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Steakdabait

Steakdabait

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Steakdabait
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  • Emps don't make singu useless, slipstream is very easy to apply and reapply after they emp. The only time that emps are extremely brutal for is if you're trying to 3 gen with singu(or if you're on a map that actually makes it hard to reapply slipstream like lerys but that's a completely different problem), which good design from bhvr. The only thing that really holds singularity back is how map depended he is.

    It's clear from reading your post that you are trying to play singu in his weakest way which is as an area control killer. I really recommend mostly just using pods in chase, playing this way really limits how strong emps are against you. Especially after bhvr made emps hinder you when using them.

  • @MerrickElyssar said:

    Here are the problems with your statement, and like you said… this is coming from someone who also plays both roles.

    1) Survivors shouldn’t be forced or feel obligated to run specific “anti/counter” builds or perks just to have a chance against a camping/tunneling killer. Everyone, survivors and killers alike, should have the freedom to play with whatever builds they choose. Not only that but what happens if you get camped/tunneled in 2 matches, decide to throw on your anti-camping/tunneling build, and then in your third match now you get a killer who is playing fairly and not doing those things? Now you’re trying to be effective in a match where you have multiple useless perks that you’re getting no value out of. That would essentially be the same as someone approaching you with a gun and shooting you, but instead of arresting the criminal who shot you… the police do nothing and just tell you to wear a bullet-proof vest next time. It doesn’t solve the problem or fix anything. A survivor shouldn’t have to run anti-camping/tunneling perks to counter a killer who shouldn’t be playing that way in the first place, just like you shouldn’t have to wear a bullet-proof vest to counter a criminal with a gun who shouldn’t be shooting other people in the first place.

    2) I do agree, however, that is idea is absolutely absurd and is not going to prevent camping at all, and will encourage more tunneling. Like you said, I play both roles as well and have looked at the situation subjectively from both perspectives. I personally never camp or tunnel due to my own views on it which I’ll get into momentarily, but I can see the argument for why killers think they have to. So let’s answer that question. Why do killers camp and tunnel? There are two main reasons. One is to guarantee more hook stages and a potential kill. The other reason is to find their next target much easier when someone comes for the save rather than having to patrol the map and spend time looking for another survivor. This anti-camping mechanic that is being added, is just going to make those two issues worse and more prominent, and I’ll prove this in two different scenarios.

    2a) Killer is camping hooked survivor, teammates are staying away so hooked survivors unhook meter can fill up. Survivor unhooks themself, then immediately gets tunneled off the hook and put right back on it. You may have wasted another 10-15 seconds of the killer’s time, but he still got multiple hook stages or possibly a kill on the same survivor anyway.

    2b) Killer is camping hooked survivor, teammates are nearby trying to go for a rescue. Hooked survivor’s meter doesn’t fill up, so they can’t unhook themselves. If your teammates do get the save, they get hook traded with you. If they don’t get the save, you still go into the next phase. Sometimes even both happens, where they take too long and you go into next phase and THEN they hook trade with you and you still get tunneled even after that. Killer still gets multiple hook stages or potentially one or more kills anyway.

    Both of these situations ended the same way as they did before the anti-camping mechanic was implemented, so nothing is different. It’s a completely useless and pointless effort.

    3) The real problem that needs to be resolved, is people’s mentality. You say killers NEED to camp/tunnel in order to have a chance of performing well in a match. That is unequivocally and irrevocably incorrect. If you have difficulty downing survivors, getting hook stages or kills, stopping gens from popping, etc… maybe you need to take a moment to re-evaluate your playstyle as a killer, instead of jumping right to criticizing survivors who are fairly out-playing you and you resorting to cheap, dishonorable exploits to make up for your mistakes or lack of skill. If 3 gens pop before you get your first down/hook, that means either YOU weren’t patrolling the gens effectively or YOU spent 3-1/2 minutes chasing one survivor while those gens were being completed. That’s YOUR fault, and doesn’t warrant a survivor being unjustly punished because you made bad decisions and weren’t good enough to end the chase quickly or keep the survivors off the gens. It also comes down to accepting the fact that you’re not going to win every match. Sometimes, you’re going to be matched against survivors who are better than you and beat you. That doesn’t mean you should start camping or tunneling because you’re playing badly or not well enough, and now you’re desperate and greedy for a kill or two… especially over a meaningless video game that means nothing in the real world. Grow up, accept the fact that you lost, and move on to the next match or something else entirely… instead of being toxic and despicable towards others who have done nothing to deserve it, and ruining their experience due to your self-absorption. I never camp or tunnel, under any circumstance… and I know countless others who don’t either, because we’re not obsessed with winning by any means necessary in some irrelevant video game. We have morals and class. We do what’s right and respectable, not what’s easy or distasteful just because it works. We play fairly and honorably, and if we get out-played by better survivors who end up escaping and winning… so be it. They earned it, and we congratulate them before moving on to the next match and trying again. It’s all about respect and courtesy. Treat others the way you want to be treated. You wouldn’t want to get camped or tunneled, so don’t do it to other people.

    4) Unfortunately, you’re not going to be able to stop people from having that self-worshipping mentality where they‘re going to make sure they get what they want no matter what it takes despite how pathetic and disgusting it is. If someone only cares about themselves and has no consideration for how they affect others, you can’t fix or change that… but if you honestly want to stop killers from camping and tunneling, there are only two ways of truly accomplishing that.

    4a) The first way is to make camping and tunneling ban-able offenses. This will not immediately stop the problem or alleviate it completely, but it will gradually reduce the frequency of it happening quite significantly.

    4b) The best way to stop camping, which will legitimately put a complete end to it entirely… is to put in a mechanic that stops the hook progression bar from advancing while the killer is within a close proximity. For example, if the killer is within 5-6 meters of the hooked survivor… the red bar that goes down for them to progress to the next hook phase, stops… completely… just like if a teammate had used Reassurance. If the killer is farther than 5-6 meters but still within 16-20 meters, the hook progression bar will advance… but it does so much slower than normal. If the killer is outside of 16-20 meters, the bar progresses as normal. That will literally put a dead-stop to all camping in the game, because no killer is going to stand there camping a survivor who can hang there forever and never get sacrificed. At best, they would have to stand outside of 16-20 meters and try to come after whoever risks going for the save… but that’s far enough away that it gives the rescuer a chance to get the unhook safely and gives the unhooked survivor a chance to get away or make distance before being tunneled. Plus, all the survivors will know this (giving more value to perks like Kindred) and just leave the hooked survivor there while they pop all the gens… so even if the killer does still decide to camp anyway, they aren’t going to be rewarded with multiple hook stages or kills for it. Now, you could still have the feature disable once the exit gates are powered… but even then the killer is most likely only going to get that one kill, and that’s only if the other survivors decide to just leave instead of taking hits for each other to rescue the hooked survivor who is being camped. That is how you stop camping and eliminate a great deal of toxicity from the game.

    4c) As for tunneling, the best way to end it… is to make Decisive Strike base-kit and infinite until another survivor is hooked. For example, let’s say you have Claudette, David, Meg, and Dwight in a match. Killer hooks Dwight first. Once Dwight gets unhooked, he gets Decisive Strike permanently until another survivor is put on a hook. Once another survivor is put on a hook, it deactivates and he can be hooked again. No killer is going to keep trying to tunnel a survivor if they keep getting DS-ed every time they pick the survivor up. It would literally force the killer to go after someone else, and the worst they would be able to do is slug the survivor immediately off the hook but then leave them slugged to go find someone else… and that would at least give the slugged survivor a chance to be picked up by a teammate instead of just being hooked multiple times in a row. Now, just like the other thing… you could still have the feature get disabled once the exit gates were powered or once they became the last survivor alive, so that the killer could still have a chance of getting that kill… but at least that would make it much more reasonable and stop it from being abused by unskilled garbage killers who get out-played by good survivors and then start being cheap and toxic because they’re desperate and greedy.

    So to reiterate, if you’re getting destroyed as a killer and frequently have trouble stopping gen progression or getting hooks/kills… that’s your problem, and doesn’t make it right or fair to penalize the survivors for your bad decisions and lack of skill. Experiment with different perks, different add-ons, or even different killers to see what works for you. Play custom matches against bots to practice and get better… and if none of that works, you might have to come to the realization that DbD itself may not be right for you. It’s not meant for everybody. Try finding a different game to play that you have better luck with. It’s okay to be bad at certain things. That’s nothing to be ashamed or embarrassed of, but you have to react accordingly. If you were a bad driver who couldn’t properly operate a vehicle, would you still get on the road and endanger the lives of other people? No. You would either practice somewhere by yourself until you got better, or you just wouldn’t do it. The same concept applies to DbD. If you’re bad at playing killer, either practice in custom matches and get better at it… or do something else. There’s never any need or logical reason to be dishonorable or disrespectful towards others, especially over a game that doesn’t make any difference or matter… and even more so when those others were playing fairly, just trying to enjoy their experience, and weren’t doing anything wrong to deserve it.

    tl;dr?

  • Why are you complaining about getting more good maps?

  • There's a perk you can use if you're unable to learn how to play against flashlights

  • people are playing her with the sole intention of wasting peoples time. I get that bhvr probably doesn't wanna open the door that they're ok with killswitching non bug issues but skull merch is easily able to hold matches for multiple times the length of a normal match. This is clearly extremely unhealthy and we as a community should really encourage bhvr to prevent players from doing this to others.

  • The same reason nurse was left in the state she was for years lmao

  • This game has no reward or penalty for winning or losing. It doesn't record your matches, there is no win/lost stat, no visable mmr(not that i can tell if there was one lol), no deranking, and the community is big enough to the point(in NA at least) where there's a good chance you'll never see anyone you play against ever again.

    There simply isn't a reason to have anxiety, the worse that can happen is someone wastes your time. Especially on killer, if you get smashed on killer the match lasts 5 or less minutes and the extent of what survivors looking to just be dickheads can do to the killer is a shadow of the killer can do to the survivors.

  • Probably xeno i heavily dislike playing killers who are hated from the other side

  • Thoughts and prayers about getting lerys as singu bro i feel you

  • Rather just have his stupid addons nerfed tbh

  • Ok, this collective gaslight by never survivor players is kinda getting old tbh. Please stop acting like this minor nerf butchered the killer.

  • i wouldn't go anywhere near that far but i would increase the penalty for venting near a hooked person.

  • out of all the "free perk addons" you complain about addons that give mangled lmao? Why not weskers and pigs free corrupt addons lol

  • Probably doesn't help when the perk makes it so insanely easy to find people, but i haven't noticed an increase in slugging for the 4k with it personally

  • Slinger 1000% deserved and needed the change. I was honestly shocked that he not only released in his first state but also that he remained in it for over a year. I am begging bhvr to stop balancing extremely oppressive chase killers by inflating their chase times by making them mechanically slow.

  • the players you are playing against ether have better or weaker pathing than each others.

  • The only example of something that should be killswitched that isn't bugged in someway is skull merch since people are playing her with the sole goal of wasting your time.

  • @OneAutmLeaf said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542318#Comment_3542318

    thats makes 0 sense, you shouldnt need a perk to be bad just bc a killer may do good with it....thats like saying oh no more STBFL bc M1 killers thrive off it.

    You are aware that is the reason they nerfed it from the ptb right?

  • Has to be bad as long as nurse is in the game

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542238#Comment_3542238

    Nah, I meant Singularity is pretty rare. He does require more skill than Freddy (and a lot of other killers) IMO.

    Yea singu is very rare, i would 100% say you'll will more freddys than singus but OP asked what is the rarest killer mained. Which due to the nature of the two characters i would bet that there are more actual singu mains than there are freddy mains

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542140#Comment_3542140

    Bait? Singularity is probably as uncommon to face as Freddy.

    Oh i thought you meant that singu has no depth lol. I imagine singu will have more mains than freddy since you don't really get anything out of really grinding out freddy. You can hit the freddy skill ceiling really really fast but singu has both a surprising high floor and ceiling

  • The nerf is very minor lmao and doesn't actually address the problems with how survivors interact with xeno. All this does is a minor buff to turrets and a nerf to xeno players who would actually try to use their power in the open. You are still forced to giga comp drop vs xeno as survivor and turrets still take way too long to set up for how easy it is for the xeno to deal with them.

  • Probably freddy since he has no depth mechanically or knowledge based with his power

  • noooo xeno got a non factor nerf he's literally unplayable!!!1! The only people who think mft is fine are never killer survivor players lol

  • 1+ i was a very upset person recently

  • She outright requires a full power rework but my bet is also bandaid then forgotten.

  • I don't lmao I was 100% a survivor main before knight but the recent killer releases have turned me into 90 10 killer main now. Tho i will say that survivor with fixed vaults was actually pretty fun, i hope they revert the revert.

  • It's perfectly fine, the survivor played with only 3 perks for the whole match so the reward better be big if you get to end game.

  • @ReikoMori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541030#Comment_3541030

    In that particular instance you've shouldn't have thrown the pallet and just kept running. Setting aside the issue of Xenomorph's bug where they aren't being slowed down during recovery of tail attacks, a hit or a miss has a three second recovery period. You dodged the tail which is good, but ended up trading hits due to throwing the pallet rather just running forward or breaking to the right to extend the chase. You would have still needed to dodge another tail attack, but as long as you did you'd be a health state up rather than injured on a stun trade at an unsafe loop.

    That was an addon not the xeno actually hitting you im pretty sure.

  • @Chocolate_Cosmos said:

    You got what you wanted. He got nerfed. I was hoping we should give him chance after the bug fix, not bug fixing him and THEN nerfing him at the same time.

    The nerf does literally nothing outside of turrets now giving you half a meter more distance when xeno tail stabs them. Xeno can still reaction punish literally any animation you do as survivor and turrets still take too long to set up.

  • This thread alone has confirmed my opinions on clear killer only players that i had since the deathslinger nerf

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540830#Comment_3540830

    pre-drop pallets is smart survivor play. hold-w is just also part of playing survivor well. the pallet are not useless. they're mindgame tools instead safe-zones. xeno is how every m1 killer should be.

    It's boring that's the whole point of why people are complaining about xeno. Xeno's power forces you to play in the most lame way as survivor, any killer that does that will be hated.

  • @GrimReaperJr1232 said:

    Around the same time you start using turrets and learning how to properly position them.

    In all seriousness, I will mention that its cooldown is bugged so you make almost no distance. That's being looked to be fixed next bugfix.

    If you mean the tail itself, use turrets. Her chase power is, much like Neme or PH, simply too oppressive to keep looping normally. If you can't, then don't be afraid to pre throw and W. Distance will be your only weapon against her in that case.

    As for the game mechanics, the last time we had a killer without a chase power, we got Skull Merchant. Before that, Sadako.

    Just let me spend 30+ seconds of time setting up a web of flame turrets so that there's literally anything you can do vs xeno in chase other than omega comp drop and hold W

  • what would you use as an example of counterplay that a perk gives?

  • Sorry, this is dbd so it's actually "locker tech" and not "locker exploit" Surely you'll understand.

  • @Krazzik said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3539944#Comment_3539944

    Most of the 'unfun' killers that I see complained about are the higher-tier killers though.

    Nurse, Blight, Wesker, Artist, Hag, Twins, Skull Merchant (if she 3-gens).

    Clown and Knight are the only lower-tier killers I see much dislike for, and that's because they still have anti-loop, even if it's not that great. Legion too I guess, but that's due to all the mending.

    Pretty much all of the higher-tier killers can't just be looped traditionally, that's why they're high tier mostly.

    There is a large differences between being forced to play tiles in a different way and not being able to play them at all. If you removed the outright unfair blight addons, he would be one of the most interactive and fun killers to play again. And i outright don't understand the wesker hate on here. My personal list would look like this.

    1. Knight (Skull merch if le epic 40+ minute match)
    2. Artist
    3. Trickster
    4. Hag
    5. Trapper

    These killer ether outright deny your ability to play tiles or are trap killers and just don't chase

  • @Krazzik said:

    It sounds like the only killers that survivors deem 'fun' are weak killers who can be easily looped. Funnily enough those same killers are often not considered fun for killer.

    The most hated killers in the game aren't that strong tho. Survivors want to play against killers that don't nullify their skill in chase. There are some strong killers in this list like nurse and artist but most of them are weak or mid

  • Easily got a bot to trigger a window block within 30 seconds of starting a custom match. Are you actually in a chase with the bots?

  • Singu at the moment. power is interesting and fun to use, also robot killer.

  • If someone recommends 50 50 pig i will report them to their local government

  • Well i will agree that not killswitching merciless was pretty unbelievably stupid but that doesn't justify not preventing ppl from abusing this bug

  • SM can abuse already existing mechanics to a down right game breaking extent, but the knight is the worse designed killer in dbd history due to the mechanics he brings instead of the mechanics he can abuse.

  • @Rulebreaker said:

    I love how our favorite lady and k-pop star are forgotten....

    I thought about putting them in but they're really not that comparable to the ones i picked. Artist is more set up and trickster is just kinda hard to compare directly in terms of power charge up

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3539040#Comment_3539040

    i think the attack hits right away after 0,2 seconds. the 0.4 seconds is how much you can extend the hitbox after it is finished. I have feeling that attack does having open time but i think opening time is like 0.05.

    yea that's how it works, the attack "starts" at 0.2 seconds while the hitbox lasts 0.4 seconds. So the whole attack if you need to hit someone at max range means takes 0.6 seconds

  • @dbdthegame said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3539040#Comment_3539040

    I'm pulling 0.7 from live recorded, frame by frame verified footage of the game. Curve the hitbox? No such thing.

    10 seconds · Clipped by Iamdpressed · Original video "These Kind of Tail Whips Make Me Love Alien - Dead by Daylight" by Scott Jund


  • @dbdthegame said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3538851#Comment_3538851

    That's more an issue with new female vaults than anything, but that's an edge of hitbox-type hit, aka the kind you'll almost never see/go for.

    https://forums.bhvr.com/dead-by-daylight/discussion/390997/comparing-ranged-or-effectively-ranged-killer-powers-charge-time-to-each-other

    Nemmy is 0.35. It literally says so in the screenshot you posted. Also, 0.35+0.25 is 0.6, not 0.7. And I don't know about the other killers, but in practice, Xeno's tail takes a little less than 0.7s from input to hit (41 frames at 60 FPS).

    xeno tail take 0.6 seconds to reach it's max range, so i really don't understand where you're pulling 0.7 from. Also, yea it is an edge of the hitbox type hit but that still means it's possible to punish a fast vault with power and that's ignoring xenos ability to curve the hitbox around the window to catch you if you strafe tight.

    Thanks for pointing out my typo with nem power tho, fixed

  • @Objectively_speaking said:

    None of those killers can literally lose the ability to special attack. Xeno can that is why it is stronger. If Xeno did not lose its ability a more reactable or indicator would be deserved but as long as it can lose its ability, its tail attack needs to be strong to warrant using turrets as its counter.

    And plague does not count because her puke will always injure just never down if it is not red.

    Corrupt is only usable at most 3 times per match unless the survivors give you pools AND you lose it after being palleted stunned.

    @TeleportingTurkey said:

    me when im spreading misinformation.

    xeno's attack delay is 0.6 seconds, because "hitting time" refers to the time it takes for hitbox to appear after initial "wind up" animation that is combined with attack delay.

    I clearly reaction punish a fast vault in a video, which is 0.5 second, half way through the vault animation. So im not sure what to tell you man. I will note that you can't reaction punish with tail at max tail range. You need to be like 70% of the range to do it

  • @TeleportingTurkey said:

    me when im spreading misinformation.

    xeno's attack delay is 0.6 seconds, because "hitting time" refers to the time it takes for hitbox to appear after initial "wind up" animation that is combined with attack delay.

    I literally screenshot the wiki. Flame the wiki editor not me

  • @NerfDHalready said:

    as far as i'm aware xeno can also re-adjust her aim mid charge time too. but it has a fairly short distance idk, very unfun to verse that's for sure. and no as plague you definitely aren't hitting a vaulting survivor if you start charging after the animation, even with rubbing oil.

    https://www.youtube.com/watch?v=fAJxSkV_N_U Xenotail.jpg

    The frame i started the tail

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