SOULWARRIOR71K
SOULWARRIOR71K
About
- Username
- SOULWARRIOR71K
- Joined
- Visits
- 3,456
- Last Active
Comments
-
As others have said, if it happens that quickly, it could be hackers. I am however convinced that all players do not always load in at the exact same time (feels like there are times when others load in 5-10 seconds sooner).
-
@Neaxolotl said:
Honestly 200% regression was only strong because there was no regression limit and also stacked with overcharge, in current dbd we can even buff it to 400% and still won't be that strong
so we’ll just pretend like high mobility killers who stack slowdowns don’t exist?
-
People do not tunnel and camp because of gen speed or lack of regression. They tunnel and camp because it works and they still get the benefit of slow down perks on top. Perks like pain res are way more impactful when you don't spread hooks but instead just make it 3v1 with PR in your pocket.
Also, positive incentives do not work to stop tunneling/camping. The only thing that will dissuade people from doing it, is if it is heavily punished (I'm guessing they will make some version of DS & unbreakable basekit or gens will lose maximum required charges if someone is tunneled out early).
-
out of your last 20 or so games with Trapper, how many have you lost? Loss being defined as a 3 out or better.
-
Can we please start seeing the actual team win rates rather than the individual escape rate? I think the killer win rate (3k/4k) is even higher than what’s reported here because I highly doubt survivors are 3 or 4 outting anywhere close to 40% of the time in solos.
-
I’ll start by saying there are no great solutions but here’s what’s given me the most success:
- Accept that you are giving up a free hit and try to get better at surviving while injured (this does not mean staying injured all match - I mean post first hit).
- Avoid dropping pallets unless you are sure you will get the stun and/or if the power is on cooldown.
- Bring Strength in the shadows and Resurgence. Yes you have to run to basement but being able to infinitely heal yourself is invaluable especially if you can break chase a couple of times per match.
- Slam gens.
- Hope for the best lol.
My build: Lithe, Resurgence, Strength in the Shadows, Overzealous.
-
It would be nice to see what the actual win rate is rather than just individual escape rate. By win rate I mean how often 3 or more survivors escape. I’m convinced this number is nowhere near 40% since they exclude hatch games from the stats from my understanding.
-
This goes hand in hand with killers who run 4 slowdown downs & camp/tunnel at 5 gens like their family is being held hostage if they don't extend their artificial win streaks. Both end up making the game suck more because it in turn causes people to play even sweater and unfun. Swfs will never get toned down because killers already win the majority of matches swf or no swf. The devs pretty much encourage swfs/coordination and roothless killer gameplay. The idea of chill games is long gone.
-
and now the real question. How many games have you actually lost (3 escapes or better) out of your last 10 games?
-
Everyone is dead at 5 gens. But OMG yeah 2 totems got cleansed lmao. This is a terrible example lol.
-
@solarjin1 said:
They should revert chucky. He was fine after the rat poison nerf
Rat poison shouldn’t exist at all.
-
They’ve tried one of the main solutions already: make the mmr brackets way more strict. This way the tunneling blight with 4 slowdowns can be paired up with the equally sweaty swf more often. The main issue is that there’s no consistency with the quality of teammates because the bracket is so vast.
-
Map offerings should go or at the very least sacrificial ward needs to change to common rarity.
-
Hoping that rework gets pushed to 2026!
-
I’d say the game is more perk/intention sided than anything else. If you have a 4 man swf with stacked perks and addons who want to Gen rush (and have 1-2 people who can loop the killer for a least a minute at a time), the average killer will lose. If you have a killer with 3-4 slowdowns who proxy camps, tunnels, and has NOED, chances are the average survivor group gets stomped. But the reality that most people don’t want to acknowledge is that it’s way more common for 1 killer to out perk and playing to win than it is to find 4 equally perked and skilled survivors. In short, the game is generally killer sided because 4 man decked out swfs are not common.
-
with resurgence and a medkit with the 2 skill check addons = a ~3 second self heal if you can hit 1 skill check. I love running wicked + resurgence + head on. It’s super good. Pretty much instant heal, jump in a locker and then stun the killer if they come back to the hook.
-
Huntress 100% does not need 7 hatchets base kit. Missing should eventually have a downside. It should not be that she is basically guaranteed a hit because you can only dodge but so many times.
-
@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3783184#Comment_3783184
I don't want the game to go 25 minutes with nothing happening. That's all. Would you stare 25 minutes at your TV when it's turned off? Probably not. Both are equally boring.
Also you can turn that argument around. "I like how people that don't do gens anymore just want a guaranteed escape." I understand why but it doesn't mean it's good. It's a clear flaw in DBD's core design and not really something that you can fix by giving the survivors a fair incentive. Their chances to escape would need to be at least equally high as when all survivors were still alive. But that wouldn't fair.
The solution is easy. If after X amount of time (make it 5 minutes so it can't be used in a normal game) the killer hasn't been in a chase, they get killer instinct on one survivor with the least hook stages until they either enter chase, come within a certain range (would need to be pretty close) or damage a survivor in any way. 5 minutes is long enough for it not to effect the normal game but it does still bring an end to the match if necessary.
It would not be fair to essentially give the killer a free kill just because the 2v1 situation is unwinnable for the survivor side. If you’re going to do that, you might as well make it so that once the first survivor gets downed, they are instantly sacrificed, the games ends and the last survivor gets an escape. Then at least both sides get something.
-
The problem is that in a 2v1, unless the last Gen is almost done, doing gens isn’t actually progressing the survivor objective. It’s just ensuring they get found and killed lol. A very common scenario: someone gets camped/tunneled out with 4 or 5 gens left, next person gets caught and gives up on hook so now there’s 2 survivors left. The game is unwinnable at that point so why would either person waste time trying to do gens? The problem isn’t hiding, the problem is unwinnable situations that grind the game to a halt.
-
@Chocolate_Cosmos said:
Killer shouldnt be forced into letting the last Survivor escape with good chance.
I think the idle crows in general could be buffed. Like if you dont repair at least 5% of gen in 5 minutes you should be exposed to the killer to prevent hiding whole game for minutes in 2v1.
If killers shouldn't be forced into risking an escape, survivors shouldn't be forced into a certain death. If there's not enough progress on the last gen or there's more than 1 gen left when it comes down to a 2v1 situation, it's virtually impossible to finish the gens. Hiding is the only way that there's a least a chance that 1 person gets out via hatch. If you want to fix that, it shouldn't just end up where one side either has a bunch of time wasted or the other side is basically guaranteed to lose. Instead of hatch, once one of the two survivors gets down, maybe something like a 1v1 mode gets initiated or something that's interactive/engaging for both sides.
-
I think this is happening for two reasons: 1. The mode has been out long enough for players to start figuring out how to optimize the fun out it. At the end of the day, people play to win and will use whatever strategy that helps them win the easiest. 2. There's not as much RNG built into 2v8 as you would think. It only seemed chaotic at first because it was new. Killers figured out the synergies faster because there's only two of them and fewer skill combinations to understand.
-
@Skillfulstone said:
While the theory that it's a sneaky way to test how a "catch-up" and "anti-tunnel" mechanic would go for the playerbase is…interesting (also how it could work as an incentive to not give up early since a few early hooks aren't guaranteeing a 4k). I highly doubt it is intentional.
If such a mechanic was ever introduced, the community would just burn the forums down.
if this is the devs testing a new mechanic to deincentivize hard tunneling people out early, then I’m all for it. This is especially true when you get the comp wannabe blights/nurses who stack 3/4 slow downs and stand 15 feet from the hook against solos.
I’d actually go a step further and also add in a catch up mechanic on the killer side if they are getting Gen rushed and don’t have many hooks.
The more things to deincentivize playstyles that are miserable for both sides, the better. You would still be able to do it, it just comes with a hefty penalty.
-
@Chocolate_Cosmos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759630#Comment_3759630
Unlike Blight, his power has pretty much no cooldown, has overheat mode which just makes him even more stronger and can instadown you pretty effectively and can snowball hard.
This. Missed chainsaw? No problem, just rev again. Missed again? No problem, rev again except even faster and more unreactable. Got a hook? Great. Run away from pain res hook for a second to get grim embrace and then immediately sprint back to chainsaw the unhooker. Rinse and repeat for maximum effective.
-
Am I the only one who does not find using the sweatiest builds on blight/nurse etc and relentlessly tunneling/camping to cheese win streaks even remotely impressive? lol.
-
Can we please stop with the false line of thinking that buffing Gen defense will reduce tunneling/camping. It won’t. It will incentivize it because now people who want to tunnel/camp have more time to do so.
-
7 hatchets feels like it gives too many chances and then she can just hold the wind up to zone you as well. The buffs seem unnecessary. She was already pretty good before the buffs.
-
@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3756206#Comment_3756206
Game sense =/= memories.
I can guess where 2 survivors healing each other without any tracking perk while the 3rd survivor unhooking the 4th. But I cant remember if a Dwight hooked twice.
Memory/keeping track of what’s going on in the match is absolutely part of having game sense.
-
@appleas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3756206#Comment_3756206
Probably should remove hook counters for Survivors too so that everyone can use their brain equally right?
I’d be okay with that. Only things I would definitely want to keep on the survivor side are the chase claws and gen icons for solo q purposes.
-
or how about we stop with the hand holding and actually require game sense? Both sides already have UI prompts, aura reading etc that help out a ton. Let people have to use their brain every now and then please.
-
@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/419544/still-no-plans-to-nerf-weave-attunement
- Start the match with an item
- Killer hits you, and your item drops.
- You get the debuff indicating that the killer has weave.
- Run out of range of the item
- Get downed after a chase or escape
- Go back to your item when it is safe
- Pick up the item.
- Spend 5 seconds and run to a nearby corner of the map
- Press R
- The killer now has 2 perks
Why is this so hard for you?
This assumes all survivors on the team are doing this and are somehow still being efficient on gens (searching for items and running to corners wastes a lot of time). As a solo q player, I have yet to see this happen. More often than not, at least 2 items are left where they are and as such the killer gets aura reading almost all game.
-
This is not much different than people slugging for the 4k when they don’t know where the other survivor is. People want a chance to survivor and killers want their kills. Your solution could work if the gate time also speeds up so there’s a realistic chance for both people to escape through the gate. Otherwise a hatch offering becomes to strong on the killer side.
-
Or how about just get rid of map offerings since perfect map balance will never be a thing? We all know that's the number 1 reason why people DC at the loading screen.
-
The combo is annoying but as others have said, as soon as you realize it’s in play, all items should be used, then dropped in a corner and forgotten about. And if you are forced to loop near a corner with a dropped item, at least you know your aura is being shown because of the icon.
-
@BbQz said:
I run skull merchant lethal + knock out and mainly just slug for the win so mostly 8/10 of my games has leavers/give ups I have a blast though I just love the freedom this game gives love the theming of being a evil doer ruining people's time and games as they beg to be hooked
you may be the first skull merchant main to actually admit you log on to the game to ruin other people’s time 😂.
-
it’s not just against vecna. I had it happen against a huntress. Running DS is a total gamble at the moment.
-
Had this happen to me twice. If the bug triggers the only way out is for the killer to down you. I just died to EGC because of this. Floated around trying everything I could but then made the mistake of getting into a locker. I was glitched there until the timer ran out.
-
@SunaIIanu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3726425#Comment_3726425
https://us.v-cdn.net/6030815/uploads/42WT63DJ10FX/image.png
They did a few months ago, and the difference ist not that big (excluding high mmr 4man SWFs)
and the thing about those statistics (and most statistics) is that they don't tell the full story. If it's only 1 survivor surviving 40% of the time, it means survivor side team is losing the overall game (meaning the killer is getting a 2k-4k) even more than 60%.
-
drop drone leave loop with 20 status effects will never be enjoyable. Plus 9.5/10 sm do end up playing in a way that makes the match miserable (which is their right to play any way they want). Lastly, the time investment to beat a sm is generally not worth the effort.
-
@Bockkwurst said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3716952#Comment_3716952
idk… i had 5 games today. One was a bully match and in the other there were 4 gens down in less then 3 minutes. why exactly should it be healthy for the game? i dont get it.
not to be a jerk but without video proof, I’m 100% certain that this is an exaggeration. You would literally have to afk and/or not win a single chase in a reason timeframe for that to happen in regular match.
-
Agreed. Map offerings are generally brought so one side can do a cheesy YouTube strategy on an unbalanced map lol
-
It was most likely nerfed because in a lot of cases sloppy is just used to make tunneling even easier (which is still the case because it does not take 90 seconds to find the person who was unhooked). Also most people don’t necessarily choose to stay injured for 90 seconds so you will get the same value from mangled and you still can interrupt the heal for hemorrhage value.
-
@bjorksnas said:
Frankly the best way to "balance" a swf group is just show survivors who are grouped, weaker killers might dodge, you have the chance to put on stronger perks and addons, you go into the game with a different strategy / mindset ect, indirectly you give them tougher foes
Almost every game is Pain Res, Grim Embrace, Pop, Corrupt etc anyway. Adding it to the loading lobby would purely be for dodging. That being said, swfs are still losing the majority of games. Sure you may run into that killer swf every now and then, but that’s not on the regular.
-
@Snowbawlzzz said:
Using Surge it happens every game on gens I've never been watching
If you are getting surge 8 times, that’s 8 downs. Are you winning said games or nah?
-
@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3652463#Comment_3652463
Gens should never be done.
Apparently 😂.
-
@justalilbit123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3652463#Comment_3652463
As many times as it takes? If the survivors are trying to hammer out 1 particular gen, are you saying I'm obligated to let it go? What kind of sense does that make? That's taking all player agency away. That's like saying if a guy scores 8 goals in a hockey game (yeah I'm going there) that he's barred from trying to shoot at the net for the rest of the game. It's dumb. It punished people the mechanic was NOT AIMED AT.
Again, this is supposed to be ANTI 3 GEN. This is not supposed to be "anti gen regression". The entire point of the system is to punish chess merchant type play, where a killer runs 4 gen perks, does nothing but kick gens to try to drag the game on as long as possible. I have stated that not only do I run at most 2 slowdown perks, but usually 1, that I have personally seen the gen block mechanic kick in many, many times, simply because survivors are exploiting the fact that I can only kick it so many times.
You're suggesting there should be a limit on how many times you can make a good decision in a game. You're suggesting that if I see a gen at 90% with 2 guys working on it, that I should let them finish it. Do you truly not understand how messed up that logic is? Like I said, if a survivor got 4 flashlight saves, you would NEVER consider it fair for their flashlight to just disappear or be locked for the rest of the game.
The mechanic needs to be redesigned. OBVIOUSLY 3 genning should be addressed but what I'm saying is this isn't it.
No what I’m saying is by the time you’ve kicked the same gen 8 times, the game should almost be over. Unless you’ve done nothing but protect a 3 gen from the start, this will almost never be an issue.
-
If you’ve kicked a gen 8 times, that’s a minimum of 40% regression before accounting for any perks or regression time after the kick. How many times do you really think you need to kick 1 gen in a match?
-
@CammyChameleon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3647977#Comment_3647977
Bruh free Inure means nothing in DBD.
Legion and Plague do it WAY better and WAY faster. Legion is the weaker variant, and plague is the stronger variant with actual anti loop.
Also the only reason it's rare to have 1 or 2 out is because survivors rage quit so often against her for no reason now.
When I have a full team and nobody DC's we get out every time. She is B Tier based on how she plays against the average team who doesn't DC. We aren't some sweatlords.
The majority of games that take place are not 4 man swfs. An “average team” is not representative of the average game.
-
The only way to effectively stop tunneling/camping is for it to be harshly punished ie it has to cost them the game the overwhelming majority of the time if they try to do it. The devs have already said that these are strategies that they approve of. Which means, nothing will be done to completely stop it.
-
@H2H said:
Survivors don’t need even more free escapes.
What metric are you using to even hint that survivors get free escapes? What do you think the solo q win rate is (by win rate i mean 3 out or better)? Despite what people on this board try to pretend, you are not playing against tournament swfs 99% of the time.
-
@CammyChameleon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3647930#Comment_3647930
Exactly, if a killer isn't Problematic or Weak, don't change them. No need to be nerfing Skull Merchant when she's a B Tier Killer at best...
Only reason she has a high kill rate is because EVERYONE dcs against her, my teammates never stay, she's not even that bad anymore.
B tier based on what? Getting more than 1 or 2 out against her is extremely rare from what I’ve seen. And that’s whether or not people give up. The drop drone get free injure or force them to leave loop and get free injure, is very effective and easy to win with.