XtremeDBD
XtremeDBD
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@alpha5 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3876093#Comment_3876093
You need 8min to read 2 normal paragraphs? And are you even aware that it isn't me you are/were having that conversation with? Your last statement is utterly hilarious as that is exactly what you are doing. You did read half a sentence then told him to "git gud" and you did the same to zarr in the houndmaster thread twice. So from that talking to you seems like a complete waste of time.
Mb i replied to the wrong one, i was thinking abt @AmpersandUnderscore. Also what im doing is not writing a novel on dbd forums that no ones gonna read cus they're here to just post quick opinions and needed thoughts. Also for the record, Zarr did write like a dozen paragraphs and didn't know the facts as kinda obvious in the first few sentences
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@adam1233467 said:
This killer is bad, just camp a pallet if she is sending the dog, you drop the pallet and you stun the dog if he catches you, I'm really surprised people haven't discovered this yet
Facts my guy
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@TwinsMain2004 said:
it's a feature
it is definitely not a feature, thats like saying discord calls w/ ur swf is a feature. Its a bug or its not vinilla dbd, similiar to dpi enhancements on mouse and keyboard as well, its technically a competitive advantage, therefore, cheating.
Discord calls aren't smth they can do anything abt, which is why they should just have an in game vc.
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@Aceislife said:
The game has never been so easy for killer. Just play as Blight, use the sweatiest perks, and get 4ks effortlessly almost every time.
Thats the problem, u shouldn't have to rely on a killer power and perks to prevent gens from being done so fast. A new machanic or some perks need to be basekit
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@zarr said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3875961#Comment_3875961
He would not get a double stun because Wacek has "developed experience" and would simply… not walk into the pallet. Adam would have been hit there essentially no matter what he did. At most he would have been hit through the pallet trying to stall the drop. If you think survivors can react to a killer's swing with a pallet drop (let alone if a dog is also pulling them to and fro) you are the one that needs to actually play the game. In the vast majority of cases they get hit trying to do so or baited into dropping it by the killer faking the swing, not least due to the killer latency advantage. Not to mention that not instantly stunning the dog carries the risk of the dog pulling one out of the pallet, or to an unfavourable side of it. And apart from the obvious plays such as "going around the pallet" or "waiting to see which side the survivor will drop the pallet from" and "hitting the survivor through the pallet", there's also the option of equipping Enduring and brute-forcing pallets, then instantly sending the dog over them.
We'll see how "insane" my claims are once the next bigger update rolls around. I think claiming she is hard to play and perfectly balanced is much closer to anything resembling "insanity" than my take that she is overtuned in some respects and has an imbalanced ease of playing as vs. against ratio. The dog does most of the work for the killer, next to no aim or timing required because he'll just path around stuff and pounce from a generous distance and hold them long enough to guarantee a hit no matter what.
If Wacek doesn't walk into the pallet, the adam frees himself from the dog and camps a few more seconds on the pallet to lose hinder. Then when wacek is close to one side baiting/performing a lunge, adam can drop it and loop like normal. Simple as that.
Abt her "overtuned kit" u do realize her holding the dog until the survivor drops a pallet is essentially just dracula's hellfire right? Its your fault for camping it and baiting their power, just run away 💀. No ones gonna react fast enough to redirect their dog and grab u
Again, know the facts and have the experience before trying to complain abt a kit thats perfectly balanced, WITH the gamechanging bugs the killer has
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Tunneling and camping is an issue but swfs can make tunneling very hard and almost impossible with perks like ftp and decisive. All it takes is good comms and u get completely bodyblocked in some cases
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@alpha5 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3875878#Comment_3875878
What are you doing on a forum if you can't be bothered to spend 30s to read a post?
Ur comment isn't 30 seconds icl. Thats more like 7-8 minutes. Like how long do u spend writing all of that? No ones gonna care to read ur opinion if it looks like ur just saying what comes to mind in the moment
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C
@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3875878#Comment_3875878
Have you tried Civ?
@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3875878#Comment_3875878
Have you tried Civ?
Corrupt isn't gonna stop a team like this, its not hard to just stealth it out. Thats how competitive players used to play some years back. And it is a pretty good and annoying strategy, AND arguably can make things worse if they all slowly split up across to 4 different gens. The point tho is not to run a perk, its that u shouldn't need perks to stop the game from ending so fast
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@Daniel_Silva04 said:
SUMMARY OF THE ISSUE: I was playing with The Cannibal when suddenly the chainsaw charges got stuck at zero for the rest of the match and I couldn't use it.
PLATFORM: PC
STEP BY STEP INSTRUCTIONS ON HOW THE ISSUE OCCURED: Use all charges of the chainsaw and then note that suddenly the power charges are stuck at zero and you cannot use it.
VIDEO: I could not make a video at the time it happened, but I have a screenshot.
https://us.v-cdn.net/6030815/uploads/U9ZM2CUDH0K8/captura-de-tela-285-29.png
PLAYER LOGS:
https://us.v-cdn.net/6030815/uploads/5AU6N3K8Z4AQ/deadbydaylight.log
I just experienced this a few hours ago, tg you posted it
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@zarr said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3875846#Comment_3875846
What facts, exactly? You haven't actually contradicted me in any way or brought up something I didn't understand about Houndmaster. The only thing you presented is your opinion that camping a pallet to stun the dog is "insanely good". I have already explained why I don't think it's nearly as effective as people make it out to be. It only is at all beneficial if the killer actually sends the dog on you and then lets you stun both it and themselves. If the Houndmaster player has played more than 1-2 matches on the killer, they should be smart enough to simply not walk into the pallet in these instances. If you don't stun Houndmaster, the Hindered effect absolutely prevents you from leaving the tile, forcing you to play it. And she has the dog back in 3 seconds. You make 1 loop before you are pretty much inevitably taking a hit.
I went to twitch.tv, searched for "Houndmaster", found Wacek134 doing a winstreak with her (70+ matches), and looked for instances of survivors using pallets against the dog. I had to go through multiple videos to even find a handful of relevant instances, because if you actually go and watch some of his matches, you'll see that survivors regularly cannot even make it to pallets, or that he will simply curve the dog around the tile so it doesn't matter.
Anyway, here's some clips:
https://www.twitch.tv/videos/2348514155?t=2h16m44s - The snowplow is a really safe tile, Adam drops the pallet to stun the dog, dies to the dog before he can make it around. And that was with Houndmaster even sending the dog from a distance as opposed to standing in front of the pallet, so she had a lot more ground to cover to catch up.
https://www.twitch.tv/videos/2348514155?t=2h19m9s - Here's a survivor camping a pallet to play around the dog. Wacek forces the pallet down by walking into it, instantly sends the dog over the pallet and gets a hit. At an incredibly safe standard tile, a long wall jungle gym.
https://www.twitch.tv/videos/2358707846?t=1h29m47s - Here the survivor is at another gym, the dog forces her to drop the pallet early, putting her in an unfavourable position to play it, taking the hit seconds later.
https://www.twitch.tv/videos/2348514155?t=1h38m55s - Instead of standing in front of the pallet, here Wacek holds the corner of the tile and simply waits to see which side the survivor will drop the pallet from.
https://www.twitch.tv/videos/2358707846?t=1h19m33s - This situation at another safe pallet shows that even when you are at the pallet you can send the dog around the tile and force the pallet drop from a side disadvantageous for the survivor.
And again, these are some of the few instances I could find of survivors even being able to use a pallet against the dog between 5 multiple-hour sessions I skipped through. Usually he just gets his hits in other ways. You'll also notice that he barely ever kicks pallets or has to, tons of them are left up over the course of the match because dropped pallets are basically guaranteed hits for Houndmaster. And even in the "worst case" scenario where you do break the pallet when the survivor stuns the dog, they won't have made much distance due to Hindered (let alone if you use Brutal Strength) and you'll have the dog back to send after them immediately.
To note: I'm not saying Houndmaster is the strongest killer in the game, she doesn't have great map pressure or remarkable snowball potential. But she is another offender of a killer that is much too easy to play when compared to how difficult she is to play against, and some of her mechanics or numbers are overtuned in that they create situations without real counterplay, and situations that I guarantee the devs did not test or deliberate much on. Especially the things they hastily buffed prior to the holiday break, most of all the vault speed and cooldown duration. But also things like the fact that Houndmaster can simply stand next to a survivor and wait for them to free themselves, and only then hit them, since they will suffer from Hindered in that case and barely make any distance, often leading to a swift "two-tap". The 5-second gate block vs. 3-second dog cooldown also makes it blatantly obvious that these things were not thought through.
I'm sure BHVR will rectify some of these issues, I just hope it won't take 6+ months like it did with Merchant.
Again, I'm not reading all that. But if your struggling to loop this killer, thats a skill issue, shes balanced, get over ur one negative experience against her and move on.
Edit: i looked at all of those clips and can confirm none of those survivors know how to counter the killer or they just didn't win 50/50's which most powers don't even affect. For example, the Adam in the first clip insta stunned the dog and tanked the hinder instead of wasting time on the pallet to try and doible stun which he likely could get since when that pallets up, its not a 50/50
Pls actually develop experience before trying to make insane claims about an already hard to play character who is perfectly balanced with her dozen bugs.
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I hate that this is still a thing. Console Oni's are at a massive disadvantage cus of this
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@xCakeStick said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3867651#Comment_3867651
You can defend generators, you're obviously bad at the game if you seriously think you can't disrupt survivors objectives…. Survivors aren't invincible, they can't repair generators if you chase them, apply pressure on injured survivors or hooked survivors. Properly timed chases and interruptions make a significant difference. Targeting the wrong survivor is also another mistake, if you're going to chase a survivor good at looping that takes you far away from the generators you're giving the rest of the team free time to repair generators. You chase weaker survivors, pressure the grouped survivors and patrol more often if a chase isn't going to offer any good difference tot he match, to regain the control. And obviously you have perks, powers and the killer you chose that will make the overall difference.
But the bigger picture at the end of the day is your playstyle, which includes adaptions. Survivors have an objective, they repair the generator. Killers also have a job, they stop them. If generators are being done too quickly, it's not just as you label it as "common sense" that this is an entirely unavoidable situation. It's a clear sign for one you're playing your games entirely wrong all the time to constantly go against this. So you need to balance and adapt your strategy of hooking survivors, interrupting generators and choosing your targets wisely when it comes for chases and looping.
Im NOT reading allat. But from the first few sentences i could tell you also dk how the game works.
As i have said to Pulsar and basically everyone else in this discussion agrees w/ me, you cannot defend gens at all. In that exact match, yes i had no gen perks, but i shouldn't need gen perks to stop gens from being done in less than 5 minutes. I can understand losing kills but getting low stages is ridiculous.
Whatever you do, whoever you chase, you WILL be wasting time. Theres no machanics in place, or any required secondary objectives gens from flying, thus deadlock imo should at least be basekit until they revisit the idea of missing parts and gas for gens.
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@zarr said:
Absolutely. The devs hastily overbuffed her prior to going on holiday break and they haven't addressed her since. She is essentially a 4.6m/s Deathslinger that can curve his shot and redirect it, as well as walk around the entirety of shack while the survivor is being held. Doesn't have to reload either.
And no, the tactic of standing at a pallet, letting the dog catch you and then stunning both is not reliable counterplay, because the killer can simply… not walk into the pallet. That leaves you Hindered and having to play the pallet, and she has the dog back ready to pounce in seconds. Alternatively she can also cancel the chase command and force you to drop the pallet that way or hit you through it.
There are multiple overtuned aspects to her that will need some retuning: The dog's vault speed is comically overtuned, he essentially teleports across windows and pallets, so either you take the instant hit while vaulting or you inevitably get held and hit after it; the cooldown of a mere 3 seconds essentially means there is none because you are ready to send out the dog again right after the hit cooldown ends; the dog's movement speed as well as its ability to round corners/objects and pounce detection range, making it more of a curved and redirectable hatchet (and then some) than Slinger shot; the fact that she doesn't get any movement speed penalty for sending out the dog, so you're stuck having to play around both the dog pounce (and potential redirect) while she is also chasing you at full movement speed; the redirect window is 3-4 seconds and you can't always tell whether she is redirecting or not, so you have to be wary of the redirect long after the dog got sent out, again all the while playing around Houndmaster herself; the dog holding survivors for 8 seconds, allowing her to pretty much always get the hit, even if she for some reason wants to break a pallet, vault a window, and hit someone else beforehand; the fact that she can have the dog grab someone to prevent them from unhooking, while herself being free to intercept yet another survivor; that survivors cannot leave through the exit gates for 5 seconds after having been pounced by the dog, no matter whether they got hit, were freed or freed themselves, which coupled with the 3-second dog cooldown means Houndmaster can guarantee kills in the gates in a way no other killer can; her movement speed when following the dog in tracking mode is pretty comical as well - for map mobility this would be fine, but it's silly in chase. At the very least the hit cooldown could be increased when hitting a survivor under the effect of Slipstream.
Not all of these things have to be toned down, and there could be some mechanical changes to rebalance her as well (things such as a much shorter redirect window (i. e. having to opt to redirect immediately and only having a second to do so while controlling the dog), the ability to slow-vault windows and pallets when grabbed by the dog like you can when chained by Pinhead, perhaps Overcharge-sized skill checks when grabbed by the dog that decrease the time he holds you for), but some looking-at is definitely in order. In turn, I would probably want to buff Houndsense, it should be more threatening than it is currently.
I am NOT reading all of that. But after seeing your first paragraph i see the problem, you don't know how houndmaster actually works.
Her kit can be strong in some situations, but her bugs and counterplay actually make her pretty balanced. Camping a pallet while grabbed is an insanely good and common sense strategy that almost everyone does against her, the hinder is nothing on structure loops and some very short fillers become unlikely winnable as they already are without a power or perks in play.
Know the facts before complaining
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3870817#Comment_3870817
New players aren't the ones "going next" its always the guy with 5k hours.
Egos are dbd's biggest issue. This community is terrible to eachother
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3874676#Comment_3874676
I can also assure you, Blight's M2 hitbox has always been VERY wide.
Nah its definitely gotten worse. Or every blight I've played against in the past 24 hours just has insane packet loss for no reason even though they're typically 50ms stable.
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3874287#Comment_3874287
Ive played both of these killers enough to confidently say youre gaslighting yourself
What is gaslighting? Also this is pretty apparent on both the killers listed on nemo's m2 and houndmaster's m1. Plus recently today i realized blight's m2 hitbox has been made way wider, and its hella boring to play against
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@upsideinsanity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3874019#Comment_3874019
If they are going to do that, they need to have more servers and closer together. I am on NA west and see people from central america all the time because they do not have their own servers and they are always over 100 ping at least. There are no servers in central US either (only VA and OR - opposite coasts) so people in like TX have bad ping. Also you cant tell someone they cant play a game if they live in the middle of nowhere and do not have access to anything more than wireless broadband.
No idea why each individual region doesn't have their own server already, but i can see why the idea would be a little flawed. Only other thing i can think of is allowing people in these regions to play on their own server against other ppl on their own server only or mainly, which the game does already or at least tries to prioritize.
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3874020#Comment_3874020
No they don't. All killers have the same hitbox, as well as the same lunge distance and hitbox
The only exception I believe is Chucky who has the same hitbox as a Survivor, but lunge I believe is the same
Its not even just m1 hotboxes that have gotten worse, have u played nemesis lately? It feels like his tier 1-2 tentacle is so much smaller now. Houndmaster definitely has alot less of a wider attack hitbox, survivors who aren't in the middle of your screen don't even cause a aim assist miss or anything, it just misses. Mostly happens when u lunge at a dog grabbed survivor and it seems too early but the weapon is connecting visually before letting go of the attack button
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Some specific killers have smaller hitboxes. Houndmaster's is puny and lunging is actually pretty hard to land with the dog's erratic movement when ur trying to hit a grabbed survivor. Kinda like Unknown's lunge distance bug, that was super annoying
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Heres my thoughts, in order to play the game you need to have a minamum ms or lower. Like if you're 108ms, u can't queue for a match. They can also prioritize lobbys where everyone is on bad net since they all shouldn't be playing the game anyway if their wifi can't handle it. As much as that sounds harsh, playing an online game is a privilege for everyone to have fun, and a killer having bad net is not fun for anyone. So just don't let them queue into pubs if their above a certain threshhold. They can put in in their TOS and game requirements or wtv, make it clear that u need decent ping to play.
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@Nazzzak said:
Definitely feels that way. Probably why Finesse is so popular
I think people are just scared of getting railed through vaults. I feel like every other survivor game i play the killer is 80ms+ and forces everyone onto higher because of their host, tho i have a hunch this is a server bug.
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@TWS001 said:
I've played her a bit the past few days to get the associated trophies for her. One game you'll finish thinking that she's a really good killer, then the next you'll play on a certain map like Lery's or something against better survivors, the dog will barely function, and you'll be ripping your hair out! The dog is very inconsistent and I'm sure there'll be more tweaks in the not so distant future.
There is very poor chase ai when it comes to wall accents on in door maps. Shes insanely weak on rpd because every single wall has a pillar sticking out of it
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@Gucci_218_TTV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3873896#Comment_3873896
So ive heard her being buggy but ive not experience any issues myself playing her or seen others have issues. Like ove said in replies i know to dodge the dog and 9 times outta 10 dodging is easy but once in awhile i get hit by the dog. And i stated that i know her search command gives her speed boost when on the trail which isnt my issue with her the duration of the dog hold is ridiculous in my opinion you dont have to agree but there should be a woggle factor or something to make escaping more possible. And the pallet tip is obvious and not very good input... seems no one else has any good advice besides dodge dog and camp pallets lol boring. And if you play a GOOD Houndmaster dodging the dog and camping pallets wont save you. So i disagree with yall and just seems ive played against better houndmaster than the handful of players whom commented. Obviously players who suck at houndmaster are extremely easy to beat and not much of a match but the good players will crush even the pro players so i guess we will just have to agree to disagree.
Thats something so small though, she already can't get her dog back sometimes without having to stand still for a second. The duration of dog grab is balanced its also easy to remove. I also almost always see survivors camp pallets when im holding my chase command, because they know to just eat the dog hit and waste time on the pallet since they know they can just stun him and run away. There really is no other counterplay accept to play really tight angles on redirect command and then w key. For context i am P40 on her rn, and i consider myself until i see better the self proclaimed #1 Houndmaster player. Self proclaimed, so no bs abt it but just based off other people who played her the few times I've seen her, they were all terrible.
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That is a very common and obvious strategy to completely counter the dog and even waste time making the killer respect a pallet in fear of wasting more time from both getting stunned. If ur grabbed in the middle of nowhere, thats kinda on u
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@Gucci_218_TTV said:
I know alot of people will hate on me and start unneeded drama over this post but i dont care. Since the release of houndmaster she is beyond broken. How do we consider her balanced especially after PTB ... Shes literally as fast as cloaked wraith, plqy a match against her and shes soooo fast without bloodlust it makes no sense. She catches you before you even get to the next tile, the dog grabs you and it takes a decade to break out of its grasp so literally no chance of you escaping. And yeah skill issue alot of people will say but i have 3+k hours on this game and shes by far the worse addition to this game. Been on the verge of deleting this game again becuase of her and the ridiculous amount of hackers / cheaters the past few weeks that BHVR does nothing about.
GET A BETTER ANTI CHEAT like this games been out for how many years now its pathetic where this games going and once i do decide to delete i dont think i'll be redownloading this game ever again.
GG gamers and ive enjoyed the years ive had on this game but its getting real close to not being worth a damn anymore.
She is very inconsistent in terms of bugs and unintended features, but she is in no way busted. Like others have said and its quite obvious, u have to dodge the dog. Her search command which gives her a speed boost to a select location only is perfectly balanced and most times bugs out disadvantaging the killer. The dog grab duration is pretty fair since ur in control and essentially are just slowed, go to a pallet and wait to either stun both the killer and the dog or just the dog. Cheating is something that has become quite an issue lately but theres nothing we can do abt that but report the player. In all, u should NOT delete DBD and instead view her kit on dbd wiki or even play the killer yourself, she actually has a skill ceilin. I myself main her despite her buggy release, and i find it for the most part fun on both sides regardless of how rare the killer is anyway : )
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3869191#Comment_3869191
The hit is confirmed unless the Killer is bad. There is no Survivor skill expression there, the only way they delay the hit is due to a Killer misplay.
Strawman argument.
I can think of a LOT of maps that are Killer-sided. Here they are
Killer-Sided (or leaning):
- Aazarov's Resting Place
- Coal Tower
- Dead Dawg
- Father Campbell's Chapel
- Forgotten Ruins
- Cowshed (somehow)
- Haddonfield
- Midwich
- RPD East
- RPD West
- Rotten Fields
- Sanctum of Wrath
- Suffocation Pit
- The Game
- Borgo
- Hawkins
- Torment Creek
- Rancid Abattoir
- Lery's
- Wrecker's Yard
Neutral Maps:
- Blood Lodge
- Gas Heaven
- Greenville Square
- Grim Pantry
- Pale Rose
- Groaning Storehouse
- Ironworks
- Ormond
- Shelter Woods
- Thompson House
- Wretched Shop
Survivor-Sided:
- Badham
- Disturbed Ward
- Eyrie
- Family Residence
- Garden of Joy
- Mother's Dwelling
- Nostromo
- Temple
- Toba
A 3v1 at 3 gens is a win for the Killer unless they make a colossal and repeated mistake. That's as easy of a win as it gets. A 3v1 at 2 gens is also a Killer win 9/10 times.
I try to refrain from bringing personal skill into it, but you already did so…
If you have trouble winning a 3v1 at 3 gens, it's probably on you. If you think maps like Haddonfield are Survivor-sided, again, that's on you.
Imma be honest alot of the maps you listed as killer sided are actually pretty balanced. In what world is suffocation put on either variant killer sided? Sure rng can be bad but the maps are huge. Similar situation with Greenville, huge map, but relatively bad resources, therefore very poor design and unfun experience for both sides.
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@xCakeStick said:
https://forums.bhvr.com/dead-by-daylight/discussion/435935/genrush-nerf-when
"These people do nothing but do gens for 4 minutes while one dude just pre drops and gives quick gambit to all 3 of their jockies.", this sounds like your issue. If you're chasing somebody for an entire game and not adding pressure on your generators nor the other 3 survivors in your game what do you expect them to do? Come on now, use some common sense. All these people that complain about gen rushing are the same clueless killers that don't realise chasing is not what killers are meant to do all game, they are also meant to manage objectives of the survivors and disrupt their progress, if survivors are completing generators too quickly it's not the perks contribution, it's solely your fault for giving that survivor too much time in a chase and not enough space to stop the other survivors from progressing with their objectives…
Gen rushing is literally part of the entire game design, it's literally the survivors objective… your job is hunt them down and stop them, not be taken on a chase all game cause you don't know the concept of dropping a chase.
Another case of of not seeing the bigger picture or just never being in a situation like this, you can't defend gens. The whole purpose is for the same insane speeds to be reached no matter who you chase. Thats common sense
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I think not
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3867011#Comment_3867011
https://us.v-cdn.net/6030815/uploads/WWP5YAQEYGAI/dbd-swf-stats-jan-2024.png
Literally was a Killer main for seven years lol
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3867054#Comment_3867054
bros in his own world somehow being a comp player but also getting rolled by average survivors
Does that make Cynic average? Cus I've 4ked them twice with the BP build
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@TaxMan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865013#Comment_3865013
Where is that data coming from? I know you are the most survivor biased person here but stop with the misinformations please.
I didn't think abt asking him where it came from, bros in his own world acting like dbd is a mathalon contest.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865440#Comment_3865440
I quoted you. You literally said you were chasing someone with wake up away but they get value from QG.
That was me quickly responding to individual paragraphs with a few words. Again, re read, or learn how to idc
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@danielmaster87 said:
They're never nerfing gen rush, because they won't nerf the most obvious thing, which is SWF gen speed.
Give me voice chat. I'll finally be able to let them (bad teammates) have it.
I agree fully, solo queue players tbh need to be put in their place
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865428#Comment_3865428
I'm sorry, you have no room to talk about valid experience in game.
Wake up is 25%, chasing anyone else doesn't do anything since they can all just take you away or waste a few seconds with QG
There is no possible way that a player uses wake up while opening a gate and then gives gen repair speed to the rest of the team when they run.
You can't even work on gens while the gates are powered by any means.
I never said wake up and QG can be active at the same time. Maybe re read
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@jmwjmw27 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865096#Comment_3865096
So if all four survivors stack all their perks they can save 60 seconds total on gens over the course of the entire game, which is less time than you can save with one perk (grim, pain resonance, dead man’s switch, pop) lol. And if they have these builds, they have no perks for chase or to prevent tunneling.
This is why casuals shouldn’t be allowed to use this site.
I have over 4000 hours in the game and am both almost certainly better than you and not a casual. If you feel like you have something to prove I am open to playing you in a custom match.
U most certainly are not. U likely have just played core and thats it, u r in no way comparable to someone like me. People like you rely on perks to win, i don't. I use raw skill and experience on a character to dominate. Also try having 10k+ hours
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@CautionaryMary said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865098#Comment_3865098
They are small in a vacuum, sure - but when put all together you wonder why people's chase times are not as they used to be. Let's not mention the nerfs they did to loops and jungle gyms in general.
Most of the loops have been nerfed to be a simple 50/50 where the killer can cross around the shorter side and hit you regardless.
The Ormond variants at construction sometimes don't even spawn the pallet to have a sufficient chase, rendering that side useless.
When you have everything coupled with the 6.1.0 buffs, yes — survivors will struggle to continue a chase. I'm not speaking on my behalf, I'm perfectly fine with chase but I'm talking about the casual base -- the ones solo-queuing with either them giving up or their teammates giving up. All of these changes, along with the increase in slugging and tunneling - I'm not surprised with people dcing at the rate that they're doing.
I usually find that if you're consistently getting terrible teammates all around, that usually suggests a lower MMR as a whole. Killers usually excel well in lower MMR and struggle in higher MMR.
Edit: Actually now that I reread what you said — if you're getting insane teammates and a terrible killer, it just means those teammates were able to handle the killer for the MMR that you're at. On the flip side, if you got bad teammates and a good killer, the killer did great and were able to keep pressure throughout the match.
The chase times are always bad usually and the gen speeds are too fast. Like back in the day a survivor could last a good 2 minutes and only 1 gen would pop. Games are just ending too fast and on both sides i agree there are problematic perks and playstyles, like slugularity and especially prevalent with the snowskull exploit
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865096#Comment_3865096
I don't think you're paying attention.
A gen is 90 charges. Normal repair speed is 1 charge per second, thus 90 seconds per gen.
QG increases gen speed by 5%, so it's 1.05 charges per second. 90/1.05 = 85.7 seconds. 90-85.7=4.3 second difference. So it's 4.3 seconds saved per gen, assuming QG is online for every single second that survivors are working on a gen.
There's five gens, so the time saved is 4.3 x 5 = 21.5 seconds.
That's not even close to 'a minute'.
Re read the initial paragraphs, im not responding again tbh
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865024#Comment_3865024
Games with DC's are not counted.
The actual average Kill Rate in matches is likely MUCH higher because of that.
Like I said though, imagine the outrage if Killers only killed 40% of the time.
Idc for other peoples lack of kills=skill tho. The stats are super irrelevant.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865022#Comment_3865022
Friendly Competition is a measly 5% bonus for having two Survivors on the same gen. It's a bad perk, even if you don't need to do a whole gen. It is more efficient to have two Survivors on different gens. The efficiency bonus slows down generators when two or more Survivors are working on them, so I'd say it's pretty important.
https://us.v-cdn.net/6030815/uploads/7FV8W665ELFG/1ffue250k4p91.jpg
Your math on QG is completely wrong. QG saves around 4.5 seconds, iirc. At most, that is giving the Survivor team a total of 13.5 seconds, which isn't significant and are FAR cry from this minute you keep raving about. Also, are your Survivors gen rushing by stacking up on gens or by splitting up? You can't seem to decide which is what you want to complain about.
Wake Up lets you open Gates 15% faster. Can't see how that lets you take hits or how it's any more useful to a SWF.
If you are losing three gens in 3 minutes, that's completely on you. Prove does essentially nothing in that scenario, as you are clearly outmatched.
Now you've expanded your complaint list again. Adrenaline is fine, like I said, but it's not something I would personally take. It's not guaranteed value. DS is completely fine, have you considered spreading pressure at all instead of tunnel-visioning on the person who wants to be chased?
I highly doubt that you play comp or have thousands of hours. Pretty much everything you've listed is a standard new-ish player complaint. Basically, seems like you're at the point where you've actually got to learn how to play as Killer and you've started to get opponents better than you.
I think you might've watched comp, but I doubt you've played in it. Thinking those perks are good and the reason for you losing, not knowing what gen efficiency is and the efficiency penalty are all giveaways.
Like I said though, I'm down to give you pointers
Wake up is 25%, chasing anyone else doesn't do anything since they can all just take you away or waste a few seconds with QG, also how do i know u are even a credible player when it comes to experience? You don't even know how Wake Up works and how basic diversion and time waste from a gen is massive time lost. You may not be a casual but ur likely no a pub stomper either. Knowing in game math is not gonna help you win tbh, cus like i said, ur not seeing the bigger picture.
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@Chiky said:
as I have posted severl times already, gen repair speed is absurd, and having gen regression speed being a complete joke, then we have an issue that BHVR refuses to aknowledge.
On the other hand, repairing gens is so boring that making it last longer would be a pain in the ###... So, survivors should have a more interactive gameplay, make it fun, maybe search for parts to repair the gens, and different types of generators, and stuff like that... but i'm afraid bhvr wont like the idea of needing to put a little bit of effort coming up with ideas...
Exactly, they literally were tesing this years ago and dropped it. It would make the game so much more fun and scary
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@Iron_Cutlass said:
I really, really feel like my opinions on the game will probably not be taken well, at least on the forums, since I tend to be really direct and speak my mind on things, often in ways that people do not like. This probably wont be brief either.
Back in 2021, after coming back to the game after years of not playing, DBD was one of the most enjoyable games I had played up til that point. There was a lot to love and a lot to do, but I feel like overtime a lot of the aspects I have enjoyed has slowly been removed, nerfed, or changed to the point of being unrecognizable. I played both sides and I was eager to learn new things and try new things.
As time has gone on, however, I find myself really disliking the direction the game has gone, and I feel like it has reached to point to where I actually need to speak my mind.
SoloQ Survivors is (nearly) unplayable in its current state.
I honestly use to love SoloQ. Yes, I wouldnt get the best teammates all the time, but often the Killers sucked enough to where I could at least hold my own or push back enough to help me or my team into a win or into situations (like being chased) that I would at least find fun. Next thing ya know, MMR gets added, there is no time to goof around, do totems or search chests, there is no break from the action, no calming moments to ease suspense, and Survivor has overall become significantly more stressful and demanding. If you are not on a Generator, you a throwing the game, you will lose, there is no contest.
Furthermore, the way MMR is, Im given teammates that are really under-qualified for my skill level, because matchamaking focuses on speed over quality; leading to them having short chases, no Generator progress, most matches are just a lost cause with no hope of escape outside of Hatch but even it's hardly an escape when most Killers just slug for the 4K anyways. Ive been keeping note (on a sheet of paper) how many games Ive lost and there is 74 game losing streak where the Killer got a 3K+ and I never escape a single game.
On top of that, it really does feel like BHVR is really trying to push Killers close and closer towards every Killer having an oppressive chase power which really removes a lot of the fun with chases, an aspect of the game I really enjoyed. None of this is to say that "I want a 5 Generator chase every game" since that would be further from the truth, the reality is that I just want chases it feel more fair instead of feeling like "oh well, I guess there was nothing I could do there".
While working on my 100% for DBD, Ive been working on Survivor achievements and it has outright been a miserable experience and I have outright disliked every second of it, and it is not burn-out in the sense of "Im tired of DBD" but it feels more of "I really just hate Survivor as a role and what it has become", the game has changed so much in so many different ways that I dislike or disagree with that Survivor is just something I cannot enjoy anymore.
This brings me to the way Killer is atm.
All the buffs and changes to Killer overall has made it feel a lot better, to the point to where I dont feel like it is the "stressful" role anymore. I can relax without worrying about my teammates or my objective, I can just turn my brain off and/or go for cool plays. Dare I say it, Killer is fun, to be fair I always enjoyed it, but it is the only fun I can have playing DBD now.
On top of that, with all the Killer power changes, additions, etc, I really do feel like there is a wider amount of diversity in playstyles to where I have more interesting things to actively engage with and learn. Overall there is just more there, there is more present than Survivor, and Ive reached to the point to where it is just outright more engaging to play.
Which all of this is kind of funny, I always proud myself as "the person who doesnt main a side" but unironically the game has changed so much that Ive slowed shifted into a "Killer main" since the Survivor role that I use to like has become miserable to play.
I really do hope BHVR looks into the state of SoloQ and works on improving it. Ill be shaving away at the rest of my achievements, it will be miserable but there is no point in waiting since who knows if the future will make things better or worse.
I feel like all they have to do is incorporate a voice chat feature and solo queue is complete.
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A little bit off topic but have you played against a Singularity who slugs with the snowskull exploit? I feel like the perks are the biggest issue right now since knockout completely nerfs solo queue.
Maybe a buff could be smth related to the bleed out timer, like after you lose a certain amount of blood (i would consider heavy slugging to be 1 minute on the ground), you can pick yourself up with endurance and haste benefits. If a survivor is near a downed survivor the machanic would deactivate since you're likely under a pallet and the teammate is wasting time by threatening to save.
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@CautionaryMary said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865011#Comment_3865011
What? Ever since 6.1.0 the killer faction have been getting buffs over and over again. Yeah, we got the HUD and the basekit borrowed time to mitigate facecamping and solo-queue having a semblance of what their other teammates are doing.
Your argument to go play SWF because that's strong than killer as a whole defeats the purpose that there are people who are casual, hop in a queue of solo, and then have a random idea of how the game will play out.
I've said this before and I'll say it again solo-queue is the hardest to play because even with the small changes Behavior has done, solo-queue still needs more things addressed to even be comparable to SWF. At the end of the day, SWF will be the strongest. Yes, killers struggle at higher MMR because most of the time you will vs SWF, but that does not mean solo-queue should be left to rot. Killer has been easier since the basekit buffs and speed nerf that survivors got after a hit in 6.1.0 and making gens even more longer to take to get done will make the game even more of a slog to get through.
Dude those are small QOL buffs to basekit killer, no huge, not game changing. You are kinda right about solo queue, its really a 50/50 no matter your MMR. From getting an insane killer and terrible teammates to insane teammates and terrible killers, this games system is broken.
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@jmwjmw27 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865022#Comment_3865022
Quick gambit is 5% … that is around a minute of time being saved.
Uhh… it is very much not. I see the problem, you do not understand how gen speed works in this game.
Quick gambit gives 5% increased repair speed, that means you apply charges to a gen at a rate of 1.05 charges/s. A gen has 90 charges. So 90/1.05 = 85.7. You are saving 4.3 seconds on a generator over the course of 85.7 seconds of time, if 3 survivors stick a gen the entire time you are saving the team a whopping 12.9 seconds of time. About a fifth of what you are saying it saves.
If you give everyone quick gambit and assume it is active in all chases at all times, you save 4.3*5 = 21.5 seconds overall. If survivors are saving a minute of time with quick gambit then they are doing Three times the normal amount of gen charges needed to power the exit gates, at which point I seriously wonder why you haven't won the game already.
You do know theres 5 gens right? And they don't stack until theres two left. QG is also affecting all 3 other survivors at once, along with deja vu. in combination with all of the other perks being ran help to save time so when the last guy is caught in end game, they're ready to just speed open gates, bomb rush hook and leave/give hits. A whole minute is with all their perks combined, and that actually is a significant amount of time in a match of dbd. Thats less time the 4th is hanging on his 70 second timer per hook stage. This is rly a no brainer tbh. this is why casuals shouldn't be allowed to use this site. None of you seem to see the bigger picture like ever when a problem is obvious.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865017#Comment_3865017
I imagine we would be having a different discussion if it was revealed that the Kill Rates were 30%
This would be the collective kill rates of all killer players yes? More than half of the games playerbase doesn't know how to play already. This the reason most people who do play consistently dc for what stats have to say, cus they're literally useless and don't represent their avg kill rate
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865017#Comment_3865017
I imagine we would be having a different discussion if it was revealed that the Kill Rates were 30%
If that were a reality, bhvr would give insane buffs to struggling killers rather than learning abt the players and how the killer is underperforming. For example, skull merchant nerf, which is an emergency nerf but is super boring and completely killed the characters kill rate and chances of seeing her in game as well. This is a w for majority of the playerbase, but SM mains are not happy canpers rn, literally.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865009#Comment_3865009
That means literally nothing. They could've been backfilled into your lobby and you would've accused them of being a SWF. How dare they all join at the same time, ig?
I am well aware of what that perk does. It grants you a measly 5% bonus when you play EXTREMELY inefficiently by grouping up on a gen. You are realistically not getting 70 seconds of value. You are probably looking at 30 seconds. You are saving something like 3 seconds off of a gen. That's not even accounting for the efficiency penalty you incur by teaming up on a gen.
Quick Gambit is another measly 5%, and only when you are healthy. It's EXTREMELY easy to injure Survivors.
Deja Vu is fine, not great but it's okay.
Wake Up is #########. It's a perk that relies on you getting to the EndGame, which is hard enough, but it gives you zero value til then. It is objectively an extremely weak perk.
Prove is absolute garbage. It always has been, always will be. All it does is act as a scapegoat for people. Grouping up on gens is NEVER the more efficient option. You want to see gen rush? Have four people on four different gens.
Adrenaline is okay. It's not nearly as good as it used to be, but it's still fine.
I say this in the kindest way possible. You are managing to lose a game to people who have one health state, who are running bad perks, zero chase perks, no anti-tunnel or anti-slug, who are using resources inefficiently AND you think that's THEY are OP? I can give you tips, but I can't make you see the truth of the matter.
Im just gonna awnser these aqap since you've been typing this up for half an hour.
Idk what backfilling is but 4 survs joining a lonby at the exact same time typically means; same ms, therefore same server, and very likely a team.
Friendly Competition can be gained from finishing a gen, not the equivalent of one, u can just duo for the last few seconds to proc it easily. Also efficiency penalty? Id have to say anything else to say, that has nothing to do with action boosts, just item effectiveness.
Quick gambit is 5% for 3 other people on 3 different gens, that is around a minute of time being saved. Also injuring a survivor is based on the killer you're playing and the perks in play. Finesse drama being very popular atm being a main cause for such long chases before first hit.
Wake up has a simple effect that is very powerful for saving time and giving hits. In a swf this perk is super useful.
Prove becomes especially prevalent when 2 gens are left like not even 3 minutes into the game. And its impossible to defend the gen and chase one of two doubling survs.
Adrenaline helps for getting a quick free heal and taking hits right away. Also i didn't mention before but ds and adren are a very popular combo in which either wa u can't avoid one. They'll just wait to pop the last gen or if they know you know, pop it instantly when the survivor is under a pallet and you've just lost all your pressure.
Also just for added context since u think im like a beginner or smth, i play comp dbd, i have thousands of hours. I know what is fair and whats not, thats the whole reason i get pissed off when i see this in pubs, its not fun for either sides anyway, so why do it? It'll die down when breaks over, but its still gonna be an annoying rare occurrence.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865011#Comment_3865011
Even four man high-mmr SWF's can't manage a 50% escape rate.
The game is Killer-sided. Whether or not that's a good thing is an opinion.
Well i mean if it is thats a good thing since its kinda the whole premise of the game. And again, kill rates are very very irrelevant
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A percentage cap i feel is an acceptable nerf. But how something as easy as that isn't a thing yet is diabolical.
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@DancewithmeKate said:
DbD is already super killer-sided game. What do you want? Make all survivors quit? Survivor mode is already insanely painful and super unfun.
What? Tell me im living in 2022 rn. Did bro just say dbd is killer sided? Surv is not unfun, but the perks killer scan run in unison is. Also you should be SWFing with people on comms, then you'll see how strong survivor really is. Its been and always will be the better faction.
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Its pr obvious when theres a whole team of duplicate items, 4 people join an empty lobby at once. Also maybe you dk what friendly competition does, its only bad in solo queue, but coordinated to essentially get deja vu again for 70 seconds is actually pretty busted. All other perks i listed are also very strong idk what ur waffling abt half of them sucking. Obviously i know to just leave a chase and defend one of 4 actively progressed gens, not that its gonna do anything since they don't heal until end game and they're all running QG. And no as i said previously in the paragraph, none of these perks are in anyway weak. They all play a part in making the match faster and saving time to bomb rush a hook camp in end game. And wdym killers "kill enough"? Thats every game but these ones, idc abt individual kill rates, thats Irelevant information. lastly cus for some reason u had smth to say abt a personal preference the balance of doing a generator ties in heavily to the immersion. Its not realistic, but its also not fair.