WolfyWood
WolfyWood
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- WolfyWood
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Why did anyone think a survivor perk would get meaningful buffs?
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Insta bought Jonah and David outfits, though I think Vittorio's was better.
They knew what they were doing with the David cap + shirt though.
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@BlightedDolphin said:
Watch it on 0.5 speed. He grabs you well before the pallet would stun him and crosses over before it's even halfway down.
https://us.v-cdn.net/6030815/uploads/QNKEJMAJA36Q/screen-shot-2024-04-02-at-11-33-25-am.png
This is when you got grabbed and the pallet is barely even down.
https://us.v-cdn.net/6030815/uploads/FHC88IY8HNHI/screen-shot-2024-04-02-at-11-34-38-am.png
Pallet isn't even halfway when he crosses over. This was a completely fair hit.
I didn't say it was unfair, its just annoying that it wastes the pallet too.
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Why do you care?
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3689906#Comment_3689906
You posted this while in the match?
I did after I took the screenshot of offerings but I didn't think people would assume she was mistreated just cause I was annoyed she went afk.
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Oh wow I didn't expect a random vent post to actually get replies.
You guys can sigh in relief knowing that she did come out from the corner and we all gave her our items and everyone said gg wp in EGC and moved on.
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3689379#Comment_3689379
"If someone is running OTR/DS/DH/UB that means they have no gen perks or
items not to mention, UB and DS work once per trial, I don't see why
this is a problem. "I don't agree with this at all. Most high mmr matches the entire groups are running that type of build. The only way those groups lose is through some tunneling/slugging combination and those perks counter all those situations. Survivors are not perk dependent like killers are. As survivor you do not need gen perks. If the killer isn't tunneling or slugging, going for a 12 hook game and you still lose your team misplayed a lot. Calling UB and DS not an issue because they proc once per trial is extremely downplaying their impacts. If you play at high mmr you would know how impactful even one proc of those has on a trial, much less multiple they can come from different survivors.
"I also dislike the notion that DH is guaranteed or that the killer
doesn't have a power to use or that every hook is in a tight corridor. "While not guaranteed it's most often landed. Especially when used at a pallet where it's a scenario of eat the pallet to the face or swing and eat DH. Lose/lose. Having a power or not for DH is irrelevant. What does a hook in a tight corridor have to do with anything I've said?
'Even if the survivor does all of this in the scenario you listed, for
the rest of the trial they have two perks, that's more than a fair
tradeoff. "This tells me you aren't playing at high mmr. The game is generally lost at that point. You are downplaying how impactful even 1 UB or DS is on a trial, like heavily.
"And if you're implying that the game is lost after this, which would
only be the case in high MMR, then it can also be assumed that you are
playing Nurse/Blight with a meta load-out as well, in which this
scenario is not very significant as S-tier killers don't care. "Why would that imply playing Blight/Nurse? What? That doesn't imply that whatsoever.
I primarily run B tier and below killers.
The subtle hinting that anyone who disagrees with you must be low-mmr is kinda weird, but I'll bite anyways.
I don't agree with this at all. Most high mmr matches the entire groups
are running that type of build. The only way those groups lose is
through some tunneling/slugging combination and those perks counter all
those situations. Survivors are not perk dependent like killers are. As
survivor you do not need gen perks. If the killer isn't tunneling or
slugging, going for a 12 hook game and you still lose your team
misplayed a lot. Calling UB and DS not an issue because they proc once
per trial is extremely downplaying their
impacts. If you play at high mmr you would know how impactful even one
proc of those has on a trial, much less multiple they can come from
different survivors.Most 'high MMR' matches are absolutely not all DS+OTR+DH+UB, you're thinking of coordinated SWFs which are an entirely different game and are extremely rare.
Respectfully, I don't how how you can say Survivors are not perk dependent but killers are but then also claim to be a high-level player.
There was nothing stopping DS + DH + OTR + UB from being meta for months now considering MFT is the only meta-defining survivor perk that was released recently, so you are severely over-hyping how damaging they are to the average 'high mmr' match if at all.While not guaranteed it's most often landed. Especially when used at a
pallet where it's a scenario of eat the pallet to the face or swing and
eat DH. Lose/lose. Having a power or not for DH is irrelevant. What does
a hook in a tight corridor have to do with anything I've said?It is not 'most often landed' unless you are not good at playing around it, which is entirely a skill issue, and having a power absolutely does change a lot? There are a lot of powers that are good for baiting dh, attacking after dh, and capitalizing on failed DH's. Which would make the point of having to hit someone 'four times' irrelevant.
Again you are describing the 100 vs 0 scenario where the survivor does everything right on the right map while the killer is just a sentient W and M1 button, that's why people are telling you you are exaggerating.
This tells me you aren't playing at high mmr. The game is generally lost
at that point. You are downplaying how impactful even 1 UB or DS is on a
trial, like heavily.I mean you're telling on yourself if anything.
You are definitely not losing countless games vs pub survivors because of one DS, and if you are, then please record your games! Footage would be very helpful in seeing how it goes down, also open to any VOD's from high mmr killers losing games to this.
Very coincidental that after a Blight player loses their 1.9k + streak to a comp swf sniping with full anti-tunnel loadouts and a DS buff that suddenly bodyblocking with this build is the new 'high mmr' meta, despite none of these perks getting any changes until now and none of them being popular even in higher mmr's.
I agree that these perks can be very strong but coordination with other survivors plays a huge factor in this and the overwhelming majority of survivors, including 'high mmr' survivors are not coordinated. Even at their best I would hardly call these perks overpowered or without counters.
As for your suggestions I would agree and have said similar in the past, collision should definitely be removed from unhooked survivors but also basekit BT should not be an endurance hit either.
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Stating the worse case scenario can make literally anything seem OP.
If someone is running OTR/DS/DH/UB that means they have no gen perks or items not to mention, UB and DS work once per trial, I don't see why this is a problem.
I also dislike the notion that DH is guaranteed or that the killer doesn't have a power to use or that every hook is in a tight corridor.
Even if the survivor does all of this in the scenario you listed, for the rest of the trial they have two perks, that's more than a fair tradeoff.
And if you're implying that the game is lost after this, which would only be the case in high MMR, then it can also be assumed that you are playing Nurse/Blight with a meta load-out as well, in which this scenario is not very significant as S-tier killers don't care.
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I agree. Pallet stunning S-Tier killers feels pretty unrewarding. A five second cooldown would be good enough.
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@IamFran said:
I stopped playing her due this. She is one of the few killers who I can play really chill and still get decent results also I love her aestetically. But the amount of DCs caused by the herd mentality is out of hand. Also, as I said recently in other thread, when playing survivor I prefer facing her than hag or blight. ¯\_(ツ)_/¯
A solution for this would be raising the first DC penatly to 5 minutes as it was at first, I guess BHVR reduced the time for the fist DC for being a bit more condescending with the people who DC unintentionally due connection problems sometimes. So if they put the 5 minutes for the first DC back then the people with ocasional connection problem would be damned again.
Why would you stop playing a character you like because of how the other team reacts?
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I will take this minor nerf over anything BHVR would come up with to gut it.
+1
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@Yharwick said:
Does this bump Blight from S to top of A tier do you think?
I still think Blight will be the 2nd best killer in the game but this might make them not entirely busted anymore.
It could very well be a buff.
I'd say wait to see it in game first.
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3686919#Comment_3686919
Ah so you only play half the game.
Adrenaline is still going to be a strong perk, because an instant heal in mid chase or an instant heal picking up a slugged survivor is a huge momentum shift.
Plus survivors can 99% the final gen to proc adrenaline and the proper times and this is something you can play around with in solo queue. I've waited for a survivor to get hit or finish mending before popping the last gen just in case they had an adrenaline.
And then just like nerfed DS, a three second distance boost is not relevant against any of the top killers.
Adrenaline getting multiple slugs off the ground is incredibly rare for solo queue unless the killer is bad.
Adrenaline definitely should've lost the exhaustion component if they were going to nerf its distance so dramatically.
But this is just business as usual for BHVR, so I can't even say I'm upset or shocked, the perk will just become like nerfed MFT and people will target the next perk.
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3686898#Comment_3686898
The only boon that was ever meta was CoH and it only stopped being meta when the main draw of the perk was removed (the self-healing). Adrenaline still functions the same as it does on live with the exception of no longer healing off hook which isn't even a big deal as other survivors can still body block and you still have endurance off hook.
As long as Adrenaline provides an instant heal, it'll still see use.
Every perk sees use, this is irrelevant.
The point is that the pool of strong survivor perks to combat the current killer meta has shrunk again.
And now that a very old perk has been nerfed there's nothing stopping them from nerfing things like Resilience either.
I'm sure "both sides" players don't care as they can just go back to playing killer, but for people who main survivor changes like these are annoying to see.
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@Iron_Cutlass said:
I think people are overblowing how "bad" Adrenaline is now.
Ill probably still consider bringing Adrenaline into my matches, granted, it wont be as good as before, it definitely got a massive nerf, but I still think it is decent enough to considered "useable", if not "viable" given certain situations.
Im honestly surprised they didnt attempt to nerf it more, given BHVR's history of trying to gut meta perks. I thought they would have removed the Exhaustion and Speed Boost effect but they decided to keep it, which is the main reason why I consider it "useable, if not viable," if they removed that part outright it would not be worth running at all given the rest of the changes.
I mean people said the same thing about boons and look how that turned out.
Of course to people who don't care about winning probably think there are tons of usable perks.
Do you really think survivors have the luxury to run off-meta perks if they want to win?
It's not an overreaction, we've been down this road several times.
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Another perk destroyed.
Windows of Opportunity is next.
So much for everyone saying the changes would be anything but a gutting.
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@AbsolutGrndZer0 said:
I know Almo (or whatever his name is) used to, but no idea if he still does or even if he still works for BHVR.
That said, it's very likely they don't as most game designers play their game all day for work, they don't generally want to play it in their free time too, they want to play other games. Playing Dead by Daylight is work for them.
Yeah but internal testing can only show so much.
I feel as though some of their decisions are a result of not actively playing the live game.
I dont think they should be forced to play during their free time but definitely during work hours.
Of course this is all speculation on my end, so they very well could already be doing so. It just doesn't feel like it based on their recent choices.
@crogers271 said:
As @AbsolutGrndZer0 said, its very unusual for developers to actively play their games. It would be liking asking an author if they read their own books for fun.
Many has mentioned that she plays the game.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3686063#Comment_3686063
They are reportedly one of the best game dev companies to work in the sense that they don't expect their employees to work 80 hour weeks and actually let them have holidays off.
There a few issues with the author analogy, mainly that authors absolutely do read their own books during the editing process, and also books are not similar to live service pvp games at all.
Dbd is not a pve game. One can have all the stats from internal testing but knowing how real people interact with what you put out, and playing with others in an authentic environment is very important.
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@GeneralV said:
...We really need to move on from this topic.
Not until the devs actually say something.
The lack of transparency and overall radio silence from them on all these big issues means that all we can do is flood communication channels with the same complaints until they finally step up.
Though, the lack of any insight probably means they either don't care or probably just have priorities elsewhere.
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@JeanGreyarea said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3684712#Comment_3684712
The one next to the gen?
Yes.
@Nebula said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3684712#Comment_3684712
Peak pallet design, easily one of my favorites to play in the game. Car loops are also up there for me like the ones outside of Badham Main, feel fair for both sides.
Hard agree, I think that's what BHVR should strive for.
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@TheycallmeLix said:
I always alt+tab when i'm about to get hooked, but with todays bugfix patch (not surprised that there is another bug..) you can't mute the game when you alt+tab. for it to mute when you are about to get hooked, you need to hold shift+tab. enjoy the bloodpoints grinding everyone! <3
Still shocked there isn't a way to mute hook screams yet. At least when the player is put on the hook themselves.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3684589#Comment_3684589
You're missing the point. It's one of those pallets where you have absolutely no real interaction. You just run after the survivor to get the pallet out of the way (no mind games because then it takes longer) and then break it immediately. There is no thinking involved for either side.
As opposed to unsafe pallets which are 80-20 favoring killers?
I agree God pallets should be incredibly sparse. But I disagree that unsafe pallets should be the norm.
To me the best pallet design is like the one in the main room of RPD near the front exit. It's not egregiously safe but it's not a free hit either.
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Another awful rework making another map more boring and killer favored.
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@MaTtRoSiTy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3684416#Comment_3684416
I totally agree, it is a vicious circle at this point and I am not entirely sure how to break it.
It's very solvable tbh. At this point it's just willingness and whether or not it would actually net more profits. We have no information so we can only speculate that the devs must not see a significant dip in earnings to make them act.
It's very clear that the carrot-on-a-stick approach and any other bribery tactics do not work. Hard punishments need to exist.
Something like hooking a survivor twice in an allotted time-frame causes a reverse pain resonance effect where the two highest gens get 25% max progress. Unhook BT should remove collision to punish players for bodyblocking with anti tunnel measures.
Corrupt Intervention and DeadLock also need to be basekit for anything meaningful to happen though.
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The problem with high risk high reward gameplay for survivors is that getting anyone to acknowledge being injured is risky is like pulling teeth.
Look at DH/MFT and now Adrenaline.
Realistically Invocations will never be buffed an any meaningful way and I don't think they were ever designed to be anything but a troll perk.
When it was first revealed I almost thought it was AI generated.
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@Akumakaji said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683102#Comment_3683102
You called killers who don't want to sweat "entitled" and them not sweating as "slaughtering survivors". This two statements are colored in a quite non-neutral way, and even though you might have meant so differently, it comes off as severely biased and antagonistic and I can totally get what @fussy might feel like this isn't the beginning of a fruitful discussion.
Maybe take a step back and really try to put the colorful biased-colored adjectives aside for the time being, you can still be mainly on the survivors side, without it coloring every statement (just like I with killers).
I remember that time, playing killer back then was literally a chore and drained my energy. It wasn't just challenging matches, each and every match felt like you played the championship finals, but it was just a regular Tuesday match. You never got a calm second, were constantly stressed and on the lookout, and everytime you cornered a survivor, they just DHed to safety, extending the chase further. It was soulcrushing and drained your spirit and more then once asked myself, why I was still playing.
Replace 'sweat' with 'try' and observe how different your post reads, that is how I see these complaints.
DBD is a PVP game. It is not possible to play against other players and win without trying unless there is a large skill gap which is my point.
There is nothing antagonistic about it, I don't hate killer players (I play it too), I don't think killer players are bad, and I'm totally open to being wrong about the things I post about and always have been.
I also disagree with the sentiment that killers should be allowed to win most of their games without trying, as the power role, there are things that come with having that power, one of them is and should be dealing with more stress and pressure to succeed.
Being outnumbered should always be a tense situation (in moderation), if you could approach the average match without caring then what would even be the point of playing survivor?
I very much disagree with BHVR's approach to the current game which is that survivors should be happy with the journey not the destination but killers should be virtually guaranteed to reach their destination every game. Its binary, its boring. 'Its a horror game,' has lost its weight and I think BHVR should move on from this already.
If it works for others and BHVR is happy with it then that's fine I respect it, but I feel DBD could be so much more if they would let go of this mindset.
@fussy said:
@MrPenguin @WolfyWood @Akumakaji @Everyonehere back in the days i did a poll. So i will ask you the same thing: do you agree that we should sacrifice our search time slightly (not too much) in favor of more equal matches?
I think it would be worth it to nuke Lobby Dodging entirely first and see what happens after a few months, then go back and redo the algorithm after if needed.
I am hesitant to say they should mess with queue times first since it would affect everyone.
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@fussy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683080#Comment_3683080
The softcap also needs to be raised (again) to actually have better divisions of the players
I agree. Other than that "earning" MMR should work other way, i'm doing another post with suggestion about it.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683082#Comment_3683082
I don't get the sentiment that killers are entitled to not have challenging matches.
I have no idea where you read it in my post. Especially, when i said literally the opposite:
But this goes against the fact that this is exactly how good matchmaking should work in realities of this game.
Why don't you try to put aside your biases, reread the post and come back later, if you want a real discussion and not another us vs them boring swamp?
Killer role was literally, without any exaggeration, unplayable. I remember that I lost exactly more than half of the matches (or somewhere around 80%), and each of them was unbearable and very stressful.
You say matchmaking should work by giving killers what you also describe as unplayable matches. So I'm confused.
Calling me biased is just being dismissive, I've never advocated for killer being unfun to play.
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Nemesis and Dredge.
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I don't get the sentiment that killers are entitled to not have challenging matches.
And furthermore, its okay for killers to constantly slaughter players worse than them?
BHVR agrees with you so, but I'm just trying to understand the rationale.
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Pig and Trapper are also bottom tier killers and they're still really unfun to play against for me.
Relative strength has no impact on enjoyment, it's about the usual playstyle that's a result of that strength that counts.
In Fredward's case, fake pallets can be fun to play around but they're strictly worse than the puddles so most opt for those instead and fhe issue with that is that it just turns him into another binary anti loop killer.
Combine that with the fact that most Freddy's I encounter have a tendency to have noed and play very emotionally its rarely ever engaging when I see one.
I still think he should be buffed or reworked to be better though.
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How is it pointless?
It severely reduces the effects of first chase and if you get a quick down you can snowball anyways.
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Face camping is valid in the end game.
Some killers should have their power disabled at hook however because it prevents any interaction and is just a free kill which is boring.
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Because trash talk and banter are healthy byproducts of competition within reason.
I am not comfortable with people I don't know accessing my steam profile and making fun of me for my identity, so I utilize the anon mode feature so I can be comfortable playing.
I didn't ask for profile viewing to be universally banned, I used the resources available to me to resolve my personal issue. And this is my point entirely.
The devs have a responsibility to prevent bigotry and hate-related violence from being widespread in their game and community.
But the players have a responsibility to curate their game experience to tailor to their needs.
The devs are upholding their part of the bargain, so it's entirely on the people affected by losing and bagging to help themselves with what is available to them.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3682427#Comment_3682427
Some people don't want to watch the survivors be toxic and teabag at the gates while you can do nothing about it just to call you racial slurs in the endgame chat.
Hard to take this sentiment seriously when:
You can chase them out or afk until egc ends
You can turn off end game chat
You can report bigotry and violence
Trash talk and taunting your opponent is a fun bonus to any PVP gamewhich is why most devs support it within reason.
Obviously overdoing it or being violent/bigoted is not okay but these are already against the rules and punished. So I don't see the problem aside from again, people getting embarrassed by losing.
I think these games would be quite boring if player interaction was neutered to forced positivity.
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@UndeddJester said:
Same as its always been, 3% in the hands of a good player can be absolutely devastating and specifically shafts m1 killers, particularly Doctor.
MFT is a good perk for anti-tunnel and m1 killers, especially with OTR and Resilience. It's problem is players don't get to use it for free anymore, it only works if you get tunneled or otherwise deep wounded, so you don't see majority of people bring it.
The fact you can still take an exhaustion perk and get the full benefit of MFT is a great balancing feature that many people tend to overlook.
I actually like to use MFT now, because it's no longer a crutch perk that activates every chase encouraging bad habits. It gives a noticeable boost when you need it, and if you don't make any mistakes you become borderline uncatchable.
One benefit is because its not common, and its always been a subtle effect, not many people identify that you have it.
How can you say it was primarily used by good players then in the same post call it a crutch?
Bad players never used this perk to any significant degree and most of the complaints were just cope from bad killers.
The only time MFT was unhealthy was when it's stacked with Hope. Survivors should never be at or so close to killers in speed. But that only occurred during end game and required playing with three perks until gens finished.
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@Nun_So_Vile said:
Remember when people were saying this new version would be so much better than the original?
The overlap between killer players who say things like this and killer players who play survivor 'for fun and don't care about escaping' is probably pretty high.
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@GoodBoyKaru said:
The entire reason why we say to not waste shack pallet is so that when people need it to stop them being tunneled they've got a guaranteed strong tile into a god pallet...
This is the correct answer.
Seem someone bad obviously playing with WoO mindlessly wasting every pallet and then dropping shack and still getting down moments later is so demoralizing .
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@MaTtRoSiTy said:
Honestly I am mostly fine with it how it is, as the game was stupidly survivor sided for the longest time and I say this as a survivor main myself (though I have played a lot of killer).
The only issues I personally have is killers stacking 3-4 gen slowdown perks and especially on top tier killers and the tunnelling epidemic at present.
Just because the game was horribly balanced towards one side means it's okay for the game to currently be horribly balanced towards the other side?
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@ChuckingWong said:
A killer cant be forced by anyone but themselves waiting out the EGC.
Go push them out, no uproar needed.
Some people find it embarrassing to lose instead of treating it like a normal part of any competition.
That's why bad sportsmanship affects them.so deeply and for so long.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3681984#Comment_3681984
Killrates have historically been higher at high MMR than overall.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3681972#Comment_3681972
I think it'd be a better idea to look at killer gameplay and think of gameplay improvements for it, rather than making the other role also unappealing.
It would I agree. But then it'd also take more money and effort to do so.
Which means...
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@HerInfernalMajesty said:
Despite my humor here on the forum about Killer supremacy the truth is that as the Killer I don’t have the heart to kill Survivors. I know most Survivors don’t escape often so I like to change it up for them.
When I’m not being friendly I will play “normal” until someone is on death hook/about to bleed out etc. and then ignore them or let them wiggle off or whatever but I won’t make it super obvious. I’ll try and scare them, I’ll chase them, I’ll injure them/ leave them slugged then leave to get someone else- pretty much all the torture minus the elimination. This leaves them in a situation like a scary movie filled with interaction and gameplay. I usually let them leave but again I don’t like to make it super obvious. I’ll still chase them out of the exit gates like a bat out of hell.
It’s funny because some Survivors definitely call my bluff. Suffice it to say there are many stare-downs that end with me getting in their face revving chainsaw or whatever power I’m using just to turn around and leave to get someone else lol
My hope is that the match is heart pounding and filled with suspense. That they feel what it is like (especially newer players) to loop the Killer and escape/win chases. I hope that the whole time they experience the full range of emotions that escaping entails including escaping in the nick of time with their teammates.
It really comes from a good place as someone who loves the horror genre.
“Love is the devil counting teardrops in the rain to the sound of a chalkboard symphony played with nails.
For what it's worth I don't want to see you hurt anymore… than you have to…”
This is the best way to play killer tbh.
You get lots of good practice since you're focused on chasing, and both sides get a ton of bp's.
Though if I have a tome challenge I'll usually 2k near the end. But no one leaves my killer games starving lol.
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Why would they want the less popular role to be difficult to play?
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@Xernoton said:
Since the event started I have won exactly one game as a killer because someone felt the need to suicide on first hook (and I still barely managed to get a 3k). 22 of my killer matches were losses and I got 3 draws.
And it's not just that I lost these games. In almost all of them, the survivors refused to finish the last gen for a good 3 minutes. But of course, if I go afk because they refuse to do end the match, I get disconnected! That is beyond messed up.
By now i know that I'm not at 100% because I'm seriously pissed off that I can't seem to have a single enjoyable match. Every game it has been at least 2 FTP + Buckle Up (one match it was 4!) and of course the gens are done in less than 5 minutes anyway. I can take a few bad games. But this is too much. I'm so incredibly mad at this damn matchmaking and BHVR's failed attempt to contain cheaters in any way.
In the last 3 games I saw a total of 5 cheaters! What in the world is going on? How can you mess up so bad? I'm speechless. The 1 game that actually looked like it might work out for me, I lost because 2 survivors could kobe. I'm almost convinced that this wasn't legit either because the likelihood of something like this is so insanely low but I can't tell for sure. I checked, if they brought any luck offerings or perks but nope. That was just 2 kobes.
I have learned from this though. From now on, I will stop playing the second I see a single FTP + Buckle Up. I will also stop playing nice. From now it's full meta, best killers and addons as well as map offerings for Midwich and hard tunneling every game. Because I'm done with being someone else's plaything in this game.
Rant over. You can go home now.
I mean threatening to play meta and tunnel is hardly scary anymore. Almost every killer does it anyways, you'd just be another drop in the sea.
Would it make you feel better though? That I doubt.
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@faeri said:
I started feeling like I’m burnt out by this game couple days ago. I got over a thousand hours in the past year and I spent a good amount of money, own all dlcs and a good bunch of cosmetics. (I’m not kidding, I went overboard and prob spent at least 1k between battle pass rift, characters, skins etc).
So I feel bad for the fact this game stresses me so much I feel burnt out. Whenever I get on, I do one or two matches and want to quit and it’s been like this for the past week. Should I just take a break?
I feel like I’m getting out against sweats, the only matches I do either me or my teammates get tunneled and often the rest slugged.
I wish there was a way to make it less stressing, by having voice chat or disabling mmr.
What can I do?
Best to take a break, I'm in a similar boat to you, 2.5k+ hrs in the span of one year, tons of money spent but the game feels really boring atm, doesn't help that old DBD looked like so much fun. I wish someone would make a private server of pre 6.1 DBD I'd play the hell out of that honestly.
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@H2H said:
For all the folks saying “just run Lightborn,” I do pretty regularly, and lots of survivors get really mad in endgame chat about it. Lots of insults about being a coward or being afraid and “just look a wall” even though, as noted above, that doesn’t always work.
Which way is it? Run Lightborn or don’t?
Why does it matter if they get mad?
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@I_Cant_Loop said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3680654#Comment_3680654
No you see, generators don't have feelings so it's OK for survivors to try super hard and end the game as quickly as possible. Killers have to always be mindful of of other players' feelings so you have to make really really sure that the other player is OK with you chasing them again before you go after them.
Killer is the power role.
With power comes responsibility.
You don't get to be super powerful and just do whatever you want to the other players in the match.
Killers absolutely set the tone of the game which is disproportionate to the impact individual survivors have.
Obviously killer players aren't responsible for cleaning BHVR's mess and no one intelligent faults killers for using methods available in game, but to pretend it's unfair for killers to have more restrictions on them is silly in my opinion.
BHVR absolutely should nuke tunneling out of orbit or make a 1v1 game and compensate killers another way.
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Not sure why they're obsessed with constantly reinventing the wheel for no reason. Especially given their shoddy track record.
Genuinely convinced whatever higher up is pushing BHVR to make these choices does not care about the game.
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3679162#Comment_3679162
- 4 best players play together
- Knowing exact killer, and killer's build to plan strategy
- They stacked 25 meta stuffs into their loadout.
- Stream snipping
Just missing either one of those. I doubt the game would be 2K.
That kind of team does not exist in normal game. Comp Blight however. Easy to face one as survivor.
It's so funny that even with all of this they still had two people die and the game was technically an MMR Draw.
Blight and Nurse both need basekit nerfs but BHVR refuses because they take skill to play, and yes the nerf should make both feel more sluggish and slightly more clunky to play.
Blight should absolutely not be 4.6 and his dashes should be nerfed to the point where his addons are actually relevant.
Nurse just needs one blink.
But then again if Blight/Nurse weren't S tier we would quite literally never run out of thinkpieces about how OP survivor is.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3676960#Comment_3676960
It does not need this penalty.
People who talked about this Perk being potentially good saw it as a fair trade-off, but it really is not. Because aside from spending a huge amount of time in the Basement not progressing the game, you will put one Teammate at a disadvantage who will be broken for the remainder of the Trial. And being broken is a bad thing, we all know this, seeing that No Mither is not used at all (and would even give Benefits which are probably better than Invocation, lol).
Because in the end, having 10 charges knocked off of every Gen would also mean that the moment you are finished, the Killer can go to the Basement (if they are close by) and knock the Survivor down. And even if this is not happening, this Survivor is a target for tunneling. And then it is questionable if removing 10 charges of each Gen is worth at least one Survivor not on Gens for a long time AND potentially having an early 3v1 afterwards, because that Survivor is a target for tunneling.
IMO they should just scrap Invocation-Perks before they get too invested in them. The first one is already a failure, it will not get better from that. Make a new Perk, "Weaving Spiders" (without Invocation) and just give it a new effect. Invocations are already a failed concept, just dont push it further like Boons and rather create Perks without Invocation in mind.
It's just funny because they put all this dev time and resources into making stuff like this for no reason. Nobody asked for anything like this perk and the feedback was overwhelmingly negative since the start.
I'm convinced nobody at BHVR actually plays the game outside of Dev Circles cause how does this even get greenlint in the current state of the game for survivor?
So funny. 🤣🤣🤣
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3675545#Comment_3675545
I’d challenge your theory by saying if BHVR is more concerned with player retention and satisfaction on the killer side, why not nerf or eliminate their biggest gripe: SWF? You could argue it would drive survivors away but if they target only 3-4 man SWF teams that’s less than 30% of all survivor players.
I'd wager its because it's much easier to leave survivors in a weak state overall than remove the ability to play with friends which would cause a lot of problems with both casual and competitive audiences.
Also I'd say all the basekit survivor nerfs are also swf nerfs.