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Xernoton

Xernoton

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  • No. I don't do that usually. I think a lot of players would take this as an insult.

  • @MaTtRoSiTy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699410#Comment_3699410

    I dislike 'win streaks' in general no matter who is playing them, I think they are a bad thing for DBD overall and create a toxic game environment in general and I wish people would stop encouraging and participating in win streaks.

    Yes Otz will rarely tunnel but I don't see him doing it constantly and I have seen him actively avoid doing so unless he is really on the back foot. Other content creators will do so without hesitation, some are well known for it and I personally have zero respect for it and will block their content from ever being recommended to me again.

    Each to their own though

    I dislike 'win streaks' in general no matter who is playing them, I think they are a bad thing for DBD overall and create a toxic game environment in general and I wish people would stop encouraging and participating in win streaks.

    I agree with this but from a competitive stand point, they aren't anything bad. Quite the opposite because it allows players to show off that they're better at the game than most of the people they play against and it also shows how far skill can actually take you.

    For more casual players however, a win streak can really ruin a lot people's experience. I mean, how happy were those 200 survivor players in this win streak facing a very serious Otz? Probably not much. It's similar to playing against a quad meta Nurse on Midwich, that immediately tunnels someone. Yeah, they might play good but I'd really prefer not having to play against them.

    The issue is that DBD hasn't really decided, if it wants to be competitive or casual. So the devs try to cater to everyone at once with only one game mode and this is one of the results. On one hand we try to dumb down a lot of mechanics so that they become easier and less things need to be accounted for, on the other we're removing niche / fun things because they could potentially give players an unfair advantage.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699492#Comment_3699492

    Some great points here that I agree with most of them all.

    I was never really in the tin foil cat camp that people were deranking back then but I think it had more to do with time zones and when they were playing. For example, in my time zone playing during the middle of the day is significantly easier games. There are way more casual players and a very noticeably lower amount of swf. So this is to say if I was doing a win streak during the day time it would be substantially easier than doing it at night which is prime time for me when all the sweat squads, higher skilled players or people just looking to sweat are on. I think the time zone differences were what was going on because as you said, you could tell a significant skill different in players people were going against in their games even though they were all supposedly still "high mmr".

    Sorry, quotes don't work correctly. I would have replied to this in my previous post but the forum really doesn't seem to like that.

    Anyways, I agree that it's unlikely these streamers actually deranked. But I can definitely see where these assumptions where coming from. I believe it was Otz's perkless + 30s afk experiment where we saw some survivors that really weren't impressive. Not to talk down the point he was trying to make but some of them obviously had way less experience than he did, so it was kind of natural that he'd win against them. I guess, this showed more that skill plays a big role in your performance as a killer.

    There are also content creators that I have seen make very blatant mistakes repeatedly without realising it and they're still considered top MMR or whatever. If you want an example, dm me. I don't feel like having to defend myself against a bunch of white knights, that all want to burn me alive because I said their favorite content creator doesn't play flawless.

    I honestly play too little during the day to make a guess, how much easier or harder these games are for me, so I'll take your word for it and assume that it be might true for some regions at least.

  • @Archol123 said:

    We can assume that most of the popular content creators are in high mmr, because data miners checked their mmr and said they are mostly around 2k mmr. It was phrased as "Those who do it for a living are mostly around 2-2.4k mmr". So it goes a bit further than just a baseless assumption. Ofc this does not necessarily represent as of right now, but it somewhat indicates it.

    Thanks. I didn't know that. But to be honest, I'm a little skeptical with data miners too. Basically they could claim a bunch of random stuff and we wouldn't know, if it was untrue.

    What matters to me, more than anything, is not the MMR but how good someone plays and there are content creators that definitely play pretty good.

    @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699492#Comment_3699492

    Post above... The quote function is really broke. These days, I had to press it 3 times despite always sending me to the bottom to write again…

    Yeah, I noticed that too.

  • I'd be happy, if there weren't any invisible walls on hills at least.

    I get that it could feel kind of unfair to be on the receiving end of this stuff and I've seen some survivors wait on objects they could get on top of until the killer disconnected but I still miss this. It added a bit of an extra edge to many maps and encountering a wild SkyBilly was like finding a unicorn.

    From a competitive perspective it's completely understandable they want to remove this. But from a more casual POV, it removes a lot of fun interactions and randomness from the game, which also makes it more boring. Maybe they could bring this back for a second game mode with some adjustments to prevent extreme cases.

  • "Oh, Meg is dead? I guess I'll just consume her soul and get her SB."

    Don't get me wrong, this could be fun but it would also be very weird because most perks aren't something physical but an ability.

  • Because we have very little information on how MMR gains actually work, I could not be convinced by wins alone and I would always make it clear, that I only assume someone's MMR.

    Actual gameplay, in my opinion, is more important than wins or losses. Someone could in theory be the best DBD player of all time and be at the lowest possible MMR because they simple never take a win and someone else might be in high MMR because they always play in the most competitive way despite being average at the actual gameplay.

    We also assume, that popular content creators are in high MMR because we consider them very good at the game. I remember there being a conspiracy theory about 2 years ago, that some content creators might actually go out of their way to tank their MMR when they weren't streaming. But we still considered them good at the game and assumed they should be high MMR despite many survivors they played against being considered average at best.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699445#Comment_3699445

    I am certain, my friend :)

    The whole situation with Freddy was a mess. I remember quite well the rework and the nerfs that followed. Definitely a bad time to be playing DBD if you were a Freddy main.

    The rework was DEVASTATING, in my honest opinion the worst change they have ever done to this game. And the nerfs never fixed his actual problems. If you look through my posts here from 2021 you'll see I defended a power I never truly wanted, because I knew his nerfs were not going in the right direction.

    Not a happy tale, my friend. Not at all.

    While looking for some of your posts, I found an old video you linked back then:

    https://youtu.be/YHF7HYp5ZS8

    That gave me a lot of nostalgia and reminded me of how stupid the old DS was. 😂

    But I can definitely appreciate this version of Freddy. He was unique and his power actually made sense. This looks and feels like THE Freddy Krueger. For his strength, I really cannot speak because I didn't experience it myself. All I know is that he couldn't harm survivors that were awake and he couldn't interrupt them either. So they could heal in your face or break your totem while you were right next to them. This is 1 of the few instances where I think the incapacitated status effect would actually make sense.

    Edit: Damn, look at those scratch marks! I can actually see them for a change. Not like currently where I sometimes stumle around trying to follow a series of single red pixles.

  • The estimated MMR distribution here is flawed. MMR and balance keep the kill rates across the board at about 60% (slightly less in high MMR because according to the data full SWFs escape noticeably more often). So basically we should all be escaping about 40% of the time. This can vary a bit especially in smaller sample sizes but given enough games it should be the expected escape rate for everyone.

    Apart from that, this is a pretty informative video. I thought tunneling was overplayed but I didn't think it'd be by that much. Especially the example he gave for survivor induced tunneling with Hillbilly is something I see so frequently (and I recently made the same mistake against an Artist). I don't know what it is but for some reason the survivor brain goes from "Unhook. Unhook. Unhook." to "Heal. Heal. Heal." real quick there.

    I've also seen people call it tunneling when the killer went for the same survivor twice in a row but switched targets when they found someone else. I'm sorry but what do we expect? If the killer is looking for survivors but can only find the person coming off the hook, then why should they ignore them? It's the unhooker's job to make themself a more appealing target instead of disappearing into the void and letting the injured survivor, that just got off the hook fend for themself.

    Apparently getting your first kill at 9 hooks can also be tunneling, although nobody has explained that logic to me yet. This happened to me yesterday. I have also had a match in which I played Knock Out Wraith and only hooked everyone once they were all down, which was considered tunneling too. I didn't know tunneling without hooking was a thing but here we are.

    This goes to show that some people will just call the killer a tunneler to help them cope. The same happens with killers and SWFs.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699402#Comment_3699402

    You can blame that awful rework for that. A single patch deleted the most unique killer we ever had and replaced him with this thing we have in the game.

    Obviously he was stronger back then, but already boring. The nerf just made him weak, on top of the problems he already had.

    It has been four, almost five years with Freddy being like this.

    We will get Freddy back, my friend. One way or another he will return to us and when it happens, it will be glorious.

    Out of all the flawed reworks BHVR did to killers, this was the worst. Billy's initial rework sure wasn't good but Freddy's was way worse and the onslaught of nerfs that followed are inexplicable. I get nerfing a killer that is overperforming. But by that much? They basically nerfed everything about his base kit and then continued to nerf his synergy with different perks when he was down already.

  • @MaTtRoSiTy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3698913#Comment_3698913

    He tunnels pretty hard though so not surprised. I unsubbed and unfollowed him because of the tunnelling

    No shame on Otz but doesn't he do that too? Literally the first game in the video is someone dead at 3 hooks. If you're doing a win streak, then of course you'll play ruthless. I haven't seen the entire video yet but just go through the first few games. There is quite a bit of let's call it "controlled killing" (getting someone dead on hook, then killing them when the match could go south), camping and slugging in there. So it's not like he played super chill or nice either.

    The difference is that he uses the big 3 of mean killer strategies instead of being overly reliant on 1.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3698942#Comment_3698942

    Xenomorph and Chucky are better (Chucky barely). But agree that the Unknown is good.

    I think they're pretty close but Unknown has the advantage, that many people still lack the practice of playing against him. So you sometimes get hits around objects that were avoidable in theory but the survivors didn't know that yet. By now I feel that most people have a solid understanding of how to play against Xenomorph (could just be my imagination though) and Chucky is a bit inconsistent in my opinion.

    There are maps where he really excells and maps where he's not that impressive. Unknown seems to be pretty good on all maps though.

  • @GeneralV said:

    It wouldn't be too strong, but he would remain as a dull and boring killer.

    I don't think it would solve his actual problem, to be honest.

    Agreed. In my opinion Freddy's biggest flaws are:

    • A lack of agency. You can only play in very predictable ways with him because his power is so straight forward. There isn't really anything you can do to surprise survivors with his kit. Everything is telegraphed very clearly and he only has 2 abilities.
    • Too many safety measures. Think of how many things the devs have put in place to keep him in check. There are currently 5 ways to wake up: Adrenaline (I'm glad, they'll remove that), missed skill checks (Why do you need an iri addon just to not be countered by survivors messing up skill checks?), alarm clocks, wake up interaction and getting hooked. No other killer has that many restrictions to their power.
    • Too much counterplay for too little play. Without the Paintbrush, you can basically force him to play pure M1 killer the entire game. Usually, counterplay should be in place to give survivors a chance to delay the killer. But here it feels like Freddy is in place to delay the counterplay, which doesn't even work because they wake up even when you hook them.
    • The absolute lack of creativity in his power. What reason does anyone have to play Freddy? It's only the character. The power is so dull, that you really have no reason to play him for that.

    Freddy should be the master of the dream world. A real threat any time survivors fall asleep. But right now he feels more like a Sharp Hand Joe than the dream demon Freddy Krueger himself. They could do so many interesting things with Freddy. There could be dream hooks, illusions, fake alarm clocks, fake team mates all combined with his old kit. He could have one of the most unrestricted mobility powers because pretty much anything could be used for him to teleport to and it would still make sense.

    Why does it feel like Freddy is only a part of the dream world rather than the one who is in control of it? Why is he almost as much of a theat outside the dream world? How can he be in the dream world the entire time but survivors that are awake can see him, stun him and be hit by him? Even just the implementation of his power doesn't make a whole lot of sense.

  • @Malkhrim said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699138#Comment_3699138

    Dude, that doesn't make you a "master", but still makes you far more experienced than the majority of players one is likely to find while playing the game. This new match results you just showed had a p. 58 Dwight with strong perks and an Iri add-on. That's way above average. I also had a 4-man escape against a Skull Merchant recently, but guess what? Not only there were two P100 survivors in my team who were playing really well and even made a perfect FTP+Buckle Up play once, the killer was playing far more chill than this other two SM matches I showed: not camping, avoiding to tunnel altogether, not 3-genning and only focusing on chases against a different survivor everytime. That is clearly different, and according to unnoficial data (Nightlight), less than 14% of her games end in 4 escapes (That's less 0Ks than Bubba, who can just facecamp at the endgame to garantee at least one kill), while according to OFFICIAL data, she is the only killer in the game who has an average kill rate that is closer to 3K than to 2K.

    But do you think the average survivors can counter these scenarios in my screenshots? The same average survivors who struggle against proxy-camping Ghostfaces vs a proxy camping Skull Merchant with a large drone area occupying the path to the hooked survivor AND who gains haste everytime someone gets scanned? The same who take long to find gens in indoor maps vs a killer who makes entire rooms and corridors hostile to traverse?

    This new match results you just showed had a p. 58 Dwight with strong perks and an Iri add-on. That's way above average.

    I disagree. That is nothing too special anymore. I'm a pretty bad survivor. I can play around some killer powers but put me against someone, who knows their craft and I am hopelessly outmatched. But I still see survivors like this as my team mates. Prestige is not an indicator of skill and iri addons aren't all that rare anymore.

    SM is a killer that cannot be beaten by a series of good 1v1s but only in the 1v4. Meaning, when you're not in chase, you need to spread out, disable drones in crucial spots and most important do gens. That doesn't make her overpowered. It just makes her terrible to play against. Especially in solo queue, where you sometimes have survivors that lost their last 2 brain cells in the lottery.

    I have tried SM a bit over the last 2 days because I had 2 dailies for her. It really wasn't hard for me to put drones in places where survivors had no counterplay in chase. In the few instances I actually messed that up I just kept changing the rotation so that the beam was basically frozen in place and survivors had to run through. It's cheap, it's easy and it's uncounterable. But it's also kind of her only strength.

    Because outside of chase SM is really not good. Her map pressure is pretty bad because drones don't affect survivors that aren't moving. So you can sit on a gen in a drone's range and nothing will happen to you. The same can be done when approaching a drone. Stand still when the beam would actually scan you and then come closer when it passed through. Plus, there seems to be some kind of bug with her radar, that also makes her tracking power pretty much useless.

    So the way to beat SM is as uninteractive as her chase because, if you engage in a chase then you already lose. Meaning, rather than playing against the killer, you play around them. The difference is that in playing around them, your goal is to minimise interaction. This is what in my opinion sets her apart from other difficult killers to play against. Hag for example is more engaging because interacting with her power will lead to her chasing you eventually. The same goes for Pinhead (and he also has more counterplay in chase). I reckon that this is at least partially the reason, she is so disliked.

  • Your counterplay to flashlights without Background Player is either staring at a wall or chasing the survivor with a flashlight away. One of which pretty much always works and if it doesn't, the survivors did something right and deserve to be rewarded for that.

    Background Player is a whole seperate issue. As are flashbangs (glitches and sound occlusion disable their counterplay).

  • @Blueberry said:

    As someone who actually plays a ton of skull merchant those kill rates should not be taken as a representation of her strength. They are very misleading. I would say I get survivors killing themselves on hook, just running up to me because they want out, or dc’ing once every 3 games, maybe even every other game sometimes. So those kill rates are extremely skewed.

    It may not represent her strength but it does represent the community's willingness to play against her. If only 1 out of 35 killer has a 67% kill rate, then something is off. It's one thing for something like that to happen right after the rework or release of that killer but so many months later? Skull Merchant is miserable to play against. You don't get to apply her "counterplay" in most cases. Crouching allows the killer to catch up a lot quicker, so they'll easily get a hit. The same goes for standing still.

    Every step of the way, Skull Merchant gains the upper hand in chase. She gets faster when someone is scanned, she breaks and injures survivors without hitting them, which allows her to quickly catch up even after the speed boost and also hinders you on top of it. All of that in combination with the extremely easy to use drones (seriously, it's not hard to place a drone and change the rotation so that the survivor will get scanned without counterplay) just make her a horrible killer to play against.

    I'd go as far to say that SM is PvE simulator. The survivors have so little counterplay, they might as well be bots.

  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3698354#Comment_3698354

    The initial reply was me thinking the guy just couldnt hit some one right in front of him. I misinterpreted it.

    As for the rest, I dont understand why a single Survivor tech to avoid a hit is an issue, when there are SEVERAL killer techs that are the sole reason why they can get a hit/down. I understand this is basically just "whataboutism". But it is definitely valid here considering theyre all techs.

    Billy/Demo/Blight: Some objects and terrain dont have collision with Shred and Sprint, making them able to slide right across them. (Autohaven cars are a great example)

    Bubba: Looking up or down to manipulate the attack hitbox to avoid colliding with certain objects/terrain. Showcased perfectly by looking up and having a Survivor standing right in front of you. (Same way how crouch tech works)

    Legion: Having a Survivor blind you mid power causes you to exit your power, but not stun you. Used specifically when a Survivor tries to blind you at a pallet or window to kickly vault over it to get a down

    Oni: Can go well above his turn limit

    Pyramid Head: Can flick his power

    Nemesis: Drag tech

    Wesker: Urobend, very widespread yet no one gives a damn

    Xeno: Can also drag/flick its power to a certain extent.

    Chucky: Can go well above his turn limit

    These are simply the ones that come to mind, and I know for a fact there are more. It is very clear that NONE of these are intentional, yet everyone is quiet when it comes to them. But all of a sudden a very niche and situational tech for Survivor gets shown to a wider audience and every one is losing their minds? Its been 8 years people, this is nothing new and I highly doubt any of you can tell me youve been affected by this more than you have any of these Ive just mentioned.

    The initial reply was me thinking the guy just couldnt hit some one right in front of him. I misinterpreted it.

    Ok. Sorry for coming on a bit strong here. I think that a one button counter to killer powers, that is not specifically included in that killer's kit, is ridiculous.

    I know of exactly 2 objects that Billy doesn't bump into (others have become a bit more forgiving but you still bump, if you hit them at the wrong angle). If they can find a way to fix this without ruining him again, then I say: "Go for it." One tile in particular has pretty much no counterplay against a Hillbilly in overdrive anymore (that one only exists in one realm though).

    For Demo, I have never seen this but if there are objects that he slides off, then of course this should be looked into and for Blight… Well, Hug Tech was removed on the PTB.

    For Bubba, I'm almost certain that is intended. They coded the chainsaw hitbox to behave similar to M1s. I find it hard to believe that was an oversight.

    Legion's case is 100% on the survivor though. All it takes to avoid this is not blinding Legion while they use their power to vault over a pallet. I reckon that's similar to a CJ, which is considered fine by what seems a majority of players. Both can be countered by just not being careless.

    For Oni we know that it's not intended and I have honestly no clue why it's still a thing. Unless of course, the developers consider it fine.

    Pyramid Head's flicks are only possible for 1 frame. Doing that consistently is pretty much impossible and even then it has the same counterplay, that his attack usually has.

    Wesker's Urobend should honestly be considered a feature. It doesn't give him anything he shouldn't have but it allows players to make his power work even when it otherwise wouldn't due to poor map design regarding his power. This has, again, the same counterplay that his power normally has because you should avoid the hit and not just hope his power becomes useless.

    Nemesis' tentacle has the same counterplay despite the drag. Crouch behind an object or dodge out of the way (just maybe a bit more than only 1mm).

    I don't think Xeno's flick is unintentional to be honest. It was a thing on the PTB, then it was gone for a bit (I don't think it was mentioned in the patch notes though) and then it came back. I don't see why this would not be fine. The counterplay remains the same. The drag is indeed weird and I don't defend that. I have no issues, if they fix that but please fix his other collision issues as well. There are still times where the tail pierces right through a survivor without hitting them.

    As far as I know, Chucky can only turn 90°. I haven't played him since the nerf though because it made him pretty boring to me. Scamper into hit in my opinion is much less interesting than giving Chucky a chance to flick and maybe get a hit that way. Especially since the flicks had more counterplay. You could move out of the way he would hit whenever he couln't see you clearly. So there was a chance to mind game him.

    The difference with pretty much all of these is, that you cannot simply react to a skripted movement, press 1 button and come out on top with nothing, the other side can do.

  • @GeneralV said:

    If supernatural powers are allowed, then Freddy beats almost everyone.

    Maybe in your dreams, friend. 😉

    @fussy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/410913/the-most-important-killer-tier-list

    Can you explain Blight's place? He is guy on steroids, isn't he? How he is lower than Twins or Skully?

    To be honest, I'm not even sure Blight could concentrate on the contest for longer than 10s. Whatever the steroids did to his brain, it probably left him with an attention span of less than 5 seconds.

    We also haven't seen the steroids effect his upper body yet. At least not in a positive way.

  • Well… Freddy definitely needs a rework. It's not like he can get any worse than he is already. Even a "nerf" to his power would barely affect him now. For most of the game he doesn't have a power anyway. They'd need to make him 4.4 m/s to really change something.

    But I'd really like to see a rework for poor Sharp Hand Joe. If they went back to his original power and gave him some buffs, he would be a lot better.

  • @HexHuntressThighs said:

    In her tome lore “A Lovely War” the soldiers claim she is supernatural and call her a Bodark. Which is the traditional Russian werewolf.

    In her blighted skin she is mid transformation into a werewolf and the blighted serum brings out the hidden characteristics of the people it’s used on.

    In her werewolf costume charm its flavor text reads “a disguise that fits her too well”

    Her eyes are black which Bodarks/ Volklodaks have black eyes as well. This would also explain why she has been able to kill hundreds of soldiers at once and entire villages. Along with killing a Grizzly Bear with an Axe and Hatchets. (Which no human could do)

    They mainly refer to her being a Bodark in the lore but I’m just speculating she is a Volklodak because she is so strong but never is it mentioned she actually transforms.

    Also all her perks are Wolf related and she acts very animalistic. There are a few mentions of it in Hooked On You but I cant remember off the top of my head.

    Thanks! That's so cool. I didn't know this. Maybe in next year's addition, Huntress will get a bit higher.

  • @HexHuntressThighs said:

    considering Huntress is heavily hinted at being a Volklodak (A Russian werewolf that maintains strength when in human form) she would definitely clear everybody but Nemmy.

    I had never heard of that before. Do you have an example of what hints towards this? I'm genuinely curious.

  • @Sava18 said:

    -I play mostly survivor these days, if a killer kicks a gen rather taking a free hit I lose a little bit more of my want to play this game. Tbf I haven't personally kicked a gen in coming up on two and a half years but it actually makes me angry.

    • Survivors not even trying to win off the get go for no reason in particular. Tomes, challenges and spending all game doing nothing.
    • Returning to unhook every time. Some people would call it macro (which takes almost no time to understand), I would call it lame in every way for both sides. Billys do this a lot and it's made me like him a lot less after his overdrive buffs.
    • The ability to give up on hook.

    That's all.

    Respect. I usually play without slowdown, so I have to kick gens every now and then. It's the only regression I have after all.

  • You can try and use an offering for hatch, then hook the 3rd survivor right next to that spot. So you're already in the area when it spawns and you have a pretty good chance to close it.

  • @SpitefulHateful said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3698580#Comment_3698580

    Unless I'm missing something, you can only play as a certain killer, in a tutorial mode.

    You can go into a: "Kill Your Friends" lobby, select killer and add bots. Every killer is available that way.

  • Depending on how well you play her, she can be either pretty weak or pretty good. She scales a lot with your game sense and M1 killer gameplay. So if one of them isn't good, then you won't be able to use her power effectively. But she's definitely not among the weakest killers.

    Not when we have Trapper, Freddy and Myers.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3698681#Comment_3698681

    Depending on your playstyle it can be realistic, if you play for stealth for example. But sure you won't hit most shots from that range.

    However people claim he has 15m range only these days a lot, which is kind of annoying to me, which is why I correct it everytime I see it ^^

    However people claim he has 15m range only these days a lot […]

    Really? I didn't know that.

  • Great. Now we get to see even more lobby dodging and people that rank you as terrible to play against because they couldn't bully you, or you simply won. This is basically saying: "You either play the exact way I want you to, not that you know which way that is, or else…"

    Do you honestly believe, that giving salty survivors a tool to get back at the killer is a good idea?

  • My main is Hillbilly and though I love him to bits, there are times when I just can't stand playing him. Mostly when I've played him a bit too much. Usually this only takes a few days to a week though. Currently, I'm playing a lot of different killers. Freddy, Huntress, Slinger, Doctor, Trapper, Bubba, Clown, Plague, Nemesis and Wraith are all in my rotation.

  • @Dwight_Fairfield said:

    Singularity is an interesting one. I always envisioned him having Terminator level strength for some reason like all future cyborgs that turn on humanity.

    Singularity does pretty well. Though, despite all the biological matter it has absorbed it still lacks physical mass.

  • Definitely not. Not by long shot (no pun intended).

    Slinger is a bit rough but definitely a decently strong killer. He is rough around many loops because you can get a quick hit but not always the down and because missing a shot takes a looot of time for you to reload and catch up again. But a killer that can down a survivor that is 15 metres away from him, can't be bad.

  • @Neaxolotl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3698085#Comment_3698085

    I don't really care technicality, just wishes to NOT have to tunnel and win in reasonable manner

    Removing tunneling is not an option though.

    More protection against extreme cases and incentives to actually spread hooks are possible though.

  • A bit of both, yes. In order to remain calm, you first have to notice that you are getting stressed. That's the first part of the mental component. Now you need to refocus despite the stress, which is emotional and then you have to develop a new plan because what you did prior, clearly didn't work.

    That is on top of the myriad of things you need to account for, remember and pull off mechanically.

  • It's never a good feeling, when someone else decides the map or the realm for you. Usually map offerings are used to get an advantage. There may be some people, that send themselves to maps they perceive as fair but they are definitely in the minority.

    While it is true, that map offerings wouldn't be as much of an issue, if maps were more fair, we also have to consider that not all maps can be of the same strength. Some maps naturally favor some killers and are bad for others, some maps have huge lines of sight that counter stealth killers and some maps have very consistent set ups, that can always be used. Fixing these would mean to completely rework these maps and sometimes leave nothing untouched.

    I would like for map offerings to do the exact opposite of what they do now. Reduce the chances to go that specific realm. I would probably use one for The Game every match.

  • The portals wouldn't be of much use otherwise, would they? Their purpose is to allow you to get where you need to be as fast as possible. And since survivors are usually on gens, that's where you need to be.

    Also, as others have stated, he has a cooldown on the teleport and 3gens aren't really an issue anymore. Gens can only be regressed 8 times (exceptions being missed skill checks and Ruin). So after a while, you just break through. It's also in the survivors' interest to avoid 3gens, if possible. If the killer tries to protect a 3gen right from the start, they'll already go through some of the regression events and you'll have an easier time later on.

  • Bleed outs are kills. So yes, they do count towards MMR.

  • After a good game, when someone was actually good in chase. It's a sign of respect.

    Or when someone was screwed by their team mates. Sand bagging and ratting them out counts into this. Sometimes even when they just got very unlucky.

  • It seems the server crashed on that one. You all got disconnected and none of you got any points. The reason you still see the survivor points is because since the addition of bots you can also see their points even though the survivor disconnected.

  • @Shroompy said:

    Im sorry but if you cant hit some one whos right in front of you with any of these killers its a skill issue

    Crouch tech is basically a 360, a last resort.

    "If someone uses an exploit against you, it's a skill issue." ~ @Shroompy

    Sorry but no. This is just wrong. If there was an exploit, that allowed killers to glitch through walls, would that be a skill issue too because you should expect it and not go to any walls? They won't crouch, if you're just charging your power with Demo or Billy. They'll do it once the actual attack starts. At that point, you have no counterplay anymore. They might get a M1 afterwards (if they're lucky because usually in the duration of the cooldown, you'll make it to a pallet or window) but still you managed to avoid a hit (or even an insta down) by pressing a single button. There is not much skill needed for that and it's certainly not only a last resort because, if you know how to do it right, then you can do it pretty consistent.

  • Against Hillbilly:

    • Always assume he has Lethal Pursuer. If he doesn't have it, that's good for you but it never hurts to prepare when you hear the chainsaw.
    • Keep track of where you see him go. That way you have a pretty good idea from where he will approach you.
    • Against a curving Billy, irregular loop shapes are your best friend. He can curve pretty easy around rectangles but everything else is a lot harder.
    • Do not go anywhere near the basement, if you know where it is. He can defend it pretty easy and there is a good chance that someone that comes for a rescue there will go down before you get off the hook.
    • When you are unhooked, leave the hook before you heal. If he knows where you are, you are not safe.
    • Always look out for the blue glow on the chainsaw because it tells you that he is approaching overcharge.
    • If you are in a rectangular loop and the Billy is in overcharge, assume you won't make it around the next corner, if he goes for a curve. Instead try and dodge the chainsaw by stepping further away from the loop (risking a M1 is better than an insta down) or if he can't see you switch loops. His chainsaw is too loud for him to hear you.
    • Look out for patterns. Some Billy players I've gone against were more comfortable curving one direction then the other. If you notice something like this, do not overcommit to the side is more likely to curve from.
    • Billy is a killer with an insta down. If you're running around in a group, then you allow him to get downs in quick succession. Spread out to avoid this.
    • Do not camp pallets when he hits overdrive. He is so fast that he will likely hit you quicker than you can react.
    • The extra speed in overdrive is pretty hard to control. So, if you can force him to curve around very tight corners, the chances he will bump are much higher.
    • Though his collisions were improved a lot, there are still places he will not be able to hit you around. For example the little forked trees on Badham. If you have nothing else to work with, then at least make it as hard as possible for him to hit a chainsaw.
    • Whatever you do, DON'T drop when he charges the chainsaw unless it's from a vault. The staggering makes it incredibly easy to hit a chainsaw.
  • Screenshot (18).png

    The only correct answer. If you disagree, then you are incorrect and you will always have to live with the knowledge that on this day, you as a DBD forums user were mistaken.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3698156#Comment_3698156

    I just want to emphasize you can use the build I’ve suggested and still contribute toward mutual goals. You can even facilitate the escape of other survivors while using it. For me, it’s mostly a contingency should things fall apart. I don’t use it when I SWF, I coordinate perks with my mates. In fact I only use it with solo queue if I don’t trust what I see in the lobby (low prestige, poor man/default cosmetics, newbish names—numbers in them, etc).

    That's a good point. Maybe, I'll give it a try. Though it'll be weird not seeing my team mates the entire time.

  • Billy. He is the only killer that has ever delivered milk to survivors. And with the amount of broken bones they must have, they can really use that extra calcium.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3698069#Comment_3698069

    I don’t feel DBD itself is a difficult game. And while yes there are many things about solo queue that are beyond an individual survivor’s scope of influence, playing in a self-preserving way can really help you escape.

    Soul survivor, wake up, distortion, left behind (or a key). You contribute toward the match in ways that don’t attract the killer’s attention (don’t take aggro, don’t be bold). You’ll make it to endgame and with this build regardless if the hatch is closed or not, you’re likely to get out. You can additionally contribute normally to a match and just use this build as a plan B in case the survivors fail to complete 3-5 gens before someone dies.

    And while yes there are many things about solo queue that are beyond an individual survivor’s scope of influence, playing in a self-preserving way can really help you escape.

    I agree with that but I would still not base difficulty on the stats alone but on the actual performance. How much progress do you need to make, how much information do you have to base each decision on, how long do you need to last in chase etc. are in my opinion better markers to determine difficulty. In that sense I think playing survivor (solo or in a SWF, though even more solo) is pretty hard.

    There are a lot of things for both sides that need to be learned like map layouts, safe and unsafe loops, mind gaming, decision making, prioritisation and positioning. That's why I would call DBD a hard game. When you start playing you have absolutely no clue what's going on and are thrown to the sharks. But eventually you wipe the floor with people that would have dominated you before because you become a lot better. There are also so many perks and addons to remember and learn counterplay for even if most of them are rarely ever used.

    I can't speak for the effectiveness of your build because I typically play in a more team oriented way. If you enjoy that build and have good results with it, then that's great. I think I'll stick with Bond + Open Handed, an exhaustion perk (mostly Lithe because it's easy to use) and something for extra utility though. It's too addictive. 😅

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3698075#Comment_3698075

    Lucky Break is actually a perk I really like but I wouldn’t pair it with overcome (one of the worst exhaustion perks). Lithe is better, and SB, if you know how to 99 it. Shadow step as well if you can control the killer.

    Overcome is definitely not the strongest but it works quite well with Lucky Break because you get it at the same time and you don't have to manage the exhaustion. But you are correct that SB is definitely better.

    For Lithe, I'd argue that there are situations in which it will cost you a bit too much time to activate it after a hit and you also can't vault before Lucky Break activates or you won't lose the killer. So in combination, I think Overcome + Lucky Break is actually better than Lithe + Lucky Break.

  • Contrary to what you believe the only 2 ways to remove tunneling completely are:

    1. Replace the killer player with a bot and make it go for 1 survivor with the least hook stages every time as long as they weren't the last person hooked. I don't think this will ever happen and if it did, then survivors would be about as happy playing against bots as killers are. It's pretty boring.
    2. Grant that survivor complete immunity to anything the killer does until they have hooked either one other survivor or all others, depending on how losely you define tunneling. This is not an option either because it would be very abusable.

    Technically, tunneling includes going for the same survivor again even if they sit on a gen right next to you, so they would need to be protected too. Meaning, they are allowed to work on that gen with nothing the killer can do to avoid it. It would also enable them to linger around their team mate when they go down and get a guaranteed pallet / flashlight save, if we went with option 2. So basically, the killer could no longer progress the game once they hooked someone.

  • The reasoning was that they did not want perks to be picked for extra BP because it could make it feel like you absolutely had to use these perks.

    I would still like the extra BP back on both of them.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3697824#Comment_3697824

    1) A mediocre low-use perk and a mediocre low-use perk

    3) A bad perk and a good perk, well, at least you've got something there.

    5) Another bad low-use perk.

    6) Another bad perk and an inefficient playstyle.

    7) It's called prediction, anticipate their camera.

    It really just seems like you want to be vindicated in your inability to cope with losing UW's free tracking.

    Lucky Break is very undervalued. I do not want to go against another group of Lucky Break + Overcome survivors. You can't keep a single chase and then they heal with a medkit (granted it's not as bad as before the medkit nerf) while you don't make any progress the entire game.

  • You use one of the other info perks in the game or develop the game sense to have a pretty good idea where to go at all times.

    The latter comes from experience, so don't sweat it, if you're not there yet.

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