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NewPlayer100102

NewPlayer100102

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NewPlayer100102
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  • The definition of tunneling that prevails among survivor primary players is so wide and abused as to be meaningless. I base this assertion off of profiles, in game comments, youtube and this forum. You should piece together your own meaning from the community.

    My personal definition is you are the survivor that the killer needs to get out of the match now, for whatever reason.

  • @I_CAME said:

    It’s a needed buff for solo but I don’t think it’s as massive as people are making it out to be. I did get one big benefit from it earlier. I was in a game with one gen left and saw that the Dwight was on a gen. I was able to figure out which one it was very quickly. It made finishing it quicker than it would have been otherwise since we both would have likely been on two different gen. Something that’s easy for a SWF but not as much for solo. Knowing who is being chased is also nice. The only other thing I really want is some sort of indicator that the killer is facecamping. The main reason it works so well is because survivors have no coordination in solo. If you could see that the killer is resorting to cheesy tactics then it would tell people that two people need to go for the unhook. This would be a significant nerf to this kind of playstyle.

    Honestly? Face camping indicator?

    Just look at the killer and the hooked person.

    Do you mean proxy camping? That isn't in any way I can figure, an issue that should be addressed. But you could use Kindred on everyone.

    Anyways, these icon buffs are massive in so many ways. They're going to quickly change how the game is played for people that want to learn how to play.

  • @Maelstrom808 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3326296#Comment_3326296

    Actually two - an option to hold a button down to speed up the bleed out timer...and it's not nearly as abusable as basekit unbreakable.

    YES!

    Let people out of the match if they hate it.

    Please, make these QoL improvements!

    Or they could fix the underlying issues...

  • I'm sick of watching players bleed out due to map layouts that make trying to hook them a waste of time.

    This is a serious issue, it ruins the game for all involved, so I suggest that the developers killswitch boilover, petrified oak, deaddog saloon, that ski lodge map, and anything else that I forgot that makes this very annoying approach to the game possible, also maybe the sabotage function, because it tends to support this approach to disrupting the match.

  • @Krazzik said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3324025#Comment_3324025

    Well I wait until Eruption is up on all the gens, or at least the two they're working on, and I wait until all the nearby pallets and even some a little further away have been spent. Then when I'm sure the current progress on all gens is very low, I'll try and look for a good time to chase.

    It's true that usually the survivors will run too early to make chasing them worth it, but since I'm chasing them off gens so often, it's only a matter of time until someone messes up and I can score an easy hit on them, and then it's just a case of getting the second hit, not easy as someone like Knight but with no pallets anywhere nearby it's a lot easier. Even good survivors can only do so much with no pallets around to kill Bloodlust.

    Also it's obviously easier to control a 3gen as Knight because I can just park a guard near a gen I just kicked and now one of the survivors -has- to start a hunt so the others can do the gen, which means one less person doing it.

    Also had great success with this as Doctor, since his AoE will be getting Madness on everyone and Madness tier 3 forces survivors to spend time off of gens so even more regression time. Also interupts any Hyperfocus shenanigens they might have going on.

    It reads to me like you outplay them.

    Grind up the resources and win a war of attrition.

    I mean, otherwise just holding W+ a map of pallets leaves a very limited selection of killers that are capable of winning against survivors that recognize the power of not standing in the killers melee range.

    I'm not looking to argue with you. But I believe that you beat them using Eruption and a whole lot of other skills, many of which you refined over hours of playing(and a little luck).

  • @Krazzik said:

    3-genning builds in general are an issue right now. I had a game as Knight against survivors far better than me, but I won simply because I committed to a three-gen and slowly got rid of the pallets nearby until I could down them and proc Eruption. They were good loopers and they pressured multiple gens but they just couldn't make progressive faster than I could regress it. Heck I even had Overcharge which they almost never failed at hitting and they -still- lost.

    Don't really know what BHVR expects survivors to do against that kinda build.

    How did you down them to trigger Eruption that interfered with them on gens, if they were too much skill for you?

    Serious question. When I face this situation, they prerun as soon as my terror radius hits, they hit a safe tile, and I either gamble and commit, or we do 3 gen for the next hour.

  • @tommy_n8 said:

    Can it just insta kill me please so I can move on to the next match? It's genuinely making me not want to play the game, like whatsoever. What am I supposed to do in solo queue? Great job!

    This sounds like a great change to Eruption.

    I think if they do it though, Eruption would be in 100% of your matches.

  • @Riski said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323166#Comment_3323166

    I agree that it can feel bad to get hit and that looking for counterplay is nice, but the counterplay isn't there. Counterplay is something you can reliably do to mitigate the effectiveness of something but without additional information, there is no reliable way to know when the teammate will go down meaning that dodging it and getting value from trying to dodge it is largely random. If you let go all the time then you can let go for too long but beyond that, it's a complete gamble as to when to let go meaning it's not even reliable at mitigating value or being worth your time. Using comms or bringing the right perk isn't counterplay because knowing the killer will have eruption isn't reliable and is basically luck too.

    Other strong perks have limited value like deadlock and corrupt and as such are predictable and reliable rather than giving a lot of value or have counterplay to make up for getting good value. Pain res + dms showing you the hook happening before the effects happen, call of brine not giving info when you hit great skill checks, hexes can be cleansed or discordance having an obvious trigger to play around. You may not know if the killer has perks like call of brine of discordance but if you are able to figure these things out you can play around them, to play around eruption you need to not play the game otherwise you may get hit and not be able to play the game, to mitigate the perk you need to do the exact thing that would happen if you weren't to play around it.

    Powerful effects like eruption should have counterplay to mitigate value, counterplay should be reliable and available without having to know if the perk is in the next match before joining it. Rushing the killer when incapacitated doesn't matter in this context because most times they're hooking a teammate, also throwing the game shouldn't be the solution to being forced to not play it. A perk that makes incapacitated survivors faster wouldn't fix either of these issues and encourages the killer even to not interact with the survivors not playing the game.

    The idea of blocking instead of incapacitated sounds good in my opinion because it allows survivors to do side objectives and play the game, the exact numbers of this are less relevant than the effect but it's a good idea. A scourge hook that blocks gens could be fun but all gens might get a bit tedious even if it's a short duration and being a slowdown perk with the same trigger as pain res sounds a bit redundant. Perhaps having the effect last if someone is left on the hook for too long or happens on uhook?

    It has counterplay, there are things you can decide to do once you know Eruption is being used. You don't want to do those things. This is a well designed perk in that sense, it forces you to make uncomfortable choices. I appreciate that it seems suboptimal to come off a gen and wait when you feel a survivor might go down. That is one of the good parts of Eruption, it can force an intelligent survivor to make a bad decision.

    Players do generators, players keep the killer busy. If you get kicked off a gen by Eruption, ALL IS NOT LOST. You can do the other thing survivors do. If you are not good at the other thing, that is not Eruption's fault, it is not the killer's fault. You can take that moment to be thankful for an opportunity to learn about tiles, pallets, and how to run them.

    You can also set up the unhook during your incapacitation

  • Neither did I at the time. It was especially hard because most of the screen was filled with ####################.

    So I looked at the map and GD that's a nice peninsula.

    I feel that's a good thing to be.

  • Here's a thing:

    I want Eruption changed, not in the way you do but I do want it changed. I don't want a new perk sold in its place. I would like some new perks sold that synergize with it.

    I need a gen regression perk that works consistently against a well organized SWF. Some people suggested locking gens, maybe it locks each gen that was kicked for 10 seconds on each down, or something. What I just said might be too weak or OP I'm not sure, and I won't know until it gets tested. And I won't be interested in any test until someone aside from myself accepts the problem.

    Beating solo que players isn't usually difficult, and Eruption doesn't work well when people are paying attention AND attentive to team mate prompts(Like a normal SWF would be). But its pretty much the only perk you have in place that can assist you toward the end of a match, when gens have gone quickly and the SWF has forced hook rotation(or you've allowed them to manipulate it). With Eruption sometimes you can tire them out and they will make a mistake, this will get the gen person(s) off the gen and allow you to pursue a second down and hook(because you already had 1 that triggered eruption). This is what I want Eruption to solve, and it currently doesn't do that, because as has been said by much better survivors than myself, let go of the generator and walking toward the unhook site counters it.

    In actual play you can dodge the debuff. I dodge the debuff with bond and looking at the screen of the player next to me, and occasionally asking "W T F is going on that I can't see from here, with my screen filled with gen". From the other side, stopping to kick a gen means the player on that gen makes it to the next tile. This slows a chase down to the point where its usually not worth starting.


    It is not better to fix some issues and ignore others if you make game play goals impossible for some players. I don't think this should ever be done. I think this legitimately leads to people silently leaving. Killers need a way to compete with SWF at their highest level, this solution needs to keep in mind that it is 4 brains against 1. And expecting the 1 to be a genius and limiting them to 3-4 of the available killers, while the opposing 4 can be drunken, ********, and running 3 games at once is not acceptable.

    Yah, its not fun. If you are having fun holding the gen repair button down, Eruption will wreck that. If Eruption wrecks your PvGenerator time you could rush at the killer and start t-bag. This might be fun and PvP.


    I agree with you on the next one. I'd rather not kick generators, the animation is silly. I'd rather chase survivors. If all generators would lock for 10 seconds or more each time I hit a survivor I think that would be a great place to start testing from.

    The people I wind up playing against seem to love camping and tunneling. I know that sounds insane(to some) but, its true. At any time the SWF I'm forced to face can leave the hook area, do gens or just walk out the exit gate. They, 99% of the time refuse to do this. They will rush the killer, body block the killer, grab dance the hook with the killer, ANYTHING except leave/expedite the leaving process. They basically force you to camp by cornering the killer into a chase around the hook. They force a tunnel via blocking on the unhook OR making it impossible to tell who just got unhooked. This is intentional, and is fully under their control. Solo players are playing a different game, they clearly don't want this stuff, but(when playing a killer) I'm not the one laying out or perpetuating how the end game is played.


    I play survivor, I get mad at myself when I get hit with Eruption 2+ times in a match. I personally prefer to think I'm the idiot when it happens. Not the killer, or the game tools.

    The solution is to understand the problem. The solution is to test some new solutions. The solution is not to listen to people crying on the forum. If its about survivors not having fun, maybe give them a new perk that says "...While incapacitated, you run 10% faster...". If its about Eruption not doing its intended job, maybe add a scourge hook perk that "... When hooking a survivor, all generators are locked for 20 seconds." And test that stuff.

  • @Marik1987 said:

    I am done with this. I dont care anymore. If u play at the daytime (right now), you have literally no chance of winning against these squads I get. They do 5 gens in under 5mins while Teabagging mid-chase and Bodyblocking. Always 2 guys at the gens, tunneling them asap, ignoring everything else. Prove Thyself, Commodious Toolbox, Boon Circle of Healing and the most broken sht I have even seen... new Deadhard.

    Its time to move on to Nurse every fckin game, cant wait for this Midchapter and her 7-Blinks.

    If I want to play something outside of Nurse, I should wait for the evening, when all the noobs come online.

    Deadhard BROKEN as fck, 3rd health-state for everyone. In these lobbies, they almost never miss the timing. Adrenaline at the end = Free Escape, because the others have already 99% the gate till this chased survivor is there. Dont forget the Free Escape off hook with 10sec Basekit-BT and Bodyblocks, Reassurance to coordinate perfectly. Its absolutely impossible for killers to do sht then.

    I can really understand why EVERYONE is tunneling hardcore and says, without Tunneling its absolutely impossible to win. I just need to watch "Comp.DBD" to see this one playstyle in every single game to get at least a 2K.

    Now, with Basekit Unbreakable incoming, this will become absolute garbage. One "Killer-Patch 6.1.0", while survivors gets a buffed Deadhard, a 10sec Basekit-BT, still sick gen-speeds with their OP-Toolboxes, hell no. This game - for killers - has become way more worse than it was before.

    "But Marik, the killrates have increased, so killers needs nerfs, not buffs". Yes, they increased because Noobs cannot handle Eruption etc., because they dont know when to "let the gen go". In my lobbies, you have that little things called Voice-Call: "Im going down, let go". Boom!

    Tunneling, Camping, Tunneling, Camping, NOED. Thats it nowadays. You did a splendid job BHVR, but unfortunately, BOTH Sides are pissed now. But hey, soon even Solo-Survivors, which granted killers better stats, will become more efficient with your Icon-System. While all that happens, most of the killers are totally useless against these squads I encounter. I have 2.200 hours in this game, why the hell do I get guys with 9.000 hours, 6.000 hours, playing like Comp.-Teams, tunneling Gens asap.

    Cant wait for that Basekit Unbreabakle. "But think about the new players and the casuels u would like to say?"

    I dont go against these survivors, so why should I care?

    Hex-Builds are garbage, because the totems are in front of a roof, so everybody can see them. Oh dont forget that awesome Totem in Shack everyone literally spawns at it.

    You wonder why killers bring 3 Gen-Regression-Perks every single match. I will lift the secret: "BECAUSE THEY HAVE TO!" We dont have anything left besides Pain Resonance and the Call of Brine/Eruption-Combo. Nothing. Playing without Gen-Regression? Sure, I can do that, but I know the outcome by default.

    @Survivors: Dont blame the killer for tunneling every game. This game is created to do it. Tunnel one out before the 4th gen is done. Tunnel the 2nd out before the exit gates are opened. Use the Altruism survivors love to do to grab someone off the hook and go for the last person. Thats the way. Mixing hooks? Dont tunnel? Yea, if u play against noobs who fail skillchecks, yes. Besides that, mixe them if u want to lose.

    Hell, give us a fckin break, please!!!

    Okay

    I get that you're angry, and I see the typical responses to frustration in the thread, BUT. I want to point out one thing from your original post.

    And that is "daytime" I have the exact same experience at that time. If I'm playing pacific 12-4 p.m. as a killer, almost all squads are either hyperfocus gen rush built, or something like a bully squad, thats wants to fight.

    It's very different from later in the day when most people are back from a 4 or 6 p.m. office thing.

    And the approach and perks you might use to be competitive are different, so on one hand I can say I enjoy the varied styles of survivor game play that they can present killers with, but on the other hand, these styles seem too far apart to allow you to pick the wrong perks and still be competitive in every match. So in short, I understand the frustration. And it does clearly lead to normal survivor frustration because the killer is trained to approach them in a way they aren't equiped to handle.

  • You are Korea.

    That was a good one.

    I had to go look on the map to confirm that this was a compliment.

  • My earlier post got removed, or something, which is odd as it was just an info dump of If:then stuff.

    But, maybe it helps to rephrase it:

    As a survivor playing solo.

    This isn't about killers(personally) doing things to survivors, that never has me DC or suicide on the hook.

    Its about survivors not doing anything related to the intended gameplay goals. As I can't talk to them and prompt them to touch a gen or stop organizing the stuff in the lockers during the match, I see the match as pointless, so I'll suicide and move on. It doesn't help that I almost never see end game chat focus on survivors coaching other survivors. Only attacks on the killer's perks/skills/sexual orientation.

    I understand that this will often upset some other survivor that was trying to make an actual attempt at the match, and that is why I usually run bond, so that, when I see them doing so, I stay in the match. I don't really see the problem with this. I think its on Behavior to tutorial people a little better and mold their play into group play, not the individual(me) to put up with trolls, or the totally ignorant when all I want to do is advance the match.

  • Otz had a video and it was there.

    So I used it, and it makes people angry. If The game was about making people angry it'd be the best.

    But, its not so, it works well in some cases and in others, it doesn't.

    I like it.

  • @Ginnypig said:

    You guys seem to forget if you leave the hook and chase someone of a gen, because its an SWF they communicate that they are beeing chased and they can now freely finish of the gens the chased guy was working on. Thats the main problem.

    The excessive amount of information swf has without a sideeffect is truly problematic. And now BHVR will give solo player likewise information. Bonkers!!!

    There is a video out there that has a generator done in 35 seconds, with the toolbox.

    Being honest its not really plausible that all generators will get done in 35 seconds each, concurrent or not. There isn't a lot to be done about this, it is simply how the developers decided the game should be set up. I mean if the survivors want to do this, this is what they can learn to do.

    I don't want to have an autism style argument over seconds, but just as a guesstimation, I think a few killers can't cross some maps in 35 seconds.

    The game is still fun though, its just not what a sane person would call balanced.

  • @stvnhthr said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3320704#Comment_3320704

    So if you did not have eruption you would not be attempting to down survivors? See it is really apples and oranges. Unless I am being chased and already injured I would not dh. Dh is not an action I would do anyways.

    I do not think I understand what you are getting at.

    I will still attempt to hit and down survivors, even if I run no perks.

    Eruption allows me to think in terms of a generator defense, and motivates me to continue a pursuit that I know will take more time than I fell is safe at the moment, because I might get a payout of pressure coming off one of my generators.

    Is this the same as Deadhard? No, of course not. But they both accomplish similar things for opposing sides in an asymmetric.

    Deadhard just forces a surprise increase in expended time at a moment that isn't under the killer's control. It effects the same metric, just from the opposing side.

    Neither requires no skill as I see it. Both take skill to use well, they are just very different skills that are being employed.

  • @stvnhthr said:

    Eruption is a passive perk, it requires no skill and works 100% of the time as intended.

    DH is a precision skill based perk with around a 20-30% probability working as intended.

    If in your mind these are equal in some way other than they take up a perk slot you are out of touch.

    You need to trigger Eruption with a down.

    You of course know that, I guess you're just implying it takes no skill to down a survivor.

    And somedays, you're right.

    But not when it matters.

  • Basement Bubba on the stairs.

    Is my favorite thing to see.

    So, please keep camping those stairs!

    Seriously, the occasional bubba that does insidious in the basement and 4ks a group of idiots(of which I am usually 1) is a welcome interlude.

  • Regardless of how the survivor winds up at the pallet, with deadhard, they can extend the chase adding time to an activity that although enjoyable causes the killer to lose the game. So it is like Eruption.

    But, who cares. Just leave them both as is and play on with the challenges.

  • Yah...

    Most of what I see doesn't lend itself to a game you want to own up to playing in public. Twitch is especially creepy.

    On youtube you can at least find players that talk about the mechanics of the games and how to do specific things.

    That one dude though, that makes a living off of blowing up the worst drama exchanges. That guy...

    So, yah, thats all negative publicity. As if the game doesn't give itself enough, it has its own racism/sexism/everyism announcers(I think there are two that specialize in this)

  • I wish they would invest some of their time in buffing all the lesser able killers to a more useable spot. I think a big draw here is there are so many killers to enjoy messing around with, its very disappointing to see some of them regulated to specific add on sets or play styles. I want them all to be fun, competitive and able to adapt to the situations that develop in game. And to be capable of growth with the player behind them.

    You can play whatever perks you want, and they should stay as they are, aside from a few that need a killswitch until some broken mechanics/exploits can be brought under control. There will always be a META and players that are not bright will always complain about it. The meta is used because its the most effective tactic available, which means it takes the most work to counter it. Change it and the complaints change, they will not go away, only players that are annoyed with the kowtow to whinners will leave.

    Map offerings can stay, like the META thing, some are better for some things than others. I would vote to let them stay similar to the meta argument, it really doesn't matter all that much, just struggle with the disadvantage and try to adapt, instead of complaining. I personally hate to see some maps. I personally enjoy chasing down the survivor that forced me onto that map. But I don't want to take away their ability to do it.

    I play both equally.

  • @StarLost said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3318463#Comment_3318463

    XD

    I'm actually getting a feel for survivor now. Only playing solo today, and got about 8 escapes in 15 (and only 1 horrible loss, which was a Spirit hard tunneling at 5 gens, causing someone to DC).

    I ran Eruption for 1 game.

    The chat looked like this forum after match.

  • Its very hard to pickup a new killer and do well when you are facing matches against experienced survivors, so what I do is:

    Expect to lose.

    The only skills that universally, mostly transfer between all speed tier same killers is M1 hits in chase, and tile movement. And even this isn't consistent due to things like DH, individual employment of such, and different visual appearance of each killer( Like, Sadako is short and twitchy, people often misjudge where your reach is at).

    Pick a skill you want to work on and make sure to practice that skill. As an example I wanted to learn Blight. Blight has a lot of ######### going on. First I put on all regression perks(To take max time in a game), And I used his rush exclusively to traverse the map, and I went from gen to gen, all of them just M1ing people based on his mobility. I did this until I understood things you can bounce off of, things that make you slide and the range of a rush. When I tried to progress to the second stage of Blight, where I might rush hit survivors, I did it with a separate perk setup, and different rules. Again, IDGAF if I lose, actually its better to lose the matches so people don't waste your time with salt. For Wraith, his better players seem to body block me a lot, into tiny corners, and approach gens that I'm on from blind corners. Most of that would be tile and map knowledge, I guess, I can't be sure, I'm not working on Wraith, he makes me annoyed to play.

    If you accept that learning to work with the killer's special will result in some losses, its easy to drop the gen regression perks, If you find a better set of practice perks, you will want to use those, because they support your learning. With the Blight example above slow down is good for me, I just want them stuck in the match so I can hit them, and rush.(I let them out at the end, cause they actually helped me, even if they have no idea they did).

    You mention being good at Spirit, I am terrible at this killer, I want to be good as she looks so great, but I just can't play with headphones and inspite of running her over powered add-ons, I can barely hook a single player. So I had to accept that this killer just doesn't work for me.

    Trappers that I play against do well on certain maps, strong M1 use, and being very smart with traps. I have no idea how to make that happen, I just know from experience to look down at choke points, avoid weeds, and slow down(exposing myself to M1 hits) whenever possible.

  • When I have time to play I will equip Eruption.

    I hope your survivor MMR is low enough that I get to show you every match!

    😃

  • You said a lot and most of it makes sense and I would hope that survivors care enough to read it.

    I wanted to point out a typical game flow issue that relates to points 1-4(SWF,Tunneling)

    Generally, SWF that coordinate will take a player and call him the person who is supposed to waste the killers time in a loop state on a map that has many chained pallets and tiles. And of course you know this to some degree, but the other people are on temporary gen fixing duty, sometimes in a triple on one or on split 3. Either can be good or bad depending on the map, perks, and all sorts of things that look like RNG, but really aren't so random. This player responsible for escorting the killer around, will eventually go down, its a win for the SWF if this takes more than whatever the time period required for their gen completion projection is and of course you know this time frame changes based on perks, items, annoying things the killer might do and split. But, the escort, once hooked leaves the killer with a choice, assuming the killer isn't ********, will you now area camp, or will you go pressure gens, or most likely some hybrid choice?

    This was the escorts first hook and the chance that you would wind up in a chase with another player, is actually about half in my experience, but again, this doesn't seem to be what the SWF wants, as it breaks their flow. They want you back on the first escort, and this looks a lot like tunneling. Which it's not. Its basically doing as the SWF dictates you do. And if you don't do it, your escort will get bent and be many T-Bags. Assuming you break your gen patrol or whatever you got into and get back with your assigned escort, you will eventually hook it again. At this point, the SWF will pull a gen repair specialist and promote them to killer escort and you are expected to take your newly assigned escort's tour of pallets and windows. And when you do this, the SWF will be pleased, and you can be sure, that you are indeed ********.

    Now, the win move if you let this situation evolve as the SWF dictated up to this point would be to tunnel for real by pursuing your first escort to his new job on a gen in the corner and getting him out. This is guaranteed to piss them off, because you really did tunnel, in their minds and went totally toxic, you also cause chaos in their chat at this point(as far as I can assume) and this is where you capitalize to win. Incidentally this is also where you won't be winning if they have comms discipline.

    Now, if you read all that and play your game and still think that killers are the power role, or that a killer is taking it out on survivors by tunneling or that aggressive playstyles are mean, then I guess we'll never reach an understanding.

    😀⛄️

  • Some random kept popping into a game I was playing with my son and all he would do was body block one of us into a corner.

    This was annoying and it happened in multiple games, so I looked up how someone might do this. Youtube has video that explain it, its included in a pack of bad things that is sold.

    That was sad.

    Eventually the wonderful bad guy got bored and went on to annoy someone else.

  • He's annoying, especially in solo que. The stalking to phase 3 and mori thingis kind of oppressive when people can't talk about what's happening.

    He's actually more annoying than Eruption for me in solo. Maybe if we're all loud enough!

  • @drsoontm said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3317185#Comment_3317185

    One-show stoppers with at most one year on Steam have a significant risk of being cheaters.

    So are full numbers names.

    This is my experience as well. And its the only constant I've noticed.

  • Barcode name means other character set. Not physical location.

    The rest I get.

  • I just tunneled and face camped someone who kept trying to flashlight me, inspite of obvious lightborn.

    After that everyone else got to leave, Its not their fault someone they play with is being an ass.

    I guess, being annoying will get you tunneled. No matter what a SWF thinks is good play, if it is generally annoying to the other side expect to be tunneled.

    Seems like the usual PvP stuff.

  • It was auto deadhard, thanks.

    I checked him twice.

    I will not be bothered to record this stuff for BHVR, or anyone. Myself and the person next to me, were taken aback by the odd timing of the first DH, and completely convinced by the second.

    It happens. This game has cheaters. Its on the developer to purge that.

    In this case the clown got tunneled, screwed his team and an early out.

  • Clearly.

    Its a skill issue, I normally stand there and stare at them for long periods. Waiting on the DH.

    This time I got excited and swung.

  • Someone used auto deadhard and I tunneled. Hook camped as well!

    Just in case anyone was wondering.

  • Give the person on the hook something to do while hooked, like make the killer's aura visible for them when in a small range + incorporate voice chat into the base game, so they can act as coordinator.

    And then just rebalance the game with those things in place.

    I think if you place the emphasis on team play early on constantly the game will move to a better place. Trying to make a solo survivor viable for anything other then skill building seems like a dead end to me, and a source of frustration.

    In short, if you don't want to voice with players, expect to be limited to learning tiles and dying with the rest of your team.

  • The basic part of it, hyper focus+ stakeout show up every match, the add on prove thyself is common. I rarely see fogwise as the fourth in that set, someone else usually has it. Its just a good way to get gens done while other people are engaged with the killer. Maybe I play different so my MMR sticks at an area below yours, but for me the specific player with this build in a SWF will always be their last choice to send for body block or to get my attention for running when the others are at death hook. When I face a SWF where they all have this setup or elements of it, its usually too late to change playstyles by the time I figure out they have it.

    I use it when I want to win as survivor, regardless of SWF or solo, because as you noted it seriously limits the time I am forced to stay put on one generator, which is really the only dangerous time for a survivor. And it also makes doing generators somewhat fun, as it adds other easy to manage elements to a boring task. Stakeout specifically adds entertainment.

    I wanted to note that see it, or things like it, but I don't want it changed via nerfs. I very much appreciate that it adds fun to the worst part of the game(survivor sitting on a gen). If it needs addressing, I want it addressed via killer aggressive buffs(anti "W" key type stuff).

  • Killer is very stressful.

    Any PvP game I've played seriously, has this stuff to some degree, but killers here by virtue of being isolated are natural targets of some vile attacks. This is something I really wish they would invest time in correcting.

    But, if it helps, keep in mind that without a killer, survivors would be skillchecking generators for a game. So, putting up with them is like a public internet service 😁.

    And solo que You just die and leave and start again, if the game was meant to be won by playing alone against a killer that needs to handle 4 coordinated players, it'd be a bad game.

    Also, don't be sad.

  • @Tsulan said:

    Looking at the comments i´m probably alone with this opinion. But no, i don´t think that it needs a nerf.

    First of all, killer has to continuously kick generators. Giving survivors a head start in chases or even breaks the chase before it begun.

    Second, the 25 second stun is probably just an annoyance and more or less the same time the killer needs to clean his weapon, pick the survivor up, walk to a hook and hook. All in which only the survivors that were working on gens he previously kicked are bound to do basically the same: walk to the hook.

    Third, most of the time the effect only affects 1 or 2 survivors at once with a total of effects that combined usually won´t pass the 2 minute mark during the whole match.

    Fourth, this just reminds me about the Undying Ruin nerf discussion. Where everyone claimed that they have to cleanse 5 hex totems alone and that no gens get done during a passive effect that only works when no one does. Erruption took the place of Undying Ruin. A different perk (combo) will take the place of Erruption if it would get nerfed. Are we ready for something that could be much, much worse? Because as far as Undying Ruin goes, most people seem to agree that it was a lesser nuisance than Erruption.

    No, I agree with you. It doesn't need to change for any real reason, other than people crying a lot about it.

    Why don't they just make it lock every gen with it active for 30 seconds or so and remove the incapacitation effect, so survivors can do whatever. It doesn't work well against SWF and coms, It looks like it was meant to help with the near infinite loops near generators that happen on certain maps and it usually doesn't. I find it pointless, usually, but I do find the problem described above an issue I want resolved partially via perk( cause its cheaper than map reworks.).

  • I don't think it needs to be changed for balance reasons. I guess, they should change it due to popular sentiment.

    I don't use it on most killers anymore so I don't care about the game effects of a change. I personally don't see the problem, if I solo and get hit with Eruption, its usually just once and I learn to watch ######### is going on. Maybe with an expose perk it might mess with me twice, but Its not enough to make it unfair feeling.

  • Just do another one?

    I understand it isn't fun, but thats like a core game issue. Something that maybe they should sit down and rethink for their next project.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3311362#Comment_3311362

    The fundamental problem isn't that you have to play sweaty against sweaty people. The fundamental problem is that, for both sides, the most optimal way to play the game is also the least fun for the other side. Now imagine that the most optimal way to win the game, was to do the thing that is the most fun. The game would be in a much healthier state then.

    You are so insightful.

    If only you could go to their balance meetings and fix this for us.

    😀

    Why is tunneling an issue if people are playing solo anyway? It only annoys me when I SWF and I have to watch a match as an out. It doesn't even feel like illegitimate play, like a lot of odd things survivors have evolved into doing, like bodyblocking. Tunneling feels rather like the natural, although unfun thing to do.

  • @ShroudedGhostFace said:

    Hex: Call Me Daddy

    After successfully hitting a hooked survivor, all other survivors scream and suffer the exposed status effect for 2/3/4 seconds

    Needed perk to replace Eruption.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/359615/swf-thoughts

    if this happens then survivors should be able to see what killer they're going against for the exact same reason

    nurse players would never get games, same with legion

    Maybe.

    If a killer is so unenjoyable to face that most people would rather do anything else, your game has a problem. So, yes, they should be allowed to dodge that killer, permanently.

    I like facing nurse, she has other types of counter play and if the nurse isn't amazing, there is fun to be had. I might wish they would change some of her add-ons, but thats not enough to make me refuse a match with her.

    SWF isn't really the same thing. If they want to play with coms and coordinated, its like a different game. I would bring different stuff, and most importantly a different mind set.

    Maybe both types of matches belong only in league play.

  • @Dogma_loki said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3306226#Comment_3306226

    Here is a novel idea. Move away from the hook and actually allow survivors a chance to play the game. If you weren't camping the hook you wouldn't get body blocked during unhooks. 😕

    No.

    I'm always away from the hook anyway. I don't face camp or even area camp, I can't be bothered, as its not usually fun.

    I am going to tunnel the person that just came off the hook if they run back in my face, 360 and beg for a tunnel.

    You're welcome, they're welcome. As a person who sometimes plays a killer, I always aim to provide the audience with what they want.

  • This is a good idea, you shouldn't be forcing people to play in a way they don't like.

    SWF should have separate matches anyway, its a very different sort of game when they play seriously with coms, and if the killer approaches it in a relaxed fashion, the SWF doesn't get much of a game either. Even if due to que times for SWF players they don't implement something like this, a solution that addresses the issue would clearly be welcome.

  • @o7o said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3306237#Comment_3306237

    so how are i and/or my teammates supposed to unhook/save? are we supposed to give you a free grab? i'll never get the entitlement killers have.

    I had to chase that clown down!

    If two minutes of circling a pile of trash doesn't ENTITLE me to a hook, what does?

    But, I don't care. I use Lightborn.

  • I see a lot of what you're saying mirrored in my games, time of day more than any other thing dictates what the experience will be.

    its also school vacation right now, so the acidic survivor count is pretty high.

  • Body blocking on the unhook encourages me to tunnel. Thats really the only thing that does it.

  • Yes the generators can be done too quickly. This is only one of the problems here, its not even the biggest one.

    I think the perks can stay as is, if other issues are addressed.

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