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Shroompy

Shroompy

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Shroompy
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  • Sounds to me like you just had a rough few matches, has nothing to do with the balance of the game.

    Could of also been unlucky and got into backfilled lobbies which makes the skill of your opponent and teammates possibily all over the place

  • Even as some one whos experienced at the game and has played and faced Xeno more than enough, something about him needs to be addressed.

    In terms of strength hes fine and to play as hes great, but to play against him is just repetitive and boring. He encourages pre dropping and holding W since his power in a loop is a "mind game" that HEAVILY favors Xeno. Theres basically 0 skill expression on the Survivor side.

    One thing that absolutely needs to be fixed is the bug (at least Im pretty sure its a bug) that barely slows him down even after a successful tail attack. Another being his hitbox on the tail. I didnt know it was possible to make something look even more janky than Nemesis' drag tech, yet here we are. Every game Ive played as Xeno I get at least one hit where a Survivor is around a corner. Thats not even counting all the other janky hits I get that game.

  • Large majority of the time yes

  • The only problems I have with this power is the fact that even if you make a mistake you're barely punished for it, as well as the hitbox being absolutely stupid. The amount of times I've been hit and hit people behind corners is insane.

  • The most underrated killer in DbD's history

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3530705#Comment_3530705

    The difference is that Singularity effectively couldn't use its power. So there basically was no ground for counter arguments.

    Same for several other killers during their PTB's.

    Blight, Nemesis, and Wesker just to name a few

  • Similarly to how killer players complain about perks that just get released?

    Any Means Necessary, Exponential, Dark Theory, Reassurance, Hyperfocus, Fogwise, Bloodrush, Made For This (still in effect)

    yknow, just to name a few

  • @HugTechLover said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3530079#Comment_3530079

    Ehhhhh. When blight came out, majority of people thought he was garbage. Very few people actually stuck with blight in the early days. Nobody knew of his skill ceiling yet.

    When he came out it didn't last long tho, it was mostly when he was on PTB since his collision was even wonkier than it is now

  • @Bran said:

    Wouldn't put it past bhvr to nerf. We all knew aht happened to Deathslinger

    The only changed he received from PTB to live is him alerting crows when shooting his gun

    The ADS time was a nerf yes, but barely affected his viability as he's still regarded as one of the best chasers

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3528953#Comment_3528953

    The last 3 killers were all incredibly bad on release. Knight was completely horrible. SM was even worse than she is now because she had no other play style than 3 gens and Singularity was probably one of the worst releases to date. They had to hotfix this poor killer in the first week. There was no reason to nerf them because they were already way too weak.

    I think it's likely they will nerf Xeno in some way. Maybe by buffing the flamethrowers. But I don't think they will go the route of Billy or Freddy where they completely butchered the killer.

    Knight was only really bad during PTB because of various bugs

    Skull Merchant I agree with

    Singularity is without a doubt the most underrated killer in Dead by Daylights history

    Also saying "they had to hotfix this poor killer in the first week" is as if they've never done this before. Best example probably being Spirit who was not only garbage on PTB, but also when she reached live. She received a plethora of buffs and was considered the 3rd best killer in the game for the longest time (probably a good year) because people kept seeing Billy as the 2nd best, despite obviously not being the case when looking back.

    Another killer worth mentioning is Blight. Majority of people considered him to be garbage on PTB, but once he reached live they fixed a good chunk of his issues and was pretty well received. Despite this they buffed him even further in a later hotfix where he could now break pallets with a Lethal Rush

  • @HugTechLover said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3528905#Comment_3528905

    They still maintained a high player count and never fell below top 20 best seller on steam IIRC.

    nuh uh

    Source: my beliefs

  • @UnknownKiller said:

    They will nerf him cuz he is a nub stomper and even with SoloQ he can win and due to the cries

    Just like the last few killers right?

  • can we nerf these threads instead

  • @Chewy102 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3527121#Comment_3527121

    And what does that have to do with MFT? No one is running Sprint Burst, Lithe, or Balanced Landing with MFT. So the counters against those is worthless for MFT as the only "counter" for those is to bait them out. Most mainly use MFT with Dead Hard and the only "counters" for Dead Hard is to force a Survivor to be exhausted or bait it out. But there's not that many of perk/addons that apply exhausted or else Dead Hard wouldn't have been such a problem in the first place. And baiting/waiting out DH also isn't an option with MFT as MFT counter that counter as it forces a Killer to lunge more and lunge hits are easily tanked with Dead Hard.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3527181#Comment_3527181

    Player skill certainly effects balance. But that's a 2 way street. If you account for Killer skill, then you also account for Survivor skill. And the balance when accounting for player skill changes EVERYTHING! We could legit spend a year in debate going over on how skill effects just 1 Killer doing a constant back and forward of "what if"s between that 1 Killer, their power, their addons, their perks, what map it is, what the tile layout is, how many Survivors are alive/downed/hooked, how many gens remain, and more. Then go through ALL of that again comparing it to the other side of the coin for Survivor's skill, items/addons, perks, and so on. And repeat it all over again for each and every Killer.

    Player skill is important. But it's impossible to account for without hard data we simply do not have and that the devs refuse or are unable to share. So we just gotta work with what we have. And that's a more general understanding of the game as a whole and it's fundamentals. And those fundamentals are being screwed by MFT due to those fundamentals being M1 Killer gamplay making up the vast majority of DbD outside of a select number of Killers with powers that aren't situational and a select few of those having powers that are actually dominate or vastly alter their gameplay with how different it is.

    Because MfT is what would replace SB, Lithe or Balanced Landing in a build and they have the potential of getting you out way more sticky situations than MfT ever will. You want to know a downside to this perk? Not being able to run any of these meaning you better hope you're at least close to a whole set of loops for basically the entirety of the game or else you're going to be going to the lobby faster than if you had just equipped one of the mentioned perks.

    That being said its more along the lines of Resilience where its a nice bonus to have, but its not game breaking and surely wont be the sole reason why you lost in 99.99% of your games

  • @egg_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3526810#Comment_3526810

    Disagree entirely. The 3% IS the issue

    It's like dead hard all over again, bad players (the majority?) won't make it anywhere with DH for distance, but good players will know how to use it very well, and considering how unbalanced maps are, that haste effects does make the difference

    Im not saying it doesnt make a difference, Im saying the perk is nowhere near as problematic as people are making it out to be.

    If anything its very much like Resilience, its a really nice perk to have and sometimes that little boost of speed is just what you need to reach that window or pallet.

    Much like Resilience as well its probably one of the last perks to actually be the deciding factor between winning or losing a game, unlike say Lithe, Dead Hard, or Sprint Burst

  • @Raccoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3527158#Comment_3527158

    All resources are available at the start of the map, yes.

    When all the pallets are used, it still takes you 20%-30% longer to catch up (even just to start a chase) - Maps are not a straight line, and every fast vault that a survivor makes adds to this time sink if they know where/how to run - in a WoO meta, most people know where/how to run.

    When all the pallets are not used, you lose additional time/distance (a lot, actually) for every break action you take while trying to secure a down/clear pallets with someone using MFT (Aside - this almost completely negates the usefulness of 'kick' builds against teams running the perk in the current meta - Nowhere to Hide helps against non-confident/non shift-w teams, but these are generally not an issue anyway.) This additional time can allow for someone to make it to a further pallet/tile they would not be able to, normally, and leave a gap in any dead zones you're trying to create.

    If you're not breaking every pallet and just trying to game as many pallets out of someone as you can, they're still getting all the benefits of MFT which extends this process exponentially and can put you in another time wasting situation depending on certain tile set-ups as you'll need to break certain pallets if MFT is being run or else you will eat additional rotations which may/may not lead into another tile being chained (or even skipped - with WoO this is easier to do).

    Additionally, if they're super competent and/or organized and don't even bother dropping pallets until they're injured, you're going to take way longer to clear an area (or even a single pallet) after you catch up from your post-hit fatigue. I've seen a huge uptick in 'taking the hit' against non-instadown killers since MFT has come along.

    Even if all pallets are used, MFT still allows for extra loops at certain structures/windows + the time it takes you to catch up while they lead you to said area - you can't break a window :(

    Survivors lead the chase - It is very difficult to 'reserve' a section of the map when the only viable target may/may not decide to go there.

    Survivors can also MFT away to their preferred location as soon as they see a killer coming (with a potential heal 99'ed if the killer is not running Hemorrhage, which allows for further confident/greedy play).

    Trying to close the gap or reroute them is going to take 20-30% extra just to start a chase, and unlike Sprint Burst/Lithe/etc it does not shut off once they make it there + they can have DH in the chamber as well.

    3-genning is a possible counter, but even then they can shift-w away at each approach, burning a lot of time to even start a chase/creating stale gameplay that seems to be mentioned daily on the forums.

    If both players are playing well (or perfect if you want to pretend/go to extremes), MFT is always going to extend chases, cost more time at loops through virtue of just existing, and even make it difficult for a lot of killers to start chases in favorable positions against observant survivors.

    If this sounds rambly, I apologize, just trying to explain my thoughts!

    I mean as you said yourself maps are not a straight line, and all killers will at least have something in their arsenal to be able to catch up a bit faster/get a hit.

    Committing to a chase is what really screws you up and thats not even talking about MfT, thats just in general. Now if you see the Survivor really messed up, take the free down. How ever if they are sentient you're better off harassing the rest of the team and trying to split your pressure evenly to buy yourself more time because thats exactly what you need no matter what killer you're playing, time.

    "If both players are playing well (or perfect if you want to pretend/go to extremes), MFT is always going to extend chases"

    Same as every other exhaustion perk, which again are probably more impactful since you can either avoid a hit al together (making it harder for the killer to snowball) or prevent a down.

  • @Ryuhi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3527125#Comment_3527125

    exhaustion perks can only extend a chase once. Part of the problem is that 3% can be the difference in missing multiple chances in one chase. Its part of why some people want a proper deactivation limitation other than being healed.

    Thing is they can be used to extend a chase yes, but they can also be used to START a chase that otherwise you would of been downed

  • @Caiman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3527125#Comment_3527125

    A lot more than you'd think considering MfT is about the same strength as basically any Exhaustion perk

    Except, y'know, never turning off and giving constant benefit.

    Yeah but here's the thing right, a Survivor is at their strongest on their own when in chase. If they are surrounded by pallets and windows they are going to be able to waste A LOT of time if you decide to commit to them regardless of what perks are in effect. Made for This takes this strength, and makes it even stronger. Allowing you to greed pallets and windows a little bit more thanks to the extra speed. Another thing to keep in note is Survivors are at their strongest in the early game, considering the killer has absolutely no pressure, they're likely all spread out, and all resources are available.

    As the game goes on how ever, resources start to be used up and the map starts to shrink as you should at least reserve 1 part of the map to yourself (not necessarily a 3 gen, just something that's much easier to patrol than having 3/4 gens in 3 different corners) during late game. Resources (more specifically pallets) should be quite sparse at this point and that's where MfT doesn't really do anything. Yes you have a 3% speed boost, but what good does that do when you have literally nothing at your disposal? This was/is the exact same case with Dead Hard, just to a much lesser extent.

    The reason why I think perks like Sprint Burst, Lithe or even Balanced Landing on some maps are stronger, is because regardless of where you are, you should have a way to activate that perk to be able to reach some where safe and start a chase that you had no business starting in the first place. Depending on what you're able to reach its probably even better for the killer to just leave you considering you shouldn't be committing to chases for too long when there's only 1-2 gens left.

    Now this isn't me saying Made for This is a bad perk, far from it. The only thing making this perk overtuned is the Endurance effect that comes with it. These 2 effects have absolutely nothing to do with each other, and even proccing the Endurance doesn't cancel out the other effect/deactivate it unlike other perks with a similar style. I see the speed boost sort of like Resilience. It definitely has its moments, but its far from OP and will very rarely be the deciding factor in a game

    This answer also goes to @Raccoon , @Chewy102 and @Snowball777 . What I was going to do is record gameplay but my last few games have all been against complete newbies, or they gave up right at the beginning

  • @Raccoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3527020#Comment_3527020

    What killers do you think can deal with it easily throughout the course of a match?

    A lot more than you'd think considering MfT is about the same strength as basically any Exhaustion perk

    Killers like Trickster or Doctor may have a bit of a harder time than the others, but they already struggle with perks like Sprint Burst, Lithe or Dead Hard

  • @Chewy102 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3527020#Comment_3527020

    Not in any order.

    Trapper. Bear traps are, iffy, at best. Leaving Trapper as a Killer who has to depend on M1 attacks the vast majority of the time.

    Hillbilly. Billy-boy should be a decent Killer as he can travel quick but it takes skill to learn how to curve. Problem is not a lot of maps allow for curving or long sprints. So he has to fall back on M1s.

    Doctor. Doc is just a M1 Killer. Not much else to say and his shocks don't really last that long and aren't that easy to time. MFT screws with those shocks that much more.

    Shape. Another M1 Killer. Stalking people takes time and you can realistically only have so many EW3 hits. And even in EW3 he's just a M1 Killer with a slightly longer lunge.

    Hag. Same problem as Trapper, Hag has to set up traps and it's simply not worth chasing people outside of where your traps are. Hag being a 110% Killer makes MFT that much worse though.

    Nightmare. M1 Killer (seeing a pattern?). His dream snares aren't bad, but they don't work unless a Survivor is sleeping. Who takes time, or only after landing a hit. Dream pallets? Yeah...

    Pig. M1 Killer. Her stealth takes time and gives a large warning, plus it isn't really useful to end chases outside of 50/50s. Her RBTs are her best feature, but they only work after spending time to chase/down Survivors.

    Legion. It's not good. Legions whole skit is to wound Survivors easily. But needs to chase to finish the job. If Survivors want to be wounded?

    Demogorgon. Shred can already be baited or dodged normally leaving Demo with falling back on M1 attacks.

    Twins. It's Twins. Enough said.

    Nemesis. This guy already has to land 3 hits to down with his power. That's bad enough, making that 3rd hit take that much longer or depending on M1s more is just an insult.

    Onryo. Good mindgame potential, for a M1 Killer.

    Dredge. M1 Killer that can sometimes trap Survivors in a bad spot.

    Knight. The guards become a joke with MFT. Leaving him with just M1s or some how sandwiching Survivors between himself and a guard.

    Singularity. He's already has a rather high skill floor in order to use his power and dealing with EMPs. Leaving M1s as the bulk of his playstyle.

    Xenomorph. Xeno is "better" than Nemesis in some regards. But that doesn't save Xeno from having standard chases.

    So yeah. At least half of the Killers are heavily impacted by MFT as they depend on the fundamentals of DbD in going for M1s by having situational powers. The other half have "decent" means around MFT as their powers are more dependable. If the Killer player is skilled enough to use them that is and even they MFT will still give a noticeable effect.

    Ok, now answer this

    Out of those killers listed, which ones completely counter all Exhaustion perks?

  • @Snowball777 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3526810#Comment_3526810

    No the 3% Haste is absolutely a massive issue, idk where anyone got the idea that the Endurance is the issue, the 3% Haste is a massive middle finger to M1 Killers who are already the weakest in the game.

    Unlimited 3% Haste for being injured that doesn't have any negative drawbacks or some kind of limit is not okay and it is better than every Exhaustion perk easily.

    Take away the Endurance and make MFT 3% Haste last 30 seconds twice per match, MFT reactivates only when fully healed and the perk deactivates for the rest of the match when both instances of 30 seconds are used.

    Name me 3 killers that are affected the most by MfT

  • Thing is the 3% Haste is not the issue, the issue is the Endurance status that comes with it like its a value pack at a discount you find at Walmart.

    It messing with muscle memory isn't really an issue, especially with the example you gave with new players. They are probably the last people who are getting value out of this perk since they don't know how to properly loop properly, nor are they going to be going for risky plays like committing to a heal when the killer is coming. MfT gets the most value the more experienced the user is and doesn't necessarily act as a crutch since those people were/are playing just fine without it.

    Also FtP and Buckle Up is not a bugged combo since Buckle Up doesn't require you to be injured unlike MfT.

  • stopped reading after "Extra %"

    Never a good idea to punish people for playing with their friends

  • @Smoe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3526479#Comment_3526479

    Im pretty sure I heard some where he was meant to have a throw ability similar to Wesker but at the time they werent able to.

    Would love a source on that.

    Also a wall climb would of been awesome ngl

    Yeah wall climbing would be great, however what we have for Xeno currently is actually unprecedented for DBD killer gameplay since this is the first killer to move on all 4, something that bhvr actually worked months on to achieve, so now that we have one, it might possibly lead to more killers moving on more than just 2 legs in the future.

    Also judging by how Xeno's tunnel system was originally what bhvr wanted for Demo's tunnel teleport, but didn't have the manpower and technology to achieve it back then, maybe we can get something like Wall Crawling at some point in the future if the game keeps evolving.

    Unfortunately I dont have a source on the Nemesis thing as I dont remember where I heard it. One thing tho is it is kind of reinforced by the trailer, being him yeeting Meg.

  • @HUNKAlphaTeam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3526436#Comment_3526436

    4 survivors using boil over shouldn't be able to counter 1 killer perk imho.

    I mean if anything that 1 killer perk is countering those 4 Survivor perks. The strength of Boil Over is really the drop effect, the sway is just a bonus. Similarly, Iron Grasps strength is the added wiggle time. Swaying 25% more than usual is barely anything.

  • @Smoe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3526452#Comment_3526452

    Is Nemesis having a different power originally something the devs has said or is that just speculation on your part?

    We know that they've confirmed that they tried to give Xeno a wall crawling ability early on, but due to how much of an enourmous task it was, as well as being a risk gameplay wise, they dropped it.

    Im pretty sure I heard some where he was meant to have a throw ability similar to Wesker but at the time they werent able to.

    Also a wall climb would of been awesome ngl

  • To me it really feels like theres something missing to his power, sort of like how Nemesis felt during his release

    The main reasoning behind that is exactly this. Why does he have 2 stances when hes going to be in one of them for 90% of the match? Hes probably the least threatening killer as well outside of Runner Mode considering youre not trying to prevent him from getting his power like Oni, hes just a basic killer.

    My bet is he had a similar thing happen to him as Nemesis. They had an idea for a power that was too hard to implement and had to settle for something else

  • It doesnt, but Boil Over still comes out a bit on top

    Since Boil Over increases the wiggle effect by 100% and Iron Grasp (At Level 3) decreases the wiggle effect by 75%, youre still being thrown around 25% more than normal

    Also the effect is still not that bad to counter, everyone runs into walls how ever you can also move your camera a bit to counteract the effect even without Iron Grasp

  • @H2H said:

    It’s balanced exactly how they want, massively survivor-sided and unfun for killers.

    [EXTREMELY LOUD INCORRECT BUZZER]

  • From the bit of playtime I had on PTB, I dont like how his kit just felt... odd. Very much getting the same vibe as when Nemesis came out where yes, its cool to have this character, but you dont really feel like youre playing as them and there are several elements that feel as if theyre missing

  • @Dynamical said:

    Today is Tenno-con, a convention for Warframe fans to celebrate the game, and they just gave an update on cross progression and slated an estimate timeframe for it(by the end of 2023), furthermore, they even DELAYED the official release on mobile to next year to focus and dedicate more resources on cross save.

    Warframe is now 10 years old. It came out in 2013. There is no reason why Warframe can do it but dbd can’t.

    Yes there is. Im sure if they could add cross progression they would, how ever thats something that Valve, Nintendo, Microsoft and Sony would all have to agree to. Good chunk of the time its no problem when its F2P games like Warframe, but games you gotta pay for? Thats a different story.

    Also the fact that theres a bunch of different licenses probably has something to do with it as well.

  • @ThatRedPyramidThing said:

    ”apply pressure" and "spread pressure" are survivor main’s gaslighting terms.

    "boring” is survivor code speak for strong killer they want to see nerfed.

    You can spot survivor mains easily by the language they use. It's all gaslighting and code speak.

    DBDStats is the go-to destination for tracking player statistics in Dead by Daylight. All statistics are fetched directly from the game, providing you the most accurate statistics available.

    ^^^^ Survivor main ^^^^

  • @Nos37 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3525715#Comment_3525715

    This may just be the other side of the same coin, but my issue is with long chases, not fast gens.

    I do not have a problem with gens being done in 5-8 minutes, but I absolutely have a problem with 1 chase lasting the same 5-8 minutes. Let them go? Why? So I can give them a break and let someone else "have their fun?" If I do switch to someone else, they'll just have the same busted perks or their team willl step into to bodyblock, blind, pallet save on pick-up, or use some For The People + Buckle Up BS to walk right out the gates (but not before taebagging)

    Here's the thing. If the team realizes your plan of chasing that 1 person until their downed, youre not only giving them the greenlight to slam gens but youre also giving the greenlight to that 1 Survivor youre chasing to use up all the resources on the map which should normally be split across all 4.

    Youre best way of going about is dropping chases to occupy as much time as possible to as many Survivors as possible to drain their resources and have an easier time snowballing as the game goes on

  • Cherry picking your games arent gonna make you a better player, and all youre doing is making it even worst for who ever is going to join that lobby next because you just created a backfill

    Instead, once you press that "Find a Match" button you can back out, but once you find a game youre in it and theres no backing out. This solves backfills and would have a bit of an effect on stats as they would be more accurate.

    As for revealing SWF's that could be shown in the post game. That way you still know why you just got ######### on.

  • @KaTo1337 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3525788#Comment_3525788

    I have downloaded Medal to do this in the future. However, it only can do 2min witht the free option. Any good alternatives for recording a DBD-Match?

    Outplayed is a good alternative

    Not only does it have clips, but you have control over starting and stopping a recording with a hotkey. Also has its own built in editor so you can clip things as well (al though if you dont have premium, theres a little watermark)

  • @KaTo1337 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3525721#Comment_3525721

    Not really. How do I throw a game when I use M1 and M2, depends on the situation? On some points on the map, I cant use M2 properly. Of course I know that STBFL is not his main perk, but its kinda usable on him because he has an M2.

    You should be using M2 like 80% of the time since not only do you get a hit, you also get slowdown thanks to the infection.

  • @KaTo1337 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3525619#Comment_3525619

    I play various perk-builds, not just his Meta, because the same 7 perks over and over again is kinda boring.

    Ok understandable, but you do realize getting value out of STBFL means you're basically throwing the game since you're simply not playing him correctly

    Its like a Survivor trying to use a sabo build but using a Mechanics Toolbox with Instructions because 'they don't want to use the same toolbox and add ons that everybody else uses'

  • @ProfessorDunwich said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3525381#Comment_3525381

    EMPs ruined the Singularity and people were saying “just wait.” You never see him at least partly because BHVR poorly implemented a counter play that is still too strong.

    EMP's really arent that bad, also Larry aint even apart of this discussion so like wyd

  • @[Deleted User] said:

    its so funny how quick they were to rework the first iteration of legion, but they seem to take their sweeeet time with dull merchant zzzzzz

    Took them about 6 months to rework Legion, and it was so bad it left him in a worst spot than he already was and just made them feel awful to play as and against

    Id much rather wait a bit longer to get a proper rework than to have another Legion situation

  • @GentlemanFridge said:

    👏just👏hit👏it👏

    there’s only 4, they are easily avoided, and they’re only relevant when you’re on their ass already.

    you’re pretending like they were everywhere, like Larry’s EMP’s. They really weren’t.

    but if they do that they wont be a victim of cyberbullying

  • Grades (or Ranks) don't actually contribute to matchmaking. They're purely for the bloodpoints on the 13th at the end of the month

  • No they arent able to tell the difference. How are they supposed to tell if your internet actually went out or if you just pulled out your ethernet cable?

    A good example of a game thats WAY too lenient on DCs is For Honor. Basically the only time you get a DC penalty is if you leave a game by pressing the 'Quit to Main Menu' button. This means you can just close the game and reopen it just fine and you dont suffer from any penalty. On console apparently the wait to load the game is even shorter than on PC, you can basically leave a game and be back in another in less than a minute.

  • @Luckyfer said:

    https://forums.bhvr.com/dead-by-daylight/discussion/388789/what-do-you-do-if-your-bad-at-a-killer

    Oh..you come to the forums,complain how unfair the game is,not your fault...the usual yada yada.

    You get applauded and cheered by the killer community,you won't have to worry about a survivor expressing their opinion and calling you out on your lack of skill,as the moderators here will take care of them....or the killer community.

    Then in about 2-3 months you'll receive new content,buffs and nice perks while these OP survivors will receive a new skin and some garbage perks...and maybe a nerf.

    Guy just explained his situation and asked for advice

    Think you might need some too if Im honest

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3524406#Comment_3524406

    his point is that chases are extended by EMP. the purpose of anti-loop chasing powers is to shorten chase time. EMP is counter-productive towards shortening chase time. you still move at 90% and singularity moves at 0%. your still moving near full distance away from him enough to run-forward near full map away by the time he goes out of the camera. i don't think he is super bad per say like edgegarboop says but he is not super fun to play in his current state. you need a lot of game-sense to do well with him if survivor uses EMP's correctly to waste time on every chase.

    You're moving full distance away yes, how ever you're forgetting what the whole point of Slipstreaming a Survivor is, and thats to shorten the distance

    You can do so and TP straight back onto them in seconds to resume chase if you really need to. Even if they run behind cover you can just shoot another pod and lock onto them that way

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