THE_Crazy_Hyena
THE_Crazy_Hyena
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@Brimp said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4033707#Comment_4033707
You say that but I'm right. He clearly wasn't face camping. Was it an unfortunate hook? Yeah but how did 2 survivors go into basement in the first place against clown. People don't like the cold hard truth that the devs called it anti face camp.
He might as well have been facecamping them both. Or rather he practically face camped them, just outside the 16 meter radius.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4033872#Comment_4033872
Enlighten us. When would you use the Styptic Agent, the purple Add On, to get value out of it which isnt outclassed by other Add Ons?
To be clear:
Styptics give a measly 15% boost to medkit efficiency. Out of 24 charges, which is the standard for a med-kit, you gain the equivalent of 3.5 extra charges worth. Not even HALF of the brown Bandages add-on, which gives a flat 8 charges.And with a Gel Dressings add-on, you boost the med-kit up to 40 charges. With a Styptic, you gain an additional 6 charges. Still less than the brown add-on.
So yes, absolutely NOT WORTH RUNNING IN THE CURRENT STATE! - That is my final verdict on Styptics.
They need to be at least 25% or even 33% to counteract the self-heal debuff, in order to be worth taking over any other add-on. -
@tjt85 said:
I've never felt like they were ever a problem but I knew they were on BHVR's chopping block because all the "top MMR" content creators hate them.
I'm not really much of an item gamer myself but I do use a Med-Kit regularly with my builds that don't include self healing perks. Even so, I don't think I've ever used either of these add-ons. But I do kinda like the syringe changes because it's become way more useful to me as anti-tunnel. Now I can get double value from my Sprint Burst if I'm getting chased off hook, so I might actually start using my supply of them.
I have nothing good to say about the styptic changes, though. It's terrible for a purple add-on.
The styptic gives you less value than a BROWN charge add-on.
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@Shroompy said:
Got it
PATCH 9.4.0
-Removed Survivors
-Pig Terror Radius increased from 24 to 32 meters
BUG FIXES
-none lol
- Killers now enter a 1v1 arena against one another.
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@Nazzzak said:
I never used either of the medkit iri add-ons back when I played survivor, but I've always been of the opinion that iri add-ons across the board should be strong. Neither were gamebreaking but whatever, who knows why the devs make the decisions they do.
Remember back in the day, when syringes and styptics actually insta-healed you.
Good old days 🧐Now, syringes and styptics were not really that problematic, all things considered, and should have been left as they were.
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Has the tunneling gone too far?
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49% as survivor, and an 82% kill rate as killer.
Didn't play that much 2v8 this time around. -
@SweetbutaPsycho said:
It has definetely gotten worse for me personally. Played 4 solo queue survivor matches this morning and at every single one someone died at 5 or 4 gens without anyone else getting hooked.
It might also just be a personal feeling but I feel like the general toxicity has gotten even worse in recent weeks. Have never been humped on the ground or hit on hook as much as in the last few days.
Maybe the power trip rants were true after all
Toxicity has definitely spiked pretty high.
Pretty sure you have a point about the power trip rants.
Wonder what is actually causing the players to express such toxicity. I have stalked a couple steam profiles, looking for comments, and the bad ones are doing toxic stuff on both sides it seems. Like excessive teabagging, flashlight clicking and such as survivor, or hitting on hook / humping as killer.These players are also likely to hard-tunnel someone at 5 gens, and spam "ez" in the end-game chat.
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@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/461266/has-tunneling-gotten-worse
So, why does the killer players tunnel so much?People like to win games. Some people will avoid obviously broken elements for the sake of enjoyment, but for others its a simple case of 'what's the best path to victory?'
I really have no problem with the idea that people do it, I do have a problem when discussions (and BHVR) don't actually focus on what's the best game for as many players as possible.
Both patch 9.2.0, and the current 9.3.0 were initially meant to combat extreme tunneling, yet it got deemed that this would effectively "kill" the killer role in the process.To this I would say NO, it won't.I agree, I thought the responses where extremely hyperbolic. Kill rates could have dropped (though I think the feedback missed how much stronger non-tunneling killer players would be boosted), but it certainly wasn't going to be the 'impossible' levels some predicted.
I've definitely noticed a trend towards the "easy route" more often than not.
Especially now that it is easier than ever to do. -
@cogsturning said:
I feel like hard tunneling, camping people into second, and egerious slugging have all slowly gone up since the first anti-cheese ptb. Having all three of those happen to me multiple times in one seesion—and many with a very griefing flavor—doesn't really inspire me to play surv.
This is something I have noticed as well, in both NA and EU regions.
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4033422#Comment_4033422
Honestly, if two people die within a 3 gen directly next to basement, there's some major misplays going on there, and I don't think they should be able to get out for free.
Literally just hold W away from the basement and you can avoid that kind of situation.
He was literally carrying people across the map with Agi + Iron Grasp. He was for sure intending to camp like that
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@random1543 said:
I've been running shoulder to burden in solo q to try to combat the hard tunnelers atm and its wild to me I've had two killers just ignore me while exposed to go after the person I just unhooked 😂
I have noticed that too, with people in my friend group even using Plot Twist in front of the killer to try and deter them from tunneling, to no avail.
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@MoZo said:
after playing the new update for multiple hours and also going into customs to hard test out the camping reduction changes, i can confidently say that the 20 meter increase from the ptb NEEDS to come back.
with the combination of the new multiplier and the base fill rate being reduced by 50%, it is now more easier than ever to hard proxy camp and get away with it. since the multiplier only goes up while the killer is in the anti camp zone, the killer can sway in and out of the zone when needed and the progress won’t even make a dent due to the base -50% fill rate.
the camping reduction changes seem to only affect basement trapper and basement bubba. other than those 2 killers, the anti camp is a joke to everyone else.
they either need to bring back the 20 meter radius or flat out revert the -50% base fill rate. as it stands right now, the camping changes is objectively a nerf to survivor with the only “redeeming” quality being the visibility of the bar on the hud.
Me and @cogsturning ran into a Clown the other day, who was abusing the fact that the 16 meter radius is unchanged.
Hawkins. Basement was in the portal room.
He was standing just on the edge of the anti-camp range, within a 3-gen as well. He had perfect vision of the gens, and the only entrance into the portal room, and he just stood there, waiting for over 2 minutes.Posted this screenshot in another thread, but I'll re-post it here, since it is relevant to the topic.
Is this really okay? Notice how the anti-camp has not gone up, not even a little bit.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4033314#Comment_4033314
It's both sides. Please don't make this an us VS them - thing.
It was more a joke comment, and should not be taken seriously
Boop 👉️🐽 -
@OmegaXII said:
Wait.. another Vecna? Are they the same Vecna or just same name?
Name only.
Since Stranger Things has many references to the D&D universe, it was natural to name the final boss kind of character "Vecna"ST Vecna is not based around magic, but rather telekinesis (similar to Sadako).
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Happy Thanksgiving.
Even though I am from the cold land of the Vikings (read: Norway), I have no problem sending some greetings to those who celebrate it 🦃
Fun fact: We have our own version of Thanksgiving here, but we don't celebrate it in a grand way -
@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4033295#Comment_4033295
Tbf they were quick on acknowledging fog vial feedback, and those were nowhere near as inconvenient as this pallet situation seems to be
@ArcT said:
Two days was enough time to can the anti-camp and anti-tunnel systems on even less feedback because it was limited to PTB players.
Funny, that.
Am I seeing a pattern here? They seem awfully quick to fix things that benefits the survivor side, but keeping the nerfs in the process. Well, aside from the Streetwise bug.
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@Ghost77 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4033032#Comment_4033032
I think the developers believe they did an excellent job and don't want to post on the forum to apologize or anything for releasing one of the worst patches in their history.
My summary of the patches.
9.1.0 - The Walking Dead. Introduced a slew of bugs, including everyone's favorite; Jim the Beam. Introduced Fog Vials, and the rapid nerf into oblivion. Broke Streetwise to the point where you could get unlimited item charges by swapping in chests.
9.2.0 - Sinister Grace. Supposed to be the anti-tunnel/anti-slug patch. Came out with the most overpowered killer release ever instead, after enormous backlash from content creators surrounding the anti-tunnel PTB. And of course, the massive increase to pallet density, that created ultra-strong loops on certain maps.
9.3.0 - Mid Chapter - Where are the pallets? - Also massively reduced after backlash from content creators, saying that the original idea would "kill" the killer role.Pretty much every patch from the Walking Dead patch has been divisive and not very healthy overall.
Some good things has happened though, like the customizable scratch marks colors. But none of these patches has actually done anything to help either side in a balanced way. It has gone from one extreme to another, like the pallet density patch, to the "gut all loops" patch.
Also, Deathslinger still has broken animations. -
@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4033255#Comment_4033255
In order for that to be true, the killer's first chase would have to last noticeably over 90 seconds, to account for the travel time needed to have the other three split up on separate gens.
If the killer's first chase isn't that long, they get a hook, and gen repair slows down noticeably afterwards.
Correct. It doesn't take much for the game to really fall apart for the survivors, and unless you come prepared, and run a build that is specifically meant for genrushing, coming back from early mistakes is really hard.
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So, 16 meter anti-camp radius was big enough?
The Clown was standing just on the edge of the anti-camp range, just far enough to not trigger it.
Is this sort of gameplay okay?Also, there was a 3-gen next to the basement, so winning against that was impossible.
Not to mention that he had end-game perks as well, in addition to Agi + Iron Grasp -
@cogsturning said:
https://us.v-cdn.net/6030815/uploads/8HB3VIO8DC1J/19ac542601b34-screenshoturl.jpg
I saw this goofy thing for myself. Killer couldn't believe it either.
From my POV, it looks rather silly. BHVR, please fix :)
Thankfully, the Bubba was just as baffled as we were, and he was being cool with us. -
@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4032898#Comment_4032898
This has been proven time and time again to be a bad thing. Lets say hypothetically you hook a survivor twice, now that survivor becomes "immune". They can intentionally throw themselves at the killer, get in the way, and be a bother and the killer can do nothing to stop them because if they do "oh well you did the bad thing so now you get punished naughty killer".
Even with the whole like "oh slugging for a long time is bad and slugging the whole team is bad. Like, there are plenty of times where like a bubba, or a trickster can just down the whole team because they get totally outplayed. Why should they be given another chance at that point to get back into the match when they messed up so badly that all 4 of them get downed in rapid succession?
I don't understand this fascination with punishing a killer for playing well and doing exactly the thing they are supposed to be doing.
If they intentionally get in the way, or playing in an aggressive manner, I have no problem slugging them on the ground for a bit, while I do my business elsewhere.
Like, there are plenty of times where like a bubba, or a trickster can just down the whole team because they get totally outplayed. Why should they be given another chance at that point to get back into the match when they messed up so badly that all 4 of them get downed in rapid succession?
I did this, but with Myers. I have no problem giving people a second chance, if I feel like the game was over too quickly.
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@Anniehere said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4032754#Comment_4032754
You're describing exactly why tunneling is a shortcut. Calling it optimal is just a nicer way of admitting it replaces real decision making. Actual pressure comes from the killer knowing which gens they can patrol to avoid losing a 3 gen scenario, keeping survivors injured, paying attention to their positions and predicting their next move. This role is hard, but that's exactly what separates skilled killers from the rest.
What you are describing is actually the way I play killer. Always have someone injured at least. Never let the survivors feel truly safe, and give them a false sense of security. This will have them more on edge, and more likely to make mistakes.
I don't care too much about 3-genning as killer, since I often make matches more interesting that way. You could say more tense in the end.
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@まうっす said:
Why should a killer be punished just for gaining an advantage in the game...?
There are other ways for killers to gain advantages, other than tunneling someone out at 5 gens.
That's what this is about.Spreading pressure, being practically omnipresent makes it a lot harder to sit on gens.
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@まうっす said:
However, many people say that survivors are at a disadvantage on the North American server. What is the reason for this difference?
Doesn't killers on the Asian servers often have like a "gentleman's agreement" to never tunnel/slug/camp etc?
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@runningguy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4032878#Comment_4032878
then maybe survivor isnt for them? or practice losing line of sight, stealth.
Stealth? In this day and age?
Last I checked, there is a lot of aura read in the game, rendering hiding/stealth almost useless, unless you are in a locker.
Popping a fog vial just paints a big target on your location, and who runs Boon: Shadow Step these days? -
@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4032606#Comment_4032606
I think many would. A volunteer program with parameters to filter out extreme biases would probably be very successful, especially if they gave them in-game trinkets like exclusive badges or cosmetics.
I'd gladly volunteer for something like that.
I have been around since 2018, and I see glaring issues on both sides, and issues regarding the game in general that needs to be fixed, so spending some time to give proper unbiased feedback would definitely help the greater cause. -
@ReverseVelocity said:
Can we PLEASE stop this trend of putting in a horribly overbearing change and then going too far the other way in an attempt to balance it?
Over-buffing/over-nerfing really has to stop.
Smaller changes could work so much better. Incremental, not huge chunks at a time.I had a feeling that the changed syringes would become problematic, especially for players who knows how to use and abuse Sprint Burst to its maximum potential. It was a certain buff to high MMR or comp survivors, but a nerf for the average or solo queue player (who might not use Exhaustion at all). I warned about this exact thing when the changes were still being tested on the PTB, and here we are.
Same for pallets. I somehow knew that they would nerf the loop tiles instead of reducing the number of pallet spawns.
Now, you have a ton of unsafe fillers, and so many edge tiles that you will end up in a lose/lose scenario, no matter how well you play them.
A decent middleground would have been to keep the stronger tiles, but reduced the amount of pallets on the most offensive maps, such as the case with Mother's Dwelling, the Asylum, Ormond and the MacMillan maps, and also tweaked the spawn logic to better spread out the pallet tiles, so that deadzones were non-existent at the beginning of the match. -
@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4032368#Comment_4032368
To be honest... I don't call that "misplaying a bit"... my language for players who do this is not very charitable at all... 😅
I worded it in the kindest way I could
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@Leon_van_Straken said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4032365#Comment_4032365
So it was not a normal game of DBD and it was easy because the Survs made heavy mistakes.
Lara had btw a Medkit and no Flashlight. And if a survivor with an Item is searching items in chests at all there is nothing that could help them to be fair.
I'm tired, okay. I mixed them up a bit.
But yes, they were misplaying a bit, being overly altruistic, like going for unhooks while in chase. -
@Leon_van_Straken said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4032345#Comment_4032345
So you are telling me, that you played a M1 Killer with lower Terror Radius. And the Survivors didn´t made a single chase? To be fair you could be right but it is really hard to belive that the Survivors were good. Like common if you didnt just land gen grab after gen grab there is no way, that the Lara got only 6.5k points while getting patched up and unhooked 3 times. You needed to land 6 hits on her, without a big chase.
Maybe you are that good. But this picture doesn´t really show me that the Survivors were any good.
To be fair, the Lara tried going for flashlight saves all the time. She was not on gens.
No need to be this skeptical, but try it out for yourself, playing with tuft of hair really hurts your BP gains.Yes, you do have a lower TR, assuming that you don't pop T3, which I popped quite a bit. T3 Myers has a default 32 meter radius.
Thing is, I play a lot of hit and run, where I give people who work on gens a bit of false security. -
@Leon_van_Straken said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4032332#Comment_4032332
So you went for 8 hooks before Sacrifice someone? So you made 12 hooks. Your points show 24k while the Survivors which were not tunneld got 6.5k. So what did the survivor do all game long? If he stood afk and got 2 unhooks he must nearly had this amount of bloodpoints.
I think the survivors didn´t play that round at all or you are telling lies.
I was playing without slaughtering srike, basically getting no points in the deviousness category
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Had an easy time myself after the update.
No tunnel/camp/slug, 8-hooking before going for sacrifices/kills.Is this how the games are supposed to be as killer?
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@BongoBoys said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4032249#Comment_4032249
Exactly high mobility and hinder killers will always get you you'll never make another loop in time if M1 Killers wanna keep these changes then they gotta realize these other Killers need to be reigned in.
Exactly, you cannot balance the maps around Trapper, and expect it to work for every other killer in the roster.
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4032251#Comment_4032251
And you'll have to unlock them in the bloodweb and bring them with you into the game.
You carry them with you, as a special item, and can place them as you wish, but only on the edge-map
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@cogsturning said:
Enjoy what you have while you can. We're deleting pallets from the game next patch.
I wouldn't be surprised. Or pallets would be replaced with "party pallets" that break automatically when dropped.
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@BongoBoys said:
Specifically Mobility and Hinder Killers if you look at the video maps have been tailored to M1 Killer standards now this isn't a problem per say m1 Killers have a chance to get a hit in however Mobility and Hinder Killers are now a death sentence S-Tier Killers like Blight have turned into SSS-Tier what small chance we had against them is now completely gone.
If these changes are gonna stay then we're gonna need Nerfs and soon.
You are not entirely wrong here to say this.
High mobility, or game-mechanic breaking killers (read Blight, Kaneki and Nurse), will have an absolute field day with this update. Or like you said, killers with Hindered in their kits, like Freddy and Nemesis will be substantially easier.
Killers with pallet-breaking abilities, such as Demo and Myers will also be substantially easier.Survivors need their resources intact, and not in the form of horrendously unsafe tiles that the killer can simply lunge around and guarantee a hit.
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For @Balrog
Preliminary testing shows that yes, some maps are indeed reduced. Not as gloomy as my first comment on the matter, but some key maps that absolutely needs a re-visit.Crotus Prenn Asylum
- Filler tiles (burnt out remnants) outside of main building are horribly unsafe
- Main building seems a lot less safe, and the pallet count should be 2 inside (one per floor) instead of just one single pallet for the entire structure.
- Density seems fine, at least in the map seed I got.
Main building pallet spawn
Bad and unsafe short-walled tile
Yamaoka Estate - Family Residence
- Had an OK seed, with decent spacing around the middle, and lower part near shack. No deadzones to speak of
- However, it is very inconsistent, when comparing it to the other screenshot, where the middle part was essentialy free of pallets.
- Sanctum of Wrath is less affected by the changes, and spawned pallets with adequate spacing.
Workable tile placements
Other side of middle.
Ormond - Mt. Ormond Resort:
- The shack side of main building had decent tile spread, and an okay amount of pallets. It also had mindgame'able loops between rocks and trees.
- The opposite side, where the little hut spawns was another story. Wide open, no cover, and a few pallets on the edgemap.
Shack side, with a fine spread of pallets.
The front yard on the other hand has big gaps in between tiles.
Another part of the front yard, where there are big gaps between tiles
I tested some others as well, but in all my custom matches, it seemed like the pallet density was decent enough.
However, it is very inconsistent on certain maps, like on Azarov's Resting Place, where deadzones may occur, especially on the side of main building, where the bus loop spawns.
Crotus Prenn needs a better middleground between pre-9.3.0 and post 9.3.0.
As a side note, the changes to Myers really made his dash a tad on the stronger side, since freeing up the camera makes dodging it near impossible, especially against PC players. -
This is a disaster. Tiny unsafe loops that any killer can outplay. No mindgames anymore.
I think this is the DEATH of the survivor role. -
@ImperatorHaze said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4031428#Comment_4031428
I think these are great, well-rounded answers. Only two things out of this that I can see being an issue:
- Chat wheel for console players would be incredibly difficult mid-trial. You'd have to navigate the keyboard just to type something out that may result in you getting downed by the killer or you'd be hiding in a locker just to type. However, I think this is a great idea for the lobby for people to coordinate with others before a match.
- The killer buff, I feel, would be complained about quite a bit even with a prerequisite of a unique hook. It could also be detrimental to the match with aura perks, DMS or Grim. Now if the buff was causing all survivors to scream after a unique hook, then I think that would go down easier for the survivors since it's not impacting objectives and still gives the killer an advantage.
Regarding the chat/player ping wheel. It has pre-made text or icons on a radial wheel
Like this example from Counter-Strike 2. You just hit the corresponding button, and mouse over the command or response you want to use. It works in a similar way on controller, where you just use the right thumbstick to select your action. You can open the wheel and select your action, while moving.
A super-intuitive and helpful way of communicating with your team, if you don't have a mic.This idea could translate well into DBD, with commands/responses like these:
The killer is coming
Let's do this generator
They have a Hex perk
I will take chase.
Understood!
I brought a Hatch offering (main/shack)
Found an item (ping the chest for the type of item)
The killer is close to my hook -
I play both sides, and I can give answers for both.
Survivor:
Buff: An in-game chat wheel, that is easily accessible for both PC and console players. This will GREATLY help solo queue players, who can't co-ordinate with their team. - Similar to how pings work in games like PUBG and Counter-StrikeNerf: Reduce the strength of repair focused perks, and toolboxes. It is kinda crazy how you can do a generator in 30 seconds solo, with the right setup.
Killer:
Buff: Base-kit slowdown for unique hooking (10% regression or 10 second block on the gen with most progress) - This could also scale with the relative strength of the killer (mobility-based for example), so that a fast killer like Ghoul or Blight does not get the same effect as Trapper.Nerf: Tone down the strength of the stronger killers, to somewhere around the level of Wesker (who is a good benchmark of a decently strong, but fair to verse killer). Alternatively, removing or delaying the notification for unhooking will help a lot with combating tunneling.
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@Hannacia said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4031409#Comment_4031409
Love those animations 😄. Agreed. Just because there are new Megs and Sables doesnt mean all of them are bad. Just because SOME Fengs DC, doesn't mean all Fengs dc.
Meg was my first P100, then Ada, Sable and now im almost done with Lara. After almost 5000 hours in the game i too can have a bad match where i make mistakes and die like a new player 😁
They are great :D
For sure, and I know that new players often gravitate towards certain characters. More often than not, you see newer players play Meg, Claudette, Feng, Kate, Mikaela, Sable etc. Not because the character has appeal, but often because of them having decent beginner-friendly perks to unlock.I've only done Sable and Feng, but I am currently working on Mikaela, and Myers, since I do play a bit of killer as well.
I have 1750 hours myself, and everyone has bad games from time to time. Some games, skillchecks seem to miss by a pixel every time you try to hit a great, and others, everything is so smooth, the game feels like it is playing itself. -
@Hannacia said:
Every survivor can have bad players behind them. Its just when new player comes to the game they probably arent as attracted playing Ace as they would be playing Sable, Meg, or Feng.
I still personally have more issues with Feng players than any else. They usually DC the most too, but that won't make me think every single Feng out there will DC and plays bad.
Your comment made me think about this animated Feng, who always tend to DC
Snap back to reality for a moment, not all Fengs will DC, and I have personally encountered some really cracked Fengs out there, who were truly god-tier teammates and opponents.
Feng was also my original survivor main, and my second P100 character. -
P100 Sable main here, and I can safely say that there is definitely an "anti-Sable" agenda in the game.
I have been tunneled countless times, lobby-dodged and being called "typical Sable" at times if I had bad games.
You shouldn't judge someone based on the character they play. You never know if that Sable you dodged in the lobby was someone who knows how to run the killer for a long time, and someone who is a real team player. Not all Sables are the same, and this stigmatization has to stop. -
I find the hook states for killer pretty helpful when going for my 8 hooks minimum challenges.
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It was certainly a good video, going in depth of how the game mechanics work.
A little long, and there is a lot of information to take in, but great knowledge nonetheless. -
@Tenac said:
Don't know if people would have much interest in this but I thought it could be fun to have a place where you can log your match results and how you felt about each match.
Match : Spirit 4K
Honestly I've never had a 4k with her so that was actually really cool and on my most hated map (the school).
Match 2: Survivor 2v8 match against spirit and wraith
I got taken out with about 2-3 gens left. It was a good team though and we worked together so pretty fun.
Match 3: Dracula 1k
Not much to say because even if it is a low scoring match I always have fun with drac (he is my main). Also thank you exit gate fire pillars for the last minute assist with that kill
Match 4: Legion 2k
Pretty decent match, didnt get too interesting till the last gen. Legion is a killer that I really struggle with mastering but I always have tons of fun with. I love getting a good frenzy going, it's insanely fun.
I know plenty of people who do spreadsheets of their matches, to get a better grip on their match performance.
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@ItsNox said:
Look, normally I am mister go lucky, happy nice man. My few posts I have done should pretty much say that. However the last few games I have done as killer is showing me one thing, Survivors want these games hand fed to them.
Little backstory, I decided to start practicing Nurse. Never used her, and I had enough BP to actually rank her fully up once, so I did. The first few games? I got hammered. Destroyed, walloped as you would say lol. Once I got used to her blinks, I decided ya know what? Sweat build time. So I went Nowhere to hide, BBQ, Lethal, and Nurses calling. The next ten games, perfect, 4k except for two. The last four games? NON stop whining. 'Omgggggg, sweat build, Omg even on a nurse! You are whats wrong with Dbd." Like I didn't know being the killer means I am supposed to let you get gens done and prance around in the fields pretending rainbows and sunshine are beaming full force.
Listen, I get it, you hate Nurse. You hate S tiers, you probably dont know how to play against them. I never did for the longest time, but literally harassing me in post game chat about how I am the problem and I played too sweaty, or my perks are too strong isn't going to solve your inept ability to play against them. Again, im not the best nurse but now that I have a good grasp of her I expect more of these messages to follow.
And before anyone says anything, I play both sides. I never insult anyones character or throw personal jabs at them. I may get annoyed when facing certain killers, but I practice to get better against them.
Basically, the last hour or so is survivors complaining that I didnt give them time, or let them reset because I was always on their ass. If you want that? Go play a different game, I'm the killer, i'm not here to hug you and promise a bright future lol. -Rant over.;
This was all over the place, my bad, just got annoyed from the non stop insults I was receiving today. Happy killing and surviving.
That first game of yours, were you by any chance playing on The Game, against me, @cogsturning and @For_The_People ?
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I have to somewhat agree with the killer side on this.
Gen speeds can be incredibly high with the right set of perks and toolbox loadouts.
If you don't believe me, try running Bardic, Hyperfocus, Built to Last and Stake Out, with a Commodious Toolbox, kitted out with both charge add-ons. You'd be surprised to how fast the gens really fly (you can solo one in like 30 seconds, and get like 10% progress from a single skillcheck).
There has to be a way to make gen perks weaker, maybe by making the perks go by charges instead of percentages.But as a survivor main at heart, tunneling is absolutely a problem that I see too often.
Hard-tunneling needs to be cracked down on. Too easy for the killer to just target one person out, and then get the 3v1.
This is especially true for killers with very high mobility (Blight, Ghoul etc.), ranged attackers (Huntress, Trickster etc.), or has a power that can hit multiple survivors at once (like Dracula and Bubba). 4 hook states needs to be a minumum as to not trigger a punishment (5th hook is safe). That way you need two survivors on death hook.
Also, a delayed hook notification (like what was tested during the 9.2.0 PTB) really needs to be in place. Forget Elusive and all of that. Just make it so that the killer does not get notified of unhooks when it happens. That way killers won't drop chase with another survivor, just to beeline it back to the hook right away. -
Scrapping this version of anti-tunnel / anti-slug is okay, since it really did not help the core issue.
- Just simply changing the hook notifications to not trigger immediately on unhook is more than enough.Also, why are the medkit changes still going through?
Wasn't the syringe changes pretty unanimously hated, by making exhaustion builds even stronger? Why is that still kept?
And the complete gutting of the styptic?















