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TeleportingTurkey

TeleportingTurkey

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  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3590544#Comment_3590544

    Little counterplay?

    1. Hit someone within 11m following a chase with a free hit, especially if doubling back at walls/corners.
    2. Spread the pressure from the onset, keeping multiple Survivors injured/hooked so they are unwilling to take aggro.
    3. A shadowed chase yields 33% gen slowdown, accept the 10% better Pentimento for free.
    4. Even if the Survs activate the combo the Killer still has multiple choices:
      1. Deep Wound either (or both) Survivor(s) to prevent additional Endurance procs.
      2. Choose who to chase based on positioning/hook states/Broken Status and pick the better of the two for that circumstance.
      3. Wait out the 10s and bodyblock chokepoints (windows/pallets/doorframes).

    FTP+BU is only frustrating because it shows a personal failure to account for the scenario. That doesn't frustrate me because I can play better, and learn to improve. I can't make someone else better, but I can make myself better. I say this as a Ghosty main who is doubly hurt by a healthy person becoming injured and losing a potential marked down and hook. I could ambush them when they are alone, or I could work more on 99'ing marks, or plenty more methods of 'getting good'.

    https://www.youtube.com/watch?v=ztVMib1T4T4

  • @BlightedDolphin said:

    I don’t agree with him. Yes 12 hooking is more fun than tunneling, but it still isn’t fun for the survivors playing against a killer out of you skill level where the chases don’t last long and the everyone’s dead at 5 gens.

    He only wants easy games so he can talk to his chat, which I can understand, but if he just wants to talk and doesn’t actually care about the game I don’t see why losing to him is that big of a deal. Just talk to your chat and if the survivors steam roll you it doesn’t really matter.

    pretty much.

    you can't have everyone having equal amount of fun in the matches because fun of one side excludes the fun of the other when people are playing with competitive spirit which is the norm.

    if killer is better than survivors to the point he can afford to 12 hook and still confidently win, I guarantee that the killer is mopping the floor with survivors and they can't do anything. Nor hide, nor run.

    and the reason people are 12 hooking in the first place is that they feel confident they can win this way, so the settle for more chill gameplay with bigger BP / grade reward, but the moment they feel threatened or survivors gather up and actually start performing well enough to outpace 12 hooking killer, that is generally dropped.

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3590548#Comment_3590548

    No, it's not fine to kill perks. At least they need to be viable.

    Like there is zero reason to use For the People if you don't have Buckle Up. This just shows For the People needs buff if we are gonna nerf this combo. But you are free to disagree, i am not gonna try to change your mind.

    sounds like you are just unable to appreciate the value of some perks if they aren't blatantly unfair. im also feeling like your definition of "killing" perks is taking away that unhealthy interaction. im almost sure if I dig into your post history, ill find you complaining about mft nerf, saying how they "killed" the perk.

    i listed the usages of for the people in this thread which every sane person would agree are fine and make this perk decent in certain scenarios. it doesnt need zero valid counterplay unfair synergy with another perk to be viable.

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3590543#Comment_3590543

    I am fine if they buff both perks to be viable by their own. But i am not with the people who just want to kill these perks.

    Rght now, if BHVR break this combo both perks will be garbage to use alone. If they take care this problem, i am not against to nerf this combo.

    this might be a bit wild thought for you, but it's fine if devs kill perks, because they're just perks, not actual characters with abilities people get invested in and buy skins for.

    if a perk is unhealthy and there's no fixing it without a really deep rework, it's better off dead or nerfed so hard, it's unviable, rather than kept because "muh muh we cant just kill perks". no, we can and we will, because people will just pick other perks that might be just a bit more healthier for the game.

  • for the people is fine without buckle up.

    it's a tool used to instantly heal a teammate after the hook to combat tunnel and take aggro from them or to pick up a slug if killer went away from them.

    buckle up + ftp combo is braindead and unacceptably aggressive with how little counterplay it provides and how punishing it is for the killer for no real reason.

  • sounds like a genuine skill issue.

    if you and your team dont constantly put new turrets & build a path in a such a way that xeno is constantly made to eat turret value, you're playing against xeno wrong.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3590170#Comment_3590170

    That's sad to hear.

    Being punished for wanting to teleport AWAY from the hook is the most frustrating part of playing Singularity for me.

    5 second penalty is so fair and deserved

  • Just buff calm spirit so it doesn't punish survivors for taking it and we're good.

    UW doesnt need a nerf, high tier killers will be using info perks more efficiently than mid/low tier killers anyway, rn we at least have fully counterable meta. we should keep it.

  • @ad19970 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3587870#Comment_3587870

    I don't think that will happen, people have already been voicing concerns about how Chucky will be unfun for survivors if he hits live the way he is in the ptb. If they address those issues, I believe many people will be happy with Chucky.

    In the end it's not about how strong a killer is, but how much counterplay they allow survivors to have in chase.

    well, i also hope devs address the jump rope issue. i dont want another killer that is earth and sky depending on whether or not they run one specific addon.

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3587874#Comment_3587874

    People will complain about anything if things don't go with their way. Both sides are complaining about anything when they lose and looking for excuse. I don't think any killer needs nerf right now exception of Nurse and Blight ofcourse. And maybe they just should remove their biggest failure, Dull Merchant.

    Other killers are just fine. I am not enjoying against Twins, Trickster, Hag, Pinhead etc but i would not call any of them op or anything. Because i know these killers are beatable, not fun to go against but beatable.

    well, that's pretty much my mindset.

    I find some killers to be so unfun to me I want to pull the plug and I understand that other people would find different killers to be the same level of boring. I just hope we would all agree that neither of those killers really need changes. It's just us.

    Otherwise, I'd love to see Nurse reworked into more interactive and less frustrating killer to play and verse and blight really needs addon pass. Tbh, I kinda wish they buffed his basekit speed because speed addons enable 50/50s in some loops where otherwise blight cannot get a bump logic hit at all. Not to the level of double speed or max level crow though.

  • I'd say plague because all of her addons can be useful in some way.

    Although overall I cant say there's a killer with flawlessly designed addon. Everyone has some issues. Xeno, for example, has atrocious molted skin and brett's cap + his iris really leave much to be desired.

    Singularity has overall nice addons if not for Soma's photo which shouldn't exist as an addon because it affects the killer way too much. It's literally must-have to run, that's how good it is. Same goes for Chucky's jump rope addon or +4% scamper addon.

    Unironically, Pyramid Head. His addons suck and are boring, but you literally do not have to run any of them to get good performance because they all affect unimportant aspects of his kit. I wish they had more interesting and transformative effects, but it's really good that even range addons are not that important so the killer doesn't depend on addons at all. That's a very important quality.

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3587870#Comment_3587870

    Xeno is fine now.

    His missing cooldown was unfairly forgiving. But not anymore. He is still so strong but not annoying. I don't know why people are complaining about him tho.

    because they still keep confusing the reward with the punishment and they still believe they should have control where they shouldn't.

    the first part is actually very funny, because the exact same issue but reversed is the reason most people didnt enjoy singularity. which includes me as well, even though I initially P100'ed the killer and played him so much, I got to top 10 singularity downs across all steam players.

    and those who understand that, but still hate xeno, hate him because they dont enjoy the gameplay which consists of a bigger emphasis on good pathing, as xeno has bigger lethal range than regular m1s.

  • @MikaelaWantsYourBoon said:

    One of the most anticipated killers is coming to DbD with very fun power and he will be in every match? No way!

    i cant wait for that either, but I also cant wait to see all those chucky "lovers" telling themselves how this killer would be the one they'd love to see every game change their boots and call this killer a new reincarnation of spirit that tops old legion in terms of boredom to verse and therefore must be nerfed/reworked/deleted.

    Every single time a new powerful killer with consistent reward for high skill expression comes, it always goes the same exact way: first people say how fun and balanced this killer is because they play against babies (on either side), then this killer hits live, diehard killer mains figure out how to play this killer, this killer is in every second game because it's a popular character (that also doesnt suck to play against) and now this killer is hated by all survivor mains.

    same thing happened to xeno, i remember how everyone was praising this killer and now people do nothing but cry.

  • Background player got a buff nobody asked for and now it's miserable to face.

    I understand why people would rather have no such strong perk than having most of them being like that.

    plus very few perks can actually be reasonably buffed to be "as strong as mft or UW" because their core mechanics do not enable them being much stronger than they already are. same applies to most killers as well.

  • adrenaline is long overdue to an overall nerf.

    it's way too impactful where it shouldn't be.

  • because this game is asymmetric and it's generally easier for the "1" in 1v4 to play sweaty on demand than for "4" to do that.

    macro skill (which is camping/tunnelling/being optimal on gens/etc) is not something solos will be able to do.

    if you want to kill macro skill expression from killers by anything radical, you'll have to compensate it somehow, otherwise killers won't be playable past certain threshold. and i doubt you'll like the compensation because it would most definitely mean every killer playing the exact same without any option to "go easy".

  • i dont care.

    just make it so neither side can hide prestige in post game screen & give killers an option to flex p100 in lobbies (no killer reveal tho)

  • sure, cope, ill just proceed to 2 tap people on demo and snowball fast

  • last time I checked, FTP+BU combo doesn't discriminate between tunnelling killers and any killers that down a survivor

  • @lav3 said:

    Don't understand why Buckle up doesn't have either cooldown(Soul Guard) or specific requirement(WGLF).

    yeaah, buckle up should the perk with requirement instead of WGLF.

    on top of that it shouldn't activate upon insta heals, MfT was specifically nerfed / patched after that to prevent that stupid synergy.

  • I really dislike FTP/Buckle up combo and adrenaline.

    First thing is just cheap, the other is extremely oppressive. It shouldn't just manifest up to 4 healthstates & self pick ups out of thin air just because survivors gave up healing and prove thyself'ed last gen.

    On survivor side I hate Nurse as well, she's too easy for how good she is and her counterplay is incomparably harder.

    Otherwise, I utterly despise deathslinger / demo / any other killer with a gameplay of holding their power and cancelling it when survivor is zoned away from vault or hitting survivor midanimation. Xenomorph is the only exception because his power adds extra layer of gameplay and his zoning isn't that good because how short ranged his m2 is. Same thing applies to nemesis to a lesser extent.

  • I want ranked gamemode to be a gamemode with a much more strict and unlimited MMR which has a few "gamerules" that make sure both sides have more fair ground to play. Maybe essentially old ranks with an exception that after rank 1 there's a global leaderboard with whoever got the biggest MMR, so after rank 1 there's something like "Legendary Killer 10000-1" or "Legendary Survivor 10000-1" with 10000-1 being the place on the leaderboard.

    Ranks would follow a similar logic as MMR with killers having different MMR, but not too much to prevent seal clubbing.

    Here's basically how I see it working:

    • One game of ranked gamemode consists out of 3-5 rounds each of them being equal to one normal pub game - therefore longer queue times are compensated and in-game RNG is compensated as well.
    • After every round, sides have to pick their loadouts again, allowing to adapt using experience from the previous match.
    • Both sides have to pick their perks, items and addons one after another. Killer picks the killer -> survivors pick the perks -> killer picks the perks & addons -> survivors are allowed to pick items/addons of the same rarity as killer's addons or lower.
    • Map offerings have reversed effects - remove the related realm from the map pool.
    • Win condition - hook states / kills. The winner is whoever gets more kills & taken hook states than escapes & saved hook states. One kill / escape is more valuable than one hook stage (either equal to 2 or 1.5 points). Survivors have common escape/hook count as gamemode encourages to play as a team.

    The gamemode would go off the assumption both sides are playing to win and using everything it takes, it isn't supposed to be conventionally fun or absolutely balanced, it's supposed to be pushing players to their limit and give them as much fair ground as dbd allows.

    Rewards could be anything, starting with bloodpoints and iri shards awarded monthly, to unique cosmetics and player banners that reward the best out of the best.

  • Send your request to support instead of forums.

    But I wouldn't be expecting anything if I were you, using any kind of cheating software is strictly prohibited and issued bans are never lifted.

  • @Paternalpark said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3581057#Comment_3581057

    Lol, I haven't once been picked up by someone with buckle up or mft.

    I don't even notice mft because i know how to use my killer's power correctly.

    Try stbfl if ur going against buckle up and ftp.

    oh yeah, i'll totally get so much sbfl value on m2 killers.

  • because there's totally so much variation with everyone running mft or ftp+buckle up stupid combo, sure, op, what other cool stories do you have for us to tell?

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3580128#Comment_3580128

    1. Survivors team is really bad, play it soft, 12 hooks 4K
    2. Survivors team is worse than killer, not enough times for 12 hooks, okay 10 hooks 4K then.
    3. Survivors team is decent as killer, each chase cost 1 Gens, okay after 3 hooks and 3 Gens done, killer starts to tunnel.
    4. Survivors team is better than killer, first chase cost 3 Gens, killer starts to tunnel immediately.
    5. Survivors team is really great, first chase cost 5 Gens, killer can only camp to secure that 1 kill, and we have complaining on forums.

    Killers can decide to tunnel to make the match favor on them whenever the match isnt on their favor. Which means they dont want to lose -> try hard.

    Bonus: playing against teams 4 & 5 who are better than them for awhile, will have the mindset of "have to tunnel to win". Once they lose more frequently, drop their MMR and play against teams 3 or even 2. We will have matches that killers slug for 4K, tunnel at 5 Gens.

    that's cool, but if I play "soft", im already not sweating regardless of how the match goes. Im not going to adjust my playstyle and arbitrary limit myself in matches to get an illusion of challenge, that's self deceit.

    Forcibly putting myself in extremely unfavourable position and heavily limiting myself is not the kind of challenge that I'd looking for in competitive/ranked gamemode. Im looking for a gamemode which would allow me to use any means necessary to win against survivors who also use any means necessary to win. Your suggestion doesn't fulfill that, neither does it help with other issues the supposed ranked gamemode could fix (quarantine broken events, for example).

  • @I_CAME said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3580083#Comment_3580083

    I don't think the wait was that big of a deal personally. At least not since I have experienced the current system and how poor the match quality currently is. They need to stop giving in to whiners in situation like this. If someone wants to sweat hard for the 4K every game then their "reward" should be playing against sweaty SWFs every game. They shouldn't be allowed to go into casual games and make everyone else miserable. Having these 6000 hour sweat lords being mixed in with everyone else is hurting the game a lot IMO.

    it's not just the issue of people not wanting to play against equally skilled and sweaty opponents, it's the issue of the game not being able to find them quick enough for the sweatiest / strongest players.

    streamers couldnt find matches fast enough and the system was soft capped.

    plus, it doesn't take away that even if people who sweat deserve to play against sweaty players, it doesn't mean they couldn't want to play more chill and won't be able to at all because all they get matched with is people who, just like them, sweat by default instead of the other way around.

    it's best if people have an arbitrary choice whether or not they want to sweat.

  • @ratcoffee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3579737#Comment_3579737

    that same problem would be solved by increasing the MMR softcap

    not really because:

    1) they softcapped it for a reason and it didnt work well: people complained because they got "unfair" (actually fair matches where they had to put effort) and matches took way longer to find.

    2) making ranked remain obligatory rather than being arbitrary alternative gamemode would achieve nothing I suggest it would do - be pristine version of dbd, unaffected by events/challenges; gamemode where people are coming with one specific mindset rather than having all of them playing together and ruining fun for each other.

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3579678#Comment_3579678

    Gaining MMR is not a reward. People see 4K/escape as rewarding - the winning itself. If you think about it, they want to play against Casual players, means they dont want their MMR gains. Its just the 4K/escape.

    RNG can messup 1 side, but that's what make the game more fun.

    that's very fun but because of that mentality we have people like knightlight and other competitive / thousands of hours tryhards playing against casual andies because mmr is soft capped at very low numbers to make sure the queues are fast.

    because we also lack any separate "clean" gamemode we have events turning game into unavoidable circus for weeks.

    ranked gamemode would do this game a lot of good.

  • I'd really love if they added ranked gamemode with some sophisticated system of multiple rounds / perk&addon picks / map bans that actually balanced players prioritising their skill rather than queue times and rewarded players for winning games by any means necessary.

    no archives, no daily quests, no events, just raw basic dbd which assumes everyone is playing to win. give us some good rewards in form of unique cosmetics / charms / bloodpoints or iri shards rewards, some leaderboard with monthly rewards and player profile titles and we're good.

    default public can be kept for goofing around, events and more casual gameplay. ofc you can't force sweaty lowskills boost their ego in pubs, but you can at least give people who want to sweat an actual legitimate way to do that without spoiling the game for other people who dont want to try so hard.

  • the one chapter thats better be gone because how bad everything about it is.

    survivor is just pure mid and lack of skins doesn't help.

    map is bogwater.

    killer is a failure.

  • WoO is perfectly fine, it's just a crutch for survivors to make better decisions in chase.

    I'd rather deal with survivors making less mistakes, but still having default stats / capabilities rather than just getting carried by stacked haste, endurance or any other nonsense they might bring.

    WoO is a perk slot wasted for compensating skill issue instead of buffing survivor stats, good thing.

  • sounds like skill issue.

    xeno is countered by good pathing & usage of turrets that buy you extra time / distance as xeno must break them in order not to lose their power.

    on top of that, even if you suffer from aforementioned skill issue, xeno can be generally avoided for decent amount of time if you run in loops without long LoS`es where xeno can't get a good chance to use the tail; if you predrop pallets early while xeno isn't in the range to m2 you; if you learn to crouch in time when xeno tries to hit you over obstacles.

    even if you failed to do all that, there are still last resort measures to dodge the tail if xeno is impatient and / or has no other choice but to use tail, rather than wait for m1: do a little spin, change your direction last second, etc. if there's any collision in front of you, xeno can't drag the hitbox and even if there's nothing, xeno can't drag hitbox too far so if he guesses wrong which direction you're dodging, it's a miss.

    obviously anything except good pathing isn't something consistent for obvious reasons. if you allowed xenomorph to get close enough for tail range, you have no choice but to take risk and try to mindgame xenomorph or make them make a mistake.

    xenomorph doesn't need a nerf, you just need to learn to use turrets.

  • It is anything but masterful.

    New trickster is going to be extremely oppressive in chase and very miserable to face, despite still not being able to outperform gen efficient teams because he has map control of a walking killer.

  • I feel like they should be reverted & made not stack with each other.

    Though I'd rather see complete rework of these perks because infinite regression resources isn't very good thing to have

  • why would you make such an unreasonable comparison?

  • @Xernoton said:

    I guess it could be kind of hard to disable them with EMPs, if they removed it but I'm not really sure.

    it wouldnt be.

    I already said that EMPs dont have any vertical limit. Height limit is literally only a thing singularity himself has to deal with

  • That's a wonderful idea, but first thing we need to get rid of daylight maps. They ruin the vibe.

  • I don't really care how balanced or fair it is, but I hate how devs said it's a bug a few years ago, but never bothered to fix it. Either say it's a feature or fix it already.

  • i wish survivors had a meta perk which can be hardcountered entirely 100% by taking a perk killers have.

  • I`ll killswitch swamp and badham

    if I were to add anything, that would be a ranked gamemode that is pristine from all events, archives and other stupid stuff like that. Map offerings ban maps, there's addons / items pick stage (killer picks addons -> survivors pick any items/addons of the same rarity / lower of killer's addons). Games are played in a set of 3 on different maps with a new pick phase every time. Though it can be just regular gamemode but with stricter matchmaking and free from events/archive challenges so that whenever you sign up for that, you know there won't be stupid goofy stuff going on.

  • m1 killer is a bit incorrect term.

    more correct one would be "walking killer" or a killer that relies primarily on movement speed difference to get within m1 hit range in order to secure hits in chase.

    to put it broadly - any killer that can be looped efficiently.

  • image.png

    and here i played another survivor game half of which was lost beyond redemption so I just maxed out my categories until eventually found and killed by the killer.

    as you can guess, disconnected from the host on the last second of the match.

  • and i just played a survivor game and guess what?

    yes, correct, a cheater crashing server.

    ill go play apex instead of this bogwater event riddled with cheaters, im officially done.

  • @mca240 said:

    I had exactly the same thing the other day. I feel it was a cheater. It happened the moment I hooked the last survivor. My game froze, and I got kicked. My internet is always fine, I never crash. I have send a clip and report to Behaviour, they are looking into it.

    yep, im constantly getting robbed of well earnt rewards because a petty cheater has a button to disconnect me

  • @Sava18 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3566222#Comment_3566222

    Because he is the most fluid killer in the game with the highest skill ceiling and the most fun for me. I hard limit myself more than 95% of killers at least. I get it, you hate blight based on your previous posts/replies but the killer minus a few overused/overtunned add-ons is bar none the most interactive killer in the game. Although you probably don't really understand much about blight so I understand your strife to an extent. I mean 99% of killers are not good at the killer so how can I expect you to know much about him?

    This post is not a post to garner sympathy but to let people know that blight as far as I know is exclusively the only killer who's power is directly tied to the server. A blight with bad ping and/or the servers are running slow due to a large influx of players means the blight receives a far larger detriment than any survivor or killer. A survivor's ping also means timings on hits change. 200 ping on a survivor requires a completely different timing on a shoulder flick.

    yeah, god forbid people play what they like

  • 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.

  • Every game there's a person doing the infamous exploit.

    BHVR's reaction is silence.

    Content makers keep putting that exploit in a spotlight, explicitly showing how to do it & doing it themselves.

    Nuff`said

  • I think you should stop malding about a killer with an attack range of tier 2.5 nemesis and a delay 0.1 second shorter who also cannot break pallets with that attack.

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