RpTheHotrod
RpTheHotrod
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@ratcoffee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3630053#Comment_3630053
Also if someone gets 8 downs in range to surge a gen, and the gen is being worked on (surge doesn't apply to an empty gen), *and* the gen was still not completed over that time, that's called camping the gen, that is indeed the scenario this was made to counter
Not necessarily. If that's the only gen the survivors are giving attention to, then there is no other gen to bother defending. Killers are expected to just go sit in a corner afk while the survivors work on it? Defending gens is literally one of the things killers are supposed to do. What's lame is when they park their butt at a 3 gen from the beginning of the match and never leave, but if survivors are all barreling onto 2 or 3 center gens from the get go, the killer is just suppose to accept the fact that he will be forced by the survivors' hands to hit his 8 early on and have to just hand the gen over? That's a ridiculous notion.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3630052#Comment_3630052
On the other side of the coin, tunneling out a survivor shouldn't be as rewarding as it is.
If a 'dead' survivor could still have a minor impact on the game, it would make early sacrifices less impactful. Still favouring the killer, but not as much.
That's not really the same as punishing the killer. You could just as easily say: "why should the remaining survivors be punished for their team mate dying too early?"
I'm not sure what a 'minor impact' would look like though. It would have to be carefully implemented.
As a killer main, I also hate tunneling. I'd like there to be some sort of anti tunnel system in place, but every time something happens, survivors find a way to weaponize it. No one uses off the record, for example, to avoid the killer. They use it to bait the killer into chasing them since they have an extra health state so the killer loses a load of time.
Frankly, if 5 gens are not done yet, they need to simply have an unhooked survivor get wrapped up in an invisibility effect and lose all collision with players, make no sound, no blood pools, no scratch marks, and cannot interact with ANYTHING for 10 seconds. This would give them ample time to vacate the area and away from the killer to allow for a reset but also prevent them from weaponizing it with free repairs/bodyblocking/etc.
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I made this exact post last week. I'm all for it. Btw, don't forget to spell his name correctly. It's Mr. S̷̥̭̼̣̒̓̓c̶̣͐͘r̷̛͎̣̜̍̓́̔ả̸̝͂͆͝t̵̹̔͒c̶̢̱͒͑̄̈̚h̵͙́͗
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@BlightedTrapper said:
I like the idea of being able to help teammates after death somehow, maybe as a ghost that can buff survivors or hinder the killer like you said. It would also help the tunneling issue if sacrificing a survivor wasn't a pure buff to the killer for the rest of the match.
I get the intent, but I'm not a fan of being punished for eliminating a survivor.
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It pretty much breaks the game in the hands of a dedicated flasher. It also makes every pickup unsafe if survivors go down at a pallet. I'm not sure what BHVR was thinking XD
The only counter is to pick up survivors near a wall (or have lightborn), but the problem is that it is 100% in the power of survivors to choose if they go down at a wall or not. Know you're going down? Move away from the wall or just go down at a pallet. A background player can cross half of most of the maps in 5 seconds - it's that ridiculous. As long as they tail behind the killer a bit, and the survivor going down knows not to go down at a wall, that survivor is guaranteed to be saved. The killer can only slug, and the BG player can be well out of range for the killer to be able to know where they are hiding, and even if the killer knows where they are, they are far enough to simply run off. The killer in either case has to slug. If he goes back to the slugged survivor, the BG player merely follows.
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@Cryopier said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3629952#Comment_3629952
You mean you'd be upset if you couldn't proxy camp and pretend you're checking on other objectives?
Project much? If you're going to blindly accuse people of playing in some way you don't agree with, at least do your homework first. You're welcome to accuse me of proxying all you like here:
https://youtu.be/iLlaif9byH0?si=5LuHt54B_WRZF51w -
If you meant anti facecamp (there is no anti camping feature in the game), then I'd be fine with it filling faster if the range it triggers is reduced. I never camp hooks, but I'd be upset if I just happen to be walking nearby (mandatory in some maps with halls and such) and it triggers.
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@Alice_pbg said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3629620#Comment_3629620
wasn't it bugged? I saw somewhere that it was. not sure if they fixed it, I would assume so...
They said it was fixed a few days ago. Not sure when the poster did his test. If it was the first few days of the ptb then yes, the feature wasn't actually implemented yet.
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3626564#Comment_3626564
No, you're disingenuous my point.
- Survivors get beaten hard that 1 die at 5 Gens, should the other 3 survivors have 50% chance to win the match, by at least 2 or even all 3 escape?
- Killers get beaten hard to the point 4 survivors not on death hook, being healthy, many pallets are still around, Medkits still not being used yet. Should the killer have 50% chance to get 3 or 4K?
You keep saying the game isnt over yet. While the answer are already clear at both case: NO.
The chance for survivors to get 2 escape is zero percent, its all about 1 escape hatch (or not). The same case to killer, get beaten that hard should never win the game at that point.
If you think killers should have half a chance to get 3-4K in killers' case. You should think its fine that survivors should have half a chance to get 3 escape in survivors' case.
On the flip side, if the survivors are beating down the killer hard where he has barely any, if not zero hooks by the time there's only 1 or 2 gens left, he should get some sort of freebie too like anyone that gets hooked counts as two hooked states? That road goes both ways. Killers are just as legitimate player as a survivor player is.
If we start giving sides some sort of benefit for losing to act as a catch up mechanic, we get all sorts of weird things going on. What's the point of strategizing and playing smart if you can just do whatever since the game will make it up to you? I don't think any of us truly want that. We should not ignore balance issues all in the sake of "Well, they were losing so it doesn't matter."
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@HerInfernalMajesty said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3629434#Comment_3629434
Gotcha. So then they will never put the actual Jack the Ripper in the game but it is possible for a fictional character based off of him to be in the game.
Jacques Ze Nipper
Runs around in a top hat and cloak and nips at you while you run.
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A survivor vault spamming for attention is a survivor not doing gens, rescues, or healing. That's a GREAT "problem" to have as a killer.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3629438#Comment_3629438
Do you mean Unstoppable?
https://en.wikipedia.org/wiki/Unstoppable_%282010_film%29
But yeah, there are some films with Runaway Trains, some of the RL-Events were harmless, some not so harmless. But most of the time the base which used for movies is just an inspiration and someone spins it further and creates the plot for the movie.
I believe that was the film! Huzzah.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3629429#Comment_3629429
based on real events =/= actually real events. This is a difference.
There will never be a non-fictional person as a Killer in DBD. If something is based on real events it is still fiction. (Most of the time things which are based on real events are also not completely the same, but just take inspiration from it)
I remember there was some big runaway train movie. Lots of action, having to change the train track at the last moment to avoid another incoming train from hitting it, trying to slow it down on mountain curves so it doesn't derail, all sorts of crazy stuff. Was based on real events. The real event? A train rolled a few yards down the track at the train station, and the train people had to hop on to put on the brakes. Never even left the train yard.
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Slenderman perk - paranoia. Survivors will occasionally hear phantom killer sounds which could consist of a passing fake terror radius or passive killer sounds for the current killer (ie Myers heavy breathing or ghost face's cloak rustling).
Power - Lasting Pursuit. Slenderman moves very fast as long as he is not observed. Once he is observed, the killer cannot move. However, the longer a survivor observed Slenderman, static begins to quickly fill their vision that only slowly regresses when not observing the killer. If the static becomes too strong, the survivor will lose vision for 5 seconds due to the static. The Slenderman would no longer be observed at this point and can move in to strike. Getting hit will cause the static to quickly dissipate. Survivors that are both observing the Slenderman share static to avoid survivors being able to keep the killer observed over any extended period of time.
Essentially, the survivors POV will have the Slenderman following them but never see him actually move. Every time they glance back, he is that much closer. However they can only glance so much before their screen is filled with static and are in imminent danger. Teammate can help save a survivor from a chase by observing the killer when the other survivor is not, but the time it takes to fill the static is much faster than it takes to regress it.
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@CodeDB said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3629055#Comment_3629055
First of all, thank you! Surge/Jolt was exactly what I wanted to see in use and I agree the game was unusual. That center gen must have been up to over 90% with how much the survivors were trying to push it and just couldn't commit.
That being said, I counted 6 gen kicks and 4 Surge/Jolt procs which were mostly split between the gen near Shack and the gen near the Basecamp (though this map makes it hard to tell with its lack of...well much of anything lol) so I don't even think this game would have used the anti 3-gen mechanic (and nor should it). Gen events could have been a bit closer as you mentioned with the early grab or the hook being a bit closer to the gens but the fact that they weren't I think is a good sign for the mechanic.
While I thought 8 events would be on the high side, I do think examples like these show why it can't be much lower (if at all) than 8. I'll be really curious the number of Surge/Jolt hits on a similar game on a map like The Game or Hawkins.
One thing to also keep in mind, I was only using a single regression perk and nearly capped out what would be my allocated 8 regressions within the first few minutes of the game. If I had been running even a single extra regression perk, the 8 would have been breached probably within 3 minutes of the match starting. Again though, this is primarily at the fault of the survivors for huddling around only that gen, but I don't like the fact that all because the survivors make some poor decisions that I should get penalized for their mistakes.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3629206#Comment_3629206
This is the thing, that many hooks in a short window without any gens completed almost certainly puts the killer in a winning position, or near enough.
The question isn't "can a killer reach 8 regression events?" It should be "does a killer need more than 8 regression events?" And the answer is almost certainly no.
Doesn't matter if it puts them into a winning position. If the survivors are making mistakes, they shouldn't be getting freebie catch up mechanics to give them a chance to win. That's would be like making NOED basekit for killer. (Frankly, I don't like NOED at all to begin with).
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3629142#Comment_3629142
How would it be a punishment?
If they did all heap up on that gen and got it done, you wouldn't have gotten to that number. How did you get to that number? Because the survivors were playing very poorly.
So to me, this kind of reads like: Either the survivors are good and you never hit the 8 regression event limit,
Or you win.
Not necessarily a win. They could have been kicking my ass by also hitting other gens. They had an incredibly lucky killer shack right next to 3 center gens on top of having the center building available for looping. In this example, sure, the survivors totally screwed up, but only because they were an swf obsessed with wanting to do altruistic swarms. If they actually tried, the match could have gone very different, and I would have been completely locked out from one of the 3 center gens. That's absolutely being punished all in the name of "stopping the killer from just sitting at the 3 gens and never doing chases from the beginning of the match" as BHVR claims is ONLY when this would kick in and "normal non camp matches will never reach 8 regression events". That is completely incorrect.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3629055#Comment_3629055
They could have easily knocked out that center gen if they actually tried, and with the other gens spread out like they were, that may have been walking miles as an m1 killer with no map traversal power.
That's kind of an argument in favour of the new system though, because if they had closed that gen out earlier, you wouldn't have gotten to the number you did.
You missed a key isssue, though. IF they did focus it, then I wouldnt have got that number, the the fact remains, they didn't. Why should I, as the killer, be punished for the survivors making a mistake and give them some sort of "catch up" mechanic to help them win?
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I just recently had a match that I had 8 damage events on a single gen, but it was super unusual. All of the survivors were ignoring ALL of the gens with the exception of three center gens (and eventually one far off). They just kept pouring all of their resources into these 3 gens, so they were literally the only gens to even defend. I'd keep popping over to other gens, but nope - all of them untouched. This was even with me running away from the center 3 gens and running off to chase people (despite being a "bad idea")
The first one was technically a grab, but for all intents and purposes, that would have been a damage event via surge otherwise.
This would have actually been closer to 12 damage events if they happened to go down closer to the generator. Many of the downs they were just beyond the range of surge. If I had used eruption, then I would have reached 8 within minutes of the match starting (but then again, I wouldn't pair surge with eruption to begin with).
https://youtu.be/w_PqS6RSC8g?si=AJ8zLm4xB5qKe-jrNow someone might say, "Oh, you won, so who cares?" Yeah, I won because the Survivors were making some serious blunders and also didn't have tool boxes or gen rushing perks. On any other match, this could have easily been a loss. They were more interested in playing altruistic than actually doing the objectives. They could have easily knocked out that center gen if they actually tried, and with the other gens spread out like they were, that may have been walking miles as an m1 killer with no map traversal power.
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@RealAzure said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3627369#Comment_3627369
Yes, they are limited with their kits. However, some improvements can help (like when they gave Trapper haste after setting a trap). I suppose it depends on how creative the devs can get with adjusting the existing kits. Otherwise, we would be talking full kit changes.
I just want ghostie to be able to enter lockers. Useless? Yes. Would be hilariously ridiculous for the meme plays? Absolutely.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3627443#Comment_3627443
Where did you read this though? I don't recall seeing anything from the Devs stating that you get rarer items once you hit P100. Please share where you got this information.
You do. You're stuck at 50 permantely. That means every bloodweb almost always has 2 iridescent items and usually at least 3 rares. You usually have to Prestige then get stuck at level 1 again which is usually just browns and such.
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@Komi said:
It's the same for both sides, neither has an advantage towards obtaining perks as P1 gives the respective character perks to every survivor/killer. All P100 does is give you a pretty icon to show the time you've
wastedspent enjoying this game.P100 does have a benefit - a constant supply of rare and iridescent items.
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@RealAzure said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3626212#Comment_3626212
It really depends on if you have a coordinated SWF or soloQ that you are facing as killer. I will say that once your mmr hits a certain point, it feels like you see more SWFs, at least in my experience. Then again, mmr can also be janky. I have about 1.7k hours in the game and for some reason I got a 9k hour Dwight in my lobby....I have no idea why. That extreme of a case rarely happens to me, but it still made me scratch my head.
I will say that it can be very hard to enjoy weaker killers once you start to get better survivors. I was once a Trickster main (pre-rework), but switched to Wesker because of survivor haste meta. I didn't even move away from Trickster because of his rework. I just wanted someone with better map traversal while feeling rewarding to play. A killer that had good pressure and wasn't a joke for SWFs. A killer that could be considered more of a threat.
A trapper who faces a full SWF is more likely to struggle the entire match compared to a Nurse/Blight that faces a SWF. This does depend on numerous factors (skill level, perks, the map, etc) but overall Trapper is more likely to struggle. I think people forget why there is such a high pick rate for the stronger killers: Because weaker killers can feel miserable to play with the current state of the game.
Exactly. If you decide to pass on the meta and still pick weaker m1 killers, heavy regression or tunneling is almost a must. It sucks, but that's the reality of it. Would be interesting if weaker killers inherently had minor objective control buffs built into their kit (such as adjusted repair speeds). S tier killers would naturally have weaker gen control but lower tier killers would naturally have stronger gen control.
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@Haddix said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3626296#Comment_3626296
lean killer sided = balance persp. vaulting is very strong UNLESS ping is awful, then yes, the server favors the killer.
i don't know about you but my ping is about 30 on average.
hits favor the killer. Interrupts (like being grabbed off a gen) favor the survivor.
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Map offerings should be map bans. Only one ban is accepted per role. If 4 survivors do different bans, only one is chosen.
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Survivors are a powerhouse beyond mid tier MMR. If they are actually being serious, they are probably new.
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I will say I miss when killers were a legitimate threat. Now it's all about trying to get the killers attention so you can loop them knowing you're safe for at least a minute in chase with all the tools provided to you, and even if you mess up, the abundance of second chance perks or for the people+Buckle up combos. Not only that, but they keep having these restrictions applied to them. No, you can't grab someone unhooking. No, you can't stand at that spot...you have to stand way over there. No, you can't hit people off hook. No, you aren't allowed to kick that gen any more. While some of the restrictions make sense (ie basekit bt), we are starting to get a mile long list of what the killer CAN'T do instead of them being some fearsome threat. With all these restrictions that keep getting piled on, killers have to practically ask permission from the survivors to do anything.
Killers are becoming a joke.
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I'd like to have more kinds of traps. Be able to trap lockers, doorways, windows and such but have some sort of visible tell for those paying attention. Keep the party hat limit, but have a separate limit for minor traps that can be active at any given time. These wouldn't kill, but have minor effects such as temporarily blind, exhaustion, or other types of status effects. At worst, they could damage from healthy to injured, and if already injured, cause deep wounds.
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@Krazzik said:
It's nice that you're trying to be a 'fun' killer, I used to be like that too, but everyone who plays killer long enough eventually goes through 'the change'. It'll happen to you.
I'm nearing 2000 hours on PC, and I'm starting to question why I keep being nice. Survivors can be incredibly toxic.
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There isn't inherently wrong with tunneling. Don't worry about it. It's more about if you want to go out of your way to make yourself less effective to give the opponents a better chance or a more fun experience. They aren't entitled to it, but if you offer it, then cool. If you end up tunneling, that's fine, too. If you want to nerf yourself on the regular, then it just takes practice trying to remember who has and who has not been hooked. Frankly, I wish they'd simply add a hook counter for killers. Killers who want to tunnel will tunnel anyway. At least with a counter, killers who want to avoid it can use it to actually avoid it.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3626088#Comment_3626088
Show me these players.
Killers have strategies that are too strong for the average player to deal with effectively. That should be addressed.
On the flipside, if you nerf that, then you have survivors who are too strong for the average killers to deal with effectively. This is a 2 way road. Killer players are just as legitimate of a player that survivors are.
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Survivors are getting stronger and stronger, so playing the weaker killers can be problematic. This is pushing a lot of killers into picking the stronger killers such as nurse and blight.
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@C3Tooth said:
- Fail to find survivors at the same 3 Gens for 24 times.
- Fail to get a hook without getting flashlight/pallet save at the same 3 Gens for 24 times.
I dont know how such that much mistake and killers still think their skill is high MMR and deserved to win. While thinking survivors making 3 Gens themselves should be an auto lose.
Kicking the same Gen for 8 times proof you failed to find survivor, or refuse to chase. You only want to make 3 Gens kicking loops that survivors never have a chance to finish the last one until there is a hook/kill.
The problem with a lot of 3 gen situations is if you chase, then the remaining survivors just pile onto one of the gens. If you chase, you lose the gen. If you don't chase and protect the gen, the game just slowly turns into the survivors whittling away at the gens until you lose the gen or until the survivors just lose patience and give up. Either way, it's a sucky situation. This is of course assuming the survivors dont make a mistake and you down someone during the 3 gen in which you are likely to win. Overall, the 3 gen scenario isn't really fun for anyone, imho. Strangely enough, some of the weaker m1 killers depend on a 3 gen, as they don't have the map mobility to defend gens farther away from each other.
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Confirming what others say. Once you have access to post lobby chat, only then do you get messages from that point moving forward.
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@Heliosse said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3625414#Comment_3625414
It's better than Midwich for you ?
I love both, but i think Midwich is superior, the ambiance is so good there and you have the whole thing.
My problem with Nostromo is that the part in the Nostromo is very tiny, you get a really small Nostromo part that is excellent, the survive pod of Ripley and that's it, the rest is Toba landing-esque (not bad) and that's not super great.
I would say Midwich is better overall, curious about your opinion on the matter.
I do love midwhich, but it also feels pretty....standard? in regards of horror Mao design. Lots of browns and blacks. The Nostromo map goes in a completely different route with blues and whites, a refreshing change of color choice that most of the DBD maps have. Not to mention, the Sci fi look is just so clean looking vs their first attempt with toba's landing.
I do agree that I wish the whole map was on the nostromo, but outside still looks pretty good.
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@Beatricks said:
That's not the real, underlying issue.
Xenomorph for example was a really botched license, the killer feels very unsatisfying to play as most of the time and playing against it also a really meh experience.
Getting an Alan Wake 2 license was actually a really smart move on BHVR's part with the success of the franchise. The real problem starts with player retention.
DBD is unfortunately, in it's most boring state as of this moment. Matchmaking at lower levels is also completely broken with people just starting the game being thrown into lobbies over the soft cap. The in game tutorial is woefully inadequate, the playerbase is hugely toxic, the game is painfully unbalanced and there are no real plans to address any of the issues.
But in a way you are right. Accumulating more licenses will not keep this game alive alone. BHVR needs to step up their game.
One big issue is that this is supposed to be a fun party game, as in playing with friends. However, those who want to bring in their friends in as new players end up getting matchmade with more experiences killers due to that one friend in the group already having an mmr. That means ANY new players coming in to play with experienced friends are going to get punched in the gut every match. That means the only new players that have a decent chance at remaining in the community are solo players...and they don't tend to look into coop type of games.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3625377#Comment_3625377
I seriously doubt you’re a high MMR player. You just don’t give off that vibe. 🤷🏽♀️
I mean, I don't care how you feel. I could show you the thousands of hours, the p100's I run, and the training sessions I have for low to mid tier players, but you're still going to say the same thing, not to mention a call out that I've dumped my mmr by letting the last person escape through the door. High MMR sucks. Allowing people to escape at least let's you kick back and play a nicer killer. I'm just stating how it is at that higher MMR. Survivors are machines at high mmr and BGP will pretty much guarantee saves assuming it is not on cooldown. Every pallet is unsafe, and if they know they have a flasher on their pocket, they are avoiding walls when they go down. You're welcome to watch the upper echelon streamers - you're just going to see the same thing. There's a reason the tournaments ban certain things from being brought - survivors have to have their hands tied behind their back to actually make the matches fair for the killers.
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@CountOfTheFog said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3624824#Comment_3624824
The matchmaking incentives are supposed to be in part due to our MMR, correct?
I play 4 killers total so when it pops up 100% on Killer, how does the system possibly know which Killer I am going to select before pressing the ready button 🤔
I believe it's mostly based off your region. If your region is lacking a certain role, it offers a bp offering for that side to give an incentive for people to pick that role.
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Protection hits are a part of the survivor toolbox. They are expected to do them and even get rewarded with bp for doing so. However, a bodyblock can be an extremely game changing tactic against the killer - so you are definitely putting a target on your back to get tunneled. Think of it as risk vs reward.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3625591#Comment_3625591
Majority of cheaters come from Epic game store due to TONS of free accounts. Once one gets banned, another is used. The loss of progress doesn't really matter.
Free accounts are always the bigwigs calling the shots begging for a massive cheat infestation. They will literally generate 1000's of accounts to cycle through after a ban.
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That's kind of the case with any game with random matchmaking. Unless you all know each other going in and know what each other are capable of and what they'll be doing, you're going to have a random assortment of teammate viability.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3625555#Comment_3625555
Unlike other people, I don't presume to know what my MMR is. I don't try to brag about a meaningless number, but I do take offense to someone insulting my skill level and insinuating I'm not good enough to know what I'm talking about.
I haven't been hit by BGP. I don't see it as an issue except in mid-MMR where players think they're facing high-MMR deathsquads constantly.
Quite the contrary, those of higher mmr mostly is there by choice. After having p100s constantly with survivors using every trick in the book, techs and all, the games are a complete stressful situation where playing nice means you lose. I prefer to be a nice killer, so I typically allow 1 person to escape (sometimes 2). They appreciate it, and my mmr drops a bit. Constant onslaught of p100 squads start to go down, and BGP becomes less and less prevalent. Eventually you settle into a nice spot and you can still play to win, but also be a bit nicer and not tunnel, leave hooks entirely, and so on. Now, they do have some protection that keeps you from dropping too low, but it'll at least drop you into a high mmr but out of the highest ranges.
When you have common p100s who use every trick in the book, have every angle memorized, you're occasionally seeing streamers like otz, and peopes profiles are showing 5000+ hours played, it isn't unreasonable to assume you're at a high MMR (not to mention until recently reaching max mmr was not that difficult). It's just...less fun there, and survivors are certainly the power role. Dropping down to a lower mmr is a thing. For all I know that's exactly what you did. I'm not stating your skill level, I'm just stating that in the hands of average survivors, BGP isn't a big deal and you certainly won't see them often outside of high mmr. It is an incredibly deadly tool that has very little counter for someone with a lot of experience. It's broke and a problem at high mmr, but BHVR doesn't want to balance the game around high mmr - presumably because it would destroy low mmr brackets where killers already have a big advantage and distrupt the average mmr bracket where it's mostly balanced.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3625377#Comment_3625377
I'm gonna be honest, I'm winning 99/100 games.
Background Player is fun, good certainly, but it's not even remotely uncounterable lol.
I think the skill issue is rather the other way around. If players are having an issue with it, it's likely they're making mistakes against better players.
I appreciate the insult to my skill though, very classy.
Not an insult, just stating a fact that BGP isn't an issue at low/mid tier. At high tier, survivors can be unstoppable with it if the person going down avoids walls. It's okay to not be at high mmr at the game. That's literally what they balance the game around (not high mmr) (well, at least they try to, lol). Getting an onslaught of 4 man p100s, it gets exhausting where you just see superman flying around the map at 200% speed when you pick anyone up XD
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@Caiman said:
Its performance is pretty bad though, map is laggy and stuttery. A lot of the new maps are like this, even reworked old maps are like this, but especially Nostromo.
Interesting. Console or pc?
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Pop technically got a nerf. Now you won't have situations where people will quick tap a gen making it suddenly available for your pop kick, lol.
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@RFSa09 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3625377#Comment_3625377
I don't want to be disrespectful but I disagree, with a good game sense you can guess whether there is someone waiting to flashlight save or not
No disrespect perceived - no worries.
I mean, that comes down to chances. If they could be 500 miles away in another game and still show up, it's not game sense to expect that they might show, it's just there is always a chance that they might show. Under normal circumstances, sure, you could game sense and look for any danger areas of nearby hiding survivors, but with BGP, they can literally be halfway across the map where it would take you quite awhile to get there....well out of viable killer walking distance, and STILL make it to the pickup for a save. Essentially, if you know someone has BGP, then every single pickup not near a wall is unsafe. That's not game sense. That's just facing a reality that the risk is ever present since you cannot possibly check every nook and cranny of half of an entire map while someone is on the ground. Every pickup is a roll of the die if the BGP is doing saves. The only game sense you could do is guestimating if their perk is on cooldown (like if they used it very recently), or if they are accounted for (like you know through a recent aura read or a recently completed gen that only they could be on).
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@JudithMorel said:
it LOOKS good sure, but it plays like ######### from a survivor standpoint.
I'm strictly speaking from a visual and audio design standpoint. The quality surpasses every other map to date, I feel. BHVR gets a lot of criticism, but credit where credit is due, their design team knocked that map out of the park.
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I absolutely adore going up against ghost face, pig, and myers (unless tombstone, boooo). I'm a stealth killer fan.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3625320#Comment_3625320
Funny how I haven't seen good Killers get hit by Background Player.
Heck, I'm rusty as ######### and I haven't gotten hit with it.
Besides, you'll never guess what that means. Oh yeah, it means that someone is tailing you and not doing gens. That's a W in my book.
You'd think that, but 2 people slamming out gens and you never getting hooks is certainly not a win. Not sure who you are watching, but I see upper echelon players hit by background player all the time and it's almost always a visible frustrated look because they know it was entirely unavoidable.
@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3625361#Comment_3625361
Well, for starters I have good game sense. I usually face objects when I’m picking up and survivors are abound. Because I can hear or see them following me for the save.
Game sense can't predict someone is half a map away and will suddenly zip into your face the moment you pick up. As for walls, I already said that walls are the only counter, but survivors going down at a wall or not is entirely in their control. Higher mmr, all survivors have to do is if they feel they sre going down, go down at a pallet or run out in the open and get downed. 100% guaranteed to be saved if their teammates had BGP.
If you two are never seeing this situation, then yall are at an MMR level that's not relevant to what I'm talking about. Granted, the game is balanced around average players, so there is that, and average survivors don't utilize BGP or think to go down out in the open or at a pallet. If yall are talking about average players, then yes, you two absolutely have a point. I'm not talking about average players, however.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3625267#Comment_3625267
A save is 99% of the time, preventable, yes.
Yes, a downed Survivor getting saved is usually the Killers fault.
Eight damage states is a LOT. That's TWENTY-FOUR DIFFERENT REGRESSION EVENTS SPREAD ACROSS THREE GENS. If you aren't capable of winning that, idk what to tell you.
You just have to use your brain a bit.
Background player essentially guarantees a save if it is off cooldown unless the survivor goes down next to a wall (entirely in their control). On most maps, background player let's you literally cross half of the entire map in 5 seconds making it impossible for a killer to know where they possibly could be. Even if the killer did, the only option would be to slug. Every pallet is unsafe for pickup with the background player buff, as is any survivor going down not near a wall.