OmegaXII
OmegaXII
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@CruelLimits1982 said:
I agree I think from the survivor's standpoint he's great i mean going from Legion's holding m1 simulator to teleporting around the map looking at cameras sounds fun the problem is from the killer's perspective say you're trying to spice things up you're tired of playing Huntress or Dredge so you play Springtrap but like…what changed? You're throwing hatchets and you're teleporting…again
Yeah I was thinking about that too. Teleporting with Survivor seems very unique and interesting, but nothing on Killer side is new at all.
Who would buy this killer if your opponent is having more fun than you, and you almost got nothing new in return? It's stupid.
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@ObsidianButterfly said:
If it's not a dash killer, it's a projectile killer.
Because we aren't allowed to have anything else, apparently.
It's simple. Anything that's not dash/projectile are simply not viable especially in high level. And people aren't gonna buy Killers that are weak.
@QwQw said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3933403#Comment_3933403
Like seriously! Afton would have made a perfect trap or stealth killer but they gave him a projectile for some reason.
Just take a look at Skullmerchant, from a trap-based killer to Twins/Singularity 2.0.
I was hoping FNAF would be an interesting stealth killer, but no, just a guy who throws axe with teleport :(
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3930492#Comment_3930492
To say that Kaneki was overrated and just a better Legion is just wildly untrue and Im sure many will agree that still applies after the nerfs. Killers nowadays also dont have trouble finding strength and variety since Id say most of the cast can hold their own in most games. Not every game is a 4 man SWF, nor are they these absolute god gamers who've never seen the sun.
Kaneki having a short cooldown on his power after kicking a pallet is also valid because he has a power that can cover roughly 40 meters in an instant, and you can then hit over small obstacles. The only thing I see Legion doing better than Ken is information, but the positives of everything else basically makes him worthless.
Also to touch on anti camp and anti tunnel, this is a good thing. No one likes to tunnel or camp, they just feel like its necessary depending on the situation. Now imagine a world where it wasnt necessary to do so, itd just be more fun for everyone
What us player imagine: Reward Killers for spreading hooks, making match fun for everyone.
What BHVR is doing: Eliminates tunnel/camp into the ground with zero compensation for Killers.
Mark my word, with these Devs, 99.9% it's gonna be like this.
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Just from gameplay-wise, tunnelling is the most effective way to win as Killer, regardless who you play. Having one less survivor is the strongest pressure you can apply as Killer.
It's just that mobile killers don't have to waste time camping around hooks, as they can chase/disrupt/injure/down other survivors a lot far away from hook while they're waiting for the unhook.
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@Defnotmeghead said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3925177#Comment_3925177
Simple things:
1. The generator has to be unfinished, so the killer can just kick the gen, then chase someone else.
2. It still takes 32 seconds to recover first.
3. survivors need to be able to reach a gen like that, which will get harder and harder the more gens are gone
Simple solution:
Grant basekit lightborn while picking up in a region thats 6 meters range from a generator, where a survivor could pick themselves up 4 meters from a generator. Solved.
Counterpoint:
Survivors can do that now anyway. If they have no mither and go down out in the open, what is the counterplay there then? Both possibilities take away for the possibility of the killer getting the hook just as equally as the generator. And its easier to replicate with No Mither, especially considering the fact that survivors with No Mither can do it 9 times before bleeding out becomes a thing, 13 times with Unbreakable also there and 19 times with Exponential being active too. Where in the basekit time, its 7 times at most.
The thing is, this is the healthiest solution I can consider. Any other mechanic I can think off will not matter against high mobility killers and impact low mobility killers extremely negatively. There are some situations where it would be unfair, but those are niche situations compared to how not-niche slugging is right now. And countermeasures for the niche situation you're giving are much easier to implement than counter measures for other mechanics that could reduce early game slugging.All things considered, no mither is fine because it has massive downside of being permanently broken.
Btw why is mass slug a problem again? Isn't knockout already reworked, and you now can abandon the game when killer decides not to hook?
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@ShanoaLegendaryPlz said:
It wasnt just the flashbang. The entire blinding angle was reduced even for flashlights. Its like if the player with the flashlight isnt within the killers fov then the light on their face doesnt even start to trigger the light burn.
This is good. When I play killer I legit got blinded by flashlight that isn't even on my screen. So glad to see it gone
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Well not EVERY single Ghoul player brings it. I myself don't bring any add-on at all when playing any killer :)
Edit: Apparently I got downvoted for not bringing add-ons. Hear ya, I'll start spamming the Mask from now on :D
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3911882#Comment_3911882
Nah, I just know a trash Perk when I see it. It is one of those Perks where Killer players make all the doomed scenarios of Survivors working together and yet you will never see this Perk.
Just stop panicking and I will eat my words when it hits live and becomes a problem. But I know it wont.
Wow, a trash perk you say. A single perk that's basically the pre-nerf FTP/Buckle Up Combo is trash?? You have no idea how strong it can be in right hands.
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@Aven_Fallen said:
"Solo Queue Killers"? This is a thing now?
It is more like an Anti-Tunnel Perk than anything else. And even there I would say it can be even buffed a little (but deactivate when being unhooked so that the unhooked Survivor cannot use this).
Lmao everything for you is antitunnel at this point. 100% won't be used in SWF just to mess with the killer in their face.
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@MechWarrior3 said:
No Addon challenge? xD
Well not really, I just don't like using add-ons in general haha XD
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@HeroLives said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3907527#Comment_3907527
big mistakes on their side still , terrible play. Kate shouldn’t have been testing you and tried to do literally anything else.
Apparently I got downvoted for making the best decision I can. I guess slugging is bad in this forum regardless what situation you're facing.
I should give them a chance by not capitalize their mistake, and letting them come back.
BTW, that match ended with just 1 gen left.
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@GoodBoyKaru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3907529#Comment_3907529
He doesn't have to chase like an M1 killer though - his sliding & ability to cancel while swinging means that your cooldowns really aren't that long, and you can bodyblock people before they reach a loop/pallet. Also, if someone drops a safe pallet, you can just latch onto them, vault over it, and at the worst force a 50/50 and at best just unga-bunga win the chase. MFT really isn't as impactful against him as you - and a lot of other people, apparently - feel.
In my experience, anyway.
Well when I play Kaneki against it, I had a very hard time chasing anyone with MFT at loop. Every time they greed the pallet by not dropping it, it adds another two circles to the loop. If they drop it, even if you vault the pallet, they can still make it around the loop with that speed.
Not to mention the speed boost allows them to reach another loop faster.
So I wouldn't say it's not impactful. If it does, no one will bring it, and MFT won't be nerfed in the first place. Speed boost is just good regardless what killer you're up against.
Btw just from the matches I play, I think I lost more games than I won with Kaneki. Maybe I'm just bad, but I had better success with all other killers than Kaneki at the moment.
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@MoZo said:
I mean when the devs release a BS low skill floor killer that is very oppressive and the only slight counter is a perk you best better be sure everyone is gonna run it
Honestly I don't think it's really a 'slight' counter in any chance. Kaneki can't down you with his power, so he has to chase around most loops like M1 Killer… that 3% speed boost is really significant when I face it.
Though I admit he can choose to not hit you with power in first place, but then he won't have 3 charges in the game, which is another big loss. I had a game where I can't use power to hit anyone because everyone's bringing MFT :(
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@HeroLives said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3907519#Comment_3907519
they weren’t crawling away when slugged were they? No add ons too sheesh. 🤦♀️
It happened so fast.. I think I slugged everyone like in 1 minute.
Sable was on hook across the map, and I just downed Claudette on the other side. Then when I carry her to hook, Kate's really cocky and keeps running around me, and decided to trade hook with Claudette… When I have 8 stacks of STBFL LOL.
So i downed them both, then I teleported to where Sable was hooked, and Meg was just running to save her. So I quickly down Meg, chase Sable and the game's over LOL.
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Another game… Man I wonder who's really sweating LOL
PS: They messed up really bad by giving me chance to slug everyone, as Onryo LOL :D
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@HeroLives said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3907499#Comment_3907499
yeah builds look pretty solid for the most part. Still two bots though 🫣 but at least they choose bot over going next.
No these aren't bots, they quitted the moment I down them both :(
This Surrender System is so flawed
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@Crowman said:
Note, this isn't restricted to gen related perks. Killer Powers and Addons also don't work with the event gens since they aren't considered gens. Pig Traps don't activate when an event gen is finished. Freddy can't teleport to event gens. Ghostface's addon to block gens when finishing a stalk also doesn't work.
Damn I just played a game as Pig, and was wondering why the trap didn't activate :(
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Add in Fire Up. I had a game where the gate's opened, but with 2 stacks only :(
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Not even Fire Up works with this Gens.. Which is kinda stupid TBH
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@Zakon05 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3904111#Comment_3904111
He would still have possibly the best map mobility in the entire game, plus free injuries, plus the ability to close the distance instantly regardless of how far a survivor ran. He completely nullifies most exhaustion perks since, they're all based around making distance with the exception of Head On and Background Player. He doesn't care about Sprint Burst, he doesn't care about Lithe, he completely shuts down Overcome, he eliminates the distance aspect of successful Dead Hards.
He'll still force survivors to have to play tiles instead of trying to buy time by holding W, which is something most killers, even good ones, struggle with. And that's a good thing, since pre-dropping and holding W is probably one of the most boring and frustrating things to play against in the game.
He can even still use power to vault windows quickly and even vault downed pallets, which is situationally useful.
The only thing he would no longer be able to do is glide past you to the tile you're trying to run to so you can try to loop him, cancel power, and then M1 you. That's what puts him over the edge, in my opinion. It eliminates the only counterplay he actually has. At the moment, unless two tiles are directly next to each other, the moment the pallet goes down, he wins the chase. The survivor will not make it to another loop.
I wouldn't say his mobility is the best, definitely weaker than Blight.
Actually I think Ghoul is just another version of Blight.
In between loops, everything he does, Blight can do it better, as he can directly down you with its power.
In looping, IMO it's even harder to use his power than Blight, mainly because and you can't really control your travel distance at will. It's extremely clunky to the point where it's almost up to chance where you'll land with your power. I don't think I have catch anyone with it yet. Though I agree the vaulting is quite good, similar to Houndmaster in a sense.
So the counterplay to Ghoul is actually pretty similar to Blight. Do your best to loop the tiles, and run behind the obstacles when running between tiles.
Personally I think the only OP aspect about him is the first hit injury. It's extremely strong as we know, so I don't think they'll keep it TBH. The cancel thing can stay, as it requires a lot of skill to pull it off.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3904253#Comment_3904253
Im sorry, but how can you defend this?
Currently "bias" appears to be how people are defending this.
If killers could be blinded through walls, obstacles, and ceilings, people would be burning the forums down to get the obvious bug fixed.
No one with an ounce of integrity would say that's a skill issue, or even that it's clearly intended. But the "non functional, broken thing" benefits them in this case, so it gets blindly defended.
Fyi, flashbang blind even when facing wall took almost a year for them to fix it LOL
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Actually, the thing you described is just how he is supposed to be played. Aiming directly at survivors after they're injured literally does nothing but slowing down the killer a lot.
It's like Blight where you have to bounce before attack. It's the design.
Imagine Blight can't down Survivors, while at the same time he's stunned when you hit injured Survivor. That'll kill this killer for sure.
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I really hope they don’t go through with these heat changes. It’s almost like when they added the overheat to Billy, which really sucks.
As for other changes, I’m afraid its tail attack becomes too reactable and too easy to dodge, as its hitbox is already very small. Hope this is not the case.
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Do you know how miserable it is to play Killer before these changes??
Before then, Survivors have so many tools that they can do all 5 totems, rummaging all chests, and still be able to 4 escapes EASILY against sweating Killers. It has reached to the point no one wants to play the Killer at all times.
Now everything’s been tuned down, but it doesn’t really make the game any easier for Killer, since Gen Time is still the same as before. The only difference is that Survivors now won’t have time to fool around, which is how it should be from the very beginning.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3886973#Comment_3886973
Who said anything about 'best play'?
It just has to be 'good enough', not the best play.
can we stop the "its your own skill" BS?
No, not as long as you're trying to up-end the entire balancing of the game because you might lose one in ten matches. You said yourself that these changes are not going to impact 90% of your games, so why should anyone care that you -might- lose one in ten matches when survivors -finally- get to play the game normally?
After reading through many of your posts, I’m curious about your opinion on my case.
For your context I mostly play Killer with no meta perks, and go for hooks. I don’t tunnel/camp/slug unless Survivors bodyblocks.
Now, do you believe if I told you I lost most matches when paired with Survivors who are actually on-par with my skill? Survivors who doesn’t fall for simple tricks that can go toe-to-toe with me in chase. In other words, an opponent who’s more interesting to face.
Most matches that I won are against those who clearly isn’t as skillful as me, who only lasts 10 seconds in chase. These matches are boring that sometimes I even let them all escape.
So what should I even do at this point?
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@OnryosTapeRentals said:
keep nerfing tunnel/camp because we haven't been doing that every update
Continued intervention is only necessary because no matter how many carrots BHVR dangles or sticks BHVR pokes with, killers keep refusing to play nice. And, to an extent, I get it. Tunnelling, slugging etc. take little effort for the reward they net you. But that's exactly why they need to go. The easiest strategy to do should not get you consistent wins. That should come from skill and effort instead.
The thing forcing BHVR's hand here are the killers who refuse to improve and instead rely on getting one survivor out ASAP and winning the entire game through that action alone. It was cheesy in 2016, has been cheesy for 8 years, and now it's time to do away with it.
And for the record, camping and tunneling aren't necessary to win. A good chunk of us do just fine without it and always have. It's an easy and cheap way to win, sure. But with a little practice you absolutely do not need to do it.
Funny how you found Slug/Tunnel takes no skill when Killer actually has to outplay Survivors in chase to do that.
At the same time, Survivors holding M1 on Gens + Go for marathon with Sprint Burst/Lithe when Killer comes are so incredibly ‘skillful’ that they should win about every matches, especially against M1 Killers.
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To be honest it's more of a Survivors' excuse of losing matches against tactics they don't like (Slug, Camp, Tunnel, etc.).
The only way to 'apply more pressure' is to down Survivors faster, which won't happen against half-decent Survivors, especially if you're not playing S Tier Killer. But if you do indeed done it, they'll just demand nerfs to said Killers.
Either way it's best to just ignore any comments like this in future.
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LMAO This fits them perfectly!
Anyway IMO it's Pallet Freddy & Skull Merchant < Freddy < Houndmaster
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3847639#Comment_3847639
This is even worse. Why should I get a Debuff if someone else uses a Perk on me without me having any control over that?
But you're okay when someone else buffs you by taking away the hook stages from you without having any control?
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@Reinami said:
This doesn't really work, all it does is encourage the killer to tunnel the person who was just unhooked.
Lets say it gives, IDK a 50% repair speed penalty. Why would i chase the guy who is going to repair gens slower, and not the guy who was just unhooked, injured and so on? Seems a bit counter intuitive.
What they need to stop doing is putting in perk bandaid fixes to counter tunneling and just make tunneling impossible from a gameplay perspective. Make survivors share hooks, give some kind of immunity/timeout to survivors who get unhooked. Then balance the game around killers going for hooks instead of kills. The game would be so much more fun for everyone if they did that.
Or maybe put the repair speed penalty onto the guy who's unhooked? That'll encourage people to go after the unhooker.
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@ArshieMeBob said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3838857#Comment_3838857
https://www.dbd-info.com/
Man you're totally insane… Great dedication on Vecna!
Btw I'm really not fond of the 0.25s longer on cancel either, so I hope Devs listen to you :)
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Probably out of topic, but where do you find the leaderboard? I would very much like to check my own stats with it! :)
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@Rulebreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3836478#Comment_3836478
Out of curiosity have you tested both together on the ptb? Can you use Shoulder and then when you get hooked you get to use deliverance despite being on second stage?
Unfortunately I haven't, but I bet it'll work. I don't see why not since the perk lights up even though you can't use it.
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@Lixadonna said:
Would you rather deal with Deliverance or this? They can't use both.
Deliverance requires you to unhook someone else first. That's the restriction.
Burden exposes you for merely 20 seconds, so if Killer isn't proxy camp, this perk has literally 0 downside while being extremely powerful.
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It's not about how easy to spread out hooks. Why would Killers want to spread hooks anyway? It doesn't benefit the Killer in the slightest.
If everyone uses it, the absolute earliest you can kill someone is 6 hooks instead of 3. Tell me how that isn't game-changing, or how that benefits killer, especially on the highest level when Killers more or less need to tunnel to even have chance.
Besides, if you want to counter this as Killer, you need to proxy-camp, and down the unhooker immediately. If that Killer is occupied somewhere else, you basically get a free hook trade without any downside.
I'm not a fan of tunnelling either, but I do not like this perk at all. I guess if this goes online there'll be even more 4-man slugging Killers.
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@indieeden7 said:
Literally the only time that this perk will pose an issue for killers is if they tunnel? In fact if anything it rewards NOT tunnelling. Instead of going after the survivor that was just unhooked, you could go after the person who got the unhook, and then you'll already have someone in second phase???
So… does that mean anything? Even if you get the Unhooker on second stage, other Survivors can also use the perk on him to remove it.
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@Firellius said:
It's stupid.
The perk by itself is already a tough sell, since it doesn't really give much value to the survivor team, but they had to one-up it by making a mediocre effect get snowed in with extra drawbacks.
'You scream and become exposed'? Really, BHVR?
So if the tunneller does as tunnellers do, and makes their way back to the hook, they now get a free down on what was possibly a healthy survivor and slap them on the hook immediately. So a survivor just ran in, traded places with another survivor, and just became the new tunnel target, effectively changing nothing.
Kudos.
Just to let you know, that's basically Make your Choice, but only 1/3 the duration. How many times Killers get downs with that perk?
Not to mention only M1 Killer can benefits from it.
Edit: I just remembered it doesn't have 32 meters requirement, so maybe it's more dangerous than I thought.
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If everyone brings this perk, Killer needs to get at least 6 hooks before able to kill anyone.
So I guess tunnelling is dead, but at the costs of 4/16 Survivor Perks. I would say that's a win.
That 20 second expose is literally a joke unless killer camps, and is a M1 Killer.
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Wolf change is NOT ENOUGH. The second pounce needs to be on Killer's Control, otherwise it can be dodged extremely easy.
Hellfire nerf also doesn't makes sense either. It's quite easy to dodge, so it's mostly used as a zoning tool. Besides, not many scenarios where you'll need to spam hellfire, because 7s is already a long time.
But luckily they didn't touch anything else, so I'll probably stick with him for now..
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@Pulsar said:
After waiting multiple years for buffs, this feels…very underwhelming.
It's extremely underwhelming. 8 years of waiting, and he only receives number tweaks, which could be done AGES AGO.
Another sad case like Twins I guess…
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@smurf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3834407#Comment_3834407
But even when trying to get a 'better win', it's possible to treat your opponents in a way that you would like to be treated. If you find it fun to be slugged for 4k or to have to be the last survivor standing in a slug for 4k situation, then I'd say it's a solid argument. But I think most people don't like being in that situation.
Personally, I don't mind losing a match as survivor or killer, and have fun even when a killer dominates a match or survivors are super hard to chase and manage to give me a loss. I still get to play the game in those scenarios, build my skill, etc. But slugging for 4k has never been fun for me as survivor, regardless of whether I'm the slug or the last person standing. I still remember the shock from the first time someone slugged me for 4k and to this day find it to be pretty unfair to the last survivor.
That you'll have to blame how the game is designed. Getting Kills = Wins, you can't blame people for wanting to win more honestly.
I'm always prefer it not to be on kills but on hooks, but it is what it is now.
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@smurf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3834128#Comment_3834128
You often slug for 4k? I don't even understand how it's fun for the killer to hunt for the fourth survivor in that scenario. And it's almost definitely not fun for the survivor. There's no realistic chance for the fourth survivor to save the game or even have fun in most slug for 4k situations. It's like hunting a completely defenseless animal in an enclosed arena; there's no sport in it. And it makes the endgame pointless and drawn out for the survivors.
Also, the game isn't just killer vs whole survivor team, it's actually killer vs team and killer vs every survivor. If the killer has sacrificed two survivors, that doesn't mean they've sacrificed every survivor in the match. It's actually pretty often the case that one or two people in a team are better loopers or have better game sense than others. The killer can choose to take out the weaker links, but that doesn't mean the remaining players have have been bested by the killer.
Hatch exists for two purposes: (i) to give the last survivor a reasonable chance to escape, both because they may not have been outplayed and because it would be pointless to play the end of the match without it in many cases, and (ii) to prevent the endgame from being a long drawn out forgone conclusion. Both those purposes of hatch are being bypassed when someone slugs for 4k.
Slugging for 4k forces the remaining survivors into a scenario where they have practically no hope of surviving and are forced to endure a hopeless situation for several minutes, even in some cases where they've clearly outplayed the killer. To stay on point with the thread, the finisher mori only encourages that behavior more by giving a reward once the 4k is obtained, regardless of the methods used to get it :(
It's definitely something that should be prevented if BHVR wants to improve the experience for most players.
Could it be that winning is fun? 3k is a win, yes, but 4k is a better win.
That's all the reason you need.
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For some reason slugging for 4 Kills is deemed absolutely evil and bad, while rescuing last Survivor for 4 Escapes in EGC is perfectly fine. The double standard these days…
Honestly why should Killers NOT slug for 4k at first place? It contradicts with what Killer should do, 'Kill'. You can't expect every Killer to be merciful, just saying.
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Funny. If high usage doesn't mean it's good and provides great value, why do people even bring it?
Fun fact: BHVR stated that the reason for nerfing all slowdown perks was because of high usage.
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@Tipsy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3821710#Comment_3821710
I get what you are saying but if it become permanent, then there would be obviously requirements to even get one. If something you bring then, only one person survivor which isn't bad whatsoever. Or like flash bang requires survivors spending time doing certain actions. So there would never be to many where it's harmful in away.
I just played several matches on killer and they are definitely not strong than flash bangs. Easier to use but the distance gained by survivors if they do juke me with it, its always minimal. Sprint burst, lithe, or any exhaust gives more distance and Chem trap as well and those have 20s to 40s cooldowns. Even champion if light gives more distance.
It's mainy just an anti zoning tool and a oh #########. This might help if played right.
It would be pretty darn broken if it becomes permanent with this version now.
It’s basically free blind without any skill, with a pretty large AoE enough to cover most loops, for a long duration. All these combined together makes it basically a free escape in most loops.
Imagine throwing one in middle of jungle gym, you have so many places to run away, while Killer has no clue at all but to guess. -
@CautionaryMary said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3820552#Comment_3820552
You become better with the perk because you haven't memorized where pallets and windows spawn.
Of course, a person will perform better if you have a perk that tells you to run to safety to avoid being in a dead zone. Behavior wants the game to be more chase oriented, so they nerfed stealth gameplay.
Now people want to nerf WOO, once Distortion was nerfed. Survivors need some type of playstyle to have whether it's stealth, chase, or gen progression. Just because you play better and are good at looping the killer when you throw it on doesn't mean it needs to be nerfed. I hardly if ever use the perk and I can loop the killer because I've taken the time to learn where pallets and windows are. All the perk does is give information to solo-queue and uncoordinated SWFs.
When I play SWF, my team can tell me where a pallet was dropped so that I know that beforehand. A solo-queue player doesn't know that and will often run to a dead zone and die because there's no way for them to know that the pallet was used unless they run WOO or Any Means Necessary.
Your first sentence literally explained why it's a "crutch for bad Survivors".
That perk makes you way better than you actually are in the game, compensating your lack of skill. Besides, WoO users won't learn anything about spawning because all they do is simply run to the Yellow. Take the aura away, and they can't even loop for 10 seconds.
You know, once I played several matches with Third Seal + Penti + Plaything, and Survivors I chased have literally no idea how to loop at all, UNTIL the totem is cleansed. THAT IS A PROBLEM.
That's why I personally won't use this perk as Survivor. Same goes for Distortion, I never run the perk because they're literally clutch, and you won't learn anything from it.
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Either you’re really bad Survivor who drags down the whole team, or you’re insanely unlucky that you got paired with trash teammates that suicide 50 games in a row.
Honestly I feel like you’re exaggerating, no offense.
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Personally I feel it’s way too cheap. Just run to the Yellow, and anyone can be a decent looper.
I say this because I’m a very terrible Survivor, but the moment I use this perk, I become way better than I should be, and very few Killers can actually catch me.Yes it’s a big crutch for bad survivors.
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Honestly DCs are way too common in this game, and that’s not even counting the hook suicide. It really kills all the fun of everybody else including Killer. It’s so damn boring.
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@Hex_Ignored said:
Exploiting bugs =/= skill expression
Just because some bugs got fancy names like "hug tech" doesn't change the fact that they were bugs and thus needed to be fixed.
So what’s your take on Knight’s Guard ‘Vault Tech’ Bug? It’s been made into feature, and now that’s even more skillful than Blight’s hug tech?
Bug or Feature, it all just depends on Devs.
