YamamuraVideoRentals
YamamuraVideoRentals
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Is this mechanic back again? I thought they came out with a new crow system… which got disabled temporarily??
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Oh sure. Ghoul is "only an M1 killer" … who has insane map mobility, free first injure, pallet leap……
All the people who say "just loop" have no idea what they are talking about. Yeah, you can try to loop like any other killer, but the second you outplay them, it's not like you can just run to another tile because you get cut off. And on top of that, AGAIN, he can just leap over pallets and stunlock you, getting a free hit.
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It's basically just the auto spending when you click the center of the bloodweb, which always keeps close to the middle and prioritizes the cheapest things… so of course you hardly ever get anything good.
This is why I don't use either the auto spending or the bulk spending.
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@Zuiphrode said:
Ghoul has gotten three massive nerfs so far. Can we just start closing these whine threads?
The nerfs will continue until morale improves.
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@CatFish said:
https://forums.bhvr.com/dead-by-daylight/discussion/451244/ghoul-is-very-unhealthy-for-the-game
in loops its just m1 killer, so just loop him
@Deathstroke said:
Definetely not skull merchant was boring even for killers. Ghoul is really fun to play as killer and loopable as survivor you can't just hold W.
There are other killers needing as much nerfs too Springtrap for example I can't stand him. But like I said before maps are too killer sided now.
Here's the problem with that. Eventually, you're going to HAVE to shift W.
Got to run from that unsafe gen in a dead zone? Shift W. Need to save your teammate from hook? Shift W. Just threw the pallet at a loop and it gets remote destroyed? Shift W.Literally if you are ANYWHERE, and you need to go ANYWHERE ELSE, you have to make a run for it. It's not like there are filler pallets and windows every 5 feet to guide the way like bread crumbs.
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It would probably be better if the perk only showed YOUR aura and did not turn the generator yellow, since there are a bunch of other perks (caused by either killer OR survivor) which can just cause more confusion.
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A big problem is she has "stealth" but there is also a "lullaby" which is directional, so any experienced survivor with a headset knows exactly what direction you are coming from and just preruns.
Teleport to TV? prerun.
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I could not find anything in the input bindings that would solve this problem.
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Precisely. Not only have we had two new killers back to back, but the event mode itself is quite killer sided. AND THEN, camping and tunneling are highly prevalent and once the killer has bullied one person out of the game, they are pretty much guaranteed to win and the survivors are guaranteed to have a miserable match. I do queue up with other survivor friends these days, but unfortunately their tolerance for DBD is very limited and they can only handle so much of this unfair and unfun playstyle before they decide they'd rather just play a different game that feels much more fun to them.
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Or like, how you received a notification in 2v8… That would truly be a game changer.
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Vigil does help greatly in most cases.
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I do agree that all the killers and survivors that are received with purchase of the base game should NOT be in the shrine of secrets.
Or, if they are, they should be VERY HEAVILY DISCOUNTED, like 90% off.
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I'd actually agree with the changes. Lowering their base movement speed would help balance out the fact that their powers give them super mobility across the map anyway. If these are all S tier killers, make them rely more on their power and require skill.
Just want to give special recognition to the "blight has turn restrictions" arguments. lol. Blight can have up to 5 bounces to get around those obstacles. It's very easy to get hits, and a casual 115 move speed around loops to go with it doesn't seem very justified.
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@Chiky said:
idk how it works, but I'm a P100 huntress who has only been matched with literally new players for months now... It's annoying to know before the match starts that if i'm playing with huntress I'll obliterate them because the matchmaking will always send me the newbies... I'm talking about 2 hooks on everyone at 3 minutes, then I just chill and try to convince them I'm friendly lol
Maybe that's part of the problem? If you were ruthless and consistently 4k'd, then maybe you would start facing more competent survivors?
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All they really need to do is make it so that a fresh pod cannot instantly tag someone. Needs at least a 10 second warmup period.
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Here's a tip. Green glyph challenges are way easier to do on killer.
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So yes, there are technical difficulties with match making and balancing queue times, but I still think MMR should be based on more in depth statistics like how many gens you completed, teammates you healed, protection hits you took, how long you were in chase, and overall team performance. On the killer side, it would likely be similar metrics like how many survivors were killed, how short chases were, did any survivors escape, and how many gens were remaining.
When MMR is based solely off of kills and escapes, this really skews perception and does not adequately measure skill.
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Which chase perk, specifically, do you think is lacking?
In general chase perks are not a bad thing though, because quick chases also cause more pressure. If you can find and down survivors quickly, you do not need regression perks.
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Another strat I am seeing more and more killers do is remote hook as far as possible away from them using Barbecue and Chili. The aura reading starts at 40 meters away from the hook, not the killer, so basically they get aura reading on survivors that may be near them. Failing that, what I also tend to see killers doing after remote hooking is running straight at the survivor they just hooked.
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If I have to rate the 3 powers each role has:
Create party pallet: they're fun to make and can do some shenanigans, but ultimately when you are in a chase, even landing the stun does practically nothing unless you have Smash Hit, or it's a plague in power.
Quiet Mode: actually legitimately useful and the bane of spirit players!
Block Window for killer: honestly doesn't accomplish too much.
A HUGE problem with these survivor powers is that many times you end up using the wrong thing when you are in a stressful situation, like blocking a window when you wanted to go into quiet mode, or going into quiet mode when you wanted to make a pallet.
Remote hook: absolutely busted and OP and should have never been put back in the game.
Endure any stun: very useful. Especially with spirit fury, or against aforementioned party pallets.
Remote destroy: gives killers free zoning, and a free hit.
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@ShanoaLegendaryPlz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3959315#Comment_3959315
I just recall getting the 4 man out through hatch achievement with a key. And i wasnt saying it was that bad, i was saying the idea of the hatch being visible since the start of the match would be that bad with todays perks/offerings/items
I think that was possible way back in the day, but the survivors did have to complete all the gens but one… which, admittedly also wasn't too hard seeing as brand new parts would instantly repair a generator.
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I honestly think the system was fine before as it was… with a few minor obvious tweaks that made sense.
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@Langweilig said:
I think it only needs to activate from the start. The hindered could be buffed, but I‘m not a fan of hindered itself, because it is very unpleasant to play against.
However, there is quite an advantage to the hex not lighting a dull totem right away, because normally the totems are poorly placed, like right out in the open where everyone can see or within 6 feet of a generator, and they tend to get cleansed within the first minute of the match.
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Ah yes, perfect line of sight! For him to throw his axe at. Brilliant thinking.
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But what normally happens is they hold M2, and while they still move at full speed, they either fake using their power and get a free hit, or… they use their power as the survivor is locked into an animation, getting a free hit.
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Well a lot of times when a survivor is hooked in basement and the killer is proxy camping, the whole team is just screwed. But it's moreso for trapper and bubba.
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They could easily give trapper a major buff by allowing him to start with all traps at the beginning of the trial, to hold as many as exist on the entire map, and to remotely recall them… heck even remotely resetting them could be a cool feature on a cooldown.
But until then, having to walk all around the map JUST TO USE YOUR POWER is absurd.
edit: Traps could also start armed at useful locations…
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A sadako situation? I don't recall survivors being able to steal your flag and completely disable your power…..
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Well usually what happens is my bar has filled up 70~80%, and then some dingus comes in for the save, which results in an extremely bad trade and another free down.
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@Roco45 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3954587#Comment_3954587
It's a literal skill issue. Go play him and report back how Survs deal with you lol Go ahead, place pods down mid chase and then go look into them, see how Survs act, not the trash Survs like you that stand in place for 5 seconds and get slipstream (that an emp can take away), but Survs that know how to counter him and know how to move around an object out of view. Literally.
Honestly sounds like YOU are the one that doesn't know when and where to place your pods….
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Oh no, EMPs are actually quite effective when the singularity is nowhere near you.
When singularity is CHASING you, those EMPs are useless though.
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@Roco45 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3954147#Comment_3954147
Which as I said before, you have to know where to loop to avoid getting tagged by pods if he's placing them down mid chase. It really comes down to some of you not understanding and certainly not willing to even try to learn how to counter him. He's a strong Killer, but he by no means needs a nerf or base kit change rn and he definitely isn't the strongest Killer in the game lol
The hell are you talking about? There's literally nothing you can do because it takes like half a second or less for the thing to lock onto you.
And keep in mind, if you completely throw the chase just trying to miraculously avoid the pod camera or completely leaving the tile, not only are you just giving singularity a free M1 hit, but he can just put down yet another camera to slipstream with you.
No, this isn't a "skill issue" on my part, this is overall broken killer design.
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No counter play how? With other teammates hovering around?
Have you tried… slugging the rest of the team? -
@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3954147#Comment_3954147
Yes, that's why I'm saying that pods near gens should be more restricted or the emps overall should be mroe effective. You need 3 EMPS to do a single gen solo without any interuption by the killer which is mostly unlikely.
I would just put a cooldown period of 10-15 seconds where a freshly-placed pod must wait before it can infect a survivor.
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@Roco45 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3953773#Comment_3953773
Yea, but what you do (Which also it's your entire fault if you get three genned anyway, but still winnable) is disable all relevant pods and carry an emp in hand always, when he sees you through a disabled pod then bait him to constantly come and kick the gen. If you're all doing that, he can't overcommit to a chase and will constantly be looking through disabled pods to get feedback while manually traveling across the map. I've done this and have had this done against me.
You bait and bait, if he chases he would need to place down a pod to tag you as the others should be disabled, so the emp in your hand is then used to remove splipstream when you so choose so he has to tag you again. It takes cooperation from Survs and understanding his power and what it can and cannot do, where to loop. Again, it just seems that the people who take issue with him, are people who really don't know how to play him.
Okay.. disable all relevant pods and THEN carry an EMP in hand always?
So… let's say we spend 5 seconds collecting an EMP ready to go, then spend 30 seconds printing the next one. Once that's ready, we take 10 seconds to run to the gen we want to do, disable the pods. Then we spend 10 seconds running back to the printer, and about another 12 seconds to run back with the other EMP.
We tap the gen for 3 seconds, and in the best case of all scenarios, Singularity has only begun to chase us now. He shoots a new pod near us, instantly tags us with slipstream. We use EMP, get rid of our slipstream and disable that pod. He puts down another pod and again instantly tags us with slipstream ….
So basically we've wasted like 52 seconds for nothing.
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@Fanta6056 said:
I just lost a round due to the afk crows. It was a 1v2 situation with a player slugged on the ground by a Bubba and I couldn't hide due to the afk crows and was killed since the Bubba needed his 4k. I feel that afk crows should have a thing where it just shuts off when one person is up and the other is plugged on the ground because that was an unfair loss and I had to go to a gen to get them off and that wasn't gonna happen.
Find a totem to cleanse, or a chest to open, or work on a gen for a bit even though you clearly won't power the exit gates.
I think even collecting anniversary invitations might stave off crows, not sure.
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@Memesis said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3953856#Comment_3953856
Did you forget that deja vu exists
No.
Did you know that deja vu can still highlight gens that you should save for later?
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https://www.youtube.com/watch?v=9RlEoWgl4dg https://www.youtube.com/watch?v=C9l6EyG_Jps https://www.youtube.com/watch?v=mcx2GTI5AZg
Nothing to see here. This killer is perfectly fair and balanced!
Want another fun activity? Count how many times the Singularity…
- Shreds pallets in overclock mode
- Megavaults in overclock mode
- Instantly slipstreams a survivor with a fresh pod
- Teleports behind a survivor
- Gets hits during overclock
- Puts the survivor in a lose-lose situation and gets free hits
- Gets absolutely clowned on yet it doesn't matter because teleport
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You win some you lose some.
Some games it feels like one bad chase and gens are flying. But other times it's a pretty decisive and crushing 4k. You can't win them all…
(ps: I'd agree gen times should take longer for higher MMR survivors, but in return we need better mechanics that combat camping, slugging, and tunneling more)
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@Memesis said:
I am getting a ton of value out of Prove Thyself thanks to the spawn rule changes. The first 2 gens get absolutely cranked if the killer chases the first person he sees rather than check the gens near the spawn.
But is slamming out the first gen you see in the furthest corner of the map worth it in the long run? Probably not….
Congrats, you just 3gened yourself in record time!
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I'd love to at least test out a setting with and without the "aim dressing" to see if it makes a difference or not.
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Ghoul is ten times worse than legion imo.
If anything, remove his free hitscan, and actually make it like a skill shot projectile.
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People really love to downplay how "weak" a M1 killer is, even if that killer has perfect stealth and only requires one hit for a down…
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@Roco45 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951965#Comment_3951965
This is ridiculous lmao Nurse and Blight take no time for setup and have no actual counter to their powers. Singu takes time to setup and you have unlimited emps to use to disable his power.
People just don't know how to play against Singu and that's the issue, which is an issue with BHVR having a billion DLC Killers that you really only learn how to counter if you actually play them. Really we should be able to play any Killer in bot matches to get a sense of what the Killer does.
Singularity doesn't require any setup for his chase power either. It's easy. Find survivor. Place pod at loop or ahead of where they are running. Shoot them with slipstream. Teleport to survivor ad infinitum. Windows and pallets literally mean nothing now, and no matter how badly you get outplayed, it doesn't matter because you can instantly catch up. Keep in mind, this is ZERO SETUP.
Now when really good singularities play, they are setting pods up at key locations as they hunt for their first victim. When they find the first survivor, the above paragraph happens. Then they secure their down, they check their other cameras to receive intel no other killer is capable of receiving, and instant teleports across the map.
This is why I say he's stronger than nurse and blight. Because yeah sure nurse can actually blink through walls and snipe a survivor with a skilled hit, but this is still pretty inconsistent without constant aura reading. But even as strong as nurse can be IN CHASE, she still has no map mobility, and certainly does not have cameras everywhere.
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Once again I cannot find this new item or whatever they want to draw attention to.
I go through everything, from featured items, to bundles, to looking at all the killers and survivors. I don't see anything marked inside the shop ever, but the {!} on the shop button in main menus and lobbies still persists.
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@Daniel_Silva04 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3952753#Comment_3952753
There's no way you're asking for a nerf for a D tier killer 😂
He's not a "D tier killer"
Use your own brain, and stop allowing other big content creators to think for you.
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Yeah ghost face is also stupid and I hate going against him. His reveal mechanic is super buggy, and often times I'm looking right at ghost face and it just doesn't reveal. At most you can reveal him once, and then you are already 99% marked. The mark never decays or lessens, so he pretty much gets a free instant down the next time he sneaks up on you, or the next time you're in chase and he just decides to pop his power on top of you.
I've even had really good ghost faces peeking around corners and then when I try to reveal them, they completely hide around it. Like what are you supposed to do? Chase/approach the killer and just give them a free hit anyway? Absolutely stupid.
The mark progress needs to regress slowly like it does with trickster's meter, or pause while you are in the middle of revealing, or even completely reset when you expose him. This is the only way to actually make the mechanic fair.
Make the stealth killer actually be stealthy and crafty in order to get his instadowns. Don't just hand them out for free.
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@WitchWalpurga said:
My issue with singu is that it's really a 50/50 but not in case of overall winrate, the question is just: has the singu killer a certain level of experience or not.
When we get a "good" singularity, we (my SWF) usually lose (meaning 4k) with often 2-3 gens remaining. If we get a "bad" singu, it's an easy escape. The problem with good singus is: to stay in chase you honestly need 3 survivors: one chases, one with an emp and one who immediatly prints the next one so that he is ready to use it, when guy number 2 used his EMP, because his power is stupidly broken when he is in overdrive and good singus can stay there a lot of the game. Combine this with less and less good tiles on a map and the experience against a good singu is just horrible. My biggest issue is: Even if you are behind a wall after the cam detected you and fired, it does not matter. You get tagged if the shot is on its way. That is just nonsense for me and my biggest issue with this killer, as this allows him to spam his ability for free without any drawback.
I really don't like going against singularity anymore due to that binary predeetermination of the game's outcome.
But this strategy doesn't even do anything but waste time and give the killer more free hits.
If you follow the chased survivor around with EMPs? Assuming they just don't get hit quickly by losing a mindgame? Great, all Singu has to do is throw down another pod mid chase and then instantly tag your friend again. It's tons of time wasted on the survivor end for no benefit, and the killer only has to spend one second undoing all your effort.
And that's the thing no one seems to understand. The killer DOES have counterplay to prevent teleporting to you across the map. But mid-chase and preventing him from megavaulting and shredding pallets and catching up to you over and over and over again? Non-existent.
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Singularity is the strongest killer in the game right now. People are sleeping on this fact, still stuck in the mentality that nurse and blight are king.
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Seems survivors have a harder time getting cakes simply because other anniversary items (flashlight, toolbox, medkit) take up those slots too.
