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PetTheDoggo

PetTheDoggo

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PetTheDoggo
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  • Yeah, that's not happening.

    Kinda like if only killers could decide what maps can't be played.

  • @danielmaster87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3891224#Comment_3891224

    In which case, the survivors should lose. "At the start" can only mean 4-5 gens are still up. If the same survivor has already been hooked twice, and 4-5 gens are still to go, they're playing beyond terrible and deserve to lose. Same thing with slugging. How do you all 4 get downed in like 60 seconds? Where's your perks? Where's your looping skill? You can't implement a base mechanic to counter what the killer's doing there, because then you're balancing around the literal worst survivors in the game.

    I would rather them to implement mechanic that will focus only on early game, which is not going to affect majority of killers than mechanic that is going to work always.

    Survivors simply complained enough, I am just trying to come up with solution, that is not going to affect me that much.

  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3891218#Comment_3891218

    Hens even as soloQ managed 65,5% escape rate (50 games), which is very good imo.

    Minor correction: that was the escape rate for all of the survivors over those games.

    More importantly, he excluded some games that got mentioned a little during the Youtube video. I don't know the specifics because I don't think the raw footage exists so I don't know how frequently it occurred.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3891238#Comment_3891238

    He couldn't have. It's not THAT hard for a good SWF to win

    This really reads as 'despite the overwhelming evidence of almost 2000 games, I just don't want to believe it'.

    Even if you somehow exclude him, there are plenty of streamers who've gone on long kill streaks. How are they magically missing all of the SWFs that everyone else seems to be hitting?

    Minor correction: that was the escape rate for all of the survivors over those games.

    oh true, I forgot most people care only about personal escape rate.

    I usually focus on overall escape in my games, so kinda thought about it by default.

  • Oh hell yeah, I can understand why they wouldn't want to do custom sorting, but prestige filter should definetly be a thing.

  • In general? It's same as tunneling for me, so no.

    I would say it's an issue basically only in extreme case, where you get killers doing it from start of the game.

  • @tjt85 said:

    Oh, let me add one!

    8. Open every chest you see in the hope of finding a beamer instead of another brown toolbox.

    Honestly though, most people see this as a chill, no pressure, play however you want to mode. Please can we keep it that way?

    I see it is challenge finishing simulator.
    Any challenges for escapes, body blocks, hiding, chests, gen progress are so much easier to do in 2v8…

  • That's like saying Rapid Brutality helps survivors because you don't get bloodlust…

    I am sure killer mains are going to be very happy, if you don't use most of those perks.

  • Yeah, I am having lot of fun and finished many challenges… Definetly like BP bonus.

    I have seen the carried bug two times in total and that's definetly annoying, but rare.

    Part of the fun is most likely no match making, so you can see some unique things.

  • @mecca said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3891192#Comment_3891192

    Is he? Just because he is a known streamer doesn't mean he is like the best. There could be hundreds of killers as good as him or better that nobody knows. I feel like that is a disingenuous attempt to justify the OPness of killer. I feel like you would have a different opinion if some random survivor streamer could just own every game and escape every time they wanted to. The truth of the matter is that survivor streamers rarely escape. There is no contest to see who can be a good survivor because the game is that far stacked against survivors. As soon as they see a cracked Blight or any other killer then they just lose.

    The truth of the matter is that survivor streamers rarely escape.

    Hens even as soloQ managed 65,5% escape rate (50 games), which is very good imo.

    Also you clearly like to mix comp players and just streamers, so right we have Zaka and Knighlight going for SWF escape streak and so far they are at 70. I don't know if they played since then to increase it.

    We had several attempts in past, many went over 100 and most I know about was something over 500, but maybe there is better.

    Funny is you can usually see with survivors win streak, they actually limit themselves. They are not going for best possible builds and use comp rules instead. I want to see win streak with builds on level when they went for fastest escape, good luck dealing with that… It would be very boring tho.

  • @mecca said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3891158#Comment_3891158

    Didn't momo win thousands in a row? Surely you not going to actually sit there and type he didn't verse any good SWF?

    Yes, killer will always win. You can play perfectly as survivor but still lose if the killer is good.

    Well, usually when you have comp players killer/SWF going for win streak, you will end with other comp players stream sniping them to end it…

    Also pick one, if killers can't say all survivors they play against are comp level SWF, then you are not playing against comp Blights who have 4 slowdown and tunnel as soon they can…

  • @Thesevenspirits said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3891145#Comment_3891145

    As a killer your success and mistakes starts and end with you. You tend to assume that survivors are a coordinated unit that are being controlled by a singularity mindset.

    Not really, just expect 4 good survivors who know basics… You really don't need to have clock callout system to win against most killers…

    Killer's mistakes start and end with killer, that's true, but quite often there is also less room to make mistakes as a killer in first place. There are some huge mistakes survivors can do, but also many where you have chance to win anyway.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3891181#Comment_3891181

    But the things that make swiffer stronger are also gone. No perks, no items. No flashlight saves, no perk synergies, none of that.

    We don't need it... The most powerful tool is still there. We can talk to each other, which make us way more time efficient than soloQ.

    We can easily say who goes for unhook, we can make a call where to go for heal etc.

  • @Akumakaji said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3891163#Comment_3891163

    ""I tried playing killer for a while. After winning every game with a 4K I got so bored, that I only ever played survivor, since."

    Why not limit yourself to make it interesting? There are so many options…

    I love when people take meta builds and are suprised when soloQ gets stomped, especially at start when you play against babies.

  • @CautionaryMary said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3891181#Comment_3891181

    Yes, imagine playing with no gen slowdown, no healing slowdown, nothing. There is nothing to slow down the other side other than simply hooking (as a general sense of slowdown) or slugging. I just can't see killer having an easy time here unless of course they're playing a character with high map mobility and the skill set to snowball.

    I can see myself winning with Blight, but most killers would be difficult.

  • @Firellius said:

    No perks, no items, no add-ons, nothing, I'd wager killer wins. All the protections for camping and tunnelling thrown out, no anti-slug, all the band-aids demolished creates a very clear path to victory for the killer.

    Doubt it, at least for me it is much easier to play survivor without perks than killer (depends on what killer).

    If no sides can use items, addons, perks, then if we talk about SWF I would definetly bet on them. It's a killer with no information, slowdown, or chase…

  • How the hell are Élodie and Jone hot…

    Also Zarina and Jill average…

  • That's some next level mental gymnastics…

    I are free to simply not use those perks and die (in the game).

  • @mecca said:

    Killer always wins. Survivors require the killer to be very bad at the game to have a chance.

    Sounds as skill issue on your side to be honest…

  • Lol, what a debate and objective summary :D

    It's same as always

    • SWF | Top killers
    • Most killers
    • SoloQ and F tier killers
  • Doubt it, the game mode is definetly survivor sided, but there is still not enough survivors playing it, so I don't think it will change.

  • Oh hell yeah.

    10/10 PC killers approve

    can't talk for console…

  • İ am tired of being a helpless survivor.

    • play SWF
    • play killer
    • git gud
    • play different game

    You clearly want to be on power trip, so survivors in DBD are clearly not for you.

  • @Defnotmeghead said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3890895#Comment_3890895

    Nope, you can simply read the original. The reason I dont consider them worthy of mention, is because the buffs for survivors that I didnt mention were: basekit anti-facecamp (which, didnt really negatively affect killers, especially since it doesnt work when the final gen is gone), basekit BT(which, didnt really negatively affect killers, in fact, it wasnt really a problem for most players, only for people who love to tunnel), buffed chest speeds which again doesnt impact killers negatively, as survivors sitting on chests means they arent sitting on gens.

    The killer perk nerfs dont matter, because survivor perks got nerfed too. For every killer perk that got nerfed, I can name 3 survivor perks that got nerfed harder. And yeah, there were some perk central meta's for survivor, like Made For This, but I can point at Thrill of the Hunt or Undying and say the exact same thing. Thrill was meta for shorter, but Undying was meta for much, much longer before it got changed.

    I am definitely not cherrypicking, I am simply removing unneccesary conversation, because it does not matter. I described from the very start that I was talking about killers right now, because it mostly is surrounding killers. But it definitely applies to survivors too. Remember the survivors who didnt want Dead Hard nerfed because otherwise they would be tunnelled out? They got boosted by Dead Hard and simply didnt want to deal with the consequences of relying on Dead Hard. And that's a perk, an exhaustion perk nonetheless. You could literally run exhaustion addons and perks to combat the use of Dead Hard. The current situation is a basekit mechanic that is unavoidable and usable every single game. Sure there are some perks that combat it, but they are heavily limited, and even then you have to sacrifice perk slots for a basekit mechanic. Imagine you needed to equip a perk like Pop to be able to kick a gen, instead of being able to kick gens normally. Imagine you needed Bamboozle to be able to vault windows. Perks should ENHANCE basekit mechanics. They shouldnt be REQUIRED to combat basekit mechanics. And no, gen regression perks arent required, plenty of builds and killers that can get you a 4k that dont rely on gen regression at all. If any perk is required for killers right now, I would actually say it's Fire Up, since it increases interactions over time, which I find a very logical to be a basekit thing.

    For every killer perk that got nerfed, I can name 3 survivor perks that got nerfed harder

    Ou, I want to have fun with this one. Because you simply can't deliver…
    So let's start light:

    • Corrupt Intervention
    • Eruption
    • NOED
    • Ruin
    • Pop
    • STBFL
    • Sloppy (whole mechanic)
    • Tinkerer

    Now please list me survivor perks that got nerfed more than those:

    • Call of Brine
    • Overcharge
    • Ultimate Weapon

    You are definetly cherry picking. Simply from the fact that you dared to mention 10 seconds buff for generator while ignoring every slowdown perk got nerfed hard. Also talking about gen tapping while ignoring 3-gen holding is near impossible unless survivors created it themselves.

  • @Defnotmeghead said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3889322#Comment_3889322

    None I considered worthy of mention, besides, I would refer you to the comment above you

    If none of those changes are worth of mention, then nothing in this game was changed in past 5 years. In reality, you are just cherry picking to promote the narrative.

  • Deliverance, Wicked, Unbreakable, Plot twist etc.

  • @Rulebreaker said:

    Well, if you got the solution by all means share the code

    I mean, if they show us the code… DBD as open source would be fun.

  • Well, now she lost everything…

    I think her power needs to be completely reworked, current way of drones will simply never be accepted by survivors.

  • I mean, not really one build for killer, I try to make it different if possible…

    Generic build would be something like Surveillance, Surge, Oppression, Nowhere to hide

    Survivors: Lithe, OTR, WGLF, Babysitter

  • Just no, too complicated and it would break so many things.

  • I prefer OTR, it's especially good if you get unhooked by Babysitter.

  • Why not just let players buy ANY perk at ANY point? Maybe increase a cost a bit…

  • Maybe there would be at least one version, where he is not so bad.

  • Well, it was easier to gut the Chucky instead… I guess devs liked, how it went with Skully so well.
    Chucky right has lowest kill rate in DBD, so you really don't have to worry about changing maps for him.

  • Well, that was expected. This always happened when something was about to be nerfed.

    I am really looking forward the change tho. Maybe people finally start to use cakes and BPS…

  • Neither tunneling, or slugging are an issue when it's done based on opportunity.
    Issue is when you get a player who gets into the game with one of those in plan from start, luckily it's rare.

    Rework knockout, that would be good start…

  • just return her first version until rework, no?
    kicking perks are gutted and there is 3-gen feature

  • Just show it on loading screen and let me see it during the game….

  • I don't really need it in lobby, just make it you can see it during the game when you open menu (you can see your build there now).

    or even better show it during loading screen too

  • @Xord said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3889619#Comment_3889619

    Yeah yeah no I agree that they should and could fix both problems in one go.

    I'm just saying that by experience, Behavior doesn't really care about their community, it's already insanely lucky that they finally start talking about tunneling again, two whole years about promising their community they would, and not holding on their word.

    I still don't have best opinion about devs, but I would give them it is way better than few years ago.

    They still sometimes do very weird things and questionable designs, but it used to be worse.

  • Yeah, I pass…

    I want viking.

  • They could try to use 3 queue's.

    • killer
    • survivor
    • fill (soloQ, or Duo only)

    Where fill is going to put you as survivor most of the times, but it would try you get on killer sooner or later. (Something like 3:1/4:1)

  • @Xord said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3889321#Comment_3889321

    We can't avoid fixing the game's problems just because the game also has other problems.

    Sadly, knowing behavior, when fixing tunneling, they wouldn't make any other change and survivors would become overpowered for a few months. But that's behavior way of balancing their game. Those few months would be a small price to pay when we just had nearly a decade of tunneling not being adressed.

    We can't avoid fixing the game's problems just because the game also has other problems.

    no, but we can try to address the issue for both sides. They kinda did it with 3-gen feature, where they also introduced feature against gen tapping in same patch.

    Tunneling is same imo.

    would become overpowered for a few months

    If they make dramatic change that would affect majority of killers (unlike past features), then it will bring back old queue times for survivors, which is going to force devs to quickly fix it.

  • Hmm, I mean it's still an information perk, so might be fine, but it would need to be tested.

    Maybe slightly increase cooldown, or be cheeky and give it requirement of basic attack for activation after cooldown (definetly not to deny this for Nurse).

  • Depends, not always…
    But it's true even when I had breaks from playing DBD I have still watched some streamers.

  • Think about it, for killers claiming that its impossible to win without slugging, in the past 4 years the following things happened:

    Oh right, because there were no changes along those that affected killers negatively, right?
    No buffs for survivors and definetly no nerfs to killer perks…

    How often do survivors stay on hook for longer than 60 seconds

    They should stay there ALWAYS if you expected tunneling. It's quite normal, if you know what you are doing.

  • @Memesis said:

    Nerfing tunneling is not a bad thing. However, we need more perks or basekit features akin to pain res. I would love tunneling to be nerfed to ground as long as unique hook states are properly rewarded.

    It's a bad thing, if it is only thing you do.

    It's a fact you need to get someone out of the game before you get to last gen, if you want to have good chance to win, which can often be done by tunneling.

    Tunneling is an issue from first hook imo… That's simply unnecessary in most games.

    Issue is if the change is only nerf tunneling, you kinda didn't address fresh hooks are kinda useless late game unless you have specific perk for it (No Way Out / Pain res). Where otherwise best option is to slug, but then we will have anti-slugging feature…

  • I mean, true…
    It's good perk for a reason. Basically counter is to make sure you at least 1 hook everyone first, which is not really that easy for many killers and there is a good chance you are doing it for nothing… I miss old BBQ :(

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3889315#Comment_3889315

    Like I said, if 20 seconds isn't reliably long enough to find the hatch and prevent the final escape, there are ways of adjusting it. Increase the timer, give an audio cue, hell, teleport the hatch somewhere else— the point is to give the killer time to get the final kill, not that the timer itself has to be exactly how I pitched it there.

    It's not two free escapes, for that reason. It's not any free escapes- it's playing for hatch, the way the endgame is supposed to be, it's just that the survivors have a bit more of a head's up. It doesn't stop the killer from being able to get one or both of them, it just pushes the last part of the game to be more active instead of excessive hiding because survivors do actually have a chance at not dying.

    You haven't actually won yet with two kills. If it happens early enough on the live servers, you've basically won, but only because your opponent has been locked out of their win condition- you haven't actually achieved yours yet. It's not actually a problem for there to be some chance of that outcome changing.

    Yeah, I have no idea how you fail to see what this would cause. Even after telling you…

    Key would be an issue, it would be very easy to play for it imo.

    But the fact that survivors can find the hatch in advance would be even bigger issue. It's suddenly not "gamble" to play for hatch, when other side gets head start, not really good chance and only answer to it is slugging…

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3889310#Comment_3889310

    I think you may be losing sight of a few things, here.

    Most pressingly, two survivors are already dead in this scenario. This is when BHVR have already said they want to move the match along and don't want things to stall out, so that's your answer for doing it fast- the game is about to get some mechanics that push you not to do it slow.

    A 3k wouldn't be all that much harder, again, because of the cooldown on the hatch. Unless the killer's completely clueless on the other side of the map entirely - which certainly could happen but isn't guaranteed - that's a long time to come approach the hatch and get a down.

    The major thing to remember is that we're not talking about a game that's just at 4-5 gens. We're talking about a game that's at 4-5 gens and is already over. Functionally, anyway, there's absolutely zero chance in hell that even the best survivors in the world can actually repair those generators with only two players on the board. This change would just give them a fighting chance at not dying, which ensures that the match doesn't stall out, it's become a race for hatch where the survivors have to keep active but the killer can't find the hatch to camp it. It pushes the players together, which is the desirable outcome.

    I'm not saying there shouldn't be testing or that adjustments would never be necessary, but I think the core idea functions pretty well.

    I think you may be losing sight of a few things, here.

    Same for you…

    I would say most killers don't see 2k as a win, many see it as a loss instead. And losing to something outside of your control would bring lot of frustration.

    A 3k wouldn't be all that much harder, again, because of the cooldown on the hatch.

    You want to tell me, you find the hatch within 20 seconds in every game? I can see Wraith would have chance for it, but most killers simply can't.

    We're talking about a game that's at 4-5 gens and is already over.

    Yeah and it would feel that much worse. You demolished survivors just for them to get 2 free escapes…

    This change would just give them a fighting chance at not dying

    Sad thing is your "fighting chance" is better than killer has to kill them both. Without slugging, you would not be getting 4ks.

    3ks would be best you get and often not even that (if survivors bring key).

    I'm not saying there shouldn't be testing or that adjustments would never be necessary, but I think the core idea functions pretty well.

    No, it would be almost exactly as bad as previous version.
    This would never go live, unless it's actually random and hatch should be revealed only if survivors manage find the key. Otherwise were are back to impossible 4k.

    You downed last survivor and you need 4k for whatever reason (ego, challenge, achievement). With your change it's to be expected last survivor knows where it is, because either survivor saw it during chase, or other survivor found it. Which means you have to slug and then hope you didn't down one of those survivors near it.

    That sounds very flawed to me.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3889304#Comment_3889304

    It wouldn't really be easier, you'd just get to try it earlier. The whole point of the cooldown is to give the killer time to find the last survivor, so you could either lengthen it or give more of an obvious directional cue if 20 seconds doesn't end up being enough in most scenarios.

    As for being able to try it earlier, to be blunt, that's what we want. The whole point is to push games that are functionally over to actually end quicker, the same as the anti-hide situation. If the rats or the aggressive SWF are actively running around searching for and opening hatch, they're going to be easier to find, and they can't skulk around looking (presumably) because of the anti-hide stuff being added, so the interaction happens a lot quicker.

    3ks wouldn't actually be all that much harder because a SWF can't just easily disappear two people at once. Even if they could, though, that's definitely not worse than old keys where everyone could exit the game early.

    It wouldn't really be easier, you'd just get to try it earlier

    I have all the time in the world (well, something under an hour), where killer can't see the hatch at all.

    In SWF we will have two survivors looking for it and there are several perks to find it. So you have more time, you can do it earlier and killer can't do much about it.

    The whole point of the cooldown is to give the killer time to find the last survivor, so you could either lengthen it or give more of an obvious directional cue if 20 seconds doesn't end up being enough in most scenarios

    Either it's vague and in most cases you will have both escapes, or it will be easy to find for the killer and then second survivor will always be forced to play gates (which can be easy, or impossible on some maps)

    In both cases, it would create a frustration for either side.

    If the rats or the aggressive SWF are actively running around searching for and opening hatch, they're going to be easier to find

    Why do it fast? We have all the time in the world to find it (or just 1 one use perk for it). Even when one get to chase, other survivors can just look for the hatch in advance and at that point at least 1 would be guaranteed unless killer is going to slug…

    So you are trying to "fight" slugging for 4k, while it is actually going to be mandatory instead.

    3ks wouldn't actually be all that much harder because a SWF can't just easily disappear two people at once.

    Why not? Go into locker when second survivor gets hooked to avoid BBQ and you are fine.

    that's definitely not worse than old keys where everyone could exit the game early

    They couldn't do it at 4-5 gens. This would be possible and in both cases only answer is slugging, or just give up to fact survivor/s have free escape for flawed mechanic.

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