OnryosTapeRentals
OnryosTapeRentals
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Sadako because she comes from my favourite horror franchise and they did such a good job with the thematics of the Sadako Rising Chapter.
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Not at all. It looks pretty, but I don't like it from a gameplay standpoint as either role.
- The colour palette is dazzling and makes auras, scratch marks, and gameplay elements hard to make out.
- The pallets on this map are not well designed. Very few of them are actually playable or interesting. They're either god pallets, or pallets so weak that they're only useful for predropping. The only area that has what I'd consider to be "playable" pallets is the market area. The rest of the map is very barren with a couple of God pallets sprinkled in, so as a Survivor you're better off hiding or holding distance instead of trying to loop — neither of which are very fun.
- As a Killer you spend the whole game playing catch up because Survivors don't feel comfortable engaging with you close-up on this map — likely because the windows and pallets are all so unconventional. The loops don't play intuitively like any of the "common" tiles players are used to and they can be hard to find. Personally, I try my best to avoid being found on this map at all because I am not confident in my ability to loop on it, whereas on any other map I'm very confident in taking chase. I've tried to practice it but I just cannot make heads or tails of this map's resources.
- This design of Killer shack is probably the worst variation we've ever seen. The cut-away corners and pillars make it needlessly difficult for a lot of the roster to use their powers around. Like the rest of the map, it looks pretty, but it's not good for gameplay.
- The map takes ages to navigate. Moving from one corner to the other to rescue a teammate or patrol generators is SUCH a time sink.
- Totems are impossible to find without something to show their auras. Going up against Hex builds on this map is a nuisance if someone didn't bring Sharpened Flint or something.
I really, really want to like this map because it looks so cool and unique, but I just don't enjoy it currently.
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@Wezqu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4078977#Comment_4078977
Packet loss happens even when internet stays up so totally true and possible. Internet connection does not mean you have solid connection to everywhere it does not work that way.
I'm referring to the first part of your comment: "You never get penalties of server going down". People can and do end up with penalties due to server issues in DbD.
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I'd love for them to revisit SAW. It's a big enough franchise for them to squeeze at least one more Chapter out of.
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@Wezqu said:
You never get penalties of server going down. So if you got penalty you lost connection to the server. Even if your internet is up is not any validation of you not losing connection to the server or dropping few too many packages so it considered you lost.
This is definitely not true.
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I've seen him once so far this iteration of 2v8, and I've played A LOT of it this time around.
He's very unpopular, and it's not hard to see why. No mobility, mediocre chase power, and his cages just aren't unique in 2v8 considering hooks have been replaced with them by default.
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It would almost entirely be an obsolete feature. It just doesn't make much sense for them to spend time implementing this.
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I'm not sure if this is something that's within BHVR's power. The on-screen keyboard is designed by the console manufacturers, no?
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DR wasn't intended to change the meta.
It's a framework for fine-tuning stacking, and a safeguard that allows them to continue to create perks that utilise modifiers without having to worry about limitless stacking or problematic oversynergy that we've seen happen time and time again.
DR not affecting perks that work via instant regression events is because there's already a system in place to deal with that: the generator regression limit. Having two systems affect these perks would be unnecessarily complicated.
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Tunneling is as much a part of the game as counting cards is in card games. You're allowed to dislike it, but it's a legal strategy that is incentivised by the game's fundamental mechanics, and removing — or even just discouraging it — it would entail making changes so drastic to the core game that you could scarecly be considered to be playing the same game anymore.
Tunneling doesn't prevent you from playing the game, it IS the game. By design, not everone spends an equal amount of time in a match of DbD. To enforce that the Killer equally splits their time and attention across between Survivors, and only plays in a specific way would ruin the PvP element of the PvP game. At that point, you may as well transition the game to a PvE where the Killer is played by a bot. If you only find the game fun when your opponents intentionally handicap themselves, then you might just not actually like DbD that much. Which is okay.
I used to hate tunneling too, and complained about it a lot around here. But I found a lot more enjoyment in the game once I understood and accepted DbD's gameplay loop for what it was, and not what I thought it should be.
The ability to fend off tunneling — or at least delay it — is an important Survivor skill, and the game gives you plenty of tools to do it. Adding anything more, and the game would just becomes a breeze for high skill Survivors.
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Absolutely not.
This would immediately devolve into "blocking anyone who outplayed me" and queue times for competent players would skyrocket.
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@Langweilig said:
Out of interest what happens to the dbd license we currently have?
There's no way to know for sure how all the licensing works behind the scenes, but I'd imagine nothing will happen.
All of the licensing for the Ring franchise is seemingly handled by Kadokawa — a publishing and production company — and not Suzuki himself.
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A really, really sad day for horror fans.
Of course I'm biased being a huge fan of the franchise, but Suzuki's Ring novels were so impactful on the genre and to me personally. Even if you've never read a Ring novel or watched a Ring movie, you've definitely read or seen something that was inspired by them. Ring's success and adaptation into film paved the way for an entire era of horror spanning the late 90s and early 2000s.
I'd strongly recommend anyone who has never checked out the novels to give them a go. The first one follows the same premise that you'll be familiar with if you've seen the 1998 movie or its 2002 American remake, but is a more grounded telling of the concept. The movie adaptations are great in their own right, but the novel is very cerebral and has a slow, suspenseful brand of horror I've never seen fully replicated elsewhere. And the sequels are totally unique in the direction they take the story. They might not be for everyone, but I adore them for what they are.
The original trilogy of novels — Ring, Spiral, and Loop — also do something interesting that I've rarely seen pulled off well but works great for the franchise. There is an overarching story between them all, but they're also relatively self-contained and designed to be able to be read standalone if you prefer. It might sound a little strange, but each of the novels effectively recontextualises the story that came before and tackles a different genre of horror. Ring is a supernatural slowburn, Spiral is a medical mystery, and Loop is sci-fi where the horror is mostly existential. So there's kind of something for everyone here.
Birthday and S are more reliant on previous knowledge of the franchise, and are basically spin-offs to fill in the blanks of the trilogy, and tell us a little of what happens after. They're more for big fans of the franchise, so can be skipped if you're so-so about the main trilogy. Tide — the last novel in the franchise — has sadly not been translated into English yet, but I'm holding out hope it will eventually make it over here.
Super sad to hear of Suzuki's passing. He's a master of horror, and will be greatly missed by all of us fans of his work and characters.
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Yeah. I'm confused too.
Just played against him and he still seems bugged?
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I actually liked that this was a thing. It made rolling the add-on not completely useless, and was hardly impactful enough to warrant removing.
The interaction was unique and interesting, I actually thought that they should double down on the effect and incorporate it into the add-on: "Whenever the Obsession picks up a Key with this add-on attached, the Obsession will be changed to another Survivor."
It's not a huge loss, but it is a shame.
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@ShanoaLegendaryPlz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4076408#Comment_4076408
My duo and i played all night on steam and hadn't crashed even once. Which platform are you guys using? Or is it a 1v4 thing (we were on 2v8 the whole time)
Steam, PC.
Haven't tried 1v4 — the matches I did play were all in 2v8 as Survivor. I experienced four crashes before I gave up — twice in the game menus and twice in live matches. I ended up with a 5 minute penalty so decided I wouldn't risk playing any more until the upcoming bufix patch.
It's kinda hard to nail down what's going on because there's like five different crashes that were introduced with the last update (according to user reports I've seen on Steam, Reddit, and X)
- There is a crash related to the Bloodweb which has since been fixed, according to BHVR on X.
- There is a crash related to the post-match tally screen, which has been tenatively fixed according to the same tweet.
- There is a crash related to ALT + Tabbing out of the game window or using streaming software like OBS. This one doesn't affect me because I don't ALT + Tab or stream during gameplay, but I've seen a lot of people complaining about it.
- There is a "GPU dump" crash, which I haven't experienced myself but I've seen screenshots of.
- And finally, there's what is happening to me — where the game just unexpectedly freezes and closes in the middle of gameplay with no error messages or crash reports.
I've also heard there's an issue where you can get indefinitely stuck on the "Initialising Shaders" screen, but I haven't encountered that myself.
I'm guessing it's related to the engine update, since I very rarely had any problems with crashing before 9.6.0.
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Really hoping we get an ETA on resolving the crashing issues. This is the first round of 2v8 that I actually really wanted to play, but I can't because I'll just rack up penalties from random crashing.
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I ignore Survivors who I deem "untenable" to interact with. If they took me on a long chase earlier, or they're running perks that specifically counter the Killer I'm playing, then I'll usually just ignore them and take out their teammates until I have more wiggle room.
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2v8 is probably the only time I actually don't mind seeing Nurse because the Survivor class abilities give you some fighting power that's just not there in 1v4.
Not saying I think she's well designed, I just find 2v8 her to be relatively inoffensive in 2v8.
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I've crashed four times now — twice in the menus and twice in matches, with seemingly no rhyme or reason. I don't even get an error message or anything, the game just abruptly closes. I've tried verifying my game files, updating graphics drivers, restarting my PC — all the usual stuff.
The new update seems totally fried.
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DbD has crashed twice for me too since 9.6.0 :/
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I don't mind the mode being more casually balanced than the main game, but the on-demand Sprint Burst has GOT to be removed. It renders all of the non-dash Killers completely unviable.
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- Make pallet stuns actually consistent against her. Sometimes during a blink or the fatigue state, she just completely ignores them and it's pretty unfair considering how difficult she is to stun anyways.
- Lunge and Mangled add-ons need to go entirely. Her base power is too strong to warrant add-ons being that impactful.
- She needs some kind of caveat when it comes to aura-reading. I'd like to see one of the following tested or explored:
- Inability to see auras while charging a blink.
- Reduced duration of auras (think reverse Lethal Pursuer).
- Some kind of Item that provides temporary cover for the Survivors, like basekit Fog Vials or something.
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A lot of what y'all are calling "bashing" is actually just fair criticism of players who are:
A) consistently breaking the game's rules (harassment and repeated disconnecting) and/or
B) blaming the game for their shortcomings and requesting balance changes based on their own lack of skill, knowledge, or understanding.
Yes, it's been dressed up with clickbait titles and thumbnails, but a lot of the content I've seen referenced here is actually pretty moderate and well-reasoned if you listen to them.
The reason there's been a spike in this content is because average Survivor skill is nearing an all-time low, but there's no desire from a lot of these players to actually improve. Instead, when they encounter hardship, a concerningly large % of the Survivor playerbase just disconnect or give up in the hopes that if enough matches are ruined, the developers will be forced to change whatever they dislike. These players saw how effective the "give up en masse" strategy worked with Skull Merchant and they've since extended it to any and all minor inconveniences, to the point that matches without give ups/trolling/disconnects are becoming increasingly uncommon.
They're not bashing Survivors per se, but rather the culture that has been created where constant giving up and harassment of your opponents is seen as normal and justified. Ragequitting is so common in DbD that the community even has their own euphemism for it to make it sound more acceptable (and overlook that it's actually a rulebreaking behaviour): "going next". It just so happens that the majority of players perpetuating these behaviours are Survivors, hence the titles, but these behaviours are certainly not exclusive to just them.
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4073474#Comment_4073474
There isn't. Before anon mode, people were plenty of toxic in the end game chat anyways. People just need to report players being toxic in end game chat and move on with their life.
People just need to report players being toxic in end game chat
I mean, it doesn't do anything though. Most are savvy enough to get their message across with enough plausible deniability or obfuscation that they can't really be banned for it.
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I got maybe 10 Prestige levels out of it. But to be honest, I only played enough of it to complete the quests and didn't play any further.
I didn't really enjoy it. Bad teammates and bad opponents have sucked the fun out of DbD for me lately.
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@MechWarrior3 said:
If videogames give you a seizure you shouldn't be playing them, doesn't sound healthy…They have a warning label just like any other videogame. Its a horror-game. There are going to be "Flashy Lights"
Also doctors been out for…what…9 years? Let's be so for real.
Also doctors been out for…what…9 years? Let's be so for real.
From what I understand, it's not Doctor in general that is the problem, but a specific undocumented change to his on-screen static effects. Some time ago they allegedly changed the visuals from little bolts of electricity down the side of the screen to rolling bars of static. I say allegedly because some people are disputing the specifics, but the screenshots I've seen do show a clear difference:
The former was supposedly unproblematic for people with photosensitive conditions, but the new effects trigger seizures. So it seems like what happened is they made an unecessary change to Doctor's VFX and created a photosensitivity problem where there wasn't one previously. In which case, I vote they should just revert it.
If videogames give you a seizure you shouldn't be playing them, doesn't sound healthy…They have a warning label just like any other videogame. Its a horror-game.
Normally I share the opinion that players are responsible for their own wellbeing, but in this case the solution is so simple and doesn't compromise the experience for anyone else that I see no reason not to do it.
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Well most of these are nothing burgers.
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The old movement is the biggest thing I mourn in this game. It looked kind of goofy, but it was SO much snappier than what we have now. Such a downgrade, IMO.
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4069198#Comment_4069198
Why just not give them the stack nerf too? People already cry about the very high kick limit. They won't go for that. They also already cry about the changes some anti-gen perks have already recieved, even if the forum was strangley quiet about the recent buffs to Pop and Ruin. If resi and deja vu get a stack nerf, so should pain res and dms.
Because Pain Resonance and DMS aren't action speed modifiers. They're outside the scope of what the new system is designed for. Again, if you think the perks are unreasonably strong then it's perfectly fine to ask for them to be revisited again. But asking for them to be arbitrarily incorporated into the new action speed modifier system (when neither of them function as action speed modifiers) just makes no sense.
Especially when there's already a system that deals with Generator regression that would be better suited to addressing your complaints.
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4069189#Comment_4069189
So if these three obnoxious, ever-present perks continue to work fine together, but basically every dedicated survivor build is nuked, that's fine? Because it's not survivors that need the shake up. I already see a lot of variety in survivor builds. Killers are the ones clutching the same 6 or so boring anti-gen perks almost every match in a death grip. Just because they've had changes doesn't mean they should be exempt.
So if these three obnoxious, ever-present perks continue to work fine together
"You can argue that these perks may need more changes, or the Generator kick limit should be stricter"
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@Rogue11 said:
Meanwhile, Pain Res, DMS, Grim Embrace remains completely unaffected.
This is disingenuous because all of these perks have been changed multiple times, and regression also has its own diminishing returns-esque system in the form of the Generator kick limit.
You can argue that these perks may need more changes, or the Generator kick limit should be stricter, but using these as an example to oppose sensible changes that prevent bottlenecking, futureproof perk designs, and mitigate extreme scenarios on both sides doesn't make sense.
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This is one of the best features DbD has ever pursued and, if implemented right, will effectively future-proof all existing perks, items, add-ons, and powers that affect action speeds from becoming too strong if a new similar thing is ever introduced.
It should, if implemented properly, primarily affect "extreme" scenarios (e.g. 19 second Generators, or that one period where Clown could stack Haste to uncounterable levels) without intruding too heavily on the average game.
Undoubtedly this will introduce some inconveniences (such as having to change existing builds) and make some common builds less viable, but I think that's a small price to pay for unbottlenecking a huge number of perks, future-proofing designs, and reducing the workload of developers having to design around the constraints excesive stacking imposes.
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@AmpersandUnderscore said:
This continues to be one of the most misunderstood aspects of the game for some reason.
It's because gens aren't the killers objective. At best, they're a consumable resource that buys the killer time to complete their actual objective: killing survivors.
And, for the record, you can still kill survivors after the gens are done.
I think of gens as a resource, and similar in many ways to pallets. They're intended to be used up as part of normal gameplay to buy time. But no one has ever said "I had to throw pallets that chase". Yet somehow "2 gens in my first chase" is considered problematic.
Is it harder with all the resources used? Sure. Is it impossible to a point that giving up is reasonable? No.
This is just muddying the waters to make them seem deep.
It's simply a case of no one likes having their time wasted once a match is effectively over.
Survivors don't like having to wait to bleed out on the ground, and Killers don't like having to wait out the EGC timer. So just let the affected party take the L and replace them with a bot in these situations.
I can't understand all of this mental gymnastics to deprive the Killer of an already-existing QoL feature that doesn't affect your experience in any meaningful way.
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@Brimp said:
Nothing really. Quite literally no reasonable argument to not allow killers to abandon during EGC/all gens done. It's either try to fight for one last kill or wait for them to leave. it's just a big waste of time in the end. As long as I can get my time wasted by people intentionally plot twisting in the gates to extend EGC there is no excuse to not have an abandon option for when at least EGC starts.
This topic remains one of the easiest ways to see the bias a lot of this community has against the Killer role. The abandon system on Survivor was added to prevent Survivors from having their time wasted in scenarios that are commonly unwinnable (such as all Survivors being on the ground), but the minute you suggest the Killer is afforded the same luxury in endgame, you immediately get hit with a barrage of downvotes and people insisting it is somehow not comparable.
Everyone can seemingly get on board with the idea that Survivors shouldn't have to sit on the ground for four minutes (even if the Killer isn't being intentionally malicious), but saying the Killer shouldn't have to wait 2-4 minutes while Survivors intentionally stall out the EGC timer while spamming loud noises is incomprehensible.
Telling the Killers they should just wait out the EGC timer is such a double standard because no one would ever accept "just AFK and wait it out" as a legitemate solution regarding slugged Survivors prior to the abandon mechanic.
Letting the Killer abandon in endgame (where the match is basically won for remaining Survivors) and be replaced with a bot wouldn't tangibly affect the Survivor experience, yet the idea is always met with heavy resistance. The majority of arguments I see against it, are simply fronts for "I enjoy flaunting my victory against a real player, and a bot wouldn't provide that same satisfaction." Like you said, in a game where Survivors can abandon for simply being downed one too many times, there's genuinely no reasonable argument for this to not be a thing.
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@oxygen said:
There's no killer bots, and there are challenges and other stuff that relate to doing stuff at endgame. A survivor abandoning can in no way stop a killer from getting any challenges/achievements as the bot remains, this would not be the case for a killer abandon that ends the game.
Absolutely nothing against the idea of such an abandon option but I find it very unlikely it'll be implemented without killer bots as a result. Don't think they want another case of "You nasically need your opponent's permission to do your thing" situation like with the Myers tombstone achievement.
There's no killer bots
There are though. 2v8 has Killer bots. All they need to do is implement a basic version of that into the scenario that OP is describing. They don't even need to be tailored for each power or anything, all that is required at that point in the game is a barebones AI that walks around and swings at Survivors. That way the match doesn't immediately end when the human player leaves, and Survivors can finish off whatever challenges they have to do.
All the infrastructure for this feature already exists, it's just a case of them implementing it.
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Gonna preface this by saying I've never enjoyed playing against Myers, so there's obviously going to be some bias here. But yeah — his reworked version is horrible to verse.
- Stalking is so quick that you have very little opportunity to break LoS, which results in him effectively having T3 on-demand for most of the match.
- Most filler loops in the game are short enough for Shape to dash around, meaning you can't loop them at all when he's in T3. Your only safe option is to prematurely drop the pallet and run to the next tile. Exhaustion perks and holding distance are heavily incentivised against this Killer.
- The on-demand Undetectable is a nuisance in solo queue. Like most stealth Killers, its very ineffective in a SWF where you can keep track of him, but it causes solo queue teams to just fall apart.
- His pursuer mode (which he can activate freely at the click of a button with no requirements), has a bunch of basekit perks for some reason. He gets free increased vault speed, increased pallet break speed, increased lunge distance, AND reduced stun duration. Every other Killer needs to spend perk or add-on slots for this kind of thing, but Shape gets them built-in on top of his on-demand stealth AND a steerable, instadown dash attack.
- He's been thematically butchered. The one thing I used to enjoy about old Shape is that he actually felt like the character from the movies. His current power is incredibly far removed from his original characterisation.
The changes I wanted for Shape were to uncap stalking, streamline the stalking mechanic, and rework Tombstone to only allow killing of Survivors who'd been extensively stalked (so you were no longer punished for your teammates feeding him). Everything they did with him was totally overkill IMO.
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@Dinadin said:
This was never an issue on mobile, and youve seen them even in before. So you have no valid arguments here besides doomposting.
I second this.
I had a decent number of hours on mobile and never encountered this. Even when I was new and only was playing with one perk, I can't recall a single instance of this happening.
Also, even if it did come to fruition, it's an entirely self-inflicted problem. If you don't want people to think you're throwing or playing selfish, then don't equip perks that are notorious for being used that way lol.
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Running highly specialist builds in solo queue is often detrimental to your teammates and ought to be discouraged anyways. It pigeonholes you into occupying one role for the whole game, which puts additional pressure on your teammates to carry out the other objectives. Not to mention, you have no flexibility if the circumstances of the match force you into a different role.
E.g. if you bring four generator perks but end up getting tunneled, your whole team is disadvantaged because you didn't have anything to prolong chases. Or if you bring four healing perks but end up against a Plague, your whole team is down 4 perk slots.
Don't get me wrong, these hyper-specific builds can work to great effect when everything lines up and you get to use them to maximum effect, but it's a gamble. And not one I personally like my teammates to make. Seeing an almost-won match pivot into a loss because a teammate brought a niche build is frustrating.
DbD is a game where what you bring matters, and bringing a niche or very specialised build is what I would call "subtle throwing". Not a guaranteed loss by any means, but it puts the average solo queue team at a noteworthy disadvantage.
There's only a few situations where I'd say specialised or niche builds are actually a good idea to run in the current game:
- You're in a SWF and the other players can help balance out your build. E.g. you run a generator build and they run Shoulder the Burdern/Babysitter/etc. to help you if you get tunneled.
- You're very good at particular elements of the game, such as looping, so that your skill level naturally accommodates for a lack of perks to help with that particular element.
When I'm solo queuing, I usually limit myself to only stacking 2 perks of a particular type in one build. The remaining 2 slots get dedicated to something else, so that if I roll an unfavourable Killer/map/etc., then my build isn't obsolete. For example, I might bring 2 healing perks, and 2 anti-tunnel perks.
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@OrangeBear said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4068704#Comment_4068704
Yeah it seems very difficult to hit and not much more rewarding, why would i not just play vecna.
Also apparently the exile is currently worse than hooking. Because there is no hook to pressure and survivors can save from multiple points in the map. They have so much work to do.Currently, this Killer is a write off for me. Basically everything I don't enjoy in a power: 4.4 m/s, requirement to "infect" before your power injures, and a flashy gimmick that's ultimately a nothing burger.
They've stated repeatedly that this is just a preview and there's room for things to change, but given the time frame and track record, I don't buy it.
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High Killer winstreaks are more of a statement of this game's poor MMR system than of a Killer's individual strength. Even weaker Killers like Onryo and Trapper have been used to go on decent winstreaks.
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@Royval said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4067996#Comment_4067996
I leave a lot when I see anon players. Same with numbers and _s in the name.
I can sorta understand the reason behind dodging anons, but dodging numbers and underscores just seems kinda tedious to me. That’s such a huge amount of the player base — how would you ever play an actual match?
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This happens an excessive amount when I play through the night. Perhaps it's because I play in anonymous mode or something, but yeah it's just an unnecessary waste of time. Sometimes I see the same people come and go from the lobby 3+ times in a row. Bizarre.
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The skill level of the average Survivor has absolutely stagnated or deteriorated.
After 10 years, rookie mistakes like healing under hook, getting 3 genned, farming teammates, etc. should've been almost entirely eradicated through cultural osmosis. You don't need to be an atmospheric scientist to know that dark clouds mean oncoming rain — it's something intuitive that we all pick up from simply existing in the world. In the same way, you don't need to be a DbD comp player to know that unhooking your teammate 5 seconds after they got hooked is a bad move. It's common sense. Its something that players should pick up simply by existing in the game and/or community, even if only briefly.
Despite that, the average match continues to be plagued by Survivors making basic errors, that there's really no excuse for anymore. Like healing under the hook against a tunneling Killer. If the Killer has come back to the hook every other time, why would this time be any different? It's something that should take only a handful of matches to figure out that it isn't working, and yet I still see Survivors with hundreds of hours doing it. The past few months, my teammate and opponent quality has felt worse than probably ever before.
I don't know about MMR specifically being involved or correlated, but I do know that Killer has become increasingly unsatisfying to play for me. A lot of wins don't come from me playing well, but instead from Survivors simply not putting up any actual fight. There's lots of instant give ups and fatal errors that just shouldn't be happening in a near-7k hour Killer's lobby, and it just makes the game boring.
In any other game I've played, the playerbase generally improves with time. I've watched this happen with Outlast Trials over the past 2 years. Crouching door traps is something that the game doesn't directly teach you, but almost every player knows to do simply from inuiting it, seeing another player do it, or hearing it discussed in a community space. Compare that to DbD, where almost 10 years after The Hag's release, a lot of Survivors still don't understand that you can crouch to avoid her traps. I was playing Hag the other day and the number of teams that just gave up or completely fell apart is baffling. I genuinely don't understand what is going so wrong with DbD's playerbase.
I remember in the early years before Survivor had any anti-camp, that coordinated saves against a camping Killer could — and would — still happen. Before there was anti-3-gen, Survivors still usually knew to avoid a 3 gen. Before there was an activity HUD, getting left to go second stage was still relatively uncommon. The average player seemed to have some game sense and understanding of role responsibility. Now that we have features to help with all the above, you'd expect Survivors to basically never fumble these situations, but I see these things most play sessions, and I truly can't understand why.
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First is stronger by a large margin. With good prediction and/or aura reading, he's a real menace in close quarters. And his map traversal is pretty good for catching up after an initial hit.
Unknown isn't a very good Killer in my opinion. The attempts they've made to buff him have inadvertently made him weaker by gutting add-ons he was heavily reliant on. He's way too punishing compared to every other ranged Killer. Direct hits are meaingless, and there's zero room for error. Failing to land a UVX hit effectively resets the chase because you don't have enough time to try again before the Survivor can remove Weakened. Miss half of your hatchets as Huntress and you can still comfortably win a match. Miss half of your shots as Unknown and you'll never get a single injury. I wouldn't mind missing being so punishing, if it wasn't for the fact that misses often feel out of your control. The "bounce" of the projectile is unintuitive on a lot of DbD's geometry.
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I don't think a single thing I voted for actually won here lol
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This has been a recurring problem ever since they added presets. No idea what causes it, but it's probably not going to be fixed any time soon sadly. I've resorted to naming my presets in an external spreadsheet.
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Tunneling is a logibal and reliable strategy in the base game, so naturally it carries over to events.
That, and events bring less experienecd players, or players who don't enjoy Killer, to the Killer role to get challenges done. A lot of these people would rather opt for quicker and easier matches, ergo they default to tunneling.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4067132#Comment_4067132
Look, i'll be one of the first to agree that tunneling is bad for the game. But you need to stop blaming the players for using the strategy and start blaming the devs.
Blaming the player is completely ridiculous and just leads to more us vs them mentality.
I don't know why you're being downvoted, you're correct.
Bouncing off of your comment here:
Tunneling is a natural byproduct of DbD's core mechanics. It's the most logical and efficient strategy for the Killer to employ. Being annoyed players are playing the game in a way its mechanics incentivise is laughable. It's a PvP game, you're going to encounter people playing to win. If that's not your thing, fine, you can either play something else, or place your blame appropriately on the one's that designed the game that way.
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Maybe not on its own. But as soon as its stacked with any of the other Generator perks or ran by multiple Survivors, the numbers just get way out of hand.
Especially when considering how easy it is to use. Survivors will inevitably get hooked in the game, and you'll inevitably be repairing at some point and get to dump the stacks. It's just a free boost to repair progress that really wasn't needed given how hyper-efficient most aspects of the role have become as of late (healing + map traversal especially).
@ChaosWam said:
I'm already someone who runs hyperfocus/stakeout to make soloQ a little easier.
I added it onto my build, and 3 survivors getting hooked shaved 18% off a gen for basically nothing. That's NOT good perk design. This would be like if killer had a perk that added, say, 10 charges to every gen for each completed gen.
Most of my matches I'm the only one running it, too. Imagine if all 4 run it. Actually, I don't need to, there's plenty of videos showcasing it.Like ChaosWam, I'm also speaking from experience. Stakeout + Hyperfocus has been a go-to Survivor build for me for ages now. That alone is enough to make Generator speeds absurdly quick. Slap on a Commodious Toolbox and I can crank out a Generator in ~35 seconds solo. I've also played around with Bardic + One, two, three, four to great effect in a duo (I run Bardic and my Duo runs the other one). That way, you don't even need to commit your whole build to get super quick gens — you can share the necessary perks with your SWF and still have room for other META picks like SB, DS, StB, Windows, etc.
Adding another perk that makes Generator speeds even more volatile and extreme is just rubbing salt into the wound.

