SweetbutaPsycho
SweetbutaPsycho
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- SweetbutaPsycho
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@Sandt1985 said:
https://forums.bhvr.com/dead-by-daylight/discussion/421560/playing-against-nemesis-is-unbearable-now
My biggest issue with nemesis is that being infected with the T-virus does nothing negetive to survivors other then being vulnerable to the whip. I'd gladly allow more vacines on the map if the virus hindered survivors in some way, even if it was as small as 'zombies move 50% faster when chasing an infected target.' Such a move would allow much more macro play from Nemesis
Thats cool but I think OP is complaining about the Nemesis bug that constantly makes you cough which gets really annoying real fast and not about him being in a weak state gameplay wise.
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@n000b51 said:
I have no idea but if you merge or have already merged your games, you are probably allowed to unmerge them as well…
Why should u? Since cross progression also transfers the DLC people could just give everyone they know free DLCs by merging and unmerging accounts. So it makes sense that you can only merge it with a single account on each plattform and not unmerge it.
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Yes would be an amazing feature if u had 10 hooks, 2 survivors and 4 gens are left and those 2 survivors do all 4 gens at once and escape. Really rewarding gameplay mechanic
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@th3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3763708#Comment_3763708
Sounds like you still got value out of the build for most of the games you ran it in. Seems like you just want to win without trying in which case custom games are perfect for that
If I would just want to win without real effort like you suggest, I would certainly not bring an oblivious meme build to my matches. And when I say the build wasnt useless in the games where I didnt face SWF I mean that I got like 6 or 7 hooks. Most of the time noone got sacrificed in these games. So contrary to ur brilliant deduction its not about winning my matches
All I wanted to point out is that there was a difference like day and night with how well this build workeded against people who were on comms and people who werent and that I would want a way to tell beforehand, so I can adjust. I could have played those matches effectively perkless and there wouldnt have been a huge difference. I would be fine with not being able to dodge a lobby but seeing if people are and SWF or not so I can adjust my build.
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I mean I get that a lot of people will just dodge. On the other hand I find it pretty lame to make a build with Hex: Plaything, Trails of Torment, Insidous etc. and get 0 value out of it cause people just constantly call out where I am. Tried this build for like 8 games and in 3 it was literary useless cause ppl were SWF. That also shouldnt happen tbh, that a whole category of build just instantly becomes useless with no way to tell upfront
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Heres like a super crazy idea: we could just wait until the mode is out, play it and THEN complain about it being unbalanced, if it even is. Not the other way around
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I feel like at least on the survivor side its a playststyle issue most of the time. In most games I've had in like recent times one survivor gets immodiately hard tunneled out and after essentially 3 minutes its a 3 vs 1 instead of a 4 vs 1 at which point its a hard stomp. But you also cant really balance the game around that cause it would punish the killers that dont adopt this playstyle and keep it as a 4 vs 1 for longer.
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Camping Trip
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A Junko Skin would go so hard tbh
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@Sandt1985 said:
Step one: Own the character in question
Step two: Raise their level. Level one of a killer/survivor unlocks their teachables at tier 1 for all other killers/survivors you own, level two unlocks the three perks for all your killers/survivors at tier 2, and level 3 unlocks the three perks for all your killers/survivors at tier 3
Alternate step one: Buy the perks you want in the shrine of secrets.
Welcome to Dead By Daylight, btw! Despite its flaws here and there, it really is a great gameAs a little clarification: you raise a survivors or killers level by getting their bloodweb to level 50 and then paying an additional 20k bloodpoints in the bloodweb.
To unlock new killers and survivors you can either buy them in the ingame Shop with auric cells ( bought with real money) or shards (unlocked by playing but takes very long).
Alternatively you can buy killers and survivor packs in the eshop of the console you play on or steam if you play on PC. There are also starter bundles which have multiple survivors or killers in them
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What I get even less is when the last survivor waits at the other exit gate and runs out as soon as u turn around the corner to that gate.
Like give me a hit for points or leave but dont make me run across the map or wait for a minute just so I can watch you run out. Never made sense to me
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I mean in its basic form it would be too strong. I could potentialy see it combined with some form of anti tunnel Feature.
Like if a survivor dies in the first 4 minutes of the game with noone getting hooked except for them they can be revived by their Team. This way it might soften the tunneling problem DBD has atm a bit and the survivor actually gets a second chance to play
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Might just be my personal impression but I also noticed that many survivors strategy nowadays is just to hold W and hammer spacebar and get suprisingly far with it most of the time cause of the redesign of many maps. Back when I started both sides really had to learn how to loop correctly, which way to run etc. Newer players dont bother with that anymore as far as I can tell.
Also leads to a lot of frustation on both sides when those 2 groups meet. Survivors that never learnt how to loop correctly get mad and frustrated as soon as their only strategy doesnt work anymore and killers that never learnt how to loop but just how to brute forxe pallets get mad cause they can never catch the survivors.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3758295#Comment_3758295
I said nothing except that I think we should be able to see those stats.
Simply removing games that have DC's in them is, not fine, but understandable for balancing purposes. Like you said, it's hard to determine intent, unless it's SM lmao
That being clairified, simply put those stats next to the others when we get a stat dump. "Here's the KR/ER without DC's and here it is with DC's included"
I mean it would be interesting to see but just an unnecessary headache from the pov of the devs I guess.
If we stay with the wesker example who had a high dc rate cause of his overuse, how many threads would pop up in this and other forums pointing out the high dc rate and how many ppl would demand immidiate nerfs even though these numbers arent representative. There are ofc people in the community that know what these numbers mean and what they dont but at least as many that will just use stuff like this for the next big " us vs them" discussion.
So from the point of the devs: why bother with that if not necessary
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Congrats you have just learned of one of the best guarded secrets of the entire DBD community: skillbased matchmaking isnt actually skillbased. But psssst we dont want the locker dwights and neas to find out.
But to be serious: the devs already more or less said that matchmaking more or less also checks for queue times and values that more after a certain amount of time than the actual mmr. So you will from time to time always get games where people either roll you or you roll them
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3758153#Comment_3758153
Maybe not, but shouldn't those other players in the match be counted? Does their experience not matter?
Perhaps you're a nice Killer and felt bad for them, maybe you let them get some BP and let them go, I don't know. A lot of other players would take early DC's as a way to an easy victory.
Those matches still happen, they still affect the players within them. I don't think just completely discarding them is the way anymore.
I mean I just dont see how this would ever be possible. As this forum and many endgame chats clearly show, the DBD community is a very emitionally loaded one with both sided being of the opinion that a lot of things especially on their side goes wrong which then in turn leads to many ppl suiciding or dcing cause they are fed up.
People DC maybe because they had a bad match before this one, they dont like the map, they get the same map 4 times in a row, their map offering gets neutralised, the killer runs lethal and finds them instantly, they get teabagged, they get clicked at, they get sandbagged by a teammate, their teammate blocks them with a palette, survivor gets palette saved, they get hooked in the basement, etc. etc.... you could probaly continue this list far longer.
How do you want to separate these people that DC cause of personal preference or cause they personally dont like killer, map, gameplay from those who actually DC because they think they get rolled to hard or the killer/ survivors are too strong? You cant exactly send them a survey on why they dced especially since dcing is oficially not approved by the devs.
If you include data like this it would get things nerfed that are totally fine. For example I still remember the time after wesker came out. Most people agreed that he was fun and balanced but he was so overused that people started complaining in this forum and dcing on mass just cause they didnt want to play against him anymore. Following your logic this would get wesker nerfed even though he was perfectly fine and it was just personal preference that people found the matches boring and dced cause of that.
I
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@Laluzi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3758219#Comment_3758219
Showing mercy for double bloodpoints was easier before they scrambled the in-match offering order :/ I used to do the same thing, but these last few weeks I've noticed it's randomly started lying to me. If I get a 4 or 5 cake game, nobody's dying, though.
But yeah, soloq cakes are a big gamble. Personally I've found the high prestige teammates are some of the quickest to hook suicide ASAP if they see something they don't like. You're really only safe with a SWF, and even then it's a tossup on whether your killer is normal, AFK, or challenging the world record for fastest 4k.
I mean I dont even expect any mercy just for the bloodpoints but so many killers play like they are in some sort of tournament setting.
I had like 5 matches today where everyone burned BP offerings that ended with 0 gens being done, survivors all with below 10k points and killer with like 18k mostly reached by slugging tunneling camping etc. And im just thinking like: if everyone burns an offering and you have a 5 time bp multiplier at least give ppl some chance to get some points. Even 5k or 6k more points make a big Difference with 5 offerings.
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@LordGlint said:
You got proxy camped by a Dwight?
Yepp. I got downed and slugged by the killer and had a dwight with flashlight in my team. The killer went away to chase my 2 other teammates while dwight just crouched next to me waiting for the killer to come back. Killer didnt come back and dwight apparently rather let me bleed out than give up on his FL save idea. Solo queue DBD experience
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757766#Comment_3757766
Thankfully I doubt that'll work... 7 survivors unaccounted for? Even 20s to down hook and walk anywhere is gonna be a lot of time to waste 😅
But what about 2 killers camping 1 survivor. That might work.
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Would be the same as old dc back in the day. Survs dont make a loop and instantly bleed themselves out . Wouldnt be good for the game
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I think hes pretty fun to play against/as.
What I dont like is that a lot of people use his Power to hard tunnel by just using m1 to trigger the BT of the unhooked survivor and then use their m2 to immidiately down them again.
They should do something about that vut otherwise hes fine imo
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It might well be that they will make both 115% and nerf them in some other way.
It would make designing maps a lot easier for them tbh since they dont have to bother thinking about would huntress or hag make These loops even if they cant trap or are out of hatchets.
The way they went with trickster at least points to that since it wasnt really necessary to give him 115%. They could have just tweaked his Power
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@Sometimes_Sage said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3596749#Comment_3596749
How did the Killer get STBFL stacks if they were tunneling?
Lets see:
He downs the first survivor thats 2 Stacks
Afterwards someone thats ideally not the Obsession goes for the unhook thats another Stack
Unhook bt plus downing the unhooked survivor is 5 Stacks already
Repeat that for second hook state and u have 8 Stacks
For the other 2 non Obsessions their vt buys them at most 2 seconds after that
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It plays into the current hard tunnel meta. When a non Obsession gets unhooked and the killer has sufficient Stacks he can use them to go through the endurance and down the survivor again.
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I mean what you hear from many sides is that the MMR system only in the beginning tries to match you up with people of your MMR. if it can't find someone and ur queue time gets too long it will basically take whoever is available cause a match where u are completely outclassed is still valued higher than a 20 minute queue.
Guess thats all thats happening here. Depending on the time of the day there arent really many killers available. Also many people start with survivor and switch to killers after already having played a lot of matches. So they are already decently experienced how looping etc works and dont stay long in the "absolute beginner" MMR.
So if one of those absolute beginner survivors is searching MMR wont find someone that is on their level for these reasons and after having queued long enough will just put them in whatever match is available.
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@Xernoton said:
At this point, just delete her. There will not be another rework. They won't put any effort into changing her for a third time. But this killer is a disgrace. There are multiple killers in the game, that aren't all that fun to play against but SM takes it to a whole new level.
She is the low MMR killer's equivalent of Nurse in the sense, that a survivor has no counterplay as long as she doesn't mess up. Only, how do you mess up with SM? Set up drone and now enjoy the survivor either losing a health state and going down in a few seconds thanks to the extra hindered and haste effects or have them drop the pallet immediately to get to the next loop. In both cases you win and the survivor has no real play. They might as well be a bot. And you too to be honest. Because a bot would do the exact same thing.
For this killer to lose her reputation as the worst designed killer in DBD history (worse than old Legion), they would need to make her super fun and interactive for both sides. But they failed monumentally. Now she might be fun to play as (although I don't understand how, because you don't think about any of the stuff you do) but she is still by far the most excruciating experience for survivors. A good killer should be fun for both sides. Or at least not straight up miserable.
I give up on this killer and I know what I'll do the next time I have to play against her. Ignore the drones and go down in 20 seconds. At least that way she'll have me dead in about 2 minutes, which is shorter than the penalty for disconnecting.
Just imagine. People paying 11€ for a killer just for it to get deleted a year later cause the devs gave up fixing her.
An absolute PR dream.
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I mean its more or less mental conditioning at this point.
I and many killers had probably many of their worst matches on this map. Mostly against survivors that sent u here cause they know exactly how to loop the god window, are often swfs and just want to add that extra bit of "fun" by pointing out ur inability to beat the god loop.
Take that once or twice an evening and maybe 2 or 3 times a week and after a certain time many killers just associate this map with that experience and just stop trying.
So I guess even if they would have fixed the issues with this map which they clearly havent many killers would still just go afk cause they associate this map with these experiences.
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I always felt like many loops in DBD were desinged around the normal movement speed of survivors. Like you would make the loop when u run it normaly 1 or 2 times but not 3 times since the killer has BL and will catch u before u can make it to the next structure.
I always felt like with MFT survivors would often still make these structures that they were usually not intented to except when they win a mindgame or use an exhaustion perk. Its basically the same as with old DH that was often just used for distance and to make it to the next structure.
Also another problem I at least felt like I noticed was often losing chase immidiately when going around huge structures and trying a mindgame or making a mistake. With huntress for example it is an absolute pain. If u ever wind up a hatchet when u go around the corner and decide not to throw ur almost guarantued to lose chase and therefor ur chance on BL. I didnt notice it as much before MFT if it was even present then.
So yeah definetely needed and deserved.
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@Rareware0192 said:
I have two ways I would handle tunneling. One way I’ve posted in the Feedbacks and Suggestions board a while back, while another way I thought of recently. I think when addressing anti-tunneling, killer buffs should coincide so you’re not removing an integral part in what allows a killer to win games, without giving anything in return. It’s important to denote that. I don’t recommend either of these 2 ideas unless killers as a whole gain some sort of buff to compensate.
Idea #1:
When a survivor gets unhooked, if the killer so chooses to chase that survivor again, down them and hook them before they hook another survivor first, that survivor will still remain in whatever hook stage they were previously, but just continue the timer from where they were previously.
For example: Killer chases Meg after she’s been unhooked 25 seconds into her first hook stage, downs her and hooks her again, she is still in first hook stage with 35 seconds before she hits second hook stage. She remains in that first hook stage until someone else gets hooked or the 60 seconds pass. If killer chooses to face camp, then that’s when the basekit 100% unhooking mechanic comes into play. It also doesn’t count as another hook event so the killer will still technically only have 1 hook if Meg was the only survivor that they hooked during the game.
To prevent survivors bodyblocking due to hook immunity, if after 10 seconds of being unhooked that survivor takes a protection hit, they automatically go to the next hook stage when they get hooked. I added a 10 second grace period to prevent killers from hitting them directly off hook when an injured teammate rescued them to bypass this mechanic, as 10 seconds is enough time for the unhooked survivor to run away from their teammate and not take a protection hit.
To add to this, a survivor that has been hooked twice in a row will have a base 15 seconds Endurance and Haste as opposed to the standard 10 seconds (of course unless Borrowed Time/Babysitter/etc was in play).
This mechanic could possibly be removed when one survivor has been sacrificed when the game is at a point where it gets more difficult to hook different survivors. Or you can just leave it on if you feel it wouldn’t get in the way.
tl;dr - hooking the same survivor multiple times doesn’t put them in the next hook stage, it only makes them continue the timer from the hook stage they left off on until the killer hooks another survivor. Unhooked survivors who bodyblock due to hook immunity from this mechanic will not get this effect. Survivors also gain 15s Endurance/Haste when they get unhooked after being hooked twice or more in a row.
Idea #2:
If a killer focuses down one survivor and makes it so that one survivor dies before they achieve four hook stages (meaning, they only have three hook stages from one survivor), then generators will take 50s to repair down from 90. This counts even if a survivor kills themselves on hook, since at that point it’s a 3v1 and it will make it more possible for a group of 3 survivors to repair all the gens despite their teammate bailing on them.
Now, if a survivor dies when one of four survivors has yet to be hooked during the trial, the generator timer will go down to 70s from 90s.
If the killer has hooked every survivor at least once and then kills a survivor, the timer remains at 90s.
I was possibly thinking of giving the killer a small buff if they hook every survivor at least once (something like making Grim Embrace basekit), and another bigger buff if they have all four survivors on death hook without killing anyone (maybe like permanent aura reading when outside of 32 meters). Something to really incentivize them to not tunnel and being good sports.
There are some problems with these ideas:
What do you do if you get a very immersed survivor squad that is also on comms and makes callouts where you are? Chances are that on a big map you would probably search your ass off for the last person while all the gens go.
What happens if you for example down a meg on RPD main hall, hook them there and then go to the left to check for gens while all survivors are either hiding or working on gens on the right? You go check all the gens on the left meanwhile the meg gets unhooked, healed up and has like 30 seconds on a gen in main hall when you come back and is alone there. Your only choices are to either ignore her or slugg her which means u either lose the gen right away or u lose it after she picked herself up with basekit unbreakable OR you go for her and give the last 3 survivors a huge buff.
For me at least in this situation the killer didnt really tunnel. They made an effort to find someone and just didnt and came back to the meg on a gen and need to stop it yet they would still get punished by that system. Tunneling at least for me would be if you get unhooked and the killer is immidiately glued to you again and doesnt make an effort to find someone else
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@mecca said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3592535#Comment_3592535
Ok, but what about survivor fantasy? This argument seems always viewed from one side. This is a video game, not like a thematic simulator where the killer is supposed to automatically win. It doesn't feel good to play as survivor and knowing the killer is less skilled but winning because of cheese mechanics, etc. Right now the game is like that with huge killrates.
People are acting as if the killers in the picture have a killrate of 80 or 90%. Most of them are at around 50% in the picture with only skull merchant having around 65%. So most of the killers appear pretty balanced at least to me.
And lets be real: how many survs kill themselves on first hook when they see a sm cause they dont wanna be taken hostage. That paired with her low pickrate and therefor less available data probably inflates her kill rate this much.
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@BenSanderson55 said:
"Gens too fast must kill fast", no killers are spoiled now. They've nerfed gens from 80 to 90 sec, changed BNP, made healing take much longer without changing killer perks like sloppy. I pretty much never see a game in soloq when gens go fast, im usually the only one doing a gen alone then got the other 3 grouped on one. If a killer is consistently getting matches where gens get done too fast, that means he's camped tunneled and 4ked through soloq into high mmr.
Everyone basically knows at this point that the MMR System values fast queue times far more than you accurately getting matched with people of your rank.
So just because killers are in matches where they are completely outclassed it doesnt mean that they "camped and tunneled" their way to that skill level. Most times its probably just that mmr didnt find a fitting killer for that level and just filled with whoever was queueing.
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I often give hatch when survivors played well and it was just in general a good game.
Even though toxic behaviour by survs (tbs after vaults, clicks, jumping in and out of lockers) is always an absolute no go. As soon as that happens in a match everyone dies. I always feel like these survs would probably see it as their right to get hatch when they are the last one alive and i would prob only strengthen their entitelment
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Alan wake would be cool.
You could probably do a lot with the dark precense and it being combated by Light. I mean fls are already a big thing in the game.
Also the concept of the dark precense making evil copies of survivors like it does in alan wake. Could go in the direction everyone hoped Legion would go after the first Trailer. Disguising as survivor and then suprising them
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If the devs add an anti tunnel Feature they would probably need to change some fundamentals of the game balance.
Some matches are literary only winable especially in higher mmr because u have the option to strategically tunnel someone out when they are in a bad position or the weakest link.
Not necessarily fair but true. Just adding an anti tunnel feature would make these matches pretty much impossible to win and probably lead to even more blights and nurses than we already have.
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If an anti tunneling Mechanic is implemented and I need to drag my Ass to a 12 hook more or less every game i will only be satisfied if the PC of every survivor, that either teabags at the Gates, clicks at me or writes some Form of ez in endgame chat, immidiately goes up in flames.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3591456#Comment_3591456
Killers were tunneling during the Erupt-Overbrine META when games took 30+ minutes and still resulted in a 4K. Were the gens ‘too fast’ then? Lol.
That was literary not the point. Tunneling always existed in this game. But most forum posts as well as this one complain about it getting worse and worse in the last couple of weeks. And one of the reasons why it has gotten worse is probably that perks like erruption etc. have been nerfed.
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I dont think you can adress this issue without really changing the balance of the game.
If you look at the really high MMR players, for example the top streamers that make their money playing this game, you will notice that even for them it is sometimes impossible to win matches without tunneling. They can literary play a perfect match, without any or only little mistakes and they would lose just cause the survivors play coordinated, are maybe even on comms and run meta builds, are good loopers and run good items. Many streamers at this level have to resort to strategic tunneling or they would never stand a chance.
Now if u implement a mechanic that makes it impossible to tunnel or that buffs the other survivors gen speed etc. these matches would be as good as unwinable. It would make the already strong teams that exist in the high tiers even stronger and every killer that has played against a death squad can tell you how little fun that is.
Same goes for super low MMR. Most killers that begin will probably be dragged up into higher MMR early on cause the system values queue times more than fair matchmaking. These players only chance to get something out of those matches is most of the time to just tunnel a survivor out. If you take that away from them they will pretty sure get hard stomped their first 60-70 matches if they even last that long and will then quit playing killer and go back to survivor. And according to most statistics and forum posts and how often I get +100% BP for playing killer, DBD needs new killer players more than it needs new survivor players.
I agree that the tunneling situation has gotten worse in the last couple of months and implementing a mechanic against it would make things better for survivors. But just implementing it would make high mmr killer and low mmr killer pretty sure even more unbearable to play. If they implement such a system they would really need to rebalance most stuff around that.
Like they would have to make sure that even a game where u go up with the weakest killer against the sweatist swf squad on the worst map with meta perks would still be winable if u play it perfect and go for a 12 hook. And at least from what we've seen from BHV in the last couple of years they are not to keen on rebalancing too much of their game at once.
So imo it will probably all stay as it is now, cause adressing this issue would probably open up even more issues at other places
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@Spare_Them_Mori_Me said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3591058#Comment_3591058
Thew problem is also killers aren't incentivized to not tunnel. The best we have atm is an honor system: we 'hope' they won't tunnel out of good will.
They're goal is to literally kill the survivors. I dont put much hope in appealing to their good nature lol.
This is a fundamental that needs to change in dbd if this 'game' gets more game characteristics such as 'having fun'.
I mean that goes both ways. I swear like 80% of the time when I play what is considered "honourable" by the survivors and go for the 12 hook, no tunneling, no camping approach i get some teabags at the exit gate, an essay of why this was the easiest Match of their entire life and when im lucky even a "noob killer" comment on my Profile.
From my perspective it makes no sense not to tunnel. You make the game harder for yourself by playing against 4 when u could against 3 and the filthy tunneler comments and teabags for that are replaced by the ez comments and teabags for that.
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@adsads123123123123 said:
What's hypocritical about that?
The hypocrisy imo is that judging from his username and also all the comments on his/her profile they apparently instantly go afk when they go up against something strong like nurse, blight or huntress cause they apparently feel like its unfair to play against high tier killers.
On the other hand when they get someone thats still learning or plays a weaker killer they proceed to act like absolute d........ in every possible way.
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@Basti2k said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3586405#Comment_3586405
Well, if you have skill, you don't have to tunnel
well if YOU have skill it doesnt matter if u get tunneled
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I had the exact same situation just killed the afk before going for the last surv. I got the argumentation that it is always unsportsmanlike reportable Behaviour to go for an afk person unless it is the last survivor.
Point of the Story: many people in this community will always complain and make up rules that that fit their understanding of what is reportable. Dont give it too much thought and play however u like.
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My hot take:
Holding W and hammering spacebar is too valid of a strategy on most maps. This leads to neither survs nor killer learning how to loop correctly. I think that on most maps at least 20% of the pallets should be removed so that killers and survivors are more forced to learn to mindgame and run tiles correctly.
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As should be totally clear by now BHV doesnt listen to the community on advise what to nerf or to change. They have stated and proven that several times over the years. Made for this is pretty sure getting nerfed cause almost everyone runs it and they want to deminish the pick rate with this nerf. They made the change from injured to broken so that the perk just works in builds that specifically center around the broken status effect or against certain killers and not universally. The mental gymnastic behind the statement "its getting nerfed cause the devs totally only read the forum posts where killers cry and therefor its the killer players fault" is exactly why this community is the way it is atm.
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I did it with counterforce for the stackable cleansing speed on the dull totems and the better accuracy in locating them. It will bring u back into the game a bit faster than going for the totems normally. Still took me several days to complete since hex totems arent really that super popular for some reason (cough)
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And once again back to the " Why do I only play against nurse,blight,wesker" threats. It was fun while it lasted
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It doesnt really matter what any of us think about the state of Xeno. In the end the kill statistic that BHV uses internally will decide wether she will be nerfed or not and neithrr a Website, personal statistic or whoever screams loudest on the forums. So time will tell whoever was right regarding her kill rate.
From what Im seeing survivors are very fast improving at facing xeno and matches get closer and closer. Honestly just give it like 2-3 weeks for strats to develop and for ppl that literary just hopped on dbd because they are alien fanboys and have no intention to stay or learn the game to its fullest, to leave and things will pretty sure even out.
I still remember when plague was released and this entire forum was swept with threats like "why you are an evil Person if you play plague", "plague is unbeatable", "plague needs a hard nerf now". Then the strats and ways to play against her slowly made the rounds in the community and the threats just ebbed away slowly without plague being nerfed. Will probaly be the same thing here.
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People just dont really want to learn how to play against different killers is all there is to it. Most newly released killers and killers that you see in most matches have the same counterplay which is Holding W. Xeno counters that which simply throws many ppl off
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Ah yes. The typical this killer is so ######### to go against thread that happens for every newly released killer.
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The new map designs encourage survivors and killers to not learn how to loop correctly but to just throw everything first Touch or to bloodlust
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Low Profile. The ability to zoom across the map without making sounds or leaving scratch marks whenever all other survivors are downed came in clutch so often for me. U can pick up ur slugged teammates or save persons from hook without worrying about sneaking. And it resets, so if u pick up ur teammtes and they get downed again, the perk reactivates and u again leave not scratch marks or sounds for 90 seconds.