Xernoton
Xernoton
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- Xernoton
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Comments
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@Lobos said:
No thanks.. Killers already have enough BHVR hand holding.
Handholding as in base kit BT, the HUD and the AFC?
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@Devil_hit11 said:
they were suppose to buff it to 12 meters but even at 12 meters, you get 4x120 pi. the perk would be better if they just reverted to normal perk and increased meters to 8 from 6.
Your math is off. With a range of 12 metres you'd get 4pi×144 m (about 1800 m^2). This isn't even that much considering how random scourge hooks tend to spawn. About 20% of this could overlap or reach outside the map.
I think it would be nice, if they reduced the range to 8 metres but gave it a side effect, that would give you 6 scourge hooks instead of the normal 2. This would also give it great synergy with other scourge hook perks.
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I'd be more than happy with a range of 10! metres.
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Rizzo is a being of mystery, who lurks in the dark, stalks the forum and leaves their mark every now and then. Legends call Rizzo a Moderator for our overlords, the allmighty BHVR devs.
Oh and sometimes they will edit your post to change the phrasing slightly, move it to the correct category and apparently remove quotes of posts that were deleted.
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Good thing they're not adding P100 rewards. Would be too bad if people felt that they were missing out.
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@ProfessorDunwich said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3560060#Comment_3560060
Killer has to unhook the Survivor then walk to the farthest corner of the map for a 1 min time out.
I would leave the map but BHVR fixed SpaceBilly. :-(
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@radiantHero23 said:
I love the new Freddy cosmetic.
Yeah. Why does Freddy get all the good skins?
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3559985#Comment_3559985
Nothing about these being limited time anywhere in the news post.
Thank god!
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Please tell me these aren't seasonal cosmetics. 🙏🏻
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@Alice_pbg said:
next update, skill checks are replaced with
https://youtu.be/gba1KME0FQI?si=F4BbMA2-fEsOef8b&t=6
style on those gens until they have no choice but to get fixed.
*dance pad sold separately.
but for real... whatever they put on the gen, it will get boring eventually. and it needs to be simple enough so you can pay attention to your surroundings.
I swear this would make me a survivor main. I would never play killer again when I could listen to this banger and feel like I am absolutely destroying that Myers on the other side of the map.
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Double Iris, Play With Your Food, Deadlock, Corrupt Intervention, Nowhere To Hide and either a hatch offering or a map offering for either Azarov's or McMillan.
Oh and pray!
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@Venusa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3559630#Comment_3559630
I do agree that WoO is in a weird spot because it doesn't guarantee any concrete value and the amount of value you can get from it is upto your knowledge of DbD. But the very high pickrate does say something.
However I think the nerf you suggested would throw this perk back into the void where nobody even touched it. Before the buff it had a cooldown of 20 seconds once you performed a fast vault and its pickrate in this state was abysmal. Wouldn't your nerf make it even less appealing than its older version. Unless I'm missing something?
WoO was never a bad perk. It just wasn't something most people needed or wanted to give up one of their other perks for. If you asked people back then, why they didn't use it, most would have told you something among the lines of: "I know maps, so I don't need it."
But now WoO has a different use. It's a crutch for pretty much everyone who can follow simple directions. Run from tile to tile, pre drop pallets, that you can't loop around very well and repeat. You could be a complete beginner and still get the results of someone with 2k hours more experience. Meaning, it deletes a large part of the skill expression that goes into looping.
WoO also does pretty much the opposite of what many people argue, that it should do. If you rely on WoO then you don't learn maps. After all, why would you? You have a perk that makes this obsolete. My idea was to make it a perk, that would still be useful in chase and help you learn maps but would also require you to do some things right in order to really get value out of it.
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@rvzrvzrvz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3559630#Comment_3559630
nerfing woo is a mistake, you need too much playtime to learn map layouts in this game, like 500-1000+ hours, it's too much to ask for average players, woo is the perfect casual perk without MFT it's not that big of a deal
it's so popular because survivors have 100+ useless/niche perks
I somewhat agree. But that is not what people use WoO for, let's be honest. My suggestion would still allow you to use it in that way.
The main difference is that it wouldn't work as a crutch anymore.
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Regardless of what role we play, a little bit of positivity goes a long way. Even just writing gg can improve someone's mood after a rough match.
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@egg_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3559630#Comment_3559630
Absolutely disagree with resilience being broken, but 100% agree with everything else, especially what you said about woo
Resilience on its own is fine. But MFT, Hope, Adrenaline, Toolboxes and so on have way too strong of a synergy with it. Which is why I think it is problematic. If all of these (or at least MFT and Adrenaline / gen times) get nerfed, then I'll be fine with it.
As it stands though, it is part of the reason why survivors can brute force their way through especially weaker killers when they stay injured and rush gens.
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Broken: MFT, Buckle Up and to a degree Resilience because of its synergy with different perks.
Not broken: Adrenaline, DH and FTP. Adrenaline is a symptom of a larger problem called "gen times". DH is completely fine now and FTP will be fine when Buckle Up gets nerfed.
WoO is in a weird spot. It can somewhat negate the skill gap between mediocre and good survivors and is mostly used as a crutch for subpar looping. I would like to see it nerfed, so that it goes on a 25 seconds cooldown 5 seconds after the chase begins and then repeats.
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Bond counters Knockout to a degree, since you see where your team mate goes down. You can also combine it with Open Handed to see your team mates across the map.
Sloppy you can't really counter all that well. Your best bet is to either go with it or stack healing speed. Medkits with extra charges and CoH can work for altruistic healing.
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@HaunterofShadows said:
Oni and Demo are the epitome of balanced
Oni I can understand. But Demo? Demo is nowhere near as strong as Oni. His addons are terrible, his mobility is pretty mediocre because he needs to set up his portals before he can use them and his shred is not all that strong either.
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Depends on the pallet and the survivor.
Is it a strong pallet that will be hard to play around once it's dropped? Is the survivor good at playing around dropped pallets? How many pallets are left in this area? Do I have a power to play around dropped pallets? Does the survivor camp pallets?
These are questions, that you should ask yourself before you make your decision. A good rule of thumb is: "The stronger and spicier the pallet, the better it's gonna taste."
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3559164#Comment_3559164
this is my point. wesker's base-kit is not enough of back forth because you can play in a way that makes him have long chases. as a result, his chances to win become a lot lower. his hindered passive is what makes him potent right now.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3559169#Comment_3559169
when your infected fully, he is #1 most powerful killer in 1vs1 chase. that is why i said that proposed change is too much of negative for him without some buffs to his bounds.
As I have explained, this is where you're wrong. Wesker's kit gives him more than enough power in chase. If he plays well, then his chases won't last long. But if the survivor plays much better, then he is going to have a hard time. Just like it should be.
There aren't many killers with a stronger chase power then Wesker all things considered.
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Balance aside I really like the Azarov's and McMillan maps in terms of gameplay. They aren't perfect but it feels like this is what DBD should play like. Mostly.
@Steel_Eyed said:
I feel like the only player that likes Temple of Purgation. It’s a great map for both sides. I love playing it as killer but some players swear it’s survivor sided.
I used to like Temple of Purgation but since the rework, I really dread it. It looks good but also kind of generic (you wouldn't immediately recognise it as a DBD map) and the new filler loops are pretty terrible. Plus, all these bushes and terrible collisions...
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I think it would be better, if you could see them in the menu. Just so, that the HUD doesn't become too cluttered.
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@buckk0097 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3558653#Comment_3558653
that is a nice title i edited it in. also which ones resonated with you the most ?
I like Sadako, Wraith, Myers, Spirit, Nurse and especially Blight.
The devs should edit these into the loading screen. 😂
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3559089#Comment_3559089
sounds very classic. survivor not in control of the chase, not fun anymore.
I'm not completely sure control is even the right word. It should be a constant back and forth. Otherwise you might as well play against a bot.
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@Tsulan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3558661#Comment_3558661
Killing is the killers only objective. Yet, when the killer does his only objective as efficient as possible, since there are no other objectives, its considered kinda toxic from the community.
Funny how that goes, isn´t it?
Preach!
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Freddy Krueger. The real Freddy Krueger.
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@SpanishExecutioner said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3558636#Comment_3558636
https://www.youtube.com/watch?v=Bxf3uzI--ik
depends who is their opponent.
Wesker is good, but he is not Blight/Nurse good. Definetly more fun for both sides than Nurse tho.
Yeah but I'd say that Wesker has a power with which his chases will end in favor of whomever is better in chase. If the survivor is a lot better than the Wesker, then he is going to lose. If the Wesker is a lot better, then the survivor won't stand for long.
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For me it's the McMillans. When I think of DBD, these are the maps that I associate with it.
Many other maps they have created look beautiful too but they don't have quite the same feeling to them. I don't know what it is but many of these maps are just too generic for me. Like they could be in any other game.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3558652#Comment_3558652
oh yes, the legendary 10% faster pallet breaking is going to make you run out of pallets. I wonder why maps keep reducing pallet resources like that upcoming shattered square map. wesker's power works depending how survivor approaches the loop and how they greed it. if you greed pallets correctly as survivor, you can loop wesker for very long time. I would know because I tend get hit by his bounds eventually then get hit by that over-time infection build up. weaker infection would hurt wesker too much vs better loopers. he needs better 1vs1 if infection is less strong.
I could play Freddy without slowdown and if survivors pre drop every pallet I can still turn that in my favor. And Wesker is way stronger than Freddy. Pre drop the wrong pallet against a Wesker and he hits you by vaulting it himself.
If you play well and the Wesker doesn't, then the chase will last for quite a bit. But if the Wesker plays good enough, then your chase will be quite short. That's how it works when a killer has a chasing power as strong as Wesker's. There is no universe where you will be able to beat a good Wesker by mindlessly pre dropping or greeding.
Wesker already has one of the stronger anti-loops in the game. There is zero reason to buff it but there is a reason to nerf one aspect of it. Wesker performs perfectly without tunneling, so there is no reason why this shouldn't be nerfed. @ReverseVelocity's suggestion would not affect a Wesker that doesn't tunnel in the slightest.
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A better title for this post would be: "DBD killers in a nutshell"
Some of these are weirdly accurate, though.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3558636#Comment_3558636
i am aware of his sliding tech's but tech just gets countered by pre-dropping pallets. sometimes it is possible greed pallets depending on distancing despite techs that make a little bit skill expression. notice every single of play is the survivor over-greeding or not making any attempt to side-step bounds. he gets countered in lame ways and outplays the tactic in a less fun way for survivor.
If you predrop every pallet against a Wesker, then you kill your whole team. There are pallets where he will just vault after you and get the hit and others where he can perform a rebound tech or hug tech and hit you anyway.
Watch some of this guy's other videos. You won't get to play this flashy every time but Wesker's power works around pretty much every loop in the game, if you play it right. And he will either force you to drop the pallet much quicker or hit you.
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This happens to many players (myself included) from time to time. I see 2 likely causes for this.
1) You don't play as good as usual. We all have days when we just aren't quite as sharp and find ourselves making decisions, that we know are stupid. Maybe you aren't as concentrated as usual or your muscle memory seems off. Sometimes you don't even notice all the mistakes you make. If you have the means to record your games and rewatch them later, that can help you find out what you did wrong.
2) You crossed the MMR threshold and are now in a higher MMR bracket than before. The SBMM in this game is a bit weird. It doesn't work quite like you might think. Basically you have an invisible number (MMR), that is determined by how good you perform and there are three MMR brackets. Low MMR, mid MMR and High MMR. Depending on your own MMR, the game will put you into one of these three brackets where you play against a wide range of players. Some are pretty damn good and others are more sloppy. When your MMR increases you eventually reach the threshold of a higher MMR bracket and are put against stronger opponents. When it comes to match difficulty, you can consider each threshold as a point of discontinuity. Your matches suddenly become much harder or much easier than before depending on if your MMR went up or down. Also, it takes quite a bit before your MMR drops again even if you only crossed the threshold by a bit.
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@Evan_ said:
They can't make another Clown. He's one of a kind.
Well, Freddy is about one third of a Clown.
He has the Dream Snares that work as a weaker version of Clown's purple bottle. And no yellow bottle equivalent. Or any power at all against survivors that are awake.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3558595#Comment_3558595
so whenever my team is solid at gens, Wesker deserves to lose? that does not make much sense. in my opinion, tunneling is one of wesker's greatest strengths. player tunneling with him are playing him towards his strengths.
A good Wesker player will mostly use the infection as a side objective for survivors to slow them down because they don't need it to end their chases quickly. If played correctly Wesker can get you even in the strongest loops.
side objective? you mean spray that you hold since start of the match and take 5 second to disable? amazing game delay. wesker gets throws when survivor makes mistakes. infection is main threat of current wesker. his bounds are not that hard to outplay at loops and he is an easier blight to loop when your not infected.
A good Wesker will end their chases far more quickly than you think. Being solid at gens will not be enough to win against that. You also need to delay him in chase. If you can delay him long enough, then you deserve to win. But a good Wesker will keep his chases extremely short.
https://youtu.be/LlWyPBccitQ?si=YnXciL36xHJ_GMl2Are you going to tell me that these kinds of players need to tunnel you and get you hindered? I think they'd take that as an insult. Do not underestimate what a good Wesker is capable of.
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Billy is a stretch, honestly. He is fun to play when you are good with him but probably one of the worst killers to learn and this is further amplified by invisible walls, an abundance of clutter and odd loop shapes. He is fun to play against though.
Most people prefer mechanical skill over tactical gameplay it seems. There is nothing wrong with that but it is only natural, that they can't please everyone. Some people enjoy playing as and against Knight, others like Playing as and against Hillbilly more. It all depends on who you ask.
So, I wouldn't say that BHVR have a problem with designing unfun killers but more that they can't please everyone. As you said it's very subjective, if a killer is fun or unfun.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3558508#Comment_3558508
when I play survivor, I do not feel threatened in looping wesker in the chase. wesker only feels threatening to play if the player tunnels with him. that is just my experienced from playing survivor. most often then not as survivor, I usually get put into dying state because of his infection. your indirectly removing his active infection threat with that change. I just feel like he is a bit of push-over in chase from survivor point of view.
Then you haven't played against very good Weskers. In which case, they deserved to lose. Wesker is a strong enough killer to not be relying on tunneling.
Unfortunately, his high pick rate suggests, that many people who play him aren't all that good, since it implies that many Wesker players don't put in a lot of effort into learning him but just play him occasionally. But they do know that tunneling allows them to get wins, they otherwise would not get. It's a cheap way to make up for missing skill.
A good Wesker player will mostly use the infection as a side objective for survivors to slow them down because they don't need it to end their chases quickly. If played correctly Wesker can get you even in the strongest loops.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3558417#Comment_3558417
it removes any threat from wesker's infection. against stronger looper that make an effort to outplay his bounds, he relies on infection to be a threat in the 1vs1. wesker's power virulent bounds scales really badly with survivor's looping skill. I think if his pallet vaulting power did not kick him out of virulent bounds, increased movement speed of 2nd bound from like 3.0(?) to 3.6 and -0.5 cast time on charging bounds, then i could see weakening hindered to like 3% to be less of component to his kit. at same time, the infection is kinda lore heavy because... well the whole idea is that wesker chases survivors that are infected because they're weaker. that is running theme idea behind nemesis and wesker. a weaker infection makes wesker a bit less... cannon for sake of balance.
So, what? If Wesker doesn't tunnel, he is a weak killer? Because that is pretty much what you imply. The infection could still progress like normal until you get hooked. That way, you would only feel a difference, if you tunnel.
There wasn't any suggestion to nerf the hindered effect. Only to make it stop progressing after the survivor is unhooked until they do a conspicuous action. This would not affect you in any way as long as you don't tunnel.
Also, Wesker is definitely not relying on the Hindered effect as much as you make it out. His chase power is pretty damn lethal in the right hands. If you have to rely on the infection to catch survivors, then that means that you aren't particularly good with Wesker. Don't believe me? Go on YouTube and search for some Wesker mains. They'll Show you what this killer is capable of.
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@Boons123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3558420#Comment_3558420
I think it's more Buff for Survivors than Nerf because if we did that we might see Survivors using 4 chased perk instead of 3
That's the same hollow argument, that people made for DH too. "If there wasn't XYZ perk I would play better."
People, that rely on WoO won't be stronger just because they use another chase perk. They would actually need to learn the game and how to play on most maps.
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5 seconds after the chase begins, Windows of Opportunity goes on a 35/30/25 seconds cooldown. After that it activates again for 5 seconds and the cycle repeats.
Outside of chase it could stay active permanently.
This would encourage people to actually learn maps instead of using WoO as a crutch because they don't know map layouts or pay attention to what other loops they see in the distance.
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What's wrong with that?
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I wouldn't say that the game itself becomes boring. It's more that after some time you get kind of used to it. So there aren't quite as many things that will surprise you anymore. Eventually this can lead to you not enjoying the game quite as much anymore because it seems repetitive.
It's normal and it happens to most of us. Play the game as long as you enjoy it and take a little break when you stop to. Eventually, your exitement will come back and you will have fun again.
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How is that even possible? If that happened to me, I'd deal with you after the second save.
Nevertheless, congrats. That's quite impressive.
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Because he can. His power is good enough to end chases quickly and push through any anti-tunnel perks and tunneling is a more effective play style, than going for 12 hooks.
Also, since when do we consider Twins to be weak? They really aren't bad especially now that survivors are more inclined to stay injured.
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@CountOfTheFog said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557853#Comment_3557853
My yellow add-on says it has 12 charges
https://us.v-cdn.net/6030815/uploads/DONMI40QAQHN/20231006-121627.jpg
Ahh. That's a misunderstanding. The addon ADDs 12 charges to your toolbox. So your toolbox has 12 extra charges. The addon itself does not have any charges. It might sound like semantics but from a coding perspective this is a big difference.
As long as the addon is equipped, the toolbox itself has 12 extra charges and the addon is not removed even after the toolbox is depleted. Meaning, if you are to restore the toolbox charges using Built To Last, then the math applies like this: 99% * (base charges + extra charges) = 99% * total amount of charges.
In short: Yes, Built To Last scales with your addons.
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Your addons don't have charges. Well, besides BNPs because they disappear on use. You have an item with a set amount of charges and addons that modify the item itself. So when you recharge the item your addons will still work in the exact same way as it would normally with the addons equipped.
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2 words: Skull Merchant
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@C3Tooth said:
Remove the wiggle strength, but make killers stunned for extra 1.5sec if escape from carrying.
I guess that could be fun when you get flashlight saved but other than that, wouldn't that make the perk kind of useless?
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It used to be Chess Merchant. Now it will probably return to Wraith. For some reason I really don't like playing against Wraith.
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@xEa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557698#Comment_3557698
First of all, I like all your advises and they are all logical to me.
While i was always a competetive player and i take the role of survivor more "serious" something bothers me from time to time playing killer - as you mentioned with your singularity experience.
To answer your question:
- No, i could not care less.
- Absolutly not, most killer are in my opinion either overpowered or ballanced.
- Not really win, but i hate those specific moments - for example you get stunned at a pallet the very lust millisecond. I am one of those guys (even after thousends of hours and 30 years of gaming :D) that i still move with my head when i try to hit and it is really close :D That sounds silly but it is what it is.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557716#Comment_3557716
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557726#Comment_3557726
All good advises i must say. Thanks for that and your shared experience! I dont think it is a skill or experience issue anymore at this point, i mean i played every killer besides a handfull a lot. I had big winstreaks with many of them, not on the level of Otz but close. Dont get me wrong, most of the time, it wont bother me.
Its just super strange to me that i never had any simular feelings when i play survivor. Maybe its the way some survivors behave? I am really not so sure.
You can be good with most killers without being good at any killer in particular. This sounds contradicting but it actually isn't. In general you can make a distinction and say that the killer's skill consists of macro gameplay (the 4v1 aspect) and micro gameplay (the 1v1 aspect).
This is something, that you will also notice when you watch Otzdarva a lot. He is fairly decent with most killers but it's obvious, that he is not particularly good with their individual mechanics (with some exceptions, of course). The best comparison in my opinion would be his performance and play style during the Clown streak as opposed to how he plays Clown today. There is a huge difference in mechanical skill there and it definitely shows.
If you play all killers, then you will become fairly good at macro gameplay. However, you won't master the different mechanics of a killer that way. There are some killers, that have such depths to their powers, that you need hundreds or even thousands of hours of practice to really master them. This is what I meant, when I suggested looking for a killer to main.
I think this is a fairly common feeling for the killer role in this game. Most experienced killer players have probably experienced this at some point. And it does make sense when you think about it. If I were to describe the feelings of the killer role, I would say it's mostly about time management, concentration, multi tasking, constant decision making and planning. As killer you don't really get any down time. You are constantly on edge and one little slip up can easily result in you losing all the pressure you built up over the past couple of minutes. I think the lack of any down time is what causes this feeling. Because you cannot really relax without getting stomped. At least not with a MMR system. As survivor you get a break every now and then. Yeah, doing gens isn't exactly fun but it's a very relaxing thing to do because there aren't any stakes involved in that part.
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@Jiloh said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557728#Comment_3557728
That they make him less oppressive that the people who give up won't cause its easier against him.
Ok. Let's say they nerf him drastically so that he becomes about as weak as Freddy. Who after the buff to Trapper will be the weakest killer in the game. Will that stop people from giving up against him? No.
If people would give up against killers only because they are so strong, then Nurse and Blight would pretty much never get a normal match. It's more likely, that they don't feel like playing against this particular killer.
