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PotatoPotahto

PotatoPotahto

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PotatoPotahto
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  • Yeah, this map is horrible. It should be reworked again, together with Badham.

  • Oh no, streamers can't go for 10000 win streaks anymore, wait a minute, I need a microscope to find my violin to play for them

    BTW, welcome to the world of common gamers, where you don't get ez wins against people with ten times less hours. I'm wondering how many streamers will change the perspective on the game now, when they have the same experience as everyone else.

  • Yeah, something is off. You used to be able to track scratch marks in any loop, but now this is not a thing

  • @Basti2k said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3586440#Comment_3586440

    Well, as a killer, use your perks well and don't complain about the perk on Surv being too strong, but the killers can cry

    Got nothing to say on the subject? Understandable.

  • Protecting your teammates from tunnel and yourself from being tunnelled is also a skill, if you haven't developed one don't complain about killer not having it either.

  • GG WP = Get Good, Why Play

  • @C3Tooth said:

    I think people misunderstanding the meaning of Casual. Most people think Casual means "I want to play against actual casual people so I can win easier". Which explains why people who complains also want Casual mode.

    If you want to win so hard, that is not a casual mindset.

    On the one hand you are right

    On the other hand, the nature of DbD as a game makes uphill battles not only hard, but also unfun, which is important for casual players. They are unfun even if you win, I would say.

  • @Paternalpark said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3581079#Comment_3581079

    Yes, you would.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3581095#Comment_3581095

    All at once yes that's a tall order.

    But bit by bit it's no problem. Just as they are doing with nerfs.

    Even with nerfing stuff bit by bit they have trouble, how do you expect them to deal with buffing in way bigger scale

  • It's easier to nerf 5 perks to match the other 100 than to buff 100 perks to match 5. The latter isn't just hard, I'd say it's unmanageable.

  • Make a skillful play and stun the killer. Not every pallet has to be good.

  • People started to forget about NOED existing. Shame on you, killers!

  • @Ginnypig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3574897#Comment_3574897

    You need big maps, medium and small maps. Its that simple. They need to focus on more important things

    - Big map

    - No deadzones

    - Main building

    Pick 2.

  • Faster recovery after being hit with knives is a pretty big deal, I wouldn't jump to conclusions right now.

    4.6 is the real deal though

  • Legion isn't more punished than he is now

  • Are there people who say that killer is unplayable now?

    Surely it's more rough than before, partially temporary because of survivor-sided event, but unplayable - I don't think there's consensus about that.

    Of course, some people will always say the game is unplayable unless survivors hook themself at 30 second cooldown/killer gets his game uninstalled if he hooks a survivor twice in a row

  • @EternalRique said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3570661#Comment_3570661

    Killer players rely on them because they want easy wins not because they absolutely need them.

    You don't NEED gen-delay perks. You don't NEED to tunnel. You don't NEED to camp.

    Those who do it, do it because it's easier. It's easier to win if you immediately tunnel someone out and have 4 slow downs in your build.

    Survivors rely on exhaustion perks because they want easy wins not because they absolutely need them.

    You don't NEED exhaustion perks. You don't NEED to rush gens. You don't NEED to bodyblock for teammates.

    Those who do it, do it because it's easier. It's easier to win if you immediately pop 3 gens and have 4 exhaustion perks in your team.

  • As if survivors are better. If someone starts "memeing" with me, it's usually when someone is dead and I have a lot of hooks and there's two gens left at least.

  • @altruistic said:

    I had a Knight today run LB when I was the only one with a FL.

    He got 4 outted.

    LB = 1 less gen slow down, so I encourage people to run it. It just makes me sit on motors instead of lurking for saves, which is fine.

    In the most respectful way possible, the killers running LB typically are... Inexperienced.. Yeah.. That's a good word for it.

    The word you are looking is "casual". When I'm playing after a day of work, I don't care about "git good" and other stuff.

    Also, as a devoted member of the Lightborn cult, I can say I rarely see games where I would win if I had another perk instead of Lightborn. Either I win anyway, or lose so much it doesn't matter what perks I run.

  • @th3syst3m said:

    That's what killers do when they get their ######### pushed in, they quit. 3 gens pop without a down and just freeze and wait for the DC. While solo surivivor DCs are more commone you can always see a killer DC coming. Most killers just refuse to play when they aren't handed a free win.

    What a clear and unbiased revelation.

  • Chaos Space Marine killer would be neat.

  • @Krazzik said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3571134#Comment_3571134

    I mean when the game was first made, yeah, it wasn't intended because it was a hide-and-seek game. Survivors were supposed to play stealthy and if they were found, they were supposed to go down really quickly.

    At this point though, the devs design things with looping in mind.

    The fact this thread exists proves you wrong.

    Also the existence of maps like Haddonfield and Garden of Joy.

  • Looping is not an intended feature, so you can't complain about it being inconvenient.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3570446#Comment_3570446

    Yeah, and ideally even pressing Alt + F4 should be punishable. Lobby-dodging is cheap and mainly hurts Killers who are surely not prepared for games where they should not be in.

    And well, not showing prestige... It is a step in the right direction, but as Survivor, you can already make your Lobby look like a Lobby the Killer would not dodge. Even with prestige, showing your P2-default Meg and switching to the P100 Claudette works as well. However, this should also not really be the solution. It is totally fine if the Killer can prepare for a game (e.g. equipping Franklins against Items, equipping Lightborn, maybe not using the fun Build but the Meta-Build for 4 Medkits or stuff like that) and this should not be taken away from them.

    But lobbydodging until they find the most inexperienced Survivors should also not be a thing.

    Well, if the killer will see you switch to P100 and he doesn't want to play against it, he will find a way to don't do so. Information is good, but sometimes it just hurts - if you played against a P100 survivor not knowing that you might not even notice he was in your lobby, and the opposite - if you have a P100 but you decide to play a level 3 default skin Claudette, it's not like your skill disappeared. So the information that is being provided to the killer is unreliable to a degree of being misleading.


    With the rest I agree, lobby dodging hurts the game. I'm trying to learn the Alien and I won, like, 2 games of a grand total of 10, but I'm already getting very sweaty teams. I bet that happens because I'm being backfilled to their lobbies, because no chance my average MMR would be high enough to still throw me into the pit with such pathetic winrate.

  • It's better than before, but it's horrible in other way. As a killer, your only way of playing this map is "camp the side with main house", which feels bad for both sides.

  • @Aven_Fallen said:

    A huge problem are backfilling Lobbies. This means that the initial Lobby will be somewhat decent when it comes to MMR, but once a player leaves it, it prioritizes queue times over fairness. So if you and your friend play Survivor, you might get a Killer which is somewhat in your range, but if they dodge the Lobby, it will be backfilled with basically the next person available. This can be a 5k hour-Killer. Or a 10 hour-Killer.

    Yesterday I played against a Wraith after several Killer dodged. I dont know their hours, but they were P0 and had 3 Tier 1-Perks and 1 Tier 2-Perk and a pretty random Build. This Player was clearly new.

    A few days ago I went from a 14k hour Nurse in a span of two games to a 26 hour Nemesis, who got backfilled into the Lobby. (I have almost 9k hours, my friend has 5,5k hours)

    You cannot really combat this, the only ones who can combat this are BHVR by making Lobby Dodging harder or outright remove it or put a penalty to it. But you can make it the games more enjoyable for everyone if you dont dodge Lobbies. Then there is a chance that there is actually the initial Lobby, meaning you might not be outclassed on either side or outclassing the other side.

    Sounds crazy, but BHVR could make lobby backfilling MMR-based and that would solve the problem.

    Everything else is just a bandaid lowering the occasion of the issue but not resolving it.

  • This is server latency, and it is inevitable.

    Probably because of lack of players on a certain side you are being thrown to servers you don't belong to, so the latency is bigger.

  • @mca240 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3568700#Comment_3568700

    I beg to differ. I find playing a game with potato teammates (which is a good chunk of my game) pretty stressful.

    Stressing about potato teammates is something you choose to do, while being focused 100% of the time on killer is mandatory.

  • @mca240 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3568607#Comment_3568607

    Have you played SoloQ? My matches are seldomly relaxed.

    Imma be real with you, when I play survivor I only play SoloQ, even though you have less chances to win as a SoloQ player, it's nowhere as stressful as playing killer.

  • @Raconteurminator said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3568592#Comment_3568592

    "Me and many other top tier players"

    Other than proving that people with ten thousand or so hours are incredibly good, that experiment has little to no relevance to 99.99% of players. That's less a rebuttal and more, "People who play the game professionally can do it, why can't you?"

    Yeah, it's always funny to see people bring streamers as an example of the game's balance. "Look, a person with 10000 hours playing against average public games teams is doing fine as a Trapper/Trickster/Clown, obviously they are very strong when they are played right", come on, those people can play perkless, addonless and with one hand tied and they'll still have better winrate than any other person on this forum, because they never get opponents of their level. Show me the winrate of Hens playing Trapper agains survivor teams with 10000 hours on each player, then it will be a relevant example.

  • @Evan_ said:

    Fun theory: matchmaking works better than the vast majority of dbd players think.

    If we accept that as a working theory, we'll find that killers who tunnel need to tunnel, while killers who don't tunnel don't need to tunnel, as both groups will largely get similarly efficient opponents.

    I'd bet it's more about killers you are playing

    Some of them have built-in incentive not to tunnel (Myers, Pig), others are just strong enough to don't need it (Nurse, Blight).

  • 9/10? I smell an exaggeration here.

  • @Halloulle said:

    The thing is; the changes have to happen on the killers that currently "have to" tunnel. Trapper just got those changes and while it doesn't make him S-tier (which it shouldn't in the first place) it does make him a very viable killer across different skill levels.

    What if the survivor side was changed by, say, increasing gen times? It would only amplify the gap between already above average killers and the rest. Those who already stomp would stomp even more (and guess what, the only strat against those is to try and break the friggin escape record and do gens asap).

    Once all killers have a viable strategy that promotes dynamic and interactive gameplay on all sides it's, imo, imperative that one-sided strategies are removed from what's mechanically possible (and in the long run that includes tunneling and proxy-camping for killers as well as gen rushing for survivors).

    "Trapper just got those changes and while it doesn't make him S-tier (which it shouldn't in the first place) it does make him a very viable killer across different skill levels."

    slxyb.jpg


  • @Venusa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3568542#Comment_3568542

    I would definitely watch you!🤭 But I have to say I don't remember a timeline where Killers didn't claim that tunneling wasn't a "necessity in today's meta" even when, like I mentioned, during the gen-kick meta where they could turn their brains off and keep the game going for 30 minutes with CoB+Overcharge+Eruption until survivors gave up. Killers were still complaining about how fast gens were going. So I always take "tunneling is a necessity" with a grain of salt.

    Again, I'm not against tunneling as a strategy when the Killer wants to gain pressure. I don't even mind being tunneled out of the game when some gens are done and Killer decides to get someone out because there are 2~ gens left. But hardcore tunneling very early on at 5-gens has became the norm nowadays and it is a problem.

    IMO, before Circle of Healing introduction it wasn't a necessity. You had Ruin that allowed you to get a big value of pressuring gens early, and survivors didn't have an ability to nullify your pressure by free healing. With DS being a thing tunneling was still rewarding, but a very risky strat and it was way better to win through pressure.


    Now:

    1) All gen regression you get is the one that's obtained through hooking

    2) Survivors don't heal that much

    3) For some insane reason even though DS is replaced by Off the record survivors don't run it.

    So there's no reason to not try to tunnel someone unless survivors succeed in preventing it.

  • @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3568485#Comment_3568485

    "Unbalanced" is accurate. I was actually in the minority when SBMM was first implemented. I felt that it was a change for the better. But something has changed in recent times, I'm 100% positive that they're consistently tweaking it because there's no more middle ground in my games anymore. Either I steamroll my opponent, or they steamroll me. I recall more balanced games a couple years ago.

    Also, I want to add, that my story about my 6 year old wasn't intended as any sort of reflection on the current state of the game. I doubt she has any skill or legitimately earned that 1k, chances are more likely that person chose to sacrifice themselves.

    So much this.

    Lately all my killer games are all like "rip your ass apart to get at least one kill, if you're ultra lucky you get two" and "kick the baby".

    Something is definitely off.

  • @Melinko said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3567029#Comment_3567029

    Except you can progress it with the objects on the map as well, but sure killer needs hooks and survivors need gens. Neither side should be "racing" to get either as the quicker the match ends, the less void time and the less BPs.

    It's just the in-ability of a portion of this community to turn off the uber competitive I gotta win mindset.

    Whoever goes for extra objects, loses. That sends the community the message on how the event is meant to be played and it's completely on the devs.

  • No, it's all just genrush, bodyblocks and tbags at the exit gate.

  • Survivor's way of progressing the event objective: smash gens

    Killer's way of progressing the event objective: get hooks


    That's, like, the intended gameplay of the event: your usual sweaty gameplay

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3567012#Comment_3567012

    It shouldn’t prioritize perspective; it should prioritize ping (internet speed). So while the person with lower ping (a result of faster internet speed) should of course have the better outcome, as is the case in virtually every other online game, in DBD the person with lower ping is prioritized as like a pity. Well, with killers. For some reason low ping doesn’t benefit survivors. Not sure what that’s about.

    They tried to do that with first versions of hit validation. Didn't work out.

  • @Ariel_Starshine said:

    Yo this has been happening to me for a LONG time now. My personal favorite is when I stun the killer and still magically die. Either the killer is stunned and can't move or they hit me, how does a stunned person hurt someone? Logic??

    This stuff needs to be fixed like, yesterday.

    I hit the button at the palette and it doesn't drop, sometimes the killer gets stunned and they're on the same side as me. Wut?

    I never thought I'd see servers worse than FFXIV but here we are. This should be a priority number one to be fixed. Before this I was doing fine, no issues. Now it's weird lag, yesterday it lagged for ten seconds I took damage and then killer got stunned, I thought my game froze.

    Also dying 12 feet from the vault is awesome. Great servers btw.

    The stun doesn't happen immediately after you drop a pallet though, it has the hitbox that has to reach the killer. So it is possible to drop a pallet, get hit, and then get a stun on the killer even without accounting for ping.

  • I guess it was supposed to delete the game from the killer's hard drive if he dares to approach the hooked survivor.

    The system was implemented in the only way that could work without causing killer exodus. You don't get Bubba who just sits at the hook giving no opportunity to rescue and people are still complaining.

  • He probably has other hacks too. Don't bother, leave the game and report.

  • It's kinda hard in terms that you don't get an immediate feedback on what you are doing wrong. In shooters/moba/something you either land a shot and get the enemy damaged or you don't, but in DbD you might never realise that you have to zone survivors towards weaker loops, for example.

  • As someone who started to learn Singularity latelly I can say two things are the most frustrating about him:

    1) Inconsistent collision when placing pods. Someone in this tread said to learn Singularity you should start placing pods mid chase, but the thing is - placing pods mid chase sucks. You aim at a location that seems to be perfectly valid, nope, can't do that, can't do that on this location too, ooooops, you missed your window, go chase survivor as an m1 killer unless you have a very good map.

    2) SWF power, coordinated groups will wipe the floor with you and there's nothing you can do about that. There's too much time required to subsequently tag people multiple times mid chase while their teammates come and pop EMP's, and when you are playing against SWF you don't have that time.

    Good thing is that many survivors have no idea how his power works so you get a lot of free teleports even against strong teams.

  • I had the same feeling.

    I think, it's a combination of multiple things.

    1) Killer gameplay is always on the edge. You have to perform lunges that will hit survivors last 0.01 seconds of the animation or you are robbing yourself, but if you don't perform them properly you will fail. The same with playing around pallets, killer powers and so on.

    2) Mental burden of playing killer is high, and BHVR doesn't want to make it easier. Go keep track of hook states, gen placement, where survivors are going, what they are doing, also mind your perks, and all of that is squeezed in a rather short match.

    3) Survivors too often jump on the train of thinking you are playing to make the game fun for them and not for yourself, and when they don't have fun you will have four people screaming at you. It doesn't help that this community approves this behaviour and can't distinct playing the game in a way that's not fun for the opponent and trying to ruin someone's day.

  • Yes. I've lost a lot of games when I thought: this person is an easy target, I should go after them and then they loop me like a god and all the gens are done and I get one kill but everyone else is out. So I might attempt to tunnel someone when it's a good opportunity but I'm not going to commit too much, unless I realize I've lost the game already and that one kill is all I'm gonna get anyway.

  • The strongest part of playing a 4 man SWF is that you can secure you have 4 competent survivors in one lobby.

    If you don't play 4 man swf, there's a chance that matchmaking will screw you by throwing to you someone who will sewer slide on first hook or do 5 totems for his archive.

    That's why 50% killrate means the game is survivor-sided. It means that SWFs and decent players when they are lucky to get together are winning way more than 50%.

  • It shouldn't trigger while you are moving IMO. That's too much. Just make it trigger once when you open a locker.

  • @Icaurs said:

    The game is probably the most balanced it is has ever been.

    Sure you can point to specific examples for both killer and survivor that need to be addressed. But overall it is in a good spot.

    I weld agree the game is currently leaning more towards killer but I think with proper teammates most killer's are manageable which is why SWF still have more an advantage in most matches and why solo Q is struggling.

    It is as it always has been.

    Nurse > SWF > Other killers > Solo Q

    The gap is closer though

  • Wrong title, should've been "Help, I have a skill issue"

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