TetroXyD
TetroXyD
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- TetroXyD
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I pretty much agree that the source of the problem comes from the devs themselves, because of their contempt for the community and their determination to ignore players at all costs.
The current event, the 10th Anniversary event, is the ultimate proof of that.
Just look at the gigantic disadvantage killers have compared to survivors.
An event like this is bound to create frustration among killer players, and the devs, as usual, will just ignore the problem.
Once that frustration is met with complete silence, killers will naturally rush to take it out on survivors, who will then get their revenge on killers in return.
That's the very mechanism that created DBD's vicious cycle of toxicity.
Over the years, the devs have done nothing but fuel players' anger through new perks, meta changes, and events.
Why? Your guess is as good as mine. Maybe they believe DBD can only survive thanks to players' frustration.
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Same just now.
if that helps
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The reason some people hate facing Singularity: He forces you to play differently.The reason I love facing Singularity: He forces you to play differently.A fight against Singularity is often a mental battle where the first to give up loses.This is the main reason why he is so exhausting to face/play, but it's what makes him unique.
SM doesn't have that merit.
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Even if it would make me laugh a lot, I am convinced that this game mode will never see the light of day for the simple reason that the concept of looping becomes simply impossible with 2 killers.
The Light out event demonstrated that "fun" parameters only generate complaints because players instantly switch to tryhard mode. -
@Akumakaji said:
While killers are in a pretty good spot at the moment, toxic behaviour of the other side will always be a way to curb the excitement and fun of the game. Every killer beyond their 3rd game know the painful conondrum of waiting for the egc timer to fill up, or face the survivors waiting at the exit gate, twerking at you, giving you a light show and rubbing it in that you failed to hook and kill them. Nothing wrong with being happy that you made it out alive, but really, this gets old really quickly.
So, please BHVR, realise this perk idea of mine and I promise you that it would be an instant hit and easily thow some meta perk out of the top10. I know for a fact that I would equip it in perk slot 1 of every single of my killers and never take it off.
General Perk: Just Leave
Effect: when lingering in the exit gates area for longer then 40/30/20s The Entity blocks the exit gates for that survivor, they become exposed and their aura shown to the killer for 6/7/8s. The block and exposed status effect persist till the survivor moved away 40m from the exit gates. Survivors leaving before their timer has filled up gain a +5k BP score event "Awesome person!"
HAHA, I really like that one!
However, a survivor who doesn't tbag at the exit gate is a survivor who misses out on 95% of the fun of the game lol
(That's ironic)
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I understand you all too well... However, the devs don't seem to have the time to deal with one of the least played killers in the game...
In my opinion, the reason this system exists is because the devs are afraid of making him too overpowered, because let's admit it, it wouldn't take much for the killer to become that.
Then they came up with the anti-3-gen idea, without revisiting the singularity system. But they shouldn't rush the patch... Survivors might think the devs are showing favoritism towards killers lol
We'll find out in June with the next roadmap if the devs are going to do something about it or not.
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On the losing survivor side at the end of the game, there's the hatch to give the last survivor a chance to escape.
On the losing killer side at the end of the game, the killer has a chance to secure a kill.
"Perfectly balanced, as all things should be."
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It's been 8 months since the killer was released, and aside from a small buff upon release, he hasn't changed. The community has provided plenty of ideas for changes and QoL, and even if they were all to be disregarded, the devs are perfectly capable of finding their own solutions. The major issue is that the devs are excessively slow.
I no longer ask myself "how can Singu be improved?" but "WHEN?"
I'm starting to think that it will take a miracle for Singu to become more playable before the death of the game...
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HAHAHA!
No.
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It didn't take me long to encounter the anti-3-gen system in-game. I mainly play Singularity (which involves a rather defensive gameplay) with Surge and Nowhere to Hide (a setup where generators often regress). Even when playing casually, due to my perks, especially Surge, I've already come across some matches with generators almost stuck in the mid-game.
I even believe I've observed survivors intentionally bringing every generator they come across to 1% progression so that each generator quickly experiences its 8 regression events.
On paper, this system seemed good. However, in practice, the system interferes in "normal" matches where it is not supposed to be necessary. Worse yet, some survivors might already be attempting to exploit the system to their advantage.
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@The_05_counsel said:
For the more in depth reasoning behind my thoughts please read my additional comments thank you.
having the ONE killer with only FOUR perks total have to jump through multiple hoops with extremely specific requirements to activate a single perk once, while also having the FOUR survivors with FOUR PERKS EACH needing only one EXTREMELY easy requirement to activate multiple perks at a time makes no sense at all and is totally bs.
instead they should be reversed with survivors having to jump through multiple hoops and killer needing only simple tasks, this would make sense because this game is a GOD DAMN 4v1, with survivors already having an easier objective then killers this just seems like an obvious idea.
like come on with stuff like bbq and chilli being considered a strong aura reading perk for the killer while being useless on smaller maps and outright negated by certain survivor perks is saying something. While survivors also have ######### like MTF that only requires you to be injured to keep haste buff PERMANENTLY ACTIVE!!!
PLEASE BHVR FIX THIS
It's a radical suggestion. I'm sure the devs will listen to you.
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@adsads123123123123 said:
@Huxy @just_one_player @kit_mason @TetroXyD
Disable Nvidia Filters and any other third party program that increases brightness. Don't use Soma Family Photo and Denied Requisition Form. Play on a dark map. Then report back to me how hard this killer is.
- It's hard to believe, but I've never used the soma damily photo or DRF. (I don't like being dependent on rare addons)
- Too lazy to put on filters.
Sure, sometimes I spit blood, but... I love the killer :) (and i like ultrasonic sensor, bc if you dont see it, you can hear it :D )
My shtty loadout :
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As a big singu player on PC, here's my perspective:
The only modifications to make to Singu in my opinion:
- Be able to remove his biocapsules remotely.
- Fix the attachment of biocapsules. (BHVR PLZ)
- Remove survivor alerts in case of locking to allow the killer to surprise survivors.
That's it.
Let them keep their EMPs; the more they use them, the more I contaminate them, and the more I contaminate them, the more time they waste speeding up the printers.
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@myersgoestochurch said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3583036#Comment_3583036
"Can you stop applying my way of thinking on what I say and do? It makes me very uncomfortable, you're toxic or something".
Didn't take long. Have a lovely day :)
Don't attribute words to me that I didn't say.
I still think the issues with the new map are more important than your too circumstantial concerns.
Have a good day too, toxic <3
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@myersgoestochurch said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3579611#Comment_3579611
Well that's Bhvr's game and they created it just like they wanted, they can do whatever they want with it.
Can you leave my ded posts alone? I understand better what kind of toxic person you are now
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@myersgoestochurch said:
Just as expected, this post was ignored by the whole team. Because you know, killer mains feelings etc.
I had a pig slug the last 2 survivors for 0 reason a few weeks ago. She just went back and forth between the two of them, nodded, rince and repeat. There were hooks everywhere, she could have hooked them.
Sent a report with a video of the whole trial to Bhvr, they replied to me saying this wasn't a problem for them and she played within the game's guidelines. Yes, killers can nod at slugged survivors for 4 minutes and the Devs will tell you this is intended gameplay :)
Do you expect the devs to respond to every post? They are already relatively slow in everything they do, so if they have to respond to all the nonsense from players...
If the devs believe that the killer has the right to slug, accept it. It's their game, and they do what they want...
Personally, I've rarely had such issues; I wonder what you're doing to your killers...
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Luck is part of the game
You just don't have enough of it
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Worst idea in the world
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I more or less have my answer. However, I find it strange that I'm the only one who thinks it's ridiculous. I couldn't care less about the map's balance, that's not the point. There are so many maps in the game, it's normal for some to be stronger for both sides.
However, the existence of a spot that punishes survivor anticipation when the game is supposed to reward good anticipation makes no sense in the game. In addition, it has a design that openly mocks the killers.
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@SkeletalElite said:
Just go up top and he has to run it's no different to a survivor standing on top of a hill and looking down at you or on the other side of one of the new tiles with ramps on them
Honestly you could probably just teleport in there if you put a biopod down and infect him too not sure as I havent seen this spot against a singularity yet
It's not a matter of knowing how to get there, the issue is that the survivor is literally one step away from you, and you can't do anything.
It's just absurd.
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I have the same impression. If I want to have a good game playing him, I have to try so hard that it's physically exhausting. That's mainly why I can't play him for long; it's physically draining.
However, even I don't find him weak, but there are things about this character that I've never understood...
-Survivors see AND hear the active biocapsule.
-Survivors see who is targeted by the biocapsule. (like survivors see the killer's HUD?)
It's like the devs want survivors to know everything the killer is doing. He's not entitled to any element of surprise, even though his trailer seemed to suggest otherwise.
I could also talk about frustrating things like random textures where you can't attach anything, biocapsules that see players without targeting them, and other frustrating issues, but I think BHVR has already received the message. And given the total lack of communication about it, I've already given up.
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@Tsulan said:
Go to reddit. There are supposedly a ton of Singu mains.
Like really... had discussions about not seeing Singu anymore and everyone said that he´s fine and that they main him.
There's what people say and what they do.
Personally, I've been relatively active since Singu arrived, and I've only seen him three times in the first few weeks after his arrival. And he got destroyed in every game btw...
I try to play it seriously sometimes, but after 3-4 games, I suffer too much to continue :')
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I had a similar thought when I saw the changes to the Onryo...
BHVR modified the Onryo so that survivors have a strategic choice to make regarding the tapes, as they bring a penalty when in contact with the Onryo.
If BHVR decided to take this direction with the Onryo, is it not possible with the Singularity?
The two killers have some common points when you think about it.
It must be said, currently, EMPs are skill -1. You take your EMP and you use it when it becomes dangerous.
What prevents us from applying this concept of choice to survivors regarding the EMPs?
This would allow for a more technical and less smooth gameplay for survivors, and it could give the boost that Larry needs, right?
What kind of penalty am I talking about? Meh, no idea... But I found the idea interesting.
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In simple terms: He was fun to play when survivors didn't understand him well. Now that everyone has figured out how to counter him, it has become a nightmare.
Looking at the stats on certain websites, we can see that he has a lower kill rate than the Trickster, making him statistically the least deadly killer in the game.
He is a very difficult killer to play and too easy to counter.
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I have a very similar experience.
I'm prestige 21 with him, and everything that's being said makes sense to me.
I don't even understand why out of all the killers, Hux is the one who has the most significant penalty on his power when near a hooked survivor. For example, Bubba can use his chainsaw 2cm away from a survivor on a hook without any problem, and BHVR doesn't do much about it. BHVR, why?
What more can I say? He's a difficult killer to master and too easy to counter. The time he spends placing his biopods is rarely worth it.
Now that survivors have adapted to the killer, he doesn't scare anyone anymore, and SWF groups consider a game against Hux as a guaranteed win.
And the most obvious consequence of his weakness is that the stats on Nightlight indicate that he has the lowest win ratio in the game (43%). Out of the 150 survivor games I've played since his release, I've encountered him only 3 times, and he was easily defeated. It's depressing.
I love Hux's design, and I want to main him. I'm trying to main him, but it's becoming more and more painful.
Unfortunately, if nothing is done, he will join the large family of killers who will gather dust in a few weeks...
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In general, it is strategic to disperse the biopods to protect a generator, but it becomes difficult in confined spaces such as a shack or a corridor.
The fact that a single EMP can neutralize all the infections and biopods in this type of zone is frustrating.
After reflection, it would be advisable to limit the number of entities disabled by an EMP for a more strategic and balanced use.
For example, we could consider neutralizing a maximum of X infections or biopods in the targeted zone, thus avoiding the decontamination of 4 survivors and 3 biopods in a single EMP.
Perhaps this might seem too radical?

