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NewPlayer100102

NewPlayer100102

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  • The game should have some mechanic to speed up the snowballing at around 10-15 minutes, it should increase its effect as time goes on. It should push both sides along, shortening generator times, and exposing survivors as it goes.

    Maybe it means the Entity is getting bored of your stalling

  • @RainehDaze said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3370286#Comment_3370286

    They made the biggest map in the game just as big and invalidated movement abilities on it.

    Did they indicate they were going to improve(we assume rework means improve, not safe with these guys) it in anyway?

    I mean I'm just not mad about it, its difficult, maybe overly so but in a game full of imbalances that are decided at match making time, I struggle to get angry at one that slights Wesker/Blight.

  • This is a hard map for Wesker/Blight.

    The large amount of foliage makes it hard to tell exactly which thing you're targeting for a bounce/rebound.

    Mostly its trees, I think they are the same ones from Yamoka.

    But, its hard to get too upset about it, its one map out of a lot, and Blight/Wesker have many favorable maps.

    And I want to face Trapper here, seems like he could have a good time with the ground cover.

  • Some want you to follow them into the strongest loops as they greed pallets and then onto the next linked tile for more of that. They also want you to back off once they are injured/hooked. So, of course you can't camp or tunnel to get rid of these guys.

    Some don't want you to defend three gens because they'd have to swap out perks and add-ons, and that would prevent them from taking full advantage of the first approach.

    Some don't want you to use regression because real men or women, don't kick gens, or hook on scourge hooks, or down near a gen or... I'm honestly not sure what the argument against this one is.

    I play a lot of survivor, its not a survivor vs killer perspective. It is us vs them, but the groups are not those. I think its more those who don't want the game to evolve, vs those that appreciate the potential for some diversity in match style.

  • @TigerSnake said:

    Mindlessly chase different survivors and lose.

    Take the pallet tour.

  • @Entitled_survivor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3368321#Comment_3368321

    so how does the survivor HUD buff benefit swf in any way ? whatever info it gives swf already had anyway

    2-3 SWF now know what the solo(s) is up to.

    A little Bond+ Common Sense and you know where they were up to it.

    A full 4?

    The major struggle with Coms is brevity.

    Put the info on the hud and you just did brevity.

    Just look at a pilots hud. It has airspeed on it. Why wouldn't they just look down and read the indicator?

    Because milliseconds matter, there and here.

    Anyways, it'd be dishonest to say that the HUD made SWF 4 so much more amazing, it didn't, but its not honest to say it did nothing.

  • Yah, so don't practice with the bots. They aren't made for that.

    Practice Blight against players, its okay to lose, you're trying to learn.

    About the matching making and separate queues, of course it would be the best thing to do, nothing pisses humans off like failure to meet expectations. By this I mean, the totally unpredictability match experience produced by the matching system is guaranteed to make players angry.

  • @Gamall said:

    Bots were introduced precisely to learn a new killer

    Bots do not do things like a player.

    Trying to learn Blight against bots would not lead to a good outcome.

  • @NerfDeadHardPLZ said:

    Why don't Devs put rules if you quee as 4 man premade, such as each perk can only be brought once, even then it will still be OP but at least a bit better than what it is now, when you have 4 people running all meta perks and there is nothing a killer can do about it

    Well...

    You could refuse to play against them?

    Consider that they normally don't log in as 4 players to farm blood points, and that implies they are after something else, and it likely has to do with the killer.

    If you don't want to do that thing, just ignore them.

    If the game play experience is not fun for you, just don't engage them.

    I do this when someone wants to boil over second floor Ormand. Its just not worth the effort to entertain them when this is the game they want to play.

  • @Unimatrix00 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3367610#Comment_3367610

    Well, I just played Blight on the map and I was slipping and sliding all over the damn place.

    I was Blight on this map and struggled.

    The new foliage makes it hard to pick out a tree to bounce off of, so I'll often hit one that is shorter of where I wanted to end the rush to be sure, but even if do this, I can still accidently due to obscured vision pick a slide tree.

    I have not gone out of my way to test the trees and see if I'm maybe hitting at the wrong angle or any other thing that could be worked with.

    In short, I'm not liking this killer on this map, too hard, too much work.

    Skill issue on my end, but its just one map.

    Will get used to it , I suppose.

  • Why isn't her mori her decapitating the survivor and hollowing out their skull to make a new drone?

    That'd be kinda alluring...

  • @Gamall said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3367504#Comment_3367504

    No, I'm equipping the BNP regardless of the killer precisely to prepare for the eventuality of a skull merchant.

    IT IS A GOOD IDEA TO PACK YOUR BNP IN CASE YOU ENCOUNTER 1 OUT OF THE 31 KILLERS.

    In all seriousness though...

    I'm encouraged, I might buy her to play with if people will engage and try to counter her instead of organizing a mob to torture the developers until they repent and nerf her.

    πŸ˜€

  • @Nihlus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3366159#Comment_3366159

    I can usually corner about a quarter of the smaller maps. I'm running Lightborn, Corrupt Intervention, Jolt, and Deadlock. Her brown addon, Ultrasonic Trap Speaker is disgusting. Anyone that disarms a drone, you know exactly where they are at all times, and all you have to do is make them vault the pallet themselves and it's usually a free hit as that addon breaks the pallet. Chases are rarely long enough to need to worry about someone finishing a gen inside the drone area and they redeploy nearly instantly. Only game I haven't 4k'd so far was the first one when I was trying to use her Game Afoot perk in a build.

    I'm having fun playing against her.

    So, thanks for keeping on with that.

    πŸ˜€

  • @hiken said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3366478#Comment_3366478

    "idiot coming" well sorry for trying to get to the nearest pallet or window we see. I do understand when u saw there was someone there and u purposelly bring the killer there again, thats a dick move especially if u could have gone to other place even then other 2 survs are working on gens so is likely u will btring the killer to another survivor, is what it is the maps are getting smaller and smaller after all.

    If the killer wins or loses their match based on their ability to spread pressure among the generators, it follows that survivors win by preventing that.

    Running the killer around is one way to do that.

    The other would be to run the killer over there.

    I'm not really mad when a fellow survivor accidently trains me, I'm more sure to acknowledge it in the post game, so we don't accidently blame other things.

  • If the game had separate modes for competitive matches I'd be behind policing behavior in the matches. So tunneling in mellow mode would indeed make you a dick.( And everyone should title you as such.)

    But, its not that way. You have no idea who you're going to face until they start doing things. So, when you take control of your killer, turn toward where lethal directs you, and you see a generator with 4 on it go "ding" 10 seconds in, you're already behind where you need to be to win. And this is not the players fault, its a developer compromise that we are forced to accept.

    Individual players have to set the tone for their matches on their own, and their opponent is under no obligation or even has an indication that they should play along.

    Personally, when I want to compete, the best addons go in and I just start killing people at start.

    But normally, I just bounce around the map practicing rush hits, or vomiting on peeps.

    In short, pressure the developers to break players up into two voluntary game styles, competitive or just practice mode, and I think you'll see a lot less angry people, who will have to wait a bit longer for matches.

  • She's been pretty popular for me.

    Maybe 1/4 of all matches in the last 24 hours.

    Its not Wesker popular, but not absent.

    I'm coming to look forward to games against her.

  • I use bond.

    I get away from the generator I'm on early when I see some idiot incoming in chase.

    If they don't care about completing the match with a victory for all, neither do I.

    I'd rather waste the 20 seconds of being off the gen, then deal with the rage of having a teammate train me.

  • @AnchorTea said:

    I play Merchant and I keep getting players that give up 4/3 gens in.

    Just gonna say this: her three-gen strat isn't as powerful as you think. If there's 2 survivors left than yeah it's nearly impossible. Any more survivors than that can have one loop/distract her. If she comes back to proxy gens, she technically isnt making progress by downing survivors.

    Long story short, it's a skill issue. Not a design one.

    All matches don't take 45 minutes.

    They don't take 10 either, but those are too short for most killers.

    I'm finding a game that focuses more on what generator to do at what moment to get it done far more fun than which tile to loop around and for how long.

    I don't know why they DC, too rigid in their approach?

  • Same as it always was.

    Only as my survivor MMR goes up I see less in your face face camping.

    As more killers like Knight spread, I see more skilled area camping.

  • @Monlyth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3365659#Comment_3365659

    And yet there is not even one such thread on the front page. The closest I could find to anyone decrying the Eruption nerf was in Feedback, and that was suggesting a less-harsh nerf, rather than a reversion. And that one got ratio'd hard.

    O no.

    I think Eruption was fine as it was from both sides.

    Fun to counter, and just barely passable at slowing down SWF that are determined to be annoying when used by a killer.

    It absolutely destroyed players that refused to engage with it. And that was fun.

    I also like Dead Hard as it is, but I'm not going to waste my time fighting with this community...

  • Thanks for sharing.

    I think he's right.

  • The game is fine.

    Balancing via weight of complaints on the forum is not okay.

    But at its heart this isn't a bad game.

    As for killers, I like them all, I wish they all had the same capabilities, but I'm starting to accept that, that might not be fair or fun for everyone.

    Some Blight with OP add-ons will do

    πŸ˜€

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3364163#Comment_3364163

    For a perk that's useless in all other scenarios? I don't think 30 is nearly enough, considering you have to go out and have a stand-off with the killer to get the perk activated, which is going to cost most of that time.

    IMO, at baseline, I think the hook timer should slow down based on the number of survivors on gens. That way, slamming gens actually does counter camping.

    I see SWF use it often and it works out for them in basic matches.

    But, if it winds up rejected then it needs to have some buff or other tested.

    As it is most of the community ignores it, and it works out to a waste of developer time(as far as the game goes), I don't know if it helped sell DLC.

    In short, I'd be fine with them testing whatever, as long as they commit to revisit it if it winds up too much and disrupts other scenarios

  • @Tostapane said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3363447#Comment_3363447

    oh but i don't care about winning in that case, i'll just make sure that you'll die without doing anything potentially fun... hint: it involves bubba...

    Y always say only bubba can make the game suck for survivor.

    99% of the time any killer no perk can derail the game.

    you'll lose, but unless they take a smug satisfaction in you getting no points, the match wasn't worth their time either.

  • @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3364226#Comment_3364226

    That's normal though for a new killer. Every time a new killer comes out, there's plenty of tunnelling and camping in the first couple weeks or so. Because people don't know how to play the killer but still want to win. Wesker was so bad for it because he was so popular, it was game after game of Wesker just tunnelling and camping. I don't see that now that most people have learned him.

    I can see that. I think her zone control approach is different from the knight(The other heavy user), so maybe something fun will develop. Not to say that what I played against today was so bad.

    @philward1953 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3364226#Comment_3364226

    "She tunneled and camped but I don't see this as that bad"

    🀨

    I do not see it as all that bad.

    She is supposed to try to win, she used her tools as she understood them to play for a win. Appreciated stuff.

    She also left some room to consider alternate perk load outs as counters.

    This game has to have more it than to loop well know walls to waste 45 seconds.

  • Dead by Daylight Perk & Build statistics and info gathered from thousands of community submitted matches.

    Recent

    https://www.youtube.com/watch?v=5wckaEZQCXU

    This one is like 5 months old and ranks it second most used.

    https://www.youtube.com/watch?v=4A8P3PCZavo&t=631s

    This guy did his own counting of a small sample. Dead hard is first.


    I mean, none of the sources make it a large margin, but you're not exactly holding a good faith argument by pretending Dead Hard isn't one of the most used perks.

    Weather its good to use or not across all the matches that occur, is a separate argument.

  • They do look awesome.

    I want to play an FPS on it, like ARMA.

    I do not so much enjoy DBD on them, though.

  • I only faced one SM today.

    She hard tunnel and small area camp for the most part. She used her drones to extend her camp range.

    The community seems to hate this, but I don't see it as all bad.

    I don't want to play as her but, It seems okay to play against.

    That new map though. #########, they added an unreachable area to the little smoke filled hut where you can't see.

    Why would they do this?

  • @Deathstroke said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3364163#Comment_3364163

    Nah bubba should keep his camping ability but reassurance should be buffed having 40s timer and 10m range instead 6m.

    Sure, sounds great, increase the range.

    If you must, increase the duration, I don't see how it much matters.

    I think the real issue is, is it worth a perk slot? and how to motivate people to give up their normal build to include this, and allow a 3 out, if the killer sits to camp, in a public game.

    I do see reassurance often in SWF teams, and it works as intended.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3364124#Comment_3364124

    Reassurance costs time to use and only buys up to 30 seconds. Its PTB form would probably have worked, but it got gutted moving to live.

    Not to mention that the king of camping can punish you for trying to use it.

    Bubba with his AoE?

    I can see that.

    Maybe an adjustment to his power would be more targeted to reduce his ability to be a problem.

    I think 30 additional seconds is plenty to push generators to completion if the killer is really only face camping.

  • @J1Wick said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3364058#Comment_3364058

    its not there to save the person on the hook. Its there to give the killer less leverage over the team so they can finish gens. The common strategy against camping is just stick to gens and this way they get to complete them and hopefully escape as 3 and not as 1-2.

    That is literally what Reassurance does.

  • But they gave you this.

    Reassurance is a Unique Perk belonging to Rebecca Chambers.Prestige Rebecca Chambers to Prestige 1, 2, 3 respectively to unlock Tier I, Tier II, Tier III of Reassurance for all other Characters. Reassurance may only be activated once per Survivor per Hook Instance.Each Survivor in a Trial can have 1-2 Hook Instances, as a Hook Instance occurs whenever the Killer hooks a Survivor on a non-lethal Hook (i.e. their next Hook is not their Death Hook). Reassurance is not mutually exclusive: each non-h

    Why don't you use it?

  • @Unam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3363203#Comment_3363203

    Countering the gen rush meta with more slowdown perks will work the same way as fighting tunneling meta with anti tunnel perks.

    It wont.

    Its a core gameplay issue!

    I suggested what I did because a similar thing has happened to me, and although it is annoying, I see it as extremely skilled gameplay on the survivor side, so I don't want it removed.

    In short, any single generator can be removed too quickly if the survivors want to do so.

    I think an ability to counter that would be good, if you mean that ability should be part of the killers base kit, that sounds like a great solution.

    As long as the killer has to go do something to make it happen, and right now, drop chase and visit all the generator sites isn't good enough.

  • @GlitchyGamer said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3363139#Comment_3363139

    It's basicly jolt but with no limited radius and auras of the survivors are shown for TEN seconds. Even BBQ and lethal doesn't go that long and those are entire perks dedicated to aura reading. So lethal pursuer plus eruption will be 12 seconds of knowing where the survivors are that were on a gen effected. There's also the fact that it was supposed to be nerfed that the gens only lose 10% of the current progress but they reversed that back to be 10% of total. Eruption has gen regression, aura reading and no cool down. But sure, eruption is totally dead now. I'm sure we won't see anyone using it anymore.

    Why would I use Eruption for aura reading?

    Its like an inverse No Where to Hide, with extra conditions, and a mechanic that allows the only challenging opponents in the game to easily avoid it, if they bother.

    The only way I can think to use this would be if I was downing someone around the gen, and kicking it. Literally the opposing team would have to be demanding I fight them, right there. Not that some survivors don't do this, but its never desirable game play.

    Its regression is something, but it requires kicking the generators, and unlike No Where to Hide, I won't be kicking them to start a chase, I'll be doing it for a maybe chase later.

    I don't see how in a world of 10 minute games, I can use this.

    Maybe it'll work out for some close 3 gen camping thing.

  • Peantis.

    In the Eruption VS Deadhard thread.

    "...That said, I cannot confirm whether or not Dead Hard will be changed, but by no means are we ignoring the discussions about it. Keep 'em coming. ..."

    I didn't think he meant in fight form.

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3363155#Comment_3363155

    Toolbox in general and BNP are for decrease Gen time. "Counter play" is anything that extend the Gen time, which is 4 slowdown.

    Counter play to tunneling (shorten the chase by keep chasing an injured survivor) is slapping all 2nd chance, which increase the chase time.

    Counter play is just doing the opposite thing from the other side.

    BNP should gone. Gen slowdown should not be "that strong" because the possibility of 4 Commo toolboxes & 4 BNP exist. Toolbox in general should also be changed to something else.

    Right, we get that. No confusion what so ever on what a toolbox does.

    Countering the items and perks that make 3 minute games possible, is what I'm asking for.

    And I'm asking that it not be done by nerfing the survivor tools.

    I can see how it might be a lot to ask, but given that the developers are paid to develop a game, I think they can come up with something.

  • @C3Tooth said:

    2 BNP are the problems only. And it should not be a thing anymore.

    And a single match with 2 BNP cant deny why 25sec incap should exist multiple time in a single match that happens every match.

    Survivors didn't like Eruption. So it was changed.

    It also didn't really address the issue described above very well, because of reasons.

    Maybe, the developers would consider blessing us with a new perk that does provide a way to directly interfere with generator progress or provide regression for them.

    I don't personally want the BNPs removed, I just want a counter play option that is more direct than visit each generator, often.

  • OFC, this is possible. Math is what it is.

    On a side note, I simply refuse to believe that people who play the game as much as I assume respondents to this thread do are ignorant of that set of facts. You don't need a video, you can simply do this on paper.

    a full generator is 90 seconds.

    One survivor on each generator will mean 3 generators are done in 90 seconds. This allows for 1 survivor to be chased.

    The last two generators will be done in 90 seconds, which is 180 total seconds, or 3 minutes. This is 2 seconds longer than stated.

    1 BNP applied to each of the last two generators removes 22 seconds from each one, making them 68 second generators. This would total 158 seconds.

    PTS reduces a generator time to 45 seconds if two are on it, work that in to the calculations if you want.

    But I get the feeling you all know this, you just don't see it as an issue, and I could concur, maybe it occurs so infrequently that it should be ignored.

    But that doesn't make it not true, nor does it make it a killer skill issue.

  • What I really want to know is how each killer performs against common tile pieces.(L-T walls, main houses on specific maps, shacks on each map and so on...)

    And I also want the same killers on the same maps with data showing players that just 'W' + pallet as able.

    I guess we need about 100 games of each killer per map times 2 to compare.

    So I guess, I'm asking(nicely) for you to record and break down 30 killers, 100 games each, times 2 for each survivor approach to evasion.

    I'm not sure if the injury state sprint will matter or not. Can you do all of the above twice accounting for both scenarios?

    Appreciate you!

  • Different for MMR I think based on:

    The account next to me has more success in both rolls.

    Usually we are both 100% killer bonus except for early A.M.

    Early A.M. the other account may have 100% survivor and mine may have 50%.

    Sometimes the other killer account will persist in its 100% bonus for longer.

    So from this I assume the account next to mine has higher MMR based on my observation of success, and that means that account tends to be matched with higher MMR survivors, and there is more need for killers the higher MMR goes.

    My own account has somewhat lower MMR, and there is less need for killers at that place, so my BP bonus will drop off sooner.

    Survivor MMR, is less understandable, we both tend to get the same bonus for that, the few times its available.

  • Survivors can always smash the gens and go.

    You could mess that up by constantly visiting each gen and only commit to sure thing chases, but at 2k hours with Blight you already know that.

    So, as an opinion I'll mirror your own. They have the potential to do things too quickly for the game to be fun. The fact that they don't want to do the things they need to to get out quickly points to bad design, and specifically an unfun game loop for victory on survivor side.

    I can agree with you on the problem, but don';t know about the solution. Its easy to say Gens go too fast, its not an obvious fix to say make them slower. Because when I play survivor, they are sort of an annoying must do, not a fun part of the game play.

  • Medkits are for healing generators.

    I just figured that out myself.

    Also T-Bag means "Thanks for your service."

  • I constantly disagree with most of the users here, but not in essence on this topic.

    Her visual design is bad. You could do almost any extra thing and improve it. The only part of her that scores visual points with me is she sits somewhat, slightly outside the traditional idealized proportions for a heroic female. She got wide hips, in short. Her animation in walk is just insulting.

    Skill wise I didn't find the testing fun. The concept of defending generators keeps getting rejected by the players. I mean I get most of my DCs when I'm ######### around with the Knight, so I assume based on the time I put in to playtest Skull Merchant I'll get more of the same. I mean, to be rude about it, If I buy the eye candy skins I guess survivors will hang around to f12 her butt.

    That all makes me sad to say, but that is what I suspect will happen.

    If I had to pick one thing for them to fix, it would be the gen defense emphasis. At least then I'd feel like the other side was having fun when I played her.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3360225#Comment_3360225

    Ok, lots of text which is basically "Yeah, dont do anything to avoid being forced to do anything". Thx I guess.

    Well.

    We won matches like that.

    So things were done.

    I mean, this game isn't calculus but its not tic tac toe either.

    Its more than just hold "W", and abuse the survivor's tiny hit box to do unintended things.

    The more options we have to play with the more fun it is.


  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3359849#Comment_3359849

    Enlighten me, how do you counter Eruption?

    And please dont say "Run Empathy".

    You need to use Bond, not Empathy. This is important because you would be deciding IF you want to waste time countering Eruption based on the quality of your rando teammates. Bond is nice because it shows you the players you'd have been better off DCing immediately upon being matched with. But of course you don't do that, you just put up with them. You also don't try to counter difficult perks with this quality of team mate. Did they sandbag you? did they loop a killer around a generator? did they go down in 10 seconds because bad pathing? Don't waste your time trying to over come the communication hurdle you have with this type of player when dealing with Eruption.

    Things you have to accept.

    Countering Eruption will result in lesser generator efficiency.

    You have to change your playstyle to increase your success chances.

    First thing of course is don't make a three gen. When Eruption was at its peak in use I'd see it in 1/4 of my games(down to about 1/8 now) so, it made sense to carry a load out to counter it, perks in addition to Bond(which always comes with you primarily to evaluate the solo ques you are matched with), use hyperfocus and steakout(fog wise if you can fit it), and if you're lucky enough to have a SWF2 the one without bond should bring PTS. These are the easiest perks to reduce generator time. It also helps to HOLD a BNP or two, until you are down to a critical gen which is the time where Eruption really swung matches. Simply, don't rush on the first gen, it doesn't matter, only the last one does, unless you are breaking up a tight generator formation. Note that we never really needed fogwise to do this stuff, it worked or didn't based on the quality of the random team mates(but this is most of how DbD works).

    And from there its usually as easy and annoying as the community implies, you watch and guesstimate based on bond based observations when the person running the killer will go down. OFC, you will have developed an idea of which team mate runs the killer best so commit to your gen of choice(or need usually) when the runner looks good.

    The other thing you can do, and I was surprised at how often a player I could not communicate with could be used to accomplish this is to have them or you hover over the generator in question. You are going to have one of you get hit with Eruption because you are fully committed to getting this specific generator done right now. The other will step in and take over the gen, and the Erupted player will move into the killers FoV on his approach. Use common sense with this one and adjust it based on what the killer tends to do, you may need to linger and hide, or split and circle back. The key thing is to manipulate who the killer is chasing, it needs to be the person with incapacitation so they aren't useless, in this task(they could always unhook, but you're going to let that person sit, for now).

    So, there are a couple of things you can/could have done.

    Anyways, I didn't @ you in the first place on this one because I can read what you wrote across most of your posts, and it frankly seems like a waste of time to type up the above wall of text for you, you do not seem interested in this type of approach. I already said it all in the earlier Eruption vs the world threads anyway. If you honestly wanted to know, and were wondering if you could manipulate random players to do the above, I'm sorry for making the assumption, and I hope we're all able to consider altering our builds to counter the new challenges that arise in the future before calling for nerfs, because I don't think Eruption was altered due to absent counter play. I think it was changed due to public outcry, and justified via the difficulty level of countering it.

    TLDR:

    Run bond.

    Don't be a potato.

    Pay attention.

    Try Bond, Fogwise, Hyperfocus, Steakout.

    Use common sense.

  • @sulaiman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3359829#Comment_3359829

    The think is that its only countered by swf, widening the gap between swf and solo. But that gab should be narrowed instead, and, with time, if killrates go down to much, killer buffs will be the way to go.

    I don't care if they buff killers.

    I was just saying it could be countered, and it didn't require voice coms.

    You could work around it.

    Anyways, that doesn't really belong here, as the argument is over and the developers made their decisions.

    My point in mentioning it was to point out that you're not going to build trust with people who feel opposed to you by lying.

    That will just deepen the divide.

  • Saying things like Eruption was uncounterable, likely build the social trend you're complaining about. Its impossible to trust anything you say when people went and countered it.

    I do think its a little stupid to pre-cry about an outcry that hasn't happened yet.

    But still, weather you're aware of it or not, you're doing quite a bit to build an antagonistic us VS them environment.

    It doesn't help that a developer basically said they check the forums for balance needs...

  • @MrPeanutbutter said:

    You must not be playing against any of the teams I have been on in my solo queue matches. Half the time survivors will refuse to do gens or get off a gen and go hide if they hear the terror radius even though the status indicator shows someone else being chased. If you ever face a solo queue team that I am on, I promise you can win without tunneling.

    Yes.

    But, we can never see that from the killer's side.

  • I think No where to Hide...

    But, I'm not sure, this community files into rages over the oddest things, and they seem easily confused. So they may call for a nerf to Shadowborn instead.

  • @jinx3d said:

    swf doesnt always equal cheating. how do you know if all 4 of them are cheating?

    Actually.

    The entire SWF needs to be banned if one was cheating. That one person unfairly changed the match outcome, invalidating the match and the pool of statistics used for balance.

    By banning them all, they will come to self police in the future. Money saving approach.

    πŸ˜€

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