SpringMyTrap
SpringMyTrap
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now that actually is a good example of bhvr deleting skill expression from the killer
though arinad is already coping its not that bad, but this wont last for long
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972167#Comment_3972167
And I'm telling you, the potential to be instantly grabbed is not worth the mediocre reward of faster travel.
Using the doors doesn't affect him in any way, you can't turn them off and it offers zero tangible reward for a high-risk action. You can say it's a low chance, and we'll agree to disagree, but it is high-risk low-reward.
you can be grabbed by dredge with higher probability than by springtrap and yet people still go for that.
doors give insane value and people use them already.
springtrap just has no idea when that happens which further proves how little can he do about that
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Meanwhile conviction makes it unscathed.
they even have the nerve to call it "hail mary" perk lmao
what a terrible joke
but hey, they'd rather nerf last stand cuz baby killers cried theyd be bullied by a perk you can counter or just endure once at worst
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THEY FIXED THAT NICE
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they pushed the 1 second nerf through and kept the lobotomy buff
so yeah, they heard the feedback and still did what they wanted.
they do not care about the community, they will push terrible changes as much as they can in pursuit of making niche things have wide appeal to people who just play everything a little. people who invest time in the game / killers dont matter.
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you know huntress wind up is faster than springtrap, right?
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@supersonic853 said:
Sadly springtraps power isnt the craziest to force survivors to use the doors as a risk. You can beat him very easily without using the doors at all. If there was more gameplay around the doors and using them it would be easier. Similar to how vecna can get the recover object achivement. And survivors can get the hold 2 legendary items and escape achivement. I think they need to add more to the doors.
doors are already as good as they can be, the issue is that springtrap just isnt strong enough to pressure survivors into using them a lot AND he doesnt have any consistent tools within his playstyle to play around the doors without throwing.
they are not very well designed as is, its very clear that the original intention with them was something different and far more interactive
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@Flopkween said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972022#Comment_3972022
How are we supposed to deal with overclock if we aren't supposed to use EMP in chase to prevent him from teleporting on top of us?
you are supposed to deal with it like with any counterable killer chase power that you are not meant to remove - using windows, pallets, chaining tiles and not losing to mindgames.
windows are reusable but mindgameable. pallets give consistent protection for as long as you dont ######### up but he removes them fast. he loses the game if he doesnt try to mindgame you because you waste too much time for him by trading resources so there you go.
singularity does not teleport on top of you for unavoidable hit, the whole thing is balanced in such a way you always have just enough distance to outlast overclock before he can hit you, thus making him to either miss out on all advantages of the ability except catch up (which is not very useful by itself while he is already inside most tiles) or have to play smart around it and constantly try to mindgame you and make you lose that distance
so dont get mindgamed with less reactable m1 killer and dont fall for chainballs. it's only hard because you have no experience.
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@Flopkween said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3970744#Comment_3970744
His emps feel like they do nothing against his power. I would literally use an EMP to disable a camera but then the singularity would just remove the camera and place another one immediately after. So what's the point?
It's especially useless in chase. I would use an EMP on myself then the killer would place another immediately and stick me again instantly.
the point is that he has to waste time and walk there instead of teleporting cross map.
you massively misunderstand the point of using EMPs - stop him from having access to map mobility.
using them in chase is also not something you're supposed to do, however you can still do that, just not mindlessly when he can immediately reinfect you with no time or distance loss.
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@Anti051 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3971091#Comment_3971091
Exactly!
Anti-tunnel features should only work to combat the thing that everybody complains about - "Tunneling."
Anti-tunnel features should not alternatively function as anti-pressure tools that punish the killer even if they are NOT tunneling.
I reiterate: No more nonsense, please.
thats why I adore babysitter and bloodrush so much
I cant fathom a scenario where they actually get weaponized against killer not going out of their way to tunnel.
absolute worst case scenario you can bodyblock with bt slightly more efficiently which is hardly a big deal in comparison to infinite basekit bt or DS or StB just punishing you for existing
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Why are you cleansing against plague while your team doesnt? Why are you throwing them under the bus? And most importantly, how the ######### are you getting gens done in spite of that? Just how bad is that plague playing if she cant win 2v3 lol
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Twins, Spirit, Huntress
Twins because their power is designed to eliminate chase gameplay as much as possible
Spirit because theyre an accessibility nightmare and killer sided guessing game.
Huntress because she`s the biggest zoneslop out of them all with broken hitboxes.
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They need to build meta around defensive anti tunnel perks with effects like babysitter or bloodrush.
sadly theyre too scared.
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DMS, the perk with clear counterplay and synergy with PR that lets low mobility killers have map pressure is unhealthy because survivors get upset they cant stick to gens? mkay, sure, lets nerf the meta that makes low mobility killers have viable options, im sure this isnt going to end badly
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@jiogo1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3971775#Comment_3971775
Why not make a brown addon that leaves the traps the same color as the terrain where the trap was placed then? Or put this in the base kit
why just not make traps invisible until survivor is close? its way easier to implement than try to hopelessly blend them in.
this aspect doesnt have to be immersive, it is allowed to be more gamey.
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@jiogo1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3971625#Comment_3971625
This doesn't fix his biggest problem, which is map dependence. Trappers starting with more traps and being able to carry more at the beginning already improves their viability at the beginning of the match.
traps not being randomly more visible because of the map is the fix to most issues caused by random maps.
your suggestion isnt.
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@jedimaster505 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3971691#Comment_3971691
That's wrong and your arbitrary win condition is irrelevant. The killer's objective is to kill, and the survivor's objective is to survive. The game is balanced around kill and escape rates, not "win" rates.
"arbitrary win condition"
what was the last time you looked up what developers themselves define as winning the match and which by extension is what they consider a metric to increased player's MMR?
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@jedimaster505 said:
What they should really do is remove incentives entirely and balance the game sensibly. Making one side more powerful by design and then bribing the other side to play while punishing them for DC is kind of silly. It's like the game mode itself is rage bait from the devs.
they cant balance the game like that.
average killer winrate is already below 50% with 60% killrate if we go off mmr metrics (anything below 3k is a lose).
what needs to change is how they design the game because it genuinely feels too hopeless because of how snowbally it is.
edit: look up what devs themselves define as a win in MMR system instead of yapping with the most pretentious tone imaginable
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3971610#Comment_3971610
As for MfT meta, I was playing shitton of singularity during that time and it was not pleasant. I felt like they removed weights from my legs when they nerfed the perk
Would you say it could have been salvaged? Or was the nerf the only option?
it was fundamentally unhealthy because it specifically targeted generally weak killers due to it affecting the movement speed difference that high tiers normally ignore.
the only high tier killer drastically affected by MfT was literally just singularity (who at that moment was not chase oriented bc the necessary meta pieces werent there yet and who leaned into hit&run/3gen much heavier which made him not as affected as he would be these days, however he also had an exhaustion addon that was especially useful at that time for countering funny haste perk)
Everyone else on "high tier" just didnt feel like MfT existed. Blight didnt care, nurse didnt care, spirit didnt care, dracula did not exist yet but if he did he would not care either, ghoul did not exist yet and if he did mft would just balance him out, twins didnt care, billy was garbage at that point but rare curve billy players didnt care either.
meanwhile MfT basically made numerous killers borderline unplayable or at least very underpowered. Doctor could not use shock therapy against MfT user because the haste broke the timing and allowed survivor to guarantee a loop without hit. Knight's guards became slower than survivors, huntress/slinger/trickster (who was 4.4 at that point) literally could not get around corners fast enough to get LoS on the survivor and had to bloodlust, pretty much any trapper-like m1 struggled massively because survivors became very efficient at looping and could not be hit when they normally would be.
MfT wasnt even "meta" in the actual meaning. It was just a perk that made games easier when you were already playing against easy mode killers. It was in a way detrimental for high tier matchups and basically did nothing there because you missed out on exhaustion perk value vs killers that destroy you for poor positioning.
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nah, it has engagement based game design
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Disregard all that and just make traps invisible unless survivor is within ~2 meter range of them.
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It's way easier to farm, yea
but if you want to do it in good faith - trying playing with purple killer instinct addon for when you hold axe and just camp doors a lot
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@Amanova said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3971419#Comment_3971419
True I don't understand why they nerfed babysitter (just don't tunnel simple counterplay), now no one even runs it, Steves perks are bad now...
because they are too conservative with meta.
god forbid we have healthy anti tunnel meta because killer mains cant adapt (they unironically would rather play against DS/OTR/etc because they know how to play around those which often includes just doubling down on tunnelling) and survivor mains cant play without the same 3-4 crutch perks they`ve grown together with.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3971419#Comment_3971419
And I'm willing to bet, my friend, that if we had gotten a Babysitter + Blood Rush meta, it would have had complaints.
Overall, most of these metas were poorly handled, at least the ones that could have been salvaged. Circle of Healing, for instance, is one that could have been adjusted differently. And the DS + UB combo was kinda useless if the killer didn't tunnel, which was the usual scenario back then due to BBQ.
The only one of those I didn't personally experience was Made For This. Wasn't playing much DBD at the time, so I genuinely don't know much about it. I know what the perk did, of course, but I am not sure how problematic (or not) it really was.
oh sure it wouldve had complaints, people cry about it even now, im just saying it wouldve been MUCH MORE HEALTHIER anti tunnelling meta because these are the only anti tunnelling perks you cant really weaponize, theyre almost purely defensive.
DS-UB combo wasnt useless if killer didnt tunnel cuz you could play incredibly aggressively with it and force killer into lose-lose situations. Before 6.1.0 that involved just doing gens in killer's face and jumping into locker when they headed in your direction, after 6.1.0 that was narrowed down to aggressive bodyblocking and taking aggro from the teammate.
That's really a general issue with most "anti tunnelling" perks. They are designed in such ######### way that they turn otherwise bad, incorrect and terrible plays into something you want to do because it is no longer a mistake. Running in killer`s face right after unhook was the thing that would win you dbd equivalent of darwin award but thanks to small pp combo, OTR, etc it was something you WANTED to do because killer would be at a ness loss if they committed, powered through or did literally anything that involved playing into the idea of not tunnelling.
As for MfT meta, I was playing a lot of singularity during that time and it was not pleasant. I felt like they removed weights from my legs when they nerfed the perk alongside fixing the haste addon (after it was made purple it didnt work for another month)
https://youtu.be/FXmZqVOgNFg?si=xXtrp7PAHBwjs6T_ -
@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3971575#Comment_3971575
I don't think so, tbh.
Skill expression in DBD is macro-gameplay, not aim. Maybe for killers like Huntress or Deathslinger sure, but Singularity's camera aim was just a hindrance to those who play with a controller. The auto-aim was needed in his case.
for singularity skill expression in chase was also using m1 movement with overclock + chainball alongside cameras to outplay survs in tiles.
that literally got harder because overclock now always has balanced duration (which runs out moments before you hit the survivor running in a straight line and about half a second-second earlier if theyre looping tightly) and you have less haste than you used to with a previously must-run addon.
singularity's chase got more fair to survivors and thus way more difficult to score hits with efficiently.
saying that the main skill expression in singularity was aiming a massive hitscan circle from angles survivor could not reasonably avoid for long is a ludicrous statement
but this is pointless to discuss with people who couldnt even get past that initial admittedly unreasonable skill barrier. they never got to that point because to them singularity has always been about aiming cameras.
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@jmwjmw27 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3971421#Comment_3971421
I do try, but usually they’re smart enough to know there’s better targets and the game goes downhill fast. Rough sometimes!
yeah at this point you just kinda deal with the fact you are unlikely to get gens done against a killer capable of interacting with each of 4 survivors at the same time rather than taking turns
that doesnt happen that often to my experience, most pub singus arent that great and those that are wouldve been making a massacre on most other high tiers anyways with the same experience
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@jmwjmw27 said:
Not in solo queue. Singularity is a macro battle, and you can’t win a macro battle in the 4v1 against a competent opponent if you can’t communicate with your teammates and they’re constantly making mistakes. In a team I’m down for it.
singularity is first and foremost a knowledge check so yeah, its unsurprising solo q bum teammates often throw.
best thing you can do is bait chase if you know what to do, this is the killer you can run for a lot of time if you have a bunch of windows
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3971315#Comment_3971315
learn about chainball at the very least.
the whole takeaway of this for pub players should really just be the tp spot manipulation around windows to force tp on other side / bait it on your side to insta vault
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3971330#Comment_3971330
Survivors cant have a "good" perks is in it?
While I don't think it is the case with Scott's video here, generally speaking the survivor metas in DBD aren't liked.
It is very difficult, if not impossible, to find a survivor meta which the community genuinely liked. The meta being dominated by the original iterations of Decisive Strike was complained about, the DS + UB combo was complained about even in matches where it didn't have any use because the killer didn't tunnel or slug, Adrenaline was complained about even though it was not overpowered, Circle of Healing, Made For This, Windows of Opportunity, Dead Hard, Buckle Up and For The People, and others.
Some of these metas were alright, others were not and definitely had to be changed, but overall I don't think there ever was a state were the survivor meta was liked.
we couldve had babysitter bloodrush meta but unfortunately bhvr chickened out and didnt nerf the alt options
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@TheGoone said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3971172#Comment_3971172
Again your saying there's a counter when in reality Overclock covers all bases of any form of counterplay Pallets, Vaults, Stuns, Distance all covered the counterplay is little to non-existent
it doesnt if you understand how it works.
counterplay not working would mean singularity will guarantee a hit every time he TPs.
in reality this is not true. if you play right you can have long chases with just higher rate of spending resources and will only die when you get zoned into deadzone / lose mindgame.
please stop framing your lack of success as killer lacking counterplay.
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because the game is designed around perks and not the other way around.
if that was different, the perks would have to be way less impactful and it's not le fun.
if current meta perks werent necessary, we'd also have to deal with much more miserable meta instead because the reliance on anti tunnel/slug/camp and slowdown perks gatekeeps people from stacking way less healthy, fair or fun perks as they will be on the receiving end of aforementioned strategies or unbalanced gen speeds.
but at this point with how BHVR design the game you can disregard what I said, that only applies to the previous generation of band aids. right now we're just going to be on the receiving end of "not relying on stale meta"
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its funny how a lot of people in this thread defend unhealthy things because that means "nerfing" anti tunnelling perks because if people couldnt weaponize them, that would mean less people running them.
the overall design of anti tunnelling perks is frankly terrible, if at any point the optimal play with the supposed "anti tunnelling" mechanic is to go out of your way to GET TUNNELLED then the whole mechanic stops accomplishing its goal and just becomes glorified overpowered anti killer perk.
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they cant balance perks with 4 limit, let alone 5
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@Steakdabait said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3971175#Comment_3971175
It was a massive part of his skill expression circle jerking over "mah macro!!1" when every single killer needs macro is just a stupid take
it wasnt, i got good with aiming in 2 weeks and the rest of my singu experience was improving all other aspects of using his power.
singularity has never been about aiming cameras.
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3971202#Comment_3971202
Very good to ask me as Twins are one of my multimains. Counter to Vicor is:
→ every small objects, like tree, rocks etc. he has window to charge, so as long as you keep eye on him he will never be able to down you as you rotate that object back and forth.
→ Locker, before it works that if you were out of TR you always managed to get out before Charlotte comes, now you need a little knowledge about her position. Defienetly in the start she will be far away, but pinpointing her position is extremely helpful. She has faster recovery, so it's 1.5s shorter window to shove the doors.
→ Pallets predrop, each side has higher end, if you lock yourself behind it, Victor has to go around and charge again, as long as you keep eye on him he can't down you. Predropping good pallets is always a lose-lose to him. The only way for Victor to down you over pallet is to be at right position, by that time you have object to cover yourself.
→ Lockers, if you see Victor charge pounce hop into locker, he has to cancel to lock you in, as he cancels hop out, when you see him charging again hop in, again he can't hit you.
→ Obviously, spinning Victor can work too, but is not way as reliable.
→ On top of that any healing, endurance, recover perks work twice as good against Twins
- doesnt work if the object is too big or too small
- doesnt work if they are close enough to punish you for that
- doesnt work because he can hit regardless due to high speed except in a handful of tiles
- same thing as 2 + not chase counterplay
- doesnt work if they have patience
- perks are not counterplay, they are a counterpick.
so yeah, there isnt much I can do about it in chase, it's very binary and boring. either I have a setup that makes victor useless or I dont, most of the time I dont so I can only resort to running to the nearest locker and make killer waste fixed amount of time. It feels no different than playing against original legion - you just waste fixed amount of time and try to outgenrush and outposition them. It's not interactive.
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3971188#Comment_3971188
Twins is the killer with most possible counterplay, what are you even talking about? :D
what is twins counterplay in chase?
what exactly do I do against backrevving victor following me at 5.2 m/s (or 5.6 m/s with an addon)?
loop around a rock which is pretty much useless most of the time?
or do I try to fov juke them when they can just wait out?
there's no valid counterplay to them in chase, its not even a 50, just "hope they are bad". the entirety of twins counterplay is teamwork and juggling them around the map hoping you can outgenrush and outheal them faster than they bleed you out. they are the least interactive killer in the game when it comes to the main skill expression in it which is chase.
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@jedimaster505 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3971181#Comment_3971181
I agree that players, especially new players, can learn some helpful strategies watching DBD League. This is what I meant by "tips and tricks". For example, obviously the concept of 3 gens is very important and you can learn that watching compies.
My issue is that a lot of "counterplay" in a comp DBD setting suddenly becomes ineffective in pub matches. For example, DBD League banned a specific kidnap tech for Kaneki as well as some of his add ons. Well a pub match player going up against that kidnap tech and those add-ons is liable to get massacred even if he has studied the DBD League Bible his entire life.
This is one specific example, but there are tons of situations where this applies. Especially given that you don't know which killer you will face in a pub match, so you can't prepare a specific set of perks for that killer. So the common line "just run perk X, Y, Z" to counter a killer's mechanic/playstyle, simply doesn't work in a pub match setting, whereas it could heavily punish a specific killer in DBD League.
did they even ban kidnap? i recall them using it during the main stage quite freely. if anything, they should be okay with it cuz playing around it, as stupid as it is, is still possible.
pub player does go against a lot of cheesy and unfair things killers have, but they also have access to numerous unfair things on the survivor side along not having to play for the same wincon - you arent forbidden from running small pp combo or using new funny perks like shoulder or reassurance and if you sell your teammates to slugging blood favour coup ghoul and play for hatch, you arent really losing thanks to how the actual game recognizes the win condition.
rn im playing solo q with hyperfocus stakeout build just rushing gens in under 50 seconds and I doubt this would ever get allowed on any decent comp event and the killers Im facing have to keep up with that while most of them run builds that would get neglected even in comp rulesets
if we are talking about general balancing and dismissing valid suggestions because "what if my teammates are dumb" or "what if the killer is NOT dumb" then you kinda cant give more validity to anecdotal experience the complaining person has as back up for their complaints/suggestions and would have to reffer to the same method developers use - stats.
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twins
a killer whose entire power design is "uncounterable chase power compensated by extreme clunkiness with hooking people which in turn is compensated by slug heavy playstyle" is just awful to play and face.
on a side note, i hate facing huntress, but i think she's pretty balanced and overall okay killer that doesnt really need changes.
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@chknTM said:
Hope this gets fixed, it kinda makes the screen warning redundant and highly discourages using the doors cause it alerts everyone globally.
it also creates a gap between people who have good hearing / headphones and those who dont.
if bhvr wanted to make springtrap's TP this telegraphed, they should make an actual sound / visual clue for survivors they can see regardless of the door orientation.
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dbd league and comp dbd by extension is still a good showcase of how most killers are played or how to play around them. if a bunch of ladder monkeys bundled up together can figure out they can do something vs the killer, so can pub players.
though yeah, they arent as good as they make themselves out to be, at least when it comes to niche skill expressions.
it's tragic whenever they play singu set and 3/4 times the person is just trying to win through 3 gen from the start and then gets their first down 15 minutes into the match and barely gets their 4-5 stages 10 more minutes later. such a combination of specific rules, skill and lack of it that it's almost marveling.
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@Steakdabait said:
not since they made him play himself.
if aiming cameras was all the skill you thought there is to singularity, then im sure you'd be quite found of the knight qols they are making next patch
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@TheGoone said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3970744#Comment_3970744
Welp that's your opinion however it's clear that the general consensus playing against Singularity isn't a positive one due to how oppressive and little counterplay there is against him.
Singularity is barely tolerable only because we don't see him often if he was more frequent he would definitely be toned down.
general consensus from people who lose to killer they dont know how to counter because they dont see that killer often and only face people who main him is that if they dont know about something then that something doesnt exist.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3970929#Comment_3970929
Sure, that could make sense, I could see that.
Though I don't see Kaneki as the exception here, he just doesn't rely on walking to catch up and get hits. He just wouldn't be a walking killer by this definition.
That or he'd be a really strong one, depending on how you define it, I think.well he relies on walking in loops unless you consider very high skilled bodyblock power plays which is why im distinguishing between antiloop and anti shift w
in any case it's important to note that while we often talk about m1s/walking killers as "weak" we should still bundle up killers like kaneki or singularity as examples of m1s/walking killers balanced around that weakness thus being strong in spite of the fundamental flaw
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3970912#Comment_3970912
I could see that being more useful as a term.
I'd still sooner just suggest people say "weak killer" if that's all they mean, though.
weak killer is not really it, you need to emphasise the principle difference - killers using (mid)ranged attacks / dashes to get into the position for hit / cut corners or killers relying on movement speed diff and m1 as main chase instrument.
i think the classification should also make a distinction on whether or not the killer can counter shift+w alongside looping. f/e kaneki by definition is an m1/walking killer except his power deletes shift+w from the picture, pretty much balancing out the massive weakness, assuming of course you arent playing for intentional gamedesign scamper kidnap
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ru community uses the term "walking killer" as in "killer relying on 0.6 movement speed difference and m1 lunge"
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@SoGo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3970780#Comment_3970780
I really, REALLY hope that the P100 rewards will not be only limited to P100, but also other levels like 75, 50, 25…
And that it won't be just badges.
from what we know its gonna be badges that have multiple versions for varios prestige levels eventually scaling up to p100
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I just think it's tad bit hypocritical to keep deep rift fomo all while rejecting adding proper rewards for endgame progression (them reluctantly revealing theyre working on badges as p100 rewards because "fomo bad so we dont want to give anything of value)
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@TheGoone said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3970195#Comment_3970195
Have to disagree you cant play around a killer like Singularity that can cover every aspect of Survivor counterplay is countered with overclock.
His weakness was Emps but they got nerfed multiple times so now they spawn less and do way less so Singularitys can keep infections up most of the match now.
Singularity needs to tweaked to be more fair and balanced which is why I suggest a TP/ Overclock Cooldown and not even that huge a cooldown like 10 seconds so it actually feels like Survivors have a chance when they do outplay him.
>Have to disagree you cant play around a killer like Singularity that can cover every aspect of Survivor counterplay is countered with overclock.
If that was true, every singularity chase would end in two TPs. Please stop framing your inability to play around overclock timings as it lacking counterplay.
>His weakness was Emps but they got nerfed multiple times so now they spawn less and do way less so Singularitys can keep infections up most of the match now.
"was" still is.
please stop listening to whoever else spreads this harmful to your improvement narrative "emps are useless".
the only single nerf they received in the 2024 update was a 3 second manual printing requirement which barely comes into play if singularity applies enough pressure and you're making correct plays.
all other nerfs to EMPs happened in first 2 weeks of his release and none of them made them useless. there's still enough to keep up. they still remove infection. they still deny crossmap TPs and break cameras in the exact same way as they used to.
>Singularity needs to tweaked to be more fair and balanced which is why I suggest a TP/ Overclock Cooldown and not even that huge a cooldown like 10 seconds so it actually feels like Survivors have a chance when they do outplay him.
I think you just need to improve at facing him instead of using buzzwords and suggesting massive nerfs to one of the most fair killers in the game.
Everything that he does has some kind of counterplay to it to either delay, mitigate or beat it.
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Sadako is fine, she's just not for you.
Her only issue is that her main playstyle has been indirectly nerfed on multiple occasions by BHVR nerfing killer hit&run options or overbuffing survivor hit&run counterperks.
You cant fix that without fundamentally reworking sadako which shouldnt and wouldnt happen. What needs to happen are changes to make hit&run a viable playstyle again. ATM it's way too inconsistent and effort taking just to keep up even with bum lobbies let alone coordinated teams / good players.
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@TheGoone said:
No playing against a good Singularity is unfun there's no counterplay when your infected and have no chance when Singularity is in overclock he has.
No TP cooldown
Can make up any distance survivor made
80% Break and Vault speed
Stun immunity and pallet destruction
Genuinely what are you supposed to do? A good Singularity can infect faster then you can cleanse. Singularity needs a TP/Overclock Cooldown.
you're supposed to play around it.
no TP cooldown is irrelevant when him spamming the power does not guarantee hits and is often detrimental in the actual chase.
making up distance is a baseline value you must learn to deal with and even so there's a bunch of scenarios you can delay / mitigate it - well timed EMPs, breaking LoS, avoiding infection.
break/vault speed, stun immunity and pallet destruction come with a downside of giving survivor a fixed amount of distance that's enough to outrun overclock and stun the killer if you didn't waste that distance.
learn to play around windows, chain tiles, loop properly and learn the timings of the power to know when you can drop, when you can play a 50 and when you are going to take a hit and avoid wasting a pallet.