Sonzaishinai
Sonzaishinai
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Crab killer.
You can not move forewards, only sidewards
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Something that really helped me is to always ask the question of "how many survivors can be on gens now"
For example at the start of the game 4 survivors can be on gens, when you start chasing someone that person can't do gens. So 3 survivors possible can be on gens.
Once you caught and hooked that survivor and find another one fast enough suddenly that number plummets. 1 survivor who is hooked, 1 who is being chased and 1 who needs to resque the survivor on hook. So only one is left to do gens.
You want to try to keep that cycle going. Also remember that a survivor on the ground can't work on gens either. If you down somebody and you can get in chase again right away it sometimes is good to not hook them and turn up the pressure
Another important tip is who you hook. You want somebody out of the game sooner rather then later. At around hook 5-6 somebody really needs to be out of the game.
If one is dead and you have the 1 on hook, 1 in chase and 1 having to resque cycle going then nobody can be on gens and survivor progress grinds to a complete halt
You don't really want to only focus on one person though as remember "how many survivors can be on gens now?" And 3 will make gens fly.
Focussing on one person will work against weaker survivors but you'll really struggle against better ones.
The best way to do this is to pick one survivor to ignore untill somebody is dead. Preferably somebody with a flashlight who obviously wants to be chased.
Remember that this game is very snowball heavy. The gens at the start will go very fast but will slow down massively if you get momentum going, don't fret about the first couple of gens, the only one that matters is the last one!
There are ofcourse a lot of other stuff you can do to improve but this mindset really helps with dealing with fast gens
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@Tsulan said:
Killers should have the same hook indicator as survivors. It makes 0 sense to have different ones.
A killer who wants to tunnel will tunnel no matter the info he gets, but a killer who doesn´t want to tunnel often accidentally kills the wrong survivor, simply because its hard to keep track on who was hooked how often.
This needs to change.
Yes please, it makes no sense why it would be different
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What feedback?
A vocal minority that yelled at eachother for what? Like 2 weeks on this small forum.
Just a couple of people who only complain about FOMO when it doesn't benifit them.
I never saw any complaints about the game going on sales for a limited time despite it triggering the exact same FOMO response.
BHVR did nothing wrong with this.
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@jajay119 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3315950#Comment_3315950
What is the actual effect? You seem to have missed it out
As the other person said
Terror radiuses everywhere which make it more difficult to pinpoint the killers location and work with perks/powers and as a protection for your other hex perks as they will come back.
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DbD is hard to balance cause of the large amount of varriety and rng that is in the game.
But that's also it's biggest strength. It's the reason why this game is still going strong after 6 years despite having the same gameplay loop
They need to trim the extreme outliners a bit but overal a perfectly balanced dbd would die very quickly.
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Hex: Omnipresence
Everytime you damage a survivor for the first time gain a token
Upon reaching 4 tokens Hex: Omnipresence activates
All remaining dull totems on the map turn into hex totems
All hex totems have a 24/28/32m terror radius
When all totems that were changed by Hex: Omnipresence are cleansed the effect ends, any other totem that were cleansed while Hex:Omnipresence was active reignite
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3315758#Comment_3315758
It probably wasn't auto-DH
There are some pretty clear things you can do to flush them out.
If i swing at a pallet and the person on the other side dead hards there is no real denying it anymore
I tend to give the benifit of the doubt to avoid seeing hackers everywhere but auto dead hard is the one subtle hack where you can be pretty certain about
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Intentional from what i know
All blocking the gen does is stop it from regressing
Any other form of damage like jolt or pain res still hit it
The gen will not regress untill it stops being blocked though
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@HugTechLover said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3315144#Comment_3315144
“The difference in speed matters in chase and THAT IS IS”
Lmao.. it makes a HUGE difference. Ending chase early ultimately leads to map pressure.
It makes a huge difference
In chase
Many people of the community believe that patrolling gens is that much harder for the 4.4 killers and that just isn't the case
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You seem to mistake truths for opinions
Here are some actual truths the community doesn't want to accept
1) there is practically no difference between 4.4 and 4.6 killers in terms of map presence. The difference in speed matters a lot in chases but that's it.
2) 50% slowdown means an action takes twice as long. So many people still believe it only adds 50% to the time of an action.
3) slowdowns stack multiplicative. Penti's 30% slowdown and thana's 20% slowdown results in 44% slowdown, not 50%
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Important thing to note about pretty much all challanges that require perks is that you don't need to use the perk, just have it equiped
You can play Ghostface and if you marked and downed 2 survivors, hooked 5 and killed somebody with a mori addon you'll get the challenge no matter if devour hope got cleansed first minute into the match
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Dying light for sure
You need to hook non-obsessions to get stacks. But the obsession is immune to the slowdown. So you kinda have to ignore the one person who can work on gens no problem and chase the people who are hindered on gens
And you give the obsession a hefty healing speed buff
One of the very few, if not only, killer perks that you are better of bringing nothing.
For survivor technitian
Why does this training wheel perk have a downside? Makes no sense. Even if it removed the penalty it would be a mediocre perk at best. That it increases the penalty just helps the killer for no reason
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@Tostapane said:
that killer has a lot of issues:
- low MS (4.4) so you can't defend generators since you don't have mobility
- EXTREMELY map dependant (if you have a map like lery or the game you can only hope that they are bad enough to catch one of them cause your power won't help you in any possible way due to the walls and objects that will stop your knifes)
- enough addon dependant in order to be somewhat troublesome for the survivors
bamboozle is a must cause some maps are just impossible to play with him if you don't have it (garden of joy and haddonfield are some examples) and slowdown gens aren't worth enough unless you'll try to create a 3 gen zone. Overall it is the killer himself that will have troubles when you'll face competent survivors regardless of the skill that the killer player will have, so don't think too much about it.
There is actually very little difference between a 4.4 and a 4.6 movement speed killer in terms of map presence
That's just a very common misconception
If we look over a distance of 100m then a 4.4 killer does that in 22.7 seconds and a 4.6 killer in 21.7 seconds. Only a single second slower
The difference between 4.4 and 4.6 only really matters in chases.
It is true that trickster isn't good at defending gens but it's not because of his movement speed
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Cause it's a fun game. Something about the cat and mouse just always works.
It's a great game, people just take it too seriously
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@HoodedWildKard said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3312944#Comment_3312944
That's kind of the issue though. A lot of people, myself included, like to achievement hunt. And tbh I get way more frustrated when I can't get an objective done than in a normal game. Now giving survs the power to press a button and stop you getting it is a bad idea.
Because now it's based not just on your skill, but other survs 's connections, bad conduct and deliberate spitefullness.
That already was the case.
It's very rare to get double pips when a survivor DC's
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@Akumakaji said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3310525#Comment_3310525
Indeed, this seems to be somewhat of an oversight. I love to give the last survivor the hatch anyways, but if I am on my journey to Iri1, in the future I will have to just kill each and every one of them, slugs be damned. Sad, but true :P
Still, its a step in the right direction, so I am mostly happy about this change.
I mean the changes only matter for adept
You don't need to change anything about your playstyle if you aren't going for adept
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3312733#Comment_3312733
The game rule itself is stupid, the difference between a match that 4 Gens done and a match that 5 Gens done. Is 4 Gens done match is 3K and hatch escape, while 5 Gens done match is possibly of 0K.
Because of that, to achieve 40% escape rate, 5 Gens should be done every match.
Increase Gens time further may lead to over 75% kill rate, which is 1 escape. If you play a match knowing only 1 can escape, the game will become 4 survivors hiding and wait for other 3 to die so you can get hatch. There is no point to do Gens to get the same 1 escape result.
Yeah, i wish there was a little more between the gens being done and opening the gate
When the gens get done if the survivors don't try a risky save usually means all or all but one of the survivors escape
If they don't get done then all or all but one of the survivors die
It's very all or nothing
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Yes
That it affects solo much more then swf alone is reason enough for a change. Regardless of how effective it is
9 seconds as swf who call out when they go down vs ~40 seconds vs a solo player is just too big of a difference
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3312516#Comment_3312516
Endurance remove collision, fix BT body block.
Healed disable Endurance & DS, fix OTR & DS offensive tool.
Then they can buff the unhooked further
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3312675#Comment_3312675
Especially with the endurance taking away the most unfair part of tunneling that was hitting a survivor of hook before they could reach a tile
There is still difference between chasing a survivor with 1 health state especially they get Deep wound overlay which make it harder to properly see and loops(yes, they should be able to run to a title, but still 1 health state chase) and chasing a healthy survivor. This is why chasing unhooked survivor is still better choice than chasing a healthy one.
Overall, tunneling would just lead them to higher MMR that they dont belong to and totally destroyed by survivors who completely out skill them is the best part.
Ow yeah, it's still the easy way out. I'm not saying that it isn't a problem. But it's not as big a problem as people make it out to be and survivors can do a lt more to lessen the effectiveness of it
I have a personal rule that if the number of gens that still needs to be done is higher then the number of survivors left then i'm not going for unhooks.
And the only time i see all survivors dead at 5 gens is when i'm chased first
I do agree that people who tunnel are eventually making it harder on themself. I feel like the mayority of people who say that "you need to tunnel to win" are in that situation because they started tunneling in the first place
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I'm going to be brutally honest here
I feel if someone gets tunneled out at 5 gens the survivors deserve to lose.
I get that it's not fun but if a survivor who has the entire map of resources available to them and still dies before any gens have been done then either they played really poorly or their team wasen't taking advantage of the time they were buying.
Especially with the endurance taking away the most unfair part of tunneling that was hitting a survivor of hook before they could reach a tile
If the killer focusses all their attention on only one person and doesn't lose atleast 3 gens in the process the survivor team misplayed badly
The only exeptions to this is against nurse or blight with his strongest addons but that's more of a killer issue then a tunnel issue
I'm not going to say hard-tunneling isn't a problem cause it is but it's not that big of a problem that people are making it out to be
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I know this is really minor but i would like to see hook states as a killer too. It just makes it harder for killers who don't want to tunnel
For survivor remove self unhook outside of perks that guaranty it. It's just used as a easy way to get out of a match that usually could be turned around if people just tried
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They did recently add a feature where your mmr will adjust more quickly if you haven't played for a while
For example someone who plays killer every day might lose x mmr for everybody escaping and someone who hasen't played in a month loses 5 times x mmr for the same outcome
(Not the actual numbers, just a example)
My suggestion would be to not focus on winning for a while and instead focus on things like chasing or experimenting with your power or perks you don't use often
Also try to avoid "easy kills" things like camping in the end game. When you are trying to win you should do that but if you feel the survivors you face outclass you constantly then you're only slowing the mmr changes by getting kills like that
The mmr is designed to make whatever playstyle you have work roughly 50% of the time. So try not to play hardcore unless you want to keep playing hardcore
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@Brimp said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3311627#Comment_3311627
Its just a nice thing to have.
Yeah especially on characters that aren't maxed
It would be a whole lot easier to type in Li and find lithe then to go through the perk list to L, realise it isn't tier 3 yet go to your tier 2 perks untill you reach the L etc etc
To OP i think the matchmaking change would draw a lot of dissatifaction cause people wouldn't be able to dodge anymore and killers wouldn't be able to see the survivors items.
It would probably be way more healthy for the game though. Can't really blame matchmaking when everytime it finds a suitable match people leave and it has to quickly fill in gaps
The more i think about it the more i agree it would just be better
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Happens pretty often with ke too but I just assumed i missed it all the time
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Nobody escaping through the exit gates and a 3k would have been a bit healthier but i guess it is for something most people are only going to do once
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@WesCravenFan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3310570#Comment_3310570
There's no difference between the Pain Res counter and the Eruption counter. You simply stop progress right before a specific action, then proceed.
There is no such thing wtih Dead Hard. You have no idea when they are going to Dead Hard. They might not ever. They might be exhausted and you don't even know it. A killer MUST get downs to get Eruption value and a killer MUST get hooks to get Pain Res value. And both these things are becoming predictable in the next update.
There is no such thing for Dead Hard.
With pain res you know exactly when to let go as the survivors aura appears briefly before getting hooked
With eruption you have nothing to go on. If you don't have visual of the chase you have zero indication of when the killer will down the chased survivor. Even if you know they are getting chased.
There couldn't be a bigger difference between the two. With one you have indication of the precise second of when to let go and with the other you have nothing at all
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@WesCravenFan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3310472#Comment_3310472
Not even close to the same thing. I have no idea how you can compare Dead Hard to Eruption. They are not alike in any design capacity.
...
I'm not comparing dead hard to eruption
I'm comparing two stupid "counter" suggestions
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That's messed up
Hope you reported them
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I like the adept changes
One small nitpick is that i would have prefered it if merciless was that nobody escaped out of the gate.
Making it a 4k pretty much means you need to slug at the end if you don't want to lose your adept to luck
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@WesCravenFan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3310386#Comment_3310386
You should read the new developer update.
Love how you first were adressing the wrong perk and now are saying the perk is fine cause of changes that aren't in the game yet
You are proving that Eruption is a problem more then anyone else by how far you need to grasp to defend it
Your "counter" to Eruption is the equivallent of countering dead hard by just not hitting survivors ever. Can't use dead hard if they aren't injured after all
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I am kinda excitted for a softer sound when opting to not wiggle
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Seeing how it's not going to be changed here a little soft counter i found
When the killer kicks a gen and you know eruption is in play go to the gen with 2 survivors but only let one repair it.
When the killer then triggers eruption the incapacitated survivor can go and distract the killer and the one who was on standby can try and finish the gen.
This ofcourse isn't perfect and is kinda risky as it is possible you could have finished the gen if both of you worked on it but overal i find this approach does help a little and is more succesfull then not doing it and risk getting both incapacitated
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@some_guy1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3309316#Comment_3309316
as said by the forum member i quoted, he has a high skill floor, a single comment wouldn't be able to put all the stuff you need to know about playing him
but there are 3 main tips you should 100% know
his best addon is map of the realms, it's a must have to be able to trigger hunts consistently
when placing guards, try to listen where the survivor is at and then follow the survivor to then drop a guard on them(read the room aswell, if you are in a corner/dead end situation, it's better to instantly drop a guard on the loop instead) and place guards a bit infront of the survivor's location to make sure the hunt will trigger (also note that the guard has to have line of sight of the survivor)
when chasing hunted survivors, try going the route that will overtake the survivor's route to force them into the guard or make them run into you to get a hit, also, keep track of the chasing guard, the survivor might decide to go the opposite route of the guard instead
@SMitchell8 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3309316#Comment_3309316
* Play him like spirit albeit aim to drop the guard ahead of where they are running. Try and disquise your phases by running alongside walls and obstacles when looking to place ahead of a running survivor. Use your ears, you'll hear the chase audio que if you get so close to a survivor, if not, you'll be able to hear them running/breathing.
* Firing patrols at unthrown pallets works well as it forces the survivor to leave it or risk getting hit by the guard and by you.
* Use map of the realm and dried horsemeat. The detection range is bigger and makes it pretty easy to detect a survivor providing you're accurate. The other addon increases his hunt duration which buys you extra time to cut them off
* When you get a survivor detected, try to head them off in a corner or at a pallet. I find survivors are more occupied trying to avoid the guard chasing them more than the actual knight that's waiting for them nearby. Try to let the guard hit first, if not, get the hit and let them run off.
* Fire off guards repeatedly. Your power recovers quickly so use it as much as you can. Keep spamming your power in and around gens and you'll pretty much always get a detection. Firing guard patrols constantly is oppressive and survivors won't get a moments piece.
* If your patrol doesn't find anyone/undercooked it, hit the gaurd with your melee weapon. It'll cancel the guard allowing you to prepare the next one.
* Only use Carniflex at breaking, he's ok in a chase still so don't feel obliged to waste him on a pallet if your in a chase.
* I'm all ears works nicely on him as survivors often rush a vault to escape a gaurd, only then giving you the info you need to head them off.
Overall - Just keep firing guards off often and keep the survivors constantly being chased and harrased.
Thanks!
I'll try to put that to practise next time i play him
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@GoodBoyKaru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3309544#Comment_3309544
You're not going to tell me that saddeko is among the top of the killers cause of 1 playstyle that needs specific addons to work well and only really caught traction months after she was released
No, but I am going to tell you that Sadako is among the top of the killers for kill rate, an arbitrary metric that has no real use to us as players because both kills do not equal skill and because there's much more to the game than just killing/escaping, and because there is likely a very dedicated group of Sadako players who are very good at regular M1 gameplay, which is essentially what she is- just a regular M1 killer.
Or are Sadako, Pinhead, and Wesker just better killers than Nurse and Blight, with Nurse having been the best killer in DBD by a landslide since her release in August of 2016. Is Plague actually the 2nd best killer in the game (again behind Wesker) and Artist is actually weaker than Freddy and Myers?
Or do just kill rates alone tell us, as players, nothing without any further emperical data to back it up?
There is more to the game then purely killing and surviving but at the end everything leads to that. Cause that is the end goal.
Having a high killcount means something is working right and again i don't believe it's the specific condemned playstyle that needs specific addons and didn't get traction early enough to have this huge of a impact
The argument of a handfull of elite sadekko players is also flawed. A minority of pro saddeko players are not going to bumb the numbers that much unless the mayority of the people who say she's weak don't actually play her. In which case they don't actually know what they are talking about
The problem with how the community sees Saddeko is that they view it purelly against comp squads
The reason i believe Saddeko (and plague too for that matter) is doing so well is cause she has a relativily low skill floor while the skill floor to play against her is in comparrison high
As opposed by Blight and Nurse who have a high skill floor
And that isn't a bad thing. Not every killer can be competitively viable, and they shouldn't need to be
If Saddeko does well against the mayority of the players then she doesn't desperatly need help. No matter how much of a struggle the top 1% is
Could she use some buffs and changes to the condemned playstyle? Yeah she could. Could artist and dredge recieve some tweaks? Yeah sure
Enough to delay stuff like the solo icons we are getting now? Or the well deserved nurse nerf?
I think you of all people would agree what has the higher priority
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@GoodBoyKaru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3309482#Comment_3309482
So you mean to tell me that Artist, Sadako, and Dredge- all of which are very polarising killers and two of whom (Sadako and Dredge) a large portion of the community have called weak- Sadako more than Dredge- are all actually perfectly balanced killers, and were released in a perfect state?
Despite Sadako's ongoing VFX issues with those with photosensitivity, Dredge being literally impossible for myself and other players to deal with without causing immense headaches (to the point where I had to get prescription-level pain killers by my desk just in case I faced a Dredge, when I haven't needed them in over a deacade prior to that), and Artist being called "boring" and "dull" by Survivor and Killer players alike, they're perfect? Despite Dredge being an Anniversary chapter with a very slim playerbase, Sadako only really having one playstyle that puts everyone involved to sleep, and Artist having approximately one and a half good add-ons, they're all perfect?
Sure.
What would I do? Read here.
The mayority of the vocal community calling killers with 60%+ killrates weak is more of a case that the mayority of the vocal community doesn't know what it's talking about.
I have never seen another game where the avarage skill and knowledge of the players is so low
You're not going to tell me that saddeko is among the top of the killers cause of 1 playstyle that needs specific addons to work well and only really caught traction months after she was released
I do agree the accesibility changes could take some more priority but from a balance view these killers really aren't that pressing
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@GentlemanFridge said:
If Nurse gets unique TR, we’e officially reached the point where default TR + no environmental indicators = Bubba
You usually hear the nurse scream before getting in a terror radius so it's already easy to tell tbh
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@Stabby_Widdershins said:
People will still fail to win against her and yell for more nerfs.
Blink attacks being special attacks is BS, by the way. The Nurse literally can't attack normally, because she's slower than Survivors.
So it's more BHVR giving Survivors what they want while not even thinking about how the nerfs work in a real gameplay setting in the slightest. Kind of like how they nerfed her Blink to begin with, while forgetting (or ignoring) that it's not only her offensive power, but also how she moves around the map.
I think blink attacks being special is fair.
Her power beats all other powers by a landslide.
Slightly less perk variety is a small price to pay for that. A good nurse can get hits way to easily to have additional effects on top of that
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@some_guy1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3309212#Comment_3309212
he really is that type of killer
most just assume he is a killer that can only camp well (even though the guard instantly disappears when you start to unhook, it litteraly says that in his power description) and can be countered by holding w
if you actually know how to play him well, you'll know that is not true at all (this is coming from a top 10 knight player on steam)
most knight players I played against just play super aggresive, immdeiately placing guards without paying attention to survivors location(which then causes the survivor to just take the safe route without triggering the hunt and the knight player losing their power for a while)
Would you happen to have some good tips?
I'm really struggling to make the knight work so it would really help
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Agree that the knight is not the best design wise but if you keep going down to 105/110 ai killers who follow you in a straight line you really can't talk about skill
Unless the knight pincers you (which does take some skill) then his power should never hurt you. Just run in the opposite direction and you're pretty much safe
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I don't really see the point of that. They aren't actually going to remove perks/offerings cause that would dull the game down massivily.
So you're just getting useless data.
Killing variety for balance sake is not the way to go. A unbalanced game with variety is better then a balanced game where everything is always the same
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If something that hasn't ever changed never was a problem suddenly becomes a problem after something else happened it's usually the something else that needs changing. Not the the thing that was fine before
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I've learned myself to not really care anymore.
If i'm over the cap and don't feel like spending bp i'll just play.
If you really need the reward for playing a game you might need to ask the question to yourself if you actually still like the game.
Games are after all supposed to be for fun. Not for a imagined currency
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Cause "skill" is way too vague of a thing to track. Not to mention not a good one for matchmaking. Which is the point of mmr. Matchmaking, not some badge of honor
In the end of the day if you have skill you will win the mayority of your matches against those lesser skilled.
If you aren't then you aren't as skilled as you think you are.
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I'd probably play a couple of matches for nostalgia sake and then go back to the current version and apreciate all the changes that much more.
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Almost
Chasing is the most excitting thing in DbD, not looping
Looping in it's purest form of run around a obstacle x amount of times and then dropping the pallet is one of the most mindnumbing things in this game
Add something like pyramid heads power or weskers power and you are requered to stay active and pay attention again which in turn makes things more excitting again.
I agree they don't always do anti loop correct but when they do it enhances chases rather then dull them
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What you told me is that you don't need slowdown at all for that match.
The only reason the gens got done by somebody mindlessly dropping pallets is cause you mindlessly kept going after them.
Having some kind of slowdown does feel needed vs equall survivors but your example really isn't good
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@Starrseed said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3304836#Comment_3304836
I be honest with you I'm not the biggest fan of how vastly different the power levels are because I pay the same amount for every killer so it kinda sucks to have a visual and concept wise nice killer just for them to be bad because designe just like knight. Nurse is probably only the best and doesn't get nerfs so no one can scream bloddy murder over p2w
That's just always going to be the case sadly
Now i do agree that the difference could be a whole lot less but there will always be a difference.
Unless you make all the killers simular and i don't think anybody wants that
Having a slow setup trap based killer that can't compete at highest level is better then having no slow setup trap based killer at all cause it doesn't quite fit into the gameplay loop
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@Starrseed said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3304828#Comment_3304828
Could work we would need to monitor how it works for the different killers what is enough for nurse is probably not enough for trapper but wants enough for trapper is probably to much for nurse
I mean that will always be the case
That's the cost of having a variety of playstyles, you have to accept that some will be stronger then others
Not every killer needs to be tournament viable cause that would be really restrictive to the design process.
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@Starrseed said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3304798#Comment_3304798
Yeah but on then you would need gens to take like 200 sec as long as no one is dead. Right now the game is just not balanced to spread hooks in any way that feels good or fair for the survivor the big problem is gens need to be done so it would be awful if they took longer because that's not fun but survivor also love chases so you can't really say you take down chase time by a lot to get that time in for the killer. The whole concept of the game is kinda screwed right now
Hence why i added the slowdown when you are hooked. You still don't need to go for 9 hooks before the first survivor is dead
But aim for something like 5 hooks with 2 on deathhook and then aim to take the 2 on deathhook swiftly after eachother
A survivor should be dead by hook 6 at the very least. Just trying to avoid them being dead by hook 3