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coco_shotz

coco_shotz

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coco_shotz
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  • @Sadako_Best_Girl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3503757#Comment_3503757

    My brother in the entity, tell me one single loop she can't just blink over and completely shut off.

    Tell me how you can't break her line of sight long enough to force her blink away and head to a different loop? While this is not always achievable it isn't impossible to do

  • @Sadako_Best_Girl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3503377#Comment_3503377

    • it's not impossible to loop her

    Lol, lmao even. That's like her whole point, that you can't loop her.

    Her point is that she shuts down specific loops, she doesn't completely remove looping altogether

  • For me it all varies how the killer acts throughout the game. If they are purposely being spiteful and toxic then I'll give them the booty dance at the gate but if they played fine and the teammates are the ones egging it on then I'll happily take my free escape and the rest of them can suffer the consequences of their toxicity

  • While the nurse is very much the most op in the right hands, it's not impossible to loop her although her add ons could use some adjusting

  • This is the main reason I hop between sides of the map when doing gens. My teammates may not always follow suit but I do what I can to try and prevent that from happening. If it does then it can be a big yikes lol

  • Swf is truly the bane of dbd existence. Playing solo gives the killer a really huge advantage but at the same time trying to buff anything for survivors will quickly get abused by sweaty swfs which sucks but it's how the game is built. So long as there are swfs there will always be imbalance

  • My friend and I were literally just discussing something like this. I think this would be a great way to shake up games and allow for less sweating without the control of your build. Extra bp for playing would also be a good incentive

  • @Chaotic_Wretch said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3497436#Comment_3497436

    If it helps with tunneling then good. Make it an anti-tunnel perk by making it only activate after hook, give it a time limit, and increase the speed boost it gives.

    They might be afraid it's too similar and stackable with perks like off the record

  • While the haste is very strong and can easily be stacked with hope for a really speedy endgame build, people also don't understand that bloodlust often ends a good chase even if the killer isn't fully competent. I'm sure there is gonna be a queue of you that will have some snarky remark to that but it is true. In the long run a perk like this can also counter tunneling which seems to be getting worse and not better since if they can't catch you then you can't be tunneled and they have to make the coin flip of "do I keep tunneling like this or go actually put some pressure on the gens." There is a much bigger picture to look at here

  • @DY86 said:

    Bro the question is not why.

    The question is: what was your team doing ? If all three were focusing on gens maybe you’d get a 3 man out. U cant control what the Killer does, but u can make them feel like a dumbass for staring at a hook all game to get a single kill

    The question is "why" there was honestly no real reason for it. I'm not the type to just make up random excuses for a killer getting toxic mannerisms from survivors. I didn't do anything to earn or deserve it.

  • @Feneroe said:

    What map was it, what perks where the survivors running, how was the facecamped player acting before being facecamped?

    Larry's, idk what perks were used but nothing toxic since this all happened early on and I did nothing toxic to the killer

  • I think lowering the AOE of her phase could really help with alot of these issues. If she's targeting one area then it makes more sense to avoid it

  • If you are getting 4ks then the game sounds enjoyable and playable for you. It's really been living up to the "DEAD" in "dead by daylight" lately

  • While I can agree that some reworks wouldn't hurt the game at this point, can you be a bit more specific on what these killers need? There are many ways to rework whats already there and much of it can do more harm than good. What exactly should be done to fix the issues you have presented here today?

  • @HoodedWildKard said:

    Much as I dislike players deliberately getting thrmselves killed early, it'd be impossible to specify what would count as a reportable suicide as opposed to just deliberately dying quickly on hook to let last surv get hatch.

    This is my thoughts on it as well. For better clarification these survivors I'm speaking of didn't really do any of this in a "toxic" way as they tried for the first bit of the match and just seemed to wanna move on when the game was clearly gonna end in death. While I personally will loop for practice as this point in a game I can also understand just wanting to move on. The real question from me is can you make that a proper offense vs actually throwing from the beginning of the game

  • While I can respect your thought process on this I don't think this would be the best idea as it would just lead to abuse. Maybe if the requirements were more like being the only survivor and the hatch has been closed by the killer so you have no means of escape. Maybe disable it once an exit gate is opened? Idk it's not necessary a bad mechanic but it would have to be implemented in a very careful and strategic way

  • The main issue with dbd are SWF's. They have terrorized games for about as long as the game itself has been existing by finding perk combos that can stack up for multiple "abusive" plays (head on and quick and quiet come to mind as I'm sure many of us have seen vids on this) which in turn causes nerfs for those plays that hurt the solo queue experience mainly while they can communicate new ways to counter the nerfs on a much quicker basis. This will be the existential torture of dbd as playing solo (this applies to both solo queue survivors and the solo team killer) will always be much weaker than playing on a swf

  • I don't think the knight is op but I do agree that the ghosts can give him lots of free hits when it's not really warranted. At least with nemesis zombies you have to be hit twice before youre injured (assuming you aren't infected already or injured) but I also can't think of a rework for the ghosts that would benefit the game without completely nerfing knight

  • I've had a few matches like this with her but I will say that my usual approach to her is to spread out gens and not work on any in a clear line of sight of each other since she does have very good gen camp skill

  • From what I've seen the cooldown does increase gradually over time beginning at 5 minutes and continuing up. I don't know the exact gradual build there is but I do know that it shouldnt be a 30 minute ban right from the beginning

  • I can't really find a point of blame here but this sounds more like a scenario where the games design was more at fault then the players. The killer may have been trying to troll a bit and bait the rescue but eventually you have to face the reality that sometimes you really can't help out without truly risking both of you

  • Myers is carried mainly by add ons in terms of meta. Ghostface is a bit better at stealth play and can expose survivors without the need to stalk the whole team which can create more pressure since survivors will be more cautious of the insta down

  • Myers by base is not an issue. Myers that can mori a healthy and standing survivor is a bit much

  • The main issue is that this game is nearly impossible to balance. If you are killer against a sweaty 4 man SWF then things aren't gonna go well but if you are in a solo queue game then the killer has more of an advantage due to the lack of effective communication between the survivors. Bronze and iridescent are almost 2 entirely different games when it comes down to player skill and exploits in the system (not like cheating but like baiting swings for campers etc) so as much as they want to make the game fair it's never going to be 100%

  • This game has a very strange concept of "winning" if I am chased for 5 gens through the whole game and then taken by the NOED or simply just downed and camped but the other 3 escape is that a win for them or for me or both? If I am blendette the whole game not accomplishing much but manage to escape when the gens are done is that really a win? The trouble is it's up to the individual which leaves the games with a lopsided mentality on what "victory" truly is.

  • I would say that the lack of interest in the game at this moment in time is due to the lackluster chapter that was recently released and the new update. With the chapter release the killer was a bit disappointing in gameplay and design (not saying she's bad she just doesn't give off the same killer vibe as the others) while the update was just meta changing which makes many players drop off due to frustration. Modding sounds like a good idea in theory but as mentioned before cheating would most likely become the mods that people would seek out. Another reason, and this is just me stating my opinion, is just that the game is mechanically unbalanced. No matter what it changed or added there is always gonna be some type of power struggle due to the way that the game plays and the only real way to fix it is to make a whole different game

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