerbase. Eruption CoB is insane if you know which gens survs are trying to focus. Wastes so much progress for them.
I mean the game has a lot going on at once. No single thing makes a match. Winning or losing is determined by the sum of those things.
I play on a SWF 2. I described that. We have ways to figure out what is happening in the match.
Killers will commit. You can't make them commit. They decide to commit. The factors that make them commit may be partial under your control. I personally commit if I don't feel like defending generators.
The final thing you said, requires a more open explanation sadly.
Using all the generator speed manipulation tools, which may or may not include Prove Thy Self, I believe a player can do a generator in 30 seconds. A coordinated group near instantly.
Eruption requires a down to do the thing it does that upsets people. You can get a generator done in those 30 seconds. You can bypass Eruption this way. There are other ways.
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Wesker, He chokes people. Some people enjoy this.
You should give back to the community by choking those people.
The plague vomits on people, I've never had anyone tell me they enjoyed the experience, and a few have filled negative experience notes over it.
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@HoodedWildKard said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3330945#Comment_3330945
If survs can co ordinate well they deserve to win. But prove buffing everyone on the gen by so much is a bit much. Eruption though, just can carry a game almost on it's own. I prefer not to run it usually but if I need to 4k a match or want to force it to last longer to do a killer challenge I bring eruption. It' makes that trial easy af. I don't have call of brine unlocked but I've experienced it from the survivor side a LOT. I can count on one hand the number of times I've seen gens finished on those matches
Eruption is bad enough on it's own but the CoB/eruption combo is filthy and any killer running can control the match unless they are awful at chase.
I don't think they deserve to win if they can coordinate. I think they should win if they win. There are a lot of skills people will build to make that happen, com stuff is only one set, it'd be a lesser game if one grouping of skills determined the outcome.
Eruption isn't carrying a game on its own, this is the oddest survivor primary quirk I've seen here, weirder than the obsession with T-bagging while injured in the exit gate, against Wesker.
Teams I play against, routinely work around Eruption and its support perks. They can hold BNP and drop them when I decide to chase, because at some point the majority of killers will commit. They can and have done other stuff. It works, they get to win, gen speed manipulation is one area to exploit to do that. Tile setup and gen placement is another that works often.
From the survivor side, its really simple, the person who wants to run the killer, goes and gets there attention, they go from pallet to pallet, when safe they stay silent. When they are in danger, before they feint in with a DH or desperation 360, they call stop Gen, and I let go of the generator. This is about 2-3 seconds. If they gain ground they call go Gen. These are not deep skills. They took about 10 matches to get down, and most of those were devoted to saying STFU, unless you're calling an event.
There are other perks that work with Prove Thy Self to make generator completion time very quick. Its just one perk amid a set of options. It has its uses, and the time to use it is determined in the match. It might have no use in a given match. Sort of like Eruption. Both seem fine to me.
As I enjoy all of these perks and both sides of the game, I'd rather they didn't change any of these things, but it looks like they will. I feel it would be extra stupid to take down survivor options in a tit-for-tat exchange over Eruption.
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@HoodedWildKard said:
Im all for an eruption nerf. Definitely shorten the incapacitation, remove the scream notification.
Prove is another one that definitely needs a nerf and doesn't get mentioned much for some reason. Most killer mains prefer to moan about DH.
Prove is far too strong for gen rushing. 15 percent speed boost is a lot for repair speed. And having it stack per survivor for each survivor is absolutely nuts. It's asking for coordinated swfs to get stupid high repair speeds. 4 survs on a gen each with 45% increased repair speed? Utter filth.
And it's just as effective at level one as it is at 3. Only the BP bonus changes. Which is a joke. Personally i reckon it should give the user a 15% boost if used when another surv(s) is on a gen and that's it, shouldn't affect the other survs. Or 5% boost for each surv working the gen together. So a team of 4 survs on one gen gets a 20% total boost.
Every super sweaty swf I see as killer popping gens super quick always has a prove or two in the perk builds. And no one really benefits from a short game.
For the game's health its likely that the gen speed items+perks need to change.
I think when playing a killer I am not prone to complain about this because it is fairly rare that survivors will bother with it. When they do correctly use the gen speed tools in a SWF, the generator they select is a lost cause, they have near complete control. Its annoying but rare. It does feel functionally uncounterable.
And from the survivor side, planning and communicating to get people on the needed gen, with the right tools, at the right time adds some fun to the game.
So, I'm not apt to complain about either sides tools, as I'm also pleased with Eruption as it currently is.
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I like this map it has a killer bias now.
If you chose to camp those 3 generators the survivors are having a challenge to pop one.
How is this different from Garden of Joy in that it has a generally accepted bias?
Why can't we call the game balanced when some maps set up a hard game for either side.
Basically, what I'm saying is, each map is different, at this point RPD is fairly killer sided and it provides a different game play experience at the tactical level, that's a fun thing.
Why is it a terrible thing that it should be as such(considering there are other maps that feature other biases)?
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I just die in that situation, and variations of it come up most every match.
I want to learn the meta survivor game, it involves working with the team. The hiding in a corner waiting on the end game for hatch seems like an artifact of an older time in the game.
In short, you asked what others personally do:
Keep running the killer or pushing the gen.
Die and say GG to the killer and silently roll your eyes at the other survivor.
You did your job, you lost the game, you won by accomplishing your team goals.
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@StarLost said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3330374#Comment_3330374
I'd love it if people couldn't access your bloody Steam profile through the game (it's literally why I have a private profile and now use anon mode because wow there are some weird people in this game) but you can just enable anon mode to stop that.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3330401#Comment_3330401
Sure...but in that case there's a weird disconnect between developers here.
https://us.v-cdn.net/6030815/uploads/IACIVXEGQNGO/toxic-mandy-jpg.jpg
Is toxicity something worth avoiding, or is it an integral part of online gaming?
(There's another post that I've literally combed the internet for where the devs say that they want survivors teabagging the killer to feel satisfying, in regards to animation changes, but it is apparently lost to the ether).
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3330287#Comment_3330287
I'm usually reluctant to do this, but it bothers me when someone talks out of both sides of their mouth.
You literally defended suiciding on hook in another thread.
Your reason was, going by the post, it's fine for people to deliberately ruin matches because that's how they have fun, and that anyone who doesn't want their matches ruined is entitled?
I can link it here, if you'd like.
So...suiciding for the hell of it is fine, but you're concerned about killers being a bit salty in postgame.
Gotcha.
Well.
She's part of the problem. Toxic behavior isn't something to be cultivated for profit, which is what I'll assume her motive is. That is a bad way to be, more so when you have say over the design and development of a product that will touch hundreds of people.
That type of human actually makes me sad.
Its part of our culture here in gaming, she has a tiny portion of power to fix that, apparently she won't be doing that.
But, just like in dead by daylight teams are diverse, she can be their locker Dwight and the other guy can be the Gen rushing Haddie...
or something.
I'm hopeful.
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Yah, he said a lot and it felt honestly stated.
In particular he mentioned the developer time to implement the feature and how it would delay their preferred goal of providing tools that make the unbeatable matches more manageable(whatever that turns out to mean).
I feel like they have added some nice new features, especially the survivor icons, feels like they know where things are going wrong, maybe they have a better fix in mind.
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Okay!
I'll spend the shards for the knight.
I was on the fence about him, because he seems purpose built to use Eruption in a 3 gen from the match start.
But you mentioned c1it and jagged rocks, so, I'll buy.
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boil over, no mither, boon: exponential, unbreakable or tenacity.
I will be staring at a bleeding survivor for 4 minutes.
This is not fun.
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They could remove depips for survivor and it should make things better.
Who I wind up matched with and what killer is selected determines how much fun the experience will be, and to a lesser extent how the killer plays is a factor.
People refusing to play on a map, against a killer or whatever that results in a DC is a problem. And if you're trying to move through ranks it should result in a lock on all pips for all remaining players. Not sure why this isn't in place, seems like a basic QoL rule. Their forward solution seems to be bots. Bots won't fix much, I'd guess.
With soloQ I find, its best to try to support the playstyle of the people I'm matched with, and to not have a build that the killer counters via killer choice. Some matches will be lost causes, if I bring a hyperfocus build and Meg keeps training the killer onto me with Bond, I'm leaving annoyed, but silently so, because I see this as intended play. If I see two no Mither players with boil over determined to hold the killer at Badham basement, its just not worth playing. I won't DC but you have to accept that the players decided to make the match a mess for laughs, or TTV footage, or whatever.
Legion is especially strong against SoloQ in my experience, he keeps people off gens by being mobile, his special lets him see where you linger and with no coms everyone balls up often enough.
The only consistently good solution to the issues under player control that you described are to DC and let random things align for a more fun match. I'm not advocating that, just pointing out the same things you did. The obvious about the state of the game.
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"...You're probably facing and beating some sort of group in each match,..."
The guy with the spreadsheet literally said, its in each match.
So, we can assume based on the lecturer's material, that every match has a SWF element to it.
Therefore we don't need the official tool, we can just say "SWF was in my match and made it harder."
GGEZ
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Boil over is annoying.
I don't care if they bring it, but the survivors that are outside the SWF will complain at the end of the match.
They complain because the first time someone with boil over brings me to a second story unhookable spot, I stop playing and stare at the person abusing boil over.
This shuts down game play for 4 survivors +1 killer.
I don't care enough to complain, the SWF that decided this is an enjoyable tactic never voices their opinion.
The soloQ player usually expresses some outrage about waiting for a match and having nothing to do but generators.
I feel bad for those players, but this is on the developers to correct.
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I don't know what stops them.
I mean, is chat going to be worse than what you see on a normal small twitch stream?
4 strong solo players will loop well. They won't coordinate well. And you'll notice that while playing. You may still lose because you decided to chase one of them through every pallet on Eyrie(no judgements, I do this, just to see how messed up pallets are). But they are unlikely to consistently display SWF level of coordinated action.
It would be good information to have, I wish they would give a more detailed breakdown at the end of the match, I suspect, properly presented it might reduce the malice that is currently present.
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@AJStyIez said:
Eruption can definitely be changed in a healthy way without nuking it like Ruin. I don't see how anybody that has played Solo Q in the past 4 months can tell me that the perk is perfectly fine as is and that they can consistently rely only on their instinct and awareness to counter it when you always have question marks for teammates regardless of your MMR. Doing it is one thing, but doing it every single proc every single match though? Highly doubt it. I understand why people use it and I've used it myself, but it 100% should get this change
This whole thread is a mess.
But, I do counter it, in soloQ. Not every time, that would be a bad thing. That would be like hitting the other player's scissors with my rock.
And I don't often play that game.
I get that Eruption makes butts hurt, and if you look at the generator completion per match from the video I posted, it even makes sense that the perk would make lots of rage.
That doesn't make it a bad perk, or negate its legitimate uses. Or even make it unfair. It just means it pisses people off.
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@Saiph said:
I had roughly the same story and impression as you. For a while after I first played killer, I stomped every game with almost only 4Ks. The game ended up feeling so easy and unfair that I voluntarily played without addons, without gen perks, and tried to go for 12 hooks when possible.
However, something happened and now my story differs significantly from yours.
At some point, after a VERY high number of wins (500+), MMR actually started to catch up, and brought me some new types of survivors which I'd call... very sweaty. It was very obvious that something had changed, as my queue times became longer, and in every game I would now get 1-2 people with 4000 hours, sometimes streamers, while I still had barely 200 hours on killer. Suddenly every single survivor knew how to loop, most mindgames stopped working and it felt like they knew the map perfectly etc.
But still, I had already seen some good chasers, didn't prevent me from getting 4K's before. However, what I hadn't see before was the literally insane speed at which these new survivors do gens. The thing is, these players are actually playing to win, and as far as gens is concerned, they do not waste a single second. I have an anecdote here, in low MMR it would often put the game in background while in the loading screen and be literally AFK for the 1st minute of the match. But now, it feels like the total opposite, not only do I have to play with 100% focus from the first second, but if I waste even I'd say ~20 sec because a chase went a bit too long, then I know that I've already lost. Basically by the time I get 1-2 hooks the game is over.
I absolutely don't care about winning so high MMR killer games don't bother me, I still get some fun chases, I just find it a shame that the games are over so much quicker, and I'm very confused by the fact survivors enjoy this playstyle. As a survivor, why would you "gen rush" against a nice killer? We'll just be wasting our time back in the queue, and the game after you're gonna maybe meet a tryhard Nurse with Starstruck. I know as a survivor I would definitely prefer to meme in most situations rather than do gens. But anyway.
It turns out, there is indeed a problem with gen speed in this game. As a killer, it feels like the odds are really not in your favor math-wise. My survivors often bring medkits/toolboxes and gen perks but even without that, just getting 4 efficient survivors is enough to make you feel like you're being "gen rushed". When that happens, the balance of the game completely changes, because as a killer now it is physically impossible to win even if you win all your chases in 15 seconds. The gens are simply just too fast. To catch up, what I considered the "scummy stuff" like broken killer addons, basement, camping, tunneling etc, now becomes required. For me it is not fun to play that way so I still play nice, and I can still not understand the killer mains' logic that "I need to tunnel because they genrush", imo ultimately the fact that the other side plays in a boring way does not mean you should play boring too, but at least now I can understand why killer mains feel like the game is survivor-sided.
I'll tell you that difficulty-wise, this game is actually balanced. The massive problem, is that it is balanced around both sides playing in the most sweaty and anti-fun way. If survivors do gens as they are supposed to, then killers need to bring gen perks and tunnel, and then I think it's probably 50/50. The problem is that 90% survivors don't want to do gens because it is straight up boring gameplay. In this situation, then killer is indeed too easy.
TL;DR: killer is indeed too easy at first, but MMR eventually gives you sweaty matches regardless of which side you play, which is why both sides think the game is other-side-sided. Ultimately, DBD devs only care about high MMR balance, without realizing that very few players want to play this way.
I agree
😀
Except the last part, I think the devs know what they are doing. I think they exploit it for profit, like typical frustration based games do(mobile shard type games).
I think because DbD is on PC/Xbox people are not as prone to see the similarities to typical mobile design.
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https://www.youtube.com/watch?v=4A8P3PCZavoEruption doesn't even show up on this data dump.
Dead hard is first for survivor perks.
At this point I have no idea what you people are on about. Eruption is a thing that does stuff and is countered by looking and not doing that thing at that moment.
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Because we need another killer dependent on AI!
Little AI spheres that come in three and go over walls, break pallets and get stuck in bushes!
Also, creepy Tarkin looking killer. Because Disney would never let them have the real Tarkin as a killer.
More AI greatness!
Maybe these could also jump over walls, get stuck on bushes, and have a neat 3 toy mori
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@Pink_Ronin said:
I suggest you stop playing online games or grow thicker skin. All online communities are toxic it's not just an issue in gaming.
not true.
Check out the DCS community. Your ground school and a hundred years of aviation tips available for just the time it takes to watch the creator's Youtube videos.
The tone is set by the developers, just because this game is aimed at less professional people, does not mean it has to be a vile pit of sexism/whatever else ism.
We can change it, by not being ***** to each other.
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With the person next to me or myself running the killer around and the killer using Eruption it has a 0% success rate at this point. I see it in maybe 25% of our games.
Using a headset and over distance, I can see an increase in failure.
From the other side, it does work sometimes against SWF, mostly after its been well exposed and I think they are getting annoyed/tired of trying to dodge it.
I have no idea what comp players do. This seems like a bad game to play competitively, its a lot RPS going on here.
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Its a bad perk and leads to some extremely broken game play about half the time.
About half the time people use it and I think its as intended, but a lot of cases its just a troll that messes up other people's game.
As noted above its one of several things that can be manipulated by someone using software specifically sold that breaks DbD.
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@HugTechLover said:
Blight’s basekit (including hug tech) are perfectly balanced. They have a ton of counterplay, and can be very strong if you put many hours into learning him.
He absolutely does not need to be reduced to a 4.4 speed. That makes no sense.
I have put more than 1,000 hours into blight. He has by far, the highest skill ceiling of any killer. The issue, and the reason people like you call for these stupid nerfs, is the amount of survivors that simply DO NOT know how to counter his power. I’ve seen people want him nerfed because they cannot mindlessly hold W against him, and cannot mindlessly loop him around a pallet 7 times then drop and repeat. (some tiles you can)
I will die on this hill. I knew as soon as nurse was nerfed, y’all would want the next strong killer that inconveniences your agenda of wanting to pub stomp killers. Blight bridges the gap between a really good SWF and your weak c-d tier killers. We HAVE to have s-tier killers.
Common ground I will give you, his alch ring and c33 could be reworked. His other addons are fine. But his basekit it completely fine.
As for wesker… wesker is also completely balanced. Don’t know why you would even bring him up. Lmao
Because Wesker also counters "W" pretty well.
He has broken bits with geometry, and its a little too consistent that he can be dodged in a second bound, but he is close enough to being able to manage most game play styles used against him.
And this makes people angry, which you already noted, just using Blight as an example.
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@Unimatrix00 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328777#Comment_3328777
I don't see those add-ons as particularly useful when it's so hard even to get a hit using Blight's Lethal Rush. Of course, this is my opinion, and no one has to agree.
It takes a lot of practice.
Its worth it because the core mechanics are fun to use, unlike Nurse who is not really fun for me.
When you wind up at the apex, if the add-ons are needed to stop a SWF that is determined to win, then they must stay as is.
Otherwise the developers are doing the wrong thing, again.
Since I don't have the required hours using Blight to know if the add-ons are needed for balance against hyperfocus/BNP/Body blocking and so on...
I can't know if its balanced.
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@Unimatrix00 said:
Anyone asking for nerfs to Blight needs to try to play him and his power. He's tough to master.
The number of times I have had a survivor I could M1 in 5 seconds and decided to rush and wound up across the map inspecting the dirt around a bush...
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@GrimReaperJr1232 said:
I've been playing DBD for a few years now. I got in on PS+ but never played it until after Oni came out. Bubba was my first main. Old Bubba. It went as well as you might think. I've seen DS when you can do a gen for 60 secs with immunity, classic DS-UB/Small PP build, Surge/Jolt couldn't hit gens already regressing, original Rundying, Freddy being stupidly strong and braindead---I've been around for a while.
But over these years, the community has continued to wear me out more as time goes on.
Terrible Experiences
I have been told to unalive myself, specifically by burning myself alive because I simply played a killer the person disliked. Nothing more, just playing someone they disliked. I have an opinion they don't like? I'm now a "c----sucking f---" Joining this are various messages filled with calling me slurs, alongside other insults both typical of DBD (tunneller, camper, etc) and downright childish (trash).
"Just ignore it"
Sound simple, doesn't it? Sorry, but I find it hard to overlook there are people out there telling me to end my life simply because they're mad at a video game. It's not simply one person who acts like this either. If it was, it'd just be an easy report and I hope I can forget about it.
"Turn off messages"
I did. By then the damage had been done, but I did do it.... but then I started getting friend requests from the likes of "trashtunneller." I'm on console btw, where name changes aren't free. People are actually paying money to do this.
Disable friend requests too? What's the point then? Why not just play a single-player game? I like talking to people. I want to make friends with them! I met some of my friends through dbd. It's just sad, because I played CoD back in the day and even that wasn't this bad, at least in my personal experiences.
Lack of Empathy and entitlement
It's ridiculous how this community can treat each other at times. Let's say my experience was a series of unfortunate encounters with a vocal minority, shall we? Every day, I listen to people complain and complain and complain. It's insane.
It's the same thing. Killers tunnel. Survs gen rush. X killer/add-on/perk/item is OP. Oh, you disagree with me? Sorry, you're an idiotic X main that your opinion is irrelevant. Do you main one side? Your opinion is irrelevant, no matter what basis you may have because you don't play the other side.
It's constant bickering, attempting to marginalize each other, and seemingly having complete disdain simply for having thoughts/opinions on what's ultimately a piece of software.
Purpose?
Why am I even writing this? I don't know. I'm just... tired of it all. I like this game. I really do. Despite its issues, I like it. Despite what I've said, there are many in the community that I do like! I've spoken to content creators that are genuinely wholesome people! For every wholesome interaction, I get 5 messages telling me my mother should've aborted me.
Maybe I just want to vent somehow? I don't know. I'm mentally exhausted just thinking about it.
You're not alone.
I've seen worse community, but not a lot worse. And in both cases it falls on the developer to correctly manage their player base.
I mean, if you actually enjoy being the greedy guy from Monopoly, I guess that is a thing you can enjoy. But it honestly makes you a bad human, in this day and age. They need to toss a few dollars toward community management, across all social platforms, and a little moderation of in game acidic personalities.
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But have you seen Pig?
She can just kill you. Like Meyers except worse, cause its not add-on dependent.
all of them 3.8, and break their 'w' keys.
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@Barbarossa2020 said:
If perks were sorted into catagories so that they couldn't be stacked alot of this would be null and void, rather than just a endless rotation of nerf/buffs.
You can have old dead hard, but you can't have borrowed time. i.e one "survival" perk.
You can have old ruin but not eruption, things like that.
It would have been a good idea to place them all in excluding categories at the start, but if done now they'd have to rewrite every perk.
Come to think of it, I'm not sure how they failed to do that at design.
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Saw her last night.
Her dress was the prettiest
😀
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@Ittrix said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328596#Comment_3328596
Last I played they had lengthened generators enough that without specific perks you wouldn't actually finish until he got guy #2 as well.
That still a thing?
You need to use survivor perks to make generators go quickly.
It can be extremely fast, less than one competent chase time span. You do have to work to make this happen, its not hard work to set up, but its not AFK in the corner style play. It also has risk, you might fail. And I would say, it requires practice, kind of a way for survivors to express skill.
I find it fun to mess around with, it does take up most of your perks, so you will lose the fun exhaustion/second chance perks.
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I don't see the issue with either dead hard or eruption.
I see an issue with potential generator completion time, and I see how all the concepts are related.
I think its stupid to waste time adjusting either perk when you really need to get at the underlying ability of survivors to complete generators too quickly and how un-fun the functional counters to that are.
Because, some new mess will just arise and leave the game in the same place.
But, the new changes like the survivor icons seem positive for both sides, so maybe they will adjust Eruption to do something equally useful across a wider variety of situations, as opposed to just breaking a sometimes useful tool to slow down the above mentioned issue.
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100% killer all day.
50% survivor at 3-4 a.m.
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1 out of 10 last night.
And it wasn't even that bad, the killer got bored and chased a survivor trying to bait him away from the hook after about 10 seconds.
But, if you refuse to counter play a face camp, expect to have a bad time.
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@Beatricks said:
Why do people still believe that OTR is an anti-tunnel perk? It's a bully perk for well coordinated SWFs, nothing more nothing less.
Run DS and DH to waste as much time as possible. And if you have Reassurance, use it on a tunneled survivor and don't unhook them until the very last second for crying out loud!
That stuff works.
😀
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I suspect no SWF tag has been implemented because SWF of 3 or more would never get a game, most times I wouldn't want to play with them. Too much work, too little fun and generally they are vile in end game chat, regardless of outcome.
Aside from the attitudes, it looks like their plan is to balance around them. That seems like a positive turn.

