Thusly_Boned
Thusly_Boned
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@VibranToucan said:
The dailies contribute a lot, if you don't play daily its going to take a lot of griding.
Yeah, I actually haven't put in as many hours this rift, but played at least a handful of games most days (pretty much every day during 2v8, but only occasionally since it ended) and completed the rift pretty quickly. I've been done with it for a couple of weeks now.
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@BlackRabies said:
When the connection crashes the game can't tell if it was a legit internet crash or simply pulling the plug so it's the game has to treat all of it like an intentional d/c. So it might be best to wait until your network is working properly before playing any online game.
This. If your internet is being wonky, take a break. My personal rule is if my internet drops more than once in a single play session, I just do or play something else for a while.
Some people have chronically bad internet or live in places with poor service, and unfortunately games like these probably just aren't going to work out for them. I used to live in such a place, and if get that is sucks, but it is what it is.
@Alicia_Tried6041 said:
In other words if you want to play dead by daylight wear a diaper because no bathroom breaks.
Go afk or jump in a locker or something. I've had to make a sudden bathroom run mid-match more than a few times over the years and I've never dc'd to do it.
And while recognizing that some people have medical conditions, most people don't go from zero to I soiling their drawers in 10 minutes. These things are usually the result of poor planning. I know I've known I had to go in between matches but queued up again anyway and regretted it, but that's not a valid reason to dc for free.
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@Shaped said:
As I said before, 'reworks' will never compensate for tp loss, the only thing that made him a menace.
He's not a threat anymore in any shape or form and never will be. It's over.
Theoretically, they could do anything to him in a rework, so say one could "never" compensate for the loss of the tp is kind of silly. He has the tp now and he's a d/c-tier killer.
Myers is a low tier killer with one trick that everyone hates. As someone who likes playing Myers but finds the tp to be tired and lame, I'm up for any major changes.
With SM pretty much neutered, there's no where to go but up, really.
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@OrangeBear said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4001324#Comment_4001324
There is a problem with what i said?
Was your post an answer to a question? It didn't seem like it, so no.
What I meant was that the rework might not be the best answer to the Myers problem, but that it's better than leaving him as is.
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@OrangeBear said:
I wouldn't really consider him Dashslop. He's basically like leatherface.
Plus… current myers needs to go. Every match is purple tombstone. And he's otherwise quite boring to play due to having no real chase ability.Yeah, I don't know that this is the best answer, but old Myers had/has to go. He's stale and boring, and I say this as someone who has played a lot oy Myers.
So long as the SM is kept essentially intact, I welcome the change.
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I just hooked the same surv four times in one match and they got unhooked after the fourth one and escaped. So yeah.
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@100PercentBPMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3999749#Comment_3999749
funnily enough, any time I've introduced ppl to dbd, usually older folks, they start off assuming the way to play is to tunnel, camp and slug (and seem to gravitate towards Myers)
dbd just has tons of knowledge checks and muscle memory
It's not surprising, really. A lot of people are conditioned to a 1v1 mindset (thus tunneling), and the impulse to secure your kill is almost evolutionary (camping). I think with aysyms, expecially DBD, you have to unlearn a lot of typical conditioned VG habits/impulses.
And it's not shocking older people would gravitate toward Myers, he's iconic to a whole generation (or two). -
@Rulebreaker said:
…honestly we could fit dbd in that definition with everything but "simple controls which can be easily understood by players of any skill level". Its actually kinda funny XD
Its player to player as the central gameplay (stealth or chases). Normal trials are pretty short (around 13 esque minutes on average so depending on whats viewed as "short". Mario party takes roughly 20+ minutes for us if rushed for compairison). Minigames of skillchecks and carrying wiggly survivors (stretching yes, but its the principle of the challenge of why we're typing this). And the players are competing to win.
All that said, we rulebreakers think dbd is its own thing. It doesnt fit the "casual" google definition and only checks some on the "competitive" google definition.…Also drunk dbd is good (non)wholesome fun.
I actually don't think DbD's controls are that complicated. Probably not "simple", but it's not mechanically demanding, really. If I had to place DbD on a 1-10 scale from dead simple to highly demanding of manual/mechanical dexterity, I'd probably put it alike a 3 or 4.
@I_Cant_Loop said:
It’s not a party game if it requires thousands of hours to get really good at, which is true for most players. It’s far too complicated and skill ceiling is far too high to be considered a party game.
Largely true, but it's also far too imbalanced and inconsistent to be considered a properly competitive game.
And this might be semantics, the fact that it takes thousands of hours to get "good" at is more down to having to sort out the game's convolutions and inconsistencies than developing any kind of technical gaming skill. I wouldn't call it a skill floor so much as a knowledge floor. Anyone can get good at DBD with enough time. You can't say that about a lot of games.
Ultimately, DbD is just its own janky thing; too convoluted to be considered super casual, but too loose and unrefined to be truly competitive and/or serious.
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@angrychuck said:
Why are so many people replying like this post isn't from 2022 :(
What's more amazing is the person the resurrected this three year old thread did it to quote someone who hasn't visited the forum in months.
I rarely look any further than the first page, lol.
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The problem with playing "optimally" in DBD is that the game is too imbalanced and janky to account for it. Tne maps and killers are wildly imbalanced relative to each other, the game is buggy and MMR is barely functional at any level.
If you're a killer player, and you are determined to win at all costs, and to optimize your set up and approach to accomplish that end, it kind of breaks the game. You almost have to be a potato to not 4K the vast majority of the time playing as a fully kitted out, hard tunneling Blight/Ghoul/Nurse/etc.
It's just a broken way to play, and says very little about the killer player's skill, while negating the survivor's skill. Much like a seal team 6 SWF, the game's mechanics simply weren't set up to account for it.
IMO, DBD is an absurd game to try to play optimally, because it's so imbalanced in just about every facet.
If you're playing and S or high-A tier killer and just hard tunneling the first survivor you find out, you're not expressing skill, you're exploiting shoddy game design. Sure, you might lose some games against really good teams, but you're not going to be challenged like 90% of the time.
I mean if a a killer wants to conflate winning like that with high skill play, that's their prerogative, but it's self-delusion. Not only that, but it will keep them from actually getting better. It's killer training wheels. I wouldn't at all say that the majority of killer players who were having tantrums about the proposed patch were just terrified of being exposed, but a whole lot were.
Like winning 90% of their games was their very identity. The same thing as a surv player who almost exclusively plays in SWF and is used to escaping but and gets absolutely rinsed when dipping a toe in solo queue.
Beyond that inflammatory take, I just don't get the appeal of minimizing the risk of losing to almost nothing. DBD is pretty clearly a game that was conceived as experience rather then outcome based game, but even so winning when I'm almost certain I'm going to win is just…boring. Like what does it prove to win from a position of massive advantage?
I'm as competitive as anyone in the right setting. DBD is not a great setting for competitive play (which is why "comp" DBD is so regulated and has to have all sorts of rules modifiers to even approximate a typical comp game). Public servers are just imbalanced chaos.
Being tunneled out by a Blight doesn't make me feel like I was outplayed in any meaningful way, the same way getting 0K or 1K against a coordinated comms SWF when I'm playing as Sadako doesn't really feel like a loss. It just feels like my time was wasted, and I genuinely wonder what they got of it.
I suspect a lot of these people aren't good enough to hack it at higher levels at properly balanced PvP games, and sweat at DBD to delude themselves.
What DBD can be, and what it should be (imo) is a fun experience. To me, trying to make it a serious test of "skill" is just lame. But to each their own, I guess.
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@solidgamer44 said:
It's the year 2025 and we STILL do not have the option to disable this awful mechanic, idk how annoying it is on console since i've never played with a controller but I would assume its just as rage inducing when it makes you miss a hit.
How in tarnation do we not have the option to disable this already? Like seriously we're coming up on the 10 year anniversary and we still cannot turn this janky outdated mechanic, please remove it or give us the option to disable it.
It's insanely frustrating on console. Well over half my missed hits are aim dressing BS.
Nothing like having a hit line up and whipping to the side and hitting some random bit of geometry like a stupid goober. -
I've seen a fair number of my teammates teleporting during this 2v8; thought it was a visual bug at first until if clicked what was happening.
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@oecrophy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3997596#Comment_3997596
And what if a 4K and playing for a clear win is the fun for some of us? Not everyone enjoys super “casual, I don’t care” matches
There is a wide spectrum between playing like 4Ks are the only thing keeping you alive and a "casual, I don't care" playstyle.
One can play to win as killer and succeed most of the time and never hard tunnel or slug everyone, even at higher MMR. Maybe not as a low tier killer, but the ridiculous killer power imbalance is massive issue that needs to be addressed independently of tunneling/camping.
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I really think the only way for people to see the perspective of the other side is to play both sides at a relatively even split, and most people don't want to do that. They want to pick a side and get good at it, but the one role gets too comfortably familiar, and they end up letting it become their tribal identity. Once that happens, objectivity goes in the crapper.
For my part, I play a pretty even split, but it's been an ebb and flow. I started as a killer main, and was for like my first 800-900 hours. Then I start mixing surv in because it didn't stress me out as much. Then I started playing mostly surv, then almost exclusively surv, and one day I caught myself thinking things I used to laugh at crazy biased surv mains for saying, and even started BM'ing and being kind of an ass.
I was like whoa, wth? And played nothing but killer again for a while to get rid of that energy. I try to split things down the middle mostly now. Point is, it's easily to slip into tribalism even if you fancy yourself as being level headed.
I don't know about rotating queues (I generally prefer an enticement to a mandate), but a system that really incentivizes players for balancing the roles out. Like an scaling incentive to play one role that increases the more you play another, to the point it becomes to hard to resist.
As far as the would-be changes go, I think they were a bit much, but there were some fairly simple common sense changes that could have been made without outright delaying them indefinitely.
I definitely saw issues with them, but the reaction of many killer mains (especially streamers) was and has been totally over the top melodramatic. I think the bones of what was there were good, and as an enjoyer of both roles, I hope they implement a thoughtfully tweaked version sooner than later.
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@Aven_Fallen said:
I mean, this was to be expected. If the Map Offering Change comes thorugh, certain Killer Builds are not possible anymore. And I highly disagree with the proposal that the Killer should have a very high chance to get a Map, because this would not only make some "fun" Builds like Mirror Myers possible again, but also every Nurse which throws Midwich etc.
Aside from that, I think Scratched Mirror Myers is just not good anymore. It is a Fun-Build, but the DBD-Community nowadays does not do Fun-Builds without the intention to still 4K. So in my experience, instead of trying to jumpscare people, wait around corners to hit them or try to grab them from Gens, Scratched Mirror Myers was mostly played as "hurr durr no Terror Radius, so I camp next to the Hook", which is not fun.
Sadly you're right. I always play(ed) SM Myers with almost no thought to winning, but just to scare the piss out of people a few times. I couldn't care less if I won so long as I got a few really good scares in. Like the you can tell they dropped their controller or took their hands off of the M+K because they were gotten so good type scares.
I'd even do cliched cheesy crap like just watching from down the hall. halfway around a corner, or through a window until they saw me.
Good times.
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@Teroo said:
Map offering changes really killed scratched mirror myers
Good. It was boring and annoying to face.
If you wanted to change map offerings just have when survivors choose an offering have it be 20% and if the killer does it have it have a very high chance.
Hell no. Last thing we need is killer sending survivors to midwich or haddonfield lmao
Hard disagree. Playing as and against a good SM Myers on an indoor map is the most fun I've had playing this game. The closest it can get to being actually scary.
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@VibranToucan said:
Outside of people actively doing 4k streaks, I have never seen anyone who counted a 3k as a killer loss.
Some people do, but I think the general consensus is that a 3K is a killer win.
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@Raptorrotas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3991571#Comment_3991571
"A killer wanting to kill all survivors" is the equivalent to "a survivor wanting to escape"
And if a killer gets consistent 4k that only means hes better than the survivors, be it they suck or he's just that good.
If a killer gets consistent 4Ks it means what you say, or it can also mean that the killer player is using a top tier killer and employing tactics that practically assure a 4K against all but top-tier survs (i.e. hard tunneling with a Blight, Nurse, Ghoul, etc.).
DBD is a funny game where you can actually be a pretty pedestrian player and win the vast majority of the time.I've got about 1.5K hours in killer and even with the B-tier killers I favor, most matches I play have a point (usually early) where I know that if I just flip off my empathy and am ruthless even for a couple of minutes, I can pretty much guarantee a 4K. The problem is that the game is designed in such a way that if the 4K outcome is really the end-all-be-all for someone, there's a pretty easily formula to get it, even if you're just kind of mid, and worse at killer than the survs are at survivor.
(But don't get me wrong, I think survs telling a player who just 4K'd them that they're bad in post-game is pretty sad, even if they're not wrong).
Of course I'd prefer a 4K, but I am generally pleased with a 3K and unbothered by a 2K, and prefer to play the game in a way where I don't feel like I just took candy from a small child, because that isn't gratifying to me. The only time I really, really want that 4K is when I'm facing a cocky SWF, because then they have the advantage, and I love the challenge.
Now if the new changes do what they are intended to do, much of this will change forever. -
@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3992473#Comment_3992473
Your opinion. That’s how I felt about The Animatronic.
Yeah, the most "I couldn't possibly care less" content release for me ever was FNAF
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@crogers271 said:
I agree on the kill rates people have been posting, especially because its frequently accompanied by 'but the survivors are incredible!'
It's like how we commonly get posts about the survivors being too strong, accompanied by a video of a killer winning, but the survivors almost won!
Even if a killer is really good at the game, if they are hitting survivors who are really good at the game as they claim, then their kill rates should not be so far out of BHVR's target range
I definitely agree on the streaks. If there were only a handful of players who ever pulled this off I could see it, but if someone came on the forum and was like 'I just won 10 games in a row as killer!' we'd all just shrug. The expectations for what it means to be a power role are way out of whack.
Yeah, if you're playing an A/S tier killer and hard tunneling as a rule, you almost have to be bad not to win 80%+ of the time. It says nothing about your skill if you do, other than that you're not utter dogwater.
I think people really losing their shiz over this dev update are really upset for one of three reasons:
- Going through the bumpy process of learning how to play killer differently might not be fun
- Discovering that they aren't actually amazing at the game and were largely benefitting from busted stuff may hurt their ego
- They main low tier killers
For points one and two, this reminds me of when 6.1.0 dropped and absolutely exploded the entrenched (and largely busted) surv meta. A lot of people said it was the end of survs, and everyone was going to leave. A lot of "cracked" surv players quickly discovered that they were not nearly as good as they thought they were, and there was much wailing and lamentation.
And ultimately the game has been better off for it.
The same sort of thing may happen here, and I wouldn't be sad about it.
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I am a bit scared but mostly excited about these changes.
If you're a non-tunneling, non-slugging killer player, this looks like it is going to be a net buff.
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I'll have to wait until we see the numbers to really gauge things, but for me it seems this is going to reward me for playing killer how I normally do, so I'm not super mad,
I don't tunnel and I don't leave people on the ground for more than a few seconds except in rare circumstances.
The problem is that too many killer players:
1. Can't win without tunneling or slugging2. Think they can't win without tunneling or slugging
3. Think winning 80-90% of their matches is or should be normal
If this update leads to shrinking of the pool of killer players winning 90%+ of their matches down to a tiny handful of the world's best players, that will be a very good thing for the game. IMO, re-calibrating to the point where very good players are winning 65-70% of their matches would be amazing, and taking away the shortcuts to easy domination is the best path to that.
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@tjt85 said:
The devs have been steadily reducing the effectiveness of Survivor stealth with the distortion nerf and the addition / buffing of aura perks. Survivors have already been forced into a more chase orientated play style, more "engagement" with the Killer whether you enjoy being chased or not. The mini BBQ aura reading is more evidence of this direction of travel.
DBD is more cat and mouse than hide and seek these days. I'm open minded about about the changes, but I can't say I'm totally crazy about the aura reading bonus, because it hurts Survivor that prefer to evade the Killer rather than to loop and win chases. But if it means an end to tunnelling as a cheap way to force a win, then I can probably live with it. With a sigh, I will equip Windows of Opportunity and play the Scooby Doo simulator like a good little Survivor.
This was going to be my response. I don't do stealth when I play survivor, but a lot of people do (or did, rather). Over the years, and moreso recently, the devs have introduced changes that make it harder and harder to play in a stealthy manner. At this point, playing stealthy really isn't even an option, with the unprecedented amount of aura/reveal perks and mechanics that are in play.
Survivor players have already been forced (or are in the process of being forced, the very least) into a playstyle.
As you say, it seems pretty obvious what they're going for - a constantly engaged general play style on both sides, because that's what the majority seems to favor. My fear is that it's make the game kind of one note, but if it pushes the tunneling and mass slugging to the margins, it will have been worth it.
Hard tunneling is as much a design flaw as it is a legitimate playstyle, and if chronic tunnelers get their entire approach to the game blown up, I have no sympathies.
But it bears repeating that we won't really know just how impactful these changes will be until we see the numbers.
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You can argue that this update is survivor sided (and I don't think I've ever seen a balanced patch), but the game overall is the least survivor sided it has been in the six years I have been playing. It would have to go much further to even approach the level of surv-sidedness the game had when I first started playing.
But as far as the patch goes, I'm reserving total judgment until the numbers for many of these effects are revealed.
@FabledSpider said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3990130#Comment_3990130
exactly, their whole argument is that that it’s a skill issue if you can’t find anyone. Well it’s also a skill issue if you get caught then, it’s also a skill issue if you don’t last longer than 10 seconds.
If you can't find other survivors in this aura reading/reveal meta, it is a skill issue.
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@ChaosWam said:
I still find it depends on the killer and the map.
That's DBD in a nutshell.
In all seriousness, the game's imbalance comes down almost exclusively to the map imbalance and the wide variation in killer strength.
I'd bet one could predict match outcomes with an insane degree of accuracy with just on the killer/map combo alone. Other stuff matters of course, perks, rng, etc., but the map/killer combo is always going to be strongest indicator of how a match will go.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3987952#Comment_3987952
That perk is crazy good, probably one of the most underrated perks in the game.
Not one I personally use much, but it has a ton of really achievable potential.
Lucky Break is the one perk that almost never comes out of my build(s). Unless you take the hit in a dead zone, it's almost a guaranteed chase win. And unless you don't get hit or get hit in a dead zone, you will get value from it.
@sizzlingmario4 said:
Pretty good list overall, and I very much appreciate finally seeing a tier list that appropriately lists Clean Break as a good perk, I run it a lot and it's massively slept on imo.
Specialist belongs in the category with the other chest perks, if chests were buffed it would be much better.
Prove Thyself should be in decent. It's not what it used to be, but I don't think it's undertuned.
DH/DS/Windows of Opportunity should all be much higher.
Empathic Connection should be in very good. 35% heal speed is quite noticeable and the info is very good for your teammates, not just to get healed by that person but also in chase for example as if I am injured and someone else has the perk, I know which generator they are doing and can avoid taking the killer there.
I think Lucky Break should be a tad bit lower. It's good, but I don't think it's consistent enough to fit in with all the other meta perks at the top.
Cut Loose should be in the bad category. It is way too restrictive and difficult to use, the duration is too short and the 45 second cooldown doesn't match its strength at all. I was actually really disappointed it didn't get a buff when a bunch of the other survivor deception perks got cooldown reductions a few months ago.
WoO and DH are wildly overrated by many. I think they're well placed. DH is the ghost of the rotting corpse of what it used to be. Even in the hands of good players, getting value depends largely on the killer making a mistake. DH used to be the bane of my existence when playing killer. Now it's an easily baited afterthought.
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@DigitalisObscura said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3988127#Comment_3988127
Yet Legion warps the entire mode around themselves. Yes, Oni is the best pair with Legion. But who's the best pair with Wraith? Legion. Who's the best pair with Blight? Legion. Wesker? Legion. Spirit? Legion. Nurse? Legion. I think the only killer you could make an argument for that isn't best paired with Legion is Hillbilly because ideally he should be chainsawing healthy survivors. But even then, Legion is still going to be one of the better pairs there.
If they specifically block Legion from pairing with Oni, then it's just going to be Legion with Wesker as the most common duo. And the frustration there is still Legion.
They need to just accept that 2v8 is a game mode that shouldn't include every killer and remove Legion. Commit to never adding Plague and Ghoul. And pretty much everyone else is fair game to include.
Yeah, Legion pairs well with just about all the other killers, but Oni in his power is probably the most powerful killer in the game (if the player is skilled with Oni). Pairing Oni with Legion is uniquely oppressive. With the other killers, to make real use of the Legion, the other killer will have to trail Legion around, and pairing up like that is not the ideal way to play killer in 2v8.
With Oni and Legion, there is pretty much going to be tons of blood orbs laying around all over, and Oni can spread pressure while vacuuming them up and living in his power pretty much all match.
I've been playing surv pretty much exclusively in this and the last 2v8, and the only matches where we really just got mercilessly stomped were Oni & Legion matches.
Don't get me wrong, I'd be happy if Legion got benched from 2v8. But the only time I feel oppressed by their presence is when teamed with Oni.
And I totally agree about Plague. Plague in 2v8 cannot happen; it'd be far worse than Legion.
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Legion is annoying and tedious, especially since the usual strat (don't heal) doesn't really work, but I don't think they should be removed from 2v8.
However, I don't think Legion and Oni should be allowed to queue together, and I don't think an explanation is needed.
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@Mandy said:
We will have some adjustments to Clown during the next PTB in early September, which is right around the corner now.
Hopefully the changes approximate a full reversion. There is nothing much salvageable among the changes that were implemented, it was basically a rework to give lobotomites a killer to play
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3984964#Comment_3984964
The system is meaningless. While you cannot facecamp anymore, facecamping was never good to begin with. And even with the AFC you can be so close to the Hook as Killer that you are easily there before the Unhook happens to at least get a trade.
I recently (like a week ago) watched an Insidious Bubba camp basement (yes, in the year 2025) from just outside the anti-facecamp radius and my teammates just throw themselves into it repeatedly.
The best part was that the very next match was against the very same Bubba player and my new solo queue teammates fell for it the exact same way. The best part was in the second game I was hooked first and was running Kindred + Open Handed and they still came for me, which of course got us both hooked, and then it happened again.
So in a world where most games have teams at least partially comprised of solo queue survs, one could still get decent returns camping. Even facecamping could be effective for this reason.
I think we can all agree the anti-camping measure is useless against good killer players. Proxy camping has always been the way to go, and unfortunately that's probably too complex to address.
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@100PercentBPMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3985464#Comment_3985464
I always mix them up; is it spooknjukes that's the toxic one, or was that spookyloops? I faced the toxic one I genuinely thought his face camping GF was a bot
I wouldn't call spooknjukes toxic (camping and tunneling aren't toxic), but his tactics are often pretty lame.
SpookyLoopz is actually pretty good.
But no one deserves threats for calling people out on their actual, verifiable, BS.
@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3985400#Comment_3985400
they can start by permabanning RC for funsies. he's one of the primary enablers of this nonsense.
RC is a god-tier gimp and deserves to have his accounts nuked. The only things he does is rage bait and get absolutely decimated in debates.
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@PigWithTvs said:
not to sound annoying but the devs made it very clear VC will never be added to dbd
This, and if you take a step back and look at it for even a minute it's pretty clear why. The language issue alone makes it a non-starter.
And as long as people have Discord, there's no huge loss for those who want it and can actually make use of it
The most we'll ever see in terms of built in comms would be a basic text wheel or something. Integrated VC isn't a thing that is going to happen.
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It would be really bad. I mean built in voice chat is a bad idea in and of itself, and making it audible to the killer would do two things:
- Render it kind of pointless for coordination
- Encourage its use to BM/taunt the killer more than for teamwork
Seriously, it would be like a dream come true for people who fantasize about talking smack to the killer, but not much good otherwise. I mean I consider myself a good sport and I say things out loud during a chase I wouldn't want the killer player to hear, and you know a lot of survs would be intentionally really nasty, and it would be near impossible to police that stuff.
And that's on top of the pile of reasons build in VC would be a bad idea
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No chance. People would just use any instance of seeing someone in a locker to blame them for the whole match, sandbag, or BM. Some people just hide, but there are a number of valid reasons to be in a locker, and we don't need people making their own judgements based off a HUD icon.
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@Hanuka5 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3982209#Comment_3982209
Yes they had no teleportation perk.
What about their ping? Survs with extraordinarily bad connections will do that as well. Anything north of like 200-300 and you'll start to see some interesting things. I've run into survs with 1000+ ping and it's wild stuff lol.
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@thrawn3054 said:
Do gens if they camp the hatch. They can either camp the hatch or come after you.
This. If the killer is just gonna give me free gens to do, I'll do them.
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Having all the survs spawn together makes killer easier. The last thing you want as a killer are the survs all on different gens right at the beginning of the match - you want them together.
Also, if you're running Lethal Pursuer like half of killers are, you can cause chaos for the survs early if they're all together. Good survs are gonna want to spread out asap, so having them spawn together wastes their time.
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@PizzaDweet said:
Title. I'm sick and tired of the same killers on repeat. When do we actually get proper reworks/buffs for weak M1 or M2 killers? I can't stand seeing a The Ghoul or The Blight any longer.
I miss the time I get to face Ghostface, Nemesis, Michael Myers, Trapper, Chucky, Doctor, Bubba, Deathslinger, and Onryo.
GOD I miss BUBBA!!!
The solution to the monotony of facing the same killers is also one of the first things BHVR needs to do if they want to balance (relatively) the game: Nerf the S and high A-tier killers and buff the C and D-tier killers.
Not only is facing the same killers boring AF, having such disparate killer power levels make it impossible to make sweeping balance changes. The other issue is of course map balance.
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@BugReporterOnly said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3979251#Comment_3979251
Console players can mess around with their TV settings so filters aren't as bad as you are making them out to be.
Not to the same degree, and not as easily. I certainly wouldn't jack with my TVs settings just to play one game. You'd have to spend a lot of time screwing with your TV settings to get even a loose approximation of what you can do with ReShade.
People using filters to give themselves any kind of advantage over the stock game is tantamount to cheating, imo. Sure, some people do it just to make things look better, but many do it to certain elements stand out more, which is gaining an advantage.
DBD is a mess in a multitude of ways, but one thing you can't say is that it looks bad. People making it look worse and claiming the opposite are fooling no one.
The game is imbalanced as hell regardless so I don't lose any sleep over it, but I don't take the results of people using shaders and filters seriously. -
@kosaba11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3979688#Comment_3979688
I'm a Clown main, yes he's OP - always has been. He's always been one of the hardest Killers to face - the only people who thought he was even remotely weak have either never faced him, or just suck with him.
Clown isn't OP and never has been. He could be a monster in 1v1/looping when properly played, but was abysmal at applying map pressure and defending gens. That's big part of why the yellow bottles became a thing to begin with.
He is (or was) great at stomping bad-mid-tier survs, but really good survs would take your lunch money.Now he's just braindead, the killer version of holding W.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3979150#Comment_3979150
Exactly. The same people who usually say that Nerfs happen too quickly and that players have to adapt were those who now wanted the Fog Vials nerfed ASAP. And the Devs really should have waited a few more weeks instead of nerfing them at the first opportunity AND announcing a double-nerf as well. Obviously games would be full of Fog Vials for some time, this is simply new toy syndrome. And as long as the Item is not even close to Medkits or Toolboxes, there is not really a reason to nerf it. Yet they did.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3979166#Comment_3979166
I got one with Dramaturgy yesterday and the Nurse I was going against was not really impressed or bothered by it. (It also had the Visceral Add On)
TBH when playing killer, I wasn't particularly impressed or bothered by the vials before the nerfs.
But if nothing else, it will suck if people stop using them because I just liked seeing something different, even if they're largely ineffective (granted most survs just don't use them optimally).
And I agree the nerfs were implemented too quickly.
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@PigWithTvs said:
I
don't understand the point u are trying to make OP
literally killer mains said don't touch clown
are u just fueling the whole us vs them thing again or what?
Yeah, by and large killer players did not want these changes, and loudly opposed them before they went live. Especially Clown mains.
I am not a Clown main by any stretch, but he was in my rotation. Not anymore. He's braindead now.
The Clowns we're seeing more of now are players who almost certainly used other killers but who now sniff a new source of cheap, boring wins.
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@AbsoluteMeghead said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3977950#Comment_3977950
Half the killer roster should've never made it in and are not fun to play against. You are just biased.
Out of 40 killers, I'd say four, maybe five, are actually OP or just generally miserable to face.
But the issue with the vials isn't that they aren't fun (I actually like facing them more than using them, as most survs just pop them and immediately die), it's that no item that every surv can bring should have infinite uses. I don't feel like that should be controversial.
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I'm not sure about everyone else, but in my experience fog vials suck in the hands of most survivors. Most seem to think they're cartoon ninja who just disappear in a poof when they use them.
Like if you use it when the killer is on top of you, it does essentially nothing
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@CompetitifDBD said:
https://forums.bhvr.com/dead-by-daylight/discussion/453169/deathslinger-drop-item-tech
Thats more of an exploit than a tech icl
Don't you know anything you do in DbD is a tech? Make it easier to pretend this game takes skill and isn't just a grab bag of rng, design flaws, and exploits
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If it results in BHVR being clearer and more consistent in how and when they use the killswitch in the future, it was absolutely worth it,
For me, the issue was bigger than Streetwise, it was about how a powerful tool (the killswitch) is used. Because it sure seemed like it was almost arbitrary.
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@Brimp said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3977174#Comment_3977174
That's a name I haven't heard of for a while
Gone but never forgotten. I still can't look at Laurie Strode without having a flashback to one of their inane rants
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@Coordi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3976884#Comment_3976884
Respectfully, considering how long it takes to even exploit the bug, it isn't affecting games enough to meet the criteria. I am not discounting the frustration or feedback about how it is being used. However, until it is gamebreaking, it will not receive a Kill Switch. It is a nuclear option.
Can we just admit there are no killswitch "criteria"? I mean based on the wide array of reasons things have been killswitched historically, there clearly aren't firm, consistent criteria here.
Other things that were far less "game breaking" have been killswitched.
I know you're just the messenger here, but this response is an insult to the intelligence of the community.
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Is it allowed? Yes.
Should it be? Well, that's a fair discussion to have.
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@AbsoluteMeghead said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3975748#Comment_3975748
Your right, the unique ability for nurse, ghoul, blight etc should be removed and make them more like oni. It does not make any sense they should be able to refill their ability passively.
Except there's only one killer. Four survs (potentially) bringing an annoying item that recharges passively (and relatively quickly) is a bit much. No other surv items recharge passively, and none of them should.