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Slurp_Ramen

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  • wow it actually looks quite nice, the new one hurts my eyes.

    I mean it’s not a corn map exclusive, any bright map with the newer fog tends to have this grating effect on the eyes.

  • @MDRSan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4083381#Comment_4083381

    Elusive for survivor is EQUALLY STRONG as undetectable for killer. See, I can make statements in caps too.

    Killer players just don't want to have to deal with the same annoying mechanics survivors have to with this. I get it - undetectable can be annoying to go against as a survivor and killers probably aren't used to their cues being taken away like that. If one side has to deal with it though the other can at least give it a go before they claim the sky is falling.

    survivors don’t have to deal with comms letting them know your every play and position match wide.
    So no, killers and survivors don’t have to deal with the same things at least in this specific situation.

  • @MDRSan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4083363#Comment_4083363

    What's your opinion on why the terror radius and red stains exist in the first place? Why do you think killers run undetectable add-ons or perks or oblivious causing perks if not to gain an advantage? If it's so easy to just see these killers when looping as a survivor then certainly they wouldn't be bothering with plaything or similar perks, yes?

    Yes, there's obviously a difference between 1st and 3rd person cameras. That doesn't mean the difference is so great that erasing a killer's terror radius and red stain is no big deal while hiding a survivor's auras, sounds, and scratch marks is effectively a free teleport away from the killer.

    Will this perk let some survivors in some situations successfully evade the killer? Yes. Why would they run a perk that has no chance of helping them? Will it do so more frequently than undetectable helps killers get hits on survivors? I doubt it.

    oh it will 100% be stronger than the equivalent undetectable perks and add ons.

    Most of them are: conditional, map dependent, and killer dependent, or have very weak numbers, and countered by comms(shocker swfs stay winning)
    you mentioned plaything, it’s a hex perk that requires you to hook the survivor first in order to start seeing value and only works on 1 survivor at a time, and it can be turned off permanently for the rest of the game if one person recognizes it and decides to pre cleanse totems for the team(I’ve also been seeing more and more counterforce so hex builds are inherently a tad weaker), and again countered by a simple ‘he has plaything’ upon being hooked neutering the surprise factor and only really affecting solo Q/newer players.

    And even then you can point Jason’s new stealth perk in the same patch! It’s active only at the start of the game for a whopping 13 secs…. and endgame where undetectable matters the least, wow incredible… like I’d actually take machine learning over this, at least it has the 8% haste tac’d on for a long time even if I only get 1 activation perk game.

    The closest thing on the killer side we have to cross examination id say would be scratch mirror myers, its on 100 percent of the time and generates free value match wide, on problems being if myers doesnt get his indoor maps and his breathing is super audible at tall loops, and is countered by comms.

    Cross examination while not being active ALL game, still generates free value when it’s needed most and survivors don’t exactly have to worry about comms letting the killer know where you are 24/7. Like if a survivor runs self-preservation, cross examination, overcome, with a good medkit, good f-ing luck ever catching/keeping track of them.
    And again the only reliable counter, that isn’t a perk or some niche killer instinct interaction, is High tiers and houndmaster who has very reliable tracking base-kit, and I guess maybe throw SM in there because of the radar but it’s not uncommon to go a whole match without getting scanned by a drone and it’s still just a skull merchant.

  • @MDRSan said:

    You would think no one is getting killed on the PTB with this perk in existence given the doom posting about it. Might I suggest you use the counterplay survivors have to engage in when killers are undetectable - use your eyes and attempt to predict pathing if LOS is broken. Sometimes you'll be wrong, sure - just like sometimes a survivor is wrong. Welcome to the club, isn't it fun?

    problem being, like someone already mentioned, killers mostly are far easier to see due to their models and the fact that survivors are in 3rd person.

    Imagine how incredibly strong undetectable would be if survivors were in 1st person, now thankfully that would never happen.

    And again cross examination really only hurts low tier killers. Someone like vecna 2 with his ranged playstyle and massive 3rd person camera in upside-down won’t be affected by this perk very much, but the short pig or hag will very much struggle to keep track of survivors, especially when the hitbox of the light marks is so big that you get the elusive by getting M1’d.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4083310#Comment_4083310

    I don't know how delusional you have to be to say something Iike "they won't revisit it because it benefits survivors" after fog vials, fast track rework, and the nuclear annihilation of the anti-tunnel, slug, and camp.

    To be fair you have to keep in mind, anti-slug and anti camp were heavily abused in the ptbs they were tested in. And didn’t help solve the slugging/camping problem when it came to solo Queue as much as it was supposed to.

    Especially the buffed anti camp radius straight up breaking mult-floor and indoor maps like you could be on the second floor of rpd patrolling and the guy you hooked below you would get anti camp basically for free, plus swfs could hover just outside of the anti camp range leaving killers in a lose-lose scenario. Either you camp and feed the bar letting the guy get off hook Scott free whenever, or try and commit to the hovering teammate who likely is nearby to safe area they can easily hold W to, or leave the hook altogether to go pressure somewhere else while they reset for free.


    and of course all it did was punish low tier killers who had to rely on slugging and proxy-ing for consistent wins

  • if killer instinct decides to work.

    Post rework trickster and springtrap still have killer instinct bugs with just refusing to proc on survivors in your axe radius or in your terror radius when hitting S rank

  • @HoodedWildKard said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4083140#Comment_4083140

    Sounds like a change in playstyle might help. What killer do you play out of interest? From what you've said it sounds like you're struggling to finish chases quickly and feel like you're being funneled after weaker survivors. Could be the killers/builds you play. My suggestion is run some decent traversal or stealth. I love running undetectable on my builds because if you're smart it practically prevents prerunning, makes chases less of a chore.

    I play all sorts of killers as to not get burnt out on one specific killer. The game in question I was playing trapper as part of my bi-monthly play trapper venture to see where the game is at, this last year and a half or so with him has been awful. I used to be able to run perkless trapper just 2 years ago no problem and still get consistent 4k’s but now I have to actually run perks like corrupt and brutal/enduring bc of the pallets like the boring chud I am.

    Then I played houndmaster for a couple games with a devour/scream add on, furtive/friends build and then vecna 2 with a pretty standard aura build with machine learning for a couple games (he’s probably the strongest I play as I don’t usually enjoy high tiers, just can’t stand blight and ghoul, nurse and krasue are mind numbingly easy they put me to sleep, I can’t play Billy for more than a few games because the chainsaw is so loud[I mained spirit back in the day so the chainsaw hurts me double than a normal person], I don’t like drac, and I’ve fallen outta favor with singularity and twins but used to like them)

    Other killers I cycle between regularly are SM, Sadako, vecna 1, unknown, springtrap

  • honestly people running the meta should be fairly normal as people want to see how their stuff stacks ups against the new stuff.

    A ptb should be 3-4 main things: testing the new stuff, look for bugs before live, test current live stuff against new stuff to see if there were any changes or interesting interactions, and give feedback.

    If I remember correctly the For Honor community had this issue as well and I never understood it. A new character would drop in the testing grounds and anyone who didn’t play them was met with vitriol and ‘why are you playing the new character?? That’s so EXPLETIVE cringe’.

    Shouldn’t it be normal to test your main character/main build against new content that you’re eventually gonna need to learn the counterplay of?

  • @Anti051 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4081315#Comment_4081315

    More of the team ought to actually play the game beyond a casual level, especially as the weaker M1 killers, then you'd experience exactly what a lot of us are trying to get you to understand.

    god remember the badham hag incident?

    That one event probably single handedly got one of the most annoying things in the game (at the time) finally addressed.

    or the chandler riggs stream when it came to cheaters. Now that’s kinda different case as is mostly creators and actual devs.(Now don’t get me wrong cheaters on an ongoing issue clearly, especially recently with the ‘dbd terminator’ bots running around. but that event should’ve opened their eyes to the game on fire).

    Also I find it kinda hilarious that to this day the top search result for chandler Riggs, is “chandler Riggs dbd” which is crazy considering TWD was probably the biggest show ever during its peak.

  • @Slurp_Ramen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4083119#Comment_4083119

    it’s pretty simple, just be injured and not have SB while being in an unsafe area. It’s a pretty clear cut case, why would I choose to chase the superior player in a safer area rather than the worse person actively chasing me down.

    And yeah I did end up only getting 2 but it felt completely horrible because it wasn’t even anything I did well, just happened to get good rng with basement and the survivors played extremely poorly in endgame and didn’t take their easy 3 out, it couldn’ve been a 4 out easily if they weren’t lollygagging the hook prior, they completely messed up the hit take order under hook giving me a free exchange.


    I also met the same duo again, tried slugging the Lara and avoiding her didn’t work, and her duo? Pre ran and held W as much as possible making him a slog to chase, the only person I managed to kill that game was a baby ash. And the 4th was a juiced ttv was very efficient.

    I also wouldn’t even classify them as a bully squad/bully duo. I don’t even use the term in my day to day, but if I had to give my personal definition on it it’d have 4 man flashies and flashbangs with a couple of head ons/locker plays and background players. And the other being those haste duos with power of 2 and blood pact. But 4 man flashies are usually easier to deal with because they usually dont have room for powerful anti slug options, and are countered by walls and having ears. The only time I’d lose to them would be on pallet heavy maps for them to die under, or maps with low loops/few walls, like a corn map.
    I don’t even consider sabo squads bully squads which I know a lot of people do, but I’d just put them in their own category.

    as if the dbd gods heard me, I just got a duo ttv ‘bully squad’ they both swapped to characters with flashlights last second, both had quick and quiet and head on and flashbang

    They lost, only getting one flashlight save when the game was almost over, and they got 3 head ons on me, it should’ve only been 2 as the last 2 I was sure I baited correctly but it must’ve been ping because they hit from a mile away.

    It was 11 hook game, didn’t need to tunnel or slug unnecessarily, and the last guy got hatch with all the gens were done, a pretty uneventful match all this considered.

  • probably the original demo mains for me, not the new generation who came back when the license was re-added.

    They were the OG goodest of boi’s

  • @HoodedWildKard said:

    https://forums.bhvr.com/dead-by-daylight/discussion/467867/ds-can-t-be-used-aggressively-rant

    I'm curious, how do you force chase? You realise you can just not engage and continue whatever chase you were already doing. When I'm killer if I have someone running at me off hook making an obvious ds play I just ignore or slug them.

    Even if they do have unbreakable, it can only be used once, so if you slug them, they waste their unbreakable and will be unable to trigger it usefully later on. It's still pressure.

    Tbh bully tactics like this usually throw the game pretty badly. Because by the sounds of it you did end up killing the lara and presumably most of the surv team.

    it’s pretty simple, just be injured and not have SB while being in an unsafe area. It’s a pretty clear cut case, why would I choose to chase the superior player in a safer area rather than the worse person actively chasing me down.

    And yeah I did end up only getting 2 but it felt completely horrible because it wasn’t even anything I did well, just happened to get good rng with basement and the survivors played extremely poorly in endgame and didn’t take their easy 3 out, it couldn’ve been a 4 out easily if they weren’t lollygagging the hook prior, they completely messed up the hit take order under hook giving me a free exchange.


    I also met the same duo again, tried slugging the Lara and avoiding her didn’t work, and her duo? Pre ran and held W as much as possible making him a slog to chase, the only person I managed to kill that game was a baby ash. And the 4th was a juiced ttv was very efficient.

    I also wouldn’t even classify them as a bully squad/bully duo. I don’t even use the term in my day to day, but if I had to give my personal definition on it it’d have 4 man flashies and flashbangs with a couple of head ons/locker plays and background players. And the other being those haste duos with power of 2 and blood pact. But 4 man flashies are usually easier to deal with because they usually dont have room for powerful anti slug options, and are countered by walls and having ears. The only time I’d lose to them would be on pallet heavy maps for them to die under, or maps with low loops/few walls, like a corn map.
    I don’t even consider sabo squads bully squads which I know a lot of people do, but I’d just put them in their own category.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4083078#Comment_4083078

    Correct me if I'm wrong, but it sounds like a bigger problem going on here is you were having a hard time finding any other chase to take? That sounds like a more pressing concern than this survivor trying to get your attention, and it's also definitely something you can work on and/or bring perks to correct.
    Even with that in mind, if I suspected that the person trying to get my attention was trying to fish for a DS stun, I'd let them follow me while I looked for someone else. Free pressure.

    And bodyblocking with Endurance can be weaponised, DS can't. Nothing forces you to peel off and chase that survivor and nothing forces you to pick them up. It isn't even the best call most of the time.

    I’m pretty good at macro gameplay, it’s the main thing I’ve tried to hone and is by far more interesting for me as a player than micro gameplay.

    I can always guess where people are generally, but wouldn’t know exacts without aura perks.

    In killers with little to no mobility it’s less a problem of finding people at all, as it’s more a problem finding people in good spots to chase (dead zones not near a main building etc.). That’s what makes sprint burst and holding W so frustrating by the time you get where the people are they’re either already gone/more trouble than they’re worth.

  • I can’t believe it.

    I found the same duo again.

    Tried slugging didn’t work, shocker. I was only to get 1 kill this time and it was an ash who couldn’t tie his shoes, the last person was a goated ttv.

  • @Mooks said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4083082#Comment_4083082

    if you feel like it you can always do another post with better expressed constructive feedback! But of course you don’t have to, its not like this hasnt been said before after all.

    And you are also of course very much in your right to vent like this on here - even then you stayed civil and didnt end up insulting or anything so all good.

    I really don’t understand people who come on here just to hurl insults and death threats unjustifiably.

    No matter how angry you are there’s definitely lines that shouldn’t be crossed.

  • @Mooks said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4083069#Comment_4083069

    tbh this reads way more understandable. And it doesnt seem like DS is the actual problem. Its just one perk being used, in this case they definitley needed a combination to get this value and honestly? It doesnt sound like the Match would have played out too differently without it.

    As you stated yourself, you were playing Trapper, who is just very inconsistent and relies on luck/survivor mistakes.

    And depending on the player this DM may also be meant just like they said, maybe this 2 man swf were just messing around with some perk combos, for some value out of it, still died in the end to you and they see it as both sides had dynamic interactions and fun? (Yeah, knowing this Community likely you are right and it was meant to be toxic but dont forget not all apples are bad ones)

    yeah now that I’m cooled off, it definitely wasn’t just a DS problem, it’s just when the ds happened and the snowball started rolling; that quote was constantly ringing through head.

    I guess I was mad at the fact that games like that take place like all the time and those events unfold to people all the time, some are even worse off if they don’t play seriously, haven’t played for years like me, and just aren’t as skilled.
    And people (on both sides) will use the stats from the 1% to defend whatever they want even if it’s not objectively fun or balanced.


    if I had to rename the title it’d be probably be something like, the top 15 perks on both sides needs changing and low tier killers/perks need some serious overhaul.

  • @jesterkind said:

    If you're open to a little constructive advice to stop something like this happening again: You don't have to chase her, she legitimately cannot force you to peel off and focus on her.

    If you know she used Deliverance and ran directly at you, chances are good she has some kind of anti-tunnel she wants to weaponise. Whatever chase you're in when she catches up to you, continue it, let her run around like a headless chicken behind you and waste a bunch of her time for no benefit.

    That's what makes DS in particular impossible to weaponise, you can't force the killer to engage with you. Endurance can be used to bodyblock, but DS can't be forced.

    you’re right, I technically dont have to chase anyone.

    It just so happens she is the best position possible and was the worst player. The others simply either made themselves scarce or pre-ran and pre-dropped.
    The time is constantly ticking, gens are constantly being done, there simply isn’t enough time to do what you suggest, especially on someone like trapper and on a map with no grass.

    And forgive me for misunderstanding, but doesn’t the bodyblocking already fall under using it aggressively. Whether basekit BT ran out or whether I decided to hit them or not, bodyblocking in that manner is inherently aggressive/weaponizing, no?

  • @Mr_K said:

    Yes, leave them on the ground. Either patrol around them pressuring other survivors or leave them to use up their UB. No one is forcing you pick them up when it's a high likelyhood they have DS. Force them to waste UB or have another survivor waste time picking them up. It's better than you going through the pickup animation time sink just to lose both survivors.

    if I did just leave her there, high likelihood she either uses her unbreakable, or waits for her duo with wglf/mft.

    If I did happen to find her duo with the anti slug build he can just plot twist/conviction under a pallet.

    Haddie and 4th both are likely easier chases but that requires me to not only find them but eat their sprint bursts likely wasting a bunch of time and let the 1 scenario to play out un-pressured. So where’s the win condition here? Every time I run the game back in my head every play I come up a with is countered either by the map, my killer choice, or a perk. I guess I hope they decide to play bad or pick a high tier next time?

  • @Nazzzak said:

    People like to say DS can't (or shouldn't) be used aggressively, but that's just more community rulebook stuff. There's nothing stopping people from trying to get the most value out of their perks.

    like realistically I don’t have a problem with it of course, only problem being the edge cases when it’s just miserable. And bhvr not touching anything below B- Tier for perks and killers

    S Tiers with quad slowdown, hard tunneling/slugging at 5 gens

    And 4 sprint burst + pallet density against low tiers

    Those 2 are probably the top of the list for me.

    And of course we have the stale, top end Meta perks, on both sides with bad perks either never getting substantial buffs, or bhvr’s lack of foresight breaks the game like with fast track or thrill of the hunt.

  • @Mooks said:

    so this Lara used Deli to run across the map wasting time which could be spent on a gen, managed to find you, somehow forced you to down her, missed her DH so hadnt this ready after DS, and thats the reason you… didnt even lose the game but got a draw? What were you exactly doing when she decided to force her DS?

    And you think if she didnt have DS and instead pressured on gens and used another perk efficiently, she wouldnt have contributed for her side?


    And survs like that are your excuse that ‘Killers’ use those strategys; though maybe this Lara and other survivors use their strategies like DS+UB because killers are ‘hard slugging, running quad slowdown, tunneling at 5 gens’?

    Chicken and Egg. Doesnt matter though, as neither side as incentive to stop their strategies as long as they are effective.

    I was running away from hook to go patrol and pressure the other side map. [This was on nostromo] I hooked her in the corner behind the ship on the side of the smaller ship, I was circling around the left side of the main ship to head to leftmost gens and Lara unhooks herself about 10 secs, she then b lines it for me and we meet around the middle where it slopes up into the main ship she holds W to the scrapyard area, misses her DH at a pallet she was greeding, ds’s me, loops me for another 15-20 ish secs 2 gens pop leaving me at 1, she goes down again, and because it’s nostromo I can’t fully face anything to prevent a flashy, haddie gets a crazy blind on me and the last gen pops soon after, again couldn’t even slug her then because of the anti slug duo.

    I have to commit to Lara at this point because it’s endgame, I hook her, someone forces an exchange, I manage to get them in basement, and they misplay giving me 2 kills by basement while I forced the other 2 out. I only managed to draw and get 2 because I was lucky enough to have basement nearby and they played extremely poorly in endgame, it very easily could’ve been 4-man out if they took hits pro

    I was at 3 hooks and 3 gens when the Lara situation happened.

    I should mention she had the audacity to hit me the ‘lmao GGS’ in DMs, and I’m not a mind reader but I don’t think that was in good faith. This is kinda thing killer players have to deal with, I wasn’t hard tunneling at 5 gens, I wasn’t hard slugging at 5 gens. Just playing ‘normally’ and yet survivors still split gens extremely efficiently(did the middle 2 first to prevent a 3 gens and had 3 survivors on gens permanently except when haddie would go for a flashlight if she happened to be nearby), used their perks aggressively, tbagged and messaged me directly in DMs. All that because I had the audacity of playing trapper and happened to get a ######### map like nostromo.

    I wasn’t an S or High A killer, and that’s the kinda that happens. I wouldn’t normally complain as I don’t main trapper, i just have this therapeutic venture one every month or couple months to play him and see where the game state is at, this last year, year 1/2 it become unbearable and it’s the same for the other low tiers some even have it worse than trapper (skull merchant). So if BVHR plans on continuing making the game harder and harder for low tiers and not properly nerfing the high tiers we’re gonna have a problem.



    hopefully with blight getting nerfed, finally proving god can bleed we can start seeing nerfs to other high tiers especially the ones that ignore pallets. So we can finally have some godamn variety in the killer roster, but that of course requires bhvr to actually buff the low tiers and address pallet density and the meta perks on Both sides. I don’t think it’s a hot take to say the meta perks for both sides is miserable to play against, especially sprint burst/vigil if you’re an M1 killer with low mobility.

  • @zonkednb said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4083040#Comment_4083040

    you good, dude?

    (I don't relate to this I don't relate to this I don't relate to this)

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4083042#Comment_4083042

    I'd carry games with this perk. I can mash buttons like I'm skipping dialogue in a speedrun

    yes I’m fine thank you for asking.
    I’m just making a goofy post in hindsight yeah probably not a good idea to joke about depression but the other two are very much accurate

  • @UnicornMedal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4082086#Comment_4082086

    So I'm trolling because I don't agree with you? 😵 It's an odd way to say that I'm biased without admitting your own biases but alright.

    if you use, 😭, 😂, 😵, ☠️, 😱, in a serious conversation/discussion your are trolling. (At least in my limited opinion)

    Especially the fabled 🤣, anyone who uses that you know has lost all semblance of reason and is fuming behind the screen.

  • depression- you sob loudly when injured breaking the killers spirit

    Always hungry- you get to eat crows removing them from the match

    Always tired- when doing gens after awhile you fall asleep and your subconscious finishes the gen for you on a fixed timer

  • spirit is countered by having good headphones/good ears. If you don’t have those you can always look at grass.

    What you really gotta worry about is using those things to your advantage in time to formulate a counter, whether that be camping the right side of a pallet or doubling back on a window/walking away.

    The unfortunate thing is the counterplay kinda falls apart if she’s using mother daughter ring, because she’s simply too fast to hear where she’s going then counter in time, and the spirit can always just stay in power until you mess up. So against a good spirit it can feel a lot like gambling.

    Another thing you can do is profile what she does in your first chases or if have teammates on comms ask how she plays, is she fake heavy? Do she do the same play over and over again when at an unsafe pallet? Ask yourself these questions and mix up your own gameplay to throw her off and make her play in an uncomfortable way. Anything to but yourself that extra second or two goes a long way her power recovery stacks up over a long match; giving your teammates time on gens.

  • sorry that happened to you, luckily he went down rather fast, imagine he if actually started running you for long time thanks to a bug.

  • @Chrarcq said:

    Does it really matter…? Also, Trapper base mori is competitively advantageous due to its duration. Meaning that you technically want devs to nerf him.

    I didn’t say it had to be 15 secs long, and besides unless you’re running a mori offering or devour you’re not going to be getting many mori mid game where time would matter.

    Or just give add a bunch of mini-Moris that are fast, like pyramid head, sadako, vecna 1, and now Jason.

  • hopefully when this gets fixed they can take another look at grabs and hits getting revoked.

    Lately I’ve been getting so grabs cancelled into an automatic M1 that of course misses and gives the survivor free distant, it’s mostly a problem at pallets with endurance, healthy survivors on gens, and of course survivors in lockers where you’ll just smack the locker or if you don’t M1 you have to spam the check locker button 5 times before the server registers it.

  • simple wesker is a bhvr favorite and permanently affixed on the good boy list.

    Legion was removed from 2v8 because they couldn’t make them work, then killswitched during the quintessential BP event for multiple weeks only for 2v8 to come back and legion still disabled thanks to bhvr’s newly established 2v8 criteria.

    Also an underrated issue with legion, despite being 4 in 1, legion only has a p100 emblem for Frank and no other member of the legion. I could see their reasoning behind other killers, or survivors with legendaries but most of them are either licensed or have slowly been getting regular emblems anyway.


    let’s not forget their diabolical treatment of merchant.

    wesker made them a lot money, one of their biggest player surges ever, and lots of people still enjoy him somehow despite the bugs. So yeah I guess he’s here to stay despite his state. He pretty much whitelisted and can do no wrong.

  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4079196#Comment_4079196

    Skull Merchant was genuinley an issue back before the 3 gen prevention, I honestly wouldn't mind seeing her 2 scanlines come back with the current changes to see how she does especially now the window tech with the claw trap is gone.

    Ghoul on the other hand, you can learn that counterplay all you want, bamboozle + Dissolution on them has zero counterplay, revault the pallet, get downed, try to play around a window: get bit or blocked off and go down.

    sorry if you meant it more as a joke, it's just. I'd not mind Skully being buffed and Ghoul getting some changes to make them more fun to play against honestly.

    I agree with you on the dissolution, bam/centipede front.

    They’re incredibly strong on him, when I do play ghost I don’t run them.

    And for skull merchant yeah 1.0 chess merchant was an issue, i was mainly thinking about post rework and people still dc-ing against chase merchant, or laser tag merchant.

  • survivors can’t bother to learn the counterplay for skull merchant and ghoul because it challenges them, so they dc.

    See how incredibly dumb that sounds?

    Slugging is part of the game, gen speed, second chance, slow down, tunneling, exhaustion perks are all part of the game. Stop with the double standards and being mad at one side for using one of these mechanics while you abuse the same mechanics on the other end.

  • I would love an avoid system in dbd.

    It would be especially good for late night/early morning gaming where you’re likely to see the same people multiple times.

    And it’s be good to avoid griefers and hackers if you run into them.

  • @vol4r said:

    I really miss old STBFL and old unbound (10% speed boost - 3% more was noticable).

    That's something I was running in all my killer games. Even in "funny" bubba builds.

    I believe that some people are using meta just because there isn't much more to choose from.
    There is much perks that don't grant killers enough value.

    god I miss my unbound demo and sadako

  • @Wyndsor said:

    Damn this forum became killer-sided so fast wow, this post would've gotten a lot of upvotes a year ago.

    I guess all the survivor players got forum banned.

    I guess even the survivor players see the irony in calling killing meta stale

  • @coldflame said:

    the point is to fill 2v8 surv slots

    then could do as my second part suggested and let 1v4 killers queue for 2v8 survivor

  • @DemonicDemons said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4076374#Comment_4076374

    I don't see how licensing would matter, he's already in the game, you're telling me you need a license to add him to another game mode? No, I'd argue that's completely absurd. Worldbreaker wouldn't even be that much of an issue in 2v8, more players would be able to slowdown his power making it completely balanced, cooldown on undergate by 50% would make him more viable in terms of speed and gain actual benefit out of the character.

    i meant worldbreaker would be a problem because of the lighting/map changes, they said already they don’t how it would affect the other killer. I wasn’t talking about how it strong or weak it’d be.

    And yes licensing does matter, as they need entirely new contracts in order to implement killers to 2v8 because they could up be partnered up with other licensed killers and some license holders don’t like that.

    Prime example being oni and spirit with the AoT skins, they were ‘already in the game’ but weren’t available in 2v8 for the couple iterations until finally they got a new contract, enable the skins, and now we got a whole AoT ‘themed’ 2v8 with the eren mobile skins.

  • They seem boring at best and bad at worst, I was worried something like might this might happen as soon as the votes went out. We should’ve voted for more unique perks 😔

  • I’d say buff his reload base kit so it’d encourage more add variety, like cigar, iri, or the terror radius add ons.

    But I know in my heart everyone will still run double reload or cooldown on miss/reload.

  • @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4076687#Comment_4076687

    Never said any opinion on the playstyle. Strategic slugging is a thing, yes, but hooking is a fundamental part of this game. Quests, emblems, bloodpoints, are based on hooking (for both sides - unhooking is a fundamental part of survivor gameplay, not repeatedly picking each other up. There's a reason survivors can now abandon after being slugged twice). Abandons aren't even included in the official kill rates, so a full team slug can essentially void a game. The 3 gen meta also revolved around slugging and not hooking, and we got the 8 kick limit. Past history tells us exactly how the devs will address this issue, I can only assume you must be new.

    Past history also tells that everytime they tried to address 4 man slugging adequately, it broke the game.

    Remember basekit unbreakable and the final mori? Absolute ######### show.
    Then they tried to revisit the idea adding basekit tenacity as well and removed the final mori (frankly that was extremely dumb and made killers like bubba, Billy and oni Childs play, ending games in minutes) and guess what happened, survivors started abusing the system by sabo-ing hooks and hover under pallets leading to free self pickups.

    I can only assume you are new because you seem to not know what happened just 8 months ago.

  • You could say the same about survivor.

    Sprintburst, vigil, lithe, deadhard, stb, wglf, unbreakable, ds, windows, 5SA, 4 medkits every game

    You want the meta to change on both sides start advocating for weaker perks getting buffed and stop nerfing things that only hurt lower tier killers and solo queue

    Edit: buff pebble, and shorten the delay on bada bada boom pls 🙏

  • @GentlemanFridge said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4076657#Comment_4076657

    Is Mario Kart competitive? 🤔

    Ah wait, it doesn't hide its MMR.

    The mario cart competitive scene would like to have a word with you.

    And Mario cart is competitive is the same way any time you’re playing against another human it’s competitive, some of my most fond memories where sweating it out on the couch at parties for bragging rights.

    The only truly ‘casual’ games are pve/team versus environment games. Yes some of them can be competitive, but more often than not there’s just less tension on the line because you aren’t playing against another human who also has the intention of winning.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4076683#Comment_4076683

    Explain to me how survivor A "messed up terribly" if 200 hour baby soloq teammate B is insta-tunneled by an 8k hour high-mobility killer a minute into the match? It's not hard at all to create a 3v1 in a game with awful matchmaking. It's not even uncommon to 4k at 5 gens.

    Because survivors these days just farm their teammates and don’t take chases.

    A hook is the safest place for a tunnel victim to be, if only survivors would actually use the 70 timers to do gens instead of rescuing 15 seconds into the hook.

    So yeah if someone gets tunneled out at 5 gens that’s 100% on the survivors. Because there’s no world you don’t get at least 1-2 gens if you’d just leave people on hook for a bit, and you’re actually splitting up instead of being all in the same area.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4076606#Comment_4076606

    All the other things still apply if like I said the person uses the ds aggressively (instead of running away using it to protect the teammate that farmed you in front of the killer)

    No, because you can just slug 'em out, and then it benefits you more than them.

    And how is someone going to bodyblock from inside a locker!?

    sigh you’re so lost.

    Clearly you’ve never played against ds properly with the way you’ve been talking in your responses.
    Let me break this down so you understand.

    You hook a person with DS multiple things can happen from here
    -they deli and you can either go back and commit to them, they hop in a locker or vault a pallet forcing you to eat the ds or go for someone else
    -someone farms them when you’re nearby so you tunnel and eat a ds
    -someone farms them so you go for the rescuer but the guy with ds using it aggressively to take hits and body block for the rescuer so you down them and eat a ds
    -same scenario as previous except you slug them because ‘you don’t have to pick them up’ and then they unbreakable while you’re chasing the unhooker and all you’re pressure is gone
    -ds gets saved and you can’t find anyone else so you go back to hook catch them healing under hook go for the injured one, locker ds, or you leave them/wait them out which is a ton of wasted time.

    All of these are very likely scenarios to happen where there isn’t just a catch all solution. Yeah sure you could slug (unbreakable) and go for other people but you’ll lose in a battle of attrition because getting 4 man 12 hook games just arent as feasible as they used to be. Even if you play as nice as possible there’s always gonna be that comp nea/ace shoving themselves down your throat to try and completely obliterate your pressure.

    But yeah I’m totally in the wrong, go advocate for your 10 sec ds and see how quickly the game would die off. Actually this kinda thing would never even make it past the ptb because killers with mobility/nurse would just keel over leaving only the exploitable M1 killers left.

  • @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4076610#Comment_4076610

    Because hooking is part of the intended play. And we know from past experience (ie 3 gen meta, going next, etc) that when too much of the playerbase deviates from the intended path of play, the devs address it via base-kit mechanics. For 3 gen, we got the 8 regression limit. For going next, we got 4% removed. People think they're taking a stand and making a point, but history has shown us all you lot are going to do is cause an anti-slug mechanic to be implemented.

    Since I'm seeing alot of the same words coming from multiple people, I'm going to assume there's content creators behind this (as per usual) and I think this is one of those instances where people need to have some common sense.

    As stated by the devs on multiple occasions.

    Slugging IS intended play, their issues with it is, it’s not overly fun to play on the survivor end and takes away too much agency.

    Just because you don’t agree with the playstyle doesn’t make it not intended, that’s like complaining about snipers in an fps because they’re not interactive for the opponent, but they’re still an intended feature to shake up the game so every game isnt the same.

  • unfortunately it’s just the way the meta has been turning this year.

    Why would killers ever hook when they are punished so hard for doing so, they have to waste time picking (trying to dodge either a flashy or pallet save [thanks pallet density}) carry to hook then walk all the while survivors are cranking gens while you slowly walk to where they might be at.

    Obviously killers have pain res, pop, dms, turn back the clock, but any one of those perks is weak by itself and they’re only effective when stacked with each other in boring quad slowdown builds leaving no room for fun builds.

    Killers gotta worry about , deli, ds, dead hard, shoulder the burden, fast track (pre and post rework don’t matter it still works on hook), self preservation, base kit bt, babysitter, we’ll make it, kindred/open handed, 70 sec hook timers.

    So again why would they waste time hooking and deal with all that, instead of choosing an easier path in slugging where all you gotta worry about is, unbreakable, wglf, soul guard, mft, conviction.

  • @cogsturning said:

    10 is a bit much but it should be longer. It's useless against ranged or mobility killers as is.

    5 seconds maybe 6 if we’re pushing it, countered or not countered by enduring, doesn’t matter.

    5 seconds was the gold standard, I don’t why they ever reduced it to 3.

    I mean low tiers would struggle but the sky is blue and water is wet.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4076602#Comment_4076602

    CJ is not used for grabs, the rest require you to actively chase the target, which means it's being used defensively.

    fair enough cj inst normally use for grabs but it can be if you’re using ds aggressively to body block and takes hit for the rescuer.

    All the other things still apply if like I said the person uses the ds aggressively (instead of running away using it to protect the teammate that farmed you in front of the killer)

    Ds can, and absolutely gets used in aggressive manners to punish the killer for trying to go for someone else but the person with ds and basekit bt can just throw themselves at you and be an obstruction, they when they inevitably go down because they wanted your attention so bad they the killer get hits with ds at 53 secs, and everyone points and laughs because you clearly tunneled that guy.

  • @Wyndsor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4076596#Comment_4076596

    Well the actual solution requires map/power re-balancing which isn't happening anytime soon so at this point I'd take a band-aid fix.

    that isn’t a band aid fix that’s saying ‘oh you cut your finger, it hurts? (Cuts off finger) you don’t have a finger anymore so now it doesn’t hurt’

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4076594#Comment_4076594

    DS can't be used aggressively since you cannot force a killer to pick up.

    CJ tech, lockers, slow/medium vaults, wesker, dredge, and springtraps power.

  • @KingKongBubba said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4076562#Comment_4076562

    You can write a whole essay when I only have to write to you this game has MMR and everything you just wrote is meaningless.

    Hate to break it to you, most if not all multiplayer games use some form mmr/hmmr to try and get ‘fair matches’.

    Even back in the old days, we didn’t haven’t mmr but there was level based matches and rank based matching.

    Having matchmaking doesn’t make a game competitive by default

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