Thusly_Boned
Thusly_Boned
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I almost always saw the bonus on killer in the past, but its been like 60/40 surv recently.
I have a couple of theories as to why:
- Lots of people playing Dracula. I've seen this before when popular killers drop
- A lot of people really started playing killer for the first time during the 2v8, and didn't go back to being surv mains (at least dedicated) afterward.
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I would put an asterisk there. It depends on the killer.
Four slowdowns on, say, Myers is one thing. For most others in the D/C/low B tier it might be excessive, but largely a non-issue.
Now four slowdowns on Blight/Nurse/Spirit/etc. would be an absolute joke, and while it's obviously allowed, I would look all the way down my nose at such a player.
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@WolfyWood said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3780442#Comment_3780442
Glad you stopped pretending you weren't biased early on.
Bit of the ol' pot calling the kettle black here, no? I mean if we're gonna call other people biased.
Anyway, as for the topic/OP, it's a little disingenuous to go into the stream of someone who just rage quit and expect anything different. It's like when someone gets irate during an argument and tries to walk away and then wondering why they snap at you when you follow them and keep engaging. They're clearly not thrilled with you, and even if their reasoning is total crap, let it be.
I just don't get this phenomenon in general. Following someone after a match after they lost (especially if there was any indication there were bad feelings) is at best schadenfreude and at worst just toxic gloating/baiting. No good is gonna come from it.
And if you're gonna go into their thread to revel in the fact that you beat them, at least don't insult their intelligence by saying GG.
But don't get me wrong, I don't think there's any good reason to ragequit. But following a ragequitter around saying GG is a pretty flimsy pretense for being toxic.
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@Tyler3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3778329#Comment_3778329
Gates should not have random generation. So many problems would be fixed!
I think they can randomly spawn, but just not completely random. Like they have to spawn within a fixed distance range that isn't too close nor too far. And never on the same wall.
Of course what is close or far depends on who the killer is. At distance might be an easy patrol for a Blight, but completely indefensible to Myers. So there's always going to be some contentiousness here.
And then you have Midwich, which is just a death sentence for a lone survivor in EGC unless killer is grossly incompetent.
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@solarjin1 said:
If the gates are super close than your only option is a key. Finding a chest with a key and the close hatch isn't likely
I've had killer matches where the gates were super close and hatch spawned almost equidistant from both of them. So that I could close and stand on it and watch both gates with clear line of sight on both. Zero chance left for the surv.
That shouldn't happen.
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Yeah, unless you're facing a Burger King Myers (which doesn't even exist anymore) or killer is an absolute potato and the gates spawn near each other, you're just gonna die.
Best strat is just to wait at the gate and grovel for the killer's mercy
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I've been playing this game for near five years, and Unknown is the first killer I've just ignored. Never used, and I didn't even bother getting it to P1 to unlock the perks. I bought the DLC and have access to it, but the killer is just completely uninspiring.
And I was pretty hyped before the full reveal, too. It seemed like we might get a cool, genuinely creepy cryptid or alien killer, but what we got was just somehow weird and boring at the same time, which is a feat. And off putting, too. Not in a scary creepy way, either. Just like a stinky sock at the bottom of the hamper that you don't want to touch but doesn't even feel worth washing.
And Sable is a home run of a survivor from a sales perspective, great for attracting simps and cosmetic collectors (and I'm guilty of buying in, she's already in my top 6 highest prestiged survs). The chapter is really all about her.
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@elpumpkinttv said:
https://forums.bhvr.com/dead-by-daylight/discussion/423277/slugging-for-the-4k
I think a lot of people in here are misunderstanding. If the killer has to slug for whatever reason I think it's ok to do so. But if the survivor is beeing slugged for too long he should be allowed to kill himself. That's it. I experienced this as a killer and as a survivor and I know how boring it is. We can kill ourselves on the hook so why not while in the ground too?
I think there's an argument that you shouldn't be able to do either. Being able to ######### on the ground could easily be abused by SWF if blueprints are burned and survs know where the hatch is going to spawn. Hatch isn't a big deal, but being able to dictate when it spawns is just kind of a gimme.
I think basekit UB with a longer timer would be the best solution to slugging.
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My view on this is and always has been that if you down the second to last surv and you see or know where the last surv is, go for that 4K.
But if you down the second to last surv and don't know where the last surv is and spend a bunch of time scouring the map for them, that's pretty cringe behavior. Just wasting time out desperation for the 4K, which isn't that important. If you have gens left with two survs left and one on the ground, you've won. All the hatch is really is a mechanism to allow the match to end in a timely fashion.
Have the last surv escape via hatch or escaping via the hatch isn't a win or a loss, so other than having a challenge or streak going, I fail to see why anyone would slug for the 4K.
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@TragicSolitude said:
I'll be hiding behind an object for a full minute or two,
Wait, what? If you're hiding behind an object for an actual full minute or two, you get AFK crows. You must know that, you've been playing the game for over a year, so what's actually going on in your matches? And why are you hiding for so long instead of working on a gen or being otherwise useful?
Beyond that, survivor auras are revealed constantly throughout the match. As was said earlier, when a gen pops auras of survivors who haven't been caged yet are revealed. If you haven't played killer, you need to do it at least once to understand just how often auras are shown. When I play killer, it's easy to tell survivors have no idea how often their auras are being revealed as they crouch behind stuff like they're in a normal 1v4 match.
Yeah, if you're playing killer or have multiple scouts on your team in 2v8 you're pretty much getting a constant feed of information.
And you can totally tell lots of survs don't realize their auras are being revealed all the time. 2v8 was not designed with stealth in mind.
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@GoodBoyKaru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3776826#Comment_3776826
I actually think the simplicity is a big draw to it.
Tried out 2v8 3 days ago because my friend wanted to play, and I had no desire to play by myself, so loaded it up and we went to town. I was on Nurse because she's the only one of the five I know how to play besides Wraith, and my mate went Wraith and Huntress 50/50 so I figured it was easier to stay as her. Bear in mind, when I say "know how to play" I mean "I know the basic mechanics" not "I am a god gamer Nurse". But it was so much more fun than 1v4 has been in a while.
We didn't have to worry about coordinating builds, or what the opponents were bringing. We didn't have to overthink 83 different situations in our heads worrying about "oh if they bring x then I must do y, but if they have z I need to do w instead". We could just get on and play; I'd done basically no research into anything 2v8 wise (and got confused when I spawned in with 3 Blinks lol) but it's something I could actually figure out on the fly.
Similarly, when I played Survivor, having to know 5 maps and 5 killers and 4 different possible perk combinations was so much more simple than what's currently in live. I went to 1v4 (solo) and was hit with a Vecna and spent the whole match thinking about how needlessly complex that power actually is when you compare it to "I teleport through walls", "I place bear traps", "I throw hatchets", "My chainsaw goes broom and sometimes it goes broom broom", "I go invisible and when I stop being invisible I have a speed boost". Which is why I think 2v8 is going to become a lot less fun over time, because all of the excess bloat and complexity and unnecessary things from the rest of the roster, particularly the later additions, will make its way in and ruin that simplicity.
Exactly, and as I think about it more, I 'm not sure they should expand the killer roster, at least not fully.
Part of me wants to play my main killers in 2v8, but I think that expansion might ruin the mode. At they very least they should be very intentional about which killers they implement, because I can easily imagine some profoundly unfun combinations.
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I like how relaxed this mode is, and the matchmaking chaos keeps this from becoming too serious. And it it's simple, with no complex builds/strats, and it's very hard to tunnel/camp.
All that said, I got a little perspective last night after playing some killer in the 2v8 after a hundred or so solely as survivor (have no patience for long waits. My theory had been that one of the reasons it was fun/relaxed as surv was because many (most?) of the killers in the 2v8 were normally surv players who were playing killer because they could now do it with a friend. And consequently, lots of the killers were simply not that good.
After playing several killer matches last night, I feel this is probably true. Even playing laid back, almost every match I played in ended in an 8K. This stands in stark contrast to my surv games, almost all of which ended with multiple escapes.
It's totally anecdotal of course, but my takeaway is that as the inexperienced killers get better and learn to coordinate at the same level as surv teams, and the killer roster expands and people can play their killers of choice, some of the fun/relaxed vibes will wear off.
I still think it's a good addition to the game, though.
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As has been said, this is not a buff but a fix. I've played DBD for years and recently (the past year+) scratch marks degraded into a muddled, misdirecting, infuriating mess. In some cases actually worse than no scratch marks at all, as they often lead you the wrong way.
Scratch marks are meant to make is easy for the killer to track you when you are running, and this is essentially a return to standard. With Predator, this should become almost a direct line, but that is also the point of the perk (which is still weak as hell in either case).
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I don't think the game shouldn't be free for the reasons stated. Keeps hackers out. But the cosmetics and such should be cheaper. Much cheaper.
BHVR is a pay to play game that prices all everything else in its ecosystem as if it were F2P.
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IMO it's far and away the most cringe of the all your common BM actions, which is saying something because they're all pretty cringe.
It's not bannable, but doing it does render you uncool for life and will likely prevent you from ever getting laid again.
I am particularly careful when picking up survivors not to even remotely approximate this move for fear of being perceived to be doing something so cataclysmically lame.
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The hand wringing over distortion is ridiculous; it's not that strong. Against a killer using multiple aura perks (as many do), your stacks will be gone in under the first minute or two, and the only way to regain them is to be in the killer's vicinity. Saying running Distortion = total immunity from aura reading is a half-truth/gross exaggeration, at best.
The only part of the case to nerf it that holds even an ounce of water is that it directs attention to your teammates. But while I am sure there some people that just skulk around all game just close enough to keep refreshing tokens and remain invisible, that would be an unbearably tedious way to play. I'd bet a kidney most Distortion users don't play that way.
I run distortion a lot, and I feel like I've gotten all the value I need from it once it procs a few times and lets me know that (if any) aura perks the killer is running. After that I don't care if I was seen, because I know that I was seen and can play accordingly. I almost always have it in my loadout, but also consistently engage the killer.
And I play as much killer as survivor, and I consistently run at least one aura reading perk in just about all of my builds. And while Distortion users are an annoyance, I'm not totally countered by it. Hell, for the first few years I played the only aura perk of note in the meta was BBQ, and pretty much every experienced surv would block that by jumping in a locker. And I did just fine.
I think a lot of killers have just gotten so spoiled by near constant aura reading that they either forgot or never learned how to track survs without them. If survs running distortion totally f***s you up, you just need to get better at paying attention and general game sense. And tbh, DBD players in general seem to be feeling increasingly entitled to guaranteed perk value.
There's no such thing, nor should there be. Sometimes your perk (or whole build) just gets hard countered. Your ability to adjust when that happens is a huge part of being successful in DBD.
The only nerfs/adjustments I to the perk I would feel were justified would be increasing the time you have to spend in the killer's TR, or having is charge faster, but only when in chase. Anything harder than that would be overkill for a problem that isn't really a problem.
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I definitely feel that way to a degree, but the novelty is going to wear off a bit at some point. And when/if the available killer roster is expanded and players can use their killers of choice, some of the chillness of the 2v8 is going to go away.
One of the great things about 2v8 is that it's really hard to tunnel, but some of that is going to be diminished when the higher mobility killers are (ostensibly) introduced into the mode.
I can think of some really nasty killer combos we're likely to see at some point.
Also, a lot of the current 2v8 killers are teams of players who were previously surv players, and just not all that good yet. I feel like it's pretty easy as surv now, but I don't expect that to last forever.
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- Dredge isn't that bad
- Dredge is an aesthetic blank canvas, which means the art team can get more creative with cosmetics, which is probably more fun for them
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@Backmon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3770042#Comment_3770042
In my times find a match in online game after 25 min was already very generous (not Dbd). But now modern generation too soft waiting 10-15 min in online games. Be patient and remember could be much worse.
But these are not the olden days of the internet, and DBD is really the only multiplayer only game I play. Part of the reason for that is that I like playing games on my terms. One of my terms is not wasting time just waiting to play.
DBD is a game with a lot of warts, and one to the things that offsets that is that it's easy to just pick up and play.
If my wait time for each match is >/= to the length of the match itself, it ceases to be worth the trouble.
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@shizzy_Pooh said:
I’ve been having loads of fun with this game mode, I just hope they can add all the other killers soon! I’d love to play as my main skull merchant, tagging along with my friend who is a onryo main my drones and his tv’s will be very fun to witness hopefully the devs can make that happen for us ❤️
I'm sure they will eventually, if they intend to make it permanent. It'd get really stale real fast with only five killers. But working out how many of the killers who generate map items (TVs, Jigsaw Boxes, Fountains, etc.) are going to work together is probably going to take some time.
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Cosmetic prices in general for DBD have always been outrageous in relation to the rest of the game's economy. That said, I get why they don't have iri shard discounts across the board, but I think they should consider reducing the IS cost of cosmetics as they get older.
Most people who are going to pay actual money for a cosmetic are going to do it right away, so I don't see a ton of reason to maintain the high IS prices for items that are years old.
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@AbsolutGrndZer0 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3770008#Comment_3770008
No, lobby simulator is not fun. Never has been.
Yeah, I've been playing DBD for about five years and I don't know that I've ever waited more than five minutes for a match, and at this point I'm not willing to.
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@puncher said:
2v8 solo q survivor sucks
I don't know, I've been playing solo que in 2V8 and I've never escaped ay such a high rate in all my years with DBD.
Beyond that, I'd say most of my games have seen over half the survs escape; it feels pretty surv favorable right now. I'm guessing this is because a lot of people who usually play SWF are now trying KWF and just aren't experienced with the role.
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@ASurvkillivorer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3768497#Comment_3768497
Quick and easy BP. Fast lobbies and fast bp.
And most of the killers are potatoes. So are most of the survs (since it's MMR chaos), but it's pretty clear that most of the killers are playing killer for the first time, or are very inexperienced with the available killers.
It's quick, easy money (or BP, rather).
Of course when you get two good killers paired it's a bloodbath, but those have been few and far between for me. I'd say I've escaped in like 75-80% of the 2V8 matches I've played.
I'd like to play killer, but I'm simply not waiting 10+ minutes for a match.
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@Jim_Tonic said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3767604#Comment_3767604
The killer hindering me to survive is a thing i gotta accept, as its a litteral pvp game and it would be crazy for me to get mad at the killer??? And lets not pretend selfless, as mentioned above if we are only 2 left and gates are open, GIVE HATCH. its not that hard…
Maybe.
But regardless you're not going to get what you're asking for here. Killers and survs alike have been shouting "Just leave" to stragglers for years. It isn't gonna start now; you might as well ask water to stop being wet.
99% of the time you get hatch, it's going to be because the other three survs are dead.
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Remember those words when the killer closes the hatch and you have no one left to run interference/body block for you.
Which is almost the entire reason I ever remain in a match when I could just leave.
But regardless, getting hatch is a crapshoot that will just happen organically if you are patient and just let it. Playing for hatch is not advisable, challenge or no.
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Cosmetics, mostly. If I have enough shards for a character when they drop I'll use them, but I don't save them for that purpose. Pretty much as soon as I have enough for a wanted cosmetic, I use them.
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@CountOfTheFog said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3766601#Comment_3766601
This is 💯 true. I'm a Bloodpoints main. I play whichever side has the incentive. It helps me understand both sides and get better at both sides. I've expanded my Killers that I'm playing over the anniversary. Having a lot of fun.
Agreed. My first 700 hours or so were almost strictly killer, then I started playing surv more because killer got me stressed out (this was back when the game was pretty surv-sided), to the point where my hours in each probably balanced out. But since the BP incentive was introduced I just play whichever role has the BP bonus at that time.
Like during the anniversary event the bonus was pretty much stuck on 100% surv. I don't think I played more than 4-5 killer matches that whole time.
Now I'm kind of a slave to the bonus; I'll play one when I really feel like playing the other.
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The only real solution would be for all players to play the game at something approximating a 50/50 split to they have a balanced perspective. Asyms are just different than other PvP games because the very nature of how you play varies so much depending on your role, which makes it harder to empathize with a role you rarely or never play.
But since everyone going 50/50 isn't about to happen, I don't foresee the "Us vs. Them" dynamic abating anytime soon. As far as the vibe/alignment of this particular forum, I think there's an ebb and flow as users come and go. It is often killer leaning here, but I have seen long stretches where the general discussion forum was like 80% survivor complaints.
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@sizzlingmario4 said:
It made a difference, yeah, because no one runs it anymore.
I'm glad it got changed, it needed a nerf. But now it kinda sucks.
This is BHVR's m.o.; they don't often make sensible changes to problematic perks, they ignore them or nuke them from orbit. On both sides.
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@ProffessorTV said:
The new anticamp has helped with the issue of killers just surrounding the hook with the survivor on it. However, I would like to know why they have it disable during the endgame collapse.
If the intention is to prevent camping, why does it disable at all? Does this mean that camping is allowed then?Mostly because in the end game collapse there aren't really any other objectives left for the killer. No gens to defend, the only thing left at that point is to secure any kills they can, however they can. Especially if the gates are really spread out.
I think that EGC camping has always been considered acceptable (by most people) for this reason.
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@ProffessorTV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3765504#Comment_3765504
The majority that I have been seeing have been playing this way, yesterday I was able to do 8 matches in less than half an hour because I kept running into them.
I should have qualified that by saying overall most people don't play that way.
I don't want to make assumptions about where you're at in the game, but killers at very low MMR will do it more because they haven't developed their game sense/skills much, and coming back to the place you know survivors are (and at least one injured one) is the easiest thing to do.
It's common move for two types of killer players:
- Bad (often newer), insecure players
- Players who play like their very lives depend on it
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If that's how the killer wants to play, there's really nothing you can do but delay the inevitable, sadly.
The best you can do it use the aforementioned perks and hope your teammates are savvy enough not to make it easier for the killer to tunnel you.
Fortunately, the majority don't play this way.
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@jez_the_nun said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3764956#Comment_3764956
This is how I use distortion. Early game stealth for repairing, unhooking, etc. and mid-late game chases. I will actively throw myself between a killer and another survivor with more hook states than me after 2-3 gens are done, depending on hook states.
HOWEVER, the devs are very specific in saying you can work as a team or not. Throwing your fellow survivors to the wolves is scummy, to be sure, but a valid play style in the eyes of BHVR.
Condoning gross behavior is a priority for them.
Yeah, I run distortion all the time, but I will absolutely take chase/aggro when the situation calls for it. I use it primarily to avoid detection right off the bat, and so I can get an idea of what aura perks the killer is running, and use that info to protect not just myself but my teammates.
You can derive a ton of value from Distortion and engage the killer often.
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@Krazzik said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3765467#Comment_3765467
The game has always been marketed that survivors can be team players or focus solely on their own survival. Yes, it's annoying if you get teammates like this, but it's literally a selling point of the game and thus it makes sense for perks to be made to support this playstyle.
Yeah, love it or hate it, players should have the option to go incognito if that's the playstyle they want to employ. It's generally self-defeating and annoying to teammates, but its valid. Killers who tunnel often say that's their right, even though it's lazy and the masses loathe it. They're right, and this is no different.
"I bought the game, I can play it how I want" is universally applicable (within the rules/ToS, of course) even in cases where it's generally unhealthy.
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Badham, Eyrie of Crows, Coldwind (all versions - f*** the corn), depending my mood. All suck in nearly equal measure.
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SotN skin, please.
And I want him to chuck a wine glass at the survs in the lobby right before the match loads, lol (or right on the ground when the match loads in)
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@Ryan489x said:
I just saw Dedicated server not responding and got kicked from a game along with everyone else
This has been happening to me on and off for a while now, and it's pretty annoying.
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If SWFs were identified pre-match, it'd be the end of SWFs. 95% of killers in public matches would dodge anything more than a two person team. Myself included, except on the rare day when I'm feeling especially spicy.
Would this hurt me directly? As a strictly solo surv player, no.
And I'm willing to bet that many killer mains think they'd be okay with the end of SWFs, but it would kill the game if you essentially told people they effectively couldn't play with friends anymore. No one wants that.
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@ReverseVelocity said:
Pig. I don't really care if she's not super viable and she's just an M1 killer, but her traps encourage tunneling at pretty much every stage of the game. They are quite trivial to cheese extra hook stages or a kill once they're on. A lot of Pig players play like their life depends on it too.
I generally start playing super safe when I know it's a Pig. My teammates, though, not so much.
I don't get this. Almost none of the Pigs I play against tunnel, and it's actually a really poor way to play her (the ones who I do see tunnel almost always lose). The primary benefit of the traps isn't to kill, but to waste the survivor's time. Chasing survs with traps on while letting the others actually advance objectives is just silly.
I am not a Pig main by any stretch, but I do pretty well with her and I essentially ignore survs with a trap on.
But as for the topic, I hate facing the usual suspects like SM and Legion for reasons stated, but the one I hate the most is kind of unusual: Wraith. And I'm not sure I can say exactly why, I just hate him, and have for years.
Trickster used to make the list, but now I see him about as frequently as I do Twins, which is to say essentially never.
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Man, things are wild if we're complaining about freaking Lithe.
I think things have gotten to the point where people have either forgotten or never experienced what an OP perk actually is.
I hate being this person, but if Lithe and BL are a actually massive problem for you, that's 100% a skill issue. You're not good, get better.
If you're still winning despite it, there's no issue, so stfu.
I was a killer main back in the day when survs actually had brutally OP stuff, so I have zero sympathy for people put out by Lithe, of all things. Good lord.
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@tippy2k2 said:
Looks like the Puppers from Okami to me
That for sure, and for some weird reason also brings Sesshomaru to mind
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@IronKnight55 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760381#Comment_3760381
Tomb Raider has horror elements, and Lara is a survivor. She fits well, in my opinion.
Eh, sort of. Barely, even.
And the primary issue for me isn't so much that she is being added in and of itself, but all the much stronger fits that were passed over, ostensibly just because Lara is a big name and will bring more money in.
I don't hate it, it's just a little weird/underwhelming.
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This is great.
I can't complain about the details because I had long since given up hope that any of this would ever happen. I would have settled for just having my levels/characters transfer, the rest is just icing on the cake.
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@Pulsar said:
Not really.
I think she's too much departed from horror, for my taste, and I simply don't want to support that monetarily.
Yeah, I like Tomb Raider, but this forced pairing doesn't make much sense and seems like an obvious cash grab.
I was pretty disappointed when she was announced.
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Spending BP both is now miles easier than it was and nowhere near as hard on your hands as, you know, actually playing the game.
I fail to see an issue here.
Also, that would be an absolutely absurd reason to get perma-banned (by that I mean absurd for the player to risk it over something so trivial).
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@Marc_go_solo said:
I dunno, he has counters and - having played him a fair bit - he's a clunky killer, and with that understanding he's mamageable.
Regarding faking a vault, if he can cancel and M1 at that point, then any killer can as it must be close. If anything, Pyramid Head would take a tiny bit longer as he has to cancel the action before the M1. The vault is the weak point for the survivor.
His Punishment of the Damned will show the markings before the wave attack as a guidance, but as Pyramid Head he's not as agile, so it's not a case of quickly switching trajectory to get a hit like, say, Huntress. Understanding this helps a lot.
Everyone has killers they have problems with. Mine is the Wraith and - whilst I always seem to have difficulties with him - others may find him quite simple, so this certainly isn't a "shaming" comment. It's moreso to advise that playing him will show you he has weaknesses. A Nurse, he ain't.
Yeah, he's actually pretty clunky in a lot of ways, and a lot of PH players don't even play him that well.
I like to play as PH because getting blind, through walls anticipation/prediction hits with potd is one of the most gratifying things in the game for me. But he takes time to charge his power, and to cancel it.
I don't struggle all that much against him because I am intimately familiar with his limitations. I feel like this is true of most killers; the best way to counter killers is to understand them (which really requires playing as them a fair bit).
And his builds are all the same because his add-ons suck out out loud aside from the two range ones. His add-on set is pretty easily the worst in the game, imo. He desperately needs a major add-on pass; the one reason I don't play him a lot more is because of the lack of options.
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Yeah, it really comes down to needing to sort out your internet or play something else.
As has been pointed out, you don't get a 72 hour ban unless it's happening a lot. And it won't drop you for a split second hiccup/dip.
And if it's happening that much and you keep trying, you're kinda being a dick at that point. It's like beating your head into a wall and it's ruining matches for other people.
If my internet is being funky and it drops me from a match more than 2 times in a relatively short period of time, I just quit playing for a while. I don't like wasting my own time, or the time of others.
Remedying your internet issues may be as simple as using or replacing you ethernet cable, or finding a new provider. Or maybe you just have no good options, in which case you are just screwed. It sucks, I know. I 've spent time in places where the internet infrastructure was trash, and I just didn't play games like this. Not ideal, but things often aren't; it just is what it is.
I'm not going to buy a boat when I live where there's no bodies of water and then complain when I can't use it.
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Right, and that's only part of it. Skill isn't really necessary and almost impossible to quantify, "win" conditions are totally subjective to the player (which makes SBMM almost useless), killers have wildly different strength levels (even survs do to a small extent - model size, loudness, etc.), maps are incredibly imbalanced in comparison with one another, virtually everything is RNG dependent, etc., etc.
Even if the devs were inclined to balance the game like Thanos (which they aren't), it couldn't be done at this point. The game is imbalanced down the marrow of its bones.
People who are really bothered by the imbalances have two options:
- DEAL WITH IT. Practice acceptance, don't take the results too seriously, and enjoy it for the mess that it is.
- Move on to one of the hundreds of other games that are relatively balanced.
The rest is just pissing into the wind.
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This is so tired. The devs don't want a perfectly balanced game. This isn't assumption or interpretation, they've said as much. 60/40 is the goal.
The game never meant to be balanced, and it never will be. It is comprehensively asymmetrical by design.
And I don't want it fully balanced, either. Even as a surv I like the imbalance. I want to go into every match feeling like death is the likely outcome, it's totally in line with the ethos of the game.
Even the killers are wildly imbalanced against each other; it's imbalanced at the genetic level. Trying to balance it completely would not only break the game, but would rob it of its charm.
This game has lots of issues, but getting mad at it for not being finely balanced is like raging at water for being wet: utterly pointless.