Tsulan
Tsulan
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- Tsulan
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Don´t worry. I´ve seen a ton of p100 potatoes. So it really doesn´t mean anything. It might take some time until people realize that though.
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@The_Krapper said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3523428#Comment_3523428
What's bad is the whole community voiced they weren't happy with the playstyle for either role because she is a terrible design and the devs took all the feedback and STILL released her in that state, it's hard for them to argue they take all feedback into consideration after allowing something like this to happen
Yes, they could have postponed the release. Or at least said, that they are taking the feedback and looking into a change. But then again, i remember the Freddy release years ago. Where they acted on the feedback and nerfed Freddy not even a full week after his release.
But this seems to be an exceptional case. As i think no one would argue for the Skull Merchant. The whole community had the same opinion about this killer.
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@mizark3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3524182#Comment_3524182
Region: Maybe, I play West Coast NA, and you can tell when someone 8 timezones over is VPNing over. It is both insane lag and playstyle being very different.
Bug abuse: Are you telling me you can't recognize bug tech? That isn't the only bug, but the most common one.
Hated Killer: Some people aren't here to sweat (Nurse/Blight/Spirit), some don't want the match to last 30mins minimum (SM), some have emetophobia (Plague/fear of vomiting), some have Nausea issues (Clown gas disorientation), some have seizure sensitivity to lights (Doctor), and more. Each of those cases leaves ~30 Killers still, or more than 95% of the game. I've been playing Decieve quite a bit and they only have 4 maps, and if I'm tired and get a bad map too many times in a row (looking at you Diamond Spire) I call it for the night (although you can tell map from the lobby to be fair). No point in playing out something you aren't going to enjoy.
DC 5%: To be clear I said it affected less than 5% of matches. Its happened when the Kindred teammate sees me going for the rescue, but the other 2 teammates are pressing 2 in the corner with each other having never touched gens for the 2 minutes the hooked Survivor was in chase, meaning that was a lost match and the kobe didn't change the outcome. Same when I've had 6 hooks at 5 gens as Killer, and a Survivor entering chase on death hook DCs instead, didn't change anything. But when there is 1 gen left and all other instances where it is anyone's game to win, less than 5%. The vast majority of DCs/Kobes (I've seen) are when the match is at a foregone conclusion and they 'shortcut' to the end. A small percentage is completely out of the blue.
EU here. I seeing quite some people from asia. They still have decent ping though. With a few exceptions.
Bug abuse. I still don´t know what you are refering too.
Hated killer: had a daily to get tier 3 evil within 4 times as Myers. Got to tier 3, downed a Meg that was feeding me and she instantly suicided while i was at the other end of the map, chasing Ace. Who also suicided instantly, while i was busy chasing Mikaela. I have literally no idea why they would suicide. I didn´t tunnel, i didn´t camp, i didn´t do anythig scummy. Makes no sense to me.
Again, lucky you. I see this far to often. Earlier a saw a clip from Otz, where 3 survivors disconnected at 5 gens before he even found the first survivor.
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3524463#Comment_3524463
It doesn't take that long to reach T3 with just Tuft of Hair. Tuft of Hair requires you to fully stalk 2 survivors worth of evil.
Plus Myers has access to perks like Corrupt and Deadlock to stall out gen progress. You'll likely lose early gens as Myers, but it won't be all 5.
Good points. Its just, that i see these threads and most of the time someone was feeding Myers during the match. Myers Terror radius is massive on tier 3. More than enough time to hide in a locker or simply run.
He has his problems. Just like he can get infinite tier 3, he can also run out of evil within to draw. Its just one of those Billy situations, where i don´t want Myers to be changed and turned into... meh. Because he already isn´t a A-tier killer.
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@Vinyl_vs_World said:
I just want to hear how this is even slightly fare? Or what your even supposed to do agents this build? Cause I’m at a lose for how to even deal with that?!? But let’s nerf more survivor perks right? Let nerf stuff that only gives you like a 4 percent boost to thing for survivors, but let buff all the killers? I’m so sad to see how this game has gone from being balanced to just nothing you can do agents a killer with the right perks and addons. There is literally nothing you can do? It’s just really sad an amazing game turned so toxic agents the survivors. Like I get it’s not supposed to be a cake walk but half the games are just way to hard especially when I don’t dump irl cash to get the dlc perks, so I’m stuck playing agent player with the best perks and I have no way to even slightly stall or counter. Ty for listening to me rant a bit. Over all I just want to know how to deal with gameplay like that, I remember the old Dbd where things were mostly balanced on both sides some broken things on both as well, but now the most broken thing for survivors is a 3% haste MFT?
Its fair, because by the time Myers reaches tier 3, the gates should be powered. Unless your team feeds him.
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@Nirgendwohin said:
I just want to add this little clip to the myers discussion
Lovely
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3524223#Comment_3524223
Nope. 6.1. is when they -named it- a conspic action. Prior to 6.1, DS already had these deactivation conditions, this was just before the term 'Conspicuous Action' was coined because DS was the only perk where it applied.
From the wiki:
Patch 4.6.0
- Nerf: added several Deactivation conditions to prevent the use of Decisive Strike as a temporary immunity shield while progressing objectives, which was not the Perk's intended use.
And yes, those 'several deactivation conditions' includes 'repairing a generator'.
Oh damn, you´re right. My bad.
Btw. i LOVE how i have to look up patch notes on the wiki instead of the official site, because all patch notes get deleted after a certain time...
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3524178#Comment_3524178
I think you're confused on the patch numbers then.
6.1 was the stun nerf that made it useless. What you're talking about is pre-4.6 DS, which is not at all what I was referring to.
Uhm no. That was 6.1.
- Decisive Strike
- Added: The perk and its effects are disabled if the exit gates are powered.
- The perk is now disabled when the Survivor performs a Conspicuous Action (Defined earlier in the patch notes under the Gameplay section)
- Stun duration is now 3s down from 5s
- Decisive Strike
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We either get one today or on release day.
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Remove dying after failing 2 struggle skill checks.
Make the "did you have fun" and "upvote the other players" buttons actually meaningful. Players should be able to reward other players (non friends). With bonus things like shards for example.
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@mizark3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3522863#Comment_3522863
How do people know they aren't having fun? I already covered that with laggy Killers, hated Killer choice, and/or bug abuse by the Killer being probably the largest reasons.
I would say it (rage DC/kobe first hook) only affects less than 5% of my matches, so its likely negativity bias making it appear more common. That is unless you are using the 'two nickels odd it happens that much' logic.
Also this is irrelevant to your point, but all Killers carry people at the same speed. Nurse carries at the same speed as Huntress and the same speed as Trapper, and Agitation gives a percent (Haste I think) boost to the static carry speed. You said Huntress was a slow Killer, which true, she is no slower than any other Killer with Agi when carrying people. Irrelevant tangent over.
Maybe its a region thing. But i can´t remember when i had the last laggy killer. Teammates with red bars next to their name are more common though.
You can identify a bug abusing killer in the first 30 seconds?
Hated killer choice? So you only want to play against killers you like?
If you only encounter 5% of your matches a suicide or dc, then you are extremely lucky or only play in full SWF teams.
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@Deathstroke said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3522871#Comment_3522871
Blights still can switch target now they just risk they might lose/tie but get instead lot of hooks and still some kills. Ruin/undying sounds too ez win on blight. I figure hex ruin could be buffed now like 130/140/150 regression and it would be fine. But 200 was too muchnand whatever the combo... But even if ruin was 500% and not a hex some blights would still tunnel. I see blights who tunnel 3vs1 at 5 gens...
100% regression is 1/4 of the time a single survivor requires to repair. Hell even the 200% wasn´t really a threat. As it would have taken 160 seconds to fully regress a gen at almost 100% with the old Ruin.
And i´ve seen insidious basement blights. This doesn´t mean that every blight plays like that.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3523708#Comment_3523708
Not really, but it wasn't a straight upgrade either. It didn't last as long, and it was guaranteed, so killers were more likely to count it out and just smack you the second it ended. Plus, it precluded the use of Off the Record, which was supposed to be DS's replacement.
Also, defending pre 6.1 DS? That perk was so insanely broken.
Outside of the EGC usage, DS would only hit a killer if they were actually tunnelling. In all other scenarios, it was useless. It was hard countered by just not tunnelling, and not pressing spacebar. In all the time that I played against pre-6.1 DS, I only got hit with it once, and it was an extremely obvious bait that I learned from, and I never got hit by it again.
For the record, I'm not opposed to the EGC trim at all, but the -40% stun duration was an entirely undeserved nerf that crippled the perk's functionality.
The beauty of BT is, that it stacks with basekit BT. So if you see a lot of killers count it out, then just start equipping it again.
Uhm DS wouldn´t deactivate when a survivor hugged a gen. So survivors would get off the hook, go straight for the gen and repair in the killers face. Knowing full well that he has to eat it. That wasn´t a healthy perk. We had tons of "lets bully the killer" montages with DS. Ironically, most of them died down shortly after DS was nerfed. Almost as if their whole "skill" was being carried by a single perk.
Only thing i would change on DS is give it back its 5 second stun. Apart from that its fine now.
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@I_CAME said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3522870#Comment_3522870
The issue with this is that DBD games snowball hard. If someone rage quits after going down 45 seconds into the match then the killer was likely going to win regardless. If a guy goes down that fast then how likely is it that he can last for 4-5 gens if the killer decides to tunnel? In my experience the first chase is always the biggest indicator of how a match is going to go. Short first chase = killer wins. Long first chase = survivors win unless they do something dumb like three gen themselves.
A lot of why people suicide on the hook probably has to do with them having a feeling of hopelessness. People probably assume that the game is over for them when they get downed early. Especially considering how common tunneling is nowadays. Solo players do not care about their teammates so they aren't going to stick around because it's the moral thing to do.
You could get downed in the first chase and still make it out. The match isn´t over untill all survivors are either dead or out.
I find it worrysome how people don´t even attempt to improve. You can only improve if you play against better players. Learn from the mistakes. DCing/suiciding on the first inconvenience will only lead to one thing: p100 players that last 20 seconds in a chase but think they are gaming gods.
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@ThatRedPyramidThing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3523568#Comment_3523568
His challenges are stupid.
The devs really though actually using his power was easier that it is.
You be lucky to use overclock in a match period. You win the lottery if you manage to get a hit in overclock
I don't know how the devs didn't see the strength of EMPs. Like did they test them at all? Or are they really so bad at the game that they just didn't use em well enough?
No matter what the answer is the devs look really bad for releasing singularity and the EMPs.
Maybe they see that there is an issue, when no one completes Singularities Archive challenges.
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@Firellius said:
6.1.
The nerf to DS was one of the worst things that ever happened. Up to that point, survivor meta had been drowning in band-aid perks that countered camping, tunnelling and slugging. With BT going basekit killers learned to counter it by just counting it out. With DS getting removed, tunnellers got the green light. With DS getting removed, Unbreakable also lost its place in the DS-UB combo.
So on top of killers getting a major boost to all the most game-busting strategies, now survivors were getting three empty perk slots to fill up with all the genrushing stuff the killers never knew they hated. The whole game became a massive sweatfest.
You make it sound like the basekit BT was something bad for survivors.
Also, defending pre 6.1. DS? That perk was so insanely broken.
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@supersonic853 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3523566#Comment_3523566
Devour:"am i a joke to you?" The amount of times i can get devour into snowball is nuts. Especially on the killers that can hide it like plague. And you just mori one of them before they even know devours there. (Also protector killers like trapper and twins) but yeah agree on all. Especially billy.
Most of the time, when a killer runs a Hex build, i hear 1 or 2 Thunderstrikes before the first minute is over. Spawns are a joke. Like literally next to a gen. Or on top of a hill. Getting to 5 stacks with Devour is extremely luck based.
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@Juicyman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3522857#Comment_3522857
I miss my totem hunting builds, I remember being excited when Small Game got the totem counter.
Yeah, no one is running small game, because Hex perks are extremely rare.
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@brokedownpalace said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3522857#Comment_3522857
It was bad for the game. Glad it's gone and never coming back :)
How was it bad?
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@Seraphor said:
Eh, old-old Undying was busted, but I do miss when Ruin was a big player. 6.1 did some good things but it was mostly bad, just swapped one meta for another, less fun one.
That said, I don't agree the game is falling into some pit of brokenness. In many ways it's much better than it used to be. It just seems to be two steps forward, one step back, all the time.
Current Undying is a joke thought. Especially with the totem spawns.
No one is using hex perks anymore unless its a build with Plaything. Simply because Hex perks and spawns are so bad. Old Undying was a solution to that. At least partly.
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Well í´m not doing the singularity archive challenges. Because i tried one and wow... pure pain. Never again!
I would imagine that other players think the same about the challenges and no, i don´t see many singularities around.
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Interesting approach. Do you want basekit BT gone too? Or just buff BT?
DS has counterplay. Maybe return it to 5 second stun.
DH are you asking for a buff or nerf? As its pretty solid right now.
IW only if Spirit gets her original phase walk back.
SC has so many old stats. You need to be more specific.
Botany, i´m ok with that one.
Ruin... i think hex perks as a whole need a rework. None is a "high risk, high reward" perk anymore.
Billy, most of the community would sign that.
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@Nirgendwohin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3523456#Comment_3523456
nothing speaks against it. the problem is the pip system which sadly leads to such behavior.
Pip system is designed to have the maximum amount of interaction between the team and the killer. If a survivor hides all match and never sees the killer until the gate is 99%, then he also won´t see the killer afterwards.
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@Nirgendwohin said:
There is one valid reason to stay in the gate even all 4 survivors are safe:
The PIP-system. You hardly saw the killer the whole match although you worked diligently on the gerators and left people behind? then BHVR will punish you with a DEPIP or at least no PIP in the higher ranks.
Waiting for the killer in the gate and get in chase and run out without getting hit might get you the missing chase points to prevent a depip or maybe gets you a pip
And thats why i don´t go for the gate and specifically ignore survivors that attempt to go for a chase after the gates are open. If i depip, so will you.
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@GannTM said:
The fact there’s actual people out there that defend this abomination. I seriously don’t get that at all.
The fact that this killer got greenlighted from concept phase, to early build and release is what I don't get.
I mean, when the PTB opened. First thing on the PTB feedback forum was, that she's going to be a 3 gen killer. Everyone could see that. So shes clearly intended to be played like that.
When the devs aim to get away from 3 gens...
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@Biscuits said:
The only way we get survivor changes is if we all swap to killer or stop playing entirely. We have been asking for a fix to 3 gens for years. The easiest fix to 3 gens, would be to simply make it so the same gen can't be regressed a billion times. Cap regression, it's common sense it shouldn't be unlimited.
Good luck with that! Yesterday I got 100% killer bonus at the middle of the day.
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Simple solution: change Blood Warden to activate whenever the killer presses the action button.
People won't stick around to say goodbye. They'll just leave.
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Whenever they change a addon, they look at the pick rate. To high? Shame, needs a nerf. Doesn't matter if it's a addon that should be base kit or how strong it is. The decision is purely made on statistics.
So they won't change blights addons for the simple reason that none of them sticks out.
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@Xendritch said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3523024#Comment_3523024
You're aware kill rates were at an all time low and literally nobody wanted to play killer when those changes happened yes?
They had to make those changes just get people to play killer again.
Looking at the 100% bonus for killer i´ve had since the middle of the day, i´d say those times are coming back.
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I love that we currently have no oppresive slowdown meta that anyone could complain about. So people instead open threads listing reasons why MFT doesn´t require a nerf. Its almost like they are convinced that a nerf is unavoidable and the devs silence is driving them crazy.
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@Nirgendwohin said:
community work is not bhvr's strength
What do you mean? They did a pretty good job so far at promoting civ 5.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3522871#Comment_3522871
It's rather naive to think that Blight wouldn't still tunnel.
Then he wouldn´t need that build. As Ruin does absolutely nothing when the killer doesn´t constantly switch targets.
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@totallynotamegmain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3522857#Comment_3522857
The undying where it could go to all 5 totems?
Yes, that one.
@Chilli_man2400 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3522858#Comment_3522858
Yes back when the aura reading was also on both hexes and dulls. Imagine having to cleanse 5 ######### totems against a sweaty blight that had also infinite tinkerer
That would be a dream match today. No camping, no tunneling. Just a Blight that constantly switches targets. Imagine that!
On top, Ruin had no effect when a survivor worked on a gen.
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@scenekiller said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3522607#Comment_3522607
I get what you're saying, but it does the devs (or the community really) no good to stick their head in the sand and pretend they can't see the spike in DCs/suicides.
We can debate all day about the ethics/maturity/etc of doing such things, but when there's a clear increase in it happening, the only productive solution is to look at why it happens more often, not just simply speak in platitudes about "taking a break" or "ruining the game."
I´m not sure the devs can identify a rage quit suicide from a normal kill. So with that in mind, all those rage quits must look like legit kills on the devs stats. Which means that if survivors were playing normal, the kill rates would be much lower.
On the why, it totally beats me. There is currently no annoying or OP killer combo that would even remotely justify so many people being mad. Or at least i don´t see many nerf threads for killer perks. So maybe its boredom. Or people want to lower their mmr rating. Totally beats me.
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@mizark3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3522151#Comment_3522151
People ragequit when they aren't having fun. Some amount of DCs/AFKs/kobe attempts are always going to happen, but if it happens at a greater frequency in specific scenarios, those scenarios are likely the root cause.
I've seen people hard DC/AFK/kobe attempt at a 300 latency Huntress hatchet hitting them around a corner/through a wall, Skull Merchant, Nurse, Wesker getting the bugged grab instead of slap at vaults twice in a row (which is fixed now), being facecamped, getting flashlight saved 5 times in succession, going down because they hid in a corner against an instadown Killer, and more. Most of these can't be fixed by players, but can be fixed (or have been fixed) by devs. A small percentage of these DCs are strictly 'skill issue' DCs, aka the consecutive saves/failed stealth.
Also these conditions aren't necessarily overlapping. The person who DCs at being facecamped may be willing to play the Skull Merchant game, and the person who DCs from lag may be fine with playing against Nurse.
But how do people know that they are not having fun, when they literally suicide on their first down/hook?
I understand that certain situations can be frustrating. But i´ve seen so many people rage quit for no aparrent reason that it baffles me. Getting a full match where someone doesn´t rage quit or someone doesn´t get tunneled seems to be rare. I´m seeing this both as survivor and killer. When i go out of my way to not tunnel and yet. Survivors rage quit. I go with suboptimal builds. No slowdown. Just Agitation, Iron Grip, Mad Grit and Lightborn on a Huntress. A slow killer.
I just don´t understand it.
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When they nerfed the Undying Ruin combo.
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@awustzdn said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3522607#Comment_3522607
You've missed my point, which is that there is no objective mechanical reason for solos to not hook suicide. "Fun" is subjective and is not a factor.
Perhaps you should consider Civilization 5 yourself. You look like you could use a break from the forums at least.
So playing a game for fun is not a reason?
Then why play in the first place? Just to ruin everyone elses fun?
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If you want a reason against basekit Kindred, then just equip it for a couple of rounds.
Enjoy watching your teammates ignore you or the basement bubba aura that suddenly vanishes.
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@awustzdn said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3522225#Comment_3522225
Correct. The game itself is not an incentive. An incentive is a reward or avoidance of punishment. You are not rewarded for sticking out a losing match, and there is no punishment to avoid besides a short queue time.
The provided in-game goals for players of DBD are to grind endlessly to 1. get all perks on all characters to tier 3; 2. get through the battlepass for the cosmetics. Making the Korean MMO style grind more efficient matters to people, and one-hook suiciding is a tool that gets you to favorable grinding conditions faster.
Having fun? No? Not an incentive?
If someone doesn´t has fun with the game and constantly dcs/suicides. Then it would be best to take a break. No harm in that. Just take your time, play something else (i heard civ is a great game) and come back after a few months with new energy.
Its better than constantly ruining the game for everyone else.
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@FFirebrandd said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3522151#Comment_3522151
Simple. Getting camped and tunneled has literally never been fun. However a killer running old BBQ and Pop or Ruin wasn't nearly as likely to do it. Which means that any given survivor is much less likely to have it happen *again*, get fed up, and then DC or kill themselves on hook.
Also they had a much stronger version of DS which did an OK job of forcing it to stop temporarily.
Isn´t it ironic that those exact perks were often the target of nerf threads?
But yes, i kinda agree that killers had less reason to camp with those perks.
I even give you another one: Undying Ruin was the healthiest slowdown combo we ever had. Killers that ran it had to constantly switch targets. Which means no camping or tunneling. Yet we had tons of threads that asked for a nerf and the devs finally gave in.
People really should be more careful what they wish for.
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@awustzdn said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3522151#Comment_3522151
It's a developer issue because there is no in-game incentive at all as a solo to not first hook suicide. In fact, you're incentivized to die immediately if things don't go your way, in order to rapidly get through tomes/dailies/find people still using cakes. DCing at least has the DC penalty,
Playing the game normally isn´t an incentive?
There is no perfect match. Where you get the best teammates, offerings, map, pallet spawns and the killer you like going against the most. So why do people still attempt to get the perfect combination? It makes 0 sense to me.
For example, earlier today i had a match as Huntress against a 4 man SWF. 3 of them were prestige 100 and the last one 69. I played with a meme build and one of them still suicided. They were all streamers. So i entered the twitch channel of one of them after the match. Turns out the next match they got a hacker. In order to report they stopped the stream to get access to the vod. So curious me, i watched the vod of my match with them and ohh man, they really weren´t short on insults for absolutely no reason at all. Like i played chill and even ate some blast mines, and their comments were insults and smack talking, even when they were losing. Fast forward, the next match they got after the hacker was a Huntress that let them bleed out at 5 gens.
So instead of having a chill match against a Agitation + Iron Grip Huntress, they preferred to suicide to go against sweaty players.
Moral of the story is, that sometimes its better to play your cards and have some fun. Instead of hoping for the perfect hand, while feeling miserable.
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@totallynotamegmain said:
some of these people be crazy fr… crazy? I was crazy once, they locked me in a room, a rubber room, a rubber room with rats, the rats made me crazy. crazy? I was crazy once, they locked me in a room, a rubber room, a rubber room with rats, the rats made me crazy.
Are you ok?
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@FFirebrandd said:
This isn’t a playerbase issue, it actually is a Dev issue.
Behavior has done a good job of butchering any perk that is capable of slowing down or stopping a quick loss for both sides. So... both sides are trying to get their quick win before the other side can. Is it fun? No, but expecting either side to not play as efficiently as they can isn’t going to work.
How is survivors disconnecting or suiciding on first hook a dev issue, instead of a playerbase issue?
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New players should have a completely separate queue and never get matched with veterans until they have at least 100 hours.
Simply because our community is so...
Why can´t people be nice or at least not bully new players? Why do they have to live out their power fantasies on the cost of new players?! This is just sickening.
We are going to get a lot of new players with the Alien chapter. Can we please be nice to the new players and not scare them away?
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@TerraEsram said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3520754#Comment_3520754
I got more fun, and even when I play someone where i'm not strong (all the ranged killer, It's hard for the moment for me)
I think that because, when I play this role, even if I "lost", I got all my game with the other, that's probably why
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3520772#Comment_3520772
Funny thing, I just come back from a break and... I got that, and with the actual system, even if everybody except me escape, I lost pip and got no point, so ... Yeah, super to play for earning nothing.. except a waste of time
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3520775#Comment_3520775
I know it when I post it that I'm gonna get some of these post
How do you want to find the fun, when you can't do nothing? Actually my fun is trying to make build with at least one of two perk from the survivor I play until is Prestige 3
even before, when I got camped, I was just sighing, because there's a chance, if you can know how to counter a face camper (like, when the killer is just standing in front of you) but, slugged, you are just standing on the ground to bleed out, and in the endgame, having nothing because the game consider that you just instantly die doing nothing, super fun when you wait two or three minute just for playing the same amount of times before dying
Well... technically you also did have your whole match with the killer, when you play survivor.
Fun is what you make out of it.
If you constantly get slugged, then you should look for a build that contains Unbreakable and Sould Guard.
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Occasionally? Maybe. But every match?
Maybe you should stick more to killer. As you said, its the only way to play "normal".
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The more threads i see about MFT not requiring a nerf, the more i´m convinced that it actually should get nerfed.
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@Aven_Fallen said:
Maybe if those Killers would improve instead of DCing they might not want to DC in future games.
Thats a bold statement. Considering how many survivors just suicide whenever their match doesn´t go as planned.
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There was a time where Dailys were much harder, but netted you way more bloodpoints.
The way i see it, we should have a slider that allows to adjust the difficulty and thus the payout of dailys.
Maybe even add a "i only want to have XXX dailys" with the downside of getting less bloodpoints as if it was random.
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Subtle cheaters are incredible hard to catch. Even Otz only caught one in his matches, because a viewer pointed out the slight speed difference of 4 survivors running together. And this was before MFT was released...
