appleas
appleas
About
- Username
- appleas
- Joined
- Visits
- 2,323
- Last Active
Comments
-
This perk might actually seem some use if DS OTR/DH WOO Unbreakable becomes the next Meta.
-
Isn't there a forum section for maps? You would probably get better feedback there instead of people here asking why are you complaining despite winning
-
I think you need to share more about how the Killer managed to down 4 people with No ed so that I can incorporate this strategy in my games as well lol. I can understand 2-3 people going down but 4 just seems like a really bad misplay from the Survivors
-
@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683523#Comment_3683523
Aside that nobody is doing that - no, I would not say that. But it was years ago since I saw an Endgame-Build.
I think endgame builds just need a bit more oomph to be as viable as regression builds.
As for the topic of face camping on endgame, I think if the devs actually shared statistics on how often and how long survivors could complete 5 gens, it would help shed some light on whether the "pity kill" in endgame is deserved or not. Pity kills count towards the kill rate too, if those get "removed", the devs may have to do something to make up for the decrease in kill rate which may lead to another killer buff or survivor nerf which will probably open up another can of worms
-
@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683316#Comment_3683316
I mean, the Killer failed to kill a single Survivor during the whole game. If 4 Survivors are alive in Endgame, it is on the Killer (and since almost all Killers tunnel nowadays it is not because the Killer played nice...).
By your logic, a Killer running endgame perk build doesn't deserve any kills too in the endgame?
-
Predator vs prey. The hunter usually stalks the targets before commencing their attack.
It's 1 vs 4. However if the 1 does not have a lot of advantages against the 4, what's the point of playing the 1 man role? To be a circus attraction for the 4 players?
-
I didn't know Killers had to get a certain amount of hooks in order to kill off any Survivors. Making it to endgame does not guarantee the remaining Survivors can escape, otherwise devs could just end the game upon completion of 5 gens.
Things can still go south, the Survivors can still make mistakes even in the endgame.
-
@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3682301#Comment_3682301
Disagree.
3K's aren't uncommon, but I've still found that 4K's are more common.
I mean, if you want to argue that 4ks are more common for you, sure go ahead. The point I was trying to make was that the people talking about how easy Killer experience was tend to leave out a lot of details about said Killer experience. This makes me question if they've played many games of Killer to come to their opinion or they played two matches, got 4k and came to the conclusion that Killer was easy.
-
Knockout exists. Infectious Fright also encourages slugging because it tells the Killer where to go for the next chase.
As long as these perks is in the game, mass slugging as a strategy is deemed to be acceptable by the devs. If the devs wanted Killers to hook all slugged survivors after downing them, they could give basekit deerstalker to Killers to make it easier. Rather than just blaming everything on the Killer player, look at the system designed by the devs and question why some aspects that encourage Killers to act in certain ways exist?
-
Anyone who says they get 4Ks easily without much context probably aren't being very transparent.
They have a lot to say about the Survivor experience, enough that one can tell they know a fair bit about the role
But when it comes to talking about their Killer experience, it's usually one sentence and involves 4k, some variation of the word "easy", no meta perks used or using weak Killers.
At least try to be realistic and say 3k instead of 4k, anyone who's played Killer long enough knows that 3k is the more common experience than consecutive 4k
-
Who submitted the report? The Survivor or the Killer?
Even if the Survivor wasn't "wrong", to brag about it gives off the vibes of two children fighting at school with one getting punished and the other being smug about getting off scot-free.
-
Mangled nerf was a bit too much given that longer healing is an alternative form of slowdown apart from regression and blocking gens.
-
Not sure why people keep throwing about the term " tunneling at 5 gens" when it doesn't convey anything.
0 gens can be completed by the first down but 2-3 gens can be at 99%. Unless the Survivor being tunneled was actively keeping tabs on the gen progress in the HUD (Which I doubt) before complaining about being tunneled out of the game, there is still a chance for the game to go south for the Killer.
Survivors don't wait to start on a new gen only after the previous gen has been completed. Just because no gens were popped in the first 2 minutes of the game doesn't mean that each gen will take 2 minutes to pop. Killers always have an internal clock of how much gen pressure Survivors should have gotten based on how long it took to down and hook one Survivor, this is where macroplay shines and decisions to slug or tunnel a Survivor come into play and can turn the match to the Killer's favor.
Edit: So where people bring out the "tunneling at 5 gens" card, was it really that early into the game or perhaps was there already enough gen progress to justify the tunneling? No one ever seems to provide a timeline of events or what their team mates were doing.
-
So the Survivors were looking at the Blight's stream while playing along with all the required perks to go up against one of the strongest Blight players?
Imagine the backlash if the Trickster that ended the 4 man winstreak did the same thing too. Especially when there were 1-2 risky plays that paid off very well.
Stream sniping (Watching the opponent's game while playing) is still scummy no matter how it's sliced.
-
Quick switching usually implies the Survivor is bringing a build that Killers won't like rather than spending BP on another character.
You may not have done anything but you've already implied that you might be an annoyance to the Killer even before the game started.
Unless the Killer shared their train of thought in endgame chat, it's likely that they assumed you were going to be an annoyance so they took you down before letting you have a chance to become an issue, lightborn or not.
-
Devs could make tunneling a bannable offense, they could add more harsh penalties. Even adding tunneling to the list of repeatable offenses isn't an impossible task.
They haven't. That should say a lot about their stance on it.
-
What perks are Killers supposed to run? Gen regression/blocking gets complained about, stbfl got complained about, now even a endgame perk No ed still gets complained about after the nerf.
Not sure where this "undeserved kill" gaslighting came from, a team can have incredible gen efficiency, but if they make a snowball mistake in the endgame, it's still a deserved loss. Holding M1 for 5 gens doesnt guarantee an escape.
-
Tunneling is not something new. Posts like yours are not new. If devs have refused to completely eliminate tunneling or make it a reportable offense on year 8 of the game, there's a good reason for it.
Their vision and your vision of how survivor gameplay should be probably differ, whether you choose to accept their vision and continue to play their game is up to you. Good luck OP
-
It's about the expectations of the system, not the system failing.
Some people expect the anti face camp system to let them get unhooked, get healed up, do a gen or two before getting into chase again.
It's not said out loud but they expect a free save with no risk to the unhooker and rescued Survivor. Whether this expectation is shared by the devs is another story
-
@Atom7k said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3661318#Comment_3661318
I don't really get what yours and @xltechno point is here.
You are talking about a japanese tournament. Most of the players around the world don't participate in tournaments nor watch them and are not even interested in them.
If you haven't noticed tunneling is normal in every tournament. (At least every one I've seen). Because of 4 swf on coms with builds in synergie and predefined roles playing on clock system, it is widely accept to tunnel in the tournament match.
We are talking about the normal dbd experience which means people mostly in solo-q, a lot of them on console and no possibilty to coordinate them in the match.
The base scenarios cannot be compared and most of the people play a game to have fun. A killer tunneling a solo-q team at 5 gens ruins the fun for most survivors instantly. People can handle to loose a game. But they wan't a fair chance. People in solo-q rarely are able to prevent the tunneling from comming through thus the fair chance is gone and the fun ruined.
I may repeat myself here but the average people don't want to play in tournament conditions hence dislike tunneling.
I wasn't even talking about a tournament experience. While I don't really want to go into cultural perspectives much here, the Japanese players react more positively even when they lose games.
Rather than just complain about tunneling and camping nonstop, some Japanese players also acknowledge their mistakes. "I missed that DeadHard", "I ran to the wrong side". Rather than constantly being fixated on the tunneling and camping, I think it wouldn't hurt to acknowledge and reflect that the Survivor player also misplayed and the Killer decided to capitalize on that misplay.
I always see people complain about tunneling or camping at 4-5 gens and no one seems to acknowledge that the survivor who went down before one gen was done misplayed heavily. There's a huge difference between going down at first chase at 0 gens done and 3 gens done. Sure Solo Queue is a mixed bag, but that doesn't mean that I as a player can't improve my looping skills and game awareness even if I don't escape the match. Constantly expecting nerfs on the other side without even attempting to get better on the side I play on is a bad attitude to have, so I resonate more with the players who admit their shortcomings and try to improve. This has nothing to do with tourneys.
I have gotten hard tunneled out from time to time in Solo Queue but I know I could have pathed/played much better because I'm not a good Survivor. I have gotten god looping solo queue team mates and potatoes crouching next to a locker but that's part and parcel of the game.
-
@xltechno said:
If you really want to mention tunneling, I'll mention an interesting story I experienced the other day.
I had a chance to watch two Youtube videos on the same day. One is a live 1on1 tournament in Japan, and the other is a video of Japanese people's impressions of playing DBD on Western servers.
First of all, I would like to introduce how do Western players play DBD, unlike Japanese players?
https://www.youtube.com/watch?v=jE3G_4kKxoQ
Since you probably don't understand Japanese, I'll give you a little explanation. Compared to Asians, Westerners play what they think is fun and are more proactive about light rescue and treatment. On the other hand, T-bags and Light clicks are used as greetings, and suicides and amputations are overwhelmingly common.
The reason is that they do it because they don't like it when they can't do what they want to do, or when they are forced to go into a tunnel or camp. However, it is not limited to this, and many people commit suicide or commit DC simply because they are hanged for the first time. Many people run away from situations they don't like, not just tunnels. It's true that he has a fun playstyle, but I feel like he's selfish and doesn't consider the inconvenience to those around them.
https://www.youtube.com/watch?v=zFj4yx3hd-I
2nd is the live archive of the Japanese tournament.
This is a competition where both Survivors and Killers compete in a chase to determine who is superior and who is inferior on equal terms. Map luck is involved, but it's fair anyway.
All players are skilled at both Survivor and Killer, and some are better at one or the other. The audience is mostly survivors, but they're also people who understand the game.
I'll leave direct proof to another tournament, but they are serious about the game, and they enjoy it. And not one, not one, complains about the tunnels and camps. Do you think it's a lie? But it's true. There may be exceptions, but if you chant hate, he will be reprimanded. Both the viewers and the players. Because they understands the game and sees the perspective of both the killer and the survivor.
Of course, I am aware that the differences between the West and Asia are due to differences in playing styles and cultures. However, there are some cultures where tunnels and camps are accepted as tactics. No one would ridicule killers who do that as bad killers. No one would ridicule him as the struggle of a bad killer. It is a ritual performed only among novice survivors.
The last thing I would like to mention is that many Japanese people, upon seeing Western games where they neglect generation completion in order to rescue Light, think, ``It's obvious that Survivors can't beat Killer in this way. Without base kits, they can't play."
This includes differences in interpretation, so I won't go into much detail. However, Japanese people do not give up on winning until the end, so they do not commit suicide and experience many situations where they need to recover through self-care botany. And since both tunnels and camps can be conquered, there's no need to give up because of that.
In the West, people give up in tunnels or camps and commit DC or suicide, so there are few chances to recover, and Self-Care Botany is unpopular and is interpreted as a perk for beginners. This is why the evaluation of self-care is 180 degrees different. This is a big discovery for me.
Not going to lie, I find the japanese community to have a much more positive attitude towards the game than other communities. The majority for the most part don't complain and whine when they get tunneled and acknowledge that they could have played better and lasted longer in chase.
Some twitch streamers from said community even have rules against flashlight clicking and t bagging the Killer in their community games. When viewer players do any of those, they immediately call out said person and ban them if required.
While I don't swf as much with japanese players these days, playing with them is always a positive experience
-
The 4% makes sense if DBD was a game with loads of comeback mechanics.
However with gameplay styles being more and more controlled and predictable these days, it makes sense for people to feel annoyed when someone does kobe. Especially for Killer players who are "told" that if they lose games, it's because they played badly and had "skill issue", but all the skill in the world can't prevent a 4% kobe from happening
-
@saym said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3660516#Comment_3660516
Please provide evidence that queue times increase.
Is there anything more stupid than guessing?
Early 2022 before 6.1.0, the norm for Survivor queue times was 10 minutes in my region. Matchmaking prioritizing queue times had yet to be implemented yet and I was not aware of any widespread complaints about beginner players going up against much more experienced players during that time period. Streamer vods from that time period can prove if I was "guessing" or not.
@ReikoMori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3660501#Comment_3660501
You can not buff solo q without buffing SWF players because at the end of the day the game is survivors vs killers. I've been saying this for years and it bears repeating, Solo Q players do not have to face SWFs, you're on the same team and you're all facing the killer. Calling for buffs or nerfs against yourself makes 0 sense contextually. You can not separate yourself from them, ask for them to be penalized, and think that somehow this will magically undo the problems of solo q which aren't mechanical in nature, but behavioral. Like it isn't even like the communication and information aspect hasn't been handled pretty well via perks, but survivors en masse often choose not to run them. Often making the argument that they shouldn't be "forced to run info perks".
How do you balance around deliberate decisions to not use the tools provided? You don't.
How do you balance SWF vs Solo Q play when you're legit in the same player pool often on the exact same team as you are all collectively treated the exact same? You can't really unless your goal is to emphasize a specific style of play, but no mechanical changes will ever fix lackluster team play. Even with MMR tweaks you're still not gonna get much better teammates.
I'm not sure if I'm following your point but are you saying that the disparity between swf and solo queue cannot be bridged?
-
@saym said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3660501#Comment_3660501
buffing Solo Queue?
No, it's not necessary.
Just fix MMR.
That is with the assumption that there are enough players of each MMR bracket on both Killers and Survivors constantly.
If there were enough players to go around in the first place, there wouldn't be a need to sacrifice strict MMR matching for faster queue times. Given that devs have not reverted the matchmaking to be much more strict, it implies that the playercount has not stabilized. "Fixing MMR" would just lead to long queue times for certain groups of people.
-
@TheSubstitute said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3660447#Comment_3660447
I'm not clear on your comment as apart from saying that BHVR may be taking balance seriously enough it could be detracting from fun and that balance is a tool to acheive fun I didn't say anything else about balance. I did say hooks should be incentivized so it's the same or better to spread multiple hooks than it is to tunnel and that would make the game more fun. Could you clarify your point please?
The way I see the "sides" in this game, it's Solo Queue, SWF and Killers and not Survivors vs Killers.
SWF has the potential to hit a higher ceiling in terms of teamplay and coordination which has led to Killer players calling for a nerf to this role.
The general sentiment I see around here about SWF is that this group cannot be nerfed because "You can't nerf people for playing with their friends!" Fair enough, then how about buffing Solo Queue? The devs tried that with the HUD, however SWF indirectly still got buffed with the HUD. When I play with my SWF, instead of having to ask where the gen my teammates are working on and the gen progress, I only need to ask where the gen is because I know the progress.
Add on tome challenges with some Survivor challenges being akin to throwing the game and the average solo queue player probably not communicating this which leads to more frustration overall. A winnable game could become a loss because one player decided to cleanse some totems for a tome challenge instead of doing a gen. At least in a swf, the person would probably communicate this beforehand to manage the expectations of their teammates.
While giving ingame voice communication sounds like a good idea to bring solo queue up to swf level, people on this forum have also spoken against it citing language barriers, toxicity etc.
When looking at all the hurdles that the devs have to go through just to buff Solo Queue, is it really any surprise why devs seemed so unenthusiastic on improving Solo Queue QOL in the recent AMA?
Attempting to buff solo queue without positively or negatively impacting swf is a difficult task to achieve. Devs also have to avoid buffing Survivor overall too much or Killers would get frustrated with constantly losing and switch roles/quit the game leading to longer queue times as Survivor. It has happened before pre 6.1.0.
I suspect even if the game becomes centered around hooks and not kills, the issue of swf and solo queue disparity would still remain. The game having a casual vs competitive identity crisis even after all these years is another huge issue, but that's a conversation for another time.
-
You can't balance a triangle. The devs created the triangle of Swf, Solo Queue and Killer. It's either they remove one side, or add a fourth side to balance things out
-
Not surprised, theres 4 survivors and 1 Killer so statistically wise, there's a higher likelihood of meeting such people when you play Killer
-
@Akumakaji said:
The Crux will always be this: a survivor on deathhook can just as efficiently hold M1 on a gen then a fresh one, and 4 survivors are too strong and efficient in slamming that last 2 gens that so often are left after the first or second chase.
Going after a fresh survivor at 2 gens left is literally against the killers best interests and shooting themselves in the foot by doing so. Yet tunneling is not fun, but gens fly so fast these days that the killer is most often backed against the wall. Either play hard and mean and win at 4 gens left, or drop down to 2 and then quickly 0 and lose big time. The games in the middle are more outliers.
Of course, the gen kick meta showed that some killers will always tunnel, no matter what, and this pressure led to both sides internalising playing as efficient as possible: for survivors those means splitting up and always pressuring multiple gens and for killers it means tunneling one or two survivors and possibly camping and forcing hook stages.
I always advocate for secondary Objectives, for survivors this used to be boons, now invocations could fit the bill, for killers we should reintroduce the old BBQ style BP bonus, but only increase the counter as long as all survivors are still alive. I am also mostly against base-kit perks, but I think that a mini BBQ, that only showed yet unhooked survivors, would peel killers from hooks and showed then opportunities.
I was hopeful that the Mangled Rework could be changed to affected Survivors suffering a penalty to repair times until healed. This would incentivize Survivors to heal and encourage the Killers to go for more injures over focusing on just one Survivor.
Alternatively having a Survivor on death hook being unable to repair gens but have increased totem cleansing/heal/unhook speeds would serve to bring the gen efficiency that 4 Survivors (1 on Death hook) would have closer to that of 3 Survivors while still allowing the 4th Survivor on death hook to remain in the game and contribute. Killers would also be incentivized to have more Survivors on Death hook rather than getting one Survivor out ASAP.
An easier version to implement would be a basekit Dying Light (Hooks on different Survivors consecutively reduce gen speeds, consecutive hooks on the same Survivor increases gen speeds)
-
Maybe in the attempt to balance the game and remove anything deemed "unhealthy" and "No counterplay" from the game, the devs also made games more streamlined so it became easier to predict the outcome of a match. A comeback from a stomp is less likely unless the opposing side severely misplays regardless of role.
-
@saym said:
General Game. (4vs4)
Our skill.
A to 97
B→95
C→99
D→96
Enemies' skill.
D→100
E→95
F→97
G→96
This game.
Killer skill.
A→98
Survivors' skills.
B→97
C→53
D→34
E→72
If the killer is about 90, then the survivors should also be about 90.
D(34) was tunneled and the game was over.
That is with the assumption that there are enough Killers and Survivors at every "skill range" throughout the day in all regions.
The answer is probably no so the game is forced to grab someone from a lower or higher rating to fill up the numbers.
Queues that prioritise faster lobbies over players of similar skill level wouldn't exist if there were enough players at each skill range to begin with. Matchmaking could be tightened if there were enough people. If it's not tightened, it just means there aren't enough players in each skill group or there is a risk of insufficient players in skill groups queuing
-
Shadow of his former self after the perk interaction nerfs with his power
-
They nerfed Hoarder + Franklins interaction with Killers so I can't run a build focused around knocking Pinhead's box/Wesker spray/Nemesis Vaccine off Survivors.
They made STBFL unusable on Pinhead so I can't make a chase build utilizing it and Rapid Brutality.
They nerfed regression instances so I can't run perks that would require me to kick gens without being worried about hitting the 8 instance cap.
Gen blocking with certain gen regression perks haven't been nuked yet so I just stick with that
-
Probably not.
I don't see the point of handicapping yourself as well. There's no tangible reward for doing so. Even the killer UI doesnt tell you who you've hooked or haven't hooked so devs clearly aren't trying to encourage multiple hook games as well.
-
Actually I just noticed the hair style and clothing is similar to Dwight's default outfit.
I guess The Unknown got to Dwight first
-
@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3655525#Comment_3655525
I’m not suggesting it’s untrue; just stating that wasn’t my experience. And like you, I’m sure I’m not alone in that. The main idea here though is that both roles need to look attractive because there is no game without either. Much less survivors, really. But that’s beside the point.
Only the devs have the full numbers so we will never know how bad/good queue times were back then. 6.1.0 was a pretty big buff patch for Killers and I assume the trigger was that the Killer : Survivor ratio wasn't ideal.
I think it's all a huge juggling act for the devs at this point and not as simple as making both roles as attractive as possible. Controlling the Killer : Survivor ratio is no simple feat and maybe devs are not just thinking about how many players they can attract but also how many players they can afford to lose.
-
@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3655448#Comment_3655448
I don’t recall queue times ever being 10 minutes or more for survivor. Not in my region anyway. And I played well before patch 6.1.0. To that point the survivor role requires 4x the players as the killer role or there can be no game. So the devs should want people to play that role as well.
I assume we are in different regions. I play in the SEA region and it was commonplace for SEA dbd streamers to have 10 min queue times. @MrPenguin also echoed a similar experience so the long queue times definitely wasn't a figment of my imagination.
-
Killer has to be slightly better or else people won't play the role.
Remember pre 6.1.0 in early 2022 where Survivor Queue times was 10 minutes? Devs don't want that to happen again.
I'm not even sure if the DBD population is large enough that players could get games quickly without having too much of a skill level gap at this point in time.
Edit: If the devs know what they are doing, they are probably monitoring the amount of Survivors/Killers they have on hand constantly. 1 Killer for every 4 Survivors. Perhaps devs have come to the conclusion from their data that they have excess Survivor players that they can afford to "lose" as compared to Killer players. Their previous AMA also highlighted that further improving the Solo Queue experience isn't a huge priority for the devs so they probably came to the conclusion that it's fine even if some solo queue players stop playing or transition into playing swf/killer
-
I have no idea why it's holding an axe. The teasers gave off the impression that it used fists/claws to attack victims.
-
Given that the solo escape rate is at the spot that devs wants it to be and their tendency to rely on stats to make their game balance decisions, perhaps they're just treating the solo queue complaints as the loud minority?
-
Not sure why DS came up in a discussion about OTR.
OTR is a good perk although it could maybe do with a bit of tweaking. On maps with LOS blockers, it's not impossible to escape the Killer even after getting hit off hook, at the very least it gets me enough distance to let me use my exhaustion perk (Lithe/BL). If the Killer is still able to keep up with me despite all this, the Killer is being observant and deserves the second down if they catch me again.
If I got hooked in an open area making it hard to LOS avoid the Killer, I would either:
1) Blame my teammate for unhooking me when the Killer is near
2) Blame the map for having too much open zones (Borgo)
3) Blame myself for going down in a dead zone
rather then just think how bad OTR is.
People also keep bringing up how bad OTR is because Killers can hit the unhooked Survivor off hook immediately to proc it. I'm not too sure if this is still happening frequently especially when the AFC helps to mitigate this specific scenario.
Assuming the Killer is proxy camping, the Killer has to walk up to the hooked Survivor, angle themselves accordingly before hitting said Survivor. This would either occur if the Survivor got hooked in an open zone or the unhooker made it pretty obvious they were going for the save which gave the Killer time to react.
The devs have made it clear that while tunneling is frowned upon, it is not something they intend to or are ready to remove entirely from the game, that's why it's not a bannable offense. Yet people keep proposing ideas to kill or heavily dissuade tunneling all the time. At this point it just feels like everyone is just talking in the same space without being on the same page lol
-
@thatkatemain2468 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3652449#Comment_3652449
i havent really played killer since dedicated servers became a thing. but my daughter who button mashes gets 200 kills a week farming points for me. the killer role in general doesnt really take any skill. sub par killer players can mop elite teams on a consistent basis but good survivor teams still lose at least one player more than 50% of the time. again, this isnt about skill, winning or losing. its about fun. all of the killers i mentioned have some type of kit which puts survivors in a hold W and pray situation almost every single chase. that is not fun. i dont care about opinion when the sheer fact is that survivors skill should play a huge part in winning and losing and against these killers it does not.
If your daughter is getting 200 kills a week ngl it sounds like your daughter should enlighten everyone on how she plays.
If your daughter is so good at Killer, she should have run into the occasional 4 sweat squad with map offerings/strong toolboxes as well. Is your daughter dominating against such teams too? It would be nice if you could share some gameplay so we could see how well she plays in chases and macroplay. What Killer does she main does is she capable of playing multiple Killers? Does she tunnel/proxy camp to win or just go for hook chases?
-
It's marketed as an anti 3 gen system but in reality it operates as an anti gen regression perk stacking system.
Anyone with a basic understanding of how often gen regression occurs will notice that this system does not support the use of multiple gen regression perks. Even Eruption by itself is not worth running.
-
Devs will probably see how often this combo is utilized and the game outcomes before balancing accordingly.
I played 6 games of survivor today and I have only seen Grim Embrace/DMS run in different games but not together in any game so I can't judge if this combo is really that oppressive
-
Can't wait for the people to complain that Killers only run gen slowdown and not other perks when sloppy gets nuked and disappears from the top 10 pick list
-
She's a M1 killer with some area of effect gimmicks
Just more of people not knowing or wanting to learn how to play against her before going to social media and calling for a full rework.
Then when said rework happens, the same players will go against her, die and call for another rework again.
Even the best loopers in the world will lose to her if they've already given up mentally the moment they hear her TR or see her drones. Mindgames in dbd exist but SM's existence is a mindgame in itself.
It's like pavlovian conditioning, the moment some survivors know it's SM, keywords like "boring", "snoozefest", "3 genner" will probably pop up in their minds which leads to giving up on hook.
Even some forum users will echo the same few words when chiming in about their take on SM
-
I use OTR and I hardly get hard tunneled.
People forget that OTR also hides your aura and stops grunts of pains making it harder to track said Survivor especially on maps with LOS blockers
OTR also acts as a deterrent to Killers who try to wait out the default BT and get punished by it.
-
Post your numbers if you're so confident that your sample size is significant enough
-
Given how much people complain about tunneling and proxy camping, it doesn't seem to be skewering the kill rates towards Killers significantly. If anything, if more Killers didn't proxy camp or tunnel, the kill rates will probably be even lower
I was expecting the overall kill rate to be well over 60%
-
No wonder devs don't have solo queue qol as a priority. They're doing decent without it.
70% SM kill rate is comical, the ptsd seems more widespread than I thought. Kudos to all those Survivors giving up on hook.
BHVR could remove drones entirely making SM a M1 killer and some people would probably still kill themselves on hook. It's more of the old SM living rent free in their heads than actual SM design.
-
@xltechno said:
The main reason why many people misunderstand that it is a killer advantage is simply that the matching is not working properly.
The management is so obsessed with shortening the waiting time for matching that they create groups of survivors whose play skills are not unified.
This is the most difficult factor for SoroQ, and in other cases, even SoroQ can escape very easily.
The management is "obsessed" because people even from this forum was complaining about the wait times back then. The problem at that point in time was "There are not enough Killers to match with all the Survivors"