Yoshirama
Yoshirama
About
- Username
- Yoshirama
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Comments
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Tunneling is a problem, not matter if people say is a strategy.
Camping and tunneling at endgame is something valid because what else can a killer do?
But when you wait a long queue just for a game that ends in 3 minutes just because the killer is too lazy to play and start tunneling at the beginning is not fun and healthy for the game
so yes, tunneling needs to be punished in a good way, in a way that survivors can exploit and abuse
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Weird, every killer waits for DH and is almost imposible to use, they should remove the animation
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@DBDVulture said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3330480#Comment_3330480
-"It takes a while for statistically significant changes to show."
No it doesn't. As if someone flipped a switch every game is already that much sweatier when my games were already always sweaty. Everyone knows they can hold m1 on a gen and they pre-run the second they see the chase stops if they are in terror radius.
We need limits on SWF. Add the rule : No item/perk/offering/character repeats. Lock all selections except costume while the party is in queue.
Imagine wanting to punish people for playing with their friends lmao
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Hooks never breaking is a bad idea, the hooks are similar to a 3gen situation, you wasted a hook in a dead zone? That was up to you
Hook sabotage progression can destroy some perks like sabotage and toolboxes, I mean, you can see that someone is sabotaging and just going for another hook
Generation progression aura is just gonna make the current 3gen camping more efficient, killers should hunt survivors, no stay in the same place camping the 3gen. Just equip supervision (or whatever the Pig’s perk is named)
Something that encourage slugging is ever a good idea
Shadowborn it should be basekit
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I just hate when I depiped dude to the tunneling ):
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I hate when the bar is full and still the killer hooked me
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I swear that every Knight I face is just a camping/tunneling machine and people defends that playstyle
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People thinks all SWF are sweaty players.
And I'm here playing with my friend that blows the gen everytime
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@Batusalen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3315483#Comment_3315483
Do you realize that is the point of my comment, right? Because they are saying tunneling ends too fast a survivors and should be removed? Just saying.
And I didn't see anyone (seriously) arguing SWF should be removed, but gen rushing with a coordinated SWF is the reason for a lot of things killers do in their game, starting with tunneling and ending with stacking gen regression perks with Eruption + CoB. So yeah, do something about the gen progression and then we can talk about tunneling and such.
Haven't you read this forum or what? There's a lot of posts from people complaining about SFW and that they should be nerfed or removed.
And yeah, people use genrush builds because of tunneling and camping, is vicious circle.
So one thing can't be removed without touching the other thing.
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@Batusalen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3315423#Comment_3315423
Easy, get into a SWF with voicechat and coordinate well. By the time the killer is going to do his second hook you would have all gens done.
But remember me again why killers should worry about you having fun when obviously you, like all survivors, don't give a damn about theirs.
I always find funny that people keep telling to players that get a SWF and then complain about SFW being too strong and should be removed lmao
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I don’t think they’re gonna make any changes to Bubba due that he maybe is gonna leave the game
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Tunnelers are gonna tunnel no matter what.
killers tunneling because they’re losing is very situational and doesn’t happen as much as doing at 5 gens because they don’t care about fun, they care about winning no matter what. Giving those perks as base kit is just gonna make tunneling more efficient. You know how many killers are abusing about camping 3gens and running eruption, so giving gift of pain and bbq as base kit is not a good idea, I mean, I’ve seen killers camping and tunneling with devour hope and make your choice.
A solution is not making stuffs as base kit, a solution is actual punishing that kind of play style
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@YOURFRIEND said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3305554#Comment_3305554
The incap effect is literally the entire identity of the perk. I'm not a fan of eruption either but I value it as a unique entity and I'd see that preserved in some way.
A game that makes you do nothing for a certain time is bad design, is a bad experience, that's why incap needs some change
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I just want the incapacitation effect to go, is a bad design and is not healthy.
Or they could just reduce the range like jolt, so at least a survivor could get downed far from the affected gen
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I'm ok with nerfing CoH if they nerf perks that affect healing like sloppy butcher, coulrophobia, etc...
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@Stabby_Widdershins said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3305228#Comment_3305228
It's been described thousands of times, but here:
Let's call Survivors North and South, in relation to the hook.
They stand far enough away that the Killer cannot start a chase easily. Now the Killer knows he can only go after ONE person, and the other will run in for a save, right?
So he runs after North. North runs away and South runs in. No chase has started because of the distance. So he resets, and South backs up, and North resets.
Again; no chase has started, so the Hook Guy is literally immune to dying on the hook. And the Killer has literally 2 choises:
- Chase a Survivor, give up a hook that he can't progress because he's nearby
- Sit at the hook and never get a kill.
The game is now basically giving Survivors a free unhook or free gen time; whichever they want, just because they decided to force the Killer into a lose/lose setup whenever he hooks someone.
This was how it was abused. This is not a made up story. This is not a 'what if' or a 'They COULD do this'. This. Is. What. Happened. The Killer was FORCED to give up hooks because Survivors found the minimum distance to camp the hook THEMSELVES to lock down the Killer or force him to walk away.
So 3 people not repairing, sounds good to me
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I would rather to have 5 seconds back and use it twice
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Maybe add a distance limit, like if you down the survivor at 32 meters from the kicked generator then the effect is applied.
My games with a killer with eruption takes a lot
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@Seraphor said:
So killers can dodge all the survivors who have chosen to hide their prestige?
Why would you P100 if not to show it off?
You're playing survivor, so you can just swap to another identical character with a different skin to hide your prestige.
Survivors only see killers prestige at the end of the match, should be the same for both sides
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I honestly have seen more people with med-kits than CoH and that's fine, when I play survivor I've faced a lot of killers with Franklin's and/or sloppy butcher and Coulrophobia and not being able to heal is awful, especially if you're playing againts Legion.
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Please just removed NOED
NOED rewards killers for failing their objectives and punishes you for succeeding yours
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Devs can give killers the ability to fly and they still will camp and tunnel just they want to.
Camping and tunneling is the player decision, that's why we need some kind of mechanics to avoid this.
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@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/3284054#Comment_3284054
If that's true then why haven't you changed SWF to have less of an advantage?
One simple rule change could make SWF still be fun to play but limited so that solo queue is not an equal or perhaps in some ways "better"
Limit SWF with two simple rules:
- No character, item, perk or offering repeats.
- Once the group queues for a game their loadouts become locked but they can change their costume.
Add a UI interface that shows all the perks the other characters are using in real time so you can better strategize with your team.
So you want to make SFW as bad as SoloQ and punish the players that want to play with friends... Wow
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Yes, and also NOED should only down one person and deactivate, I mean, killers doesn't deserve second chances if they did bad the whole match, right?
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It should work why any kind of stun and give you more distance, especially with the new perk hubris, which is gonna make stun the killer more risky
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This happened to me twice in the same map (dead saloon)
The first one was a dredge and the second one was a hag, they didn’t chase us, they just wanted to protect the 3 gen and it was awful that both time we let them to kills us because the match was so boring and it was taking so long.
is not the killer playing smart, they just like to hostage the game until the other side just give up
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I was thinking that maybe a solution could be that every time someone gets down, the people working on the generator gets a hard skill check and if they fail, they get incapacitated for 15 seconds, but only the person who fail, if you don’t fail you get nothing, but the regression still there
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@Tragopan said:
I think the solution is a bit simpler than that. Hurt campers and tunnelers where it matters: their points.
Ticking negative score the longer you stay near a hook with extremely punishing negative scoring events for hits near the hook when the gens are still up.
Trust me, there's people who doesn't care about BP, they all just want to win and make everyone's game an unfun experience
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People ask to nerf the only good healing perk and then run sloppy butcher in every match smh
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@Velaris said:
Gengrab and window grab timings should also receive a buff then.
I mean, with the ping issue, killers can grab you and hit you from 10 km of distance
Firts fix this and then we can talk
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3201963#Comment_3201963
I am not talking about twins. I don't play them. I know they slug a lot as it's so effective on them, but I don't really know them as nobody really playes them.
But for Oni, 45 seconds should not be problem almost never. 22s should still not be problem even if this could become one sometimes.
Yeah, but leave this just for one certain killer is not a good idea
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/347894/in-light-of-new-news-oni-and-twins
How the hell is 45 seconds not enough for you? I don't play much killer, but oni is definitely on my list. You slug until your ability runs down + maybe one quick chase in special circumstance. 45s should suffice for that
If Victor gets you down, Charlotte have to find you and in that moment you can recover, especially if you have unbreakable (22 seconds to recover with the new changes) and soul guard to endurance effects, so yeah, it can be hard
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BHVR wants to shake the meta by nerfing no meta perks
Wow
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@Pulsar said:
Perhaps I'm being a bit too naïve, but I am willing to wait and see.
If it does prove to be a problem, those Survivors will be running something like: Built to Last, Hyperfocus, Stake Out and Streetwise. You could just tunnel them out of the game and there's not much they could do. A temporary solution whilst we wait for a fix.
I mean, killers tunnel even is there's no genrush