Ryuhi
Ryuhi
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Their point is that you can't keep one extreme (swf) while getting rid of the other (S tier killers.) The game is a constant arms race, so one side can't have a higher potential than the other. You would need to honestly nerf both extremes simultaneously.
(well, now this looks silly with the other post deleted)
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@muffinbutton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3492960#Comment_3492960
So when a crash report pops up, the game cannot tell if the game crashed?? Lol. I’m not talking about kicked out to end game screen or main. Full on crash.
Not necessarily, they would have to set it up specifically to do so. You'd be surprised how crash report systems work, especially when having to account for platforms that don't allow them. Remember, its a console game as well.
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@muffinbutton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3492938#Comment_3492938
Why would you need downtime after a crash?
The game cant tell the difference between a crash and a disconnect. if it were to exclude crashes, people could just use the og method of pulling their internet connection to force crashes. It sucks but logistically there isnt really a way to differentiate.
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@DY86 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3492907#Comment_3492907
it would all cool if pinhead (a human) weren’t to simply tunnel that bot. When I play Pinhead I will gladly abandon what I’m doing to try and take the box from a surv, let alone a bot.
just like Skull Merchant as a Killer, this too is a ill conceived mechanic. I’d much rather I do the box, than allow a bot to hold me hostage to an endless chain hunt.
unfortunately with the amount of killers in the game, the ones with unique properties (secondary objectives) can only really have basic programming designed for them (without proper optimization ofc.) I think they took the complaints that solo's never go for the box to heart when they programmed em. Havent tested, but im sure they probably do stuff like spam cleanse vs plague as well. shame, but its just like getting accidentally sandbagged by a bad player who doesnt know better basically.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3489868#Comment_3489868
I am not saying you don't. But this is not change the fact about Nurse.
Your counter is being unpredictable against her. You need to break LoS and make mind-games against her. I already know this. But the problem is if Nurse is good enough, most of them just does not work.
And her power just makes guessing easy for her but on survivorside, you need to outplay her twice. Good luck against good Nurse players.
You keep going to good nurse players as some T1000 unstoppable machines, while the video straight up recommends watching comp nurse matches to see how people deal with her. They are human, and the point of the video is exploring ways to force mistakes and expand the mindgame in both directions.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3489836#Comment_3489836
Ok i watched. Thanks for actually showing something instead of being" She has counters git gud " person.
1- I am spilitting on gens against any killer. Deja Vu is actually helps for that.
2 - Self-healing advice is no longer good because med-kits nerfed. Altruistic healing is better than self-heal but even it's not great.
3 - Break LoS. This is the most popular advice against Nurses but she has 2 blinks. They are using first blink to see you and then second blink to hit you. Her blink speed is just not allow you to react if she is good enough. And another problem with her blinks is tunnelling. She is one of the best tunneller killers if she want to do. And on my mmr, i am facing a lot Nurses like that. DS, OtR are joke perks against her.
4 - These edge wall advices are situational but good advice, i will give that.
5 - Lightburn removed, you can't burn Nurse anymore.
6 - Key mistakes are good add-on to video but i don't do them tho. I know these basic plays.
And video is done. I did not learn anything i did not know. And even this video shows Nurse's real problem. It's guess game. If Nurse fail to guess, you won. If they won't, you lost. And this guess game favors Nurse, thanks to 2 blinks.
Don't take this the wrong way, but you seem to have an excuse for every solution. Everything (barring lightburn and coh selfcare) is still valid. Just trying to be helpful.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3489777#Comment_3489777
Whenever someone ask to show Nurse's counter, typical answer. Never change DbD forums
Otz had a pretty good guide from a few months back, some slightly outdated info but still very helpful:
https://www.youtube.com/watch?v=A19yqT3ilQw -
@Rogue11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486374#Comment_3486374
That cant work with the current way matchmaking is set up. Scrap the mmr system for a return to emblem based matchmaking and you have a deal.
finally, common ground! :)
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486411#Comment_3486411
You'd legitimately rather play with someone who kills themselves on hook than a bot?
Definitely interesting, tbh.
no, id rather the hookicider get punished the same as a dc. please don't put words in my mouth.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486342#Comment_3486342
The bots are better than a teammate who is being forced (or coerced via huge penalties) into staying in the match that they'd rather not be in.
People already do that. They already leave at the slightest inconvenience. This would literally just be a net upgrade because now you have a bot that WANTS to win and WANTS to play, unlike your teammate who forfeited their items and BP rather than play.
how is that an upgrade if the killer WANTS to play vs humans and other survivors WANT to play with other humans in a pvp game though?
I just dont think we're going to see eye to eye on this. Just make a proper pve mode and get it over with.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486374#Comment_3486374
But how game will tell you missed skill check or actually killed yourself. And they still can run to killer for die. This won't fix problems i mentioned. There is always way to play around.
dont feel like outlining it again, but there are ways the server can log info that would be able to tell them apart. And again, you cant fix entitlement.
I dont understand why the most basic aspect of sportsmanship is such a bizare concept in this one game.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486355#Comment_3486355
I prefer bots instead of these players. But problem is they are not dc'ing cuz penalty. They are killing themself on hook. Free leave.
And i don't think they will remove unhook mechanic because it's part of the game and there is even some builds around this mechanic.
Even if they remove unhooking, they will still not be helpful. Like i said, they will stealth around like old times. There is no fix for if player do not wanna stay in this match, you just can't force them play.
ive given advice on how the devs could differenciate hookicides, but they continue to see it as a non issue and havent come up with anything internally to address the issue. That should be penalized just as much as DCs for the reasons you mention.
@Rogue11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486355#Comment_3486355
Then survivors should be allowed to see the killer they are playing against and, if not playing in anon mode, their profile. That is equivalent. If lobbies =/= games, let me dodge the 40 min skull merchant match and save everyone the frustration.
yeah? give killers the ability to swap mid queue back and you have a deal.
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@Rogue11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3485521#Comment_3485521
So killers should be penalized for lobby dodging right? If survivors could see the P100 Blight in pregame lobby, check his steam profile and see 10k hours on DBD, and link off to his "Blight win streak hype poggers" ttv stream, you would see a lot fewer DCs.
Complaining about "lobby shopping" while killers get to pre-screen their matches and dodge with no penalty seems a bit disingenuous.
Lobbies =/= games. Killers can't DC without penalty once the match has started, so youre trying to force a false equivalence. The DC penalty affects killer just as much as survivor, only the game ends entirely if they leave.
@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3485521#Comment_3485521
I am sure they will play game when you force them stay in game.
They will stealth around and do not any gen or anything. They will play for hatch. We will back to the era where Clauds are hiding around and forcing killer to dc.
yup just like people BM in other games when not allowed to DC without penalty as well. You can't fix entitlement, just punish it when its disruptive. removing that punishment isnt going to fix those players somehow.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486242#Comment_3486242
Increasing the penalties will force people to stay, increasing burn-out and thereby losing players.
It's better for the game if people are allowed to leave.
people can leave, so they do so at the slightest inconvience, snowball against them, killer they dont like, or whatever reason they self justify.
killers get tired of playing vs bots, survivors get tired of bot teammates throwing the game.
its better for the game if people need to play out their 5-15 minute average games, and get escalating penalties for not being willing to do so.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486217#Comment_3486217
You cannot force people to play a game they aren't interested in playing.
All that will do is drive players away as they get locked into matches they don't want to be in.
Contrary to popular belief, Survivors do not DC all that often. I tracked the last time the penalties were off, which admittedly, was some time ago.
There was not a significant change in the number of suicides, giving up, AFK'ing or DC's across the board. When the penalties were off, there were more DC's, but as a whole the total number stayed about the same. It was slightly higher, but that's likely due to the novelty of being able to DC without a penalty, which would fade.
they arent forced to stay, the game even has a dc button. Theyre simply punished for leaving early.
I'm sorry but quitting matches early ruins the experience with any game, not just DBD. the penalty is also fairly lenient compared to games with "quitter hell" setups.
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@Uxoxe said:
https://forums.bhvr.com/dead-by-daylight/discussion/383949/why-are-you-defending-mft
You ask why people are defending, but I think the better question is what proof does any have that's it needs nerfed?
I've yet to see anyone with any actual proof this perk is broken.
But... Here's the best reason not to nerf it.
People bought Gabriel Soma with real cash for that perk specifically. BHVR nerfing that perk into oblivion, like they did with CoH, will cause customers to lose more and more faith in BHVR which in turn will cause players to stop purchasing new content from BHVR because people will know BHVR has a pattern of bait-and-switching perks from being good to being absolutely trash.
If BHVR wants to alienate 4/5ths of it's entire player base, releasing a good perk then obliterating it shortly after, is an excellent way for the company to lose money.
that argument doesnt really hold after MoM, which was from licensed dlc. weve already been down this road, which is why people tried to get it addressed in the PTB before money got involved.
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@CamperSluggerVillain said:
hatch is bad game desgin delete now that's all i'm saying
without it the game would become the most boring hide and seek youve ever witnessed, powered entirely by survivor spite.
There are better alternatives the game could have, but in lieu of those its kinda necessary.
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@Seraphor said:
Because I genuinely don't see how it's more powerful than other exhaustion perks.
Yes it's a strong perk, and it could do with some minor nerfs, but it's not the dangerously OP end of days disaster people keep crying it is.
I main M1 killers such as Ghostface and Pig, and I find Sprint Burst to be much more problematic than MfT in practice. You can theorise why the math makes MfT OP all you like, but what happens in practice is what counts. MfT is only OP with incredibly skilled god-looping survivors with perfect pathing and flawless reaction times, the same survivors who can sit on a 99'd Sprint Burst to use just as you lunge and whiff btw.
Minor nerfs that would be fair: Please choose any two of the following three options.
- Instead of being a half-exhaustion perk, it's a full exhaustion perk. Inflicts Exhaustion as long as you are injured.
- Only works in chase. Preventing you from pre-running and gaining value from it before the killer has a chance to build up towards Bloodlust.
- Slight value nerf. Swap MfT's 3% with Boon: Dark Theory's 2%.
Tangential nerf: Reduce Hope from 7% haste to 5%.
these are fair nerf ideas. I would replace one with "after 10 seconds, deactivates after dropping a pallet" though, since part of its issue comes from being able to both greed and chain them more effectively. would hurt the skill ceiling more without affecting the floor too much.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486159#Comment_3486159
You haven't won after you've killed 3 survivors, you need to kill 4 survivors to win.
How about the killer loses after survivors repair 4 gens?
to be fair, a 3k IS a win.
its just not yet a loss for the last survivor.
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hatch is kinda a bad mechanic, but not having it would be far worse.
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@woundcowboy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3485509#Comment_3485509
Other games don’t balance for casuals and still do just fine. BHVR released a statistic years ago when DS was first nerfed that showed literally no change in escape rate. Casuals aren’t good enough at the game for most balancing to matter.
That depends on how the balancing is done, which is why Its important to consider both high and low level when making changes, and not just ignoring either one. Other games also have features specifically for beginners/low level play, even street fighter 6 came with a simplified control option.
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Note how other games like League of Legends keep dc penalties even with bot replacements. DCs should be required to rejoin (in case of crash) or take the DC penalty to discourage abuse.
As a kid playing solitaire, i used to always restart the game until i got at least one ace showing at the start. This community is full of people who shop for games the same way, and its not fair to the other people who get matched with them, bots or no.
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@woundcowboy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3483600#Comment_3483600
Casuals already get stomped. Balancing for them doesn’t matter. All it does is ruin the game for experienced players
casuals are still important to the health of the game, they get alienated and the game dies. This coming from someone who also wants high level play to be better balanced.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3485327#Comment_3485327
Many killers who hit when you’ve got OTR or BT (tunnelers) aren’t downing you when you’re near resources, whatever those are. I guess “resources” are pallets that you can use because you’re also running Power Struggle to make this fantasy you’ve cooked up work. Idk. I personally think DS was less situational than OTR is now. But neither of them protects well against tunneling.
Pallets or strong windows, and the scenario was about DS, guess it wasnt implied enough. You try to get downed near a pallet or window, DS, then use the resource to gain more distance and reset the chase. OTR you just use the speed boost from the hit to try to reach a pallet or window, slightly weaker scenario but you get two chances and its easier to use.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3485311#Comment_3485311
OTR only does the Job better because DS is so bad now.
OTR is not good as well, since it resolves around Endurance and can be removed instantly (together with the Basekit-Endurance and any potential BT involved). DS would be the more effective Anti-Tunnel Perk (still not really good at doing this) with 5 seconds.
and yet it still does its job if you get downed near a resource, you just have less time to reach said resource. There are pros and cons to each perk but people prefer OTR for being less situational/having a lower skill ceiling. Again, youre welcome to undervalue it all you want.
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@EmmaFrostyEyes said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3485263#Comment_3485263
Judging from how no one uses the perk anymore, how most of the community thinks it sucks and how killers dont even respect it anymore kind of a fact that the perk flat out sucks.
nobody uses it because OTR does the job better, most of the community thinks a lot of things, and killers dont respect it because its no longer meta. Its been downgraded from meta to situational, while OTR fills the same niche better. Doesnt make it garbage, just obsolete.
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you're welcome to your opinion.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3485133#Comment_3485133
Nah. DS is a joke. It was a joke before against the strongest Killers, now it is a Joke against any Killer.
It is a wasted Perk Slot. There is no "unless"-stuff.
sure. Some people will continue getting use out of it anyway.
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The game needs more rubber banding and less snowballing for both sides. The first few minutes can put either side in far too strong of a position.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3485106#Comment_3485106
Not at all. The stun grants around 7 meters of distance. This is nothing.
DS has become a mild inconvenience.
unless you get downed near a pallet or strong window, then use it to reset the chase.
....vs anyone other than nurse and maybe blight, of course. Still, it has varying results based on how/when its used.
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@Shaped said:
Reminder that pain res is still pretty much meta after the "shakedown" while surv perks are dead and none re-buffed to that level.
If killer runs deadlock you know they won't leave that first hook and it pays off. At least pain res promotes going after different people I guess but regression is crazy regardless.
Sloppy after healing nerfs is just a big NO from me. I find it weird how this is acceptable and it is the most annoying perk for me in current game as surv. Unless you have a syringe you can't ever heal yourself or you are throwing by wasting time.
Now ask me again why people sit on gens and why they use adrenaline.
Also it's funny how people cry genrush and their main complaint recently is mft and in general always chase perks.
gen speeds and time to down are both relative. shorter chases and slower gens both mean more time for more chases, either one out of balance leads to lowest common denominator strats being more necessary, hence the complaints and scummy strategies, just like you correctly posited healing nerfs led to more gen focus. Both sides adapt reactively.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3483584#Comment_3483584
Hypothetically, let's do that. Who should be in charge of that balancing?
If we extend gen time to say, 120 seconds, would that be sufficient?
Now the VAST majority of players CANNOT win a match and are getting stomped every game.
Congrats, you've made DBD into a game nobody wants to play. Bad idea.
There are ways to address gen speeds without just throwing bigger numbers on them. Having meaningful regression/progression blocking potential, rubber banding gen progress speed vs survivors in play, secondary objectives, we need more creative changes than just throwing extra seconds on top. Like you said, just throwing a bigger number at gen charges only hurts low level play, which is why solutions need to address the potential (specifically) of high level play more than anything. That kinda goes for most imbalance in the game, the extremes need to be addressed rather than just blanket adjustments and bandaid fixes.
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@DavidHypnos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481452#Comment_3481452
I agree with you… I think the risks make everything more fun and exciting. I don’t think hook grabs are part of that fun, risky gameplay. I think they’re just one more mechanic that incentivizes camping. It’s still a risk to go for a survivor when the killer is nearby - it’s just a more fair chance.
I think most arguments for keeping hook grabs would disolve if the basekit BT effect couldnt be used offensively to tank the 2nd hit, aim dressing wouldnt do things like favor the person still on the hook, and other related issues were addressed. The whole scenario has grievances on both sides but it feels bad that only one side is being addressed.
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@DavidHypnos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481467#Comment_3481467
I’ve no issue with the “you’re dead, game over” way that the game works. I just think that it’s a lot easier for killers to take advantage of this. The game is designed for survivors to get caught. If things like tunneling and camping are going to be legitimate strategies then survivors need more resources to be able to elude them. But if you change certain dynamics like movement speed, endurance, etc. people just get all upset. I don’t think the game can ever be completely balanced (nor should it be) but it has to be fair to both sides,.
The killer also needs to do 4x the work, so there can't be parity like you suggest. For every chase a survivor does, the killer needs to do 3 more. That time has to come from somewhere.
I get what youre saying, but youre thinking in 1v1 and not 1v4: extending chases gives less time for more chases, Which is why so many people on both sides swear by the endgame meta now (and/or devour hope to snowball/prevent it.) Time To Down is a delicate balancing act that should rely primarily on skill for both sides, but Macro-wise needs to favor the 1 over the 4. Asymmetrical balance is weird like that.
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@CrusaderNella said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480487#Comment_3480487
The data never lies
sometimes it does: https://en.wikipedia.org/wiki/Outcome_bias
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What we expected: KoolAid man busting through walls to destroy loops
What we got: doorway "pallets" that arbitrarily make loops better or worse for either side depending on the map
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@Seraphor said:
It's similar to how completing generators can result in a 3 gen. It's a drawback to eliminating survivors without care. Sacrifice them too early or in the wrong place, and you can hamper your efforts later in the game.
It's not a huge issue, I guess I wouldn't be sad to see it go. But it would kinda be a double standard if survivors couldn't do something similar with gens.
Survivor movement causes both issues though. If they swarm around a corner of the map where hook placements arent good, they kinda force the killer's hand, just like they can 3 gen themselves. The killer can only follow them without swinging and hoping they lead toward more hooks to make enough distance, while they would usually rather go into the corner out of hoping the killer will let them go (and/or spite.)
Killers can zone survivors to corral them, but at the end of the day survivors control where the chase goes. It all goes back to the main point though, why should hooks break permanently? What value does the mechanic bring to the game in its current state?
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@TerraEsram said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3467827#Comment_3467827
See lot and lot of people complain about that before MFT was a thing
When Dead Hard was nerf, and the survivor try some other perks, lot of people here want a nerf on these perks
To be fair, its very possible to sort out complaints and considerations. If you want to use bad complaints to invalidate valid considerations, you might as well just get rid of all feedback. Its very easy to overlook things when developing (and especially when balancing) so having a large sample to get feedback from helps a lot with addressing oversights. Its important not to let petty complainers wash that feedback away.
People can complain about literally anything. Its no reason to dismiss overlaps with well thought out arguments.
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@Volcz said:
Statistics probably go against all these people being loud and complaining about MfT.
If data showed that escape rates skyrocketed, I'd think that would be indicator that the perk is doing a lot. If they aren't changing it, its because the data most likely is not agreeing with all these complaints. I know some people who think its busted and others who think its fine. Just because 10 people agree with you that a perk is busted to 1 person saying its okay doesn't make you correct.
Object of Obsession was infamously defended by the devs as being statistically a bad perk, since it had a low survival rate.
The community was very quick to point out that its impact with comms far outweighed its low survival rate. It finally got updated not long after.
Stats don't tell the whole story.
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The best part about anecdotes is that everyone has the same experience :)
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@Nirgendwohin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3467050#Comment_3467050
it's less than bloodlust stage 1
and yet bloodlust resets after hits, breaking pallets, losing chase for a few seconds, and many killer powers.
Maybe MfT should deactivate once a pallet is dropped or window vaulted?
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@Nebula said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3466520#Comment_3466520
I don’t see what this is supposed to prove.
MfT is not stronger than old dead hard, not even close. Old dead hard was the ultimate Swiss Army knife perk that gave you value against not only weaker killers but the best killers in the game (something MfT absolutely does not do). It allowed you to make unreal saves, Sabo plays, chase extenders, dodges of projectiles, last second gate opens, etc.
Apparently according to your post I’m simply bad but I’m not noticing any insane 20% extra distance when I’m chasing people. I notice when people run it but I’m really not bothered by it.
In fact I’ve noticed MfT kill a bunch of people due to them overextending on double backs due to the slight extra speed.
The old DH comparison is referring to dead harding for distance, I.E being able to press a button to turn extra greedy play into making a window or pallet you shouldnt have. MfT allows people to get similar value mathematically, passively, multiple times per chase (and still allows for multiple exhaustion perks like DH/BL/Lithe as a "finisher" to get another second chance in the chase later.) The reason its important is because you either reach a resource without getting hit or you get hit (or worse, get hit while using the resource,) with the resource then resetting to the next hit binary: The value of the perk can easily be the difference between multiple potential hits being denied in a single chase instead of only one from old DH.
Its potential is massive, even if a lot of people don't utilize it properly. Its a perk that does the best in the hands of someone who knows how to get the most out of it, which can make them waste absurd amounts of time.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3465675#Comment_3465675
But how you will fix slugging issue with this? Because this will just slugging even stronger. Gens are slower. So if you don't kill any survivor, you are safe. You just need to use slug builds and then whenever you get everyone down, start to hook.
If the values are affected too much you can make slugged/hooked survivors count for half a tier, similar to how they affect the EGC timer. Gens can get done stupid fast right now with the right combination of perks/items/etc, which is something i've always been against (the current variation between how fast/slow gens can be making them hard to balance.) Slugging for pressure (one down while chasing another) is a valid strategy for slowing gens down, its literally a pressure method.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3465576#Comment_3465576
Terrible idea, i am sorry.
Survivors are strong when they have numbers. Even you make gens faster for each killed survivor, you can still pressure on them.
One survivor died. Gens are now faster. But another survivor is on hook. So one of other survivors have to go hook save. So only one survivor is doing gen. Gens will feel so slow because how fast gens can be progressed by one survivor?
You don't even have any values, awfully quick to dismiss the idea. If 2 survivors left can do gens in something like 30 seconds each for example, then one person distracting the killer becomes considerably more meaningful. The numbers for all 4 tiers of speed would need to be worked on and carefully balanced, but the point is to assuage your exact fear: not being able to cover the efficiency gap from losing each person, and even discourages tunneling to boot.
Currently the speed of gens is balanced around roughly 3.25 survivors, which is why I would recommend making the 4 man speed slower than it is now, with dramatic increases at lower numbers to even out the snowballing factor. Thats what rubberbanding means.
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the reason there is a penalty for multiple people on a single gen is to impose diminishing returns: basically preventing it from progressing at 200/300/400% speed.
My idea is to have gen speeds rubber band to survivors left alive: Gens would start slower than they do currently, but get faster each time a survivor dies to make up for the efficiency cap. Incentivizes spreading hooks rather than tunneling, and gives a comeback factor if anyone gets tunneled out.
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@Mockingjay_S451 said:
Why do people come to the forum to try to justify the way they play? Play however you want, but don’t expect people not to complain. If you don’t like comments, turn off end game chat.
Thats the point of the topic, though. If people are complaining about it, they are deeming it unacceptable. It should be taken as a mindfulness exercise: If it is acceptable, can I complain at the player? If it is not acceptable, should it change?
Almost everyone agrees its acceptable to tunnel (since it is allowed in the rules, and has strategic implementations) regardless of how they personally feel about it regarding fairness. Its just like gen rushing: Many dislike it due to how much time crunch it puts on the killer, yet understand due to there being no other primary objective. You can complain about gens getting done quickly, but you can't complain AT survivors for focusing on them... It's just efficiency.
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@Roaroftime said:
I, a survivor main, apologise profusely for sharing my real experience of seeing myself and my solo q teammates being hardcore tunnelled by a bubble gum wielding robot.
I solemnly swear to not criticise a killer which can spawn mere meters behind me (an unlimited number of times with no cooldown) whilst simultaneously destroying pallets as this is apparently extremely weak and easy to counter, and only post forums regarding how overpowered survivor perks are in the hopes I do not get accused of making false claims and evidently hallucinating my experience on DBD.
I hope this brings closure to the killer mains of the DBD forum I hath offended with my callous lies and claims. Singularity is easy to go against in solo q and tunnelling is ok and finally, instead of complaining about this I now suggest nerfing calm spirit so I am taken seriously by killer mains and the forum users in general.
All people are saying is that your perspective is incomplete. Many killers powers counters and limitations are much more clear when you play them firsthand, plus you can copy tech that gets used against you, or just rake in free wins if they *truly* *are* unstoppable.
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@Roaroftime said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3463888#Comment_3463888
No, he does not spawn far behind you he spawns RIGHT beneath you and the distance is far too short unless you're near a powerful window because pallets are useless. I've also explained that when you're mid chase and being tunnelled off hook you don't have time to pickup an EMP/ solo q teammates don't help, did you even read any of what I said?
He has a decent gap behind you he spawns, and gets slowed considerably if he breaks a pallet. Calm down and play as him if you want to better understand what youre up against, just like any other killer.
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I Think the bigger issue is, as others have pointed out, there is no other primary objective. Can't fault survivors for sticking to gens since thats literally their main job. Its just a shame they either get done far too fast with minimal ability to prevent, or take so long that they find it impossible to keep up with basic killer pressure. It feels like you rarely get much in between depending on the time of day you play.
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@KayTwoAyy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3461372#Comment_3461372
If you want to cry for free handouts instead of learning how to handle the challenges the game throws at you, you'll never be good at the game. Period.
Remind me, were we calling these "safe loops" BEFORE or AFTER the release of MFT? And if BEFORE, how has MFT made them any safer?
Have you heard of Play With Your Food? Do you know how much Haste that can grant?
Then you just go and pull out random numbers, as if pallet economy, dead zones, and mindgames aren't a thing.
...all while pretending that you are forced to play a Killer who does not have a counter to MFT.
I mean come on man... just admit that you're not that great at the game, you have no interest in becoming better at the game, and you feel you deserve to beat people who are better than you at the game.
Pwyf loses a stack every single swing you make, and requires finding then losing the obsession to gain stacks, and caps at 3. I'm sorry but that is not a valid counter for a perk that's only conditions are "dont bring sprint burst" and "be injured." PWYF has some very niche builds it is good with (like tombstone myers) but its certainly not a hard counter to MfT