coco_shotz
coco_shotz
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This is purely my pov but this might be shared by others. Having played this game consistently for at least 5 years (amount played changed on and off depending on other games out at the time) I can say that Ive seen enough lol. It's a really unbalanced game that people want to make competitive so badly when it's just not built for that. The constant changing of metas, removal of perks and items for no other reason than to appease the vocal minority. It's tiresome. Luckily this year has seen some good releases in my personal interests that I've been playing more and while I still play dbd, it's much less than it was. Getting to the point, this is not the game that should be THE GAME for you (meaning you mainly play this game more than any others you have) as it causes nothing but anger and grief in that regard. I've been enjoying it more lately because I don't play it much and am not bothered by the inconsistencies that appear all the time. Dbd is fun but it's not a game to be taken that seriously as it doesnt have the design or foundation to really be a truly balanced experience.
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@dbdthegame said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3553529#Comment_3553529
You obviously understand the activation criteria for MFT, as do I. The typo was quite clear; I mistakenly typed uninjured instead of injured. The point being that the bar to meet to activate MFT is very low.
Why are you bringing up Otz? You're arguing against the ghosts of Christmas past. Otz is neither a top tier player (no offense to him), nor a comp player. I'm talking about people like KnightLight, Zaka, V1, and other comp players in some of the most consistent teams in the scene. But even outside of them, I can't think of a single person that has any tangible experience in DBD playing both sides, that doesn't agree that MFT is ridiculously overperforming.
Counting down Endurance doesn't matter if the 10s lets you make a god pallet/fast vault. You either hit into the Endurance, give a free speedboost, all so you can avoid a potential DH, or wait it out, play into 3% haste, and eat a DH 2 minutes later anyways. There is no winning scenario. MFT doesn't protect you from generator grabs because working on a gen is a conspicuous action, and those delete endurance. Yes, old DS is stupid. You can do a gen in the killer's face and they have nothing they can do about it. But that's been nerfed, and now there's a new overperforming perk in town, and it needs adjustments.
How do you use your "base bloodlust" when you lose chase every 3 seconds because the survivor is literally so fast you can't keep up with them on half the mains in the game? And how do you use your base bloodlust when the survivor keeps chaining god filler into god filler into strong tile with 3% haste and resi? And even when you do finally catch up, you eat a DH and have to do it all over again.
You're not saying something that's exclusive to DBD when you talk about skill difference. Any game with a semblance of skill requirement will be massively lopsided towards one side that is vastly more skilled than the other. But at the top level, most killers on the roster stand no chance against MFT, because the perk simply provides an effect that is far too strong. The ironic part is, MFT does nothing for the sweatlord P100 Blight (I should know, I am one). But it does do something for the Trapper playing with a meme build that gets sent to Garden of Joy. And yes, even top tier players playing top tier killers have counters. This includes Blight, and Nurse, and any other killer you want to lump in with them. The level of skill that you have to bring to the table to counter these killers is equivalent to the one that they bring. When MFT is on the table, however, and against a killer without a chase power, there is nothing that the killer player can hope to bring to counter it, outside of whatever ineffective exhaustion tool they may have.
You keep talking about stacks of builds like everyone has them. DH is not used. Y every single survivor that exists nor is it always topped with MFT. From what I can tell you are a p100 blight main which means you've gotten used to just getting kills for the sake of queuing in which is not a mindset to bring when trying to discuss the "health" of the games perks. Also you need to drop this mentality that dbd is a competitive game. It's incredibly luck based and unbalanced as ****. While some players have only this game to play and like to torment themselves by saying "oh I can play dbd is a "tournament" so that makes my word holy writ" that doesn't mean the rest of us have to take in your bias towards builds that counter the really unbalanced killer you choose to play. Blight needs a rework and this has been said for years so as long as he's out and about being the most busted killer (information taken from your "competitive" leaks) you can't complain about MFT. If you were making an argument for any other killer (even the nurse is more applicable) than I would be more inclined to listen but you are giving off the vibe that you personally can't deal with something so that means the rest of us should follow suit. Not a cute look.
Also let go of the typo and don't act superior because you typed the wrong thing and didn't check yourself before posting. That's not on me
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@dbdthegame said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3553520#Comment_3553520
Hyperfocusing on a typo as if it's some massive gotcha when you knew exactly what I meant to say, is a showcase of your lack of counterargument, and is clearly what I meant.
There's useful combos, like Vigil Sprint Burst, or Chemical Trap Flashbang, or Wiretap Blast Mine, or Head On QnQ. The synergy between these perks is fine, as the effect isn't overpowering. When you have a perk that gives you AND someone else endurance for 10s before the killer can even finish his recovery animation, and denies a slug/hook, that's not a useful combo. That's a broken combo. In the same way that old COB+Eruption/Overcharge was a broken combo that needed to get gutted.
What's the counterplay to FTP+BU or 99ing heals with MFT and stacking gens with Resilience? I don't think I've talked about the macro effects of MFT at all, this entire conversation has been nothing but its micro effects in the 1v1. There is no distinction between SWF and not SWF here.
Some of the best players in the entire game; comp players, who play at the highest level, on both roles, and who have more hours in this game than you and I combined, all hold the consensus that MFT is ridiculously busted, and if you can't extract any value from the perk, your skill at the game is in the negatives. Do with that information what you will.
If it's a typo then it's clearly not what I thought you meant but sure I'm the one "hyperfocusing"
Would the top tier killer at play be otz? No offense and he's a really good player but he also seems like he's biased and easily angered by the mechanics of the game. MFT has some baggage sure but it's not nearly as bad as old dh or even the really old ds that literally granted free escapes for no other reason other than getting off the hook. You act as if killers don't already know the countdown tick to get past endurance. Happens all the time off hook and MFT doesn't protect you from window/generator grabs. Ds does so maybe someone can synergize those for some plays but I personally don't see the point in that. Yes I agree that the endurance should only affect one survivor at a time but it's not nearly as busted by itself as many are saying. Extra speed? Use your base bloodlust to get past that and don't break any pallets and force respect on said pallets. If you see an infinite coming then head for the next one. Dbd is not a game to be this competitive and technical over as by design it is extremely unfair in most cases. Killers cant take a 4 man sweat squad nor can survivors take on a p100 blight that has every corner of every map memorized. MFT is supposed to affect those type of killers and it sucks that everyone else has to take the fall for it but there is little to no counterplay at high levels and unfortunately, this is where the devs see the need to balance. Casuals are left to their own devices. It's not "lacking counterargument" by not agreeing with you :)
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@dbdthegame said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3553481#Comment_3553481
Omg someone typo'd injured as uninjured. I win the internetz!!!!!!!!!!!!!!!!!!!!!!!!!!11111111111oneoneoneoenoen
Endurance comes into play far more than just "don't slug". Even excluding the ability to get free resets if you pop a heal in the killer's face, things like dying on a pallet with a teammate nearby ready for the pallet save, who then takes a hit, while you 99 your pick up with Unbreakable, leads to obnoxious and unwinnable scenarios for killer quite often. The perk isn't a slugging counter. Buckle Up is a slugging counter, because it specifically only activates on slugging. The stupid synergy it has with FTP needs to get gutted yesterday, and the perk powercrept both Soul Guard and WGLF which is another problem on its own, but that's what an anti-slugging perk looks like. MFT is just a "do-everything" perk, in the same way that old Eruption was.
Sure, Blight, Wesker and Nurse won't have much of an issue with it (map dependent), so don't complain when all you run into is those three killers.
"RNG" doesn't excuse poor perk design, which MFT is objectively poorly designed, and has been demonstrated 50 different ways. And this isn't gonna turn into whataboutism. Killers have NOED, survivors have Adrenaline. Killers have UW, survivors have Hope. Each side has perks that get obnoxious to deal with, but none rise to the level of stupidity of MFT, or the aforementioned FTP+Buckle Up.
Bruh if you made the typo don't act like it's out of the question to be mistaken 🤣 moving on to your other points. It sounds like survivors put useful combos to use and that's what you have the issue with. I have been enjoying the stake out/fogwise combo since it gives me awareness of the killer when applicable but can be countered easily by fearmonger and stealth killers. My point being you have counterplay. Also you seem to be using examples exclusively from a vs swf mindset and while I agree that swf is really unfair most of the time it can't be the basis for how the game is balanced. MFT can be reduced by not slugging and if you see that they are forcing an endurance hit in play then you have the option of either tunneling the endurance hit for the down or moving on. Yes I know that many will say "killer can't do this" but in reality you are able to. Some slight pressure on the gens will really keeps survivors off that area. It's not as busy as as you think but I do agree that the endurance effect either needs to be removed or reworked. Having a little extra speed is not a bad thing unless hope is in play during the end game which from what I've seen only makes killers mad since it counters NOED and you can't just get a free down and kill. If you see this in play then either go for someone else and in the event of a swf just loosen up and chase them out (they tend to annoyingly wait at the gate) and move on to the next game. Nerfing is not needed just because you personally can't deal with something as plenty of killers have risen above and killed the MFT survivor many a time
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@dbdthegame said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3553438#Comment_3553438
Pick rate alone doesn't dictate the strength of a perk. It's an indicator, but we have to conduct a multi-factor analysis and find out why a perk has such a high pick rate.
Typically, high pick rate correlates with perceived value from the observer. Perceived value may or may not correlate with actual value extrapolated. We examine each perk and its effects individually to determine where this value may come from.
WoO on its own doesn't add anything that doesn't already exist within each map. It's not problematic in itself, but it exposes something that is problematic: overabundance of resources in map design. However, by itself, it doesn't add anything that any survivor wouldn't be able to achieve otherwise. All it provides is information.
Now, MFT provides 10s of Endurance after finishing a heal (whether that's a pick up, or a health state), AND gives a free 3% speed boost whenever someone is uninjured. Both of these effects cannot be achieved through normal gameplay (unlike WoO) and both provide significant and very powerful benefits to anyone using them. Just the same way old Eruption's usage was at 25% for a few months there before the nerf. The value was tangible, and it was directly tied to something that couldn't be achieved through normal gameplay. So yes, WoO is "fine", and MFT is busted.
As for the whataboutism concerning Sloppy, that perk only really benefits M1 killers, most of whom happen to be some of the weakest killers in the game. The stronger killers typically use their M2 attacks primarily to play (with Spirit being a notable exception) and therefore get no value from Sloppy.
Uninjured? My guy look at the perk before you go on. You have to be hit by the killer in order to get the effect of mft which as stated above does not actually give that much of an advantage unless paired with other perks. The endurance effect? Don't slug. The perk is clearly a slugging counter so going with that gameplay will let survivors get the full value from their build. Hooking someone after you down them will negate this effect. The killer you are playing can be overwhelmed by the MFT if it's a basic m1 killer but other than that it won't have much of an effect on blight, nurse, Wesker and even tricksters on the occasion. The game also utilizes the unknown RNG for how a match plays out. A trapper will have a bad time against a squad of 4 man swf sweats that all carry mft, but a blight against a full solo q squad will have a much better time. The thing people won't accept about dbd is that you have no control over how well you are going to do until you see what you are dealing with which may or may not be beyond your skill level. Killers saying one perk needs to be nerfed doesn't give it grounds when the same can be said by survivors about NOED, devour hope, ultimate weapon etc. None have actual issues with the game it's just an RNG as to whether you get use from it. Sometimes just take (the often undeserved) L and try again next game
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@dbdthegame said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3553385#Comment_3553385
How about raw evidence showing the absurd extension to chases that it gives, in a vacuum (aka not accounting for extra loops around pallets, and making tiles you wouldn't have otherwise), showing it outperforms pretty much any exhaustion perk in the game? Because the math has been done more times than I care to recall.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3553428#Comment_3553428
Survivor mains in charge of making sense:
I'm sure the fact it's the 2nd most picked perk for survivors is purely coincidental and not representative of its performance whatsoever.
WoO is also very heavily used by survivor players yet it's not really a problematic perk. The meta keeps getting shot down so you have to use something. Sloppy butcher seems to be killer meta and I don't see a reason to change that perk
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@awustzdn said:
They might, maybe, possibly consider changing it. They'll bring it to committee at an undefined time for an undefined review to be potentially possibly changed at an unspecified date.
A less sarcastic reply: They left Dead Hard unchanged for 5 years. Good ****ing luck convincing them to change it.
If you really think mft is as problematic as old dead hard then maybe try getting better ?
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As a survivor getting streamers is hit or miss. You either get a streamer who plays "normally" for the most part (doing gens, getting chased when found and hook rescues) or get one who's literally just memeing with their build and are essentially dead weight and a ggs for the rest of us.
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While I can see the concern for some in regards to tunneling, it's already a pretty prevalent problem for the game already so letting killers see the hook stages only helps the non tunnelers see where they are with all the survivors
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While the anti camping mechanic may help, the main issue in the game is tunneling not camping. The killer can just wait x distance away and wait for the survivor to either be rescued or left to die (if the teammates notice what is happening) and resume tunnel vision glory because the game allows it too easily. This can't be helped or fixed without completely reworking the most basic aspects of the game. So long as dbd exists so will these strategies
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The issue with the game mainly is the design. Tactics like genrush, tunnel, camp and slugging are just far too easy to exploit in a game like this. It's worse than a fighting game when it comes to capitalizing on mistakes from the other side. Without really redesigning the core concepts of the entire game there is really no way to fully get rid of these playstyles.
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I say this in the most respectful way possible, but it sounds like you just wanna feel entitled to a win by playing a killer that sounds more like an exploit than actually strong at this point. I mean do you but you have to know there is gonna be backlash for that on many occasions
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For the sake of argument I'm going to use this scenario with hatches. If the killer finds and kills the other 3 survivors and you are the last one alive then that is a fair match end as you can't do anything once your team is dead and the gens aren't all completed. It allows for a lifeline that stops you from being stuck in a endless patrol from the blight getting across the map in 2 seconds without the time to open the door yourself. If the hatch seems unfair in this regard then you just expect 4k for playing killer, sorry
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Would you rather just hear "ez" and then have them run? I wouldnt but if I'm the minority here let me know
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While this method of gameplay is really unfun and annoying on the killers part, you can't ask for DC penalties to be removed just for that reason. The amount of issues that would be caused from removing DC penalties would go well beyond games where killers slug (I'm also going to assume this was petty slugging, as in they just let you bleed out as the last survivor for no other reason other than to be toxic, not the slugging someone while chasing a teammate less than a ft away) and make the game pretty annoying on all sides be it SWF, solo q, or playing killer
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Backfill usually contributes to alot of this but the matchmaking has been pretty poor lately in general
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@Bad_Channels said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3532525#Comment_3532525
Xenomorph is pretty sneaky but Myers could definitely tank a tail stab from a Xenomorph. So he might be able to stab the alien in the face even after getting tail stab
Possibly but I also see the queen just straight up annihilating him
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I don't find the killer itself problematic (aside from a few issues but nothing crazy) as the way people have been playing him. Majority of my games against him have been just simple tunnel, let them get unhooked and stay on top of them gameplay which is just not the way I wanna play dbd
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Wesker would probably die, singularity I can see him outsmarting but not overpowering if that makes sense, nemesis would just be very aggro until one of them falls (can't say for sure who) and xeno would probably just rip him apart
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3531687#Comment_3531687
I never said anything about adjusting the maps.
It's very clear you aren't interested in actually talking about it so I'm not engaging with you anymore on this.
I mean it's not something to be so upset about but alright
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3531614#Comment_3531614
I haven't played survivor on every map against Xenomorph and if there are maps that are difficult to place turrets, that should be adjusted.
But from the handful of maps I have played, it's not too difficult to find a spot near a gen to place the turret. Even if you don't have direct line of sight, the turret is easy enough to hear.
The turret being difficult to place on some maps doesn't change the fact that the turrets are meant to be a way to know if the killer is close.
But the map as a whole being unable to handle the placement of turrets is an issue since you can't just change the map to accommodate such a thing.
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3531592#Comment_3531592
That's what the turrets are for. The turrets literally let you know if the killer is within 41m of the placed turret and they beep faster depending on how close. This ignores undetectable and works while the killer is in the tunnels.
Again tho with the turret placement on some maps. It's got a really big AOE and can't be placed just anywhere and depending on the map layout and more importantly the Gen spawns you may not get as much out of it
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While some maps can be difficult to place a turret, the only "problematic" thing with alien would have to be his tp ability as there is very little warning of his arrival unlike other killers, but aside from that I find his tail similar to deathslinger and even the huntress to a degree (with less of a broken hit box but I'm sure that's a hot take) so looping him is not the hardest part it's just trying to get anything accomplished without a surprise teleport. Although I don't think it needs to be nerfed to the ground
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@xPrinceHarlequinx said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3530683#Comment_3530683
Because two wrongs dont make a right. "This problematic perk exists so more problematic perks should exist" is the stupidest argument ive ever heard. Jesus. Do better.
Dbd also has a huge emphasis on perks and builds. Notice how if everyone was to play the game without perks it would have died off years ago. This was a good idea to keep the game running but in practice it's become a bit problematic as there is simply too much content and not enough though behind it. The devs also can't really get a grip on it either as the game is way too large now and there is too much happening that it's impossible to make this game balanced or fair under any circumstances
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This post is simply about the xeno but that doesn't erase what you are going through 💖
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/389804/note-to-the-new-xeno-players
If that game was balanced around hooks and chases instead of kills, this wouldn't happen.
This is something I've said needs to be addressed several times throughout this games lifespan but it doesn't seem like the devs really seem to care about how people play so long as its escape/kill which is not really a fair way to judge a game thats never been balanced
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@Krazzik said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3530761#Comment_3530761
I mean they kinda have 'learnt how to play' as the killer if they're tunneling. Tunneling is and has pretty much always been the most efficient way of playing any killer on any map against any perks. It sucks that the best way of playing is also the most unfun for the other side but that's how the game is and there's no sign that BHVR is gonna change that anytime soon.
Also never really understood the idea that it's okay to tunnel when there's 1 or 2 gens left but it's forbidden to tunnel when there's 4 or 5 gens left. Multiple gens can pop anytime and the killer has no idea if this 4-gens-left will turn into a 2-gens-left in the next couple seconds. Heck I've had games where 3 gens pop within ten seconds of each other.
It's true that you don't always have that information but how often can you honestly say that 2-3 gens just simultaneously pop at the same time unless vs a swf. Also I find that tunneling with a killer that's new and nobody knows is just tacky and uncalled for. If you're playing you're prestige 100 huntress then yeah maybe you have something to prove but a killer that just released and you're already sweating with them? Where's the logic? Also playing that way doesn't teach you how to harness the killers powers and abilities (and also doesn't let you efficiently use add-ons to their most potential)
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@woundcowboy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3530842#Comment_3530842
Well that’s a general killer gameplay thing, which exists because gen defense perks stink. You can’t get mad at someone trying to win.
That hasn't been the case throughout the 7 years this game has been active. It just exists because devs don't see an issue with their players having bad experiences. I'm not even angry about tunneling in general I'm angry because the NEW KILLER THAT JUST GOT RELEASED is being played as if someone's life literally depends on it otherwise they themselves will end up in the entities realm. It's not unreasonable to want to experience the new things that are put in the game. That's what it's for
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@woundcowboy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3530833#Comment_3530833
You learn more from losing than from winning. It’s also not that radical if you have been playing DBD: Alien is antiloop. Set up flamethrowers near structures or a gen if you are on one.
You can't learn anything if you can't engage in the game. Do you think it's possible to just grab a turret mid chase and throw it down before the killer gets to you? There's practicing looping and then there's straight up dumb throwing. Hard tunneling at 5 gens is an exploit that has existed in this game for years. Make no mistake if you only have 2 hooks and it's end game then do what you gotta do. This is not one of those times.
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@woundcowboy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3530801#Comment_3530801
It’s not about whether I agree with what you say or not, it’s about the fact that your first instinct is to complain rather than play and learn.
The issue is that I can't play and learn because constant sweating at 5 gens like someone gonna win a $50k prize for killing everyone on a new release when it's basically ptb 2.0
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@woundcowboy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3530761#Comment_3530761
I play more survivor than killer these days, but no, I don’t understand the level of entitlement spewing from the forum. You didn’t pay the killer player for the chapter. Get your money’s worth by playing, learning, and keeping your mouth shut until you learn.
I didn't ask what you played more of. You're mistaking "entitlement" for concern of the games health. It's not just the forums that have these things to say. I know plenty of IRL examples that also agree with the sentiment that it's simply not worth being that toxic and dumb over something that has no traction yet.
P.S you can't tell someone to "keep their mouth shut" when you don't like what they have to say and then call entitlement
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@woundcowboy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3530747#Comment_3530747
It’s not constructive to expect people to “play chill.” It’s expecting people to play by your made up rules.
It is because the killer is new, nobody knows how to play as or against it and the games are not anywhere near "tunnel forgiveness" so yes it is constructive to tell you to learn how to play as something before you resort to the tackiest playstyle in dbd existence. We all paid for and wanna play the game and asking to do that is not a crime. Also let me reiterate again. 5 GEN TUNNELING. meaning no gens done, nothing to show that you can't actually engage in gameplay other than shear ego. Someone with a nurse icon I don't expect to understand that tho
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@Thusly_Boned said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3529742#Comment_3529742
Plus initially a lot of people are going for the adept and don't want to take any chances. I won't do that, but I've thought about it.
How can you be adept at something you haven't used? And how does that type of mentality make you better with said tools?
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3530743#Comment_3530743
By the fact that I've had to tunnel inadvertently because the unhooked survivor keeps running into me?
Maybe you're getting tunnelled due to you and your team mate poor decisions.
When the game just starts and the killer tunnel/camps you just because there isn't really much to be done around it. 5 gens means that nothing has been accomplished. Sitting on top of someone is a different story altogether
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@woundcowboy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3529746#Comment_3529746
Just because you play a certain way doesn’t mean the killer should. That is pure narcissism.
No it's constructive criticism which seems to be very difficult to get across on the forums.
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@Seraphor said:
After three games in a row with Make Your Choice where the survivor who screamed vanishes from the game entirely and the injured survivor who was just unhooked runs right into me, I'm convinced ya'll want to be tunnelled.
How does any of that contribute to playing the new killer in a really tacky and unnecessary way exactly?
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@xPrinceHarlequinx said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3530326#Comment_3530326
Maybe i wasn't clear. I'm agreeing with you but in the opposite way. I don't think either should exist. I'm not complaining about counterplay, I'm criticizing a problematic perk that disrupts core mechanics in the game. Their is a reason movement speed is typically not touched very often, or if it is, there are several steps to getting it. MFT is entirely too beneficial for the low effort it takes to activate it. If your argument is "what about NOED" I'm answering with "please get rid of both." Seems like a decent trade.
While that may hold some traction, we know at this point its not going to happen. NOED has been an issue for years now and it's still running free so I don't see why mft can't. It may be an issue but if one side gets issues then so does the other. The devs hardly see it that way and enjoy taking things from one side and then working on the other after gutting the opposing side and adding 2 new chapters. The game itself is problematic in a few different ways and most of it has to do with the spaghetti coding and the constant pumping of new content without really looking into the actual state of the game
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@[Deleted User] said:
Weird to tell other people how to play the game.
Weird you have nothing to contribute other than a false statement
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@09SHARKBOSS said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3529742#Comment_3529742
i dont and i have all the killers
By dbd standards you are a rarity
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@UniSans said:
Sorry, Xeno is just really good at tunneling, really the only killer good at it
This has to be a joke right
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@tjt85 said:
Events and new chapter releases are kinda the worst times to play in my experience.Tends to bring out the worst of the community. The sweatiest tunnelling / camping killers destroying SoloQ teams at 5 gens like they're playing comp.
Cuts both ways too. Had some tea bagging survivors who BM'd me for no reason (didn't tunnel or camp). I was running zero perks or add-ons and it was my first Xeno match ever.
So I guess I'll look forward to escaping 1 in 10 games and never winning a single killer match for the next two weeks...
Personally for me I don't always get that as an experience upon the release of a killer. I'll see killer players play different killers aside from the new release and that remains the same as usual but never the new killer themselves acting in such a way
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3530307#Comment_3530307
So I'm allowed to tunnel?
Nice, I thought I wasn't allowed to.
Things like this prevent the march or progress
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@KaTo1337 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3530309#Comment_3530309
So you learn while losing? Make sense.
You can't learn if they sit on top of you is my point. It's not about winning or losing it's about playing the game
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@WilliamSN said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3529697#Comment_3529697
Thats not the "gotcha" moment you think it is.
Theres no credible killer player defending NOED , we all know NOED feels incredibly cheap.
perks "while injured" shouldn't buff your core game values like movement or Gen speeds , its blatantly obvious that having a personal Prove thyself when you take damage or get off-hook in the form of Resi is infact busted.
Against insta down killers nobody is going to heal up since you're going down in 1 hit either way, so might aswell do gens 9% faster and move 3% faster.
Time gating both perks to 30s after getting injured would be a much healthier option. you still get the benefits during your chase, but if you get caught you have to spend time re-healing to get its effects again.
This is not a bad solution and while it could come with some hiccups I think it's a step in the right direction. Personally I think they need to work on rebuilding the game a little bit since what we started with is VERY different from what we have now. Also when updates get released it seems like they only focus on one side which creates incredible imbalance
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@xPrinceHarlequinx said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3529697#Comment_3529697
Anyone who has played this game for a significant amount of time is fine with NOED going away or being reworked. They would also be incredibly happy to trade it for a balance change of their choice. This "well what about NOED?" tactic got old 5 years ago.
Yet you're taking one simple sentence out of that whole post without really understanding the rest. Noed is just the one example I used since it's the easiest but there are other options for sure. My point is that you can't complain because a side has some counterplay
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3530252#Comment_3530252
That's also funny.
I the last post I heard Xeno is a busted killer.
I find them pretty balanced to be honest.
This is mainly due to lack of knowledge on counter play which alot of killers actually stop being in rotation as much after release like singularity
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@KaTo1337 said:
https://forums.bhvr.com/dead-by-daylight/discussion/389804/note-to-the-new-xeno-players
Dear Killers,
here is a free advice for you: DONT CARE ABOUT THE SURVIVOR-RULEBOOK.
This isn't some rulebook post dude. It's a statement of learn how to play the killer that just released
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/389804/note-to-the-new-xeno-players
Ok...
Can I tunnel at 4 gens done and 2 Hooks because I hit different people and got punished by resilience?
Did I say don't tunnel at all or don't tunnel at 5 gens?
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@Kius said:
Focusing (aka "tunneling") will be part of the game forever or until there's some BIG changes to the core game. The sooner survivor players understand this the better.. considering that dev's removed and are removing and will continue removing tools from the killer.. until only one strat prevails and is viable..
It's not killer related at all..
This is a simple case of playing a new killer not a take on the game as a whole as that's a much bigger can of worms
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@Unfunny_Clown said:
People mostly tunnel to win because for better or worse it's one of the best strategies other than stacking regression perks,,that being said people who play top tier killers and tunnel at 4-5 gens in pubs are surely not fun at parties
In all fairness the xeno can't really be considered "top tier" as everyone is still feeling it out to see how it plays.