SpringMyTrap
SpringMyTrap
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@Virtualguy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3966257#Comment_3966257
You do realize this ain't early dbd and there's no fog to stealth your way to hooks right? Most of the time there's barely any clutter at all. Either way we can do the same argument with Dracula I'm just using the best example to show how your argument makes no sense and is objectively incorrect.
you do realize you need to stay to the topic instead of bringing up extreme and unrelated (for balance reasons) examples? bubba is not dracula, w/o camping potential he is a terrible killer.
not to mention you dont need fog to "stealth to the hook", it simply takes good positioning and timing.
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@ratcoffee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3966202#Comment_3966202
Since you only disagreed with my assessment on Conviction's power level, I presume you agree with me that it's actually fine to have counters to "legitimate tactics" then?
only if it goes both ways.
judging by the seething in this thread in response to my comments, you and a bunch of other people don't seem to think this way.
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@Virtualguy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965805#Comment_3965805
Okay, explain to me how a bubba standing one meter outside of the anti-camp range is any different than a bubba face camping. It's impossible to save either way.
we are talking about dracula tho.
in case of bubba you just stealth to hook and pull before he revs the same and just hope your teammate makes something.
some killers just arent going to let you pull easily. thats why they arent as good as they could be.
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now it's an actual full fledged map
thats basically empty GoJ square with a single custom tile.
this is not okay.
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@ratcoffee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3966078#Comment_3966078
still not quite sure what you mean here. "making fun of how general survivor perk design is justified" what exactly does that mean?
intentionally op because it's for the greater good of combating an "issue" (legitimate strategy).
look at conviction for example.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3966085#Comment_3966085
I'm not saying blanket buff killers, i expicitly said not to do that. The problem should not be fixed via bandaid fixes and perks and done in a way that doesn't harm low skill survivors.
For an example i like to give. Lets look at killer shack. In the hands of a high skill survivor, who does things like "shift tech" to prevent a chase from starting, and using check spots that they can use due to the holes in the shack walls that let them see where the killer is.
Imagine they nerfed shack. They removed the holes in the walls, so that they can't see through it, they nerfed "Shift tech" by making it not possible, and maybe added some short LoS blockers that make the check spots a bit weaker.
What would this do to the highest level play? Well it would significantly nerf the shack and make it less strong for those high skill survivors.
What about in low level "bad" survivor players? It wouldn't do anything, because those players aren't using check spots, and they aren't using shift tech. Those survivors don't even realize that "Tiles" are a thing, and are just running around. You aren't going to hurt those players by doing that, because they are just predropping the shack pallet anyway.
This is just an example, and not something that i think needs to be done at every loop or anything. I'm just illustrating that there are these types of changes you can do, where you are "nerfing" survivors, but not acutally hurting the low skill survivors.
In the meantime, you do things like, make tunneling and camping impossible (not just nerfed, but just flat out impossible) and in doing so you'll actually BUFF those low skill survivors, who fall apart when facing these strategies.
So you will simultaneously be nerfing high skill survivors, while buffing low skill survivors.
oh, okay, i see your point.
you're basically suggesting to nerf survivors / buff killers in a way that reduces survivor skill ceiling / increases killer skill ceiling while ideally reducing skill floor for the survivors and increasing the skill floor for killers.
that's exactly what needs to be done.
killer needs to be a much bigger threat not because the game requires too much situational knowledge and one-sided performance you need to output as the survivor, but because the killer himself is a large threat.
as for "making tunnelling/camping impossible", i think it would require a fundamental rework for the hook system or massive double edged systems alongside general buffs to strategies like hit&run.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3966067#Comment_3966067
Because SWFs are just as powerful if not more powerful than they have been in a while.
What needs to be done is to buff killers as a whole because therea re like 4 viable ones (but it needs to be done in a way that isn't just numbers tweaks, it needs a systemic change that doesn't hurt low level survivor players), and also at a systemic level fix tunneling and camping so they fundamentally are not possible.
you dont solve this by blanket buffing killers.
you solve this by either acknowledging that "unhealthy" strategies still need to be viable and that the way you address them is by giving survivors more ways of coordination or acknowledging that the only killers you want to be viable are 1v1 chasers with meta forever remaining to be billy, blight and nurse.
you wont ever solve this issue by continuously patching out strategic gameplay and thus indirectly and disproportionately nerfing every killer whose power doesnt allow to bruteforce the game by winning every chase, while giving blanket buffs like stronger slowdown perks (that work when you win those chases) or nerfing survivor gen speeds / ability to hold chase.
you will only create a bigger gap between already disproportionately powerful killers because every buff to chasepower you could give to killers that dont fit in the aforementioned stereotype will be twice as good on killers that do.
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"DBD needs a total game mechanic overhaul to prevent tunneling and 4 gen defense perks"
oh what a good start, maybe that's another person recognizing the outdated 3x4 hook design and how overpowered survivors are in 4v1, how devs band aid the broken design by streamlining killer's ability to play it efficiently without offering viable alternatives and how quickly their chances of surviving fade with each of them dying and how that dynamic should generally change
looks inside
nevermind
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@ratcoffee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965354#Comment_3965354
What on earth is the point you're trying to make here? With OP they're clearly making fun of how some of the more recent perks have have had arbitrary and overly specific activation conditions and caveats, such as the fragile pallet perk requiring 2 completed chest actions.
I *want to engage with your complaint in good faith but I can't quite figure out what it is
and im making fun of how general survivor perk design is justified, im sorry if that hits the nerve, apparently we're only allowed to complain about bad survivor perks :)
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They need to be basekit for dead on hook people who have been stalked particular amount of time and the addons themselves should reduce the stalk threshold for the kill
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@Virtualguy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965707#Comment_3965707
Anti-camp does not work though. It's a failure of a feature in every way since a killer who is one meter outside of it can hop in easily to prevent a save and not fill up the meter.
the system is enough to give you an opportunity to get a pull because the killer is at distance.
if you fail to seize it for whatever reason, that means you failed and deserve to be punished.
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@Hex_Ignored said:
It's double standards again. Artist can't even attempt to place a crow around a hook nor can skull merchant set up any drones, but pyramid head and dracula can both hold their power forever around hooks with 0 restrictions. The devs really need to put those restrictions on more killers to make camping less effective.
how do you expect them to limit drac's / pyramid head's ability to do that without stopping them from using the power?
there is AFC, use it against them. or don't pull in their face. their strength is punishing unhooks if they happen to be close.
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Nothing. Maybe minor buffs in a few years. Forever condemned to be B tier killer for casual gameplay that buffs good survivors for free.
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@Mr_K said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965446#Comment_3965446
True it didn't matter much back then. But with the changes to medkits and toolboxes, losing a few charges could mean the difference between a full and partial heal now.
yeah, though they'd still get at least one self heal bc meta addons give 2 heals.
but dont forget there arent just medkits, there are also toolboxes and flashlights. not counting other items as they arent as impactful, but keep them in mind as well.
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@HeroLives said:
I miss the version of Franklin’s that just took off charges per hit. It felt balanced to me.
Like I feel like no regression at all is a bit too far as well as welp the item is just toasted now. Removing charges based on how many times it’s dropped seems fair enough.
it was too weak tho, by the time you deal any meaningful damage, the item would've been used up on its own anyway.
the best version will always be the charge timer one, though i would always love the "entity eats item" version cuz it was so petty
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if franklin was written like a survivor perk, it would passively make survivors lose charges on the item if they brought more than two of the same item because that's item abuse and unhealthy strategy.
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just because griefers can still grief doesnt mean they shouldnt struggle with that.
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Singularity because I enjoy his gameplay loop and how much agency he gives me without feeling cheap. This killer is very interactive to play and his power minimizes the amount of boring parts of dbd, giving options for very intense and action heavy gameplay. It's also really fun to have so many small mechanics you can use in different situations to catch people off guards.
Plus the overall eyes in the game / omnipresence / relentless chaser thats always a few feet behind the survivor moving at very fast speed feels really great.
Another killer I main would probably be xeno. Tail is one of the few midrange m2s I really enjoy using, tunnels feel really nice and immersive to use and turrets don't feel like too big of a trouble. Generally this killer is really nice for casual gameplay when I don't feel like sweating too much.
Also used to play unknown but gave up cuz this killer is way too inconsistent, playing a lot of springtrap right now, probably going to drop him at some point too as playing watered down huntress is kinda meh, the power has little actual uniqueness to it because of how it was balanced and trickshots arent really something you should be playing around with how stingy the hitboxes are to your precision even though youre effectively throwing blind.
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@PatchNoir said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965018#Comment_3965018
did you actually read the post? you cant move the camera on case A and B… Said it multiple times in the post that in chase you can easily look down….
case A: you can still hit, it's not a "safe" unhook if that's one person because you can still hit them, if there are 2 more people, it's a pull without trade anyways.
case B: it doesnt matter, you can still look down to prevent further blinds.
none of the examples you've named are "problematic". you are getting survivors pulled anyway, they are making distance anyway.
in all other cases these included learn to look down to stop more chain blinds.
out of all things to call an issue you choose this.
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what stops you from looking down?
anytime im getting chainblinded is because i neglected to do the counterplay.
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I'd be tremendously disappointed if BHVR choose to nerf last stand over conviction.
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@ThatRyanB said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3964911#Comment_3964911
I'm also seeing reports that the issue appears to be resolved, so thanks for confirming that. So long as that holds up on your side, I don't believe there's any need for a player log. Thanks for checking, though!
okay, thanks to the team for quickly resolving the issue!
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@ThatRyanB said:
https://forums.bhvr.com/dead-by-daylight/discussion/451326/cant-connect-to-store-error
Hey there! We're aware of this issue and the team's actively looking into it as I type. If you're able to share your Player Log, I'd make sure that's shared with the team to aid in their investigation.
the issue seems to have been resolved for me, do you still need me to provide the player log?
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@thrawn3054 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3964779#Comment_3964779
Doesn't mean their power revolves around slugging simply because you feel it's the easiest way to play.
ughm no, when the power specifically hinders normal hooking and makes slugging easy, it does revolve around slugging, like it or not and no amount of wordplay is changing that.
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3964274#Comment_3964274
That's kind of how the game is designed though. The idea isn't to completely stagnate the survivor objective, it's to apply enough pressure to slow it down. One person on a gen should be the best case scenario. Last time we had a stagnate survivor objective was during the old Eruption gen kick era, and the devs stepped in to fix that. Probably why the devs are also currently looking to implement anti-tunnelling, for the exact reason you just stated. Probably why they first implemented anti-stealth and anti-go next and tightened the AFK crows to ensure survivors engage with their objectives before seeing how far they need to tackle tunnelling.
yeah, thats great but this should go both ways.
if killers arent meant to stop surv objective in its tracks until the very end, then survs shouldnt have a period when their objective can be done at triple speed.
so far we only care about killer's side of the snowball and about their ability to gain momentum and preserve it, but somehow no basekit changes to tune down survivors' ability to abuse their early game momentum.
and dont bring up spawn changes, not only they can be bypassed with a single offering, they are also disproportionately less efficient against high tier killers than low tier killers who struggle with keeping up with survivors even despite having all the ways of stopping their objective. before most killers reach survs on most maps, they would've scattered around already.
it's really disheartening how every concern like that killers have is answered with effectively a nerf to solo q and buff to high tier killers neither of which are what killers struggle with and would rather have tuned down / equalized instead.
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ok hear me out - victor latches on both injured and downed people and is actually capable of somehow taking away hook stages from dying survivors
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@thrawn3054 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3964771#Comment_3964771
So you can't get a down with Victor, and then hook the survivor? Or follow up that down with another injure before hooking? There are options to playing Twins. Few Twins players use them though. Tbf given how buggy they can be it is somewhat understandable. If constantly send Victor across the map then sure slugging will naturally seem to be the only viable option.
why should i waste time walking up to slugged survivor when i can send victor away for another hit/slug and eventually use him to just chain 4 slugs?
if my options in playing twins are "hit&run + slug with victor to minimize extended downtime" or "waste even more massive amounts of time trying to get hooks normally" i dont have options.
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@thrawn3054 said:
Their power doesn't revolve around slugging. That's just how alot of Twins players like to play.
a power that intentionally makes it difficult to hook people right away and encourages you to keep chaining downs does not revolve around slugging? what?
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@jedimaster505 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3964383#Comment_3964383
I never claimed macro was particularly hard, but it's definitely way easier for killer. it's just tunnel camp and slug for the most part so the devs have done little to nothing substantial to kill macro play for killer. they've put band aid fixes that are a joke but hopefully stage 2 provides some worthwhile.
holding a 3 gen and hit n run is more sophisticated macro but most killers just go for the tunnel and camping in my matches.
the nerfs to clown and Knight nerfs chase ability, not macro play. it's harder for knight to pincer zone and harder for clown to spam pinks at every loop. this means they have to get good in chase, but bear in mind, these nerfs are very light handed.
of course they will still abuse tunneling and camping but that's nothing new. stage 2 is needed to address that. nerf the cheese macro so gen pressure is actually required instead of passive slowdown abuse and nerf the chase ability so survivors have actual counterplay in chase. yes, that means killer role is more challenging but that's a good thing considering the snoozefest it currently is. killer should only receive nerfs until the average kill rate is 50 percent on every killer
sigh
the clown nerfs switch one braindead playstyle for another.
knight's nerfs make sure that braindead playstyle (albeit a bit weaker in his case) is the only one.
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@jedimaster505 said:
I'm very happy with these changes as solo q survivor main.
Now let's not pretend killer macro is any kind of rocket science here. Hold the best 3 gen and then aggressively tunnel and camp the weak link and then slug for 4k. Most killers focus on the latter which takes like a day to master. Killer role is designed to be easy wins out of the box.
The clown and Knight nerfs require both better chase skill and macro awareness from those killers.
After all, the purple bottle nerf is a nerf to chase ability. Clown can no longer get brain dead downs by never breaking a single pallet and throwing only pinks. He has to actually use two bottles to play well, although most clown mains are so lazy they're just switching to yellow only cause they never learned to combine bottles. Also cigar box proxy camping abuse is nerfed too which is great.
Arinad made a rage video on how he wants to quit clown now which is hilarious. The last vid I watched by him he was teaching clown players how to proxy camp basement with cigar box. What amazingly skillful "macro". /s
As for Knight, also great changes. He's forced to actually have chase skill instead of brain dead zoning with Jailor and Assassin which made grabbing the standard mostly impossible. More challenging chases means these killers must apply gen pressure more effectively and actually commit to chases to win.
As for survivor, it's more like 70 percent macro and 30 percent individual micro skill. First you have your unreliable teammates, often with less than 100 hours when I have over 3.5k. You could run killer for what should be a 4-5 gen chase yet only one pops. Or a 3 gen chase and none pop. So much for micro. Then you have broken OP killer mechanics which limit skill expression in chase. It's very hard to carry in solo q compared to other games even if youre the best player on your team, most killers just avoid you til the end.
Breaking 3 gens and split pressure from the very beginning are essential. So many solo q matches are lost because teammates team up on gens at the start without prove thyself and do safe gens first. I like to run Deja Vu so I see this happen all too often. And it's annoying when my teammates frequently come to work on my gen instead of spreading out, so I move to another gen.
These changes are a great move by the devs. The next step is a global nerf to the low cheese skill tactics like tunneling, slugging and camping. Get those average kill rates down to 50% across the board so killers can be reminded what a fair match feels like instead of having their egos stroked with auto pilot pay to win mechanics. Knight and Clown are notoriously braindead to chase with, the former had AI doing most of the work while the latter just spammed pink bottles forcing pre drops or free hits at every loop. We generally know these changes are great because of how much killer mains are complaining about having to play skillfully in chase. Very good job so far BHVR.
"lets not pretend killer macro is any kind of rocket science"
i always found it rather hypocritical to say that because you making this distinction implies that survivor macro is something impossibly hard.
also, as solo q survivor you should ######### dread bhvr gutting down killer macro skill expression because their compensation will rob you of your only way to win the game - winning chases on your own.
the game where killers arent allowed to camp, tunnel, slug or hit&run is the game where killers are designed and balanced to be able to end every chase very fast with little to no agency from the survivor because only this way killer will have enough time to chase everyone.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3964143#Comment_3964143
Glad you agree, dear friend.
And thank you very much for the offer! I'll keep it in mind <3
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3964148#Comment_3964148
While this is not a bad idea, my friend, I don't believe that trap killers should have proactive playstyles.
It kinda defeats the point of being a set up killer, imho. Trapper, Hag and Skull Merchant are supposed to get value from the web they created around the map, but they don't "control" it per se, they just create the web.
That is why the design previews for Skull Merchant are terrible. They are literally the same thing as making Trapper manually control his bear traps and having them walk around chomping survivors.
I just dont think leave and forget killers work well for this game.
The set up killers should still be chasers with difference being the need to prepare the, well, setup for the chase before hand and use it to quickly eliminate survivor.
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@AmpersandUnderscore said:
There's one more component to macro that's missing here, which is related to strategy, but not identical. Essentially: how are you occupying the survivors' time during the match? How are you keeping them busy?
Effectively, pressure.
And although there are, unfortunately, a lot of people who think this is "pressuring gens", it's not. It's pressuring the survivors. The gens aren't the killers objective. At best, gens are an expendable resource for the killer, like health states or even hook states for survivors.
Which is the main reason the devs have spent 2 years buffing chase and nerfing maps. Reduced chase times, means more time you can spend pressuring survivors.
Also unfortunately, most killers use this feature to save time in chase with one survivor, to simply waste that time standing around a hook to tunnel them out, or camping because they can't find anyone else (or can't be bothered to look for anyone else).
exactly.
you have to make survivors do something / be unable to do anything. it isn't fun for them, but this is how the game works.
you can't just expect them to run around and give you time to play the game, though unfortunately, that actually does happen way more often than it should.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3964125#Comment_3964125
Well, my dear friend, I strongly support reverting all of her nerfs and leaving her be.
Skull Merchant 2.0 didn't cause the 3 gen thing, and was perfectly fine as she was. They could make a few minor adjustments if needed, but overall that is what I think she should be.
i always thought the way to fix her was to make her more proactive and require more aware input.
make her manually activate drones to make the lights appear, buff hinder to like 20% but make it so it lasts for like a second with beam immunity being about same duration as well so she needs to constantly flicker it back and forth to maintain the effect, give survivors a way to remove stacks but in a way that is fair, for example hacking drones adds scan stacks, but if you set off the clawtrap from hacking drones rather than from being scanned, this clawtrap won't deal damage, allowing you to reset your stacks without suffering the hit.
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because anti go next got rid of easy won games making killers have to play them out till the end and healing buffs made survivors remember about already good healing perks.
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worst part isnt that DLCs release too fast, it's that what kind of DLCs we get.
We get too many killers.
People cant keep up with that.
It's not fun having to learn to face new thing from scratch every 3 months let alone having to get into the game and learn lots of them.
It's not fun to have your character nerfed/balanced not around the idea that survivors know how the character works, but that they dont.
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@ChuckingWong said:
Can you maybe restate what you mean a bit more concise? What does this list represent?
Killers you think are micro and macro? Or how you play against them? Both?
Micro and your definition of it describes almost the opposite of what Plague is but you listed her in micro leaning.
Meyers cant even be micro he has to tier up as well. Hes 100% a macro killerim not really sure what OP means, but commonly micro means mechanical / 1v1 skill expression while macro is strategic / 1v4 skill expression.
aiming your power / making good reads with it to get a hit is micro, understanding you need to stay around your hook because survivors have most of their gen progress on the gen nearby and you can force good trade or understanding you can / cant commit certain chases is macro.
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Most "win more" perks for survivors, most "second chance" perks for killers.
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They do understand and they don't care about it at best and at worst are actively making malicious changes against it.
They purposefully want to reduce killer's decision making in macro as much as possible, just like they want to rob survivor's agency in chase as much as possible.
As long as they keep changing the game like that, the killer role will just further become the role that's extremely good at stomping bad / uncoordinated players and that's going to get stomped just as badly by good / coordinated players. the game will just turn more into blight by daylight as the only thing that would matter is, as you put it, raw chase power.
find guy, chase them down cuz you cant play strategically, hook them cuz you cant play strategically, ######### off to do the same to another guy because you can't play strategically. do it every time until game over. ggs
If devs cared about macroplay, they wouldve given killers viable alternatives instead of directly and indirectly nerfings available macroplay options instead of just introducing another nerf to skill expression and giving killers compensation in form of more gentime to chase survivors or another uncounterable chase power that you need to pay money for or another nerf to maps and tiles.
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@BorisDDAA said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3963667#Comment_3963667
Dunno about Wesker, because that one exploit is miserable af (he grabs you through walls/pallets/windows)
im talking about hugtechs, rebounds, etc
and even that thing you're talking about isnt that common and mostly a ping issue
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3962988#Comment_3962988
yeah but not too tightly or you get munched by his pallet vault hitbox. saw it happen to a streamer the other night. got hit around a wall by that chunky thing. it was kind of ridiculous since his only option to extend the chase was to hug the wall.
I say revert the range nerfs, reduce the amount of time he can run around looking for a second/third leap (or movement speed, the idea here being that if he's out of position he shouldn't be able to just walk up to a survivor who's actively hiding from the grab attack), & either do something about the vault or do something about the cancel. I don't think they need to PTB clown him, but they do need to address the stuff that matters. Because the range nerfs didn't matter at all except making him feel clunkier to play, and the hitbox + pallet charge loss nerfs (which they keep messing with for some reason) barely mattered.
one out of two things i heavily dislike about kaneki and 100% consider a massive issue is how neglectful devs are about addressing his bugs and exploits. and unlike wesker, these bugs and exploits are only causing misery.
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@Choaron said:
Clickbait video. When was the last time you faced a killer running Franklin? Exactly.
yesterday.
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@ChuckingWong said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3963416#Comment_3963416
why shouldnt a better player win most of their games? why shouldnt a better player win almost all of their games when matchmaking is utterly useless at accurately determining the skill of the survivors and continuously puts them against much better killers?
I dont know I never said anything about that.i never understood the mindset of people like you. instead of advocating for more functional/fair mmr aka equality of opportunity, you're advocating for equality of outcome. what is fun in winning against a person handicapped to a capacity of a bot?
I also never said anything about this either. Or advocated for …. anything my response.
Why are you quoting me? Wrong person maybe?great, so if that's not what you're implying with your comment about "a person who wins too many (winning 90% of your games 6+ hours a day, 5-6 days a week, on stream) games", then what? please, elaborate.
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@Ryuhi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3963418#Comment_3963418
Thats the thing. With the current nightlight stats, only a single killer even gets over 61%. And its Freddy. Vecna gets close. Ghoul is in third at about 59.
Again, NL stats are always to be taken with a grain of salt, since they are particularly curated in a sense. They are good for picking up trends that correlate with how changes affect the game though, so seeing drastic changes means that they generally tend to have at least a nominal impact on the game overall. I was just surprised to see them as low there as they are.
well regarding specific killer killrates, there are a bunch of actual massive outliners (nowhere near give up inducing SM nonetheless lmao and you guess it it's blight, nurse, twins and smh freddy) and otherwise we kinda dont know but have to assume by extrapolation than a bunch of killers are proportionally worse.
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@Ryuhi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3963328#Comment_3963328
In any case, if BHVR are buffing Survivor quite a bit this patch it suggests that Killer is over performing right now.Not to be the
nightlight guyof the topic but they have been significantly trending down over the last month or so that I can see. Turns out less 1v3s likely made the game more even, with a 62.2% - 44.57% (poor slinger apparently) range. Not official stats so of course have that grain of salt ready, but its going to be interesting to see how much those numbers are going to change with these proposed changes.you dont need to refer to nightlight.
here are some slightly less recent stats:
average killrates are almost never above 60%. a few edge cases exceed the expected norm by less than 1%. meanwhile, "high mmr" SWFs are closer to 50% escape/killrate than to 60% target killrate.
these are before anti-go next so these effectively take into account people offing themselves on hooks.
it's funny how despite that data devs keep buffing swfs and nerfing solos. the game totally needs that /s
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@ChuckingWong said:
10 seconds in and he says significantly harder for killer.
Yea well maybe winning 90% of your games 6+ hours a day, 5-6 days a week, on stream, is something you should realize when listening to players like this.why shouldnt a better player win most of their games? why shouldnt a better player win almost all of their games when matchmaking is utterly useless at accurately determining the skill of the survivors and continuously puts them against much better killers?
i never understood the mindset of people like you. instead of advocating for more functional/fair mmr aka equality of opportunity, you're advocating for equality of outcome. what is fun in winning against a person handicapped to a capacity of a bot?
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@Mr_K said:
Any buff that's worth a damn will be met by backlash.
dbd players are too conservative, yeah. if they are used to killer being terrible, they would never accept the killer is not anymore and naturally that people who got good at bad version, will transition all their skills to the better one.
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they played it too safe.
cameras are irrelevant because there are enough basekit clues to counteract door usage and they suck at their job and he has no working counterplay to survivors using doors, overall just a B tier killer that gives survs map mobility.
projectile is kinda fun even though going for cool shots is impractical.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3963035#Comment_3963035
The difficulty of Nurse is really over exaggerated. She has a steep learning curve, but once you figured her out, she is not really that difficult to play. She is actually way simpler than other Killers who are also weaker than her.
And when it comes to Ghoul - it is totally fine if a Killer is supposed to be easy. But then they should not be so strong like Ghoul is. There are a lot of really simple Killers in the game, but those are not on the Top and they should not be on the top.
if the game had wincon as stages changing for different killers depending on strength level, nurse would've been one of the few killers that would still have to play for max result despite the game continuously moving away from allowing killer to tunnel/camp/slug, then she'd actually be hard.
then they won't have to cripple killers that are conceptually strong even if they arent as hard to play as or overbuff killers that wont jump over their head.
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pretty boring and not enough cakes.
im also half suspicious they nerfed quiet mode cuz im very certain last time it hid your scratchmarks. i dont get why bhvr feel the need to nerf yet another thing dealing with which as a killer was a pure skill issue.
remote hooks are pretty fun and really help keeping the pace of the match, really looking forward to seeing them in base game as a perk or mechanic one day, remote pallet break is cheap and boring. window block is whatever, but it can be annoying sometimes.
also no good skins, vecna is kinda mid, rewards are also not exciting at all. the only surv i play that got new skin is taurie and the mask is just meh.
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would be nice to have a token system where you can play a bunch of surv games to get high priority queue on killer
