Xernoton
Xernoton
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3648973#Comment_3648973
I think it would work, actually. Double BPs is a far too generous offer to pass up, regardless of the changes made to the grind. Besides, it would help those who want to go for their P100 journeys.
And DS cannot be replaced, it needs to be here.
I think we'll have to agree to disagree. Prestige is just a number, after all.
DS is irreplaceable indeed and the current version is not good enough. Though it does work against M1 killers pretty well, a Nurse, Huntress, Blight or Deathslinger for example would immediately down you again.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3648935#Comment_3648935
This is why I think it needs both incentives not to tunnel and penalties for tunneling.
Well, we did have that with BBQ and DS. To an extent, it works.
It doesn't delete tunneling from the game, I think nothing ever will, but back then tunneling wasn't the norm. And that is huge.
Yeah but bringing back the BBQ stacks wouldn't really do much, would it? As nice as the extra BP are, they aren't worth as much as they were back then. The grind was reduced significantly, so it's way more achievable to unlock all perks on all characters. On the other hand, BBQ doesn't really stop you from tunneling either. You can still get stacks even after the first survivor died.
DS definitely should be stronger but there needs to be something besides BP as a reward for the killer not to tunnel. Most people care more about the win than the BP and that's where it becomes to fix the issue. You could try to reward the killer with a bit of information or slowdown, so that they benefit from spreading hooks. However, this would become almost impossible to balance.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3648926#Comment_3648926
Yeah, that's fair.
But i just don't bite the "Killers won't tunnel if they were power role" thing. Because they did and they will. So BHVR should not play with balance too much. Because i don't believe killers will play fair whenever they buffed to power role, let's say all killers buffed to base-kit Blight level. Things like that should not happen.
Buffing DS a bit will give fair counter to survivors and that's good enough.
But i just don't bite the "Killers won't tunnel if they were power role" thing.
Both sides love to win and there are some ways to make winning easier. You are definitely right, that buffs alone will not make the problem disappear. But I fear that as long as there are cases in which tunneling is simply the only option to compete (rare but they do exist) even a 10 seconds DS wouldn't fix the issue. After all, there is no greater advantage than to eliminate 1 survivor.
I'll say something that is a bit controversial here: If DS left the killer stunned for 20 seconds, then tunneling would become the go to strategy for absolutely everyone. Because survivors would force it on the killer (pre 6.1.0 style) and put them at a significant disadvantage that they could only balance out by doubling down and eliminating that survivor. This is of course very exaggerated but you get the point.
This is why I think it needs both incentives not to tunnel and penalties for tunneling. If tunneling became less efficient and spreading hooks became more efficient at the same time, then killers would have a good reason to avoid tunneling.
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@09SHARKBOSS said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3648923#Comment_3648923
i feel like that might be a bit biased for some reason
honestly i gotta say oni but pig is a very close second
Whaaaat? Never.
I'll be honest though, Pig is pretty low on my list of favorite killers to go against. I always have the worst luck when playing against a Pig.
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I mean, is that really surprising? Tunneling leads to more wins. And more wins = killer more happy.
If you completely eliminate it without compensation though, that will only cause a different issue. It's not an easy thing to fix.
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Billy. He will always be number 1. A killer with mobility, an insta down and an anti loop power that is very strong in the right hands but leaves you with enough counterplay to beat him.
Also: Milkman Billy.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3648753#Comment_3648753
I mean, if we're going that route, then a lot of the most popular killers have haste, movement powers, teleports, or anti loop built into their kits that are infinite use and not once per chase.
I don't see what that has to with it. I just mentioned SB because it's a way for survivors to move faster than a killer.
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I once had a cheater casually walking by at 10x speed and instantly repairing gens.
Other than that I remember a match as old, old, old Sadako (release version) in which I constantly teleported and chased to get condemned going but then lost in under 4 minutes (time it took to open the exit gates). They all seemed to be legit, though. It was a weird game. They had toolboxes and extra gen speed perks but it was so fast, that I couldn't really believe it.
There was also a match as Hillbilly in which I immediately got a snipe with Lethal Pursuer and then slugged that guy to get the next down. The others remained close by for flashlight saves. It didn't work out and I got them down pretty fast as well. I can't say how long the match lasted exactly but probably no more than 3 minutes.
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I like seeing things. Although, I already suspected that.
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@LordGlint said:
Only thing I find annoying about playing him in the forced camera movement. He has an extended lunge with his club, but you're gonna be looking at the sky if you try to use it.
Agreed. It screws me over every time I try to use it.
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@fussy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3648763#Comment_3648763
It's small on a paper, but it's worst map to pressure gens as m1 killer. Every time you want to check a gen, you need to go around half of the map and waste a lot of time.
Not popular opinion, but i hate this map as a killer, except those ones who has a high mobility.
That is not a popular opinion indeed. I have never had trouble building pressure on Midwich. You hear most gens through walls. Sound occlusion does not seem to be a thing on Midwich. So you don't really need to walk around. As long as you aren't hearing impaired that is.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3648755#Comment_3648755
It's for those pesky moments when you need to chainsaw a person twice just to be safe, lol
Speed Limiter meta.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3648563#Comment_3648563
It does not matter how many pallets it has, most of them are trash and filler pallets. And this map has not good vaults as well. It's not surprise this map has one of the highest kill-rates.
That's beside the point. Op made a claim that Midwich was the only map that didn't have as many pallets. Which is wrong because it has a lot more than the average map.
The reasons why this map has a high kill rate are:
1) Almost no windows. Meaning, resources will be depleted and the map turns into a dead zone.
2) Pallets are surprisingly bad connected. Break a few crucial pallets and suddenly survivors don't make it anywhere before you can hit them.
3) Most pallets aren't safe. You can play around a majority of them but a mind game can be enough to get hit, which is too much for some survivor players that are so used to super safe pallets.
4) The map is small outside of chase. The killer can traverse it quickly and defend gens easily.
5) The map feels much bigger in chase because there isn't a straight route from pallet to pallet most of the time. Instead survivors need to leave a room and run around the hallways before they can enter another room and get to a pallet. This further adds to 2).
6) Survivors have very few lines of sight on this small map, which means they won't always know just how close the killer is and if they are coming towards them. This takes away a lot of the head start that survivors usually have.
7) It's very consistent. There are only very few rng related inconsistencies when it comes to loops. This makes it quite easy to learn how to play around each of them.
It's a pretty good killer map but not only because the pallets are 'trash'. Most of them are ok. You get hit, if you play it wrong and you can loop them, if you play it right.
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Complaining about insta down killers with STBFL?
Why would anyone use STBFL on them? You need to go out of your way to make STBFL work and that takes a lot longer than simply using the insta down. You nerf yourself. Badly.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3648584#Comment_3648584
This.
MMR needs to be scrapped. At this point it is clear this system doesn't work, and it has been causing far too much harm.
Honestly, I'm not sure. It feels pretty similar to the old rank system to me. Some matches are easy, others are hard, then you have matches that you basically cannot win because you're simply not on that level and there are also matches where everything is just weird. At this point I'm indifferent about it. MMR or ranks, I don't care as long as my matches don't become too stale.
Then again, considering how bad I've pipped recently, maybe it would be better for me, if we didn't go back to ranks. 😅
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@Snowbawlzzz said:
- the swamp maps are really just giant dead zones
- wrecker's yard is so tiny you can quickly make it a dead zone
- every pallet on hawkins is garbage
1. That is pretty untrue. Both swamp maps are heavily rng dependent. The edges are pretty consistent. You have the main buildings and structures and a few staple loops. But the middle can either be a huge dead zone or have so many pallets that you can barely walk without bumping into one.
2. That only works, if the survivors just drop everything. There is such a thing as looping and it's usually a very good way to delay the killer without dropping pallets left and right.
3. That's also wrong. The majority are pretty weak indeed but there are also some that the killer has to break immediately because they are simply so strong.
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That's kind of ironic because Midwich has more pallets than most maps.
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@Nebula said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3647816#Comment_3647816
Interesting perspective, my personal, anecdotal experience has been that my matches are definitely on the longer side over the past year and a half. Adding 50 base seconds to overall generator completion time on top of the many regression perks that have been buffed and the nerfs to BNP's make it pretty apparent to me that my games are lasting longer than they used to. And to add even more to that the new kick system is essentially a flat buff in the vast majority of games as 5% per kick and no gen tapping is a direct buff towards killer. I have yet to play in a game on either side where the 8 regression events have been hit on either side.
People used to literally be able to complete gens by themselves in like 30 seconds, you can't really get anywhere close to that anymore.
Again, this is just my personal experience but I would say that on average if my matches used to be around 8-10 minutes in the past, they're on average around 10-14 minutes now.
I want your games. 😶
My games are definitely shorter. Simply because survivor efficiency is at an all time high and regression perks aren't quite as good as they used to be. Old Ruin + old Undying was arguably the strongest slowdown meta ever (either that or 6.1.0 slowdown).
Typically I see more survivors with items to increase their efficiency and sometimes perks to help them get through gens even faster. When I think back to "the good old days" before 6.1.0 the survivors focused more on outlasting the killer than pushing through as fast as possible. DH, BT, DS and Unbreakable were the most used perks back then and they prolonged chases quite a bit but didn't speed up the game. Items weren't as prevalent as they are now either (probably because they were also a lot more expensive).
In theory games could be completed a lot faster back then but the meta was slowdown for both sides (gen slowdown and chase / kill slowdown), which meant longer games overall. I think I only ever saw one depip squad.
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@HerInfernalMajesty said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3648360#Comment_3648360
Thank you for your perspective. I was wondering what the drawbacks would be. And you’re right this would be a side effect.
It feels like a “pick your poison” kind of situation. Personally, I could deal with being slugged if it meant there was always hope of escaping. But I honestly don’t know how the player base would react overall. I suspect they would like the increase gen speeds but obviously hate being slugged.
Thank you for participating. I truly appreciate your perspective. It’s helping me think about the issue of two remaining survivors.
I think there has to be some different way. I respect your opinion of course but I think this would a very unhealthy gameplay loop overall. I also doubt that the majority of players would be willing to put up with extreme slugging. Especially with perks like Knockout, that are surprisingly strong in the right build. I have played Doctor on the game with a slugging build (Knockout, Caulrophobia, Distressing, Brutal Strength) a few times and so far I haven't been beaten. It's extremely nasty and it leaves survivors with almost no possible way to get out on top.
A base kit DS (although the 3 seconds version with some adjustments) and stronger anti tunnel perks as well as an incentive not to tunnel would be an alternative. Of course there would be side effects as well but I think they wouldn't be quite that bad. I'd rather a survivor with DS take a hit and me having to slug them because that is avoidable. I could also think of some ways to work around that. Although the best one I could come up with so far is based on protection hits, which is not the most consistent mechanic in the game.
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I don't think this is a good idea to be honest.
If we were to implement a repair boost for survivors simply based on the amount of their dead team mates this would also provide a problem in matches that are naturally close. Picture an even game where everything is still open, until someone gets caught and dies with only 1 gen left while the killer has 7 hooks in total. The other survivors would need to get a considerable boost in their repair speed to make up for a lost team mate. This would allow them to easily get the last gen done get out through the gates. Even when the killer didn't tunnel.
This poses an issue because these close matches usually happen when a killer does not tunnel. But now they are punished regardless with the only way to circumvent it being not to kill that survivor. Meaning, they could do pretty much everything they want and the killer has no way to interfere other than maybe slugging them. But slugging doesn't work that well, when you can't kill that person anyway since you invest a lot of time just to get one person away from gens without actually progressing. Unless you go after the others and slug them as well.
So in theory this whole thing would heavily incentivise slugging multiple survivors at once and wearing them out like that. Which would probably mean a higher pick rate for Knockout as well. I think this is not a desirable outcome.
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@JackieShana said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3648081#Comment_3648081
First of all, thanks for your input.
Good points on Plague, Billy, Wesker and Chucky. Plague is probably my best killer and I know how nasty she can get. I still believe that she gets nasty mostly because of her addons, on top of having a bit of inconsistencies with her fountains. But I will probably make those changes regardless.
I think Dredge is very inconsistent as I stated before. And Bubba is too reliant on Chillis + Engravings and Baboozle to work. His basekit is really underwhelming, he doesn't have any major mobility and the anti-camp mechanic + reassurance doesn't really allow him to play into his best strenghts imo. But I do think he's still decent.
Nemesis can be strong, but I think his early game is quite bad in many scenarios. I even think there's a reason why Nemesis players are known to be the most agressive tunnelers lol, by the time they have a strong working power, gens will be advanced. So, if you consider inconsistent zombies, bad addons, vaccines, 3 hits in order to down, rough early game... I can't really see him moving up to B tier.
Doctor and Demo can have rough games aswell, I just think they are more consistent that Dredge and Nemesis. That being said, they're not that different in terms of strenght at all.
I see your point regarding Nemesis in comparison to Doctor and Demogorgon as well. Both of them are a bit more consistent but Doctor on a big map with space to Shift + W is pretty rough. Nemesis has the upper hand in so far that Shift + W can only work as long as the survivors have enough health states. Pre drop against him and he walks right through.
His early game is indeed pretty rough but I have seen great success with Lethal Pursuer and sometimes Corrupt Intervention. Both of these perks can help him get going before the survivors can really make a lot of progress and once he does get going, he becomes a pretty hard to play around and to beat. His zombies also offer a bit of information and can be quite handy at times.
Maybe it's just that my own confidence with Doctor has taken a dent. I have lost some games feeling like there was absolutely nothing I could do. But I do think it gives Nemesis the upper hand despite his inconsistencies. Of course there isn't one correct order though, as any tier list is always influenced by its creator's opinions.
For Bubba it is true that he is quite addon dependent but with the right addons (and he has a handful of good ones) he becomes quite fearsome. I just can't see him that low. Especially since Singularity has pretty much the same issue. Without Soma Family Photo and Coup de Grâce he really isn't that impressive. I did the math a while ago and simply holding Shift + W will let you outrun Singularity's overclock mode even when all 4 survivors are slip streamed. You don't need to vault or drop any pallets either.
Let me know what you think.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3648210#Comment_3648210
And this is why having one tier list is dangerous for the game.
No; S tier killers aren’t stronger than anything you can expect to encounter in public games, because the majority of players aren’t playing against killers that play at top 0.01% MMR S-tier level.
The strongest killers players can expect to encounter in public games, depends on their MMR level, as some killers are wildly stronger or weaker at different MMR levels.
What it means is that S-tier killers can easily achieve results that other killers wouldn't even if they were to play just as good (sometimes better).
For example Blight is definitely stronger than Freddy. In order to perform well with Freddy you need to play quite a bit better than the survivors because he is simply too weak. Blight on the other hand can steamroll them easily even if he plays worse.
I am definitely not a good Blight player but everything I can do with Freddy, I can do with Blight. A lot easier at that. Blight has one of the best mobility powers in the game with a pretty moderate cooldown and it also serves as a very strong chase power. As long as you don't hinder yourself by playing extremely bad, you can expect to beat a lot of survivor groups effortlessly.
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2.5k hours in the game and I've never thought about it.
For Nea it makes sense though. She's using her powers as the Entity and just has to hide it somehow.
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@TieBreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3647486#Comment_3647486
My standards on this game are so low. As long as the killer doesn't tunnel someone out early game I think they're great. Doesn't matter whether I die or not.
Unfortunately, that seems to be a pretty high standard at the moment. The amount of tunneling killers I personally go against is not too bad (maybe that's just luck though) but from what others say it sure sounds like tunneling is the norm.
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@ctrlaltdefeat36 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3648052#Comment_3648052
That's why they should break up the add-on's effects. This would make it less powerful and provide more utility without the need for a major downside.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3648058#Comment_3648058
Not true. I've been playing the game actively for quite some time and have been heavily following Twitch streamers in the space for a while too. Further, I've been closely following this forum for some time as a reader. Just because I don't spend all day on this forum posting doesn't mean I don't have solid suggestions for improvements to the game. It's not about fitting my mold. It's about having utility for add-ons for one of the most popular killers in the game. And making it more fair between console vs PC. It's also about the mindset behind many of these changes being made which do nothing but frustrate people.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3648075#Comment_3648075
Which side is so much stronger? Standard M1 killers in Dead By Daylight today feel so weak it's almost pitiful. They get bullied all the time by survivors and can barely get a few hooks per match. Killers should be powerful, not have survivors running circles around them like they do for so many characters.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3648110#Comment_3648110
"Survivor main has entered the room" 😂.
Which side is so much stronger?
S-tier killers are a class of their own. They are S-tier because they are so much stronger than the rest. I'd go as far to say, that a select few A-tier killers with specific sets of addons are pretty much on par with them. They are stronger than everything you can expect to encounter in public games, so they give you an advantage, that allows you to win even when you are playing worse.
The game is pretty balanced with the exception of a few killers (or adddons) that are too strong and some that are too weak. The scales are tipped slightly in favor of the killer as well, if we go by the last official kill rates and the kill rates we have on Nightlight (not the most reliable source but seeing as it's pretty constant slightly above 50% I think it counts).
Standard M1 killers in Dead By Daylight today feel so weak it's almost pitiful. They get bullied all the time by survivors and can barely get a few hooks per match.
Are M1 killers weak? Yes. Can you still perform well with them? Absolutely. The MMR prevents you from playing in leagues where you lose and get bullied all the time. You plateau at some point and from there on, you will win some and lose some (in somewhat equal measures). The exceptions to this rule are some maps that turn the favor so much in the survivors' favor, that you basically cannot win, if you don't play a lot better than them. Also, you don't have to choose between Blight (with Adrenaline Vial) and M1 killers. There are enough killers in between that you could choose and some of them are pretty damn powerful.
Killers should be powerful, not have survivors running circles around them like they do for so many characters.
Are you referring to looping or is that just an expression for survivors that have the power role? Looping is kind of the intended counterplay that survivors have in chase. That isn't really a problem. If you don't like that, then maybe this is simply not the game for you (or you should play a killer like Knight, Artist, Spirit, Nurse and Skull Merchant). It's an integral part of the survivor role and the only really interactive part between killer and survivor.
Outside of that, survivors typically only do that to get some kind of reaction out of you (mostly anger or annoyance). It's a sure sign, that they do not feel threatened. In which case, you don't apply enough pressure. If that is where you have issues, then I'm sure many of us would be happy to give you a few pointers on what you can do in different situations. You just need to ask. Even better, if you can provide some gameplay footage.
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You can't punish players for playing with their friends. I mean you can, but it will definitely damage your player base. Almost half of all survivor players play in a SWF and I'm pretty sure they wouldn't appreciate such a thing. I wouldn't either.
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Personally I'd swap Billy and Plague. Billy is pretty strong for sure but he still has some trouble with maps and his addons aren't all that impressive either. Plague on the other hand can become pretty nasty. She leaves everyone broken with little to nothing they can do (other than cleanse) and the only way to heal against her, gives her arguably the strongest chase power in the game. A good Plague will hit you almost everywhere. If you decide not to cleanse, then she can proxy camp to force it (otherwise you won't get the unhook). Plague also has the better addons by far.
I'd put Dredge at least before Demo as well. Everything Demo does, Dredge does in better. He doesn't need to set up porals but has his mobility right off the bat and can go to places he hasn't been before. His anti loop is also better. Sure, Demogorgon can get a pallet out of the way quickly but Dredge can force you into hit or scenarios around any slightly secluded loop.
Bubba is a solid B-tier canditate in my opinion. He has one of the strongest chase abilities in the game and with the right set of addons a good Bubba can down you for the mistake of giving him the pallet side around a loop. That's pretty strong and a lot more than the other B- tier killers have to offer. It also makes up for his lack of mobility pretty well and he can also counter popular survivor strategies like pre drop, Shift + W.
Nemesis is probably also better than Doctor. If you can get out of tier 1 early, there are not many ways to hold you back. Pallets get decimated and you get some pretty nasty hits as well. They don't injure survivors from the beginning but it definitely puts him before Doctor, who has real trouble playing around dropped pallets and needs to break many of them. Doctor has the better addons but you will pretty much always have to bring Discipline, a range addon or both.
Perhaps you could also swap Chucky and Wesker. Both are pretty similar in strength but I think Wesker has the upper hand thanks to his secondary ability, which gives him a bit of slowdown and information. His power also has a way shorter cooldown.
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I don't see why it would be bad to nerf something that is way overtuned to bring it more in line with the rest of the game. Both sides want to have fun and if one side is so much stronger that the other is screwed anyway that can't really happen. There is not much fun in losing against a specific loadout more than they actual player.
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@ays12151 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3648025#Comment_3648025
Without speed on slightly higher level Bubba is very weak...
Are suggesting I might not be a top 0.1% Bubba player? Because if so, then you are definitely correct. 😄
I can do a few basics (mostly powered by Chili) but I'm not a pro player.
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It would be nice to see at least the yellow Chili base kit. For speed I'm not sure. I do pretty much alright even without it but I'm not an expert.
For a bunch of his other addons, it is definitely true that they aren't great.
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Probably due to a lot of people feeling insecure about their abilities and also the overall pace of the game (both of which go hand in hand). Matches are faster than ever and some people think they can only compete with full slowdown. 4 slowdown perks isn't the best thing you can use though. Especially since the good ones only work when you get a down / hook.
That's always the problem when people rely too much on one thing only. They are all the more vulnerable to everything else, which leads to them losing and as a result doubling down on that.
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@concubined said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3647601#Comment_3647601
I never wished I could unlike a comment so bad
That's fine. You're entitled to your own opinion. Even if you're wrong. 😉
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@LordGlint said:
Usually slugging down there happens due to a lack of hooks. I had a game with someone using no mither and boil over that would run to the downstairs area anytime I looked her direction. Was impossible to get her to a hook and she'd pop back up if I downed her.
I hate it when that happens. It's even worse when multiple people do it. It's just as bad as the RPD library and the fix is so simple. Just place one fixed hook down there or make it the only possible basement spawn.
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I'd play that. I miss the old Coldwinds and even old Haddonfield. I know they weren't fair but they felt more distinct. Like you would look at them and know that they belong in DBD. With many maps today I don't really get that feeling anymore.
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3647485#Comment_3647485
Yeah... but one can only Hope.
If not, then we will keep this post alive. By Any Means Necessary. We just have to prove our Resilience and stay Alert.
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OTR has one big flaw. When the killer hits that survivor right off the hook, it does nothing for them. It would be better, if it still worked even after the BT hit. That way you would definitely make it somewhere and would have a fighting chance with basically 2 health states.
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I know how you feel and I can tell you there are some players out there who appreciate killers that play nice. It just doesn't feel like it at times. You can never please everyone. Keep up a positive attitude, if you can. We need more players like you because these are games that everyone can enjoy as long as we keep a positive attitude.
If you're getting frustrated, then it can also help to take a few minutes to cool off. I do that myself, so I don't snap at the next person I encounter. It doesn't really help and you feel pretty bad after.
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That's crazy. Both sides can't really progress in that situation. Survivors can barely touch a gen before the killer gets to them and the killer can't commit to a chase because they'll lose that last gen in 40 seconds.
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It is. Although it is pretty uncommon. For many people losing is enough to consider the game unfun. But not everyone can win.
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@C3Tooth said:
Unexpected to bring some positive to the forum at least : D
https://us.v-cdn.net/6030815/uploads/U9TFBBDXDZDR/valen4.png
This made me laugh a lot more than it should have.
It also gave me unimaginable pain. It's not a big deal though. I already hear the Nurse's Calling.
This post deserves to be pinned, if we're honest.
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@pizzavessel15 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3646742#Comment_3646742
if youre just sitting there trying to constantly rotate the drone that is a mistake. iv been playing skull merchant since her release and iv been constantly seeing people just press the crouch button for a split second and completely avoid the beam. and i dont know when exactly they did it or if its a bug. what i do know is survivors are getting a speed boost (doesnt seem to be long like the normal one however) when going from healthy to injured. it doesnt apply when theyre already injured. i have clips of it.
The drones rotates on its own. You only need to adjust the rotation once (and only if necessary). It's really not that hard figure that out. The beam can either cut off the survivor or constantly force them to crouch. In both cases you slow them down drastically, which makes looping close to impossible and certainly less effective.
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@baharuto48 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3647183#Comment_3647183
But don't killer players hate organized SWF with comms?
Just because they hate it, doesn't mean it's not part of the game. Take camping for example. Survivors hate it and it's still in the game.
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@glitchboi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3647192#Comment_3647192
I wonder what he puts in his chili's seasoning.
It's a family recipe so we'll never know. 😕
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@glitchboi said:
Bubba mains shall rejoice when that happens. Basement Bubba meta will return!
As far as I am concerned, he was never truly gone. He just went to buy some ingredients for his chili.
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Is it worth it? Yes. There are some pretty strong regression perks and they can definitely help you a lot.
Should you stack 4 regression perks though? I would advise against it because it takes up slots that you would need for different perks.
I find it best to use a build that is more balanced in that regard. 1 regression perk (sometimes 2, it depends on the killer), 1 info perk (although I prefer 2) and 0-2 chase perks (it depends on the killer again). That way you are prepared for everything and won't find yourself in a position where you absolutely have no help.
You can also play without regression of course (I mostly do that myself). But I would not recommend it. You will lose a great many games simply because they are over so fast, that you have no way to get anything done. It also means you will need to use every advantage you can get, so you can't play too nice, if you want to win. That will become hard even with regression perks but they do grant you a bit more room for these things.
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You are not supposed to wiggle off on your own. If you could wiggle off that easy, wouldn't that be pretty unfair? I mean, the killer first had to find you, then injure you and get the down. That is a lot harder and takes a lot longer than wiggling off.
The wiggle mechanic comes into play when your team plays around it. Meaning, sabotaging hooks, using perks for you to wiggle off or taking hits. It also prevents the killer from carrying you around indefinitely. If it were to be disabled, you would see a rise in basement camping.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3646764#Comment_3646764
Well said, friend.
Nothing to add here, other than pointing out that one of the adjustments for 2v8 would have to be the maps. Because those small maps like Dead Dawg Saloon probably would not work with that modifier.
That's a good point. Although I'm not sure if the overall pace of the game would work. It's very much possible that 1 side would be much stronger than the other.
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@MikaelaWantsYourBoon said:
Another post about hatch is being problem but without solution of how to finish game without it.
Some people really want to back to era where EGC did not exist lol.
I don't think that was op's intention at all. They listed the problems of the hatch mechanic and asked for ideas how to fix it.
When only 2 survivors are alive, then their positions should randomly be revealed to the killer after them not being in chase for X amount of time. For the hatch mechanic itself, I'm not quite sure. I had seen Tru3Ta1ent suggest a chase mechanic instead. Basically the survivor and the killer would be placed somewhere on the map and then a chase would start. If the survivor can last long enough, then they escape. This obviously has some flaws but I think it would be better than slugging for the 4k.
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It's good to see that at least some people enjoy it. If you're having fun, that's good for you. I don't see why anyone would flame you for that.
I personally have played 8 games of it so far and none of them were enjoyable for me.