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WitchWalpurga

WitchWalpurga

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WitchWalpurga
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  • Sorry but i really do not enjoy this rework, as mentioned the best plastyle is to just teleport through the map. There is no interaction. It is just slow, brainless and boring. Really do not like that, i am constantly running between TVs and can hardly work on gens.

  • @RaSavage42 said:

    How many pieces would each pallet create?

    How long does the pallet take to be complete?

    Does the pallet spawn up or down?

    I would say each broken pallet is one stack. So you would have to find 5 broken pallets first. Maybe 4 is a better fitting number to account for some maps where pallets are very rare.

    Completion should be instant as picking up pieces is running around without gen progress, so you already lose a lot of time there. Pallets should spawn up if they break down shortly after throwing

  • @RaSavage42 said:

    How many pieces would each pallet create?

    How long does the pallet take to be complete?

    Does the pallet spawn up or down?

    one broken pallet = one piece or "one stack of remains", so that you have to pick up at 5 broken pallet spots. Maybe 3 or 4 would be adequate numbers to balance for certain maps without many pallets. Was just a general perk idea :)


    I was thinking about a creation time but the condition to grind at 5 places is already time consuming, so that could be instant and is not free like in the event case. Pallets should spawn up, especially if they break down after a short time after throwing.

  • i disagree with the balance of powers. The killer powers were much stronger than the survivor powers. Instadowns AND just magic to break pallets was really not fun to go against quite often. While survivors got... paper pallets, blocking windows was quite strong but usually destroying a pallet is more value than blocking a window.

  • This exposed mechanic is the most unfun and broken part of the event. I can deal with vanishing pallets but this 0 skill involded walking behind with no possible counter on certain and open maps is just nonsense and takes a lot of fun out of chases.

  • @Spectralfx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3441655#Comment_3441655

    That specific case is part of the game design.

    Not many players noticed this but if a survivor try to vault through the killer after a stun, the recover animation (with or without enduring) is low enough that you can sneak in a hit as killer if you 180 turn perfectly.

    That footage from op is hilarious ngl, hit sponsored by Ping right there

    i did not vault, that was the stupid part. She swung on her side while i was standing on the other and i still went down. I was between laughing and crying

  • i had something similar with a spirit that used enduring, she got stunned,and swung on her side of the pallet after the stun duration ended. Ofc I went down :) so much fun to play against that.

  • Guess rotten fields is a fair map design then as it gets not touched :D

  • @1ettuce said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3425069#Comment_3425069

    Well imo, they are a problem, more of a problem than dh was too and for reasons beyond simply "they annoy me" so :o

    ah that is the reason you made a topic that "lithe and sb are more annoying than dh" just 12 days ago?

    https://forums.bhvr.com/dead-by-daylight/discussion/374130/i-find-sb-and-lithe-more-annoying-to-go-against-than-dh-was#latest

    😂

  • Killers getting pallet hits while they get stunned and still down you feels like cheating. The survivor did everything correct but the does not get what he deserved: to continue looping.


    360 work 10% of the time. Accept it. It's a mechanic not a cheat

  • Sadly i have to agree. Since the big update last july the amout of miserable games has increased very much for me (especially hardcore tunneling at the bginning of the game) and by increasing gen time you can just camp with no punishment if you use Pain Res and Deadlock. A game where you get rewarded for making the other side feel miserable is hard to play sometimes.

  • @ReikoMori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/372262/let-the-unhooked-person-lose-collision

    This is a situation where people need to consider how they are approaching hook saves. I don't know when folks stopped thinking strategically about how to make saves and when not to go for. It's legit a situation where the killer isn't doing anything wrong, but your teammates trying to play to risky which ends up getting the person they are trying to save killed instead.

    The killer is well within their rights to bodyblock you as a defensive technique, it is on the person unhooking you to mitigate the possibility of it happening.

    With this argument basement hooks should insta-kill you

  • @Marik1987 said:

    Because the current game forces them into and its the most effective strategy, as u mentioned.

    Solution: Reward killers for leaving the hook and for mixed hooks.

    Oh, and most important: Do not argue with "but then Nurse and Blight".

    FCK this killers and nerf these two! I say this as Killer-Main, its so annoying everything good like Pop, Deadmans, Thana etc. gets butchered for low tiers because Nurse is there...

    If everything needs to be considered with "how will Nurse/Blight then do", you cannot balance anything.

    Thes broken killers need massive nerfs, while others need massive buffs. The goal must be all killers come more together.

    This is the most killer-sided state of the game we ever had and tunneling became a much bigger problem since DS was nerfed into oblivion. I really don't see what the "current" game forces killers into tunneling compared to the state before July 21. Tunneling is more rewarding than ever. Get 1 out, camp the second, use Deadlock and in 80-90% of the games you have an easy time. The game should not be balanced around 12k hours Super-SWF where tunneling and camping might be the only way to have a chance. But in the large majority of games there is zero reason to tunnel at 0 or 1 gen.


    One idea i had was to at least grant the MoM-special endurance after unhooking but in exchange getting exhausted. By that killers get punished for tunneling if you use off the record (and to prevent massive abuse of DH afterwards). Tunneling killers will simply hit you directly after getting unhooked and depending on the map and the killer there is no "safe" loop nearby so at least they have to invest more time here as off the record can't prevent someone from tunneling if the killer decides to just swing after getting unhooked.

  • @Raptorrotas said:

    Tunneling is only "easy" against bad survivors. The narrative falls apart once there arw actually good survivors involved.

    So bad survivors should be prevented from having fun i guess. Not everyone wants to play in super sweaty-tournament mode. As i said, from my observation there are two types of killers and the latter one does not even try to observe if survivors are good or bad. And if they are bad, why do they need to tunnel then besides to make the game miserable for the other side by choice?

  • Why is there any carrot needed? By tunneling you get an easy win. If you want to win your game with no challenge at all, you will stick to that playstyle and no carrot will change that - unless the carrot makes winning even easier than tunneling.

    And there is the problem. There are 2 types of tunneling killers:

    1. The ones who do it out of necessety (like 3 Gens done and and no deathhook) and tbh, as much i hate it being the guy who is tunneled out then it is "okay"
    2. The average blight/nurse throwing a McMillan offering, getting Shelter Woods and just tunneling out of pure will to take the fun out of the game for the survivors at 0/1 gen done. This type of player will ignore any carrot unless the carrot is more rewarding than tunneling and as Otz said it in a recent video: Any incentive would buff already strong (or broken) killers.
  • Yesterday evening i reinstalled the game and used my HDD instead of my SSD (was just curious). Worked for the evening until now but i just got the next game Error 600.

    I tried something out and i did not check the Game Files via Steam before i restarted the game.


    I got the following message:

    EAC Client cannot be instantiated


    I think something is wrong with EAC what relates to this Game Error 600 bug but i have no idea what as my installation is not even 24h old.

    DeadByDaylight-backup-2022.10.17-12.48.22.log


  • There is a change to DH i would like to see and that is

    a)being able to use it in deep wound or

    b) change the endurance after unhooking to the special status of MoM.

    I don't like DH not being able to protect you against hardcore tunnelers who just hit you at the hook and then down you because you don't have any kind of protection anymore. Of course you somehow have to solve the endurance stack problem, so that we don't get the 5 hit until downing problem back but what i also don't like is the possibility of some killers to compltely ignore DH (Legion, Slinger, Pinhead with add-on). This is not completly intended i think.

  • As i play both sides i try to even out hooks until 3 gens are done (or at least go for the unhooker). At this point i think it is not an unreasonable tactic to switch the strategy and the chances for a 2 escape are quite high and that's what i try to go for in the long run.

    But there are situations where I will go for the unhooked person. First if she tries to bodyblock with the 5 sec BT and i put her into deep wound. Then there is no reason to switch targets to a healthy survivor. Second if i am close to the hook and i simply don't see the unhooker but run into the unhooked person. What should i do, ignore her? I will usually slug her then and try to find someone else. Third, toxic t-bagging clicky-clicky tryhards when i did not give them any reason to act like that.

    So yeah, tunneling is situational. But i don't understand how people can enjoy a "win" when they go for the easy way and start to tunnel at 0 gens done. Just feels cheap.

  • @xni6_ said:

    hey they changed killers meta, we cant pain res pop anymore, or use corrupt without being punished for doing well

    Yeah right. The new camping and tunneling meta is definetly a result of doing well.

  • @Neprašheart said:

    I have no clue, to be honest.

    I do play Solo Queue when it comes to survivor, and I do escape around ~10 - 15% of my matches. Most do end up with 3 - 4k. The killer either tunnels right off the bat, making it a 2 Vs. 1 at four generators required to repair with Overcharge, Scourge Hook: Pain Resonance, Dead Man's Switch - Those three perks are present 24/7, sometimes even with Call of Brine, but the last perk is in most cases Save The Best For Last.

    When it comes to playing as a killer, I do usually make six or eight hooks, but I use no generator regression perks - Add-onless Spirit with Brutal Strength, Franklin's Demise, Rancor, and Save The Best For Last. I do, sometimes, replace Franklin's Demise with Shattered Hope, but because there is always a survivor with an item.. I do tend to keep Franklin's Demise. Do note, I'm still meeting SWF premades 24/7.

    To be honest, I have no clue what are people talking about when it comes to the supposed high-end MMR reset. I'm not experiencing such thing.

    I might add, though, that I do never tunnel or camp. I do always switch the target even if it costs me the four Tokens of Save The Best For Last. I do hate tunneling, I do find camping boring.. I'm not gonna make the experiences miserable for myself and the other people aswell.

    This. Pre-Patch i escaped around 50-60% out of my games. Now it is around 20-30%. Often it is due to tunneling/camping but i think something is not working as intended with the matchmaking system at the moment. Porblem is that playing without a reasonable (and I don't mean 60% here) chance of winning is not really fun anymore.

  • Since the update my escape rate dropped significantly. At first i thought it was due to all the changes but i noticed something is way off with my matchmaking at the moment. My escapes depend completely on the time of day i play the game. During mid of the day or early evening i only get potatoes as teammates. Later or early morning i get good mates and have normal games without dcs/suicides with a much higher escape rate.

  • @INoLuv said:

    Solo q is bad because survs are trashcan and allergic to kindred AND gens.

    i just lost 6 games i a row now because somone decided that suiciding is a better idea than to play :). Totally agree.

  • @Lynnthedoe said:

    I just had a plague running this exact build and they camped too.... Fun times for all!!

    Same here and of course she brought a midwich offering. "Just look for mistakes you monkeys" was her endgame chat comment regarding that we did not find any enjoyment in that game. The cherry on top was that she brought petimento with plaything. After we cleansed all 4 Playthings she facecamped one out.

    And my Solo-Q Teammates did not do any stupid stuff, i am still surpised that no one dc'd.

  • @Zen_but_not_Zen said:

    I can't imagine every single game you play has someone d/c'ing. If so are you doing anything to cause them to do it, tunnelling/camping? Although, i have seen some survivors just d/c after one down, which i just don't understand at all, leaves the rest of the team at 5gens which is hard enough with a full team these days.

    Happend to me yesterday. I played around 15 games in Solo-Q and out of these i had 3 normal games, in every other game there was a dc/suicide in early stage. Don't know if my Ace outfit is so uggly that it causes others to dc or it's just a low/medium mmr thing at the moment but it's hard to find enjoyment if 80% of your games don't play out as intended.

  • @Saitamfed said:

    BT lasting longer would be abused in the EGC... there are times where tunneling is the only option.

    You could still hook not 3m away from the gates. With the huge DS/OTR nerfes in the end game longer BT would still be a killer net advantage compared to before as not everyone uses BT.

  • We stood next to each other, I am pretty sure that I started immediately. If it is still possible to safely unhook, perhaps it was due to a small lag that I did not notice but the game felt normal.

  • So i move a milimeter every 30 sec and i am considered not camping then?

  • That is not how it works. It's correct that you have to P1 every char to get the perks unlocked at lv 1 but you will find lv 2 still in the bloodwebs of all other chars. So you could still just level your main and only p1 the rest.

  • What i really dislike about the MMR is that you get punished for other peoples mistakes. Especially DC's and suicides are so nasty, because the game is more or less instantly lost. I play in medium mmr and get paired to good players and potatoes (which is why i am often a filler for a missing teammate i guess). What i noticed some weeks ago when i had really awful games in a row, where i got camped and tunneled multiple times, that the number of potatoes increased heavily for the next days. DC's make it even worse then , because 5 gens with 3 people is possible, but unlikely.

  • You can get out via exit gates by hiding whole game if you are lucky and get good teammates. Sheer luck.

    You could be paired with 3 really bad teammates so the killer, who might be just average, wins by sheer luck and you still manage to escape. So did the killer really win or was just bad matchmaking?


    I think many aspects of this game are influenced by some kind of luck. For some you get rewared, for some not. I agree that hatch should be considered a win for the last survivor, because often it needs some kind of strategy to scout the map for it, without being found.

  • Honestly, I wanted to write something about that today, after I really had a completely insane situation. First of all, I am definitely not a pro and probably somewhere in the middle or lower MMR. This morning I played about 10 rounds, I was found relatively often first, looped the killer for 1-2 generators and of those 10 rounds I ended up hooked and facecamped 6x. I lost one round due to Noed, which is okay but still took quite little skill. I don't know why but since a few weeks this happens more and more. The killer tunnels someone out of the game at 0 or 1 generators already, which is then as good as unwinnable, or the first player on the hook gets camped. All in all, the number of "unfun" situations in my games increases extremely and my desire to play goes down accordingly. Especially since the SBMM system makes the whole thing even worse. Teammates kill themselves or disconnect when they are camped, reducing the probability for the rest to escape to almost 0. Not escaping = less MMR = worse teammates = more dcs/suicides.


    I think the proposed changes from the user above me are all good. I don't understand the DS nerf either, because that's the only perk that is remotely likely to prevent an "unfun" situation, and especially with a tunneling Nurse, even 5 seconds (effectively 4, since you fall off the shoulder first) is hardly time for significant distance.


    To make camping unattractive, like other users on the forum, I would suggest that the other survivors get a drastic boost to generator repair, after a cooldown of course, to allow the killer to get off the hook. To this of course, not even if the killer is in a chase near the hook. Also, the generators that have already been repaired would have to be taken into account, as camping can be quite understandable or necessary in the later game. But camping should not be a strategy in the early game that effectively makes it impossible for at least one participant to take part in the round.

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