PotatoPotahto
PotatoPotahto
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3534596#Comment_3534596
Why?
You don't need to know the exact numbers, you just need to know that you need to be prioritising chasing a survivor that isn't on the hook. If you internalise that message, you're not going to be inside the radius of the anti-camp mechanic to begin with a majority of the time, which means it's actually improving the game experience + skill development of new players as well as functioning as an anti-camp mechanic.
I hooked a survivor on the Dead Dog saloon, then I see a survivor in the main building and chase them, suddenly the survivor on the hook unhook himself for no reason.
Stupid game, uninstall.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3534592#Comment_3534592
...Because you're the one that hooked the survivor??
Of course you're going to know where the hooked survivor is...? If you're close to the hook and you're paying attention enough to be engaging with the game's mechanics, you're gonna realise that being close to the hook and not doing anything else is punished. New players aren't literal infants, they have object permanence and short term memory.
Define "close to the hook".
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@CatnipLove said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3534580#Comment_3534580
If baby killers are getting one hook and then just face camping, then there should be a mechanic to encourage them to actually engage with the game.
Bad matchmaking aside, new killers players don't have to worry about very much. New survivors can't loop, don't run overtuned perk loadouts, can't blitz gens, can't flashlight save or even stun the killer effectively, they don't BM the killer as they are too busy ****ing themselves. A new killer just has to learn the game.
Removing cheesy garbage like hook camping will actually result in new killer players getting better, faster. Most players will completely forgo skill expression in favour of taking the easiest path to victory. Which is bad for the health of the game. Especially when it means one side can put down their controller for almost three minutes during a match and it have it not change the outcome in any way.
It will probably just make them leave the game.
I get it is going to make the game more fair for newbie survivors. But please, don't pretend it is going to help newbie killers. It isn't, it will be extremely frustrating for them.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3534580#Comment_3534580
When "at random" is "while you're camping the hook", I think even beginner killers will catch on that they're Not Supposed To Do That.
It's not a background running mechanic, it's one that kicks in while you're standing near the hook. The worst case scenario is it conditions them to move away in a random direction rather than with purpose.
If it isn't a background running mechanic, tell me what.
How do you know you are "near" the hook if you are a newbie killer and you don't follow the patchnotes?
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@CatnipLove said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3532518#Comment_3532518
I don't think the anti-hook camping mechanic is primarily for more seasoned players. I think it's for more casual players, who play against weak, inexperienced killer players. These kinds of killers almost never leave the hook, regardless if it's one gen or five gens. I really noticed it when my MMR dropped.
I have tried to get friends into the game, but when they come play they encounter what I described above. They play two or three matches and stop, as playing against killers like that isn't fun or scary. It's just obnoxious. This new mechanic will not help more seasoned players (killer can just proxy camp instead), but it will make the experience better for newer players, and hopefully that means more of them will stick around.
Yeah, beginning killers will be happy to see background running mechanics pulling survivors off the hook at random (no)
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Ahaha
At this point I'm sooooo curious, how the hell BHVR manages to break so much unrelated stuff with each update
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Violence is not the answer, it is a question, and the answer is yes.
People not getting addicted to this game is a good thing.
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Yeah, Borgo is the pinnacle of a crappy map design. It looks bad, it plays bad, and it interferes with game mechanics in a bad way. Idk how it exists.
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@Nirgendwohin said:
are the killrates different on this map?
43% killrate according to Knightlight.gg
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3523092#Comment_3523092
Because the game is balanced in such a ridiculous way, that without camping and tunneling, the vast majority of killers are not viable at high level play. I think tunneling and camping should not be "fought" or "nerfed" but REMOVED ENTIRELY and we balance the game around hooks, not kills. Game would be much more fun for both sides that way.
Won't be possible. If the game would be balanced around hooks, then a game where killer gets 7 hooks should count as a win. But people don't see that way. They don't go into survivor match and think "damn, I escaped but I've been hooked twice, I've lost clearly". This approach goes against the very nature of the game.
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@Nun_So_Vile said:
I just chase them out or go afk and let timer do it's thing. Like, I do the same ######### on surv so it really doesn't bother me that much. Sure, any little thing feels bad after losing due to the raw emotion, even a handshake and GG can is enough to tilt some people. Call me odd, but I just find it silly, non-harmful fun, and par for the course. You get the energy you give out, y'know. I ain't clutching my pearls over a TBAG, vault,or locker spam.
Congrats, you lack empathy. You aren't upset about those things, but other people are.
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It's just 3% bro
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Lack of skincare?
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Stupid sexy labyrinth
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60% pickrate of one perk in a game where you have a good hundred means it should be nerfed
the only thing that is wrong about this nerf is how long BHVR waited to do it
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Remnant 2 is a good game, try it
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100 hours per killer and you'll be there, carry on
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3500037#Comment_3500037
Kick the gen and Proxy camp
Scout out the immediate vicinity for any survivors attemping a risky injured rescue, they happen. Widen your search area. On most map layouts you can get to 20-30 metres away without giving up hook advantage, and be able to spot a survivor approaching. You can still reach them by the time the make the save and secure at trade.
At no point is standing still within 16m of the hook the best option. That's just going to force survivors away to regroup, when what you want is to create an opening to bait a risky rescue.
I don't think what OP meant was literal sitting on one place. Just a regular exaggeration.
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Re: standing still can't be strategic
You have a generator 95% done. A survivor is on the hook nearby, halfway on his hook stage. Every other survivor is injured.
What is the right play here?
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Basketball Rebecca skin or riot
Sincerely, all Wesker mains
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Gundam Tanaka for Trickster throwing hamsters instead off knives and I'm in
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Hold shift so they can't pick up
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@Sharby said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3491202#Comment_3491202
He had similar hours to everyone else, I could understand if we were gen-rushing or if his first chase cost him a lot so he needed to swap strats for the rest of the trial, but committing to a 3-gen chase at the start and then failing the face-camp is his own fault.
I think this is yet another reason why hiding Prestige/Profiles till the end of the match would be healthier, killers would probably be a lot less stressed and inclined to do something dumb based on assumptions.
Hours mean nothing, they can all be on other killers or even on survivor. Since he's P3 it is reasonable to assume he's not playing Bubba too often (or at all).
You want killers not to see player prestige so they would commit to desperate games more? I mean, sure, it makes sense for a survivor to want an easy stomp game, easy stomp games are fun when you are not the one being stomped, but I don't feel like only survivors should be taken into account in this scheme.
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@Sharby said:
https://us.v-cdn.net/6030815/uploads/GT791WXADZ8K/bubba.jpg
Just adding on another example, dude failed the facecamp and then tunneled THEN facecamped again, gave this excuse.
Why even play killer lol?
The question you should ask is "why is matchmaking working like this"
It's not killer's fault for being in a wrong lobby where he can't really do anything.
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It seems like the devs see this as intended: good survivors play against top 5 killers, bad survivors play against everyone else. This is sad, but what can we do.
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Only for killer. Survivors essentially have 5 perks already, soon to be 6.
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@Sharby said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488347#Comment_3488347
BHVR's inability/unwillingness to put a server in the SA region isn't my problem, and while I empathize with those players, nobody has fun getting artificially high ping that renders most of the game unplayable and thus they shouldn't be allowed to play.
Alternatively they should also let the survivors see the latency of the killer before the match starts so I can dodge if the killer is permanently red knife'd.
Your unwillingness to play against high ping players isn't BHVR's problem either
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@not_requested49 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3483409#Comment_3483409
So the issue isn't haste stacking then, just MFT right?
I wouldn't mind if MFT was disabling in the endgame, that would be a solution too.
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@Ariel_Starshine said:
Notrly. Most groups don't make it to end game and is a wasted perk slot.
We are playing different games I feel.
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I have two problems with MfT
1) It stacks with Hope making survivors almost invulnerable to non-speedy non-ranged killers in the endgame
2) It has an additional very strong effect: giving a survivor Endurance when they pick up, which should be a separate perk
So, is 3% an OP thing alone? No. Should MfT stay as it is? Also no.
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If the killer knew where the last survivor is, why shouldn't he slug you? 4 kills is better than 3.
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@Frogsplosion said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3484875#Comment_3484875
There's a big difference between someone who plays 8 hours a day and someone who plays 4 hours every 2-3.days
You guys play 4 hours?
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@not_requested49 said:
https://forums.bhvr.com/dead-by-daylight/discussion/383516/mft-hope-is-busted
I like how people say haste stacking is the problem yet nobody cared about it before MFT..
Well, there wasn't so much good haste perks to stack before MFT?
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@Devil_hit11 said:
killer have ability to open exit gates in the end game to start EGC. you cannot hold killer hostage.
That's the same thing as saying that survivors can kill themself on the hook, so camping is not a problem
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@Seraphor said:
How much can they cover with just Hope?
It must be at least, I dunno, 140 meters? Isn't that still longer than most maps?
Is Hope on it's own a problem?
it is 152 meters.
So MFT gives you 44% more distance.
Imo, this is too much.
Hope alone can also be a problem, but it isn't THAT bad alone.
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Doctor is the most fun killer for me, followed by Wesker, Legion, Nurse, Nemesis and Oni. I want to like Trapper and Dredge, but getting stomped makes them unenjoyable (it will be worse soon).
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If you 8 hook everyone and let them go this is a legit smurfing - MMR counts it as a big loss. It doesn't count hooks. More so, if you let survivors with lower MMR leave, your MMR sinks more.
So yes, if you do it a lot your MMR won't raise.
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Definitely not a troll account
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@Jangles said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480129#Comment_3480129
Username checks out
Womp womp
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@Jangles said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480064#Comment_3480064
It's the same hook. The gens didnt walk off by themselves. The killer finds a good set up and sits there, as soon as a survivor walks in they get chased and downed in the deadzone. They then get tunnelled off the hook and set into the same deadzone, then again until they die. The survivors are unable to alleviate pressure from the killer because they have no reason to leave the area or gens. It promotes boring and stagnant gameplay.
Why that survivor gets downed in a deadzone then gets hit off the hook and downed while still being in the range of the same hook?
If you make a play that bad killer deserves to get an advantage on that, there's nothing wrong about it.
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@Jangles said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3479397#Comment_3479397
You can still just hook someone in a deadzone, walk away then constantly force a trade. Its low risk high reward.
So, the killer isn't camping a 3-gen
Survivor gets downed in a deadzone
And then he gets unhooked
I see no problem here and no reason to punish killer for survivor's mistake of going down in a deadzone
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@Jangles said:
The reason hooks break is so you cant just camp a 3 gen in a deadzone and constantly have a survivor in the same place.
So, after the anti-camping mechanic goes live, there's no reason for hook breaking to stay
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If you have 90 ms ping and killer has 90 ms ping you can be hit from 0.72 meters behind you. And there's nothing that can be done about that, its connection lag.
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A hint for you: run Plaything Pentimento with Devour Hope, maybe with Undying too. That way at least two Pentimento totems are guaranteed.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3477317#Comment_3477317
I use it with Ghostface and Pig. Wraith could also benefit from it quite well as a stealth killer.
Those are also exceptions, Pig has basekit slowdown, and Ghostface is the only real stealth killer.
Wraith is a different matter though, his stealth is for stomping newer players who don't pay attention and don't know where to run when they see him.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3477225#Comment_3477225
Knowing exactly where survivors are and actively preventing them from repairing gens absolutely can replace slowdown.
My full aura builds are just as successful as my slowdown builds.
Enough info plus the skill to use it, you can keep survivors perpetually occupied by always having one on a hook, and always pressuring the correct gen.
That really really depends on killer you are playing and the map you are playing. Can Blight, Wesker or Oni go for a full info build? Sure. But you can't do that if you are playing Wraith on Garden of Joy.
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@Aven_Fallen said:
As long as Slowdown-Perks are the easiest Perks to use, this will not change. It is just the fact that Killers can replace a lot of skill needed (as if there is much in DBD anyway) by just dragging out the match as long as possible.
It's not about that.
If you have a lot of experience you don't really need info perks aside from the very beginning of the game, you'll know which gens are important and which gens survivors will try to complete.
If you are skilled enough, you can make your chases end faster.
But no amount of skill or experience can make gens go back or prevent survivors that are committed to gens from popping them fast.
Hence, gen slowdown will always be meta. That's a niche you can only fill with perks.
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@Tsulan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3477138#Comment_3477138
I´m still surprised that so many killers use BBQ. Either they don´t know that BBQ doesn´t give bonus points, or they really don´t want to camp/tunnel.
I use BBQ quite often.
It consistently gives you information you need at the exact moment you need it, not like it's super strong, but it's a nice perk to have if you are playing chill.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3462835#Comment_3462835
If they nerf Blight & Nurse, i am good with this idea. Killers should not get any general buff while we still have both of these killers.
I'm all for nerfing Blight and Nurse. Idk why BHVR didn't do that yet.
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It's time for basekit Corrupt Intervention. Survivors shown time and time again they will bring BNP and prove thyself to pop gens before the killer can find anyone if they spawn together.