Xernoton
Xernoton
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- Xernoton
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I want Sharp Hand Joe to be reworked into Freddy Krueger.
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Plague mains:
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I reckon that the tantrum meter on Bubba is responsible for him going randomly into tantrum and then losing the ability to use his power for the rest of the game, so that definitely isn't useless. It's just not a good thing. I also reckon they introduced it so that, like Billy, he couldn't face camp hooks with a 99ed chainsaw. Only that issue has been solved anyway and now it makes no difference anymore.
With everything else on your list, I agree. I'd also add a part of SIngularity's anti camping mechanic. When you are still next to a hook, you can't use your power to quickly slipstream and teleport away, which is the exact opposite of camping. They could just make it so that only biopods in a certain range around the hook are affected.
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It feels like many of us experience a SBMM induced fatigue when it comes to playing DBD. I remember feeling that way shortly after it was implemented and then it kind of came and went every few months. By now I am mostly used to it and I don't feel like SBMM is actually so bad anymore. My matches are mostly fine and I can say for sure that not every game is super sweaty.
However, some players have reported their matches to be never ending sweat fests. I believe this comes down partially to our attitude and partially to the matchmaking itself. If a player were to go into a match, mentally preparing for a super hard game, then that is likely how they will perceive it even when the matchmaking gives them something more chill. But we also know, that SBMM does, at least to a degree, put good players against other good players. The best players in DBD are usually the ones that play very serious. They use strong loadouts and strategies that help them win. When both sides have that competitive mindset it can be draining but it's also kind of natural that this will happen because you can't win every game and expect the matchmaking to put you into chill lobbies.
These days, I see a lot of glorification to the old rank system. When back then, we complained that pretty much anyone could reach red ranks with little to no difficulty. This also meant, that anyone from casual to super competitive would be eligible to be paired up, which is of course kind of nice for the best players because they have an easier time winning most of their matches as a consequence. I reckon this is why many content creators preferred that system. When SBMM was still new Otzdarva said something among the lines of: "It's fair for SBMM to put the very best players up against each other but do you want to play against the very best players all the time?".
By now, I am mostly indifferent about SBMM. It doesn't feel as horrible to me as it used to (either thanks to the adjustments BHVR made behind the scenes or a change of attitude on my part) and I have a good variety of opponents for the most part. There are however also inexplicable things like my MMR on Bubba being WAY lower than it should (seriously, I should not be winning 20+ games in a row with no difficulty on a killer I'm not that good with simply because I'm put against beginners) or my recent string of very unenjoyable matches.
My main gripe with this whole thing is that the devs are so indicisive about how they want to move forward. Is the game competitive or casual? You cannot have both in the same queue. That doesn't work. So they either need to introduce a ranked queue with a different set of rules or make a decision and change the game according to that. We see them make difficult mechanics and remove techs that add another layer of skill expression but at the same time we have SBMM, a 60% kill rate (balance of outcome) and again the removal of techs because they also could technically grant a competitive advantage. So they try to cater to everyone while pleasing no one.
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Unless you plan on buying the killers any time soon, go for it. Both are great perks and will likely not return in the shrine any time soon.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3702296#Comment_3702296
Probably the same way people are fine with playing a game where you kill people, another henious crime.
If that was the case, then having a mori with such an animation would be no big deal but somehow I don't think most of us would accept that.
We are talking about a player going out of their way to insinuate sexual assault. They do not do that as a mind game, they do not do that to gain an advantage (quite the opposite as they waste time doing it), they do it to ruin the game for someone else. That is the definition of toxicity and definitely warrants a report.
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@glitchboi said:
Plague is a weird case where survivors can't decide how to go against her. It's either don't cleanse or cleanse. I personally prefer cleansing, and when my friends and I play against Plague we like consuming all of her fountains to force out her corrupt purge. Plague can be fun to go against if your team knows what they want to do to counter her, but in solo queue it's not the best experience.
That's what I like about Plague. Both cleansing and staying injured can be the correct choice depending on how you and your team play.
I understand that not everyone loves playing against her (usually Plague matches are a bit sweaty due to the nature of her power) but I think she's mostly fine. She has a few addons that are overtuned though.
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@Neaxolotl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3701727#Comment_3701727
I think ultimately it's just how careful they are and how good they are at looping, one longer loop and everything will reset, and shorter loops and everything will ends in a minute
That's why you never commit to a chase that isn't going to be free for you. Especially on Doctor, Wraith and Clown you just poke until you get someone out of position and from that point onward you play in the most aggressive hit and run play style. The survivors run out of resources and they don't get to reset.
To beat this, you'll need a team that never gets caught off guard. This is not realistic for public games.
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@appleas said:
I was actually considering testing Knock Out after the next patch where depip gets removed.
So your strategy is to down someone, either use the information from surge to find another Survivor or hang around the downed Survivor and wait for another Survivor to come for a pickup?Do you hook anyone before all 4 Survivors are slugged?
I run a slugging build on Trapper STBFL, Infectious, Surge and Deadlock/Corrupt but I will still hook occasionally on the same Survivor so I'm still making progress to getting someone out of the game, is that what you are doing too?
No hooks before everyone is on the ground. The Surge + Nurse's Calling information combined with a general idea of where survivors are usually allows you to stay in chase constanty.
@Neaxolotl said:
Slugging is high risk high reward strategy, killers can pressure more effectively and could finish the game in quick win, but risking the reset and entirety of your effort reverted with zero hook state
Not to mention the fact there IS still a chance for full reversion even after everyone is slugged, thanks to so many self pickup perks
It surely will wreck soloq, but it's no better or worse against SWFs
I would think so too but I've been playing against a lot of survivors that tried to counter the build with Unbreakable. It never worked. Because a full reset takes so much time that it can never happen. You stay in chase the entire time, regress the gens so they can't rush through and Nurse's Calling + Sloppy allows you to interrupt their heals.
You play like a hit and run killer. Only, every time you hit someone, they go down and you slug them.
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I'm sorry but it's your responsibility to make sure the game can run correctly. The best middle ground is what @Neaxolotl suggested. A minute or 2 to allow players to reconnect but more than that and we'll constantly have players disconnect for whatever reason they can think off. We have already seen that in the past when DC penalties were off.
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@_Onyx_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3701432#Comment_3701432
Well, Survivors would need to learn the time/frame to look out for to know if the Killer is committing to the action. Killers can already bait with pallet breaks to make Survivors hesitate anyway, this is just a more sophisticated version of that, accessible to everyone, even entry level players.
What makes you say that Killers shouldn't receive buffs right now?
Then they would waste valuable time when it comes to making distance after a pallet break. Also, how do you tell a new player that they need to wait for the specific frame the input becomes absolute? I don't think this would be a good idea. It's too much depth for survivors and too easy to use for killers.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3701514#Comment_3701514
To be fair, you still get the Score-Event for stunning a Killer when dropping the Pallet too early. I guess this is where the confusion comes from.
Really? I wasn't aware (and not for a lack of failed pallet save attempts on my part). I guess it makes sense, if someone was confused by that. That should probably be looked into (although, it would be kind of weird taking away the extra BP for failed attempt).
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@Valuetown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3701548#Comment_3701548
You can only get the flashbang save between 1 and 1.5 seconds of the pickup animation. 1.5 seconds being the longer time means 1.5 seconds * 8 m/s = 12 meters. If you took off lightborn and played the game without it, you would know that flashlights and flashbangs do not immediately get the save the second you click them into action.
You're well within your right to question my math, but before you go disproving it, I suggest you actually know what figures you're talking about because you would arrive at the same conclusion I did. I don't know what version of dbd you're playing where flashlights are instant, because that has been patched out of the game for the past 4 years now.
The flashbang takes about a second to explode. If you factor in that the killer actually has to look away from the flashbang too, 2.5 seconds is pretty reasonable. Let's say you play on a high DPI though, so you can move your camera even quicker and make it 0.3 seconds. Just to give you a bit of ground here. Then you have 3.3 seconds - 1 second = 2.3 seconds. This is faster than a console player will be able to move their camera but for the sake of this argument we consider a pc player.
That's still 18.4 metres of distance you cover during that time. So my previous calulation would still be very accurate. See how that goes? I chose numbers that favor you and it's still not working, while you chose numbers that heavily favored your own point even though you admitted, that you don't know the exact time. This only shows me that you are willing to hold onto your opinion no matter the facts. Even if I were to magically summon a spreadsheet with proof, you would still not be willing to admit you're wrong.
On that basis, I am no longer willing to discuss this with you because it leads nowhere. I am willing to admit when I have been proven wrong (like about Skull Merchant) but it seems the same cannot be said for you, so I honestly don't think this exchange is of any value.
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@Valuetown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3701504#Comment_3701504
You can only get a flashbang save from 12 meters away with background player. I have said this in both threads recently that this discussion has occurred in the past week. Slugging in the way you are hyperbolically suggesting is not how a good player would play.
If you are making an entire build centered around denying a flashbang + background player play when all you have to do is be aware of your close surroundings and go after a survivor if they are close by, that is 100% a skill issue.
Here is your step by step guide:
1) Hop into a game vs bots as your favorite killer
2) Press W and hold for roughly 2.6 seconds (115% killers only)
3) Draw a mental circle around where you are, where the radius is where you started the 2.6 seconds prior
4) Realize that's how small of an area you have to quickly check by panning your camera or walking around any line of sight blockers in order to successfully counter a flashbang + background player play
5) If you see another survivor in that area, chase them and hopefully get a hit. If they are ever farther than the radius you memorized earlier, it is safe to pick up as that specific survivor won't be able to get the save. If there are multiple people going for the save and there are still a good amount of gens remaining, realize you've won the game because most of the survivors are not doing gens and you have effectively stalled the game.You might want to check the math because this is wrong. A survivor with Background Player moves at 8 m/s. The pick up animation takes 3 seconds. In 2.6 seconds, the killer covers roughly 12 metres of distance. A survivor with Background Player does that in 1.5 seconds. So they still have 1.5 seconds left to get the save which is more than even the time window you have a for save.
If that is the strategy to go for then you need to account for roughly 2.5 seconds of BGP which is 20 metres of distance and about 4.3 seconds to walk for the killer. The diameter of a circle with this range is 40 metres. This is 2/3 of a Midwich corridor. Do you have any idea how large that area is? I mean, that's enough for a 3gen. You cannot seriously think that this is fine and if you do, then I don't know what game you've been playing. I mean, even as you patrol that area, you give another survivor time to actually come close enough for a BGP + flashbang safe.
This is ridiculous.
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Why? What did you do to deserve another chance? Your second chance is the hatch and you even get a third chance, if the killer closes it. I don't see why you should be rewarded for not pulling your weight by taking a chase. The less chases you take, the sooner someone else will die after all.
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It's the game you queued up for. Tunneling and camping aren't great to play against but when you queue up, you know that this can happen and you confirm that you are fine with it. That's why there is a penalty for disconnecting. Although it should be much higher, if it happens on a regular basis.
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If they are getting stunned, then you see that by an animation. The only stun animation for killers that carry survivors is the wiggle off animation. If that animation isn't played, then they aren't stunned. Probably because the pallet was dropped too early. You need to drop the pallet right as the pick up animation ends and the killer can move again.
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@Valuetown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3701486#Comment_3701486
If you are not slugging in situations that would benefit you, i.e. free health state, game ending play, survivor rescue imminent, that is a skill issue.
As sad as it is to admit, knowing when to slug is a skill. Saying lightborn is a "must have" could not be further from the truth. There's a reason lightborn is never seen in high rank gameplay, and it's not always because the killer wants to run 4 slowdown perks. It's because the killer has the skill and knowledge to render lightborn useless in 99% of cases.
The "solution for this mess" already exists: increase your game sense and be mentally present in all the trials you play in.
If you are not slugging in situations that would benefit you, i.e. free health state, game ending play, survivor rescue imminent, that is a skill issue.
Got it. Now I'll just start slugging everyone ever single game with no exception because I can't know who has and hasn't BGP. Does that sound reasonable to you? Or even fun to play against for that matter? I assure you, if I want all of you on the ground, I have my ways. It includes Knock Out and probably 1 or 2 survivors dead from bleeding out. But that's the only kind of slugging that works as prevention.
No amount of game sense will hold the person with a flashbang + BGP back from running halfway across the map, glitching themself into the killer and getting the save. Let's not pretend here. That person does not need to be right next to the killer when they pick up. That's what BGP is for.
But of course I could be wrong about all of this. So I ask you: How? How do you actually counter flashbangs + BGP? Staring at a wall doesn't work thanks to a glitch. Chasing them away doesn't work either because they are nowhere near you and even then you need the down because they could return and still get the save. Lightborn doesn't work because it can be circumvented and I've already seen my share of survivors doing just that. So how do I counter it? Step by step, please. Because it seems that many of us could really learn from you.
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@Pit_Bull_Love said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3701173#Comment_3701173
Stop acting like killers haven't received anything basekit over the years. Killers get bloodlust, 2 tiers of speed boost. It was given to help killer until map reworks (infinites).....yet here we still are, with primarily killer sided maps. What about mini pop? When kicking gens was introduced, it just began gen regression. Then it gave a 2.5% regression (percentage may be slightly off), and now it removes 5% every time a killer kicks a gen, basekit.
These are both quality of life changes, although one could argue that killers got the better end of this deal.
That's not the point. We're talking about something that can only be countered by either using Lightborn or slugging. Because Lightborn is the only option as far as perks go, you could say that it kind of becomes a must-have, which puts in the same spot that BT was pre 6.1.0. However, Lightborn base kit is not an option. So we'll need a different solution for this mess.
The point of me bringing up base kit adjustments for survivors was not to say that survivors got so many things (though compared to pre 6.1.0, the survivor role has a few more toys as well) but to counter @Aven_Fallen's argument, that you just have to bring Lightborn every match because BT was in the same position and became base kit for that very reason.
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Can we stop trying to punish people for playng with their friends? I mean, since when is this a crime? They payed for the game just like the rest of us and there is even an option in the lobby to invite your friends, so it's not like the game is telling them not to do it.
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Most of this looks like auto aim screwing you. I mean, you hear the hit connect with the environment. The first one looked weird indeed but I'll assume that survivor might have had Resilience, which kind of makes it fair. It doesn't feel great but it's fine.
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@supersonic853 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3700705#Comment_3700705
he has truly ascended our plane of existance
Truly an inspiration for us all and probably the reason STBFL was nerfed.
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I've also noticed a few more hackers than usual. Though it's still bearable for me. Definitely not as back as it was in 2022.
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@[Deleted User] said:
I see this brought up a lot. The system could try to account for things like items, perks, chase time, etc. But those things are just going to correlate with kills and escapes at the end of the day.
For perks and items I agree but chases? Not really. 8 chases >> 1 chase. But 1 kill > 0 kills. Meaning, you can get better results with a single chase than someone else with 8. For survivors the opposite is true. The less chases you take, the less chances the killer has to kill you (at least in theory).
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Only if it's actually achievable. I stopped throwing myself in there when there is almost no chance to actually get the unhook. Half the time it ended with me accidentally baiting my solo queue team mates in there as well.
But as long as it's not a Billy, Bubba or NOED camper you bet I'll run in there and get that safe. Ace wouldn't have it any other way.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3701205#Comment_3701205
Which is why I said the maps should not be terrible for the killer. Indoor maps for Singularity for example, new Blight on Lerys (where you will probably bump on everything and so on). However I did not say I want only 50 50 win loss rate maps. Just that map are all somewhat balanced and don't have an inherent advantage/disadvantage for a specific killer.
100 % consistancy cannot be achieved anyway. But it is still somewhat of a goal to aim for isn't it? Just because perfection cannot be reached does not mean we shouldn't try to do it anyway.
Just that maps are somewhat balanced and don't have an inherent advantage/disadvantage for a specific killer.
That can never be achieved though. An outdoor map will always be better for a Huntress than an indoor map because it allows her to use her power in more ways. I agree of course that no map should be absolutely terrible or a free win for any killer but that is not the case currently. We'll see how Blight turns out on Lery's. I hope it won't be too bad.
I don't think consistency is perfection. The more consistent a game, the more predictable it is as well. This is already a problem for DBD. And while I think that all killers should be fully functional on all maps, I don't want them to rework every map to be the same. I don't play Singularity enough to know, if it absolutely doesn't work on indoor maps or if it's only a skill issue on my part but I know of a way to fix it without redesigning maps. Allow biopods to slipstream survivors that are partially visible. That would definitely help me.
I think we're really on the same page here. A match should not be pre-decided by the map, no matter the killer but it is fine that some killers are better on some maps than they are on others simply because their powers interact differently. Every killer has their strenths and weaknesses (sometimes more of one than the other) and every killer can use some things to their advantage that others might struggle with, which is good as long as the ones that struggle are still fully functional, which seems to be the case currently (again, I cannot speak for Singularity).
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3701185#Comment_3701185
I mean getting an advantage/disadvantage just by a specific map which is random or decided by offerings and unable to blacklist is an inherently bad thing if you want to have a balanced game.
In most competitive games that I know of, there are things that work really well with some other mechanics and not very well with others. That is part of it. Not everything should be 100% consistent.
No map should be so horrible or so good, that a killer can basically never win / lose on it but if we take Billy for example you can still play on Lery's and do reasonably well even though this is one of the most extreme cases. Don't get me wrong, I do think Lery's could use a few changes to make it more interesting to play on for both sides but it's not a guaranteed loss just because you played the wrong killer. Quite the opposite, if you play stealth Billy.
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- Not a good idea. A survivor that makes themself vulnerable to tunneling (i.e. working on a gen right next to the killer) should not be protected against it. If you make a mistake, then your opponent should be able to punish you for that.
- This sounds like a bad idea. The timer doesn't reset unless the killer instinct was granted. That means that you have to manage it as a survivor so that it will only activate when you're not your team mates, in a dead zone or going for an unhook. This is very risky and can potentially give the killer a competitive advantage even outside of the instances it is supposed to work in. Picture a Doctor, Sadako, Pinhead, Nemesis, Wesker, Dredge, Plague or Legion that can force you away from objectives even for a short time with this.
- This would still be abusable in hook dead zones. Basically, all 4 people cannot be slugged, no matter their perks and the killer instinct doesn't help either because there are no hooks around. So the killer has almost no way to beat this. Getting all 4 down at once is already a struggle when this happens, so let's not make it any worse. Slugging needs to be addressed but this is not the way to go.
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How is that a buff? If anything the gens should regress slower. One broken survivor is less of a downside than every gen losing charges quicker.
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Probably because it's too much work to maintain for 35 killers and 40+ maps. This is just not realistic.
Also, there is nothing inherently bad about some killers being worse on some maps and better on others. It adds a bit variety to the game. I'd rather they only look at the most extreme cases where a killer absoutely doesn't work on a map or another becomes pretty much unbeatable.
Take The Game for example. It's a pretty terrible map for both sides but a killer with designated build for it becomes almost undefeatable. That map desperately needs a rework.
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Not a good idea. Some killers would become almost unbeatable while others wouldn't benefit quite as much from it. Also, this would have a negative psychological impact on survivors and gen regression would become completely overpowered. Nobody likes staring at the red progress bar and feeling like they will never finish the gens. So at that point, why even bother?
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@RFSa09 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3701026#Comment_3701026
because the corrupt will not stop your pain res, ykwim?
Corrupt deactivates on the first down and a down is needed to even activate Pain Res. So that doesn't matter anyway.
Regardless, blocked gens can neither gain nor lose progress. So Pain Res would ignore that gen and instead take the available gen with the most progress on it.
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Mostly no. I know it's a hard concept to grasp for some players but survivors and killers are both just people that like to play the game. One person rage quitting immediately takes all the tension away and makes the game boring for everyone. The survivors know their only chance to escape is the killer going easy on them and the killer knows it too. So what's the point in even continuing to play at that point? Extra BP? I'd rather have a fun match to be honest.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3701155#Comment_3701155
"and having to constantly run a perk to counter broken mechanics or perks like BGP feels kinda unfair."
Funny, now it is unfair. Back then it was common practice to tell Survivors to "just run Perk X" if there were any complaints.
@Topic:
I almost never get blinded, neither by Flashbangs nor by Flashlights. With and without Background Player. The past two weeks it happened once and yes, I dont think it should have happened. But I highly doubt it happens that often to those people who complain about it, because I doubt that I am the exception of the rule.
When playing Survivor I also see a good amount of people just failing their attempts with Background Player or Flashbangs.But the forum once again acts like they get robbed of 10 Hooks each game due to Background Player and/or Flashlights/Flashbangs.
Back then it was common practice to tell Survivors to "just run Perk X" if there were any complaints.
And look where we are now. With base kit BT, a HUD to improve solo coordination and an AFC. All of which cover issues that were otherwise countered by perks.
If an issue becomes so bad, that 1 single perk becomes a necessity, then it warrants base kit changes. With Lightborn, that is not an option though, as it would completely remove the blind mechanic.
But I highly doubt it happens that often to those people who complain about it, because I doubt that I am the exception of the rule.
For Background Player it's not about how often it actually happens. It's the threat of how often it can happen and the counterplay (or in some cases the lack of which). This is similar to a Starstruck Nurse on Midwich. Was that very common? I'll say no. Was it problematic still? Definitely yes. With Background Player it's almost the same. Your 3 options to counter a flashbang are:
- Stare at a wall.
- Lightborn.
- Slugging.
The first of which being the most desirable for survivors and killers alike. However, there is currently a glitch to completely remove that form of counterplay and a survivor can make this impossible by not going down right next to a wall. So there are only 2 ways left to counter BGP + flashbangs or BGP. One of which is a perk that can still be circumvented, if the survivor goes down under a pallet.
So only the 3rd option remains as a reliable way to counter BGP + flashbangs. And it's the option that both sides probably enjoy the least. Great. I consider hardcore slugging an overlooked issue anyway but now we even have a survivor perk that encourages it on top of the already existing killer perk Knock Out (which is a problem on its own).
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3701167#Comment_3701167
I would disagree about the win definition for killer based on kills... As technically the 1 guy you kill couls potentially give you so much mmr that the other 3 that lived were unable to give you enough minus points so you would still "win" with 1k and 3 hooks... The whole system is quite useless for our purposes and a reworked emblem system or something completely different would be nice.
That cannot happen as far as I am aware. If you gain or lose MMR is decided purely by how many survivors you killed. The actual numbers are calucalted base of the survivor MMR however.
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Not as long as the devs don't decide whether or not they actually want DBD to be a competitive game. They try to make DBD more accessible by lowering the skill ceiling of survivors and killers, which is makes the game more casual in turn but they also remove "techs" and balance perks, addons, items and killers around a set benchmark (60% kill rate), which makes the game more competitive.
However, these are mutually exclusive. You cannot have 1 game mode that is both casual and competitive. Casual players won't like a game that has a billion things to learn and get good with while more competitive spirited players will not like having their skill ceiling cut. Sometimes you make both unhappy by adding or removing a certain mechanic. One such example was SkyBilly. It was considered to be incredibly niche and fun to watch but it was something very hard to pull off, that if done correctly could theoretically give you the upper hand.
If they want the game to be for everyone then there is no way around a second game mode. One for casual players, the other for competitive ones. Both would need an extra set of rules that prevent the misuse of it.
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- On a new account you get a starting value for killer and survivor MMR that is above the very lowest MMR regions.
- From there on, MMR gains are decided by kills / escapes for killers with the MMR of survivors taken into account respectively, so that beating a team with a higher MMR, gains you more MMR and escapes / deaths + suvival time (although I think the latter only applies a positive multiplyer to MMR gain, that would either increase or decrease it further) for survivors with the killer MMR taken into account.
- All survivor characters share the same MMR value. Among killers each MMR value scales in some kind with your highest or average MMR value (I reckon it's probably highest because otherwise it would scale differently depending on how many killers you own / actually play, which kind of defeats the purpose of this mechanic). I also believe that all killer characters have an MMR value in the same bracket. Meaning, you can't be low MMR on 1 killer and high / mid MMR on another.
- For survivors, the MMR gain is calulated individually and not as a team. Meaning 1 survivor could raise their MMR by escaping while the other 3 lose MMR. For the killer, 0-1 kills is considered a loss, 2 kills a draw and 3-4 kills a win.
- There are 3 MMR brackets (high, mid, low). As long as no backfilling is involved, you will only compete with players in the same bracket. As queue times rise however, it is possible for the range eligible players to increase as well. So if you were at the absolute highest end of mid MMR, you could potentially go against players that have a much lower MMR than you but not higher.
- Hatch counts as a draw for survivors.
- Given the number of DBD players in each region, we can assume that the MMR distribution looks almost continuous. Meaning, there should not be a huge difficulty spike in matches even when you enter a new MMR bracket. However, because the 1:4 ratio between killers and survivors is almost never given perfectly, it is possible that after reaching a new MMR bracket, your opponents will be a lot better than usual.
- As stated by the developers, most players are in mid MMR and only very few at the very extremes. Meaning most of us probably aren't "high MMR".
- It is very hard to derank in the sense that only a large amount of continuous losses would allow you to sink to a lower MMR bracket. Even if you were to have the absolute lowest MMR value possible in one such bracket.
The main issue with SBMM in DBD is the arbitrary idea, that kills and escapes indicate skill. On a developer live stream one former dev compared the game to hockey. Their reasoning was, that good chases and many hooks give you more of a chance to "win" like in hockey more shots on the goal give you a higher chance to actually land one.
This however does not consider the very nature of DBD. Tunneling a survivor out immediately can give you a kill at 3 hooks, the same goes for camping. So a killer with 3 hook stages (possibly only 1 hook) and 1 kill is considered better than a killer with 8 hook stages (possibly all individual hooks) and no kills. It also doesn't account for the unbalanced nature of a video game such as DBD in regards to loadouts and maps. What is more impressive; beating a good killer / survivor team on a favorable map with the best loadout or beating the same opponent on an unfavorable map with a bad loadout?
In a survivor team there are different ways to increase the chance of survival. One of them being to play careful and hide while the rest of your team tries to escape. At worst you have a chance at the hatch and at best your team mates will carry your load and you escape. Even if you did almost nothing. That means, that it is possible for survivors to get to a MMR where they are hopelessly outmatched against any killer they face, if they choose to play this way. Likewise, this impacts the killer's MMR gain.
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That's a bug. I've had this happen a few times before. When a survivor is rescued right as the hook timer is up or as they hit second stage, the hook counter already adds another hook even though the survivor didn't hit the next stage. It's especially funny, when you're called a tunneler with no kills at 9 hooks.
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Huntress hatchets when you can't even see the target. There is nothing like a hatchet coming from the sky. Billy's curves feel pretty good too. Especially when it's a hard tile to curve and you got the perfect mind game.
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@NarkoTri1er said:
i want to be honest, i love techs in this game and i think crouch tech is one thing that should also stay in the game.
I was always against removing killer techs because they add more skill expression and increase the skill ceiling of a specific killer. Same with survivors, they also have techs and i think crouch tech should be removed only if e.g. Blight's hugtech truly gets removed.
The problem is that this basically removes all utility from Demo's shred, Billy's chainsaw and Blight's Lethal Rush in a chase. It's not skillful to start crouching when you hear the sound cue for an attack but it is completely uncounterable. It doesn't add any fun interactions but it actively removes them. There is no reason to play around their power, if a single button press counters them anyway and there's no risk to it.
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A real pro player. He is one with his gaming chair.
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@GolbezGarlandGabrant said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3700540#Comment_3700540
Just something killer playerbase need a tit for tat for now that hug tech is gone despite locker tech getting removed first.
Yeah, because it's really fair, if the killer makes a good play and your counter in almost all cases is just a single button press, that doesn't even have to be timed. I mean, you start crouching and their powers literally stop working. They cannot play around that because you'll only start crouching when their powers activate. So the alternative is to play M1 killer with map mobility on all 3. Does that sound like it's working as intended?
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@jesterkind said:
Personally, I think this is at least partially a feedback loop.
If you're guaranteed to get hate and animosity (+ ruined games from people giving up) regardless of what you do while playing Skull Merchant, many "normal" players are just not going to play her because they don't want those reactions and they do want to actually play the game. More troll-inclined players, though, are gonna pick her because they do want those reactions and they don't particularly care about actually playing the game. Over time you get fewer "normal" players and more players like this, because those players are reinforced and the "normal" players are discouraged.
Hard problem to fix, honestly. It'll require the wider community changing their attitude as much as any changes to the killer itself.
Also, based map user, hell yeah.
Good point. The community has no reason to change their attitude though. Her power is already horrible to play against but with toxic people playing her on top of it? Yeah, that's only going to make matters worse.
The only short term solution I can see is a complete and utter rework of everything that makes this killer. A new name, new power, new lore, new visuals, new sound design and new animations. This is not going to happen though, so we're kind of stuck with a killer that so many of us hate.
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The answer is unknown.
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That's a terrible idea. Slugging for the 4k is already annoying. Well, this would highly encourage that. Just kill 1 survivor and slug until the others are all down. That way, you make sure the last gen will not be done.
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Easy solution: When the killer has not been in chase for 2+ minutes, one survivor with the least hook stages is revealed via killer instinct until the chase begins. It's too long to be used in a normal game but it works in every situation, survivors stop doing their objective and only hide no matter their perks.
This is just one of the game's glaring flaws in design. Both survivors know, that they don't have a chance to win anymore (or at least that chance is very small) and doing objectives gives the killer information of their position. So they have little reason to work on gens. Especially since they have a chance at hatch as long as they aren't found before their team mate.
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It just confirms what I knew all along. Huntress Lullaby is S-tier.
It's double as many skill checks missed as normally and only carries the very low risk of being permanently deactivated. Forget Pain Res + Pop. Huntress Lullaby is the way to go.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699546#Comment_3699546
I mean those guys literally tank bans for the sake of their curiosity xD I would find it weird to first figure out stuff and then lie about it ^^
There have been several sources for that and they all seemed to be trustworthy within their community, so we might as well assume it is true.
I should have expressed myself better. What I meant was, that pretty much anyone could claim they work with or are a data miner and could provide false information. If they cannot actually back it up, then I take this with a grain of salt.
@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699556#Comment_3699556
I try to never reference any names specifically as I try to avoid any topics that could come near breaking forum rules so I just always talk in generalities.
I'm an RN for work so I fit all my 40 hours into 3 days a week which lets me game during the day quite a lot. I have the link on my profile for my stream if you want to see some recorded games during the day to see what I mean (not advertising, just an example for our conversation topic). There's day and night ones so you'll have to gauge by the upload time to know which ones are which. The skill level depending on time of day is so noticeable.
I'll be sure to check it out.
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@HerInfernalMajesty said:
Freddy

