Ryuhi
Ryuhi
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@ratcoffee said:
Hmm, let's see. We could try rephrasing this to explain the mindset of why people do that.
"If killer has a down and no survivors are near by, why do killers prefer slugging and searching for the last survivor rather than hooking and letting the game close out? They won either way. Hooking instead of slugging saves time and effort"
You may disagree, but a lot of survivors who do that probably think they've been wronged by being slugged and thus crawling off and hiding is getting one back against killers who do that
They're also getting themselves back by delaying their ability to get into a new game. Its a pretty dumb kind of spite.
Also the 4k comparison isn't quite right, as there are achievements and challenges that require a 4k to complete (which one getting the hatch will actively invalidate.) Sometimes killers are forced to slug the third for actual reasons, which could easily be fixed by reducing the requirement to 3 for said scenarios (but they presumably never will.)
For the record I think slugging for the 4th is unhealthy for the game, but I get it.
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@C3Tooth said:
I think PTB in Jan 2024. Which the next chapter will be Live?
I dont understand, higher FoV would be better benefit. Why dont they just increase FoV to the maximum setting of the slider? I dont think the slider option is needed.
Some people get motion sick from an FoV being too high, just like some do when it's too low. It depends a lot on their setup (distance, lighting, etc) and physiology.
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I feel like its a holdout from the days when the killer was the host, but we've been past that for years now. They really should add it.
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@ad19970 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3605149#Comment_3605149
They put all the effort to create a system that only helps against the most egregious forms of camping, and that's it. In my opinion that's just laughable, and the perfect example of why this game just isn't improving in any noticeable way.
Thats because the other forms of camping (notably proxy) are considered legitimate strategies. Between the AFC and the removal of hook grabs, the devs have made their stance pretty clear on facecamping specifically.
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@moulesfrites said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3605924#Comment_3605924
It took them literal years to change them and some of them still sucks. Either you have to use an entire build around it or suffer.
They have to introduce an average of 6 new perks (sometimes more) every 3 months. There's going to be bloat, and a lot of perks are going to be underwhelming (especially as the game changes.) Since they refuse to do anything like a "game health" chapter, perk reworks tend to either be reactionary (too strong, change in mechanics) or focused (meta shakeup.) Simply put, its just not realistic to buff every perk that needs it.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3605824#Comment_3605824
Drop a guy on the hook and go for someone else. You don't need to tunnel, but survivors do need to do gens.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3605911#Comment_3605911
That's hardly the killer's problem though, is it? If they never go for unhooks, you are going to have a VERY easy game.
You have a good 60 seconds that the survivor can sit on the hook per health state (and reassurance can increase this time as well.) Gens before Friends can absolutely be the better move for survivors, especially if the gen they're doing breaks up a 3 gen. The idea is to get to the hook toward the end of the stage, instead of right away. I get your logic, but its not always applicable.
This is also one of the situations where people complain about proxy camping, because the killer goes back to the hook to confirm the hook stage instead of letting them wait until the last minute to make the save. It can be punished as well as rewarded so it's a risky strat (especially in solo queue.)
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@D3spair said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3605701#Comment_3605701
Okay, I understand reasoning here. I agree on the 2nd Slice and Dice would not have hit if he just Held W to the Left Tile.
but there's still mind games for the 1st Slice and Dice. Would double backing be on your mind if Chucky can just Slice and Dice in an L Shape on the Shack?
Just for illustration, these would have been the Slice and Dice paths. Chucky could have done the Yellow Slice and Dice but did the orange Slice and Dice as both Felix and Jeff were expecting the Yellow Slice and Dice.
You have to listen to his yell. It stops while hes scampering, so if you hear the first part then it cuts out to a loud grunt instantly, you know he vaulted and could double back. Also if the pallet was still there (hard to tell in the viceo), you could go for a stun, or throw it and THEN double back behind where he started. You can react depending on how you position, and if you can't hear or recognize the yell, then you have to commit to a read on which way he went.
The big thing is that his dash has limited turning, so thats the common thread to avoiding slice and dice.
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@TheycallmeLix said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3602109#Comment_3602109
No fun allowed in this game istg. There weren’t even many maps where you could pull this off.
And it was completely busted where you could. I bet being able to clip through lockers is "fun" as well?
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3604691#Comment_3604691
Last time the flashlight exploit popped up, people were asking about why not declare that it's bannable like they did with legion's infinite mending bug. And the response was they don't need to, because killswitch.
Of course this is just my memory of the last time, but the way it came across was they aren't going to ban people over a bug/exploit if they can killswitch the problem.
Considering how gamebreaking it is and the fact that it is killswitched should be all the reason more to issue bans. Considering there is a method that people are still using flashlights, nobody's doing it by accident.
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3604660#Comment_3604660
IIRC, a dev stated that since the killswitch exists to turn off problems, there's no need to mass bans over an exploit since the problem can be disabled. The problem is that flashlights can't be fully killswitch due to chests existing.
well, it is in the rules that its (temporary) ban worthy, unless they changed their minds:
- Exploit bugs, errors in design, or undocumented features to gain access to what otherwise would not be available or to obtain a competitive advantage
- In-game report REQUIRED / Player Support ticket OPTIONAL
It says the support ticket is optional, but i feel like they'd definitely need video proof.
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3604417#Comment_3604417
Correct for a SWF... for SoloQ... that's a LOT of faith :P
You can always be the change you want to see~
I try to be the designated opener whenever it comes down to it, for lack of faith in my teammates.
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@UndeddJester said:
As others have said, I'd died far more from people 99ing gates and having to path to do the last tick of the gate after a save, than I have from the EGC timer being started.
You have 2 minutes, 4 if someone is down/hooked. If you can't get them out in 4 minutes, you ain't getting them out.
The only reason to 99 a gate is if the killer is about to hook a player to ensure you don't proc blood warden. At all other times I open the gate to ensure that the fast getaway, is actually a fast getaway.
The correct way to 99 a gate is to stay within a close proximity to it as much as possible, so that you can open it when you hear the TR or see all the other survivors. People 99 the gate then just run away to do whatever, which is what leads to those moments where it costs a hook/death. If going for the 2 man strat to guarantee the unhook, the person who takes the injury should run to the exit gate to be the designated opener (they're already wounded, so no bodyblocking.)
As for the timer, it can make a difference regarding hook trading. It might not take you the full 2/4 minutes to save someone, but someone else could get in trouble during that time, and the team will have even less time to save them.
I get why a lot of people open the gate instead of leaving it 99ed, but you can have your cake and eat it, too.
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@Ryuhi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3602275#Comment_3602275
Ah yes, when its a bug that people like, its called skill expression. Even though its bringing back a concept that gave BL near-infinites. It was also only in a few specific maps (some required rng whether it would line a pallet up or not) so it was rare to even have a situation where you could use it.
Now that the locker bug is back, I wonder if people consider it to be "skill expression."
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@Dogma_loki said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3603135#Comment_3603135
I push back on any pallet being considered "godly".
It's an over used term by sweaty try hards who over analyze every aspect of a game in order to manipulate the masses into thinking its a legit issue.
Its a 1 use item, that can be immediately be broken and rendered utterly useless.
Not so "godly" after all is it.
You're welcome to whatever opinion leads you to that, but at least try to have some decorum about it.
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@Dogma_loki said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3603109#Comment_3603109
Right. So any pallet that is the least bit of a hinderance is a god pallet now?
Killer logic 101.
A god pallet is one that has to be broken to continue chase. There are certainly more than 2 pallets on the map that fit that description. Us vs them at the end is pretty pointless as well.
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@Rudjohns said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3603119#Comment_3603119
Break pallets to turn the map into a dead zone
And thats why the game is a killer sided map
You're conflating my argument. again, I never said anything about the map's balance. I was just correcting a statement.
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@Rudjohns said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3603109#Comment_3603109
The game has how many vaults again?
Irrelevant. My only point was that it has multiple god pallets, nothing about the maps balance.
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@Dogma_loki said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3603048#Comment_3603048
Hyperbole much?
Theres not "multiple god pallets" on any map Ive ever played.
The Game has entered the chat
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I guess we were about due for another "game is dying" thread.
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@FilthyLegionRevival said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3602282#Comment_3602282
Well what if you were falling towards the window at the speed of running? That's more what I was thinking.
It was almost always with the vault being on the same wall as the drop (on swamp and macmillan maps) meaning it would be behind you. The only exception I know of was on ormond, where you could drop right next to a pallet and vault before the stumble kicked in. There is very little horizontal momentum when falling (far less than running, no less) and you're ignoring inertia with your presumption, people don't land like super heroes, your legs would be extremely sore from the fall and take a moment to regain balance. Hence the stumble effect.
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@FilthyLegionRevival said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3602194#Comment_3602194
It doesn't cause killers to. Nor do I want killers to stumble when falling. I just think leaning into the chase aspect is the way to go and this takes away from skill expression. Say you notice a hill that's right next to a tile with a window that you can hit a fast vault on if you drop. You've got to know where it is, know that you'll be able to get it and remember where it is for later use in a different chase.
Ah yes, when its a bug that people like, its called skill expression. Even though its bringing back a concept that gave BL near-infinites. It was also only in a few specific maps (some required rng whether it would line a pallet up or not) so it was rare to even have a situation where you could use it.
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@please_explain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3602214#Comment_3602214
You are being forced out of the animation cuz both prompts use the same button if that is not a bug idk what is.
As others have said, just wait a moment then react with a swing/grab when they're vaulting the pallet. Most people don't mind it as much because there is a very simple and effective counter.
Survivors have double map issues as well, especially on controller. Can't tell you how many times I've thrown a pallet or slow vaulted while trying to get rid of pinhead chains, or vacuumed into a locker thats next to a vault I wanted to make.
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@FilthyLegionRevival said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3602109#Comment_3602109
Which I think is dumb. Having momentum is a GREAT feature.
It was anti-momentum. Falling from a large height causes people to stumble, thats the momentum reaction. Not instantly skipping that animation to immediately vault a window or pallet.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3601775#Comment_3601775
Then say that instead.
Because 'sUrViVoRs DeMaNdEd ThE CoOlDoWn AcTuAlLy WorK' is vastly different. Everyone should want the bug fixed in your explanation.
I personally don't think there's any difference in the 0.2 seconds they considered adding briefly, *especially* not something that warrants the amount of crying we've heard about it.
People correct this assumption regularly. I'm sorry you've never seen it?
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Just get up and grab a drink, use the restroom, walk around a bit, stretch, whatever.
Nobody is forcing you to watch, and you don't exactly have to worry about being afk. I usually just alt tab out so I can check discord while it plays out.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3601638#Comment_3601638
Yeah this garbage of trying to force some narrative that this was 'a demanded nerf' instead of a bug fix where there was literally no penalty is insane to me.
It got fixed back to what was on the PTB, and literally no one complained about it during testing.
People got used to not having a penalty for literally whiffing a shot and are lashing out. That's all this is (with Xeno at least).
OR there were people who wanted to see how it worked out at its buffed speed without the bug.
Shocking, I know.
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@shalo said:
Like this you mean? I recorded and reported but have received no feedback from BHVR so it must be ok.
did you do both the ingame report and open a ticket? Their report system is awful, but you still need to follow all the steps: https://support.deadbydaylight.com/hc/en-us/articles/4408586278676-How-to-report-a-player
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record and report, deliberately teaming with the killer is against the ToS.
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@pigslittlepet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3600989#Comment_3600989
Matchmaking is a solo que issue though a lot. A good swf can communicate and adjust there playstyle according to the strength of a killer. Also the swfs players should be in about the same skill level unless they're introducing a friend to the game. In solo que you might get a survivor with 5k hours and another with 500 hours. I would argue that that definitely is a solo que issue.
Part of the issue is that a lot of people don't realize when they're that "bad teammate" someone else is complaining about. Not meant to call anyone out, but its a distinct possibility that many people who complain about their teammates in solo queue might not be as good as they think. Likewise killers who find perks/items/playstyles to complain about when they're perfectly fine balance wise.
There's just a lot of ego inflation in this game.
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@GoofyGooberRock said:
I had an entire game where we had a Wesker who refused to pick anybody up and just slugged us to death. it was a bit annoying so I just turned on a video and waited until it was over
I think if nobody has perks to pick themselves up and if everybody is down I think there should be an option to just bleed out so we don't have to sit in the game waiting because killer doesn't want to put someone on a hook
https://us.v-cdn.net/6030815/uploads/FN6LYLZUYI2N/image.png
k
Didn't they remove the ability to load into games with less than 4 survivors? I'm kinda confused by the screenshot.Edit: its been a while since i've spectated, just saw the prompt at the top
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@miniwengsel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3590675#Comment_3590675
Thats exactly the reson no one uses Smash hit, because it requires some skill. 99 the SB isnt that hard or skill full.
It takes micromanagement to make sure you have it up at the right time, which is absolutely a skill. Doing so improperly means wasting a ton of (especially gen) efficiency just to have it 99'd.
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This topic seems to come up a lot
that said, Clocktower. Jennifer and The Scissorman for the survivor and killer, Barrow's manor for the map
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@Kaitsja said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3597776#Comment_3597776
Is it not, strategically, more advantageous to have as few survivors working generators as possible?
Let's say the survivor with OTR + DS weaponizes them. They get slugged. Unless they're also running Unbreakable, someone has to get off a gen to pick them up. Meanwhile, the killer still has the option of chasing the unhooker. So that's now 3 people off gens.
You only need to get off the gen for a moment to finish their healing, assuming they were healing while down on the ground.
Again, the impact depends heavily on how much of the killer's time it wastes extending the chase.
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@Kaitsja said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3597751#Comment_3597751
What is the survivors primary objective? Generators. Now, explain to me exactly how "weaponizing" ds and otr contributes to that objective.
You have one idiot wasting time annoying the killer, not contributing to the objective, and one other person being chased. The other two survivors are doing the objective.
Why are we upset about literally free pressure?
Bodyblocking is done to extend the chase for the survivor initially being chased. While true that its one survivor not working on gens, the impact of said bodyblock is not concrete. Sometimes it will be near pointless, and sometimes it could lead to the initial survivor reaching a strong structure/loop and wasting a lot more of the killer's time than if there was no bodyblock and they went down (also don't forget, this will also reset bloodlust.) Maps like Garden of Joy, Badham, The Game, and Haddonfield are examples of maps where it could be a pretty significant extension of the chase.
Killers who understand the chase has been extended will often try to take the downed survivor as a consolation prize, with DS then creating a lose/lose situation. It still does this even in its current form, but the survivor needs to make sure they are near a pallet or strong window before being picked up.
So yes, sometimes it is free pressure, and sometimes it is pressure lost. That all depends on how strategically the tools are used.
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@pseudechis said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3596787#Comment_3596787
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3596820#Comment_3596820
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3596825#Comment_3596825
Just a note on the concept of strawman arguments because its a great buzzword that gets misused often.
Neither of the examples you raise are strawman.
A hypocritical point doesn't necessarily make the person a hypocrite and highlighting hypocrisy in an argument is not indicative of a strawman. Same goes for irrational concepts they are often silly and can be highlighted as such on the basis of that irrationality, again doing so does not constitute a strawman if the argument is in of itself irrational.
The term strawman is seen as some kind of online "I win" button but like most concepts and phrases it gets used incorrectly more often than not. A strawman is misrepresenting the point, or the person making it, in order to more easily refute the point rather than directly addressing it.
No I don't agree with the OP, but their point is fallacious not because its a strawman, but rather because its a red herring fallacy.
Bringing up a topic that is irrelevant to the point as a functional counter to the point. This is far more common than strawman arguments on these forums.
i.e. How does 99'ing things have anything to do with 3-genning as a tactic?... it doesn't hence the red herring.
The two terms are technically very similar, but yeah red herring would be more accurate.
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@ratcoffee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3596787#Comment_3596787
is it a strawman if they're accurately summarizing the post they responded to
It implies more than was actually said, so yes.
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@Chaosrider said:
Killer: You cant take my "tactics" away unless i get double rewarded.
Also Killers: Survivors cant be allowed to have "tactics". theyre exploiting!!!!
killer double standards as always.
Strawman: statement 1 that helps the other side
Strawman: statement 2 that makes them look hypocritical and silly
DBD forums as always
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@xEa said:
You can argue that there are a few matchups that are not ballanced, but look at the average. Its on pretty much exactly 50/50.
In a competetive game, no matter if we are talking about the very low or the very high skill level, 50% is ballanced. 2-3% is unpleasent but might be okay but definitly not 10%.
Is or should DBD be a super competetive game? Probably not, but i would argue that has nothing to do with that. Fairness can also be achieved in a less competetive game.
Anyway, i leave it by that.
You're missing the point. Are you saying a Lily has an equal chance against a Dhalsim? It's a lot more of a difference than 2-3%, hell its more than a 60/40 split. I'm not arguing that there are no 50/50 matchups, just that people who play characters with poor win rates have to deal with bad matchups anyway. And again, there is a lot of randomness and unknown variables to each match of dbd to be cut and dry with a final ratio.
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@xEa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3595304#Comment_3595304
Modern Fighting games are, at least those which are very cometetive, overall very well ballanced. Just look at SF6 for example. The most powerful Character is at +2,08%, the worst at -2%. If you play random vs random character, winning chances are on average almost exactly 50%.
Sure, there are everywhere some stinkers. But that does not mean DBD has to be one of them.
Based on the matchmaking data from professional players, there is more of a split than that:
It is much less than games in the past, but the point still stands that players can go into a significant advantage/disadvantage just based on their matchup. In terms of DBD, you can pile all the other factors in and get a similar skew away from 50/50.
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@xEa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3594873#Comment_3594873
Not a lot? For a competetive game?
Look for example LoL, which is by no means perfectly ballanced:
https://www.leagueofgraphs.com/champions/progressions
Or remember Starcraft when Protoss was considered overpowered because of less the 1% edge overall?
Since we're bringing other genres in, how about how it works with fighting games, where 60/40 is considered a fair match? There are also 70/30 and even 80/20 but those are much less common in balanced games, and there are still people crazy and stubborn enough to roll those dice.
DBD has too many outliers to hammer down what any overall advantage is, stuff like maps/loadouts/swf/etc all change your chances in one direction or the other. What on paper can be a 55/45 could end up as 40/60 based on the impact of said variables.
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@mecca said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3593000#Comment_3593000
It's not minor. 15-20% inherent advantage is broken.
Besides, killers that know how to play can actually win over a thousand matches non-stop. Imagine that happening in ANY other video game. That community would be completely distraught. Something seriously needs fixing with the balance of DBD to make it fair. Survivor is nowhere close to having fair chances.
feel free to keep your defeatist perspective, other people will continue playing their best and winning a decent amount.
because, you know, even 40% is more than 0%.
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@mecca said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3592653#Comment_3592653
Just because it is 1v4 doesn't mean the 1 has to have such an advantage that the skill of the 4 means nothing.
In fighting games, a 6/4 matchup (aka 60% vs 40% winrate) is considered completely normal, and their skill doesn't suddenly "mean nothing." There is no point in being hyperbolic about a minor statistical advantage.
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Scissorman and Jennifer from Clock Tower
I'll post it in every one of these topics till it happens
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@Ryuhi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3590831#Comment_3590831
Technically Jill was in MvC2 (and 3,) and Chris Nemesis and Wesker were all in MvC3 as well
Actually come to think of it, Leatherface and the Xenomorph were in Mortal Kombat X as well
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3590949#Comment_3590949
You again? Lol.
It wasn’t a loaded question. I asked that for clarity. Because the topic is about SB and Lithe. But that person was apparently talking about MFT. Go read miniwengsel’s post and engage with him. He invalided your whole argument that people don’t complain about SB and Lithe, or whatever you were trying to prove here.
Did you even read my response to them? Also how does a single person invalidate my argument that the majority of the userbase has zero issues with SB and Lithe? You can find a small amount of detractors to literally any opinion on the game, which is why I didn't speak in an absolute.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3590934#Comment_3590934
Are you?
The topic is about people complaining about SB and Lithe. The OP supports MFT being changed.
They said mft was broken as an answer to your own loaded question:
@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3590333#Comment_3590333
Are you saying Sprint Burst and Lithe are “objectively broken things”?
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@Peanits said:
A little more to the left would cover the left side, and bringing it a tiny bit closer towards the pallet would make sure the gap on right doesn't get any bigger.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3590861#Comment_3590861
It's tricky because the trap's detection needs to match the trap itself. If we make it any bigger, you end up with scenarios where the survivor rightfully avoided it (like this one), but the trap 'teleports' to them and catches them anyway.
You could always make the traps themselves visually a bit bigger as well. even just 1.1x scale should cover the visuals issue.
It just seems silly that his power can't be used to block some chokepoints, often pallet ones. Likewise with placing them too close to windows.
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To be fair, its likely far less picked in the overall playerbase compared to the nightlight stats, since its skill floor is much higher than it was in the past.
Also its usage is still a shell of what it used to be:
(for the record I do not miss the old versions at all, even though I ran them constantly)
(and also that the current iteration is fine)
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Technically Jill was in MvC2 (and 3,) and Chris Nemesis and Wesker were all in MvC3 as well

