Avatar

Thusly_Boned

Thusly_Boned

About

Username
Thusly_Boned
Joined
Visits
5,944
Last Active

Comments

  • All the stuff that has been mentioned, plus there has been a bunch of funky dsync BS going on recently as well.

  • There's definitely been an uptick recently, but I wouldn't say it's meta by any stretch.

    And it shouldn't be, for two reasons:

    1. It's a dick move.
    2. It's simply not that effective, especially if it were to become widespread and the surv meta shifts to UB/Soul Guard/Boon: Exponential. I've been running soul guard more recently as it seems Hexes are all the rage atm.
  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3820400#Comment_3820400

    Dodging because of Prestige was silly, sorry. Prestige means nothing, in theory someone can own a P100-Survivor without ever playing Survivor. And it is not like P100s were rare nowadays.

    It is safe to assume that most games were with full P100-Lobbies when it comes to Survivors, which just the difference that the Survivors were not using their P100s. And in the end, you face the same players, regardless if they use their P100-Mains or the P2-Survivors they are just levelling.

    Of course dodging P100s was silly, but that doesn't change the fact that it was the primary reason most people dodged. Since they hid prestige, I have seen a precipitous decline in lobby dodging in my games.

    Personally, I very rarely dodge, and the only reason I do it when there are 3+ TTVs in a lobby, and I think that's valid. TTVs rarely group up to play a normal game; they only come in packs to perpetrate shenanigans for their viewers.

    I have never dodged items, and while I don't doubt some people do, I am skeptical that it's a major driver of lobby dodging. Running Franklin's maybe, but not dodging.

  • @DragonMasterDarren said:

    Dead Hard getting shot was the best decision the devs have ever made

    Absolutely. OG DH was the most busted OP, low skill perk in the history of the game, and it survived that way for years. They'd have been justified in taking out behind the barn an putting it down for good, and burying it. The day it was nerfed and so many mid players had to face how it had hard carried them was glorious.

    All the devs did was limit its uses and make it actually require a hint of skill to use effectively.

  • @GeneralV said:

    Not the easiest of questions, friend, most of the really strong perks have already been hit hard by nerfs and adjustments.

    Though if I was forced to nerf a perk in the current state of the game it would be Weave Attunement, simply because it is annoying.

    Yeah, I don't think there are really any busted OP perks anymore.

    Now there are strong ones and annoying ones, but none since Eruption that make me feel like "that's just not fair".

    And I agree about Weave Attunement. People running WA and Franklins make me think unkind thoughts.

    @doobiedo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3820101#Comment_3820101

    Such a strange argument to say survivors using windows are "not good at the game." I mean what does that even mean. If they escape they are by definition good at the game whether they had windows or not. Do you also think that killers that win by using noed or the new predator are "not good at the game" because those are perks that actually reward you for being bad at the game. All widows does is show you what resources you have, you still have to actually know how to take advantage of them. And considering how overpowered killer is right now survivors need all the help they can get. A lot of perks like windows and kindred should really just be made basekit.

    Windows is not at all op, and I think it's ridiculous that people call for it to be nerfed. But I do think it's a perk most often used by players who don't have time to pay attention and/or develop game sense, and I personally find it to be a waste of a perk slot.

    But I get it, tracking resources is a pain, and it's nice to have a perk to do it for you.

    And saying someone who escapes is "by definition good at the game" is a joke. Awful survs escape just as much as bad killers get a 4K. Often times the best survs carry their team but die so their lesser teammates escape.

    As we all know kills/escapes =/= skill; this isn't hockey

  • @Crowman said:

    losing 50 times in a row means you are likely doing something wrong. Even on bad nights I can still get multiple escapes before I'm done playing.

    100%, and I hate to be this way, but I have to believe that's either an outright lie or a gross exaggeration.

    The absolute hyperbole about how unendurable solo queue play is makes my eyes roll all the way back in my head.

    I play 90% of my survivor in solo queue, laying back on my couch with no headset, often playing paying only half attention because my wife is trying to show me cat videos or something, sometimes just mindlessly grinding for BP, and I escape like 30% of the time. Probably like 35-40% on days when I'm not half-assing it. And I'm not playing at top MMR (obvs), but I play against good killers most of the time.

    And that's not some sort of stupid flex, I'm not that good and I don't really try all that hard. I'm just vibing on autopilot half the time. Survivor just isn't as bad as people are trying to make it out to be.

    It's like "maybe if enough of us claim to literally never escape, BHVR will buff survivor a bunch", but the stats just don't jive with the "surv is impossible" narrative.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3820164#Comment_3820164

    Which would be totally fine if there is no Lobby.

    Gameplay-wise there is 0 reason to show names and/or profiles in the pregame Lobby.

    I agree with names and prestige, but the prestige is already gone and the names can be hidden.

    And I do think that the killers should be able to see what items the survs are bringing, so I can't agree with doing away with the lobby altogether.

  • @solarjin1 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3820162#Comment_3820162

    It was a player on here who said they won 2 survivor games in 200 hours of play time.

    That's almost incomprehensible. I've had some rough brutal days as a solo queue surv, but I've never gone more than 10-12 in a row without escaping.

    If you lost that much your MMR would be so low you'd almost trip and fall into more escapes than that.

  • @Rogue11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3819740#Comment_3819740

    I love seeing this argument when if it's used in any other context around the game you'll be told "lol DBD isn't a horror game after the first 4 hours".

    Stealth play being nonexistent, maps being overly bright, atmospheric lighting gone, fog gone, goofy cosmetics being added. For all these things the game isn't "horror", but when it comes to the core balance of the game suddenly "muh horror experience" matters over everything else.

    As if a team watching Blight tunnel someone out at 4 gens on a reworked map with 3 pallets to secure their 401st win in a row thinks to themselves "wow this is such an immersive horror simulation!".

    I'm ready for the next pvp star wars game where the devs make the good guys team win because that's what happens in the movies.

    Like I said, whether or not the game is actually good at what it is trying to do (be a scary horror movie analog, which 90% of the time it isn't) isn't relevant. We're eight years into this thing, and what the devs want for it is pretty clear at this point. DbD is what it is, and it's not trying to be anything else.

    And as generally ineffective as it is at being scary, I think trying to really balance it would make it much, much worse. I mean I'm not sure how anyone can really look at DBD and think such a thing is even possible, even if the devs were inclined to try. The imbalance is baked into the very DNA of the game, on every level. There's not much like it, and quite frankly the minute it tries to be what others are, it'll die (if for no other reason that they'll be just another game, but in a sea of better developers).

    And I think most people are okay with that. I like a nice balanced test of skill as much as anybody, but I play other games for that. DBD ain't it. People can want with all their heart for DBD to be a true comp game, but it isn't. It can't be.

    Like it or not, the 60/40 imbalance is a design feature, not a bug, and I would advise anyone holding their breath waiting for that to change to let it go.

  • @doobiedo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3819508#Comment_3819508

    Killer mains always say the game is the most balanced it has ever been. Explain how 60% kill rate to 40% escape rate is balanced please.

    That's what it was designed to be. It's an asym horror game; as a survivor, death is supposed to be the more likely outcome, like in a horror movie (whether it's actually scary or not isn't relevant). Not so likely that it's oppressive, but certainly not a 50/50 coin flip. Escape is meant to be an accomplishment.

    Balance is a relative term, and 60/40 is what the devs are going for, to keep in the spirit of the game. Relatively speaking, DBD is closer to balance than it ever has been. But perfect balance isn't as was never the goal. I mean it's an RNG dependent 4v1, for god's sake.

    I'm not sure why so many people have a hard time wrapping their brain around this.

    If people want a nice evenly balanced competitive experience, they are looking in the wrong place for it. That isn't what DbD is, or was ever intended to be (or likely ever will be).

    I play mostly survivor at this point (probably like 60/40 over the past year), and I am fine with it, because it's what the game is supposed to me. If I wasn't, I'd go play something else.

    And frankly, anyone stressed out and wringing their hands over the fact it's not 50/50 should probably just move on.

  • @upsideinsanity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3816815#Comment_3816815

    Or, and hear me out, OR IDGAF if I get a 4k or a 4 out because i dont sweat it, its a game, I am here to have fun and hope that the people I play against do too.

    Yes, I have gone up against good survivors, I have been 4 outed multiple times, I don't care. However those matches are few and far between. Killer is easy. The goal is for killers to get a 60% kill rate, meaning the goal for survivors BY THE DEVS is to have a 40% escape rate. Try telling me again killer is not easy.

    This conversation is one of the most recurrent things on in the community.

    No, killer is not just generally easy. Now it doesn't get really challenging until you're multiple hundreds (if not thousands) of hours into the game, but when you get to the point where you are facing predominantly strong survs (as in most teams have at least 2-3 with 2K+ hours), killer is a proper challenge.

    At <100 hours, killer is a joke for anyone with experience in DBD, on either side. And only less of a joke from there to about 500 hours. Not to gatekeep, but anyone with less than a few hundred hours in killer talking about how easy it is doesn't have an opinion worth a #########.

    Now because the game is imbalanced and not really designed to be fair, there are exceptions. If you're a Blight/Nurse main with a ton of hours who sweats and tunnels, there isn't going to really be a point where you're not winning most of your games.

    But for 80% of the killer roster, once you hit that soft cap, that "kIlLeR is eZ" thing evaporates real quick. But most people saying that killer is easy won't ever see that, because they are almost all dedicated surv mains who aren't inclined to put in that much time. They will lie and say they did of course, but no one with thousands of hours in killer would say killer is just flat out easy.

    As far a the solo surv experience (which I have thousands of hours with), the main determinant of how it's going to go is the experience of your teammates. There are other factors of course, but who you get paired with is king of the hill, and the only challenger is RNG, which is generally the god of DBD for either side.

  • @NarkoTri1er said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3816258#Comment_3816258

    1. Lethal Pursuer still pushes a 1/4 chance that you are the survivor killer will chase, which is not really worth of using your perk slot that way.
    2. Object of Obsession does basically the same thing, with the addition of reading killer's aura every time they read yours.

    Like I said the primary reason I run Distortion is because it exposes a variety of other aura perks that the killer may be running. Cancelling out LP is just the bonus, and wouldn't be worth the perk slot on its own.

    Against like a Huntress or Nurse, I might know 2-3 of their perks within the first minute of a match because of Distortion. That's huge value even if I never attempt to hide.

  • I actually find the Swamp hatch spawns among the easier ones to predict, especially on Grim Pantry (often in the stairwell of main).

    It seems like it's on the edges somewhere, the killer shack, or in main on GP.

  • @buggybug said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3815937#Comment_3815937

    Yet they won't admit it but use the excuse of survivors are scared and bad at chase. Amount of times I get max iri in chase even though I ran distortion lol.

    100%. I ran Distortion all the time, but was always taking chase as well. I ran/run it primarily for two reasons:

    1. To cancel out Lethal Pursuer
    2. But primarily to help me identify what aura perks the killer is running, which is its biggest benefit, as if it's an info perk. Once I know what perks the killer is running, I don't really need to have my aura hidden anymore because I know when they see me.

    Some people give Distortion a bad rep, but it has far more utility than just helping hiders immerse.

  • Aura reading as always been a thing to a degree, but I agree that DbD has gone aura crazy, and it only seems to be getting worse. It's gotten to the point that I think a lot of killers can't function without it (which is why so many loathe Distortion). No one should be able to be constantly fed their opponent's location.

    Not to sound like an old man shaking his fist at the clouds, but I remember when killers actually knew how to predict pathing and actually track survivors, and the most you saw of them aura wise was with BBQ and chili (and even then most survs knew to hop in locker when you picked up). If your aura perks get countered, you should still be able to play effectively.

    Now it seems like all auras all the time and it's ridiculous. Running 3-4 aura reading perks is no less lame than running 3-4 slowdowns. And as killer player, it just doesn't even seem all that fun. I'll usually run one (nowhere to hide, typically) and that's it.

  • Just touching on some of the comments I've seen:

    Regarding Ghostface - the reveal mechanic is so wonky. I've revealed him (and been revealed as him) with just a sliver of visibility, and been literally standing directly facing him like a gunslinger at high noon and couldn't beak him out. It makes no sense sometimes, and a mechanic you can't predict isn't good.

    Regarding Trapper - for me, the annoying Trappers to go against are the bad/new Trappers, because they put down traps in places that make no sense and they catch me by surprise. Like I play a fair bit of Trapper and I'm like "why on earth would they put a trap there?" Or maybe they're just playing 4-D chess and I'm just a goober.

    Regarding Singularity - Hux can be tough to face, but I don't get mad because he also takes a lot of effort to play effectively, and I respect that.

  • I almost always treat my opponents the way I would like to be treated (fairly, but not babying), and I don't really worry about how they take it, or whether they "thank" me for it. Most won't. I don't play ruthlessly (unless I am actively getting BM, not because the last team BM'ed) and I am often merciful. I just do it that way because that's the way I like to play, and playing mean and sweaty just doesn't feel good. I could win as killer a lot more if I did, but I wouldn't enjoy it.

    I have my chat/messaging disabled, so I don't get salt. I miss out on wholesome interactions as well that way, but I prefer to just not worry about it either way.

    If you're playing (or doing anything in life, really) solely for validation from others, you're usually going be angry and disappointed. If you want to play fairly because it's just how it feels right to be, keep doing it.

    And saying "they'll all just BM you even if you play fair" is just a rationalization to play selfishly all the time. And you can totally play selfishly, just don't blame others for the fact that you want to.

  • @CosmicScarab said:

    Huntress by far. Getting hit around corners with a hatchet that flew past you is probably the most frustrating and unfun experience in the game for me.

    Plague is also up there, not because I don't like facing her though or think she's too powerful, just because too many people are afraid to play injured and cleanse the moment they get puked on.

    I don't hate Huntress, but her dump trucked sized, latency-aided hit boxes are exasperating for sure.

    Plague is one of my mains, but I get it. Though few of the survs I face cleanse much, I do see a lot of it as a solo surv.

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3812693#Comment_3812693

    I would give everyone bloodpoints for free if I could :(

    I don’t really have many high level characters, my highest killer is Sadako with p12 and my highest survivor is sable with p22. There is no reason to push them much further. Since I have most characters prestige 3 I have only spent points when I want a special item, but sadly most of the good addons for Sadako got removed and survivors don’t have good stuff.

    Spending bloodpoints still takes ages and that is was even slower in the past does not make it good now.

    I get that to a degree, and really the prestiges in and of themselves aren't important. But the items are to me. I regularly use a wide array of characters and probably 10 different killers, and keeping the all outfitted with even decent items is expensive.

    Especially the killers, since many of them only have a few useful items mixed in with all the utterly useless junk also on the web that you have spend BP on.

  • @GoodBoyKaru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3812446#Comment_3812446

    But we had BBQ/WGLF so it felt better idk (I just miss post game bp bonuses on perks)

    I think that was more perception than reality, though. I'd rather have the incentive and an extra perk slot than go back to the way it was. Not even mentioning the old cost of things on the web. The current BP economy is much better.

    That said, the one thing that's always bothered me is how relatively worthless BP relative to other currency (like shards) in terms of the time it takes to earn them. I don't mind the rate at which they are earned via play, but the BP "gifts" and compensations are a joke.

    Take this last iteration of the deep rift for example; each tier was worth 5K BP, which is like finding a penny in your couch cushions. I think they could give 50K per tier easily. I don't think 100K per tier would be outrageous. Like in the gameplay time I spent unlocking each tier, I probably accrued at least 250K. 5K like tipping your server $1. It's almost worse than nothing. Why even bother expanding it to begin with?

    Pretty much every gift, code reward, and compensation could be doubled or have at least one zero tacked on and it would be totally justifiable.

    @Langweilig said:

    I really can’t understand someone complaining about having too little bloodpoints. I hate spending them so much. It takes years to spend them lik it is a half time job. When they are finally gone they fill up to 2million too fast again, so I have to go through the process again.

    So I take it you have all you characters P100? Have all the iri items you can use?

    Man, give me all the BP.

    And don't even start with how long it takes to spend them, unless you forgot how long it used to take to spend them. Oof, that was a a time sucking boredom pit. It's practically a breeze now.

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3812633#Comment_3812633

    I'm just talking generally, I know it's not bannable but it shouldn't be possible to BM this much.

    Also, what the the motion suggests (humping) feels a bit more insidious than your typical teabagging, etc. Not to be melodramatic, but I don't think it's a huge stretch to say it could feel like implied sexual assault to some people. Like you're down, helpless and I'm just gonna have my way with you.

    At best it's dumb and annoying, at worst it could be triggering.

    I also think it should be bannable (especially when it's to this extent - four solid minutes of it is just absurd), but it's also not something you can disable like a flashlight macro, and having staff review every report of it would be a lot of effort.

    But it is, without question, the single most pathetic and cringeworthy iteration of in-game BM there is, and anyone who does it like this should take a long look at themselves.

  • I can't speak for others, but while 2v8 was active, I played almost exclusively (like 95%) 2v8 survivor, and I have never escaped at such a high rate in all my years in DbD. I would say 2/3 of the matches I was involved in ended in at least 2-3 survs escaping though the gates.

    Occasionally there was a real killer snowball that ended in an 8K, but those were waaaaaaay in the minority.

    It felt surv sided to me.

  • One million BP is a pittance really, and I would gladly accept the like billion+ BP I would get if it were per item. But we're also really not losing anything.

    Yeah, there are all the BP we spent acquiring the moris, but I'd almost rather be compensated for all the other crap we've be forced to buy on the bloodweb that are utterly useless.

    I wish there was some sort of sell back/exchange option for the literal thousands and thousands of items and add-ons that I will never, ever use.

  • They have to sort out how all the killer powers interact with each other for sure.

    And it seems fairly obvious that the killers that add map elements (Sadako's TVs, Freddy's alarm clocks, Pig's Jigsaw Boxes, etc.) will the be last, if they are ever added at all.

    @ExPokemonMaster said:

    Im surprised it came back. I only played it to get the cosmetic stuff and the insane amount of BP. Once they took that away I stopped lol.

    Unlike Lights Out and Chaos Shuffle, it was insanely popular. I think many (if not most) people played it almost exclusively while it was running.

  • @Chordyceps said:

    The stuff kinda bothers me a little to be completely honest. I understand that every game will have a portion of the playerbase that's….the way that they are, but it feels weird for the devs to feed into it a bit in a game about serial killers hunting people down and violently executing them and a never-ending game of violence.

    Part of the reason I like horror so much is for the horror of it. The creepy atmosphere, the violence, the hulking figures, creepy warped bodies and twisted amalgamations of flesh. Seeing people run around shirtless, or in bikinis and microskirts, or heck, glowing fox tails, it really detracts from that atmosphere.

    It also perplexes me how people get all hot over people that would literally kill them for fun without a second thought.

    I get what you're saying, and I used to feel bothered by how out of context some of these things are, but that ship sailed years ago. I learned that this game isn't to be taken seriously.

    Sex and violence sell. And let's be honest, horror movies historically have been pretty loaded with sex and skin. Eros and Thantos and all that. And really, BHVR could go quite a bit further with it and it would still be pretty tame by industry standards. At this point it'd have to pretty much go full on DoA before it put me off.

    As for people getting hot over killers, that is also nothing new. People have been getting hot and bothered over serial killers for ages. I think some people get off on being on the wrong side of a power dynamic, so long as there's no actual real world danger in it. It's not my thing personally, but there is a demographic that is into that.

  • Put a thong on Jane and there will suddenly be a whole lot of Jane mains.

    And killers letting chase go on just a bit longer with them than necessary. Jane stocks would be waaaay up.

  • @Grigerbest said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3810750#Comment_3810750

    They did, didn't they?

    When the summer comes again - I hope for the swimsuit skins for survivors (or even killers) which are doesn't have one.

    The beach collection is there, but it's also a little skewed with regard to certain body types in terms of skimpiness.

    I generally don't care one way or the other, but if you're gonna make revealing outfits, you gotta do it for everyone (Jane, Haddie, Jeff, etc. too).

    LOTS of 3/4 naked Sables and Kates running around out there, gotta be consistent otherwise it seems a little body shame-y.

    It might not be in line with their characters in some cases, but how many of these outfits make any sense at all in the context of the game?

  • @Aven_Fallen said:

    How can you call the mode survivor-sided when Survivors had 400% BP-Incentive (!!) and yet Killer queues were super long? They had to do something, since 2v8 was killing the queues, 400% was not enough to make enough Survivors play in the mode, yet it was enough to also ruin the queues for 1v4.

    And in general it is good that Survivors have more in this mode than just doing Generators. The first version basically removed all Survivor-gameplay aside from Chases (which can easily be lost due to Killers teaming up) and doing Gens.

    I don't think the popularity of either side has anything to do with its relative strength. Killer was more popular because because killers being able to play together was completely new, and offered people the ability to try something new with friends.

    I played 2v8 surv almost exclusively while it was active, and the overwhelming majority of the matches I was part of was won (handily, in most cases) by the survivors. I think the exceptions were the snowball matches they devs references when talking about the new anti-snowball mechanics.

    As a surv player, the only part of 2v8 that was at all unfun for me was facing the same killers (especially Huntress) every. single. match. Which they are addressing.

    I for one think the stripped down nature of the mode was a massive part of what made it fun. It was relaxed and uncomplicated, with very little of the planning and calculating the we all do constantly in normal mode. There was no tunneling/camping from killers, and no bullying from survs. It was chaos, but it was chill, almost impossible to take seriously.

    I don't think making 2v8 more like normal mode is a positive at all. 2v8 should be sweat free (as much as it can be).

  • Teabagging at the gate is obviously lame, and I've only done it when the killer was a total dick. I will heal in the gate, wait to take hits and get some extra chase/escape points.

    I think my favorite exit gate dumbassery have been the following:

    1. Injured survs exit gate teabagging a Slinger and getting pulled out and hooked
    2. Injured survs exit gate teabagging a Wesker and getting snatched and hooked (I saw this a lot when Wesker first dropped - hilarious)
    3. Survs so desperate to be seen leaving that they come back out to bait the killer, and getting downed

    The last one I've done a few times buy waiting just outside of the gate (out of sight) with nearly marked survs as GF, and with 99ed T3 Myers, popping it and downing them when they come out.

    I think one thing that would be fun is if a surv spends more than a few (say 10) consecutive seconds in the gate, they can be grabbed by the killer (while still in the gate), regardless of health state.

    You'd have to be an absolute fool to have this happen, but these people are out there.

  • Agree on Tombstone Piece, but hard disagree on Scratched Mirror. SM Myers is very fun from both sides, and as close to actual terror/tension as this game gets.

    And SM isn't even strong, really (yeah, wallhacks, but T1 Myers is weak as hell, and it only really works on a handful of maps). It's just fun. I rarely play to win as SM Myers, I just want to scare the ass off of a few people and then let them go.

    Changing/nerfing the scratched mirror would be tragic.

  • The maps have been noticeably shrinking (maybe too much in some cases), so at this point I'm gonna go with no on that question.

    And I don't think the gates are too fast to open, but I do think they should regress (so no more 99ing gates).

    But along with that change, I would find some way to code things so gates never spawn too close together (and never on the same wall, which is ridiculous).

  • @GeneralV said:

    I haven't had a match like that since that one Clown in old Wrecker's Yard, a really long time ago.

    I know it was an anomalous night, since I've been playing for years and only had that happen once before.

    I just got really "lucky", lol - I May never see one again.

  • Might just be a bad run. I've played 20 matches or so in solo today and escaped via the gate in 7 or 8 of them. That's pretty typical in my experience.

    But I have definitely had days like you're describing where it's just a meat grinder filled with idiots. I've also had days where my teams were good and I escaped like 80% of the time. It really is down to chance, so you need to look at a large sample.

  • If all the survs are on the some page regarding cleansing, she's no harder to deal with than most of the killer roster. I swear some people want every killer to be the same, and scream "OP!" before (or rather than) bothering to learn how to deal with them.

    Plague is not Nurse, her power can be dealt with.

    She's only really oppressive if some survs are cleansing and some aren't (like when some or all of the survs are potatoes). I play a lot of Plague, and good, coordinated teams can really make life hard. But she's a noobstomper for sure.

  • The particulars vary by match, but the rule of thumb is that the more of your teammates remain alive for longer, the better the odds are that you stay alive. It's why some killers tunnel - it's the easiest way to doom the whole surv team.

    Now I don't advocate mindlessly throwing yourself into the jaws of the killer if it makes no sense, but it is often the case that giving up one of your hook stages will increase your overall odds of survival. It's true in SWF and it's true in solo.

    Not all hook sharing is altruism, most often it's just being pragmatic. But if you're not going to pull some aggro, be doing something.

    Slinking through the hatch with all of your hook states and the least points is not a reflection of skill, and should not be considered a "win" in any shape or form.

  • It's just confirmation bias; people biased one way will always interpret updates as being unfavorable to them because that's what they're looking for. The only remedy for this would be for everyone to put equal time (not just playing the other side sometimes, but something approaching an even split) in both sides, but we all know that isn't going to happen.

    As long as there are "mains", there's gonna be and us vs them narrative.

  • I rarely let a chase go much beyond bloodlust 1, but it's subjective. The skill of the survivor, the strength of the tiles they are running, if they're taking you away from unfinished gens, and a number of other factors can go into the decision to drop the chase. And really a lot of it just comes down to putting a lot of time in game to develop that sense. One good rule of thumb - don't chase people who obviously want to be chased (unless they are clearly delusional about their chase skills).

    And not letting your ego get in the way. Not knowing when (or getting tilted and being unwilling) to drop chase is probably the biggest issue for inexperienced killers. You'll hear tall tales of five gen chases (I've seen one, literally one of these in about 5K hours), but allowing chases to go on too long will absolutely ruin you.

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3806571#Comment_3806571

    I've even been accused of cheating with wallhacks when I played Scratched Mirror Myers.

    Yeah, having people be super salty with you because they don't know how the game works is always the best.

    As for the OP, my advice is this:

    1. Ignore or disable chat
    2. Profit (in terms of sanity)
  • Since the lights out event started, I've been seeing the incentive range between 25% killer to 25-50% surv, mostly the latter.

    My theory here has been that the 2v8 led some people to try the other side (mostly surv to killer) and the balance has changed a bit. Before the 2v8, I saw mostly 100% killer bonus.

    Plus a lot more of the killers I've been facing lately are not so good inexperienced.

  • Tunneling (like actual hard tunneling) is an infuriating practice most often implemented by insecure players who are afraid that they aren't good enough to win fairly, but it's not really that common. I have many thousands of hours in this game (most as survivor at this point), and I have never seen the epidemic tunneling some people say is going on. Hard camping is even rarer.

    I think some people just have really loose definitions of what these things are.

    What is common is at least one surv in most matches is going to be an asshat. I see it all the time in-game as a surv and as a killer. And it's as inevitable as the sunrise. Post game, whoever comes out on the wrong side (and for some reason sometimes the winning side) is going to have concocted some harebrained narrative where they were done wrong and how that's they why they lost.

    But the good news is that you can ignore chat. In fact I highly recommend it. I haven't participated in a post game exchange in over four years, and that decision has greatly enhanced my DBD experience.

    Life's too short, let these people mald into the void.

  • It's pathetic, tde behavior, but it's not reportable. Just go next and be thankful such sad little people are few and far between.

  • @Adrien said:

    Don't cancel it. Just do the same as the Overcharge perk : let the prompt appears in the middle of the screen while you leave the gen so you can't bypass hard skillchecks

    I'm talking about the skill check hitting as my finger is coming off the button. Like split second stuff, before the prompt even appears. No time to react.

    This happens to me at least 2-3 times per play session.

  • I don't know about other times, but if such a measure put an end to survs being left on the ground doe 2-3 minutes at the end of the game while the 4K obsessed killer scours the entire map for a surv whose location they have no earthly notion of, I'd be all for it.

  • No, there's no way to meaningfully nerf SWF without kneecapping solo.

    Not that it needs to be; people most remember the one or two cracked squads who terrorized them, and not the multitudes of totally middle of the road or bad squads, if they even realized they were SWFs at all.

    They need to keep buffing solo, but tbh solo is in the best shape it's been since I started playing. More stuff like the HUD upgrades will close the gap further.

    But please god no voice chat. Not now, not ever. I'm not one to make such proclamations, but I would quit survivor if I had to deal with that crap.

  • Dead Hard stands alone for me; it wasn't just that it was busted and brainless (and it was busted and brainless), it was everywhere, all the time. The DH/DS/UB/IW+ meta was the most boring this game has been in the 5 years I've been playing. The day that mess was busted up was one of the greatest days in DBD history.

    Boil Over when the RPD library was still a thing would have been a contender, but that was short lived, thank god.

    From the other side, singling one out is harder, as the killer meta has changed more frequently, too quickly for one to really make a mark on me. Eruption is a great candidate, though. As a less experienced player, I might have said NOED, but I see it less and when I do it's almost always being run by a potato killer who can't really make use of it.

  • @[Deleted User] said:

    I am totally with you and dont care what the contract says. I have bought all Killers and several of them were nerfed, some even just a few weeks after they came out. This has to stop, it is not friendly towards the gamers buying the DLCs.

    On the flipside, not changing busted killers/perks/mechanics would be unfriendly to most of the community, and at the end of the day what keeps the most people happy is going to win out. And it should.

    The nature of the game (live service, with ever changing balancing issues and new content churned out with out a ton of time for in depth testing) necessitates that everything is a work in progress. Not ever changing anything so the purchaser is always guaranteed to have access to exactly what they paid for isn't realistic in this type of game.

    This isn't a defense of BHVR per se (they step in it often), it's just common sense. My first killer main got nerfed in a way that made them much less viable for me after I had invested hundreds of hours into them, but I wouldn't have them take that back if it meant other things (like Dead Hard, for example) were never changed.

    Change is a necessary constant here, and if people don't anticipate it eight years in, that's on them.

  • It's not that complicated; everything in this game is subject to rework, and it always has been.

    You can buy content because you think it'll confer an ongoing competitive advantage, but you're a fool if you do. I buy characters because I like them, but with no expectation they won't be changed.

    I get the disappointment, but everything being subject to rework are the terms we all agreed to. No one is ever going to be compensated because of nerfs, regardless of how severe.

  • I agree it sucks out loud, but the solution is not to play it. Seems simple enough.

    I played it just enough to get the rewards then dropped it like a stone.

  • Voicing complaints is totally valid, but the idea that there is any legal remedy to being "wronged" in cases like this is totally naïve. The TOS is pretty explicit.

    Over its life, virtually everything in this game has been radically altered at some point, and if it hasn't yet, it will be. How many killers/perks have been nerfed into irrelevance? How to you think Freddy mains felt (and still feel), for example?

    The only guarantee anyone here has is that they will have access to the content they paid for so long as the game is running, not that it will remain as it was at the time of purchase. You can either accept that, quit playing, or waste time and energy pissing into the wind.

  • @GonnaBlameTheMovies said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3800475#Comment_3800475

    References or I 100% don't believe you, dawg.

    Who even is faze clan? Some comp esports team? Nobody was talking about that. Who actually cares about comp rulesets in DBD anymore? Comp DBD died just this past summer.

    DBD is a casual game for casual players wanting a horror versus experience. It should 100% think of casuals and people who don't play competitively. Why do you want this game to be comp? It's not balanced enough to ever be comp.

    DBD is a casual game for casual players wanting a horror versus experience. It should 100% think of casuals and people who don't play competitively. Why do you want this game to be comp? It's not balanced enough to ever be comp.

    100% this, but it's a reality many can't or won't accept. DbD is deeply unbalanced on a genetic level, and compared to actual comp games, the skill ceiling is really low, with very limited room for mechanical skill expression.

    It's a casual game for casual players with no defined win/balancing criteria where the only real determinants of success are RNG, time in game, and how willing you are to lean on boring, sweaty tactics and builds (or to render the game boring by trying to make it competitive).

    If people are looking for a game that allows them to pit their skills against others in any meaningful way, DbD isn't just in the wrong neighborhood, it's in the wrong state.

    DbD's biggest player problem is that too many people take it seriously.

1 … 10 11 12 13 14 … 66