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Sava18

Sava18

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Sava18
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  • Another post about this where dbd players vehemently defend a mechanic that pushes a negatively self perpetuating cycle. Just can't see past their own selfishness, no other community would think it's ok.

  • I really don't get hard m1 killer players, it's boring for both sides unless the survivors have a ego issue.

    It's actually wild to me how unoften people split on gens on the beginning. It's so simple and so free. Prove isn't even a come back in that regard anymore.

  • What do you mean good skull merchant? I have 0 clue what you are trying to say?

    On the other hand I have only ran into 1 good blight as survivor ever. Tbf my standards are a little high for both dbd and blight but it's pretty sad.

  • @pale_hispanic said:

    i thought it was a requirement for every blight player to run pop + pain res

    Real blights don't kick gens!

    Edit: Shoutout, I'm coming up on my 2 year no kicking anniversary in a month.

  • @Mooks said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610914#Comment_3610914

    What even is this?

    are you actually being serious with any of this? And you think you are making some kind of point?

    💀

    A response to you discounting what I said. I told you what peak dbd is and you clearly haven't gotten to experience it.

    L

  • @Tsulan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610572#Comment_3610572

    If 5 meters is face camping. Then where does face camping stop and proxy camping start? Also, where does proxy camping stop and camping start?

    When it's not a free trade, although some killers like huntress make 15M proxy camping a free trade too.

  • He should have actually had forms. When you charge to t2 and t3 you can hit ctrl and a little flesh bubble covers you, 5 seconds later you come out with a changed model and a modified ability.

    The m2 over vaults and windows is very boring design on all killers like that.

  • @Mooks said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610399#Comment_3610399

    Yeah. You are right. I have never been against a strong SWF. Ever.

    but you certainly know what you are talking about. That super strong swf. Where you can somehow slug all 4 during endgame and all bleed out.

    here I found one of the gifs I was talking about earlier

    https://us.v-cdn.net/6030815/uploads/Z93LLL5W2HXH/img-7696.gif

    You don't think it's possible to go against a top top .5% swf 10 times over 1000 hours when I use to run alch ring blight every game for 2 months? You don't think after that my mmr would be high enough to very rarely run into a strong team who wants to get every single person in the team out or die trying? I'm also not talking about bleeding out what so ever, it's until they are all on the ground and likely after a few unbreakables. I have lost a couple of these games I'm referring to and was still extremely happy afterwards.

    If you haven't experienced that then I truly, truly feel sorry for you. But hey, you seem like you got a chip on your shoulder so maybe I shouldn't have responded.

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610043#Comment_3610043

    I don't wanna be rude but your suggestions are terrible bad to me and i am not even SWF player.

    Nope they are perfectly good suggestions that any non-dbd player would understand to be a 100% positive on the game.

  • Honestly they should have reworked hooks entirely. The anti camping mechanic will always be useless or too abusable.

  • Zarina is common for me.

    Thank god Laurie is rare.

  • @Mooks said:

    Counter question:

    why would a killer slug 4/all remaining survivors without being able to find them to hook them and then wonder why they don’t let themselves get hooked?

    the killer knows damn well that it’s a very boring playstyle for the survivors and it’s very unlikely that it happens to be the case they they were slugging bc they just saw the other survivor and then again and again…

    the devs don’t want to promote this playstyle either (see comments on upcoming Twins change).

    i would love to see a feature tested were two slugged survivor can help eachother once both have reached max recovering - I mean at that point the slugging went on long enough after all and there is something to do for the slugged survivors (recover and get to someone else)

    I don't think you've ever been against a strong swf in end game where it's all or nothing. Yeah if it's 2 people left and the killer slugs for the 4k it's a bit cringe, but sometimes it's the only option the killer has.

    Genuinely nothing even comes close to those all or nothing games I've played. I've only had spite spewed at me once from some former comp players running the best things available to them. Although I've only been in that position 10 times or less. 9 out of 10 times people are very happy on both sides.

  • First and only game I played today had a 4 man instantly farming. It's fine to rp one game but if it happens again i'll just have to put them down.

  • @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3609402#Comment_3609402

    Those are symptoms of a larger problem. There have always been rage quitters and lone wolf players in team games, but if players are to be believed that these are becoming more and more frequent then it suggests a driving force somewhere. IMO it stems from matchmaking issues. They can slap bandaids all they like but eventually something is gonna give.

    There is always things that can be done to mitigate it and they need to work on the underlying issues that cause some people to not want to play the game.

    But with the dbd community especially but any playbase for that matter you can't just let people leave in a random moment of frustration. That just causes a cascading affect through the player base.

    Dc timers being where they are at can be argued but allowing survivors to exclusively leave the game the second they get hooked is not arguable. People will give up on hook for any little thing, not because they are being tunneled and camped. My experience with people giving up on either side is always random, never because of the classic reasons survivors have to be mad.


    You could delete tunneling, camping, slugging and every killer A tier or above and people would still give up on first hook with the 1 gen left. You don't just let them do that for free. If you have something you need to attend to quick irl or you just can't play against knight for a third time in a row then you can eat the first couple miniscule penalty's the game gives you for leaving.

    In league people will go super tilted and want out so badly but will still be active in the game always. The sentiment that deleting the ability to self unhook without deli will just cause people to troll their team is unfounded.

  • I've said this before, but I've played league for over a decade now and continue to do so.

    Having to watch league get massive seasonal changes every year and get two week large balance patches hurts my view especially on bhvr. Both OW and DBD are just so incredibly slow it's sad to watch and they both take so much time for the wrong changes.

    If you sit two people in a room who's sole job it is to balance dbd and come up with changes they should be spitting out large patches AT LEAST every month and a half. I can only think they don't have a team dedicated to it at all.

  • There was a solid week where survivors were only pre dropping a few weeks into learning blight a couple years ago and I got so fed up with it that I was running C33/Green speed and Blood favor, undying, PR and ruin. Hasn't happened since either.

  • SM, Knight and Nurse.

    They all are boring and lack real gameplay.

    Only truly fun killers to play against are Blight, Oni, Billy, Wesker.

    Killers like Deathslinger, Huntress, Demo and Bubba can be real fun but I find a lot of the players to not be very entertaining to that fun.

  • @SirXenomorph said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3607703#Comment_3607703

    You mean a sniper huntress? These who aim so good the aim goes through a corner? XD

    Can't tell if your joking. I mean a huntress who stands 20ft from the hook holding a hatchet.

    in Why? Comment by Sava18
  • idk, it's actually really boring. I'd rather be tunneled 20 games in a row than have to get proxy'd by another huntress.

    in Why? Comment by Sava18
  • I am not gonna play hide and seek. People really complain about aura when stacking more than 1 isn''t as good as the real meta.

  • @mikewelk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3606180#Comment_3606180

    Old Dead Hard did have a counter which was baiting a swing/lunge. The distance wasn't counterable but many people weren't near a pallet to make proper use of that. I mastered the camera flick and it wasn't anything crazy. STBFL isn't a counter. If it was, it would also counter Dead Hard as it is the same problem of both people having endurance. Being injured would not be a counter for a full SWF running it either. They had comms so they knew where they were and were always healed.

    It denies more than the first hook. It can deny multiple. If I hit the survivor vaulting into shack and the other duo uses FTP, I can't do anything. I can get them mid-process with my power but that would just be a waste of time and deep wound them. I can't imagine how it feels against an M1 killer. The effect is far from fine.

    "old dead hard did have a counter but the survivor had to use the perk wrong". M1 killers didn't have counterplay vs old dh and the GOD VALIDATION that it had was absurd. Blight was the only killer with true counterplay to old dh and man did the survivors look like a deer in headlights as you brushed past them.

  • I would agree, this game needs something other than the rift. Even just seeing a number go up and down after playing would help a lot.

  • @RpTheHotrod said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3606770#Comment_3606770

    Fair statement. Some survivors give up on hook giving killers a higher kill rate than they would have, and other survivors as you mentioned just follow the killer around looking for silly chases or get obsessed with having to try to do flashlight saves instead of objectives. This essentially inflates kills meaning killers are actually weaker than they even appear on their kill rates since many of their kills are because of throwing survivors.

    On the flipside, there are some killers who like to just farm meaning survivors get undeserved escapes inflating their numbers, as well. However, I feel farming killers are far more rarer then survivors who give up on first hook or throw matches for silly killer interactions.

    I would agree, farming killers are probably like 1-2% of games. Whereas intentional game throwing survivors(not out of malice) is a average Tuesday.

  • @Saiph said:

    Killers have a 60% kill rate, survivors have 40% escape rate. That means, if you as an average person click the "Play as survivor" button, you are reducing your chances of winning by 1.5x.

    That is not balanced.

    I'm sure you'll find a lot of reasons to explain why that's fine or you don't mind it, but stop pretending it's "balanced". Balance means 50-50. 60-40 is actually very imbalanced because of the way how percentages work.

    The overall kill rate was 53% in Prime DH/IW/CoH meta. The killer meta only favored mobility/high tier killers at the time with ruin/undying. The kill rate should have been lower, but on average survivors don't try as hard to win as killers do. Every time you queue up as survivor there is a solid chance someone is just following the killer around looking for chase, doing the rift or just doing whatever. I've gone against and played with swfs who's sole intention is to interact with the killer as much as possible before dying doing 2 gens in 8 min and I don't blame them, that's the most fun you can have on survivor, that's literally every survivor youtube video.

    In league 53% win rate is broken, in dbd there are far too many factors that make these numbers lose their meaning. Also survivor takes longer to be good at and as a result bad players being paired up together is always killer sided.

    Point is kill rates are very misleading due to the nature of the game and the playbase especially.

    I'm not saying killer is weak by any means at the moment, the games only been in a better spot for killers once.

  • Can't without making them insanely unfun to vs.

  • @sluc16 said:

    Distortion is fine, killers have way too many perks and add ons to see auras, distortion helps counter that just like lightborn counters flashlights, and lightborn don't even need tokens.

    I mean one survivor perk to counter an entire type of killer perks even when running multiple is too much. Only consistent way I've seen people burn through stacks is spamming c21 in chase which is an absurd requirement.

  • Hopefully less clunky, it's why I never picked him up. it's just disgusting.

  • Not really an opinion but every single pig I have gone against has been hard lagging. It's not common for me to get hit 4 feet from a window but every pig does.

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3604903#Comment_3604903

    To be fair, how do you balance Blight when you keep his base kit this strong and also don't want his addons to suck?

    I think multiple slight nerfs or one more impactful nerf are fair, to allow him to still have strong addons. For example, I don't see why Blight of all killers has to be so forgiving for missed attacks. It really doesn't cost you a lot of time and his recovery is also pretty fast. So I'd suggest, nerfing him a bit in that regard and maybe let him start with his power on a cooldown (Lethal Pursuer on Blight often results in free hits). Alternatively, they could turn him down to 4.4 m/s and have him focus more on his power. Depending on how big the impact is, they could make further adjustments.

    I do not want Blight to become the next Hillbilly but I also think that he is already so strong, that any powerful addons might just send over the edge from balanced to broken.

    I am fine with nerfing missed lethal rush cd by .3-.5. Making me start walking for 10 seconds at the start would lower the flow of blight a lot. Lethal might result in "free hits" but in reality he's getting to you with 2 rushes left which can be easily dealt with, I guess some people might hop on a gen or not anticipate LP but that is most definitely on the survivor.

  • @egg_ said:

    Pinhead is the ultimate soloq basher, he's got a strong chase and requires coordination because of the box. All stuff that is easy to communicate but difficult to tell your soloq teammates

    Simple solution: find a swf, cuz pinhead is fine as a killer

    I really just saw someone say pinhead has strong chase. He's 80% passive.

  • Nah. Nerfing windows is dumb. I agree with nerfing something for the sake of not seeing something anymore but there is much stronger picks.

    Nerfing windows is like nerfing ashe in OW, you keep them spot on A tier forever because they don't really disrupt anything.

    There are not so many god pallets on maps that make the autopilot gamers your talking about win. They try and pre throw like it's comp, but they throw an ormand picnic table pallet like they can hold W out of there. Read it and play around it. If they want to throw 5 pallets in 60 seconds, they can throw the game.

  • As always the game needs to always, ALWAYS force a two/two split for the survivors, not corrupt. 4 man spawns are so broken for killer's and 4 man splits are so broken for survivors. 3/1 and 1/1/2 still make a large impact.

    In an even skill level game, it'll probably take a nasty build on a top 5 killer to win against a 4 man split. Regardless of the killer a 4 man split should pretty much be two gens done before a down. On an uneven skill level the killer might lose 4 or the survivors might get 1.

    @WiseTraveler said:

    The game is already complicated the last thing we need is more base kit perks over complicating the game for newer players. Not all killers want corrupt the last thing a ghostface player wants is for survivors to get pushed into finding them faster.

    This game isn't so hard you need to be thinking about new players more than the general fairness of the game after putting in some learning time.

  • Nah this game is just straight up disgusting without filters. Literally just turning gamma and brightness up 10% each makes you feel like you can actually see all objects.

    Anyway, stay in the dark sewage water gameplay bud.

  • @Rickprado said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3603814#Comment_3603814

    Do you think addonless Blight is good even at high MMR? I'm learning Blight using the Crow addon, but i think it will be gutted soon. Do you think is worth to learn Blight now or wait for the PTB, at least?

    I would definitely not learn blight with crow, it's addictive. I'd play 20 games with either nothing or just foxglove first.

    Edit: that is if your going to keep playing him a lot, it's worth starting on base kit even if you end up taking some loses first. Honestly using iri tag plus yellow speed after you get him down will accelerate your learning quickly if you only go for iri tag downs. I did that for 5-10 games when learning blight and it helped a lot for me.

  • Trapper - because I am apparently incapable of looking down ever on survivor

    Knight/SM - because they both have 0 real interaction.

  • I think the 1/500 survivors who does that is more than justified in being able to do so and the I think the 1/5000 survivors who pluto you not at shack deserve it far more.

    I don't know why you dislike it, it's great counter play at certain pieces of collision, it's just most survivors haven't even thought of the fact they can learn blights collision and use it against him.

    Not even mentioning the fact that the door pluto at shack is counterable exclusively on blight.

    Edit: also most of the time being able to slide past survivors is an advantage. EX: Getting past the survivor to down the one you actually want.

  • They aren't bugged but the nerfs to them should make them additive which is far more significant than most people think.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3601479#Comment_3601479

    those add-on that i am describing make base speed bigger. it is not same thing.

    I'm saying speed doesn't need be changed to slam speed because duration already covers that and they aren't strong in any regard.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3600817#Comment_3600817

    you mean Rose tonic and Putela dust? The duration slam add-on's? I was aware that those add-on are bugged. the tooltip clearly states to only increase slam duration. the add-on only state to only improve slam duration and do not mention speed. Given that they're changing blight add-on, I imagine fixing bugs in said add-on would also occur. 2x speed, alchemist ring, c21 and C33 are in my experience the most common add-on to face in soloq. I would be very surprised for those add-on to stay like they are.

    I do not think blight need negative changes. these negative changes on killer add-on are for casual players.

    I think fixing a bug that keeps a b tier add on b tier add on would be dumb, a big part of the advantage to slam duration add-ons is the speed burst. It's not really true speed either, it simply elongates the degrading slam speed blight already gets base.

  • If any killer had the creativity in context to their killers kit as much as blight, those killers might have a solid foundation for skill expression. Remove the power level of blights add-ons from your mind, just think about how unique they are from eachother.

  • I don't think killer should be replaced with a bot, more than one survivor bot and it's alt+f4 worthy. Survivors don't deserve to queue up against a bot that they didn't intend to.

    DC penalty should be 5M/30M/1H for both sides

    Survivor should not be able to void the dc penalty by "SELF UNHOOKING" . This isn't defendable by the way, it's not that I don't want to have a conversation about it but that there's only a couple below mediocre arguments against me here. I've seen them all and removing it will help in the long run(a whole 3-6 months).

    There you go, I just fixed 1/8 to 1/10 games easily.

  • @Devil_hit11 said:

    I would say that they going to weaken the most popular powerful add-on and make them low impact. The most popular add-on are Blighted crow, Blighted rat, Alchemist ring, C33 and C21. When they weaken said add-on, they tend to make most of what was good into ineffective.

    Here's sample of my guesses for what change will look like.

    C33: Every survivor within 16 meter radius of a slam suffers from 2%/4%/6%/8% hindered penalty per bounce. Increased pallet break speed from 1.5 to 2.25 seconds.

    ====

    Iri tag: Now reduces reduces token regeneration rate by -0.66 seconds [Maybe they weaken this add-on, not sure]

    Alchemist ring: Hitting a Survivor with a Lethal Rush will restore 1 rush token.

    Blighted Crow: Increases Blight's Slam movement speed by 50%[rework]

    Blighted rat: Increases Blight's Slam movement speed by 35%.[Rework]

    C21: Reduced Slam aura reading radius from 8 to 4 meters.

    Depending on how many add-on they nerf, they might modify Vigos Journal and Adrenaline vial even though these are less popular add-on's.

    Vigos Journal: Now reduces blight's terror radius by 8 while rushing. [No longer grants Undetectable]

    Adrenaline vial:

    • Reduces the Token Regeneration time by -0.25 second per Token.(was 1 second)
    • Increases the maximum Look angle during a Rush by +50 %.
    • Increases the available Rush Tokens by +1 Tokens.(was 2)
    • Increases the Rush Movement speed by +5%.(was 10%)
    • Decreases the Rush Turn rate by -0.2 °/s.(was 0.5)

    When they nerf killers in dbd, they nerf everything hard but they leave 1-2 good add-on behind. If I had to take a guess what add-on they might leave behind. it will likely be C33 and Adrenaline Vial. They will be weaker then before but not dead. It is little bit like Mother Daughter Ring Spirit.

    Blights slam add-ons already increase the move speed of his slam, I doubt speed will be changed to that.

  • I would imagine

    Speed: Will be nerfed to a flat amount instead of multiplicative.

    Adren vial: Both too unforgiving and forgiving, it's fun and strong but the map weighs too heavily on it's strength. Likely rework.

    C33: rework entirely

    Iri tag: I would recon that if this add-on on average has a lower kill rate then base kit blight, but if they nerf 4.4 speed is fine.

    Alch ring: I would say 50% increased recharge rate on hit but probably a full rework incoming.

    c21: Isn't op but probably full rework

    Soul chemical will get changed or I am going to throw a fit, add-on has been bugged to be usless forever and then gets bugged to auto win a game for blight and then back to useless.

    Both tutorial add-ons to be updated

    Everything else is fine without dispute

    Making his add-ons something like a status effect each would be boring and a real shame. Terrible idea.

  • @Chomperka said:

    this is not meta right now... buckle+for the people is a absolutely best perks and combination in the game. If there is team for the people+buckle up-they are probably not tryhards.

    While DH could be exchanged for another exhaustion, this build covers all bases and is still strong, especially while staked on all players.

  • @Saiph said:

    Killers have a 60% kill rate, survivors have 40% escape rate. That means, if you as an average person click the "Play as survivor" button, you are reducing your chances of winning by 1.5x.

    That is not balanced.

    I'm sure you'll find a lot of reasons to explain why that's fine or you don't mind it, but stop pretending it's "balanced". Balance means 50-50. 60-40 is actually very imbalanced because of the way how percentages work.

    That data will never matter that much. Too many people on survivor side skew the survival rate negatively unintentionally. One person playing for totems/chests/charms/rift or the big one FUN will skew the win rate. Even a squad who's sole purpose is to **** with killer for 20 min will end up losing. The game was not balanced at a 48% survival rate a couple years back, in fact it's probably much closer to balanced now at probably 58-60% survival rate. You cannot tell me that in 15% of all games one survivor is not actively doing the random side quests or messing with the killer, that would just be not genuine. This is the only game(WITH THE CURRENT PLAYER BASE AND SET UP OF BOTH IN-GAME AND OUT) where 60% is likely balanced. Not because of some garbage notion of fearing the killer, but because of the nature of survivor.

    That's a cold take I just said, please discount yourself by disagreeing.

  • Incentives are a reoccurring word that won't work in this game. You can incentivize the average terrible killer to not tunnel but they won't unless it's worth more.

    I think the only "strategy" they shouldn't touch is slugging because that comes with consistent risk/repercussions for killers who don't make good plays off of it.

    Camping and tunneling is bad gameplay.

  • @Volkfang said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3597323#Comment_3597323

    Based off of this and other comments I've seen you post, it seems you have this mentality that all killer mains = bad and survivor mains = good. Which is very strange because you need both sides to enjoy playing the game if you want the game to be successful.

    That aside, I gave 2 good examples of carrots that work. Pain Res and Devour Hope. If a carrot doesn't work, it doesn't mean carrots don't work at all. It just means it's a bad carrot. See Grim Embrace as an example.

    He has his good takes but quite a few seem biased.

  • @Grigerbest said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3599344#Comment_3599344

    You always have to be very careful when you trying to change Nurse or Blight. Once these killers become weaker than some licensed killers, the game will become P2W (pay to win). (If Wesker or Xeno or etc, become the strongest killers in the game, DBD will become a P2W game).

    And this is a very bad reputation, believe me.

    I mean you can significantly nerf blights add-ons like what is likely about to happen and he will still be stronger than wesker/spirit. Nurse can go and blight can be number 1, he deserves it far more than nurse. I'd be fine with wesker being the strongest too but as you said license.

  • @JudithMorel said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3599317#Comment_3599317

    no? i want there to be strategy and teamwork in a game that revolves around 4 survivors trying to survive a killer. remove the ability to help your fellow survivors who risked their tail for you would be silly.

    Then I think you forgot to read my reply before the one you responded to correctly.

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