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StarLost

StarLost

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  • @Iron_Cutlass said:

    Merciless Storm...

    Okay, hear me out on this one (it's going to be a long one). Merciless Storm is a perk that is entirely countered by being good at Skill Checks, which makes it fundamentally sound bad, however with the right built you can outright control Generators close to being complete and pull the game better in your favor.

    The build I have had the most success with is Hex: Ruin, Merciless Storm, and Tinkerer.

    Tinkerer is a key part of what makes Merciless Storm so good. Both perks only trigger once per Generator, but knowing WHAT Generators to pressure on top of having the ability to sneakily approach Generators near completion is what makes Merciless Storm work.

    You are almost always going to reach the Generator before it completes if you start running over when Tinkerer activates. And if the Survivor is entirely focus on the Skill Checks, there is the possibility of getting a Generator Grab. And if they arent focused on the Skill Checks, they will most likely miss the Skill Checks and block the Generator. This puts Survivors into a lose/lose situation.

    Hex: Ruin automatically regresses the Generator when it becomes unblocked. With Hex: Ruin being "gutted", people seem to see less value it in, but with the right build, it can provide insane value. Hex: Ruin regressing Generators automatically let you pressure other maps (other Tinkerer procs) knowing that the Generator you last went for is regressing, which can sometimes outright cause Survivors to lose an entire Generator's worth of progress if left uncheck.

    As I stated before, Ive been having a ton of success with this build, Ive even tested it on Trapper (without using their Bear Traps) and have been doing insanely well with, even on unfavorable maps. But this build does encourage a unique playstyle that does work when you play it right, you have to keep a much different mindset when using this build (for anyone looking to use this).

    Ehh...nnnn...(other non-committal noises)...it's okay.

    The problems are:

    • It only triggers once
    • For a perk that only triggers once, even failing it isn't that bad.
    • Unless you've got something to interfere with skill checks, it can be a completely wasted slot.

    I'll run it on Doctor, who's probably the best candidate (it will go off 4x a match at least) and even then it doesn't really do that much.

  • @Audiophile said:

    Just curious. I think this is one aspect of the game that makes it so appealing to killers. Even if you’re brand new, the asymmetric nature of the game means you have the likelihood of some incremental ‘wins’ by killing 1 or 2 survivors, unless you get some awful matchmaking and face a swf. Even then… you could still manage to get one and camp them to death.

    And seriously BHVR… your matchmaking is just gd awful.

    ...What?

    As others have pointed out, this is not a thing that happens unless that 10 hour player is a smurf, or those 10,000 hour players are deranking. I recently faced a comp squad as a 1,000 hour killer and unless they were in a literal deadzone (and even then) I struggled to get a hit. Or watch some Ayrun games and see just how amazingly you can juke a killer, as a 10,000 hour player.

    Honestly...not sure what you're on about here.

    Matchmaking is...eh. 'Perfect' is always the enemy of 'better'. And it's better than RBMM.

  • @TheSubstitute said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3322571#Comment_3322571

    Perfect, sounds great. Thanks for the detailed analysis. I appreciate it and I'm going to start reviewing it on the timestamps. Thanks again.

    Another fun perk on her that I forgot is Plaything. It's a mindgame - they will assume you have Pentimento and won't clear them. So...as long as you're hooking different people, you may as well have no TR.

  • @TheSubstitute said:

    I'm covering two topics here:

    (a) Getting feedback on my gameplay as Artist; and secondarily

    (b) Discussing and showing the delta between a strong and weak similar playstyle Killer (Artist and Knight) and discussing how it promotes tunneling and camping if anyone is interested (I don't camp or tunnel myself as I think it's overkill but can see how it can come out of frustration)

    The match results were as follows:

    Map: Fractured Cowshed

    Results: 3K + Hatch

    First Survivor Killed: 8 hooks

    Gens Remaining At End: 2

    Playstyle: Macro strategy, Map pressure, no tunneling, no camping

    Perks: Overcharge, Surveillance, Lethal Pursuer, Face the Darkness

    The video for the Artist match is here. I totally blew my opener and chased a Steve for too long in the opening and lost 2 gens quickly despite getting early pressure with LP. My bird legs came back a few minutes into the match despite me still messing up an easy hit at shack later on.

    https://youtu.be/kwzqxt6s0ss

    The Claudette was a backfill from pre-game lobby into the match and was noticeably newer than the rest but competent (which I define as average at least) but the other survivors were pretty decent.

    For the delta, I'm specifically pinging @StarLost ,@Rulebreaker and @Krazzik as they had pretty good feedback on my previous thread so that would be cool if you could take a look. If anyone else is interested, please feel free to look and comment as well. The previous thread I'm referring to is linked below.

    https://forums.bhvr.com/dead-by-daylight/discussion/360638/is-my-knight-play-an-outlier

    For the delta, and the comparison, I think the delta between the stronger and weaker Killers is pretty large. I do consider the Knight to be a B to B+ tier Killer (which I define as average to above average) but the Artist is a S tier Killer. I think it's pretty apparent from a comparison between the two matches that, while I was able to comeback and hold the survivors at only 2 gens done the majority of the match as Artist the gameplay mechanics of the Knight would have made it hard for me to have gotten a draw and extremely hard to win after a poor opener.

    This delta, not just between Artist and Knight, but between all of the stronger and weaker Killers should be more of a priority for BHVR in my opinion. While I think tunneling and camping is overkill in most matches in general play, the delta helps promote it as if somebody loses at the character selection screen that leads to frustration that, in turn, leads to tunneling and camping to try to even the odds or trying out stronger Killers that they might not like as much as the weaker Killers but are more viable.

    In short, for any discussion on reducing tunneling and camping in DbD, I think that buffing weaker Killers to be closer to the stronger Killers should be on the same level as buffing anti-tunneling and anti-camping tools for survivors so that both Killer and Survivor players can avoid frustration.

    Okay. Let me go with timestamps this time, because Artist is probably my strongest killer. Be warned, I may come over snarky, but apparently that's just how I write. No snark intended.

    Staring out - I'm a little confused at your perk choice.

    LP - Yes. Makes absolute sense, because Artist thrives on info.

    Surveillance - Nah. It's not a great perk all told, and it doesn't really synergize with her. I guess you're trying to nudge people off gens, but in that case, you have better options.

    Overcharge - I actually liked this perk for a bit, but...it sucks. No bones, it sucks. It even sucks brought with other perks. 12 seconds to catch up to regular regression...that's ridiculous.

    That Knight Perk I Can Never Remember The Name Of - Eh. It's...fine, but again - you're clearly going for info. I think 2 of your 3 info perks are giving you the wrong sort of info.

    I'd go with the following, along your theme:

    • Lethal Pursuer. -Alternative- Discordance. I really like both of these - Discordance will work much like LP will at the start of the match, and especially towards the end - line up 3 birds just right (or use the purple addon) and you'll hammer folks.
    • Floods of Rage - Synergizes with hook perks amazingly, and gives you a massive amount of time to aura read, probably in the middle of a chase. -Alternative- Nowhere to Hide. People like to try and stick close to Artist for...some reason. And this perk is evil. Some Artists like BBQ...but with LP, this will show you folks miles away. I don't use it because of how the auras get blotted out by gens.
    • Pain Resonance - It's just a good perk, and not as volatile as Eruption. -Alternative- Call of Brine. Just a decent perk all round, and it'll give you similar info to what Surv would provide, on top of regression.
    • Dead Man's Switch - Yes, this is that Artist combo, and it works on her for a reason. Bird the gens, people let go, DMS activates. Simple and effective. -Alternative- Anything, really. More info? Go with I'm All Ears. Stronger regression? Pop, Deadlock, CI. Something fun and crazy - STBFL. She uses this astonishingly well.

    The trial.

    1:42 - With LP, don't shoot birds right away. Get close. You've just told them who you are and one of your perks, and survivors tend to move around a lot to start anyway. I do like your addons though...dammit I wish you'd had Discordance.

    1:54 - Actually a nice snipe, but I still think this could have been a proper chase and a down instead.

    2:07 - I think that Claudette was in the other 'hut', and snuck off while you checked. It happens, but don't loiter. A quick peek in either one to make sure she's not hiding, then go go go. Also - If you aren't chasing or about to chase, keep birds on cooldown. It's passive slowdown, essentially, and you can send survivors false information about where you are by waiting to fire.

    2:35 - As a rule, on Artist, don't break any pallet that isn't a god pallet. Pallets are survivor traps for you to bird them on. Especially don't break it when you've got multiple folks to be chasing :)

    -> 3:21 - That Steve chase was rough. At one point, when he dropped the pallet, get all 3 birds out and shotgun him. Single bird snipes are difficult and something you'll learn.

    3:27 - Don't vault that on Artist. You want him on that loop. Line two birds up laterally along the sides and he's completely trapped unless he drops that pallet, one of the strongest on the map. You then drop chase - okay.

    3:40 - Unless you're Erupting, there's no reason to take a kick at a gen that low, even with Surv. Go break that door, see if you can pick up her trail. It does pay off a touch later though so...who knows?

    4:25 - Rather spread the birds out a bit more for a shotgun. But that's a situation where she could be anywhere - save them, close the distance.

    5:01 - Steve, why aren't you healed yet? Oh, Dead Hard. Yeah, now you know it's there. Next time, bird him and shotgun, because even if he uses it you're right on him.

    5:25 - You had her. Release the birds sooner!

    5:50 - That would have been the perfect time to shotgun.

    6:19 - This...might have lost you the game. I'm amazed you didn't drop her.

    6:43 - Nice. This feels like where you could snowball.

    7:05 - A trick, on Artist. If you aren't chasing, and especially with that addon, set up three birds aimed right at the hook once you're out of sight. You'll either proc End, DH, injure the unhooker or all 3.

    7:22 - If you'd fired right there, you'd have hit her.

    7:58 - You birded two, shotgun, then close in. Your addons make this even better.

    8:15 - What is that Claudette doing? Ugh.

    9:02 - You could have had a second hook on Steve, but you do start hooking people and the game starts leveling out.

    16:08 - Fire a second earlier, you'd hit him.

    16:10 - I'd have kept chasing.

    16:37 - Get your birds back, send 1 out to each gen.

    16:53 - You can hear her. Send a bird to the pallet area.

    17:00 and the ensuing chase - ditto.

    17:20ish - Find that Claud, ignore the Feng.

    17:34 - That gen is getting done, sadly. Not even worth a kick. Chase that Steve instead.

    17:42 - Some indecision. You see a survivor that's injured, you chase.

    18:05 - Huh, ignore me. That Steve pooped the sheets and you saved the gen for a bit. Now win this.

    19:59 - Again, either shoot or don't. I would have fired at her, as she's trying to greed the gen. One bird, immediately. But you just win from here, so well done.

    To the other question, Knight needs help. We'll see how the patch goes.

  • @faithfulknight said:

    Would it be original or licensed chapter? Will it include a map? Will it have 2 survivors?

    My prediction is:

    Friday the 13th chapter

    Map: Camp Crystal Lake

    Survivors: Tommy Jarvis from Friday The 13th: The Final Chapter and Alice Hardy from the first Friday the 13th movie who killed Pamela Voorhees (Jason's mother)

    Killer: Jason Voorhees with all the skins from the sequels including Jason X.

    Why do I predict this? There is a new show coming out named Crystal Lake. https://www.imdb.com/title/tt15219326/ they have the opportunity to add Friday the 13th in to Dead by Daylight.

    Licensed - because for a while it's alternated.

    No map - because we just got one.

  • @EntitySpawn said:

    I have no idea what's going on, I havent played in nearly a month but I hopped on yesterday and today and every match feels like theres no SBMM?

    I'm versing killers that arent running stacked slowdowns and barely know how to play the killer they're playing or at least to the level I'm use to see. Every game just feels like I'm miss matched against some newer or far more casual killer than usual, is anyone else experiencing this?

    Not that I'm complaining I'm not versing killers using the best stuff as usual or people that are highly skilled with the killers but the games are easy and often result in many people Escaping.

    Unless SBMM is off, SBMM has a decay now or each survivor has their own mmr I'm confused what's going on (reason I mention the last one is I'm playing bill who I haven't touch in years, highly doubt that's a thing but provide as much info as possible I guess?)

    That's odd.

    I know that they've been doing some fiddling behind the scenes in terms of when you take a break, your MMR is made more volatile so if you come back and lose it'll drop really fast.

  • @lokii_l said:

    Does anyone else worry about getting permanently banned randomly out of nowhere and losing everything?

    And is that even possible?

    I've never been banned before and it's almost impossible for me to hack or cheat on my Xbox console, and I'm not going around and threatening people over a game

    I'm just afraid someone will get too upset or heated and then get me permanently banned even with no proof

    Sorry for the long post it's just a bad intrusive thought I had last night

    Won't happen.

    BHVR is...very lax about moderation in general. To be banned, you'd need to be doing something egregious, and then they would probably need footage of it and a witness statement signed by at least a dozen people...okay I'm kidding about that last part, but you get my drift.

  • @AbsolutGrndZer0 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3321819#Comment_3321819

    What? How is it a recolor? Which outfit is it a recolor of? At that point you might as well say that every Legion outfit is a recolor.

    Apparently it's a recolor of the Year of the Rat outfit, according to someone else in this thread.

  • @TheWheelOfCheese said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3322030#Comment_3322030

    There's plenty of non-standard chase killers I like playing against. I love playing against Nurse, Oni, Huntress...

    Hag is just bleh. Constantly wresting control of my camera away from me and making loud noises in my ears is just a horrid experience.

    But if you would like to continue "driving at" the strawman you've constructed, have at it.

    Not a strawman, just a gentleman named Ockham who once had a razor.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3322030#Comment_3322030

    Personally, I find her annoying because my camera gets jerked around.

    If it didn't, you'd be so far out of striking range by the time she can teleport, she'd be pointless.

    It's why Shackles are her best addon, and those remove the snap but allow her to teleport instantly.

  • @Bravobro said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3322033#Comment_3322033

    ITS a MMR Thing, because you can't use MMR with this giant amount of Progress and Regress perks. ITS Impossible to Research what is the real Thing to fix,to make this Game better for all.

    They dont need for this years. Take the gen and Second Chance perks commplete Out. You dont need them. You have so many other perks and have less in the bloodweb.

    Uh...no, that's not how MMR works.

    MMR means that if you run sweaty perks permanently, you'll probably be facing other people who run sweaty perks. MMR isn't just a test of skill - it's also a test of how sweaty you are.

    And, okay, other than info perks - what universally great perks do killers have? I can think of...maybe 2, and even those are niche.

  • @Kyrre said:

    I'm not in the "Eruption must be killed with fire" camp, but man it sure does get boring when every game as Surv you're going up against same old Eruption+CoB+Pain Res

    9/10 killers are running this build, it's at the point you know in advance what you'll be facing when you're loading into the game. Makes one wonder how much money Eruption brought in as incentive to buy the DLC, huh? Probably not as much as Feng, but still

    I've been playing since 2017, and never before have the Killer's perks in any given game been so predictable.

    No, they aren't. Even at tip top MMR, where you're likely to see meta the most, it's at...I think 30% right now? Keep in mind that we've had specific perks at 70-80% usage for years too.

    Eruption is a weird perk, in that it tends to turn winning games into stomps and not help much in losing games.

    Yes, killers run deep regression right now. It's partially because info gets redundant and there aren't many good other perks that aren't regression (most of them are gimmicky), it's partially because gens are super fast at the moment with all the crazy new perks and all the viable non COB/PR/Eruption regression perks were nerfed into the ground.

    This whole 'well BHVR made Eruption strong so people would buy a killer' is weird tinfoilhattery - and completely ignores the fact that for most of DbD's lifespan, nearly all the best perks were on shard killers.

    Also - you've been playing since 2017 and...haven't seen more predictable killer loadouts? Uh...what?

    For the longest time, it was Ruin/Pop/Ruin+Pop or go home. And then it was Ruin+Undying.

  • @Bravobro said:

    The only Chance i see in the current MMR Situation is to give a Strike on all perks that make the Goal for the Other longer.

    My Idea cancel all Progression and Regression perks for Gens.

    Make Gens a little bit longer to fix Like 30 sec per Gen.

    Cancel all Second Chance perks. Like dh

    Make decisiv Strike With 45 sec Base Kit.

    Now the devs has a easy way to fix problems in the base Game.

    All the Other perks make the Game a little bit spicyer and make every Game Not Like the Other.

    Wait, hang on.

    • Why is this an MMR thing?
    • That ship has sailed. You're talking about a more substantial perk and balance shakeup than 6.1.0, and that was probably literal years in the making. And you'd have to rework addons and items. It's...not a terrible idea, but it's also impossible.
    • The numbers...sadly aren't relevant. See above.
    • Removing ex perks would require a hefty nerf to killers.
    • Baseline DS...yeah, okay. But it would need additional restrictions, because it can be used pretty annoyingly to turn games that survivors are winning into a 4 out.
    • It's...a way, but far from an easy way. Again, you may as well just make DbD 2 and have done with it. Because that would probably cost us a year of content.
  • @TheWheelOfCheese said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3321975#Comment_3321975

    Because her kit is annoying?

    Is this really that hard to understand? That there might be other reasons someone might not like to play vs Hag than "I can't loop her forever?"

    And her kit is annoying because...?

    Not trying to sound sarcastic, but you can probably see what I'm driving at. It's going to boil down to 'because she's not a standard chase killer'. Because that's what it always does, and why people still complain that playing against Artist is 'boring'.

  • @TheWheelOfCheese said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3321641#Comment_3321641

    Weird, that's not even remotely what I said. I said Hag is unfun to play against. As though that's some kind of hot take?

    Yes. And the most likely reason why someone would find a roaming Hag unfun to play against is...?

  • @khoriilya said:

    Not receiving the daily login bonus for the Daylight Moonlight Burrow event. Anything I'm doing wrong? I'm on PS5

    Yeah I was wondering about this myself.

  • @Chaos999 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3321235#Comment_3321235

    I see. He is not for me then. I can't be bothered with tactics such as hard enforcing a 3 gen, I find camping unsatisfying, though I'm not against tunneling if the situation presents itself (sometimes you just keep running into the same survivor over and over, and I ain't gonna just pretend I didn't see them).

    I like to roam the map and relentlessly chase survivors like an angry bull.

    I like macro killers, but Knight...doesn't really seem to play like that for me. It's more like playing a neutered Artist - just forcing people off loops until you corner them, but without the skillshot aspect.

  • @AbsolutGrndZer0 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3321754#Comment_3321754

    Excuse you, but that is one of Susie's best outfits. It was the first full outfit i bought for her, even before her main outfits.

    Oh I like the outfit (and may end up burning some shards on it), it's just a little sad that it's a recolor.

  • @CoolerBleend said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3321142#Comment_3321142

    That legion outfit was released 3 years ago for Year of the Rat. This year is Year of the Bunny and Feng and Vittorio get limited time outfits (Feng's is cute, Vittorio's is ugly and generic.)

    Huh. Didn't realize it. Yeah, that's sort of blah.

  • @TheWheelOfCheese said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3321095#Comment_3321095

    You've never seen my Hag ^^. Not a campy Hag at all...more 'there are traps exactly where I'm herding you at all times' Hag.

    Both sound extremely unfun to play against.

    Ah...you want a killer that you can just loop forever.

  • Survivor: Reassurance.

    Killer: Fire Up.

    @[Deleted User] said:

    Survivor: Remove Boil Over. It's used almost exclusively in griefer squads and has little value outside of that.

    Kindred basekit.

    Killer: Remove Eruption. Its continued existence is a testament to...something. Nothing good, but something nonetheless.

    Basekit- Fire Up. Hear me out. You are probably thinking of the average killer with Corrupt as basekit. Consider the killer players who already have an easy time. Now consider how much easier their games would be if they got Corrupt for free. Corrupt basekit would break killers in high level play. Fire Up is fairly passive and lets killers become stronger as the trial goes on without breaking them at a high level

    Kindred basekit would be too much of a buff to SWF. The aura reading is just...oh man it's so strong.

    I do like the idea of baseline Fire Up though,

    Eruption...bleh. Just rework it if it's really that much of a problem. But...to me, it's only really good against solo players, and we can't balance this game around solo.

  • @Audiophile said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3321368#Comment_3321368

    Yeah sorry. I don’t believe your “testing”. There is zero chance that quitting is just as high for Trapper as Nurse or Blight. ZERO. Re: Flan or Mori… I don’t think anyone bases whether they stay or quit on that. No one really cares.

    Shrug. The numbers are what they are. It's going to be about a 500 game dataset, 300 on killer 200 on survivor, by the time the LNY event ends and I probably take a break. Will post up the full results then.

    A game where I get an early down as Trapper has the same rate of quitting as a game where I get an early down on Cenobite.

    Trapper has a slightly lower quitting rate overall, but only if I include games where I lost. People don't seem to quit unless they're losing.

  • @HugTechLover said:

    Title. I just made iri 1 on killer, making it my new record. What’s the fastest y’all have gotten to iri 1 on either side?

    (yes, I play a lot lol.)

    Haven't really ever counted, but it's...maybe a week. And I was playing a lot then.

  • @Stabby_Widdershins said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3321368#Comment_3321368

    I once had a Survivor poof on first down (As Trapper, I main him. #GiveTrappyLove) but still get in endgame chat.

    I got TOASTED, with 1 kill, not counting the DC. I was wrecked by the Survivors. I mean, I did not full-throttle until way too late, given the DC, but it was enough of a stomp that I don't think it would have mattered if I went hard from the word 'Go'. I was destroyed.

    What did the DCer say in endgame chat? "YoU bRoUgHt NoEd!" His excuse for DCing was 1) A perk that did not trigger yet. and 2) He had to wait 11+ minutes to even SEE to whine about. He blamed a perk he did not even know I had until after the game ended, for hm DCing as first found.

    Some people just refuse to accept they are the cause of their own actions.

    The biggest 'sigh' moment for me is seeing another thread where someone defended quitting because camping/tunneling.

    I tested it out, and the numbers barely went up.

  • @WesCravenFan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3320856#Comment_3320856

    1.) The design goal of perfection is also vague. What is perfect? Whose idea of perfect? To me making Coldwind maps take place at 3:00 in the afternoon was moving away from perfect. Getting rid of Fog was moving away from perfect. But BHVR considers these steps forward. This whole forum is filled with opinions that would make the game better IN THEIR OPINION. If it were up to me Dead Hard would just be straight up removed from the game entirely and so would Blight. Meanwhile some people legit think Blight is "the best designed killer in the game!".

    2.) I assure you it is totally possible. Adam spawned within 2 meters of my Bubba in a corner of Yamoaka Estate and I downed him within the first 8 seconds of the game. I apologized in end game chat.

    3.) Why are they different? Both are mechanics designed to temporarily take away the other side's ability to play. What is the main difference between Eruption and Decisive Strike except the number of seconds that ability to play is taken away? The problem is Survivor mentality that they should have full control over their characters, at all, times, no matter what. On the ground? I should be able to get up! On the killer's shoulder? Wiggling needs to be stronger! Did you get hooked? Well, that killer needs to go face a wall and let you get unhooked right away because camping "takes away my ability to play!"

    Sometimes games have a penalty box. HockeyExample.png .

    It makes me wonder how these people that froth at the mouth over being inconvenienced for two minutes would ever handle playing a two player video game where you have to take turns between player 1 and player 2.

    1. Let's...not do semantics and say we did. Because that's generally an indication that a discussion has run it's course. Yes, BHVR aren't perfect, but as a whole, it's a better game than it was this time last year. And at that time, it was a better game than the year before. Yes, everyone has an opinion. But some opinions are wrong.
    2. Correction - that shouldn't be possible. Might be one of those ultra-rare bugs, like the one that teleports the survivor to you if they're unhooked at the exact moment a pallet goes down.
    3. Because: A. Survivor scoring works differently, B. DS is 3 seconds, can be used once a match under specific circumstances only and Eruption is 10x as long and can go off multiple times a match - and I'm not even a big Eruption user. C. No, that's a lazy generazation of survivor players, D. there is a difference between that and basically not being able to play a match at all, E. who says that?

    That's a silly analogy. This is not a turn based game, and turn based games do not work especially as PvP games unless they have a strict time limit on moves - for precisely that reason.

  • @Halloulle said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3321330#Comment_3321330

    ... I'm still not limiting it to camping.

    As for the huntresses: no, it wasn't basement, and no. It was just very well visible. - I don't know how many gens were remaining exactly - but less than five and more than two - cause if it's two or less I kinda get it. The first one I was solo and the one on the hook - but even if I hadn't been I wouldn't have known how to sneak past her while she was frantically patrolling - and I wouldn't have had a way to coordinate with the others. So not mad at the two solos who tried, saw what she did, and turned back around 😂(Needless to say the time it took them to get close enough to realise and back on their gen was the time they were lacking to finish all gens before I was dead). Second we were swf with a random. Could see the ready hill snipe from half the map away (Cowshed) and while she wasn't insane at sniping she wasn't bad either. We tried, since just leaving the rando on hook seemed like a bit of d*ck move - we kinda pride ourselves in not being that kind of swf - but couldn't get close enough without being seen aka sniped. It turned out to be a down for the unhook and she promptly went for the unhooked, waited bt out and then it was a hook and a slug. gg at that point.

    Enlighten me to the counterplay to a huntress having a hatchet charged on a hill with a hook in the corn --- who definitely wasn't corn blind. I would really like to know, because I'm genuinely unaware of that counterplay.

    "Defending a hook" - "tunneling" - where's the difference in that example?

    Never said the Nurse was camping. Just that she was running a pretty notorious build that I'm sick and tired of seeing. - The one upside with that one is that Ut's at least over quickly.

    Look, I think I've said it several times: Yes, those are playstyles and people can play however they want - but that kind of match is about as far away from what I consider fun as 4x BNP + prove + streetwise/resilience/overzealous + hyperfocus/stakeout. I also don't say there is no counterplay in existence at all -- tho when the "counterplay" is some version of "git gud" then I kinda rather just want to fall out of that bracket --- which disproportionally often losing should achieve ---- but doesn't.

    For killer simply not running meta perks and going for 12 hooks does the trick. - For survivor not running meta perks and not being hyper-efficient doesn't. I much rather have that I just never gotten to that place as yes, those matches happen at all levels, the frequency at which they happen is way different though.

    (edit in reply to your edit: Those were the last four matches of the day that were the icing on the cake, so to speak. I don't make a habit of memorizing or recording all matches I play. I usually have a rule of three: If I have three matches in a row that suck like the ones above I take a break. I played the fourth because the artist one wasn't actually bad, it was fun and I gladly sacrificed myself to get my teamie off the hook and out since he got me off the hook.. twice and probably wanted to make up for the first one after which she got right back on me. Took a hit and a down for me, completely blocking main so she had no way of following me. It was cute. I wanted him to get out. anyway. Should have called it quits on that positive note to spare myself the subsequent nurse match) - Sometimes people ask to play, sometimes I think of something fun and sometimes I'm just bored so I come back later the same day, sometimes I take a break for a day or two. While I can't recount every match of the past weeks, I can say that I very rarely played more than three matches in a row.

    • Eh...I'd hesitate to call that a camp, it's more trying to snipe and there is counterplay. This isn't like a Bubba or a Clown doing his thing.
    • Counterplay? Use what you have. Ex perks. A wide serpentine. Have more than one person run in. Or slip along behind the hill and grab her before Huntress can down you (use her as a shield while unhooking).
    • I thought you were talking about camping. Tunneling...is a lot harder to define. But okay, that was tunneling. It can be annoying, but an easy way to counter it is to force an exchange - if you take a hit, it buys a lot of time for that person to get to safety. Or take a hit, then jump into a locker - 9 times in 10, that Blight will pick you up.
    • If you play a lot, your MMR stabilizes and it'll take a lot of losses to drop down into another bracket.
    • Unless I'm right about you being in a weird bracket (one I've literally never seen before)...you're probably exaggerating or misremembering. Those bad games stick with you for sure, and it's easy to forget the fine ones.
  • @Grandpa_Crack_Pipe said:

    Title.

    My memory might not be what it used to be, granted, but I don't remember the last time just asking you to stay in the match you queued up in a multiplayer game for was an unpopular thing to do. Not when the game was hilariously more broken, or more unfun, or when the REALLY stupid stuff wasn't fixed and everyone was pulling out 1 gen hatch escapes and old Ruindying or old Spirit or old Moris or anything like that.

    I don't remember people having such a consensus it was their god-given right to suicide on hook the absolute moment something went slightly wrong for them. Or that asking them to not have the ability to circumvent the DC penalty that we ostensibly have for an actual reason is a breach of moral conduct.

    I risk sounding a little bit heartless when I say this, but I really don't care if you stop having fun in the middle of the match. I honestly don't.

    You queued up for a game of Dead by Daylight. You, apparently, know what you're playing. You know what to expect. You know what could go wrong. You may, even, have made peace with the fact that something you might not like could happen. Like, say, losing.

    In this game with no backfills and DC penalties that we ostensibly have for an actual reason, I have the controversial opinion that, as an adult (hopefully), you should have the self-responsibility to know what you actually want to do and what you're okay with happening when you do things with other people.

    If you don't, and you demand people open the door for you on the way out the millisecond something you don't like happens, you demonstrate that you have the self-governing skills of an actual child who can't be responsible for their own actions and doesn't care about how much of their own and everyone else's time they waste as long as they don't have to actually commit to something.

    It's the 'ol shopping cart test. We apparently can't make you do anything at any sort of inconvenience to yourself unless we literally force you to.

    Is this a long and silly and overly-serious rant about a video game that doesn't matter? Absolutely. But the mindset behind this silly and unimportant action is what crinkles my crundle. That you apparently can't and won't be responsible for yourself.

    Anyway funny silly rant over.

    Yeah.

    I've been testing some theories recently, and there's no difference in quitter rate between games where I play Trapper and games where I play Nurse, or games where I bring a flan and games when I bring a mori.

    The only thing that makes a difference is 'are we winning?'.

    I've had people DC because they went down for the first time...at 1 gen left, and I've got 1 hook on everyone else.

  • @bunnyfengenthusiast said:

    You are part of the problem. Both are incredibly problematic. Complaining that the killer is using Eruption when you're running full meta perks with DH as your selected exhaustion perk is incredibly hypocritical.

    Ehhhh...

    It does annoy me people claiming that Eruption being annoying as solos is *proof positive* that BHVR favor killers, but ignore the previous 6 years of DbD.

    On the other hand - this conversation is not that conversation. One perk being a problem does not make another perk not a problem.


  • @Unimatrix00 said:

    Hey all,

    I've been playing as different killers today and noticed that there might be an issue with flashlight saves. Twice I was carrying survivors on my shoulders to hook and was flashlight stunned. Neither time did I drop the survivor. So, has anyone else noticed that flashlight saves aren't working? I'm not complaining, I like it, but I know it isn't fair.

    There is a very brief potential window between the 'blind' effect and you dropping, where - if you look away - you'll see the visual but won't drop. I think it probably happens because of latency.

  • @Halloulle said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3321258#Comment_3321258

    I'm fairly certain I wasn't imagining the huntress aiming at the hook at just the right distance to go hatchet into m1 to make an unhook impossible, or the one who camped with the pulled hatchet on the hill while having a hook in an open space. Or the Blight with 21 and Adren .... who for some reason still beelined back to hook the second someone got unhooked.... at four gens (gotta make sure you get back fast & can def find that recently unhooked surv...I guess) . -- those were three consecutive matches. An artist match that was alright - safe for her leaving whatever chase she was in to not lose the trail of the just unhooked. She got Haddonfielded though and first chase was a three gen chase, so I guess I don't blame her too much. - Followed by a double recharge Nurse who did the usual thing with Lethal, Starstruck and Awakened Awareness - do it while you can, I guess. After that I had enough of surv for the day - until said old friends popped up to play some matches.

    I'm not even saying these killers do anything wrong ---- just that I advise anyone to avoid getting to that level. Whichever that level might be. I just know that escaping significantly more for a while got me there, so it was a rise in MMR and not a loss.

    Who knows, maybe "MMR hell" in dbd for survivor is being in the unfortunate bracket where you get all the killers who can get there with those playstyles - but can't compete against most survs in 'actual high MMR'. The killers who aren't playing that way but would technically be on your level as far as skill is concerned don't make it that far - or don't stay there very long; probably to do with maps and just how much of a difference gen slowdown makes. --- and the killers who are 'actually high MMR' are in a different bracket above. Which leaves people like me in the "too 'good' to be matched with the casuals" and "too 'bad' to move past the ones who make up for a lack of skill with scummy/super sweaty playstyles" bracket of hell.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3321266#Comment_3321266

    You didn't read the first sentence, did you? "High enough MMR" to get to a point where that behaviour is prevalent. Wherever that is.

    I don't know what MMR I'm at. No one does. Judging by the consistently high hours, high prestiges and cosmetics I can make a guess though.

    Okay. Let's look at those examples.

    • Did the Huntress see you coming for an unhook? Was it basement?
    • Ditto. And either way, that has a decent amount of counterplay. A Huntress doing that at 5 gens is taking chances. A Huntress doing that at one gen is...understandable.
    • That Blight isn't camping. That's defending a hook.
    • That Nurse isn't camping.

    All you're describing to me is...standard gameplay that you'll see to some extent at all MMRs, because a lot of survivors are very careless when they run up to unhook.

    It might be that a narrow band of MMR exists where sweaty wannabe type killers hang out, much as - if your MMR goes low enough - you hit the 'farm bot' strata. But...that's sort of inevitable in any game. And DbD is a game where, if a killer could possibly be facing a comp squad next game, will take all the steps they can to be ready.

    Oh - one last thing. That's...4 games. It's not really a sample. That's just a bad run of luck. You probably won't see it again for a while.

  • @SmolBlob said:

    People calling themselves high MMR will always be hilarious.

    Eh...you can generally guess when you're in that region by the hours played on average and seeing a few streamers and compers.

    Note: 'High MMR' is not 'MMR capped'.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3321251#Comment_3321251

    Unfortunately, that's basically the thing he's the worst at.

    Long-range Guards do pretty much nothing for you and I think the Haste is only 5% or something like that.

    5% is pretty solid. I'm not trying to chase with the guard, I'm trying to pop him into the loop/structure the survivor is running to in order to pincer them, or to force them out at a bad angle.

    Right now, this seldom works because of how much space I lose. Post patch...it might be viable. We'll have to see.

  • @Halloulle said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3321107#Comment_3321107

    Man, I want your lobbies/killers like you. I don't even remember the last time a killer let the last surv have hatch (granted, if I get tunneled out first as solo and it doesn't look like the match is over in the next two or so minutes I don't stick around to find out) and maybe every once in a blue moon does a killer actually slow down when they realise they can win anyway. As for your experience on survivor; I did include the usual super strong builds - be that by virtue of perks or by virtue of add-ons. Though, if it was just camping, tunneling and 3genning as a strategy it'd still be around half the matches, at least recently (and yes, I do think it's gotten even worse, at least for me. - I've never run OTR+DS... because I find it overtuned and cringe. - But man, I sure feel like it's a necessity now. I hate it tho, so so far I'm refusing to bring it.)

    I'm not necessarily saying there should be no sweaty gameplay - let the comp sweaters do whatever tf they want. For all I care they can sweat through five towels in one match. - But I don't want to be anywhere near them with my casual build and playstyle <: ---- You would think that losing enough matches would get you out of there. But apparently not.

    Are you sure you're not seeing what you're looking to see though?

    Yeah, you aren't going to stop folks at the top from bringing the best stuff - that's...sort of what 'the top' means, but again - I've been watching a few ultra top tier survivor streamers recently and I see the odd camp or tunnel - generally tactical/opportunistic, not from the start. I'll actually be doing a data...thing soonish where I'll put the numbers I've gathered up, and this sort of from-the-start deliberate cheese is less than 10% of my survivor games.

    Like...yeah. If I hook someone, and I see someone running in full vision to unhook, or following me like a puppy - I'm swinging on them. And if I see someone I've already hooked and another person, I'm going for the vulnerable person. Against a decent team, they can do a lot to prevent an off-hook tunnel, unless I'm abusing the tricks Clown/PH can do to negate endurance (which I don't do...mostly because I almost never play Clown unless I have a daily).

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3321095#Comment_3321095

    He plays a game similar to Trapper or Hag. Territory control and time waste.

    He's a slow and methodical Killer, not a fragging Killer like Blight or Nurse. Also, the Midchapter isn't gonna help him. People aren't gonna use long range Guards because you still lose more distance in a chase.

    I want to use guards in chase though, that's how his power intuitively plays for me. And this will...help.

  • @GolbezGarlandGabrant said:

    Anniversary and Halloween skins are also recolors. Even the majority of Rift tiers are recolors. Nothing really new in that regard.

    Wait, that crazy Doctor zombie skin is a recolor?

    The paid skin.

  • @Ricardo170373 said:

    Someone put in this forum what we should be expect for 7th year in this game. So we know that answer now. NOTHING especial. ALL rewards for lunar event are recolors, prime game is an another recolor. What is the problem on give us a entire and fresh pieces? This is a laziest job ever, and Jesus, we have 30+ survivors in this game. Stop making skins just for feng.

    The new Legion one is pretty dope. But yeah, the reward rewards are lame. Probably the lamest event rewards I've seen in ages.

  • @Slaughterhouse3 said:

    On both sides :/ anyone else? I just feel like nothing has really changed even after that big meta shift. Still love the game no hate here lol just saying.

    What exactly did you expect to change?

    Gen speed wasn't changed all that much, and feels a bit faster now if anything thanks to the plethora of faster gen perks.

    Regression perks got mostly nerfed/is still meh, but are still the easiest way to slow the game down to a controllable level. The only exception being CoB, which needs layering and Eruption, which is only really there to stomp solos - it's very mediocre against a decent team.

    Info perks get redundant fast.

    Chase perks are mostly mediocre.

    So...killers bring regression. Only they now bring layered regression, because of the nerfs and the fact that gen speeds...didn't really change much.

    If by 'change the killer meta' you mean 'they don't use regression perks', you'll need to slow gens down, nerf regression further, nerf the hell out of toolboxes and faster gen perks and then buff chase perks out the wazoo. And watch the forums, within a week, complain bitterly about those newly buffed chase perks being unbeatable and how boring the game is now.

  • @hailxsatanxeveryxday said:

    A couple months back, I was one of the only people here arguing that Eruption was good, and people here were swearing up and down that it was a waste of a perk slot.

    Since everyone on the entire forums without exception get 100% of their opinions on DBD from YouTube videos and Twitch streamers, I assume someone influential made a video within that timeframe.

    I don't think I saw anyone saying 'it's bad' after 6.1.0. More 'this will stomp holes in solo players but won't do much against an organized team'...which is still 100% true.

  • @Halloulle said:

    Disclaimer: By "high MMR" I mean "high enough MMR" - idk what number that is but it doesn't really matter.

    The MMR I'm at and the people I usually play with has 9/10 matches with one or more of these three: camping&off hook tunneling, full 3gen build and/or strongest builds, incl. strongest add-ons, on a killer. The thought that comes to my mind most frequently is a very cynical "lmao - I guess here we go again".

    If the killers saw four items or super high prestige levels in the lobby I would kinda understand - but usually no more than two bring items at all and we usually run prestige 5-15 characters. (we also run 4-6 meta perks between the four of us - but that's something the killer wouldn't know so I don't hold it against them.)

    --- So maybe it's because most of the people I play with are on steam and the killer can see we're all friends if they check profiles. - It also happens in SoloQ in a full Solo squad.

    --- So maybe that's just how matches go nowadays? - Well, after a long while I played with old friends who have been playing very occasionally (one or two days a week for ~2 hours or so, sometimes more. I'd say they have between 450 and 800 hrs) over the past year and it's been a long time since I had this much fun.

    So yah. If you wanna have fun playing the game casually, avoid escaping more than I'd say probs 20% of your matches as survivor.

    For the first time in a week I was actually laughing and having a grin on my face while playing survivor. - Yes, on average I was able to keep killers busy for longer than usual and that certainly contributed - but even if we all died or my chases were awful, it was still a lot of fun. - Simply because only in one of the six matches there was something you could call proxy-camping.

    What does that mean for me? I guess I'm a killer main now cause somehow it's way easier to "naturally" stay within a comfortable range there and I'm frankly sick and tired of being sick and tired of playing suvivor. ¯\_(ツ)_/¯

    Eh...

    I think my MMR is fairly high, but nowhere near capped. I see a good few 'known' players, the odd streamer etc. on my Artist and other stronger killers, but while it can be pretty sweaty, it's not unsurmountable most of the time. I'll play hard at the start, sure - in that I'll get a chase and a hook as soon as possible as that allows me to take control of the tempo of the game, and I will get rid of someone as fast as I can - not off hook, but if I find them I'm going in - but I'll also ease up if I'm stomping and let folks get a gen or two done, some heals and unhooks so they don't depip and I'll generally let the last one go if they aren't BM. And I...mostly do okay.

    Strongest builds? Sure...but that's high MMR in most games (and generally intermediate MMR, because the meta trickles down from the top). People play what will most likely secure a victory. I don't even consider Eruption all that good, because the second you're against an SWF you'd be better off running something that helps you recover rather than something that snowballs.

    On survivor...hmm.

    Camping, 3gen, tunneling? Nah. Nowhere near 9/10. Even Otz recently remarked how much rarer it is these days. And in closing in on 300 survivor games now, plus likely another 300+ I've watched via streamers, I've seen someone staking out a 3gen from the start literally once.

    One thing to remember though - at the apex of this game, so MMR cap and tourney play, killers camp, slug, tunnel and do everything they can and often end up with 1-2k max.

  • You've never seen my Hag ^^. Not a campy Hag at all...more 'there are traps exactly where I'm herding you at all times' Hag.

    @Sava18 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3320705#Comment_3320705

    Comp teams are rare. But I have never gone against one who isn't salty and cussing me out in end game regardless of the outcome. Always running the sweatiest builds and will still flame me for getting a 2k with no add-ons on cowshed as blight. I also typically find they are just really efficient not necessarily cracked in chase.

    'Cracked' is relative. They had 6,000 hours on their weakest member. I've got...maybe a total of 800 hours on killer. Crazy good, played every loop, slipped away from every blow, two of them had Fogwise/Hyperfocus/Stakeout so they were calling out where I was constantly. Game took...6 minutes total, including a prolonged fight over the gate.

    Either SBMM really pooped itself or they'd spent ages smurfing down their MMR. Or @edgarpoop is right and Demogorgon has some bug that gives him a massively inflated MMR.

    @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3320953#Comment_3320953

    When I thought he was the worst Killer but decided to main him anyway and then found that he's actually good

    I still think he's crap. Just 'herd people forever until they go into a deadzone/corner and M1 them'. We'll see how the midchapter helps him.

  • @bm33 said:

    On the 24th is when the envelopes and lanterns will start, they'll come in with the event.

    The event code is usually in the patch that comes out just before the event, which in this case will be the mid chapter patch.

    Thanks!

  • @foxofthestars said:

    The event actually starts early today they posted about it on their Facebook. January 17th through the 24th. Early celebration

    https://us.v-cdn.net/6030815/uploads/NXVZH43GFM2U/fb-img-1673973277075.jpg

    AFAIK that's only login rewards and a change to some game screens?

  • @WesCravenFan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3320744#Comment_3320744

    1.) There's likely, and then there is "If I do X, Y fails". As an example for some stupid reason Nemesis tentacle doesn't go to the flor, despite leaving a blue glowing lash mark on it. If you try to get a Survivor over a low tile with it, and they crouch, you automatically fail. Period. There's nothing you can do about it. If the Survivor knows how to duck your power becomes useless.

    2.) My point stands that the statement is vague. It could mean anything from the Killer spawning directly on top of someone and getting insta-sawed by Bubba (Something that actually happened in a game I wasin), and then there is just throwing a tantrum because Lightborn took away their precious flashlight bullying. "Barely gets to play the game" goes on the wall next to "unfun for the Survivors", "fair to both sides", "free kill", and "takes no skill".

    3.) They are the same mechanic to different degrees. The majority of actions taken by both sides revolve around TIME as a currency. Instadowns are powerful because they reduce the chases from 2 to 1, and that saves you TIME. Medkits restore a health state, giving you another chase, which buys you TIME.

    Pallet stuns take away the killer's ability to play for 3 seconds, to get you more TIME. Camping and bleeding take someone out of pushing their objective to buy you TIME.

    The difference lies in the matter of degree.

    1. Sure? I never said that every aspect of this game is perfect. But that should be the design goal, and where it isn't like that it should be.
    2. That's literally impossible (you cannot spawn on top of someone). Again, I'm not talking about people making obviously silly complaints on the forums. And that's a textbook slippery slope fallacy.
    3. Okay...we are now talking about two completely different things.
  • @GoodBoyKaru said:

    Well good news

    https://youtu.be/H8gatNiN8Bg

    Next week, January 24th - February 7th

    Good stuff. Cosmetics are a little meh this year, but the BP rewards should be good.

  • @Nirgendwohin said:

    here are some things that make the game unfun for me as a survivor in no particular order:

    • be the person who gets hook camped
      • its just boring
    • high ping killer
      • when your ping is above 200ms you shoudnt allowed to start a match. DH is only 500ms!
      • where is the ping indicator in the lobby?
    • skill checks that appear when you let of the gen and make the gen explode
    • erruption
    • matchmaking
      • how is it possible, that a player with 23h playtime gets into a lobby with all p100 players?! (killer included)
    • no reputation system
      • show how many disconnects a user made the last X games
      • how ofter a player got afk crows last X games
      • there are players with several hundred pages of -rep for dbd on steam and still they are allowed to play this game. can you imagine how many players are lost because of these people?
    • depip when someone disconnects
    • chat
      • why is it not possible to talk to crossplayers on a different system?
      • ridiculous "censorship" of the endgame chat
    • map rng
      • the hook spawn is still a problem. sometime so close, you can shake hands on hooks
      • there are absolute dead zones without anything except some lonely slim trees and a generator
    • console gamers
      • survivor and killer seems to have performance issues because they always have 3x the ping of everyone else
    • no incentives to play good
      • unhook = 1000 BP, save unhook bonus is only 500 BP. why not reversed?
    • bot killer
      • if its not a hitter you have a hard time not to depip in red ranks
      • killer gets no punishment for being afk unless you go thru a report progress that takes longer then the actual match.
    • report system
      • it's just ridiculous the way it's currently being handled. there aren't even text based logs of the match!
      • you should at least watch the videos in the report. reporting a hacker and the video has 0 views after you got an answer to your report is just a slap in the face
    • spending bloodpoints
    • so many junk items you accumulate over time
    • killer that are on a power trip and constantly slapping the hook or nodding without any provocation
    • bleedout on purpose
    • prestige levels in the pre match lobby

    Going point by point:

    • Yup. Camping is annoying, but it's really hard to fix in a way that isn't massively exploitable.
    • Ping tends to be too unstable to show in the lobby.
    • Eruption is...yeah, we've had enough threads on it. It's annoying for solos and fine against SWFs.
    • As a new player, your MMR is volatile. Win a few matches in a row, and SBMM will probably place you pretty high until you start losing. Then it'll drop you fast. It's just trying to place you in the right MMR.
    • The problem with rep systems is that they can be abusable, and people will -rep because they are salty, or just to be jerks. The answer is to remove hook suicides, DC AFK folks (and give them a penalty), fix the exploits that allow you to completely avoid AFK crows and make the DC penalty only decay when you play matches out without DCing.
    • Yes.
    • Yeah, the censor is dumb, but let's get real here - very seldom is anything productive said in postgame.
    • Yes, some maps need better hook placement. Midwich and Badham are the prime culprits.
    • Console shouldn't have different ping to PC players.
    • Because you can't always control safe unhooks.
    • AFK killers and survivors are a plague, but this needs more of a 'if you're AFK for 1 minute, you get an audio warning. 2 minutes? You get DC'd.
    • Yeah, the report system is dumb.
    • Spending BP needs to be faster, and a lot of offerings, addons and items need an overhaul.
    • BM folks are obnoxious on both sides, but sadly the devs are fine with it.
    • What do you mean?
  • @WesCravenFan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3320695#Comment_3320695

    1.) In this game once you start facing Survivors with sufficient knowledge of this much fellated "counterplay" there are certain killer strategies and perks that literally get reduced to zero value.

    Counterplay SHOULD be "Okay, if he does THIS then I have a CHANCE to maybe get out of this." An example of this would be a 50/50 mindgame.

    Counterplay should NOT be "Oh? He's doing that. Fine, I just do X and it will never work".

    Your Terran example is an example of something overpowered, not uncounterable. There's a difference between the two. It's not okay to have something overpowered to the point of having a 100% win rate (I'm looking at you Evil Dead Puppeteer Power Possess Basic Unit Rush) and something that doesn't have a direct counter but doesn't necessarily win you the game.

    2.) "Barely gets to the play the game" is a vague phrase this forum likes to throw around. I've seen games where Survivors played for NINE minutes, and then Myers got off an instakill and they said they "barely got to the play the game".

    3.) Shutting down the other side's ability to function is a video game staple. And DBD has a lot of it. It doesn't become more fair to stun a killer 6 times for a total of 18 seconds of lost game than it is to stun a survivor for 18 seconds once. Crowd control is often NECESSARY.

    1. ...Sort of? It's more 'okay, I'm doing this, meaning she'll likely do this or this. If she does that one thing, then I'll do x and if she does that other thing I can try y or z, meaning she'll try a, b or c. The test comes in execution and choosing the right play - and yes, this is where it starts becoming almost fractal.
    2. Yeah, enough with the whataboutisms already? You're not talking to 'survivors'. You're talking to me. There are thousands of folks on these forums - meaning that you can probably find an example of someone saying any silly thing you can name. It doesn't mean that they are correct, or even need to be taken seriously.
    3. Is it? And no, pallet stuns are not the same as camping/bleeding someone out or taking them hostage.
  • @Xendritch said:

    We'll know in a few hours I guess but I have reason to believe it is today.

    Would be a really sudden announcement, so - while I'd be happy to be proven wrong in this case - I don't think so. Usually they do at least a week's notice.

  • @Pulsar said:

    Wesker and Knight are getting boring, there isn't any challenge anymore. None of the teams I face are good, so I decide to swap to Onryo.

    And then I instantly get a (according to them) competitive team. I haven't played Onryo in months and this match did not go well for me lmao I only got 7 hooks

    Needed that ego check and a reminder that I can always improve more, wish I could get those people WHEN I PLAY KILLERS I LIKE TO PLAY

    Ahahaha yeah. Christmas Eve, on Demo. With a chill build and a flan - go in expecting a fun game but get a crazy genrushing comp team that absolutely slaughters me and cusses me out in postgame.

    So I fire up my Hag, and run into a bunny rabbit team next who cuss me out for being sweaty.

    This game...I swear, I just can't sometimes.

  • @WesCravenFan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3320635#Comment_3320635

    And generally in a multiplayer game there is an equal number of players on either side to be able to measure that objectively.

    'Objectively' is a hard thing to measure in anything, beyond a certain point. But a literally uncounterable strategy 'feels' crappy to face. Very odd hill to die on by the way.

    @WesCravenFan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3320362#Comment_3320362

    1.) A strategy WITH counterplay is even more boring. Because then once the other side masters that counter, it's a useless strategy I would rather have an uncounterable strategy to keep a game exciting than one with counterplay to just null anything the opponent is trying to do.

    2.) Losing isn't fun. It's not supposed to be.

    3.) Being blocked into that room is literally holding the game hostage. Camping someone, or even slugging, has a MAXIMUM timer of 4 minutes, which is realistically going to be half of that.

    1. That's not how it works. Counterplay doesn't need to be perfectly effective 100% of the time - because that counterplay will also have counterplay. And welcome to the 'turtles all the way down' joys of APvP balancing. And no, uncounterable strategies don't make games exciting. They make games boring. My best example - there was this strategy in Starcraft 2, the 5 Rax Reaper. Virtually unbeatable if you did it right. So...every Terran player did that build, and if you were a Zerg against a Terran, you had to always build in the expectation that they'd 5RR, and hope they misplayed. It made the entire match up very boring and static.
    2. Losing to something uncounterable barely lets you even play the game. And I completely disagree - I have fun in a fair match, win or lose. A game you always win isn't fun either.
    3. I'm not comparing time here. I'm saying that both are strategies that prevent someone from basically playing the game, and thus neither are good.
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