Prometheus1092
Prometheus1092
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Well thanks to the buff of hex builds I have experimented with them and was looking forward to using them more in the future as it delayed the match long enough to spread hooks. But clearly it's going to be nerfed due to sheer number number of complaints so when it does it looks like it's back to tunnelling at 5gens, camping and slugging as hex builds will be useless yet again.
Survivors claim to hate these tactics but yet they fight to get anything that helps steer a killer away from them nerfed.
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@Lixadonna said:
Sorry you can't handle High MMR. Maybe get good instead of blaming an Offering.
To be honest from the OP I would throw that statement of "get good" at the survivors that DC and suicide on hook when they don't get the map they want lol. Surly if they quit because they don't get a map they want then they need to get good.
Seems a little strange to say "get good" when the OP wasn't even saying they were losing lol the killers might be dominating on these maps for all we know 😂
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Simple answer, tunnel, camp, slug.... Survivors might not like it but in high MMR with 4 person swf thats actually good on a survivor heavy map I'm doing what I can to get the kills lol. If I concentrate on tunneling and slugging worst case scenario I get 2k best case scenario I get 4k. If I let my concentration slip and lose track of my target messing up the tunnel then it can lead to a 4 escape.
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Im not seeing an issue with hexs, I tried it out and failed badly so I put it down to me just being bad or inexperienced at hex builds and I tried survivors for 6 hours. A came across a few hex builds where people just couldn't cleanse anything and ended up getting hooked multiple times before a single gen popped. But I found the matches where survivors pretty much ignored the totems and worked on gens were a lot better. Bare in mind I was playing soloq, many survivors escaped just by not wasting time on totems. What I learned was that survivors that know how to play well can still counter hex builds without having a hex counter perk. It's possible these killers also sucked at hex builds and that's why so many escaped, maybe if the killer knew what they were doing then it would be a different story but all I can go off is what I have experienced so far. And that is basically ignore the totems if a full hex build is in play...works for me as survivor as I'm not even good at playing survivor
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@Dwight_Fairfield said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3849608#Comment_3849608
It's easy to stalk and not have them see you because you're far away. Plus as a survivor you don't know what team mates he's been stalking or for how long. You're taking an awful risk running up into his face. I don't doubt you ran up to a Myers and did that but I am calling skill issue on the Myers' part there. But then a lot of Mikey players make foolish mistakes like that when it comes to utilizing his power. The most common one being popping tier 3 when you can't guarantee a fast down instead of making sure you have them out of position or have caught them off guard when you pop it.
Aside from my own personal experiences playing him extensively since the update I have yet to see any gameplay from any content creator or streamer in general who has been struggling to get stalk off survivors. A lot of videos have been posted showing how doable it is. I'd love to see some evidence to the contrary.
Saying all that I do still think they should buff the up close stalk multiplier, but only because indoor maps exist and can make it needlessly awkward. On indoor maps Myers should be at his most threatening. It's still doable but it shouldn't be as awkward as it is.
I agree soloq players don't know who's been drained or not but the issue is swf with Myers. They can share info solo players can't. I used to get 3/4k very regularly but now that's just not happening. Standard Myers can cope somewhat but the double iri combo has definitely been nerfed so much it's worthless now.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3849711#Comment_3849711
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3849715#Comment_3849715
This counts for the both of you: Hexes are supposed to be balanced by the fact that you can lose them. If you remove that, the perks become broken. Yes, there's something to be said for bad totem spawn logic, but that's no reason to leave things in a state that's just broken in the other direction.
But you can lose the hexs, albeit very difficult but it is possible. If anything it's an issue with face the darkness or totem cleansing mechanics. But thrill perk buff is great and pretty balanced imo especially as totems don't prevent gens from being completed. It's about balancing time better, work out if it's worth spending time to deal with hex or just concentrate on gens. This will differ on the situation, killer, map ect.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3849687#Comment_3849687
Why do you need to counter certain hexs?
Because Ruin adds a metric ton of slowdown for a killer who keeps decent pressure, and Devour Hope can close a game out extremely quickly once it gets stacked up. These are hexes that -must- be cleansed.
Again I don't see the issue, it's better this way than how it has been.
It's better for killer only, for the game as a whole, it isn't. Underpowered perks are always categorically less of an issue than overpowered ones, otherwise Invocations would skyrocket to the top of the charts in terms of priority.
As others have said killer can't be everywhere, it's hard enough defending gens alone but defending totems aswell as gens and downing survivors? It's a lot for a killer to juggle
Don't need to defend gens if survivors are stuck on totems.
Ruin adds a much needed slow down to the already too fast gen speeds. My point is if people worked on gens then the killer would need to defend them and totems. Personally with the way totems spawn currently I think this buff is fair. I'm fine with nerfing it if they did something about the spawn locations so survivors can't spawn in right next to a hex and disable it before it actually has any effect.
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@heavenly_savage1 said:
no just they need to do something about tunneling and camping straight off hook, it takes no skill to sit and proxy camo a hook just so you can slug everyone to get the free mori at the end…..killers do not want to take chase or anything like that anymore
Maybe killers don't want to take chase because loops have become increasingly difficult and time consuming so when they catch someone they need to keep hold of them. And gens fly so fast a killer often feels they need to camp, slug, tunnel. It always baffles me how survivors say "no skill" to use these tactics but a killer can only chase, camp, tunnel 1 person at a time.... The other 3 are (or should be) doing gens which takes no skill. I would also add that it takes no skill to run from pallet to pallet in some cases especially with windows of opportunity. I can't speak for all killers but I know from my experience as killer I used to spread hooks and play by survivor rulebook. But since gens have popping crazy fast and constantly going against well coordinated swf teams I have been tunneling, camping, slugging.... whatever I need to do to get the kills.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3849661#Comment_3849661
You need to counter certain hexes, which typically involves cleansing them.
But current thrill makes the cleansing part either very difficult, or with the right killer perks or playstyle downright impossible.
Hexes are supposed to be map wide effects that have the downside of being cleansed and removed, but this offers a fairly simple way for killers to remove that downside entirely.
Not acknowledging that fact means you're either not considering the immediately obvious implications here, or you simply don't care and want hexes to be permanent regardless of what game balance would look like.
Why do you need to counter certain hexs? They are not stopping people from doing gens. Even with thrill totems can be cleansed...not impossible. Again I don't see the issue, it's better this way than how it has been. Hex totems spawning right next to a survivor at the start of the match which negates the hex effect immediately. It's balanced the game imo as now hex totems actually work and mean survivors have something else to do other than speed rush gens. As others have said killer can't be everywhere, it's hard enough defending gens alone but defending totems aswell as gens and downing survivors? It's a lot for a killer to juggle
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I don't see the issue, no one is forced to do the totems…You can ignore them and do gens. It's interesting that people say it's an OP perk now but people were fine with the way totems spawn in a survivors face when the match starts meaning the hex gets disabled right at the start and had no effect at all.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3849359#Comment_3849359
Even so, we're talking about a couple seconds of blindness, which in the case of either flashbangs or flashlights requires the survivor to give up distance at a pallet, or gen progress to lurk for a pickup, for the survivor to even attempt.
The killer perk that deals with this grants full immunity to blindness with no restrictions: there's no ramp up tokens, no charges, no "earning it", just equip the perk at full value all match. And at least this is a PVP interaction: the killer and survivor are interacting, and the killer has methods of counter play base kit as well (just look up, listen for survivors, etc).
Most survivor perks are to counter base kit abilities for killer. Camping, tunneling, and slugging all take no perks on the killer side, and require perks for survivors to deal with them. And even then it's not immunity, it's "partially, but not even fully mitigate the damage" and sometimes only exactly once per game with heavy restrictions.
In this case, something like counterforce doesn't even come close to breaking even with thrill. The numbers don't add up here, and even at max stacks thrill is overpowering the "counter perk". It's just mitigating the damage, barely at first.
And this isn't even pvp. The killer just equipped the broken, overtuned thing in the lobby and now survivors have to deal with the frustration of PvE objects. We had basically the same thing with gen kick meta, only now killers are incentivized to "defend totems" instead of "defend gens".
The survivors are the objective, one perk should never be giving this much value, let alone changing the core gameplay away from PVP to this degree.
In some cases yes it is a couple of seconds of blindness but in many cases it's spending considerable amount of time to down a survivor to then have that time taken mean nothing due to a flash bang save so have to spend more time chasing them again. As far as PvP goes, survivors objective is gens to escape, not interact with the killer so having something to discourage PvP on the survivors part makes sense.
To be fair gens pop so fast these days it's nice that survivors get slowed down by totems. And the locations of totem spawns is so messed up and not hidden, survivors spawn right next to them sometimes an would disable the hex right at the start of the match. That made hexs worthless. With thrill it gives hexs value, gives survivors something else to work on other than speed popping gens. So in this case thrill perk is the counter to base kit speed progression. If gens didn't pop so fast at base value I don't think thrill would be as strong as it is, but it needs to be strong to counter the gen speeds.... something was needed thats for sure
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@Dwight_Fairfield said:
I've yet to encounter a survivor stupid enough to run towards me when they see me rather than away because they have no idea how close I am to popping tier 3.
But if you think running towards Myers is a viable strategy then please spread the word. Run towards him. Let's see what happens 😁
To get close to popping t3 you need the stalk... I've done it myself. Ran up to Myers so he couldn't stalk me and hid by a loop so he couldn't catch me. He was forced to abandon me and find someone else because I was too close for him to do anything and he was no where near T3
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@Autharia said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3849350#Comment_3849350
killers can also see survivors items before the match start so they can at lest get the chance to counter play.
Killers can't see if survivors have flash bangs or that annoying perk that guarantees flashlight from chest (which many seem to use as it makes the killer think no flashlight so light born not needed)
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3849353#Comment_3849353
I thought you meant going for a pick up. In that case you can reliably (sometimes I think it bugs but rarely) avoid being blinded by facing walls. You can’t avoid being blinded during a pallet break though but at least most pallets are kind of mid so you can usually get away without breaking them
Ye walls help avoid it but in open maps like cold wind farm where there are no walls around then it's a case of eating the blind or don't pick up unless lightborn is used. That's why I use lightborn very often and if I don't then I slug because I know what's coming if I attempt the pick up lol. I have even been blinded when grabbing someone out of a locker and caused them to get free, again unavoidable due to the animation of grabbing them.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3849350#Comment_3849350
Technically killers can avoid blinds without lightborn and lightborn doesn’t prevent the deafening from flashbang; just the blinding (possibly the stun? Not sure if that’s linked to the blinding or the deafening)… that can also be avoided without actually using lightborn.
Not really, the second a killer hits a pallet there is no way to avoid being blinded due to the animation of kicking pallet. In open maps it's much more difficult to avoid it as there are no walls to face. When going for the pick up it's unavoidable too unless the killer doesn't go for pick ups and slugs
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@vBlossom_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3847994#Comment_3847994
How about no?
Why killers have counterplay to everything but I have to bring anti-totem perk to have slightly chance to have normal game or have no use from it at all?
That's what killers have to do with lightborn... Use a perk to counter survivors but there is no guarantee that it ever gets used in the match if people don't have flash bangs or don't pick up flashlight. So ye use anti totem perk and hope you get a use out of it
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@Dreamnomad said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3849222#Comment_3849222
The same thing you should pretty much always do when a survivor is doing a good job of stalling you. Break chase. Try to find someone else to stalk.
As I have already said, doing that doesn't work on experienced survivors because the next survivor will do the same thing, close the gap between them and Myers and rush to a loop. Repeating this process means gens get done and Myers spends whole match abandoning chases. This wasn't an issue before... Could stalk when at a loop then when stalk at max myers can abandon that survivor and look for another one while T3. So my question is what does Myers do when he abandons the chase, finds another survivor and they do the same thing? Still in the same situation of being in a loop and can't stalk.
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Im still yet to see anyone actually explain what Myers is supposed to do in a loop scenario. Before the only advantage was that if a survivor looped Myers he could stalk them as he has no anti loop ability. At least being looped wasn't all that bad. Now stalk is so bad up close what does Myers do when a survivor runs closer to him straight to a loop location? Can't stalk efficiently and no anti loop.
This is what's happening in my matches, survivors are deliberately closing the distance and hiding by a pallet knowing Myers can't counter it and can't stalk. I have taken the abandon chase approach but that leads to a survivor getting away for free and the next survivor I find does the same thing. Imo as killer and survivor I found matches way more engaging and fun before. It was actually creepy to see Myers staring at me doing a gen through a gap in the window. Now when I see Myers stalking me he's on the other side of the map and I think 🤷♂️ just move to the other side of the gen and continue because he won't get close with that awful stalk.
On top of that, double iri is now useless. One would think have 2 of the rarest add ons in combination would be pretty strong (which it was before) but now it's the worst thing a player can do.
I have found some success against soloq with unlimited T3 but the experienced swf players steamroll this new Myers.
Also the indoor maps make getting distance very difficult, the outdoor maps have so many obstacles between Myers and the survivor it's pretty easy to block line of sight when he's so far away.
I enjoyed Myers before, mained him, p100 him long ago. But this new Myers isn't for me.
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@VortexVentamy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3847414#Comment_3847414
You're saying the Myers changes are a nerf… specifically to double iri "play style"? The two perks that got nerfed because they felt a bit unfair?
Personally I find these changes to be a buff to Myers, it is so much easier to tier up and stalk from a multitude of maps. In addition to this if survivors are running away I actually get more stalk faster. If they are breaking line of sight then they are simply playing correctly, like how Myers has always been.
If anything Myers is more stealthy thanks to these changes, simply '99 before going into tier three though this is assuming you are playing normal Myers which I guess may not be the case.You said it yourself "if survivors run away" I'm yet to see anyone address the clear issue being if they don't run away and go to a loop location. What is Myers supposed to do in that situation? That survivor is safe from being hit and safe from being stalked. Almost every killer has an anti loop mechanic, Myers doesn't. The only advantage he had was when in a loop situation he could build stalk. Now he has no anti loop like always and can't build stalk when close.
Personally I'm finding the rework a nerf based on my experience of playing Myers and also my experience of going against him. I used to get 3/4k regularly and matches against him were often pretty tough. Now I'm seeing a different picture....if that's not a nerf I don't know what it lol. Its unfortunate but as long as this new Myers is in play I won't be playing him.... I will use PH
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@DyingWish92 said:
https://forums.bhvr.com/dead-by-daylight/discussion/433694/myers-rework
I disagree. I've had multiple games now where I use Lethal on him and I have my tier 3 99d within seconds of the match starting because I stalked the survivors from a mile away without them even knowing. I'm having an absolute blast with this rework. I seriously think people have no clue how to use him at this point because this IS NOT A NERF!
I'm refering to double iri play style. It takes way too long to build up stalk due to survivors deliberately getting up close hiding behind a loop knowing stalk is useless at that distance and also knowing Myers has no anti loop. Stalking unseen is great going against solo but in swf teams it's really not possible to stalk unseen from a distance especially on certain maps like Hawkins. It is definitely a nerf due to survivors ability to counter it. At least before if a survivor tried looping Myers then it meant he could build stalk. It's just a matter of time before more and more survivors learn to counter it like they have in my matches as I'm always going against swf. I have tried survivor and been up against Myers a few times. It was 3 escape each time, it never used to be the case before. It used to be "oh **** it's Myers".... Now it's "easy loop Myers"
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@TheDavidKingMain said:
Why are survivors just not allowed to have strong perks anymore? This is actually ridiculous that killer mains have such control over the community that that they can get shoulder the burden, an anti tunnel perk with 2 SIGNIFICANT DOWNSIDES, nerfed before it even hits live servers.
Can’t say I’m surprised though, we all saw this happen so many times before. DS, dead hard, MFT, ADRENALINE! (seriously why did ADRENALINE need a nerf????) Why even buy the new survivors when their perks are so bad?
Survivors don't need any perks to loop killers, I've seen loads of survivors go into a match with nothing and just run circles around the killer especially an M1 killer. But the reason survivor perks gets nerfed isn't due to the killers complaining about it it's due to the swf taking advantage making a strong perk an incredibly OP perk. Fact is perks are stronger in a swf so if they are strong in solo then it makes them too strong in swf. Blame the swf not the killers lol
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I played the first 2 v 8 on both sides (had to endure the long wait times to try it out). The second 2 v 8 I haven't played killer once in 2 v 8 or 1 v 4 due to long wait times, but I have played survivor to get some past tome challenges done. If they do another 2 v 8 I will probably give the game a miss for the duration as I don't enjoy playing survivor as much as I do killer, certainly don't want to spend 2 weeks playing exclusive survivor.
Im glad it's coming to an end and glad the free weekend is done. Maybe 2 v 8 should be a weekend event along with free weekends or even 1 week? But 2 weeks is a bit much. hopefully the game can get back to normal soon so I can play killer more than once or twice at a push per hour.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3842497#Comment_3842497
I highly doubt that perk will get enough usage to affect killer strategy. Slugging to avoid DS back in the day was common because DS was common so people just assumed there was at least one in every lobby. On lobby without an obsession (and therefore without DS) it was common to see killershave a completely different playstyle. I dont think THIS perk is going to be used enough to be something killers actively try to avoid.
I hope so, as a killer I don't want to see this perk get used in mass but also as survivor I don't want to give killers another reason to slug. But I think many will want to try it at first at least so I think killers will be slugging until the novelty of using the perk wears off
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I think people should get used to being slugged because I think it's going to sky rocket when the new perk to share hook states is released
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@CakeDuty said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3839452#Comment_3839452
I don't see why anyone would stand in front of a cage, teabag, point and wave at me from when I get hooked till I die after 2 minutes. Didn't let the other survivors that game try to save me, despite showing multiple times she was able to move around. Biggest giveaway, after I died she did it to another survivor. Killers ignored her, just nodding at her while she nodded back at them.
TBF I played a match where it bugged me and another survivor... The other survivor was able to move on the spot, point, crouch but couldn't be healed and they couldn't move from that spot. After a while a cage with another survivor spawned in the exact location of the bugged survivor that couldn't move. The killer downed the bugged survivor and tried to pick them up but it was bugged so much the animation for picking up got interrupted each time so they gave up and left them bleed out (at which point they fell through the map) lol I was watching this take place through spectator mode as I already died due to a similar bug.
Point is, the game is very buggy so it's possible that a griefer might be bugged in some way. But they also might be griefing... Difficult to tell sometimes
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@Unequalmitten86 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3837221#Comment_3837221
But that is forcing people to be in a SWF and that's something that a lot don't want. So if you're playing soloq for achievements that isn't fair to the rest of your time trying for a win.
Not every survivor is part of a SWF and soloq is actually bigger than SWF play, so for you to go in and ruin it is just selfish.
Maybe but if every solo player didn't do challenges then it would be forcing them to be in a swf which like you said, many people don't want. Part of being solo is you go in as a solo player, you have the choice to work as a team or work solo (which is why so many people hide for the hatch). You might be lucky and get 3 others that want to work as a team, but if you want to exclusively play as part of a like minded team then ye swf is you best bet.
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What people don't seem to understand is soloq is individual. Someone might be going for totems or might be going x amount of stuns or achievements. Gens or even escaping isn't always at the top of the priority list for some people depending on when challenge they are going for. In that respect, sorry but if I need to get hook saves for a challenge then I'm unhooking you like it or not lol.
Also if the new perk comes into play, expect more slugging, so there won't be as much suicides on hooks
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I don't think it will have much effect on tunneling. Soloq players are the most selfish players in the game (as a generalisation). I doubt people will give up their hook stage to keep a random players in the game especially when they seem so adamant to get the hatch.
It may be useful for swf but if 1 survivor doesn't last long in a chase while the others can loop better... They would be throwing away a hook stage. Just means the killer doesn't have to down the strong looper as many times.
On top of that, survivors are already complaining about the increase in slugging due to basekit mori. If the perk had any effect then it would just further the need to slug. I mean why hook people if it makes it harder for the killer? Slug them and bypass the whole problem.
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Ye that's not going to happen and its not taking the game hostage as there is a timer so it does progress the match. It's not like the killer is body blocking you in a corner preventing you from doing gens or dying, that doesn't progress the match and is holding the game hostage. I'm not sure why people can't understand the difference smh
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@Valuetown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3834358#Comment_3834358
Anyone chooses how to play the way they want. If you think you have to play "sweaty" to get your "regular" 3/4ks, that's your choice. It's a pvp game, you have to outthink other human beings if you want to win, and that does require effort. To say that you'd prefer bots because it's "less sweaty" sounds like a grass greener on the other side situation. Winning versus bots as opposed to humans is not anywhere comparable to being rewarding, and that "thrill" you might have not worring about the minutiae will wear off extremely quickly.
Im just saying I would happily play bots sometimes, maybe not all the time but on occasions I would like to have an easy going match and still get the BP rewards and do tome challenges. On the odd occasion where people have quit and I'm left with bots I have enjoyed the match. Just saying that if survivors think quitting the game will make things unfun for killers then from my point of view it won't as long as I can get BP and challenges and achievements.
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@smurf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3834128#Comment_3834128
You often slug for 4k? I don't even understand how it's fun for the killer to hunt for the fourth survivor in that scenario. And it's almost definitely not fun for the survivor. There's no realistic chance for the fourth survivor to save the game or even have fun in most slug for 4k situations. It's like hunting a completely defenseless animal in an enclosed arena; there's no sport in it. And it makes the endgame pointless and drawn out for the survivors.
Also, the game isn't just killer vs whole survivor team, it's actually killer vs team and killer vs every survivor. If the killer has sacrificed two survivors, that doesn't mean they've sacrificed every survivor in the match. It's actually pretty often the case that one or two people in a team are better loopers or have better game sense than others. The killer can choose to take out the weaker links, but that doesn't mean the remaining players have have been bested by the killer.
Hatch exists for two purposes: (i) to give the last survivor a reasonable chance to escape, both because they may not have been outplayed and because it would be pointless to play the end of the match without it in many cases, and (ii) to prevent the endgame from being a long drawn out forgone conclusion. Both those purposes of hatch are being bypassed when someone slugs for 4k.
Slugging for 4k forces the remaining survivors into a scenario where they have practically no hope of surviving and are forced to endure a hopeless situation for several minutes, even in some cases where they've clearly outplayed the killer. To stay on point with the thread, the finisher mori only encourages that behavior more by giving a reward once the 4k is obtained, regardless of the methods used to get it :(
It's definitely something that should be prevented if BHVR wants to improve the experience for most players.
It's not fun to spend ages hunting for the survivor but it works both ways, if the survivor doesn't find it fun and is helpless then they have the choice to not hide and get the match over with. They actively choose the unfun way of hiding it out for the hatch so I took pick the unfun way of hunting them down to get the 4k. Slugging for the 4k doesn't force them to do anything, they have the choice to come out of hiding if they want to.
Also the purpose of doing gens gets bypassed by survivors that refuse to do gens all match and just want the hatch. So to counter it yes I try avoid hatch from spawning. My point is as it stands the hatch isn't fulfilling it's purpose and encourages killers to slug, encourages survivors to neglect gens, encourages hiding in 2 v 1 situations. Even if mori was removed I think people would still slug the 3rd especially after the 2 v 1 hiding situation has got worse alongside slugging (survivors trying to avoid giving killer the mori)
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@Valuetown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3834043#Comment_3834043
You could just play custom bot games instead of ignoring the issues half of the other 99.999999999% of players who just want fair pvp matches which we currently do not have.
I'm not sure why anyone would want to play a pvp game and wish it was pve unless it was due to a skill issue.
If it gave achievements, challenges and BP rewards I would play custom games and v bots. Being as I'm getting regular 3/4k I wouldn't say it's due to skill issue lol. Bots don't suicide on hook, or don't rant post match or hide for the hatch in 2 v 1 situations. Like I said it's more casual and I'm not pressured into playing sweaty to get the kills.
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@GoingToGetDwight said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3834135#Comment_3834135
Might as well move hatch then sense all you killers will be doing that either way make us run around with our heads chopped off around the map till you finally catch us.
Pretty much what I been saying for a long time. If survivors can't do gens it's time to admit defeat and move on to the next game. Hiding out for the hatch just results in killers doing what I do or potentially dragging it out to server end time where both survivors get sacrificed automatically. No hatch means no reason to hide in 2 v 1 situations and no reason to slug the 3rd survivor to find the 4th.
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@GoingToGetDwight said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3834128#Comment_3834128
The hatch does not result in lost mrr and does not result in a loss, its not fair that you do that.
The hatch prevents a 4k. That 4k gives a lot more BP than 3k and possibly needed for adept achievements. Hatch results in neutral MMR for the survivor, maybe that's the issue. They are staying neutral in a MMR bracket they don't belong, if they went down then maybe they wouldn't go against brutal killers and they can get gens done so hatch wouldn't matter? Just a theory. But regardless, hiding for the hatch depriving killer of a 4k for the sake of maintaining MMR isn't fair.
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@GoingToGetDwight said:
Just had a game where some wraith went looking for a dwight on the other side of the map for a mori 4k
I often do that. I had a match where there I pretty much took out 2 survivors by the time 1 gen was done (they were both trying to go for saves near eachother). I ended up carrying the 3rd survivor around the map to find the 4th. In that situation I won the match hands down so like hell I'm going to allow someone doing nothing to get the hatch.
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@Autharia said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3834053#Comment_3834053
Even in higher MMR its still killer sided only slightly less then lower brackets. With the numbers BHVR put out and if you believe the numbers haven't changed in the past year comment it still is.
It's supposed to slightly killer sided that's what the devs aim for that's why I said balanced. The map can play a part in making it more survivor sided if it's a survivor sided map but generally it's balanced around swf. Balanced being slightly killer sided.
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@GoingToGetDwight said:
I have a feeling the mori update will kill the game, because the hatch is not even allow anymore due to the killer not bothering to put the third survivor on the hook and just look for the last person, tunnelling is on the rise like every game now. i don't think this is good for survivors in general. the game is way too killer sided now days please dont mention swf they are irreverent.
I know you said don't mention swf but from my experience, lower MMR is heavily killer sided as it's got a lot more solo players. Higher MMR with swf players is balanced... Possibly survivor sided but definitely not killer sided
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@vol4r said:
Killing time is now too fast, too easy for killers. Of course surviviors will push gens.
Too much power was given to killers, so survivors can't play around anymore if they want to have a chance to win.
What came first chicken or the egg? Personally my experience is I used to go for hooks. But gens go so fast these days I just don't have time to find the survivors, chase them, down them and spread hooks. Since gens pop so fast I have been tunneling at 5 gens. Pressure is on right from the get go so I need to keep up with the pace.
If gens took longer I wouldn't feel pressured to get kills so fast. I'm sure others would say killers kill fast so gens need to be quick but in my experience it's the other way round.
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@KA149108 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3833963#Comment_3833963
Yep and killers can slug and hump the lifeless bots to their hearts content 😊 but something tells me it won't be very satisfying 😉
Tbh sometimes I prefer going against bots. I don't get repeated flashlight, flash bang, t bag at the gate, 4 person swf that brings the meta setup of perks and add ons, constant negative post match chat from the survivors regardless if they win or lose. Bot matches tend to be more casual so I'm fine if survivors want to quit playing.
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@drsoontm said:
The hatch is a mechanic that was put in place so the survivors would still be able to do something instead of hiding when they've basically lost.
The EGC is to push them out.
It's luck-based and essentially a pity-prize but it's needed to avoid more miserable game-play.
These mechanics have to stay.
But in 2 v 1 situations the survivors still hide when they basically lost. I had a match tonight where they did 2 gens. 3 gens remaining, 2 survivors remaining.... What did they do? They hid for nearly 30min. So if this situation exists with the hatch being available for last survivor then why not remove it entirely? At least not give survivors a reason to hide for so long in 2 v 1 situations
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@BurnedTerrormisu said:
Just came out of a game with a killer that had 145 pages of -rep on steam. I don't think badges will do anything to improve the situation.
-rep means nothing because people get a -rep just for playing in a way the opposition disagrees with...toxic or not. Tunnel, camp, slug, use noed, more than 2 aura perks, get 4k, use a killer they don't like can result in -rep
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@Ayodam said:
Bodyblocking is preventing the killer from hitting another survivor and it’s valid in all context. Blocking a survivor in is not body blocking, that is taking another player hostage and is against the rules—even if that person is a cheater. Record and report the cheater, do not yourself break the rules to ‘hold them accountable’ as you then become liable for that violation.
With so many cheaters getting away with it and not being banned I don't think my 2 seconds of "oops im in your way" would be liable tbh. As it was a matter of like 2 seconds and easily could be dismissed as an accident (lots of survivors get in the way during a chase). I would be more liable for helping the killer tbh but if BHVR want to ban me for it then I would happily take the ban and move on as if they ban for that then it wouldn't be a game I would want to participate in playing with.
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I stand by my opinion that hatch should go completely. No hatch means no reason for 2 v 1 stand off, no more extra chance at escape (that doesn't even count in win rates) and no reason to drag the match on any longer than needed. Survivors should do gens and escape via gate. Failing that it's match over, they get sacrificed, better luck next match. Ye they could still hide the match out but there would no reason to other than being toxic (server end game would mean they get sacrificed anyway). Bottom line is, if there is a hatch, the killer will slug just before it becomes available. If hatch spawned at 2 survivors left killer would slug 3 survivors. People already hate it when killers slug but part of the reason is the mori system but its partly due to the hatch too.
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@iloveandhatethisgame said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3831751#Comment_3831751
imagine complaining about hatch.
Why complain about it when killers can play around it by slugging which gives more time to find the last survivor? Down the 2 then hook the 2. Longer it takes to find the the last survivor is more time the other one is slugged. 🤷♂️ No complaints here anyway
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@Dreamnomad said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3831605#Comment_3831605
It would still be faster for other survivors to pick each other up. The timer is negotiable. But slugging as a strategy needs to go away. Killers need to be incentivized to pick up survivors within a reasonable period of time. Forcing players to spend up to 4 minutes of their time spent bleeding out is just unacceptable. I don't know why it has been tolerated for this long. Some pity points isn't a solution.
One way to give incentive to not slug would be to get rid of flashlights, flash bangs and the hatch lol. If a killer can't pick up due to flash bangs ect they will slug. If survivors get steamrolled and hide out for the hatch, killers will slug to get the 4k they rightfully should get in that situation. Slugging is often used as a counter to survivor tactics so maybe look into the root cause of why killers slug and deal with that?
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@Spare_Them_Mori_Me said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3831720#Comment_3831720
True. Now though? Its becoming more common, just like tunneling, etc.
When will people understand that when unfun things happen in small degrees, its usually alright. When those things get an uptick for reasons that can plainly be identified, it will be complained about. This is human.
This has been the way for a long time since survivors started taking the game hostage during 2 v 1 situations
Your bias is flowing, young jedi. It was happening before even that. But nice try!
Personally I've only started doing it since the 2v1 situation got out of control lol. Before that, it never benefit me to slug.
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Why are people making out this is a new thing? People slugged for the 4k long ago. Slug the 3rd to find the 4th before hatch can spawn. This has been the way for a long time since survivors started taking the game hostage during 2 v 1 situations
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@Autharia said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3831260#Comment_3831260
They don't cause its rare to see the endgame collapse in SoloQ, and if it is just just leave the hooked for escape.
I seem to go against swf more than solo these days which would make sense being as they sweat all match then suddenly it all goes wrong right at the end.
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Ye solo could with more ways to communicate with the team. It could be mics, if that's an issue then just mute but the choice would be nice. I played TCM and i don't like using mics that much but there was 1 guy that was calling everything out so even if there was no communication from the rest of the team, we all knew info we wouldn't have known if that guy didn't call things out.
Or it could be standard text communication on like a wheel to simply say "going for the save" or "######### has lightborn" it won't solve the issue soloq has due to many solo players trying to do challenges and adept and generally no help to the team but it would help in many situations.
All survivor perks shown at the start of the match would be useful too. It would tell solos if they need to free someone from the hook or if they have perks to free themselves or if someone has a boon perk it would let others know not to go getting rid of every totem in sight.
They started heading down the right path by letting survivors know who's on gens who's in a chase and how much gen progress people have on the gen they are on. But that's as far as it went.
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Im surprised no one has mentioned a build with noed... 9/10 i have used noed there is at least one complaint of using it.
But I have noticed people often don't like double iri Myers with play with your food, trail of torment, tinkerer and corrupt intervention.