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StarLost

StarLost

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  • @WesCravenFan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3320194#Comment_3320194

    1.) I don't care about "counterplay", or this community's obsession with it. Not everything deserves or needs it.

    2.) It's game throwing. If a killer decides he's willing to let you do all the gens because Felix ticked him off, he should be able to do that.

    3.) Blocking a room is not letting someone play the game. If you are hooked, you GOT the play the game and this is the consequence of getting outplayed.

    1. I...disagree. A strategy without counterplay is boring.
    2. It's not much fun for that Felix.
    3. If you got blocked into the room...well, you should have stayed out of it? Yes, I'm being facetious...but not by a lot. You are going to go down eventually, unless you're completely mismatched.
  • Why?

    That's exactly what we need less of in this game. Tactics with zero counterplay that also completely remove one player's ability to pip, get BP or even really participate in the match.

    It's one step removed from bodyblocking someone into the poop room on Gideon, frankly.

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3320093#Comment_3320093

    My point is, the both suggestions to counter are equally unjustified.

    "Just do something else" because you litterally cant do anything about what you want to do, isnt a counter.

    So, against Eruption:

    • Call it out if you're in an SWF.
    • If you aren't in an SWF, find one.
    • If you are playing solo, run an aura reading perk - Alert will let you know what gens are kicked, for instance and Empathy will help you judge when someone is going to go down.

    It's an annoying perk for solos, but yeah - this isn't just whataboutism (we aren't talking about Eruption here, and the two aren't even really analogous), you're comparing two very different things.

    One has zero counterplay. And I don't really see many folks even saying 'well do something else'. Again...why do you think that this discussion has any place in a discussion about flashlights?

  • @[Deleted User] said:

    I'm convinced there's a Demo-specific bug with matchmaking. I always get the most ridiculously sweaty games with him despite not playing him that often then. Then I switch to Nurse who I win over 90% of my games with and I get lemmings. It has been this way since they turned MMR on. Demo has always given me insanely sweaty games.

    You know...I actually wonder if this might be the case.

  • @HarlockTaliesin said:

    #1: Legion. Just the worst designed killer in the game. I'd take a Nurse over Legion.

    #2. Wesker. Too chatty, too overused, obnoxious.

    #3. Bubba. One-shot face camper that even the devs can't stop.

    #4 Perma-EWI3 Myers. An otherwise limited basekit killer with an "I win" button.

    Legion...eh. Don't hate facing them - the worst thing is that every game has an 'oh no, I got injured! DC!' teammate.

    Wesker - love facing them. Not even seeing that many anymore.

    Bubba...yeah. But the ones who don't facecamp really struggle.

    TSP Myers is gross, but IT3 is fine unless they are camping.

  • @Mr_K said:

    2023 and people are still bewildered by map makers.

    I think I've seen them in the wild...maybe once in thousands of games.

  • @Zaydin said:

    Title. Had a match against a Myers who we thought was using Scratched Mirror with how easily he was tracking people and then he eventually hit Evil Within 2 and we thought 'Okay, not a Scratched Mirror Myers'. Then seconds after hitting EW2 he entered EW3 and the only addons he was running was the one that increased the EW gain from stalking the Obsession by 40% and I think the Mirror Shard.

    While we can't prove he was cheating we all agreed that there was definitely something extremely suspect about what happened. So what good is an Anti-Cheat if it doesn't work?

    I'm not even sure that's a cheat. If folks let you stalk at close range, you can pop fast.

    But...okay. Let's say it is.

    Here's the thing about cheating.

    Big companies with massive, expensive, proprietary cheat detection software still have hacking epidemics. About the only games that tend to be free of this crap are almost entirely server based.

    Hacking is a big money business. You can find a pretty evil hacking suite for any game you can name if you're willing to pay a few hundred bucks.

    I'm not really sure what can be done about this. Because yeah, it sucks.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3319956#Comment_3319956

    Maybe you are just not as good as you think you are? I mean, did you ever have a thought like "Hm... Maybe I did not play THAT well?"?

    To be fair, if both the killer and the survivors are decent, and those survivors set up a situation like this with the right perks, items and offerings you can do gens at a speed that even if the killer is getting downs at an acceptable rate, the gens are going to vanish.

    Hell, Ayrun and his chums were doing a 'let's speedrun DbD' stream, didn't even build it too nuttily and they finished gens and escaped so fast that they started getting bored.

  • @Rudjohns said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3319921#Comment_3319921

    Because I am laughing at people complaining about flashlight saves being easier

    No, I'm asking why you are defending stalling the game out forever with double locker saves.

    @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3319879#Comment_3319879

    The solution "Just go for the other 2 survivors" because you cant do anything about that 2 locker survivors. Is not a justified way to counter.

    But then I remember killers suggest just do other Gens when counter Eruption...

    image.png

    No, but seriously - that's a lazy stereotype and also something I...don't actually see suggested often at all. I see folks saying 'just let go' or 'play in an SWF' more, honestly.

    Yes, I know that Eruption is frustrating as a solo. But this discussion isn't that discussion.

  • @DemonDaddy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3319885#Comment_3319885

    5. Don't see how it's anything more than a minor annoyance as swf, but against solos it can work great to reduce the number of active gen repair. Provided the killer does something other than stand over the slug and there's teamwork; i find its about the same time grounded as on the hook with the bonus of additional chase opportunities.

    Yes, this was me typing while about to go to bed. The second SWF was an error.

    @MeltingPenguins said:

    https://forums.bhvr.com/dead-by-daylight/discussion/361217/5-easy-things-to-remove-that-would-make-the-game-100-better

    1. I'd go as far as to say 'if you've been loitering around the hook, you get a movement/grab debuff', discouraging camping (I mean, the emblem calculation sees camping as a bad thing already...)
    2. maybe change kobes into a skillcheck thing instead of a percentage. Like, similar to the overcharge skillcheck or something, just faster? and the bar would get bigger with additional luck?
    3. Let us SELL useless stuff (recently made a thread about this, asking what the highest amount is people have of any given item). It could be that you can only sell stacks (like 50 brown items for 120k or so, 25 yellow for X etc)
    4. Agreed. NM is a left over from a time in which it could play out decently, but times have changed.
    5. ALL of bubbas perks are pure frustration perks with nothing redeemable about them. I get the idea, and they are lore compliant, but so were those cosmetics... and they weren't a good idea either
    1. I think they tried a bunch of stuff like this internally, and it was exploitable. I know I still get survivors who'll try to loop me near a hook because they think I'll get a penalty.
    2. That would be a massive buff to survivors. I mean, there are folks who can chain Hyperfocus hits...
    3. Dammit, but that would be nice.
    4. -
    5. What's wrong with BBQ?
  • @WesCravenFan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3319572#Comment_3319572

    I mean all you need is for two people to come at the hook at the same time and most killers can do nothing about it. One unhooks, takes a hit, second one bodyblocks, all three run. GG.

    That is not "fair for both sides".

    I really don't mind it. It gives me a lot of options and some breathing room - there are many ways this can go wrong for the survivors, and generally it'll mean two people injured and one more chased and downed.

  • @faithfulknight said:

    Killers still use gen perks and survivors still use Dead hard, Circle of Healing and Prove Thyself. Nothing has changed.

    By 'shaking up the meta' they meant 'you will see a wider variety of perks, as a lot more are viable now'.

    That is absolutely true.

    I see a lot wider of a variety on survivor and killer. Before 6.1.0, it was either Ruin+Undying, PR+DMS or Pop.

    Now you'll see Eruption, Surge, PR, Penti, CoB and even the odd Overcharge. Thana was sadly gutted to the point where it's barely worth a slot.

    The regression thing is complicated.

    1. A lot of regression was nerfed, meaning that you sort of want to layer them.
    2. Gen time increase didn't amount to much, as they then decided to pile on faster gen perks.
    3. Killers don't really have many options for universally great perks outside of regression and info. Info gets pretty redundant fast, so...yeah. It's regression or bringing something meh. About the closest thing to a great 'battle' perk is STBFL, and that's not amazing on about half the cast.

    You aren't going to see less regression until killers need less regression, and have better chase perks.

    @jesterkind said:

    Except that killers are using different slowdown. Whether that's better or worse, it's clearly a different meta- I don't think we're ever going to see a version of the game where no slowdown perks are meta, so that's not a particularly reasonable expectation.

    It changed less on the survivor side, but there is still more variation than before. Anecdotally, I do see less Dead Hard than before, even if it is still the most common single Exhaustion perk.

    I'd say there's an even bigger variety on survivor now than killer, because survivor perks tend to have a lot of different flavors. Killers...it's either regression, info or gimmicky stuff like Hubris.

    A big part of this is how bad hexes are in general.

  • @ReginaldVonBartlesby said:

    I absolutely LOVE Leatherface, and I'Ve always wanted to play as him. But with the seemingly bad reputation Bubba has with DbD, I sometimes feel horrible playing as him. Should I keep feeling like this or not?

    No. Why?

    I love facing the Bubster, as long as he's not going to set up a tent the second someone gets hooked.

  • @NekoGamerX said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3319581#Comment_3319581

    No if there two going for the unhook and you hit one the one you hit runs away and the one you didn't hit unhooks in your face then the new unhooked survivor body blocks the person who just unhooked them, so there no trade that what you call a hook bomb or unhook bomb it worst when 3 going for the unhook when all gens are done

    that why grab need to stay.

    That scenario...I actually love to see it as killer.

    I'll injure the one chap, injure the second chap then down them after - and that's 3 people who aren't slamming out gens.

    Honestly, remove grabs, rework some maps.

  • @Rudjohns said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3319903#Comment_3319903

    Last 2 survivors? Are the exit gates opened? Just wait to m1 them

    Are the exit gates close? Any gens left? You basically already won

    Why the concern?

    Because they can stall the game out forever, essentially. You aren't going to M1 them. They'll jump into lockers, do the save, then jump back in. Until they ran out of juice. And that took a very, very long time.

    @Rudjohns said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3319886#Comment_3319886

    Not it wasnt. I never did that ever.

    But no survivors did that to me either

    Then...why on earth are you choosing this as a hill to die on?

  • @Rudjohns said:

    Because killer mains complained about 2 survivors inside 2 lockers side by side with flashlights (Something very easy to counter and it used to happen in like 1 every 50 games at best)

    And now everybody has to face a better flashlight save as a whole.

    Ahahaha there is literally...one thing right about this post and that's that the flashlights are better than they were. That's fine. There is counterplay.

    Double locker saves had zero counterplay. You could literally stall out a game nearly forever (at least until they ran out of juice) because - unless you so happened to be a lucky ducky and preemptively run Lightborn, it was foolproof.

    1 in 50 games is more than enough for it to be bloody irritating and just a way to grief.

    @Rudjohns said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3319841#Comment_3319841

    Solution: Don't fall for the bait

    Go for the other survivors

    These 2 most likely are not going to crank gens

    If they insist on that play just tunnel the other survivors out

    No complaints allowed

    Done

    But hey, It's pointless now. Just make sure to look at a wall, check the surroundings for another survivor, or waste your perk slot with Lightborn

    Ah, I see.

    Let me guess.

    This was your favorite way to annoy the hell out of killers and you're upset they fixed it.

    It wasn't about winning or losing - although having a completely, guaranteed way to escape any chase as a duo was obnoxious. It was about two survivors basically taking the game hostage until they ran out of juice.

    This is like the folks who defended unhookable spots/builds.

  • @DemonDaddy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/361217/5-easy-things-to-remove-that-would-make-the-game-100-better

    1. Keep it, making unhooking completely safe removes alot of player interaction as well as creating new "feel bad" scenarios where defense is primarily the right choice. No risk for the unhooker almost 100% incentives farming plays and Tunneling.

    2. OK, perfectly fine with suicide leaving.

    3. Agreed, way to many useless ones for meme builds.

    4. I don't mind the perk if the survivor is actually good enough to account for the handicap.

    5. No thanks, leave my favorite perk alone. This works wonderfully as killer for pressure and distracting survivors away from gens (although mostly useless vs swf). It also has the passive benefit of encouraging altruism; something most solo survivors need to learn early.

    1. It certainly wouldn't be safe. It would still likely be a trade and there's plenty of play around the hook. It just removes the obnoxious RNG/latency test that is hook dancing.
    2. -
    3. Not even meme builds. Just...awful, awful, pointless stuff.
    4. I've never once seen it. The only things I've seen No Mither used for are: Adept, or abusing unhookable stuff.
    5. It...doesn't encourage anything besides bleeding people out. It's completely useless against SWF and absolute misery as solos.
  • @Ginnypig said:

    I dont know whats going, but 9 out of 10 matches are done in 5 min when i play killer. Yes, its against swf mostly and there is a hardtunnel cause there is just no time enough to get the map across do anything else really. Somethimes it feels like i just cannot catch up even with bloodlust.

    The information from an swf is just insane. I feel like its getting worse.

    I have almost 3k hours, i have no words. Should i really only play nurse to compete???

    It's definitely not 9/10 matches - but there is definitely a trend towards hard genrush style SWFs with Hyperfocus, Fogwise, Stakeout etc. and those are the ones where, if they are decent, you'll struggle to kill them fast enough no matter what you try.

    Fortunately it's not common outside of comp/comp wannabes.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3319729#Comment_3319729

    idk DBD is the only asymm game I’ve seen with this issue. I’ve often wondered why people who queue as survivor are so inclined (more so it seems after patch 6.1) to quit a match in some way. What’s really interesting is that these players often play other asymm games and do not behave this way. It’s got me thinking there may be something about the survivor role experience in this game that encourages game quits.

    Most other similar games have pretty strict penalties for quitters, or the exact same problem. Because there are a lot of people who, upon realizing 'this might be a rough game' will immediately pull the cable or quit.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3319751#Comment_3319751

    And what exactly does that prove? You don't know the context behind those DC's.

    Yes, it could be that these players are immature and DC on their first down because...who knows.

    It could just as easily be that they've been found first and tunneled out in 5 previous game and are leaving to save their sanity.

    There's a pretty big difference between those two scenarios. One is a child throwing a tantrum, the other is someone who wants to have a good time and play out a match being pushed too far. You still shouldn't DC, but one is a little more sympathetic than the other.

    How many games are you aiming for? I might have to start up an experiment myself.

    Law of averages so...probably the former? Because, again - slightly over 30% of games have a quitter. And 30% of players are not going on 'I got found first and tunneled multiple games in a row' because that's not how reality works.

    Including LNY, it's going to be 500. 300 on killer, 200 on survivor.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3319726#Comment_3319726

    I think most people are fine with difficulty.

    It's that difficulty in this game means (usually) getting stomped with little opportunity to recover.

    Eh. You'd think that - but...well, I'm actually still having fun doing my 'thing' so going to exhaust my flans and then post the data.

    Playing mean versus playing hard? Still around a 30% quitter rate.

    Bringing flans versus bringing a mori? Exact same.

    This isn't so much 'need a reason' as 'need an excuse'.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3319451#Comment_3319451

    Because it's just trying to cover up the issue, not actually fix it. I also do not think it's going to have the effect that StarLost hopes for.

    I HATE when we band-aid fix stuff instead of addressing the root issue.

    ...The root issue here is that a lot of gamers will just bail any match that might be difficult. It's why so, so many team based PvP games adopt systems like Leaverbuster.

  • @Rogue11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3319278#Comment_3319278

    Kobe Bryant (former NBA basketball player. Died a year or two ago in a freak helicopter crash) wore the number 4 most of his career.

    Haha yes, I know who Kobe is - I'm just not sure why it refers to self unhooking.

    @Aven_Fallen said:

    I would agree to any point except for point 2.

    Reasoning:

    1. Yeah, I think at least Hook Grabs on healthy Survivors should be removed. Currently unhooking is a lose/lose-Situation for the Survivor if the Killer is camping, because they wont get the unhook and are just forced to stay there and let the other player reach second stage and THEN the Killer might hit them. Even without a Hook-Grab, the Killer will get a trade, so it should still be fine.
    2. I think it should be kept. And this is coming from someone who never gets the 4% when needed (like everyone is slugged and I was just put on the Hook and stuff like that) and only when they want to be out of the match (3v1 against Nurse with 5 Gens...aaand I am off the Hook). It is nice to have that little bit of Hope. Also, removing it would not force players to participate in the game. They can just go afk. Or, eat the DC-penalty when they REALLY dont want to keep playing.
    3. Agreed. On both sides, Offerings can be removed. E.g. Mist-Offerings, you may want to keep the purple one for Survivors and the one that lessens the Mist on Killer, but they can be removed as well, because their impact is nearly non-existent. I also think that especially the Survivor-Bloodweb needs to be decluttered, there are 3 times as many Items in it compared to Killer. And some are just useless - like, you wont take anything except for Batteries or Low-Amp Filament on Flashlights. Or green Maps should not exist alongside their Add-Ons to make them useful, when Red Maps are already not used at all. Or why is there a Key Add On to see Survivors 24m away, when there is one which lets them see for 48m?
    4. Yeah, No Mither at this point is pointless. I used to bring it for some time due to the extra Challenge, but now there is not really anything rewarding (like back in the day reaching Rank 1 with No Mither felt more rewarding than reaching Grade 1 nowadays). But nowadays you cannot really afford to take this Perk because the game is way more difficult for Survivors. And luckily most players agree, the only ones using it are poor Adept-Davids. And for this use, this Perk really does not need to exist in this state.
    5. Fully agreed. One of the most frustrating Perks to go against and one of the most pointless ones to use, depending on your role and group size.

    Regarding unhooks - yes, they could go AFK, but then they're wasting their own time and the killer can at least do their thing. DC penalty builds up.

  • @TragicSolitude said:

    If it was a survivor, possibly a lot of bad matches that day and they see the BPS as bad luck. BPS matches are often pretty suck as a survivor.

    If it was the killer, then maybe they went in with a specific goal, like playing Tombstone Myers, and they didn't want to ruin a 3 BPS match. Or they went in to do a killer daily ritual, and it's not a killer they're good at, so they can't play aggressively to earn points but they don't want to try to farm, either. Or they just want to quickly get their daily finished and be done with the match, and whether the survivors gen rush and don't give you a chance to get your daily done or they want to drag the match out and farm, neither is an attractive prospect.

    (These days I mostly play killer to do dailies, if you couldn't tell by my bias. I often prefer Myers, Dredge, and Nemesis dailies because I can do them with minimal to no survivor interaction, and you don't want me as killer in a BPS match if I'm in that mindset. I apologize to every survivor who's gotten me as their killer in a BPS match because I wasn't paying attention to the lobby/offerings. My bad, sorry your stuff was wasted.)

    Or maybe it was a genuine not-on-purpose disconnect. Those do happen.

    I've done exactly this.

    I had something like 'kill two survivors by your own hand and ensure that nobody escapes through the gates while using Devour Hope' - some archive that basically required me to be ruthless. I saw a pair of anni cakes and went 'yeah, no, that's not fair' and bailed.

    Depending on what sort of team I'm playing against, I'll go in hard - as always - and if I'm crushing, while I don't farm, I do a lot of extra hits and break chases, two hook everyone, kick all the gens etc. It means that, even if they lose, they'll end up with a good wodge of BP for their trouble.

  • @Iron_Cutlass said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3319275#Comment_3319275

    People want to get chased because maybe they want to improve in that aspect of the game.

    And if people just enjoy being chased, that is their personal preference, everyone is going to have a different opinion on literally anything so you have to be open-minded.

    Yeah. I want to be chased as much as possible, because I'm really trying to get better at it.

    The problem is - and as a killer main, I 100% understand why - someone that looks like they want to be chased is not someone you generally want to be chasing XD.

  • Camping...yeah, it sucks. But I don't think I see anywhere near that frequency, either on my games or other streams.

    Tunneling - I don't mind. It gives me a lot of practice looping.

    A quick instadown? That's...just Ghostface. You need an early down and fast. That's...fine?

    I absolutely get annoyed because now I'm going to depip and have to play a losing match out, or play out a boring guaranteed win as killer. It ruins games.

    @healsoflove718 said:

    And who cares if you die on the first hook, camping/tunneling is encouraged and not something that is frowned upon anyway, so killers get those kill points/bloodpionts... /shrugs .. if anything, they should be thanking us.

    And the other three survivors?

    I'm sorry, I'm not buying '40% of games have a camper'. Because even before 6.1.0, outside of the endgame it happened...maybe 5% of the time. And I haven't seen a hard camper in a week.

  • @RainehDaze said:

    3BPS. No offerings. A DC. Why do people disconnect in a situation like that!? What could you possibly stand to gain from quitting out of +300% bonus BP?

    I'll probably get the data out after LNY event, but in 300 games of testing now (and almost depleting my flans), there is zero difference at DC rate between games with a massive BP reward and no reward.

    This isn't something you can beat by incentive.

  • @Stabby_Widdershins said:

    Really? Hook grabs?

    Sure, just let Survivors get a safe unhook because they're Healthy. No danger at all because the Killer literally cannot stop them. 🤣

    If hook grabs turned into a 4K, then the Survivors ROYALLY screwed up and went for the most unsafe unhooks to ever exist. Why should they be given them for free?

    They aren't safe though. It'll generally be a trade.

    Here's how it often plays out in practice.

    • Survivor and killer go back and forth doing a stupid dance for a few seconds. Then the killer gets a grab cancel because of latency, or the survivor gets grabbed because of latency.
    • There's no skill here, it's pure RNG.
    • Survivor gets grabbed, hooked and now the killer defends the hooks and the process starts again. By now, #1 has lost another state, and it's generally a snowball.

    Honestly, if we need to buff killers elsewhere, fine. But this isn't a fun test of skill or mindgames. It's a frustrating RNG jankfest.

  • @RainehDaze said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3319281#Comment_3319281

    I mean, I'm not respecting them (although that just seems to net me finding everyone who wants to predrop instead).

    I'm just questioning if that's all there is to the game sometimes: bonk kick w bonk kick w. And hope that nobody showed up with gen perks when the lobby has four medkits.

    at this point i'd welcome a killer that frisbee tosses pallets as their power.

    Honestly, predropping makes it even easier. It really depends on the killer though.

    Often, pallet campers become predictable fast and you can mindgame anything that isn't rock solid safe, especially if you're on a killer that can hide their light.

  • @RainehDaze said:

    Aside from going into every match with enduring, brutal strength, and an utter hatred for all forms of shoddy carpentry, what do you actually do when you keep getting matches where every Survivor seems to have an utter fondness for making no effort to do anything more in a chase than get to and wait at the nearest pallet (with the occasional DH after running around a rock for 30s). Yeah, there'll be deadzones eventually (and hopefully before the game ends), and things can snowball fast, but it's kind of depressing to keep getting so many matches that are almost entirely "hold W to nearest pallet, repeat".

    I feel like I'm queuing up just to receive the stun animation (and annoying sound) again and again.

    Honestly? If they want to feed you pallets, let them. Unga bunga through, don't respect them.

    Unless it's The Game or something, they'll create massive honking deadzones and you'll snowball hard later.

  • This.

    Although I've never figured out why. XD

    @healsoflove718 said:

    Don't get rid of #2, or else I won't be able to bail out on matches I hate lol :D

    Solo survivor queue is a total mess & not fun 85% of the time, killing yourself on hook is the only way out of this mess of a game.

    If you're bailing on 85% of your games, that's a you problem. And you're ruining the match for 4 other people every time. Not being nasty, but maybe...play something else for a bit? It doesn't sound like you're enjoying DbD right now.

    Far, far too often 'not fun' means 'I might not win' from my experience - and even as an awful survivor, I've seen solo matches turn around pretty hard.

    Nobody is forcing you to play. But endlessly quitting matches until you get one that you can win is...just dirty pool.

    @Iron_Cutlass said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3319250#Comment_3319250

    I use a lot of perks in weird ways.

    For example, I use Tinkerer with Merciless Storm since Survivors are forced to commit to generators with Merciless Storm (and since Survivors tend to focus a lot on the Skill Checks), it lets me get some pretty easy grabs on Survivors.

    I think DBD has a lot of variety in terms of what you can do with perks, a lot of players are just afraid to experiment or try new things.

    It's a cute combo, and I'm also someone that plays around with odd perk combinations (stealth Wesker is legitimately great). But...Merciless isn't that punishing if you fail it and it only triggers 5x a match. I'd love to use it more, but it's just on the weaker side.

  • @Iron_Cutlass said:

    I use Knockout on stealth builds that way I can chain downs, it's been really effective on Spirit if you pair it with Monitor and Abuse, but I still wish they did something else with the perk to make it more fun or unique tho, I just wanted to say there are people who use it for something else other than slugging people to death.

    I think that's the first time I've heard of Knockout being used practically.

  • It's such a tricky one.

    On one hand - yeah, it sucks to get tunneled and camped out of the game. Especially with how Kafka points/emblems can be.

    On the other hand - against a strong team, you're not going to win if you don't get rid of one person ASAP. And you won't know it's a strong team until you've pretty much already lost.

  • @bathwatergrill said:

    Solo que lobbies are destroyed by basement camping Demogorgons. I always pair with survivors without antitunnel perks and it's ridiculous that demogorgon can teleport to basement entrance. Can we not rework so that tunnels can't be created next to hook and basement entrance?

    By...Demogorgon?

    He's probably the weakest killer that isn't called 'Trapper' right now and he's not especially good at camping either.

    Basement should be difficult to get out of, but Demo isn't really a killer that can hold a basement. Trapper, Hag and instadown killers are much better for this sort of positional play.

  • @Xernoton said:

    Depending on the killer and the map Shift + W is the most resource efficient play style for survivors, sadly. Pallet camping is a symptom of many players not really knowing how to delay the killer in a chase and a sometimes way too generous amount of pallets. Take The Game for example. Survivors can choose between camping, looping or predropping most of these pallets because it really doesn't matter. There are just that many.

    There are still quite a few good loopers out there, however. And they can make pallets hurt way more than the ones described earlier but it's also more fun to go against them.

    Well, the goal is generally to hold W until you have to stop, then find as safe a loop as possible and play that.

  • @Nun_So_Vile said:

    There is no pain like that of Solo Q survivor. Is there no difference between Solo Q and fire? One burns the spirit, the other the flesh. Is Solo Q worth the price of certain death?

    How are your games going tonight?

    Yesterday was actually not a bad solo queue day, until I hit 2 AFK killers and a bot back to back.

    Today...yeah.

    @Nirgendwohin said:

    the days after rank reset are less enjoyable. killer play sweaty from the start and survivors play more selfish.

    Weirdly, I see less sweat early on. It's more when the average killer is starting to hit Iri that it gets sweaty.

    Only had one hard tunneler today, but had some absolutely amazing teammates...you know, the sort who will follow the killer and try to bodyblock the hook twice. And there's nothing like having to haul butt all game to stop people suiciding...especially when they then end up getting out >_<.

  • Solo's Are Unideal

    Hate to say it, but that's the more accurate title.

    Have been watching some survivor streamers as of late, and...woof. It's so much easier that this group are literally 'speedrunning' the game. 5 minute 4o, game after game after game after game to the extent they're getting bored.

    The same chap gets maybe a 60% escape rate in solo, if that.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3319159#Comment_3319159

    Pretty sure they're talking about how they get ZERO points if the Killer decides that they don't like them and there's nothing they can do about it. Also, you de-pip.

    I think you'd agree that sucks and you should get points.

    Yeppers. And I've made multiple threads about this myself.

    And that's not the vibe I got from the OP at all.

  • @Phantom_ said:

    I keep seeing survivors using Shroud as an offering more and more lately, my question is why, and have you guys noticed this as well?

    Considering a lot of killers use Lethal Pursuer (myself included) you're handing your entire team on a platter to the killer.

    I almost never see them. Because...somehow, the devs thought there would ever be a situation where the killer would want survivors to split up at the start, and survivors would not want to split up.

    They are bass ackwards.

  • @BeastMode_4Qs said:

    So a killer can camp and tunnel making the game miserable and unplayable but u get penalized while killer gets nothing.? A joke if you ask me ......I pay good money to play this game for a Killer to ruin it by tunnelling or camping killer should not be allowed to camp hook or get penalized for it

    Yeah...no.

    • The game is hardly unplayable. These can be cheesy tactics, but are also required for killers to play this game at it's apex. And that sort of thing tends to trickle down.
    • They do get penalized for it.
    • Camping has never been less rewarding than it is now.

    Yes, it sucks, especially when it's a bubba or similar camping. But that's...just the game. I'd recommend you find some people to play in an SWF with, as this makes it way easier to counter.

  • @Raccoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3319124#Comment_3319124

    I really thought it was pretty obvious given my two previous posts in this topic, combined with my posting history.

    Never thought I'd get busted by the Po(e)lice.

    T_T

    Haha fair.

  • @LooeDbD said:

    I noticed as killer now survivors don't loop, they just camp pallets and hold W, is this a better strat than looping?

    its just boring for both sides, looping and being looped was really only the fun part of the game IMO

    No, I see some pretty amazing loopers.

  • @Raccoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3319072#Comment_3319072

    These are the posts I am here for!

    Thank you for exposing those unfair killer tactics!

    You assume that survivors are meant to get the hatch, and it's not just a slight buff to the chances of that last survivor escaping.

    @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3319065#Comment_3319065

    It changes nothing because killers who slug for the 4k are doing so because it gives them up to 4 minutes where the last survivor has 0 chance of actual escape. The only play the survivor has is stealth, except in rare circumstances.

    If 'fair' was the goal, hatch is random, and the killer has the advantage. The hatch already favors the killer because of faster movement speed, and the survivor has to traverse the map without being seen. That simply is not enough for an incredible number of killer players, which is why slugging for the 4k is so commonplace.

    Killers don't want 'fair' chance at the door or the hatch and ANY chance at escape with two survivors left is too much.

    Sure.

    Now...why do killers slug for the 4k? What exactly makes them unwilling to let that last person go?

    And who exactly are 'killers'?

  • @GreyBigfoot said:

    The way Eruption is now, it's really making me miss PGTW.

    It felt both more fun to use, and more fair to face against it. Constantly kicking gens to tag it with Eruption is worse than getting 1 hook and having to kick a gen once. With Pop, it's easier to play around it once you know it's in the match, and he requirement to hook is also more telling of when it's about to be used.

    Which one did you prefer? Old Pop or Eruption?

    Here's the thing.

    Eruption absolutely mauls solo folks, but a lot of that is people just not being observant about what's happening in the game.

    It's not great versus SWFs.

    Pop was a solid perk against both...and I still have no idea why it got nerfed to the level it did, beyond 'we want to see this perk used less'.

  • @Krazzik said:

    It's more killer-sided, Otz said.

    Otz isn't always right. But he's more factoring in the top tier killers, if I recall. He also said that the map is completely broken if you're an M1 killer.

    That said...

    @XLuka8001 said:

    The amount of pallets on that map is ridiculous. But what's even more ridiculous is the close proximity to one another in witch they are placed. Sometimes you'll find areas that have multiple god pallets in a row.

    It's just a bad map.

    It's stupidly annoying if you're on a weaker killer, as you will just eat pallet after pallet after pallet and by the time they've run out, you're at 0 gens.

    It's stupidly easy if you're on a stronger killer, as the map is incredibly small and there are multiple chokepoints.

    If I'm on Hag, for instance...I almost never struggle.

  • @WesCravenFan said:

    Why does this need a fix?

    The OP is slightly mistaken, the fix was more aimed at BM bleeding out the last few survivors just to waste their time.

    That said, Mandy recently confirmed that it's on the back burner for now, so it'll be a long time.

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3318469#Comment_3318469

    FoV is a necessary QoL change.

    For one, it's an accessibility issue as too narrow/wide FoV's can cause motion sickness for some people. Those people shouldn't be forced to run a perk to play the game.

    Secondly, the native 87 degree FoV is bizarrely small (most games range form 90 to 110) and makes killer gameplay incredibly disorienting. The kind of survivor "techs" that have been made possible because of this are frankly absurd and should never have been in the game to begin with. Things like hiding directly in front of the killer, crouched, and still somehow outside of their FoV.

    A higher FoV would not advantage the killer so much as it would simply make playing killer feel more confortable. This is evident by the fact that Shadowborn is basically considered a pointless perk, unless you're using it purely for a more comfortable gaming experience because you're sick of the disorientation or literally sick from motion sickness.

    It also comes with it's own drawbacks, pros and cons, swings and roundabouts. A higher FoV means you lose detail at a distance, and you can be blinded by flashlights from a wider angle. It's flat out not a straight buff, but a sliding scale of benefits and hindrances. Hence, why it should be an optional sliding scale setting.

    But, would it increase kill rates? Potentially, as a less disoriented killer will likely be a more effective killer. Lower skilled killers are more likely to benefit as they're less able to deal with the disorientation. Thus this QoL change would be considered a slight buff. Which is why it's the perfect sort of killer buff to counter this solo-to-SWF sort of survivor buff.

    It's also the sort of global killer buff that's sorely needed. So often survivors receive buffs that are shared by all survivors using any build, such as basekit BT. Meanwhile the vast majority of killer buffs end up being things like specific killer buffs, or killer perk buffs, things that don't globally benefit all killers.

    I don't disagree, but it would also be a fairly significant buff for killers - particularly Blight and Huntress (I see a lot of Shadowborn on them for a reason, more than likely).

    I'm not averse to the idea, but it's something that would definitely need testing in the wild.

  • @Wewantjason said:

    question for fellow killer mains . How do yo play weaker killers and not run meta slowdown atm without just giving up on the game ? I’m literally only able to play either A tier killers or toxically lately and it’s making the game both boring and frustrated

    Was on an about 18 game win streak. . Had a couple wins as pinhead and one as blight. A ton as spirit.

    The moment I switch to a low tier killer (wraith) I literally can’t do anything. Three gens done with zero downs. I had a meta build of using eruption/call of brine/ overcharge/ deadlock. But one single survivor was looping well enough (and not amazing just well) I couldn’t do anything between his pallet camps and the Infinite body blocks from his team.

    is there any point in playing killers besides blight nurse artist and spirit once you’ve gotten good? Is there any point in running other builds? I had one other single loss this week and it was me trying to not run the meta ######### and immediately survivors just curb stomped the match.

    It’s at a point no killer I play besides spirit/blight has a chance unless I just camp/tunnel with the weaker killer with four slowdown perks and draw out the game with macro play

    four matches in a row earlier this week as legion they popped 2-3 gens before second or third hook even though the chases were going incredibly easy.

    i wanted to stop running this stupid slow down build but frankly there’s no point in trying to play without it and no point in playing any killer below A tier anymore. de ranking is boring and don’t want to risk a ban.

    how do you guys deal with this? Just accept you’re probably going to lose if you play pig or trapper and hope they make mistakes?

    game is just turning into camping simulator and spirit simulator

    I just wanted to play one stupid wraith game and went from a 18 game winning streak to immediately losing three gens with zeros hooks and just rage quit and dced. Either the matchmaking doesn’t exist or more than half the games killers are garbage at higher mmr.

    It really depends on the killer.

    • Wraith? Bodyblock, Lethal Pursuer, NTH, Sloppy, Nurse's (assuming no slowdown). Hit and run, catch them healing.
    • Trapper? Play another killer.
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