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Thusly_Boned

Thusly_Boned

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  • @GentlemanFridge said:

    The relief from DH being nerfed was far greater than MfT, I assure you.

    Without question. OG DH was the most busted thing I've personally seen in DBD, by far.

  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3572055#Comment_3572055

    Blinding at a pallet is a detriment to the Survivor 9/10 times since they lose quite a bit of distance.

    Only time its really helpful, is if the killer has some sort of insta down or something where they can get a quick down and youre in a deadzone. If played correctly you can get to a safer place that way, but its still risky

    Yeah, there's no avoiding a pallet blind, but it's a stupid play for the survivor in almost all applications. They lose distance, and seem to forget you can still hear them (unless they don't run, but if you don't hear them running you can assume they're still there).

    Tip for survs: unless you need that blind, after dropping a pallet, just run.

    As a surv I only pallet blind, I really only even run a flashlight, if I have a blind challenge. Other than that, it's not smart.

    As far as Lightborn, I rarely run it it because flashlight counterplay is so effective, but when I do, I try to hide that I have it for as long as I can. I'll play as normal (i.e. facing walls, looking away, repositioning) until some strategic moment and rope-a-dope survs into a trap when they think they have a guaranteed save.

    It's not efficient, but it can be hilarious.

    The bottom line is that unless they are in the hands of absolutely cracked and coordinated SWFs, flashlights are perhaps the weakest survivor item. Even keys with the right add ons are better.

  • @[Deleted User] said:

    Except in 2016 survivors had no idea how to play and therefore couldn't take advantage of what they had for the most part.

    And killer players did know how to play? Everyone was on the same ignorant train back then, and gameplay in general was a lot rougher.

  • It'd be nice if we had some sort of arm flapping standard communication (i.e. rapid, short arm flaps indicates killer nearby), but we all know that's never gonna happen.

    What I do is rapid flap if the killer is lurking, do nothing at all for the first ~30 seconds, long flap after like 30 seconds if I can see no one is coming for me (in solo, a lot of people assume someone else is going for the save). Of course that doesn't mean anything to anyone else at his point probably, but it's what I've always done.

    Personally, I don't care much if someone flaps their arms.

    Now if you want to know something that really annoys me, it's when I just ran across the map to save someone and then they kobe just as I arrive. Sure, they can afford to attempt a self unhook when rescue is imminent, but it's disrespectful of the time I just spent coming to get them.

  • Toxic to want to win? Not in my opinion, but people define toxicity differently.

    People want to win, it's human nature. Even if it's something completely random and divorced from skill (which DbD feels like some days), people will want to win.

    But it is more nuanced than that. Victory at what cost? What does the "win" really signify? Can a win really be clearly defined? I've said it a million times and I'll keep saying it: a win in DbD means about a little in validating your skill as a gamer as any PvP game I've ever played. There are many games I do play with my competitiveness turned up to 11 all the time, but this one isn't it. It makes no sense to me.

    I play to win, sure, but more than that I play DBD to have fun. Fun is really the only thing I feel I can take from the game. It's not fun for me to win cheaply, or by curbstomping some poor potatoes who got screwed by SBMM. I don't want to be the one responsible for someone else having a bad time in a game that I feel should be about fun (unless they are being a jerk, in which case I will return that energy).

    I want to win, but I feel like DBD is the most fun when everyone in a match is reciprocating what everyone else is bringing. Sometimes, that's hard nosed sweatiness. But the vast majority of the time it isn't. Rolling into every match "playing for maximum efficiency" is pretty cringe, imo.

    Is playing to win at all costs in DBD toxic? No. Is it kinda absurd? Yes, yes it is.

  • @Kitzunai said:

    I‘m Killer Main and i only Dodge Lobbys for one reason. If everyone in the Lobby Shows a High Ping. It‘s Not fun for me, Not fun for the Survivors, so i Dodge.

    P100? Thousands of Hours? Who cares, i would have to Dodge dozens of Lobbys to get Players within my Range of Hours if that would bother me.

    Also the amount of P100 who Play worse than P10-20 for example is quite high. Prestige means nothing regarding Skill.

    Yeah, lots of P100s are total casuals, or just bad. At this point, all you have to have done to have a P100 character is to played a moderate amount and had a main.

    Some of the very worst players I've seen recently have been P100.

  • I haven't waited more than 5 minutes in a survivor lobby since...2021? When was the SBMM testing going on? A long while either way.

    Do my P100 survs get dodged? sure, sometimes, but not so much it's an issue.

    Not to mention almost everyone has at least one P100 character these days; it doesn't carry the weight it did months ago, and it really didn't mean much then. I just got my prestige visibility back, but almost all of my lobbies have at least 1-2 P100s in it.

    As for me, I'll only dodge full TTV lobbies, and even then not always. Not because I think they are good, but because there is, in my experience, a positive correlation between the number of TTVs in a single lobby and the amount of dumbass meme-y hijinks. I just want to play a match, not be part of shenanigans for someone's audience.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3569685#Comment_3569685

    You can’t use it like that anymore it deactivates with actions so it just is offensive against tunneling. It needs to be buffed significantly tunneling is like every game!

    I get tunneled (like really tunneled) maybe 1 in every 10 games. It's anecdotal, but I just don't see the mass tunneling some people talk about.

    And while you can't advance objectives without losing DS protection, the "conspicuous actions" list isn't comprehensive enough. Remove the ability to interact with the killer at all (remove collision) to the perk, and I'd be all for buffing the hell out of it. Like make it so you're all but guaranteed to get away, but literally nothing else.

    Increase the stun duration to 7 seconds, give the surv haste for 10 seconds, with no scratch marks, blood pools, or grunts of pain for like 20-30 seconds. This kind of immunity would be truly unprecedented, and would all but guarantee the end to a tunnel, but would need to pretty much preclude doing anything else as the trade off.

  • Is new Haddonfield flawed? For sure.

    As bad (much less worse than) the old one? No. Hell No, not even close. Old Haddonfield was a wholly unbalanced abomination that didn't even have the common decency to look like it was in a post-PS2 era game. It was horrific. I still get triggered and have to make an appointment with my therapist every time I see a white picket fence in real life.

    Screw that map.

    The new one, while unbalanced, is to me at least unbalanced in different ways (some areas favor killer, others surv), feels like an actual neighborhood would, and looks amazing.

  • @[Deleted User] said:

    Exactly why old DS needs to come back it was the only counter to a hardcore tunneling killer!

    I do agree that nerfing the stun duration of DS was a mistake, but only like half of people running actually used it to, you know, escape a tunneling. A huge chunk of survs running it ran it offensively, and would plaster themselves all over the killer after being unhooked (much like people bodyblocking with basekit BT now). This sort of crap is why we can't have nice things.

    And like many problems with DBD, it's much more of a player issue than a game design issue.

    Still, I would revert the DS stun duration nerf (but keep the end game deactivation). If I had even a shred of confidence it wouldn't be abused, I'd even back buffing the DS stun duration to something really punishing, like 7+ seconds. Something to put even the orange glyph to shame.

    Hell, add no scratch marks/pools of blood/grunts of pain for 10 seconds. Try tunneling then.

    @Etherelda said:

    Tunneling is a requirement now to score at least 1K against a semi-competent survivor team.

    This line is the BS habitual tunnelers sell themselves to justify tunneling and quiet the cognitive dissonance that tells them better. I never tunnel in the first half of matches, play pretty fairly generally (as in I almost never sweat), am at least at the MMR soft cap, and very rarely don't get at least 1K, and average between 2-3.

    Can you beat a highly experienced and coordinated SWF without tunneling? Probably not. But no one is facing those every game. Or even a quarter of the time. There is no "TOP MMR" where you have to play like your life depends on it just to compete. That's a proven myth; DBD's SBMM is simply nowhere near effective enough for that. Most matches are a mixed bag.

    I'm not saying people should never tunnel, just that it's generally not necessary, and that as a killer people should let the match breathe a bit to see if it is. Most times, it's not at all. Unless of course they are someone with an ego so fragile they NEED to get a 4K every time.

  • @KateMain86 said:

    Survivors often give up in situations like this, but also don't like rewarding the killer in a hopeless situation. Gens required to power the exit gate should scale based on how many survivors are left. 2 survivors needing to do 4 gens to escape isn't worth it, and will rarely end well for them. The game can change too quickly in favor of the killer, so there needs to be balance in this regard.

    See, to me this is an ego thing. At 2 dead with 4 gens remaining, the game is over, there is no "winning". Just let it go.

    Only in situations where the killer was really being an ass would I find it more worth my time to hide than to just die and move on.

    When I find myself in a similar situation as a surv, I'll lay low for a couple of minutes, but if/when it becomes clear the other remaining surv is committed to hiding, I'll just out myself or go jump on a gen.

    And in some cases, in situations where two survs remain in an unwinnable situation, the killer will spare one still trying to play and hunt down the hider. It's just more "honorable" if you want to call it that.

    Two people taking up half an hour scumming for hatch (which isn't a win in any meaningful sense anyway) is just pathetic behavior.

    Proposing that the parameters of the game to change to constantly keep the odds even after the killer has worked to get them in their favor sounds ridiculously entitled, tbh. In DBD, you live and die based on your team, for the most part; it's what you sign on for when choosing survivor, for better or worse. No one is entitled to a constantly evolving path to victory, or for things go "go well for them".

    Think about the reverse - if the killer gets and unfriendly map and a team brings in a bunch of souped up tool boxes and slams out 3-4 gens before the killer gets more than a down or two, should the game parameters change to "balance" the new situation? Of course not, that's just absurd. Survs would riot, and justifiably so.

    Have the dignity to go out fighting, take the L and move on.

  • @Komodo07 said:

    Hawkins was my favorite sadly. I wish they would reskin and release it again just calling it something else.

    I was just going to post this. I miss that map. And it's not just nostalgia, I liked it it when it was still in the game.

    As far a current maps, Midwich and Haddonfield are oft maligned maps that I actually really like.

  • @drsoontm said:

    Depending on the hour of the day, I can be matched against survivors in the two digits hours. I've (way) passed 3K hours on my Steam account alone. I can kill them as Nurse without blinking.

    Never play after midnight.

    I have to say, 3 a.m. DBD is kind of fun sometimes. Well, interesting, at least, lol.

  • @LLampyy said:

    I have 646 hours in dead by daylight and my friend I played with has 494 hours in dbd. I understand that we have a lack of killers in queue for the game at some times of the day but I was in awe when me and my friend loaded into a match against a player with over 5,000 hours in the game. Is this a common occurrence? How does dbd matchmaking work? And is there something I can do to combat this on both killer and survivor side?

    Yes, it is unfortunately a common occurrence. I don't lobby dodge (okay, very, very rarely) and I have been on both ends of some absolutely insane mismatches.

    I have 3K+ total hours (about an even surv/killer split), and have recently been matched against players with less than 10 hours, and as many as 12K. Those are extremes, but not total aberrations by any stretch. Not even uncommon.

    And no, there's not much you can do other than play at peak hours and hope for the best.

  • Doing nothing but hiding trash is behavior for sure, but technically not holding the game hostage, I don't think. Doing nothing but hiding is also so easy a lobotomized monkey could do it effectively, but they have to be doing something to avoid getting crows.

    At 25+ minutes I'd probably still report it, though. That's just a stupid long time to be playing asinine games like that.

  • I don't run WoO because it'd be using a perk slot for knowledge/sense I already have. It's true it will tell me what pallets have already been used, but to me that uncertainty is kinda fun, and I feel like I still get more value from whatever perk I'm running that would have been used on WoO.

    I just don't feel like I'd benefit from it all that much, and all those yellow auras are just a bunch of visual noise I don't need.

    @JustAnotherNewbie said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3568926#Comment_3568926

    UW is better than Nowhere to Hide and Lethal because it does their job while taking up a perkslot and not being countered by Distortion, it's that simple.

    The only reason you probably think it's mid is cause not everyone and their mother is running atm.

    But this is the same excuse people used to give about old Eruption, that it's actually not strong and maybe it's problematic when run with Call of Brine and even then you had people defended it saying you can actually counter it etc. etc.

    I personally think it'll become a problem in the future.

    My counter might be that NTH doesn't make itself obvious to everyone right away (unless they are running Distortion, which I think everyone should be in the current meta). And lots of people run Calm Spirit thinking it counters UW (it doesn't).

    It might come down to personal preference, and for me (I can only hear out of one ear and directional audio is only mildly useful to me) I just prefer NTH. That said, I often run both, lol.

    I have developed an unhealthy relationship with NTH, though. It has gotten to the point where I feel slightly handicapped without it, which isn't good.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/394982/tunneling

    Alright, so lets do some math here.

    • Match starts and the killer has Lethal and picks a survivor and decides to hard tunnel them immediately.
    • Survivors often spawn on the opposite end of the map as the killer and generally somewhat spread out to take at least 1-2 gens immediately with the 3rd taking a few seconds.
    • Average map size is 100x100 square meters, so in order to cross the other end of the map, assuming killer spawns around 16 meters into the map, and objectives spawn around 16 meters into the map, it will take the killer 14.8 seconds to reach the survivors.
    • Around 32 meters in the survivors should start hearing the terror radius and should be able to start reacting to them
    • Let's assume you have terrible reaction time, and don't start running away for about 3 seconds, meaning the killer is now 22.2 meters away from you.
    • Lets assume you are really bad at the game, and don't use any pallets or windows, but just shift +w away
    • The killer gains 0.6 meters of distance and needs to get within 3.61 meters to do a lunge at max range.
    • It takes the killer 30.9 seconds to hit you.
    • You get as peed boost, giving you a distance of 14.4 meters.
    • The killer takes 18 seconds to catch up and hit you again
    • The killer is in hit animation for 2.7 seconds
    • The killer picks you up for 3 second animation
    • The killer walks to a hook taking ~10 seconds
    • The killer hooks you taking 1.5 seconds for animation

    Now, you have been hooked 1 time, and the total match time as been:

    14.8 + 30.9 + 18 + 2.7 + 3 + 10 + 1.5 = 80.9 seconds.

    Even if the killer stood right on the hook, and you used AFC to unhook yourself, and let the killer hit you twice without moving, and then hooking you again. It would still take another:

    7 + 15 + 2.7 + 2.7 + 3 + 1.5 = 31.9 seconds per hook.

    How exactly are you "getting tunneled out in 2 minutes with 5 gens remaining? What are you doing to go down so fast? What is your team doing such that after 2 minutes of the killer completely ignoring them they haven't completed at least 3 generators?

    I take the OP as an exaggeration-for-effect for sure, but if the killer finds you first, and decides to tunnel you out (and they aren't a total potato), there is a non-zero chance you end up having spent more time in lobby than in the match.

  • @Blinckx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3568884#Comment_3568884

    No my friend, DbD it is NOT a "party game" , it's a PvP game

    Then, if you decide to play it casual, to have a party with your friends, to spend time doing dances around the generator it's up to you but you can't blame ME if i play to win because that's how the game it's mean to be

    It's a PvP game that is so fundamentally unbalanced that it can never really stand as a properly competitive game. It's a swirling vortex of RNG, imbalance, and godawful matchmaking, with a sprinkle of skill requirement. It isn't and can never really be a true contest of PvP skill.

    If people want to feel like winning at DbD means anything, that's their prerogative, but it's pretty silly, imo. Going into every single public match trying to play "optimally" (i.e. tunneling for killer) like there's some kind of skill/strategy calculus that needs to be run is positively comical.

    Hard tunneling right out of the gate is obviously the most efficient route to wins, but it's also totally unnecessary like 90% of the time, and it's also the lowest skill, most "path of least resistance" way to play killer. And it's positively miserable for survivors. Not miserable because they have been overwhelmed by the killer's skill, mind you, but because the way the game is designed there just isn't much they can do.

    I mean if all that matters to you as a killer in the end are the numbers, then knock yourself out, you bought the game and it isn't violating any rules. But it sure doesn't seem like fun to me.

    I can just never understand playing this game with that mindset when there so many PvP games out there that are actually balanced and properly competitive.

  • @TeleportingTurkey said:

    https://us.v-cdn.net/6030815/uploads/1TDKKKVK5J2L/image.png

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

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

    I've had that happen a dozen or so times over that last couple weeks, while playing both roles. Near or at the end of the game almost every time, and always the last survivor and killer showed 0BP the same as above, and all players DC.

    I don't think it is cheaters/hackers. A lot of people have had this happen recently, and it started immediately following a patch. Use Occam's Razor here.

  • Yeah, it was annoying, but I just played selfishly/conservatively for a few matches and got it. All you need is to draw some good teammates and not take chances.

    Still I agree it's a challenge that requires playing like an ass, but that's like 90% of all tome challenges.

  • Might as well pin this thread lol

  • @Melinko said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3564998#Comment_3564998

    Because it is super hard to hook a survivor in a area that you had a chase with no pallets left and leave them in a deadzone where two hits is kinda easy to pull off.

    Tunneling is the last grasp tactic of a bad killer. It's just that simple. I saw a Dredge tunnel and his excuse for the tunnel to the survivor he tunneled was "I broke chase because why chase the good survivor when I can tunnel the weaker survivor."

    Funny thing is, the other survivor was someone I know, and a better looper than me who he abandoned chasing. It's just the ability to get someone down when they are in a dead zone and haven't had a moment to look around.

    I never see good killer players do it.

    I think tunneling is acceptable late game if things are going really badly, but if it's the default tactic or what the killer turns to at the first whiff of a challenge...yeah, it's really bad look.

  • Also, it seems a crime to not have an Onryo mori that doesn't include a well. She already has a cool mori (and half of another), but telekinetically stuffing a surv down a well and sealing it as they try to resist/crawl out would just be too good.

  • Once a surv is hooked for the first time, tunneling that surv out is not difficult. I mean they're injured and the killer knows exactly where they are. Even an amazingly skilled surv will succumb to even a mediocre killer if that killer determines to tunnel. Skill isn't really expressed that much in DBD generally, and as the target of a sustained tunnel, your skill is made nearly irrelevant.

    I generally find most complaints about killer play to be laughable reactionary BS, but serially tunneling survs out as a general practice is the lowest skill, most mindless iteration of killer strategy there is. It's almost a shameful way to "win".

    IMHO.

  • @woundcowboy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3565222#Comment_3565222

    Been playing since 2018 and this is easily the least enjoyable it has ever been. I uninstalled. Any game that screws you outright with RNG isn’t worth my time.

    Honest question; do you think it's really worse, or that you just cumulatively had enough of it and something just happened recently that was the straw that broke the camel's back?

    I've been playing since 2019, and feel like I've been getting screwed by RNG the whole time. I've just realized how much I've been getting screwed more as time has gone on. But at no time has the game been fair and balanced.

  • All I really care about is that I am not getting stuck in 40 minute 3 gen grind fests, and I don't start feeling very unhealthy things the second I realize I'm facing a SM, so it's a net gain for me.

    Now she's just kinda there, which is totally fine with me. Better a non factor than a pox on the game.

  • @ProfessorDunwich said:

    Absolutely comedic people are blaming RNG. Killer is very rough right now. It is so true when you say you had the worst feeling in video games. If you lose badly (or at all tbh) Survivors 9/10 will draw it out and antagonize you. You are supposed to be Michael Myers (or insert other iconic killer) and instead are treated like a joke with very little recourse.

    Except that a lot of the time it is RNG? I mean some map/killer/tile spawn combos are just handing you a loss. That's just how it is and has always been. Probably always will be. That's just DBD: a unbalanced and often random mess that min many cases has very little real skill requisites. You might be on a great run and then just get absolutely shat on like 2-3 times in a row.

    I mean how many games have you had where you matched up against some poor noobs in another MMR shart and just ground them into dust in like 5 minutes? How do you think that felt for them? Do recognize that knife cuts both ways?

    The combination of nonexistent map balance, useless SBMM (because you can't quantify skill in this game), and plain old RNG BS pretty much guarantees you're gonna have an uneven experience.

    Regardless of your role, unless you do nothing but play DBD and/or with a skilled team, it's just going to be a cycle of owning and getting owned. Sometimes you're the hammer, sometimes you're the nail. You have to be willing to be humbled from time to time and just move on and not dwell on it.

    And I disagree about killer being so rough. I've been playing for years, and I don't think it's that bad. If pressed, I'd say right before 6.1.0 was the worst time to be a killer (though I wasn't around at the very beginning, and I understand that was worse).

    I think some people who play killer are just looking for a power trip experience, honestly (I would say the same thing about people who only play in 4 man SWF).

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3565093#Comment_3565093

    Bloody excellent shout!

    I was thinking about Plague and wasn't sure what to do... A withering body like the Mummy would look absolutely bad ass... kinda mad at myself I didn't think of it! 😅

    I'd make two tweaks to Plague's:

    1. Have her vomit more into their mouths than just all over their faces. With gross gurgling sounds and thrashing.
    2. Have all the surv's exposed skin bubble/melt, like the surv's faces in the Hux mori

    But the old school moris are the worst; Trapper, Wraith, etc. all need theirs overhauled. They're super lame and dated. It's been done on mobile and mentioned, but crushing the head with the trap seems too obvious not to incorporate.

    Here's an idea that would take a lot (probably too much) to add, but that I love: map specific, lore significant, and/or environmental moris for killers on their "home" maps.

    Basic example: car crusher mori for Wraith when on Azarov's. Legion team up mori on Ormond. Any number of things for Pig on The Game. The possibilities are almost endless.

    Obviously it's be an issue for killers with no map, and it'd likely have to be implemented in a "finisher mori" kind of way, but man it would be cool.

    At the very least, I'd like to see killers get alternate moris, just to mix stuff up.

  • @Sandt1985 said:

    The people who want a FNAF chapter in DBD outnumber those who don't by leaps and bounds

    If we're being totally honest, I'd bet the two camps are about even, but that most of the player base doesn't give a crap either way.

    @daddyo said:

    Re: Survivor UI.

    These things aren't mutually exclusive. Most survivors are bad and rely on strong perks to make up for their shortcomings, but you also reach a point where you hit a ceiling as a solo queue player. No matter how good a player gets, they will never be able to communicate what they're doing to the 3 randoms on their team the way a SWF easily can. Same thing with the "show survivor perks" idea that's been floating around for a while: no amount of improving is going to tell a solo queue survivor that random Claudette #626 has Deliverance.

    We should be able to tell players in this game that most of their losses come down to skill issue while also acknowledging that bridging the gap between solo queue and SWF is in everybody's best interest.

    I actually find the surv UI changes to be of great benefit. Solo will never be SWF, but having some idea what my teammates are up to is a huge improvement over the absolutely nothing we knew before.

    Hell, just being able to see other's gen progress alone was huge. And whether someone else is in chase. Or if someone is even recovering before I go for a pickup. If the info given by the UI update doesn't seem at all valuable to someone, I'm not sure what (if anything) they think about while playing.

    People get stuck in this binary "if it's not everything we need/want, it might as well be nothing" mindset, and it's absurd. The UI changes were enormous for people who play exclusively in solo queue and at non-potato MMR.

  • Killers are totally entitled to slug for their 4K, even is the last survivor is nowhere in sight and it takes minutes to find them (and most often don't).

    And I am entitled to my opinion that they're pathetic* for doing so, and expressing that opinion isn't telling anyone "how to play the game".

    My attitude is that at 3K I've won, and the hatch is really nothing but a bone thrown to the last surv. No skill is required to get the hatch, and the surv doesn't have anything over you if they find it first (which is why teabagging on the hatch is even more pathetic).

    Life's too short for that noise.

    And to be fair, it should go without saying that survs who scum/immerse for hatch are the worst.

    *except if you are doing a 4K/kill challenge and you need that last kill

  • Yes, it's true, lots of people are giant diaper babies.

  • It's hard to "master" because it's a house made of spaghetti dropped on a foundation of loose sand.

    Virtually everything about is so ill-defined and inconsistent that they very notion of mastering it is kinda comical.

    The best you can do is get the basics down well enough that you'll be able to adapt to whatever new BS comes long better than your peers.

  • Not gonna go into huge depth here as I have contributed to many of these "unpopular opinion" threads, but basically (and this is OPINION):

    DBD is not meant to be a comp game, and isn't great at skill expression. Nor is there anything that's particularly "high skill" in the game at all. It's a party game. People will lose their minds over this, and people try like hell to make it a comp game (including BHVR themselves on occasion, but that is cash grab isht), but any game that needs weird, arcane external rulesets to make it "fair" in comp isn't really fit for an esport/comp scene. Comp DBD just seems absurd to me; it's an unbalanced mess at its very core and always will be.

    Solo queue isn't really that bad, a lot of people just too used to relying on comms/team coordination to deal with the game in its "natural" state. Or they're just bad. Losing is okay sometimes, sample sizes are a thing.

    While being in a SWF makes surv play easier by default, not every four person squad that hands you your ass is a comp SWF or bully squad. And not every four person SWF is even decent. Once in a while you will run into a death squad as killer, and that can be humbling, but it's only on occasion. Consider that maybe you're just not as good a killer as you think you are rather than that the game is loaded with bad ass SWFs "at your MMR".

    Related: "top tier" MMR where everyone is amazing isn't a thing. SBMM in DBD is far too ineffective/loose for that. This has been gone over in detail a lot, and and the myth of "TOP MMR" just copium for people who aren't as good as they think they are. Whatever you think your MMR is, adjust down a little for accuracy.

    Here's one that some folks will love: If you don't play something approximating an even split between both roles, you have half an opinion and should just recuse yourself from game balance debates. Seriously. I am sick of hearing whinging and wailing about how busted/easy killer or surv is from people who only stick their toes in the other end of the pool occasionally (for a daily/tome challenge, or just so they can say they played the other side), if ever.

    Each role as a curve, and you have to put serious time in each to really see them as they are. If you play like 100 hours in one role for every 5 hours in the other, I'm not really interested in what you have to say. Sorry not sorry.

    In the well "beaten dead horse" category: Not everything is tunneling. If the killer goes after anyone else for any amount of time after you've been unhooked, you're not being tunneled. Have some awareness about what is going on in the same that doesn't involve you directly. Sometimes a killer is good enough that it feels like they are on you constantly, even though everyone else is getting it as well. You are not entitled to being left alone for minutes after being unhooked just because.

    And sometimes, you go out before everyone else simply because you were the weakest link. Tough pill, I know.

  • @JustAnotherNewbie said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3564639#Comment_3564639

    They honestly didn't have to break every single pallet I threw lmao. I don't think I've ever seen a killer do that.

    I will, if it's early in the game. More often if I'm playing certain killers (Demo, Wraith) that can chew through pallets. Few things are as much a gift to a killer as a surv who drops every pallet they come to in the first half of the game.

  • Run lightborn, or if you don't want to waste that slot, this is good, basic advice:

    1. If the surv goes down near a wall or tall solid object, put your face in it when picking up. Like straight in it.
    2. Do a 180 just as you are picking up the surv (but mix it up; do a different turn each time so you're not predictable). It's far from foolproof, but can make getting into save position a lot harder
    3. If the surv goes down in an open area, slug them and/or fake the pick up and look for the vulture waiting for the save, and then slug them as well.
    4. ALWAYS assume a flashlight save attempt is coming, on every down, and play accordingly.

    Flashlight squads used to be the bane of my existence as killer, then I watched OhTofu's flashlight vid. Now maybe 1 in 20 flashlight save attempts work against me, and even then almost always because I was just being careless. They're actually weak items once you get the counterplay down. Especially since the locker save nonsense was scrubbed.

    It becomes like second nature; I kept doing these things reflexively even when flashlights were recently disabled.

    Plus those squads waste all sorts of time following chases around, scumming for save attempts that almost always fail.

  • Haddie, Yui, or Ash.

    I love Haddie because of the paranormal investigator angle, her lore (even though it wasn't extensive has it should have been), and her general appearance (while not perfect) really sets her apart (love the scars and "battle hardened" vibe), though she was done dirty for a long time with regard to her cosmetics. Haddie is currently my only P100 character.

    I've always liked Yui for her lore and hard ass vibe.

    Ash because I am a gigantic Evil Dead fan, going back to my childhood. I'd love to see young Ash skins as well.

  • Yeah, the servers as a hot freaking mess right now. Like half my games over the past couple of days have ended with a server error, everyone disconnected, all items lost, loss of challenge progress, etc.

    And of course, always right near the end of the matches, for maximum time wasted.

    I really hope they get this sorted out before the event starts.

  • @JuniorSSBU said:

    I currently play on ps5 but just bought a PC. I know there is no cross progression between the two so I'll have to start all over. So was wondering if there was any bloodpoint compensation possibilities or not? Thank You

    I also play almost exclusively on PS5 and would love to commit to my Steam account. But the BP compensation it would take for me to even consider abandoning everything I've earned on my PSN account over four years would be...astronomical. Like a billion BP, for starters.

    Even then, that still doesn't get me all my cosmetics, so you'd be talking a metric ton of auric cells and/or iri shards as well. And that part won't happen for the same (likely) reason cross progression hasn't.

  • @Seanzu said:

    I just can't see this working.

    Working on gens to 99 them, only to have things like Jolt, Pain Res, Call of Brine slowly chip them away?

    Best course of action is centre gen and then opposite corner gens.

    Yeah, the correct answer is to deal with the central and/or the easiest gens to defend first. All you have to do is be intentional about the order in which you do gens and you can circumvent being 3 genned (except against like old SM/Knight).

    I'm always exasperated by survs that just mindlessly do gens as they come across them and then blame the killer/game design when they end up in an unbreakable 3 gen of their own design.

    As a killer I don't set out to 3 gen, but if the survs hand me one, I'll defend it.

    I know the dream of just popping a bunch of gens in quick succession is gratifying, but 99ing gens is a very risky tactic that is going to bite you in the ass more often than not. Just finish the right ones first, and you'll be good.

  • If a surv bodyblocks* immediately after getting unhooked, I'm going to remove them from the game, even if I have to throw to do it. It's behavior that needs to be punished.

    The entire point of the basekit BT is to help them get away; you don't get to use it to protect the unhooker and still keep your tunneling "immunity". Once a surv is unhooked, they should gtfo, they're not entitled to take that protection hit and then be allowed to leave.

    If a surv gets unhooked and wants to stay right in my face when I'm trying to chase someone else, they get my attention. All of my attention.

    As a surv it's also annoying; I just took the time to run halfway across the map to unhook you so you can get away, so get away.

    *if it's obvious and intentional bodyblocking.

  • Depressing, unsurprising, but also possibly a total misdirect.

  • I play a decent amount of Trapper, and maybe one game in ten do I get the opportunity to lock down the basement.

    And even if you aren't allowed to sit right on top of the hook, it's not hurting you that much. Anyone going for the save is going to have to disarm at least one trap to get to the hook (if you do it right), which which will allow you to proxy camp and make it back in time to disrupt things.

  • Eh, it is what it is. Use the time to get more destruction points.

    I think it would be fun if they added a mechanic where any surv who remains within the immediate vicinity of an open gate (say like inside of it and within 10 meters outside of it) for a certain amount of time can be insta-grabbed. This would add risk to those just hanging out to BM, and spare those who go back into the map for altruistic reasons.

    One of my favorite things to see is when some numbnuts hanging at the gate to drop the bags gets snatched by Wesker, dragged out by a Slinger, etc. That stuff is gold. It's like Darwinism at work.

    More of that would be great.

    EDIT: I also think it would be fun if the killer could straight snatch a surv just hanging out on top of the open hatch. It could be like a sneaking minigame.

  • EMPs are a little too much, but Hux being able to set up biopods at key spots and leave them totally invulnerable, or have survs totally unable to remove them is simply a non-starter.

    I can see a solution where EMPs take longer to print, biopods can only be removed from a surv after 45-60 seconds from their application (like a mark or other exposure), but you simply can't remove them altogether. That's crazy talk.

    Or maybe have them take longer to charge, and unable to be charged while moving.

  • @RoastedGarlic said:

    i swung at someone in the basement and the auto adjustment swing had me aim towards the survivor upstairs instead of the one right infront of me. don't tell me pc players dont get cheated. Yes I was forced to spin 90 degrees and towards the damn ceiling instead of right infront of me.

    how this is still a thing is beyond me.

    Some "aim dressing" instances are absolutely so bad all you can do is laugh.

    Most of OPs issues are skill based, and auto aim nonsense is present on all platforms, but it is absolutely worse on console (I have both a PSN and Steam account and can personally attest to this). And the lack of controller optimization on console is also a limiting factor.

    But as others have said here, you can mitigate these to a large degree by playing a lot learning how to play around them, and just plain old getting better at the game.

  • Horrendous matchmaking like OP is describing isn't rare, sadly. I've been both the hammer and the nail in many of them. I'm at nearly 4K hours and I have been matched against absolute default cosmetic, yellow perk, sub-100 hour potatoes many times. As a surv I am a very casual player and been matched against sweaty 10K hour murder machines.

    These games absolutely shouldn't be happening, and MMR is near worthless, but I don't see much hope.

    Current MMR criteria are too simple, and tightening up the matchmaking results in queue times that most players simply won't tolerate. They tested out more unforgiving matchmaking a while back, and it was pretty rough.

    Not sure what the solution here is, but I'm not holding my breath. It's chaos and probably always will be.

  • @GannTM said:

    I really hope they make that map not miserable. It’s arguably the worst map in the game right now.

    For killers, it may be. That house is ridiculously strong as a surv

  • I don't tunnel as a rule or a standard tactic; winning at DBD just isn't that meaningful. Playing for "maximum efficiency" is giving this game far too much credit as a measure of skill. Generally, I try to avoid doing it until it becomes necessary to salvage a game.

    All that said, I will occasionally punish people who act as if being unhooked makes them immune and stay in your face instead of getting away. And though I will try to avoid tunneling people, I won't just ignore them forever if they are so bad/unaware they constantly end up in my line of sight.

    And I will actively and aggressively tunnel out survs who use their BT to bodyblock for the unhooker.

    @fussy said:

    Being good in chase is the best anti-tunnel tool. Even if you will die after hard tunneling and win enough time, welp, your team just had the easiest win.

    As killer i'm afraid to tunnel survivors like this, because i know that i will lose a game because of it. But hard depends on killer and map.

    Being good in chase is the best anti-tunnel tool, but it's still not enough. You can be a comp level looper and once you are hooked by a killer determined to tunnel you out, you are getting tunneled out (assuming that since the killer was able to hook you they are good, assuming you're actually a good player yourself). If the killer is any good at all and knows where you are (on the hook) and has you injured already, all you can do is delay a little bit.

    If a survivor is able to run a killer for multiple gens, that says a lot more about the killer being bad than the surv being good. A good killer will drop chases long before it gets to that point, and every killer should be afraid of letting chases go on too long.

  • @drsoontm said:

    The first reason I can think of is:

    What kind of backside do you want to see all game?

    As far as I'm concerned, it's the soft round squishy kind.

    I'm assuming your preference is the square kind ... (?)

    As much as I'd like it to be more complex than that, it's probably that simple. As someone once said, "if I have to look at someone's ass for hours on end, it may as well be one I enjoy looking at".

    A good number of players no doubt identify with female characters, but a huge chunk probably just like staring at that cake.

    But to be fair, the female character models are also smaller, so it's easier to hide when playing as a female. I originally wanted to be an Ash main, but quickly discovered that being a loud land tank isn't conducive to stealth.

    Still, mostly the aesthetics, I'd bet.

  • @Dreamnomad said:

    I genuinely hate playing as survivor. I'm not that good at it for one thing. But more then anything, I feel like I just don't have much control over the outcome of the game. Other survivors don't unhook you? Sucks to be you. Run the killer for a long time but gens aren't getting done? Sucks to be you. Try to work gens but other survivor being chased runs the killer right to you? You guessed it. Sucks to be you.

    I largely agree, but there's two sides to that coin - you can always deflect blame for the loss onto your teammates as well (and boy, how people love to do that), and often do without even thinking about it.

    As killer, you lose, that's on you. And I would be fine with that (I was never the one for group projects anyway), except that RNG and maps are things that have a lot to do with the outcome as well, but you're still your own team. And that can feel bad, man.

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