cogsturning
cogsturning
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@oecrophy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3975652#Comment_3975652
NoED is uNFaiR?” We’re really still having that conversation in 2025? Come on.
It only works if the survivor team brainlessly rushes into the NoED camp at the end. Just be smart about the last gen — if you can’t rule out NoED, take a second to check for a totem before rushing the exits. Plus, you see the aura now.And if the totem is next to the hook? The killer gets a kill. Okay? What now? He’s the killer. He’s supposed to kill.
And on the survivor side? How about a sexy little 4% right at the open gate?
Fair?
Hatch spawning right in front of your face?
Fair?10000 second chances for survivors..
fair?
What about all those boosted RNG situations where the killer literally can’t do anything — no matter how well they play — unless the survivor makes a huge mistake mid-chase?
fair?
“Just chase someone else.”
Ye, and what if the next person uses the exact same busted structure?fair?
And to even get that “evil” NoED, the killer has to catch me in the endgame. That’s a won chase. That alone already makes it fair.
This community nowadays, damn.. ouuuf, big OUUF :/ ... Sometimes I miss 2017.
Back when you got old-school facecamped. The maps were cracked, sure, but you knew one thing: You got one chase. One shot.
Screw it up?
→ Facecamped.
And if your team didn’t bring old BT, insta red mori and you were out first hook.
Survivors today don’t even realize how much they’ve been given — and they just keep asking for more, and more, and more, and more...and more
“I want my free escape goodie, no matter how bad I play!”
Noed is just pathetic but I have no big issues with it because it's 1) usually used by awful players who can be easily outdone and 2) I have the sense to not panic and go find the totem and cleanse it, if I wasn't the one on the receiving end and 3) nothing gives me more satisfaction than cleansing a Noed totem.
I'm talking about low skill/new players. I don't know why that part isn't coming through. Low skill killers have more advantages than equivalent low skill survivors. That's it, that's the whole point. Low skill survivors can't smell things like Blood Warden and Noed coming. They dont have the sense to avoid them. They don't know not to stand by the gate during No Way Out. But a killer with an equally bad understanding of the game can get a 4k.
@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3975694#Comment_3975694
This forum thread is saying the game should force most games to be a 2k.
How do you think the game could force less 0k and less 1k situations? I claim it would need to dramatically increase the number of deserved kills. If you have a different solution, please let me know.
Show me where OP said games should be "forced" to be at 2k. They said 2k to 3k is a better balanced match and the game should work towards that in its mechanics instead of an overwhelming amount of one-sided stomps. A suggestion to improve tha one-sidedness? Better matchmaking, better tutorials, and a training wheel period where new players exclusively face one another with crutch perks like Noed (and a survivor equivalent) found exclusively within that training ground. Once you hit whatever threshold, be it time based or accomplishment based, you can leave the kiddie pool and swim in the deep end.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3975623#Comment_3975623
If the game is going to have less 0k and 1k situations, then the "undeserved kills" need to be dramatically increased.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3975652#Comment_3975652
Literally hatch. The survivors can repair 0 generators, and a survivor can still get an undeserved escape. It doesn't raise their MMR, but it's still a free escape.
As I mentioned, the killer can slug second to last person to avoid hatch spawn. I rarely see chances at the hatch these days.
And thus, everything loops back to the tunnel/slug/camp arguments.
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I'm excited for a killer that just looks at you real hard and you drop dead.
Honestly though, is it weird I don't have much trouble with Ghoul? People complain about him endlessly but most of the Ghouls I encounter are terrible players and I win a good deal of those matches. I think his reputation as being easy has attracted the lowest of the low. They're also the biggest babies and the most prone to DCing, in my experience.
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@oecrophy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3975638#Comment_3975638
You want non perk-independent stuff? How about fast vaults at windows in tight hallways that clearly weren’t meant for that?
Or just walking a bit so the chase doesn’t start and the killer doesn’t get a window block?
Or solid bodyblocks and actual teamplay in general? (I see a lot of that even in solo, honestly.) or crouch tech - is still a thing.But as surv most of the time all I need is my little pew pew :D
We're usually duoQ, but I play a lot of soloQ too. (full swfs always feels too boosted the moment u can stack all the good stuff perks, → escalation in some random lobbys is way more fun).. And most of the time, all I really need is my favorite "toy" + maybe Unbreakable just so the killer can’t pick up right away. That’s usually enough. Works in soloQ too.
Sure, if the killer brings Lightborn, then y — you gotta sacrifice this unsafe 50/50 filler pallets instead of relying on flashy batteries.
https://www.youtube.com/watch?v=pWINf7lP88s
IDk.
Sure, there are games where you just don’t escape.
But in a lot of them… that’s not on the killer.You're either missing the point or avoiding it. Evasion and chase-winning don't equal victory, and flashlights require practice and skill. "Undeserved" is the key word.
Noed is an example of a crutch perk for low-skill killers to get underserved downs/kills/wins. What is the low-skill survivor equivalent of Noed for endgame? What cheat card does the game give a survivor whose straight garbage so they can pull off an undeserved victory?
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@oecrophy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3975623#Comment_3975623
undeserved kills
On the flip side, there's no equivalent of this for survivors.
DS+unbreakable, DH, otr, sg + ftp + bu, deli, shoulder of burden, backgroundplayer + breakour + sabo, mft, 4 percent (still), red syringes,
the newest fun fun "get away for free" surv toy conviction, backgroundplayer + flashys…
..
Should I keep going or can I start laughing now?
Escaping the killer, sure. But Unbreakable only works once. Use it, then get slugged again. Now what? Dead Hard just prolongs chases with an extra health state. Sabotaged hooks respawn. OtR and DS don't work in endgame. These perks will buy time, yeah, but I'm talking about escaping the match. If the killer doesn't want the hatch to spawn, then it doesn't spawn. The only possibility is waiting out a slug death and in that lengthy time, the killer will likely find you. Which is why the game needs a quick bleedout option.
And you're examples always involve meta perks being used by skilled teams. This is not the average survivor experience. Most are in soloq and not everyone runs meta. I don't use any of the perks you've mentioned.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3975541#Comment_3975541
You're basically asking for killers to have a "reverse hatch" mechanic, where they can get a free kill even if they didn't deserve it.
Even though the majority of players is fine with survivors getting free escapes they didn't deserve, they will never accept the killer being able to get a undeserved free kill.
It's already easy for killers to get undeseved kills though, and undeserved 4ks. I've had endless matches where a killer gets little to no hooks, can't chase, can't land basic attacks and then their Noed kicks in and they get some skill-free downs.
On the flip side, there's no equivalent of this for survivors. Killers get to choose if the hatch even spawns. They just slug the second to last person and keep the game going until they get both downs.
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@pestillfrash said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3975600#Comment_3975600
Wait... did they say they won't add that in because of arachnophobia?
There's been a lot of discussion about it amongst the player base, with people not wanting a spider killer for that reason. I recall hearing that BHVR was taking that into account as an accessibility issue but I can't confirm it, but I've heard that they cited that reason in the grapevine quite a bit. I've just never seen the words from them myself.
It's an absurd idea though. This is a horror game and quite a lot of common fears and anxieties are amply on display with characters like Blight and Clown.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3975323#Comment_3975323
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3975348#Comment_3975348
People understand the point of them. We're saying it shouldn't be a mechanic in the game. They promote slow and disengaged gameplay.
Some matches desperately need some slowing down. They probably hoped vials might help with tunneling and they potentially could, if a team is coordinated enough to provide smart back up. The one and only time a vial has worked against me was when a team all rushed in to cover the tracks of someone on death hook. It was a solid play. They're also a good option for newer people who aren't good at chase and need help surviving long enough to get a grip on the game. The chase pros will still opt for the superior flashlights. The vials just need more than a few days to find their place.
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Are they still trying to die on that phobia hill?
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I'm right at 60% as a chill killer and I agree that engaging games with 2ks and 3ks are the sweet spot. I play both roles and think a balanced match has 3 to 5 gens completed with 1 to 2 survivors getting out. That's enjoyable and feels fair.
When I'm killer and things go absolutely horrible for survivors because of bad luck, and it's looking like it's gonna be a 4k at 5gens, I will often pull back and let them recover so we can have a proper match. I don't enjoy stomps, so I let them heal and we start again.
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https://forums.bhvr.com/dead-by-daylight/discussion/comment/3975388#Comment_3975388
I think there's more because there's been a change and people are curious. I haven't been getting stomped by the Clowns I've faced. People will drop off when the novelty wears off.
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I've had zero trouble maintaining chase in fog nor have they really helped me as a survivor. But I'm dropping them cause I think they're hella funny.
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Yeah everyone knows the true hackers are on console.
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I'm hoping they don't nerf them. They're stupid, silly fun but mostly useless. The games I'm playing in usually have none in play. The bloodweb is also giving me basically zero, so I don't even get to use them much myself.
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I've played against a few since the update and I've played as him. I don't feel like the experience, from either side, is that remarkable. I'm still winning against him sometimes, and I'm still losing as him sometimes. I'd say I'm landing about mid-range when I use him. He is hella simple to use though.
A merciful clown used his yellow bottles to propel me around the map to find the hatch which was very fun, so at least his players aren't full blown toxic yet.
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@TWiXT said:
I honestly don't see it. Maybe its because my clown builds feature no slowdown in favor or more haste, maybe it's because I'm, only a "decent" killer main, hell, maybe it's because I haven't played clown in over a year, but so far, every clown match I've played since the 9.1.0 patch, have been a race of how fast I can hook survivors vs. how fast they can complete 5 gens, and "Spoiler alert" I usually get 6-7 hooks by the time there's 1 gen left, and typically at least 3 escape.
I kept asking myself… "WHAT AM I DOING WRONG? ISN'T HE SUPPOSED TO BE BRAINDEAD AND BROKEN NOW?" and I just don't see it! Hell, I even adopted a build from the guy who wrote the 350+ page clown guide, and STILL found myself falling short. I know it's not that I'm on a higher MMR, because of how long it's been since I played Clown, which should put me in the much lower sbmm/mmr range, and while my chases are over with very fast (less than 20 seconds), I just can't keep up with how fast the gens are finishing.
I've adopted the "2-down" strategy, wherein you down one, and immediately chase, down and hook another in order to get the remaining 2 off of gens to come help their teammates, and that at least won me a couple of matches, but Just doesn't work if, after you down the first one, there's no one else in the immediate area to chase. Overall the strategy is heavily flawed, and outright doesn't work against a swf, but as far as strats go, it's the only one with the new clown that actually worked.
in summary: Either survivors are too strong atm, or I'm just a ######### clown player, because these buffs that make him "braindead" or "Overpowered" aren't doing anything for me. If you want evidence of this, Just watch my latest Video on Kick (TWiXT_Pr1me) and see for yourself… hell point out where I went wrong too, I could use some tips.
Yeah I've been playing him a little too, out of curiosity, and it's kinda whatever. If my online stats are to be trusted (which I don't) I've gotten a 67% kill rate, which puts him about middle range for me.
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Another vote for Dead Space instead. Isaac as survivor and Necromorph as killer would be rad, and would fit the vibe nicely with Singularity and Gabriel.
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@oecrophy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3975080#Comment_3975080
I get it. A lot of killer players — probably most — just play chill. They just don’t care about their 4k.
That’s totally valid. Different playstyles, different perspectives. Many don’t even want to reach super high MMR (especially with basic M1 killers or other "weaker stuff") and start facing really strong SWFs. I understand that. It’s completely fair. For many, it’s just more fun to stay in a comfy low MMR range, where you can casually play for 2 hook everyone and still maybe win. I totally accept that.
It’s not fun when you start running into people who abuse every little thing and know exactly how to make your life miserable
ike they exactly know how to mave that the chase doesn´t start, to deny you a window blocker, or practicing every little “tech” (which often are just bugs or glitches) in KYF until they’ve perfected them. That kind of stuff can be rough, for sure, but still, I personally enjoy more the challenge of going up against good teams. The ones who understand how to counter my ability, how to play around my perks, who really give me a proper challenge — rather than teams that don’t even realize what killer I brought, don’t know how to counter anything, and basically just let the match “happen” while hoping gens go fast enough to carry them. Those matches don’t feel impressive or rewarding.
(What’s the point of ending up in constant -2000h player babylobbies against people who can’t really challenge me?)
and. … you already often get casuals mixed in during casual hours anyway. So what’s the point of those matches where both sides just go through the motions, and no one’s really ready to fight?
This feels like a big assumption. Just because people don't take thier role in a video game as though it's a God-ordained task doesn't mean they're intentionally keeping their MMR low so their games never become hard. The MMR doesn't even seem to matter much. I'm average at 60% kill rate and I get 4 clueless soloq noobs one match, then a psychotic 4-man with complimentary builds with specific team roles the next. My survivor 4-mans, though not sweaty but still competent, get paired with both baby killers and pros. My 3-mans acquire soloq fourths that range from people who probably just started playing and spend the game hiding to fantastic players who merge into the group beautifully. There is zero consistency. I will continue to assume that if it can't find anyone in your bracket quickly it will just put you with anyone. I played a trial on Knight recently--didnt even have him unlocked--and landed myself two p100s. I didn't have a grasp on his abilities at all, but they sure did.
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@oecrophy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3974977#Comment_3974977
Perks alone won’t save you once I start tunneling; they only help you reach certain structures. In the end, it comes down to your map knowledge, how well you use your camera, how cleverly you connect structures, and how strong you perform in the chase.
Team coordination? Y... and on some maps it’s absolutely crucial.
skill?
Talking about skill in DBD is always tricky. It’s just... not a super hardcore game. At some point, the skill cap is basically reached by both sides, and everyone understands everything the game has to offer.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3974976#Comment_3974976
You don’t have to argue with me — but I’ll keep doing it anyway. I won’t just sit back and watch while only one opinion gets to define what balance in this game should look like, and I’ll continue to share mine. I hope that’s still allowed.
And as for so-called “unbalanced” mechanics… I don’t think it’s unbalanced for the killer to play around the hook. um.. , there are quite a few things on the survivor side that I personally find way more unbalanced.
and.. Just like you’re sharing your perspective, I’ll keep trying to defend the killer side with everything I’ve got — to make sure things don’t get taken away that, in my personal opinion, are necessary and a legitimate part of the game. What BHVR decides to do with all these voices is ultimately up to them — not up to us.
And what will I do if BHVR starts listening mostly to takes I personally don’t agree with?
I’m willing to adapt.
Uh… you’ll probably be seeing a lot of “Nurse only” from my side, with a heavy dose of “I don’t care about anyone else’s fun in this match.” idk.As you can see from these responses (and past ones), plenty of people who play killer disagree with these methods. You're not defending the killer side, you're defending your personal tactics. Changes to slugging, camping, and tunneling will have little to no affect on my killer gameplay but they'll have a decent affect on my survivor gameplay. 80% of a match is survivor players. More of them are needed, they shouldn't be disadvantaged by the way certain people have chosen to play.
As I've stated, I go after the rescuer, not the rescued. My experience as survivor is usually that same treatment. Most killers don't actively hard tunnel in my matches. Changes would be made to deter a smaller fraction of players.
And if you're dying on the hill of hard tunneling and slugging, it doesn't sound like you're currently concerned with anyone else's fun anyway.
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The first bug fix for the FNaF chapter was what, a week later? It'll get fixed.
I run Streetwise on my gen build with a toolbox but I use Built to Last so it's like I'm doing the slower, ethical version of this bug. I wouldn't exploit something like this. Gross if a lot of people are.
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I think they're hella fun and go well with my meme build, but I don't think survivors have optimized their use yet as a whole. They've done nothing to deter me as killer, and nothing to help me as survivor. They're the only survivor item with potentially negative aspects for survivors too. I run Empathy and can't see my injured teammates auras in the fog, which messes up my map awareness. It's like my own team is inflicting Blindness on me.
The only time I've seen them used well against a killer is when three people rush in to save a four from a death hook chase. It causes enough confusion to maybe work. But that requires coordination that most teams won't have. And the teams that have that coordination will likely stick to flashlights.
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@oecrophy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3974939#Comment_3974939
What I really don’t understand is:
What’s so bad about accepting that in some matches, the killer… does killer things — comes back to the hook… and sometimes that results in a hard tunnel?
What’s so wrong with accepting that at a certain point in the match, someone has to die?People have argued with you enough about this. If you can't understand--after many efforts--why the CHOICE to exploit unbalanced game mechanics against other players in a silly video game you might just be taking too seriously is gross then I don't know what else to say. We can only hope the future measures fight the small amount of bad actors who are incapable of fair play.
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I'm surrpised. I see killer DCs maybe every 50-100 survivor matches. Usually they just chek out. I had a match with a baby Huntress the other day who got absolutely destroyed so they just stood on a building and threw hatchets into th sky. I tried to get them to farm so they could get some points but they didn't seem to understand and just ignored me.
Something’s been wrong with my own killer matches though. I've been booted quite a bit. I never get a penalty, so whatever the issue is, the system isn't flagging me as the offender. It's often right after an action, like I get hit with a pallet or a gen gets finished and suddenly I'm booted. The other day someone sent me an invite to play and it booted me out of a match.
I'm kinda surprised the achievement doesn't count tho. All they'd have to do is change it to a general escape instead of through hatch or gates.
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3974763#Comment_3974763
In my experience, most killers actually do swerve on the recently unhooked. I've been keeping a notebook spreadsheet with various data on my survivor matches (as all completely normal people do) and egregious tunneling and/or slugging happen maybe once every 5 to 10 matches. I sometimes pretend to be AFK off hook to see if they'll hit me and most don't. Lately it's been a bit better than the last couple months had been. I feel like it's mostly newer killers who don't understand the game well (rude messages helped me understand early on) or experienced players who just adamantly hate skill improvement and good sportsmanship for some mysterious reason.
There are also reasons where I get it. If an obnoxious team is taunting the killer mid-chase or swarming them, then I wouldn't even make a note of that. The only thing that sucks about it is when the killer doesn't note the unfortunate fourth soloq person tacked on to a toxic three-man because sometimes that's me, quietly doing a gen while I watch my teammates do flashlight saves and get ready to be slugged.
Same. BBQ is actually a great anti-tunneling perk. I wouldn't mind something like it being basekit if they balanced that by taking away unhook notifications.
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@BrightWolf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3974733#Comment_3974733
Same, I try to be as fair as I can be when playing killer, like going after the rescuer instead of the unhooked survivor. But if the Unhooked survivor is all I can find, because the rescuer decided to disappear faster than my paycheque after bills, then I'm sorry I'm going to be chasing the unhooked survivor again.
I may not hook them again, but I will chase until I can down them or peel off onto someone else. Especially if Im down to the last gen, or Im low on hooks.
In my experience, most killers actually do swerve on the recently unhooked. I've been keeping a notebook spreadsheet with various data on my survivor matches (as all completely normal people do) and egregious tunneling and/or slugging happen maybe once every 5 to 10 matches. I sometimes pretend to be AFK off hook to see if they'll hit me and most don't. Lately it's been a bit better than the last couple months had been. I feel like it's mostly newer killers who don't understand the game well (rude messages helped me understand early on) or experienced players who just adamantly hate skill improvement and good sportsmanship for some mysterious reason.
There are also reasons where I get it. If an obnoxious team is taunting the killer mid-chase or swarming them, then I wouldn't even make a note of that. The only thing that sucks about it is when the killer doesn't note the unfortunate fourth soloq person tacked on to a toxic three-man because sometimes that's me, quietly doing a gen while I watch my teammates do flashlight saves and get ready to be slugged.
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They truly aren't hard to play against in almost all cases. As killer they're not affectig me unless the whole team runs into the fog to confuse me, and that's a valid use of the item. As survivor, I'm deterring pretty much no chases but I'm having a lot of fun uncorking the little bottle. It's brought some fun back to the role. Now if only they'd actually show up in my bloodweb.
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So I decided to give him a go with all this talk. I really hadn't played him much before so I can't compare. I think he's absurdly fast (I haven't tried the add-ons to make him uber fast) but I find I'm using the two bottle types pretty evenly. I use the yellow to zip around from gen to gen, I use the pink in chase, often to mind game by pre-throwing and then forcing the survivor into the cloud. It's worked pretty well. I feel like that the mixture they're going for? Maybe it's because I'm not used to how they were that it seems okay to me. The matches haven't been universal wins either. Coordinated teams have stomped me.
I wouldn't mind maybe a slow down to the bottle-mixing animation to balance him, or maybe four bottles instead of six. And anything that encourages tunneling sucks, so I'm all for a nerf if that's how it gets.
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@NekoGamerX said:
don't understand the idea survivors have with killers playing nice and fair? a lot time it don't feel fair on the survivor side either (what survivor do to the killer)
I'm fair as killer but that's if my opponents are fair too. If every time I try to hook someone I get rushed by the other three to bodyblock and sabotage, then I'm done being fair. Just read the team members and treat each individual match accordingly.
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I only do this if I'm currently unengaged. There's activity by the hook so I go, especially if they do it when I'm like three feet away. I never pursue the recently unhooked person though, unless they're flashlight clicking me or taunting or acting out somehow.
I do think their shouldn't be a noise notification though. I wouldn't mind a minor deterrent, especially if it helps with tunneling.
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I'm also getting almost nothing on my p100. I used the bulk spending feature and landed a whopping three, but I'm not getting anything but add-ons though the manual spending. And now the bulk spending isn't working on my p100 at all. It's a bummer cause I find them really fun and want to use them before they inevitably killswitch or nerf them, but for now I have to survive with the two I have left or beg these killers for my life so I can keep them.
I've gotten more on my other survs (but still not a lot) so seems to be a p100 issue.
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I used to play only killer and now it's more survivor (but still a lot of both) and it's so much more light-hearted and relaxed. Killer I get frustrated; survivor I'm laughing, even though I'll probably die. Pallet stuns, attack dodges, won chases, mind games, smacking my teammates butts. All hilarious to me. Now I can also make fog clouds while screaming my head of with Scene Partner. Hilarious.
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@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3974487#Comment_3974487
One version could have all the names of the survs on it, and the other all the killers. As content is added they just make the keychains longer....
The five foot keychain
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I feel like I have to heal all Michonnes immediately just so I don't have to listen to that awful grunting. If you don't wanna heal I'm not staying on this gen with you.
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I think unhooking attempts should come back in certain situations, but not all. I've had matches where some people were on hook and some were slugged but no one is active and we're all just waiting there. You can abandon, but why should it be that way? Why can't a team that was done dirty by slugging have a small chance to rebound? You should also be able to bleed out faster if you've been slugged to give teammates a chance at hatch.
I don't think it should come back if you're the only one on hook with a full team alive. Instead they should just let people DC without penalty if they want to go. Bots are better than people who don't want to play.
As for map offerings, I miss them and think they should just axe them if they want to keep them as they are now. I never see anyone even bother with them anymore.
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Somebody 3-D print it and make keychains.
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I'll let you know when I get more than 4 of them in my bloodweb. My p100 is getting basically nothing.
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As survivor, they've allowed me to take off my sweaty gen build, throw on meme perks, and be the clown that I love being. Being silly is what lured me away from playing killer exclusively, but things have not been very silly in this game as of late, hence the sweaty build. But I put on the meme build, got put into some soloq matches with like-minded people and the shenanigans—between flashlight saves, fog vials, and slapping each other's butts—were top tier.
As killer I'm finding they do little to nothing to deter me in chase. They're mostly just a nuisance and are only somewhat effective at endgame when they're trying to get someone off the hook and they all rush over. It's hard to keep track of them then. But that requires coordination, which is only so common.
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I run Built to Last regularly and am not feeling any significant difference. It's just a couple seconds and I'm getting just as much use out of the items as I did, since the refills are the same amount. As it is, I spend more time finding a safe locker (from both the killer and the judging eyes of soloq teammates) than I do refilling the item itself.
Franklin's was never an issue for me because of BtL. I actually kind of enjoyed having my item get depleted and then just picking it back up and refilling it. If I'm in a party, I could do it for my teammates' items too. It was a nice "screw your perk" move.
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I think it's a pretty great reflection of the game right now.
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@tes said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3973936#Comment_3973936
If u haven’t noticed chase issue with no blood lust, infinite windows and disappearing scratch marks even without using fog vials that’s really weird. How often u play killer? That's literally in every match now
I play killer regularly. About three hours yesterday. I'm guessing it's because, like I said, the vials aren't throwing me off. I'm not losing pace with people so if it's happening I'm hitting them too quickly after to even notice.
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@Metagamer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3973835#Comment_3973835
Wesker is not "high mobility" in any capacity.
Wesker can dash after charging his bound for 1.5 seconds, causing him to move at 3.68m/s.
He can then dash for 0.5 seconds on his first dash, and 1 full second on his second dash at 14m/s.
Being generous and assuming you instantly transition between bounds in a straight line, that is exactly 21m cleared in 1.5 seconds.
Wesker also needs to wind down from his power after finishing a dash, causing him to move at 2.3m/s for 3 seconds.
The easiest way to calculate this is to simply add up the total distance if you never stopped holding W from beginning of his windup to the end of his wind-down, then compare it to how long a 115% killer takes to simply walk that distance.
1.5s at 3.68m/s is 5.52m
1.5s at 14m/s is 21m
3s at 2.3m/s is 6.9m
Now we add it up to a total of 33.42. This means that Wesker can travel 33.42m in 6 seconds.
The base killer walkspeed is 4.6m/s. Since we have the total time it takes Wesker to travel we simply multiply our base killer speed in seconds.
4.6m/s * 6 = 27.6m
The difference between Wesker's Distance in a straight line from a bound plus a chain bound and a normal 115% killer is 5.82m
How much time does this save? 5.82m / 4.6 = approximately 1.26.
Therefor 1 virulent bound and a chain bound save 1.26 seconds of walking at the default killer speed of 4.6m/s a second. Keep in mind this is under the most ideal circumstance of having a straight shot to wherever he's going with both bounds and assuming that he instantly initiates both bounds. Any hesitation adds additional loss to distance, along with accidentally colliding with one of these 13 million piles of garbage, rocks, bushes, or invisible walls. This also isn't considering his lengthy cooldown of 11 seconds for both of his tokens to recharge, meaning he can't use it more than once when travelling from point A to point B unless several survivors are infected (granting 0.5 seconds faster recharge per token per infected).
In conclusion, Wesker is not a mobility killer as he is not even remotely comparable to actual mobility killers such as Blight, Billy, Kaneki, Dredge, etc. Feel free to correct me if you think there is something wrong is misleading in my calculations.I don't know why people consider him high mobility. It feels mad tedious to use the dash to travel a large map. I currently feel much faster as Clown with yellow bottles than I do as Wesker which is absurd considering his canon. He should be one of if not the fastest killer in the game. Bro is like The Flash in RE5.
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Southeastern US and mine is constantly bouncing back and forth between killer and survivor being 1.25. Survivor gets it more but killer is still constant, surprisingly. Killer queues have been as quick for me as survivor for the last week or so.
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I haven't had any issues on either the killer or survivor end. The fog vials have done nothing to deter me away from who I'm chasing so if they're bugging my matches then I haven't even noticed. If they're the only issue, why not just leave lobbies where someone has one?
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@Abbzy said:
Saing his tortue was justified because you hate to play against him in dbd is most mature thing.
He's not real.
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@UnicornMedal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3973585#Comment_3973585
I'd single out Chucky but I very rarely go against any new Killers that don't camp/tunnel/slug excessively. And by "new", I mean ever since around Knight's release and any newer skins for older characters like the Junji Ito or RE collabs.
There's just something with the Chucky players I get paired with. Thet have zero chill. At least for every toxic Ghostface there's a chill or funny one. Chucky's are like universally awful.
My last batch of survivor matches were surreal. I had minimal tunneling and slugging, several humble losers who opened the gates for us, a couple instances of mercy, and a nice red-light-green-light. Don't know what was going in.
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Was bummed you couldn't rename cosmetics. I'm trying to have goofy names for my outfits.
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It's weird how hard they're pushing a system that everyone seems to vehemently hate.
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Because everytime I turn onto the wolf I get to say WOLF
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OK let me pitch my Thing idea that other people have probably had. You start out as a big globby multi-headed monster but once you land hits on survivors you get their DNA and can know turn into them. Imagine the paranoia! You would never know if someone running to heal you or help on a gem is a teammate. It would create a totally different environment. Would be crazy to see your own character running at you too.