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TicTac

TicTac

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TicTac
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  • Therr are many strong perks, which never get used. No communication in solo que is really problematic and many players also dont have the experience/game sense to know whats happening.

    Its even a pain to use deliverance. I need to unhook instantly into the killer to get value.

    A good example was Buckle Up + FTP. Rarely someone used it at the start and it also failed bc people crawled on the ground. Then it got used more and more and even randoms started to expecting it. Was still an insane combo from the start, but so much stronger if you were atleast a 2-man-swf.

    But yh really good players dont use those perks if they play for real. They want perks which help against s-tier-killer. Not perks, which make it easier against the rest of the rooster.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3938246#Comment_3938246

    Well,

    A) it's a pvp game. So playing against a team that is entirely bots is not DbD. I've said since they announced bots that the game should just end of the other team is all bots. I don't remember if this has been fixed yet, but I consider it a gigantic oversight of the bot system.

    B) killer bots don't exist. They would have to code the bot independently for each killer. This isn't like survivor ai, which is independent of new releases, and the bot doesn't care which skin it has. The tutorial trapper is the only thing in the game like this, and it's not ai, it's hard coded to teach a new player the game with a very specific outline of what it should do.

    1. It shouldnt end. You can already quit immediately (but that should be changed to a win). Otherwise survivor could deny achievements/challenges.
    2. More killer bots do exist. Every killer in 2vs8 can be replaced with a bot.
  • @KA149108 said:

    Id argue that being able to down 3 survivors in one sweep is pretty BS but 🤷🏼‍♀️

    Yeah and dont forget Pyramid head. He can instadamage 4 survivor with one attack. Thats completely unfair for survivor.

  • @MaTtRoSiTy said:

    In part, simply because they are out of ideas as in many ways they have already done everything good. So to keep selling new DLC they have to come up with variations on what has already been done but the trouble is in reality they often end up very unfun to play against.

    Pretty much every killer I loathe versing is from the last couple of years.

    I miss the early days of mostly M1 killers, I really hate killers like Knight or Twins etc that all but eliminate the fun part for most of us long term players - looping

    Its a fine line. On the one hand you have killer which just down you and one the other hand you have killer you can loop for two minutes if you play it safe. Then theres obviously maps, perks, addons and player skill.

    Its fun to loop an ok nurse, but throw aura perks or a strong nurse in the mix, and it can get annoying.

    A fun killer should force 50/50 and constant good plays to stay alive, but that can feel awful if you lose two in a row or your team doesnt use the time for gens.

    But the worst killers for me are the ones, where you just want to prerun, bc nothing else helps.

  • @ObsidianButterfly said:

    Take a look at the fate of Skull Merchant if you want an answer to that. She was unfairly persecuted for doing something unique and different and requiring more than a single brain cell to deal with, and now is the absolute worst killer in the game.

    We aren't allowed to have nice things anymore. Just dashes and projectiles. BHVR is basically telling people that if you don't like those particular play styles, you should just quit.

    Well, thats not quite true. The problem was that survivor hated her, so they didnt give the rework a chance. Its really hard to change that, but maybe the next alteration + the go-next-prevention will fix it.

    But aside form that one problem with complex killer powers is that the game has an abysmal amount of guides. Casual players will not look up an video on youtube to counter one specific killer.

  • @JPLongstreet said:

    Many players wish to 100% their games, and collect achievements as they are added to the game. Plus with the anticipated player count increase with Springtrap's chapter you can bet those players will try for them as well.

    Honestly, if some new player tries 100%, he will understand the "horror"-tag for dbd.

    There are a few challenges, which can suck out the fun of gaming forever. Not even counting the "i need to bribe the survivor challenges", the one "once when the moon is full, the stars aligned and now you have a 5% chance" or even only every adept challenge.

    I quit achievements after doing some useless, time-wasting stuff in another game (did a lot of 100% but then i thought about why i started to play games. (Dont get me wrong i love clean numbers, but are we really so easily manipulated to do dumb, tedious tasks?).

    And not to forget: many challenges are not fun for the other players in the match either.

  • Rpd is highly survivor-sided, but only if the survivor know what they are doing. So RPD without a map offering fairly balanced, with one almost unwinnable.

    The key in RPD is prerunning, it wastes too much time. There are only a few killer, who can deal with it. Also some killer can make camping a hook really strong when they lock down the middle.

    3 genning works with killers like Singularity, but other killer need uncoordinated survivor.

  • Please no. Lets wait for bulk spending. Right now i have three choices:

    • Stay at 5mio and lose bp
    • Spend bp between matches, cant do anything else
    • Spend everything at once. Takes ages, you can watch/do something else, still annoying.

    Right now i spend my bp, but with bulk spending at the horizon, i gladly have my next bp-event (Anniversary hopefully) after that.

  • @turksmall236 said:

    We're not getting outfits due to tunneling/lobby dodging issues, the next best thing would be a badge and banner

    @Coffeecrashing said:

    I thought BHVR hid prestige’s levels specifically because there were too many lobby dodges happening because of it???

    Why would they give players stuff that can be seen in lobbys, so people can lobby dodge the P100s again?

    I also dont think it will be cosmetics, but it wouldnt be bc of lobby dodging.

    You can choose to use a cosmetic, but you needed to show your prestige level. Legacy and even some shop skins get also dodged, also player names and most important: if you dont choose to hide your profil, the killer can check your hours.

  • Seems like nobody is biting. But that happens when the bait is too obvious.

    I mean it doesnt matter whether the last kill is by hook or mori. So its kinda pointless to argue. You can even quit right now without a penalty after you are downed as the last.

    You should have complained that the last mori increases slugging for the 4k. Idk if thats the case but its always a good starter for the debate: is slugging neccessary or is it only for being toxic.

  • Mentality is really important. There are two genspeeds in the game. The normal one and the real one.

    The normal one is often seen in public lobbies. 40 sec into the game, one guy gets chased, one is doing gens and two are doing nothing, chests or dull totems. Then there are things like ignoring gens bc the teammate lasted not long enough in first chase etc.

    The real one, when everyone does gens, is sometimes so different, that you would think they had really strong toolboxes.

  • @Haseyana said:

    First of all, if you get a mori every match, I'm sorry, but you are not at high level, or you are in one of her best maps, because condemn is the easiest thing to avoid, just pick a tape, and chill repairing, and you can go traveling and shuting down tv's and deliver your tape removing your condemn, and her mobility in the process.

    Even tho if you got the miracle of puting someone on full condemn, it will cost you like 2 gens to down him if they are efficient, because you don't have power chase at all, and at this point, the game is pretty much over.

    And I'm not saying I never have any tv's, I have some, but if they pick their tapes on their gens, my tv's are useless because they don't inflict condemn and I have to travel to their gen with the turn off tv and they will prerun because Sadako have a nonesense lullaby.

    If you say that is your experience, I can't say more, but, again, when you face really good teams, you are gonna be powerless.

    I have quite some experience as killer (4k hours and a good winrate so my mmr should be over the cap).

    I agree with you that sadako will suffer against 4 good players. I personally counter her hard as survivor.

    But she is not the second weakest killer. There are many other killer who share the same fate. You dont have a chance against 4 good survivor who dont mess up badly. But there are not that many teams like that. So there are some unwinnable matches and on some days you get three in a row, but its not the majority.

    So there are many killer who would deserve buffs. And there are also killer who need nerfs. And new killer every chapter. A lot of work. But Sadako has another problem. She is also in the category"noob stomper". So even in her current state with the easy counterplay (turn off the tv next to your gen), survivor struggle a lot. And not only beginners, even decent survivor do not want to learn. So buffing and upping her pick rate would be a problem. Then she would be the next forever-Freddy, Skull merchant, Kaneki etc. A killer many play, but is hated by survivors. Not good for the game.

    And the stats/facts are important, but player feelings are also a deciding factor. Thats why we had nerfs which do only a bit to the strength of the killer, but decrease the pick rate by a lot. Bc if almost nobody plays them, its not a big problem anymore. If Singularity would become popular, a lot of survivor would complain and he would get nerfed.

    Tldr: Sadako is fine in normal matches. A top-level-sadako would do more harm than good to the game, bc she destroys weak players. A completely new power could work, but then you can just play a different high-tier-killer.

  • Nobody thought about killer powers. Some killers have huge advantages, some minor and other struggle hard.

  • @biggybiggybiggens said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3910279#Comment_3910279

    Well I brought up the forced Crawler Mode switch annoyance as I make sure to bring it up anytime I get the chance. I just don't see the point of making us switch. Always thought it should be a choice.

    I think its to not confuse newer players.

    Survivors get the info if the tail attack is ready and whether it makes sense to loop to flame turrets. If you could switch they wouldnt know if you are on cooldown. There would be some other options like with oni.

    Killers have one less button and understand that (from a meta viewpoint), they should always be in crawler mode.

  • @danielmaster87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3910093#Comment_3910093

    "Only buffs" when the attack takes longer, making it even more reactable.

    No. We are talking about the transition from two-leg-mode to crawler-mode. That has nothing to do with the last patch.

  • @100PercentBPMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3910087#Comment_3910087

    Now I'm almost afraid to ask since ive played this killer a lot...do they slow down entering crawler mode?

    No, you are just harder to see and get a smaller terror radius. And obviously the tail attack.

    So you get only buffs.

  • @SomeGuy1246 said:

    DBD is the only game where you could be the most cracked survivor in the universe and still get no more than 50% escape rate in soloQ so yeah soloQ is soloQ and that's it.

    Its true that there are many unwinnable matches, but on average you can easily push above 50%. Hens333 did it and while hes certainly in the top percent theres still better players.

    But yh you shouldnt expect to win any match alone.

  • Funnily enough, good players would be better without the auto-aim. I have seen many players hitting an already injured survivor, when they want to swing next to him.

  • @Rogue11 said:

    Is it too much to ask for your opponent in a pvp game to have to actually, you know, AIM?

    https://us.v-cdn.net/6030815/uploads/W3P2DDRW5JWT/image.png

    I dont know. Yh it can be annoying that you cant do anything against it and its kinda an insane play to avoid getting hit. But i personally see it like plague or legion. Injury is free.

    Now is the question: is the kit balanced around the fact that injuries are free?

    Problem 1: Map mobility + free injury = strong camping Two man safe is free, but solo que can be difficult for that.

    Problem 2: Noobstomper. Well he is a stronger legion and people complain about them too.

    What are the arguments for the free injury?

    Console or players with less mechanical skill on pc need assistance. The devs even tested the no-autoaim-attack and decided against it.

    So in the end one side will not have fun. Except good players and luckily the matchmaking is good right now. I get rarely people who go down fast against the ghoul. And after switching out Finesse and Dramaturgy, i can use my perks again.

    If they make the chance it will be the same for good players (bc they will still land the hit), but Kaneki will go extinct in lower lobbies. So pick your poison. As long as the next popular killer isnt Skull 2.0 (not the rework), im fine with both.

  • @MoZo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3904031#Comment_3904031

    don’t be shy, share! (I’m having a rough time versing Ghoul and need all the help and tips I can get lol)

    Resi is a lot better than finesse against the ghoul. The amount of missed attacks im getting is really nice and makes some pallet with checkspots really safe. Also makes it most of the time pointless for him to vault over a pallet bc he will not get the hit.

    And you can do faster gens if the ghoul is proxy-camping and only injuring everyone. Also nice to use it with a 99% heal (medkit), so the ghoul doesnt use his power and you then heal in his face.

    I also play with object of obsession but thats just do get the chase bc its funny to loop him.

  • @Rickprado said:

    I do, but i like the most when facing a killer i'm a main, so i can test out the tricks people do with me in matches haha.

    I also really like to play against my mains. Sometimes i know what they will do before they even think about it.

  • @HeroLives said:

    looping is okay, mostly I enjoy counterplay Strats

    What do you mean?

  • He is not that weak. Yh not the strongest, but on a decent level.

    Bubba is so easy to loop bc most players mindlessly chainsaw every dropped pallet. But he can do a lot more. Its not easy and you could invest that time in a stronger killer, but its there.

    Look up SethGameon for example.

  • Its not specific for DbD, but i have a three game rule. That means i always have 3 games to play, so i dont get burned out with one. Sometimes its more ganes, other times i play only one the entire month, but i have always to backup-games.

    Same or other genre doesnt matter for me, but if you want a game similar to dbd, its difficult.

    Specific for dbd:

    Dont expect to win as solo survivor. I try hard (i dont use strong items), but 3 random mates are just too random. So a loss is whatever.

    Enjoy the chase. Im the guy who plays aggresive in a 2vs1, bc i want the chase more than the hatch. But please do gens, i hate survivor who just run after the killer. So if my team goes doen fast, i atleast can have a long interesting chase, bc all the pallets are still there.

    Switch builds. Doing other things (Head On-build etc.) feels fresh. You can combine them with simple goals like: Disappear midchase with Quick&Quiet, heal with Inner Strength and if the killer finds you Head-On.

  • You can do that, but nemesis has already a good way to deal with windows. Survivor need quite a lot of distance to not get hit by the tentacle.

    What could work, if it isnt still bugged: Game Afoot.

    You could also use enduring, so you respect no pallet and they need to drop.

    But i will say it right now: good survivor will make you suffer. Enhancing the already strong chase power can feel nice, but then you dont cover his weak points. They will prerun, spread out and do gens fast. You need a lot of time to cross the map, you dont have info, cant get close without them noticing and you dont have many slowdown perks (you need time to reach Tier 2/3).

  • @HerInfernalMajesty said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3898151#Comment_3898151

    I can’t believe the intricacies of this game.

    Extra-tip: you need to hold shift for a fast vault, but you can stop holding it while in the vault animation. With that the no-shift-time gets extended.

    🤯🤯🤯

    Yh there are a lot of little tricks in every game. Some are known, others are rarely talked about. Like short-swing into palletdrop or insta-momentum shift.(when you bump into an object as killer, you dont lose momentum while changing directions)

    Shift-tech is not easy, but you can revive old infinites with it.

  • @HerInfernalMajesty said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3897245#Comment_3897245

    Oooooh how interesting. Thank you for clearing that up.

    What is shift tech?

    Simple said you dont use shift (the running-button) for a time while the killer sees you and bc of that the chase ends. That means windows dont block and the killer loses bloodlust.

    Important: its about the button not the running. So if you stand still and press shift, a chase starts.

    So how to you use it? Not running would make it easy for the killer to catch up. Thats why you use it on loops with long walls (like Shack). Jump through the window, walk around the corner and when your out of sight, start running.

    Extra-tip: you need to hold shift for a fast vault, but you can stop holding it while in the vault animation. With that the no-shift-time gets extended.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3896554#Comment_3896554

    I am not talking about Killers picking up, but Killers swinging through Pallets.

    Ah Interesting, i always think its just connection. But there must be something. A short swing moves your hitbox immediately, thats why good killers use it against pallet campers.

    in K Comment by TicTac
  • @HerInfernalMajesty said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3897071#Comment_3897071

    I thought this too but I’ve had it where some bots go back and forth and the window never gets blocked for some reason.

    The reason is that you lose chase/or have no chase. If the chase stops the window will never block.

    That happens because you dont see the survivor running for a time/ dont see him at all. Its similar to the shift tech if you want to know more.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3896497#Comment_3896497

    To be fair, sometimes you cannot drop the Pallet despite mashing Space. I have the suspicion that if the Killer lunges their position at the end of the lunge is determined when deciding if the Killes is blocking the Pallet from being dropped or not.

    The killer has no collision when he picks up (or atleast had a while ago). So if you are a bit earlier you can reach the pallet through the killer, but if you are there at the perfect time to drop, the killer hitbox blocks. And the hitbox is weird, im next to the pallet and cant drop it.

    But i think you can always not drop it, even if it looks like it, the only reason you can is because you clip through the killer if you move in while he picks.

    in K Comment by TicTac
  • That would be a good option, but they probably scraped this concept when the removed it from ruin.

    Right now i would wait for the anti-tunneling-mechanic first.

    Otherwise you would need to change the perk massive without a reason. Why massive? Bc while its annoying that the killer can kill one first and then get value, it would also be annoying if the killer cant find the last survivor for the strong effect bc they are hiding.

  • Dont wanna be that guy, but a perfect game is 40k not 32k.

    About gaining bp: yh its kinda stupid that survivor get less bp than killer and they are forced (if you get chased you cant get gen points). But i also dont know the reasoning behind it, bc the devs did a lot for bloodpoints (bloodweb change, cap from 8000 to 10000 etc) and apparently are willing to do it, but they never touched the subject for some reason. (Maybe too few killer when the best way for bp isnt killer?)

  • Yh its just different times. I started 2018 and it was really easy then. After i had every perk i started to level every killer to prestige 3. And bc offerings got deleted with prestige, i always used every killer.

    Now i dont even invest time into new killer, bc there are many other killer i didnt play for a long time.

    But it also has some upsides:

    • im fine with underwhelming killer bc there are so many killer to play (even with similar playstyles), so its ok to have killer who cant compete against good survivor
    • I always have "new" content bc i just cant keep up
    • its really great to meet another main of a niche killer, feels kinda special

    But missing out on interesting killer is a bummer. So i started an experiment:

    I play ever killer 5-time, track the results and how much fun i had. With that i will decide which killer i want to play more besides my 8-10 mains.

  • @CountOfTheFog said:

    No, some players spent a lot of BP on them over the years. Back when Stranger Things was leaving, I used a Hawkins offering every single game until I was out.

    Let people have their fun with the time that is left. There's always sacrificial wards.

    I personally would like to see the map offerings retired and some sort of BP compensation. Only a 20% chance? Not worth it. Virtually nobody will use them and if they stay in the Bloodwebs, we'll be forced to spend BP on them.

    I personally love map offerings but I have to look at the broader playerbase and acknowledge they are problematic.

    I think the maps and Sac Wards should be retired.

    Edit: Or just compensate by giving us Bloody Partystreamers in exchange for our maps. Since maps turned out to be so divisive, let's have the one offering that doesn't upset anyone but still impacts all players in a positive way.

    It would already help if they change the rarity of party streamers or map offerings. Its just too many green items. Maybe bulk bloodpoint spending will get a useful feature to help with that.

    But im curious: you have many posts, so i assume you played DbD a lot. Do you really have a shortage an items? I cant run out of things and just dump all bp on a character to get prestige 100. If i wouldnt be so dumb to enjoy a higher prestige number the amount of bloodpoints i get would be far too much.

  • There is no matchmaking, i think. So you need a mate bc randos wont be good.

    There are many god loops (which is fair), but that means the best way is to work together with your teammate. Not always, but on some points you will lose too much time otherwise.

    Maybe im wrong but thats from my experience of only playing survivor and only losing twice while completing every challenge.

    in 2v8 Comment by TicTac
  • You mean all the comments about how stupid the opinion is, that you probably have less than 100 hours etc. are not worse than downvotes?

    I understand where you coming from and this feature isnt really neccessary, but in my opinion we need to have a line between harassment and criticism. If we block everything out, it isnt a solution either.

    Removing it wouldnt hurt and is probably better but just because it would be more work for the mods.

  • There are problems with some suggestions:

    • Pre game lobbies now last 2 minutes

    Seems insignificant, but after some matches that sums up quite a bit.

    • All players names are now hidden in the pre game lobby (this is to prevent tunneling the weak link, or the person with the least hours. This is a big contributing factor to the casual experience)

    Could do, but how about hiding everything? Otherwise people tunnel for outfits.

    • The killer is picked in the pre game lobby, and can be switched before a lock in timer of sorts

    Not possible bc of MMR. I dont want to try a new killer if i need to play on the same level as my mains.

    • Survivor item types, rarities and number of add ons are revealed to all players (this is a feature on mobile, essentially being ported)

    Good idea.

    • The killer being played is made public to the whole lobby (This change i feel makes sense since most killers are revealed at the start of matches anyway

    No, far too strong. There are many ways to hardcounter a killer

    • When it comes to lobby dodging, a lock in timer would prevent all players from leaving a pre game lobby at a certain point, meaning that no matter who the killer picked to play, the survivors and killer must play it out)

    Those people dont care and close even the game for that.

    • Survivors who haven't played against the killer 3 times at least will get a notification directing them to the killer's power breakdown. For reworked killers, this prompt would reappear the first 3 times, for example with Freddy's rework

    Would be helpful.

    • All killer power breakdowns are available in an experience journal (this would track whether you've seen a certain killer and how many times you've encountered them and your escape rate against them)

    Also great.

    • Bloodpoints are no longer spendable in the pre game lobby (incentivise instant readying with regards to killers being known to everyone. Survivorswho care will likely modifytheir builds to combat the killers power)

    Could work, but then i can do nothing while waiting if someone else is not ready

    • Bloodpoint cap is removed (compensates for no more spending in the pre game)

    Would be great

  • @Darkage said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3888282#Comment_3888282

    A workaround to this could be to only show you the killer once the perks are locked in? I like ops idea, but you could just choose the counter to whatever you're going against, like if you can see the survivor's items/addons and rarities, and they have a sabo build, just switch to a knockout build. Neither of these builds are healthy for the game either, and being able to predict what builds your opponents have and see which killer it is just isn't going to be viable at any level past beginner.

    They have already a notification in the loading screen if you play the first times against the killer. They could extend that for more matches.

    In the end you can never give enough info before a match (i played with newbie friends and there is a lot to explain in the beginning). It would already help if you could understand it afterwards with a tutorial for playing against every killer, but right now you need to check youtube or something similar.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3887000#Comment_3887000

    People who slug the whole team just to bleed them out do this to be toxic. There is no other reason for that. And those will get a kick out of Survivors surrendering.

    Yh i said that it only affects the toxic ones. So that changes dont incentivize more people. The toxic ones do it already.

    So if they get their kick out of the surrender instead of humping me 4 min straight, im fine with it. Bc im gone and playing the next match instead of being stuck.

  • @Aven_Fallen said:

    You are not really forced to go there, you can do Gens. If the Killer decides to camp someone on the ground for up to 4 minutes, you have time to complete the rest of the Gens. (Unless there is a 3-Gen and the person is right in that 3-Gen, but this is another problem which hopefully will get fixed at some point…)

    The second part is very valid tho. The Surrender Option does not fix slugging at all and might just incentivize Killers to go for 4 man Slugs, since it is a Victory for them if all Survivors surrender. So it does not do anything against trolling or that slugging is just a bit too good currently.

    I also dont think it will stop slugging but why should it incentivize killer? If i go right now for a 4-man-slug and succeed, i also get a win.

    So where is the incentive? The only thing is that you dont need to wait for the bleedout/search the slugs. But if someone is so competitive that they go willingly for the 4-man-slug, they dont care about that. They are the ones who hold a 3-gen for half an hour, if that is the best way to win.

    But the ones who slug to be toxic/waste the time of the slugs, are getting punished with the change.

    So this may not solve slugging, but its atleast a bit better then.

  • I dont know, i only played yesterday and did every challenge, but i only died once in 8 matches. Well technically twice, but i gave the kill bc we had a cheater dwight.

    And i wasnt alone. Best result was 3 kills for the killer. Most of the time they got only the bot who ran into a corner.

    I never played RPD and was always playing solo, if that is helpful.

    So with that said: i still think a good killer duo will win almost every game.There are just some tactics and killer + class combis who work really well. But the big question is: do we need changes? I dont think so. That mode is quite casual and if we have enough killer who like to play even if the lose, its fine. Same for survivor. Aura is problematic on Nurse, but some bad players would struggle to find survivor otherwise. And hiding+ searching is quite boring.

    tldr: Balance is not that important, 2vs8 should be more about fun. We dont have matchmaking anyway, right?

  • @solidhex said:

    Sry but 80% of the public games are killer sided. I have 4k hours, i barely lose as killer (noted that i'm not highest mmr on most killers, but definitely on my 2 mains as i'm constantly playing against survs with mulitple thousand hours). It all depends on how sweaty you play as killer. If you tunnel, punish mistakes (like too early unhooks) and bring a very good build then nothing except a very well coordinated swf or a bad map offering can stop you.

    Surv on the other side? I haven't escaped in 10 matches today (except one hatch escape). It doesn't look better on other days either. I'm playing mostly solo, but even when i play with a friend the difference is minimal. I play good builds but the very good builds only work when you play in a swf (StB, Reassurance, Deliverance etc). You're much more dependent on luck as surv (teammates actually playing the game, good map, killer who isn't sweating like crazy)

    The biggest problems are the map changes. Maps are much smaller and 90% of the pallets don't do anything anymore because any killer with experience can easily outplay those 50/50s. Yes, regression-perks are weaker but chases are much shorter nowadays. Playing surv is not as bad as it has been some time before, but it still feels like an uphill battle for me, meanwhile as killer i have a guaranteed 2k every game, even more depending on the amount of mistakes i make and how sweaty the survs play.

    Maps arent that bad, most just dont know how to identify tiles and how to play them. Yh if its Blight or Spirit its hard, but that was always like that.

    But lets take a normal killer with antiloop like new freddy. Had a game on midwich, funny round bc everyone was a streamer (well with around 2-3 watchers) except me. My team got demolished, but then i got a good chase and we barely lost with all gens done.

    So i watched the match on the killer stream and no wonder they got down so quickly. They had good perks and seemed experienced, but they greeded hard, took a hit and ran to a weak pallet instead of a strong one, never predropped etc.

    Midwich is killersided but my long chases were not that hard. No 50/50, no great mindgames, i just ran to the strong pallets/windows, used the double pallet infinite, played clocktower correctly, etc. But half the playerbase does not even know what that is...

  • @HeroLives said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3881697#Comment_3881697

    Not bad, I see where you are going with that and the thought behind it. Sprint Burst not my favorite by any means, but if you like it, then I like it for you. I still think Sprint Burst needs an activation button bc I don't like walking everywhere. That's personal preference though. If you're a walker though Sprint Burst it up.

    With Bloodrush you have kinda an activation button. But as base Dramaturgy is the SB with an activation button. The normal SB with that would be the strongest perk in the game by far.

    Im havent really played with SB in the last two years but walking is just the beginner tactic. Good players 99 it and even use it just go quicker to the next gen. Its kinda hard to use efficiently thats why i prefer other perks.

  • @HeroLives said:

    oh and lithe will take the use over BL if you pair those two if the drop requires a vault because it registered as a vault first so BL won’t go off. Meaning you burned up lithe for nothing while dropping and now you’re exhausted without any of the benefits. So careful, because they don’t work together as well as one would hope in practice. It’s been a while since I’ve done it but if remember correctly that’s exactly what was happening to me testing when drops had vaults like upstairs windows for example. I would probably combo BL + overcome or lithe + overcome for better results as far as not screwing you over in that respect, and yes vigil on top. I’d never pair overcome with DH. Anyways a lot of maps with drops have vaults required to drop soooo lithe + BL probably not the best combo.

    Obviously bc you fulfill the lithe requirement first. You can still slow vault, but yh its not optimal. But i would say this case is really rare. You rarely need to vault to drop down and most of this cases have a normal drop in the vicinity.

    • Perks are really important:
    • • Windows was a game changer for my friends (+Lithe makes them last longer), they also can identify the map border better
    • • Dejavu makes them good Gen players, so they feel more helpful in games (also helps understanding map layout)
    • • Alert or other perks to see the killer make it less stressful (makes it also more likely to not run i to the killer if they hear the terror radius
    • • OoO for you: take more aggro, call out killer position and call out aura perks + addons and explain them

    • you could try a pallet/flashlight safe build, but from my experience it just doesnt work bc they panicking too hard in chase and dont go down under the pallet

    • 2v8 is an option, its less important to be good in chase. But its obviously not always on and you dont learn much for the normal mode

    Private game: play not seriously and let one of them be killer. They can try out perks and its an more forgiving learning experience.

    But you need enough players (one bot is okay) and it can be more frustrating for some if they lose against friends. (Like getting tunneled out bc the killer player wont chase you bc there is no way he can catch you)

    There are always different player types, so this advice could work or not ( one friend got decent after 100 hours, the other was still panicking in chase. Well both quit, but we had fun for some months)

  • It never meant anything. Well, i started playing 2018, so idk what was before.

    But it was always normal that you would win most of the time if you were decent and wanted to win. A team is always only as good as the weakest player and they are mostly bad.

    I had so many matches where the killer ignored me and i could only watch the masacre. But its not only bad chases, its also leaving a 80% gen and never coming back, going down next to the hook etc.

    I even had some matches where someone died at 4 gens and we got 2-3 out, simply bc nobody needed to unhook and heal the weak link (the killers probably thought it was over already and stopped sweating until it was too late, but still)

    Something is just wrong if you get matched with people who cant last 20secs against a killer and you loop him for minutes. (and im not talking about S or high A-tier killer)

    And dont get me wrong im not an impressive survivor player, i have zero chance against really good players.

  • There is an easy option for it. Many years old. Just go into settings (in the game) and change the button for "Action" (Pallet throw, vault, etc.) or "Interaction" (Gens, healing, etc.).

    With the normal settings both have the same button (R1), but you can easily change one of the two. I recommend R3 for vaulting.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3868434#Comment_3868434

    No, you cannot really compare those.

    First of all, waiting for a Survivor to leave takes half the time it takes for a Survivor to bleed out. Then the Killer can still gain BPs when they wait by kicking dropped Pallets, Breakable Walls or using their power. A Survivor cannot gain any BPs after recovering as much as possible. And then the Killer has an option to make the Survivors leave - by going to the Exit Gate. The Survivor has no option to speed up their bleed out.

    Not saying that it is not annoying that Survivors do that. I dont do it myself and I also dont like it that others are doing it. But there are actual options what I can do as Killer when Survivors are waiting at the Exit Gate.

    Yh thats why i said they need to hide next to the exit gate to make it more similar.

    I guess, earning little bp is a viable activity for some, but i dont see the point in it.

  • Imo its fine that you need to force the survivor out. It can be annoying, but other options could hinder the normal gameplay.

    @joeyspeehole youre wrong. Slugging and waiting to leave is pretty similar. If you wait for some minutes, its over and both are annoying. Yh you can end it easier as killer, but if survivor want they can just wait hidden next to the exit.

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3867801#Comment_3867801

    yh they pretty weak, you need the addons for them and the right map and maybe then you get a hit.

    Not really. You will get a hit anyway since there is no actual pallet to begin with. It's one of these things that sound strong on paper until you consider what would happen without the ability, which is the exact same. So it's not even an actual noob stomper ability, since it will only achieve the exact same results as nothing at all.

    I'm fine with the fact that these things can stun you but the fact that survivors can now tell whether or not a pallet is actually real is what breaks this entire thing. Without that, you would have a chance to surprise survivors with them and get a rupture hit that way.

    Thats why i said the right map. In some maps or even on former god loops, it can deny the way. But thats highly situational.

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