danielmaster87
danielmaster87
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Do y'all ever think it's not just a case of confirmation bias? That a few exceptionally bad experiences has brought you to think "Killer always play evil in events. They simply get on to make survivors suffer."? This is ridiculous to see, every time.
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The old MMR was preferable. You got stressful killer games because the game was not balanced for opponents of equal skill. It was too survivor sided. But at least the devs saw that, and they're like, "This needs to change." And so they started buffing killer. Now, you don't get that anymore. They're not balancing the game well, because they're just seeing, "Killer is at an ideal 60% win rate," not understanding that the game's still a rigged match against the killer if only he'd be put against people his own skill level. You just can't have random matchmaking like this and expect the balance anything. Ironically, I've been sweating on killer now as much as I was when MMR first came out, because the game gives survivors so much free stuff (because the devs forced the average team strength to go down, through loose matchmaking) that even subpar survivors can win. They looped like crap all match? Doesn't matter, because gens go fast. They were slow on gens? Doesn't matter, because they knew how to loop shack or a long wall jungle gym. Good killers are getting 1-2ks vs this stuff. If you put old MMR back in today, you'd see worse than before, with high level teams absolutely dominating killer, and the weak shrimps at the bottom losing to stuff like a Wraith who doesn't even cloak and gets 360'd over and over. But at least then the devs would see what they're dealing with, and fix it.
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Oni. His movement is too terrible on console. Turning is like you're trying to turn a cruise ship. And hitting is like trying to hit a flea with a baseball bat.
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Good idea. But sorry, they don't want kids.
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MMR should be about hooking. But first, the game has to be about hooking. That's the disconnect. If hooks were a worthwhile strategy, we could have your system in today. But because they want to punish hooking as much as possible, through base mechanics and perks, it becomes a less and less appealing option to a dwindling number of killers foolish enough to do it, myself included. I don't know what they're gonna do to fix this, if ever, but I do know it never had to get to this point.
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@R3b3l54TTV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3870780#Comment_3870780
The skills are there. Been practicing heavily. For hours and hours. But when killers slug and camp and tunnel there isn't much you can do.
And your gen efficiency is good?
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@BritneyMitch said:
I mean is this even bad. We know that they nerfed skull merchant so she can exist without ruining dbd for everyone. The point of her current state is so she is so weak that she does not get played until she is properly reworked.
Let's just sweep all our problems under the rug instead of properly addressing them!
Imagine if they did this for a survivor thing. "OTR is too strong. We're removing the noise dampening and reducing the Endurance duration to 20 seconds. Good luck til next year!" It would be an outrage. That's why everyone just being okay with her nerf's function, as you described it, is unacceptable.
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Yeah, these 2 should obviously not be things. This killer's upkeep has been pretty lazy.
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You're gonna get hard matches sometimes.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3871499#Comment_3871499
I feel like the more fair interpretation is "the killer shouldn't have access to perks that are already very strong in the 4v1 when they're in a 3v1", personally.
My assessment was fair. I guess my question becomes: Why? I could point to the weaker version of Ruin that deleted itself after 1 survivor died, or Thana which gives you pitiful slowdown after 1 survivor dies, and say how bad those are. Or draw comparisons with survivor perks, like if DS just turned off after a certain number of gens had been done. But I think hearing a simple explanation for why it's a good idea would be the best. Why should killer perks disappear after 1 survivor dies?
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This will only make things worse. Bots don't even know how to use Plague fountains.
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This is a very simplistic and emotional way to view it. Killers aren't being 'lazy', 'cheap', or 'skilless' by slugging. They're playing smart (playing to win). I can only assume you're playing at a level which doesn't require you to do that. But some of us do play at that level. Yes, it becomes THAT hardcore. Gens done in 5 minutes or less. All 4 run out, with 2 hooks total. Survivors letting themselves get downed just to protect a death hook teammate or to complete a gen. And this is against high level killers, who are powerless to stop it.
We've come to the conclusion that hooking is no longer worth it, because of all the benefits survivors get vs what we get. With Pop, we can knock 8% off a gen or something, with Pain Res another 20%, and then the gens get done away. But with Resurgence survivors can instantly heal off hook, with Deliverance they can unhook themselves, with DS they get a free stun even against non-tunnelers, and they've still got several hooks to go. Why would we want to bother with all that? Playing into all that would be eating out of the survivors' hands. We'd be playing to lose. So we slug, and circumvent all of that. There's no malice, or lack of skill or game knowledge, in doing that.
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@smurf said:
What about those of us who have an issue with the way forum discussions don't lead to prompt action? Your issue is irrelevant without this being fixed. Both are issues, but why should your side get what you want fixed while my side is left to deal with this? It would be unfair! Rant rant rant!
Sarcasm aside, what you said is very true. There's an absolutely wild amount of what-about-ism in a lot of forum discussions regarding DBD. Generally speaking, that entire approach to debates and/or discussions is a logical fallacy and used by people who want to misdirect otherwise productive discussions. I think there is also an issue of some people being unable to see or hear the issues other people are experiencing.
You're right that one discussion can handle two issues, but as you mentioned, on these forums it often devolves into some nonsense us vs them quagmire. It would be great to see more people acknowledging compromises here :)
I think there's less whataboutism than most would believe, and more of trying to show people why something is broken or why their idea wouldn't work. They say buff DS, I say that'll create slugging. I say SWF debuff, they say that's anti-friends. I think sometimes the counterarguments are accepted rather than ignored, but not to the extent where they change their mind. That why in your initial paragraph, I thought you were being serious and reasonable.
I do see legitimate hardcore detractors though, like "You just don't want our side to do ANYTHING!" or semantics about logic and definitions, or tone policing. I really don't mind the us vs them mentality as long as it doesn't become that stuff, and as long as valid points are being made. I've tried my best to make compromises, but sometimes there's just nothing to work with. The devs have got to stop hiding MMR and making everyone think they're a top player. It's the #1 barrier to discussions.
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I don't know.
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@Aven_Fallen said:
It was obviously not needed to nerf the Perk to 4 seconds. It could have been at 5 seconds and would have been way worse than pre-0.6.1 anyway. 5 seconds nowadays are not the same as 5 seconds when Maps were much stronger for Survivors and Killers were weaker overall.
Especially if we consider that the Perk is a joke for most Killers. Back in the day it was only a Joke to the strongest Killers, nowadays a Killer should not care about DS and just tunnel through it.
(But to be fair, it was never planned to bring the Perk back to 5 seconds. It was 5 seconds for a short time, but with a much longer animation…)
5 seconds are the same thing, then and now. The only way survivors get less distance, compared to in the past, is their base sprint burst off hit is slightly less, and the killer's weapon wipe is slightly faster. That's it.
I don't know why I keep seeing this narrative that maps just have nothing in them for survivors to use. If that were the case, completely new killers would be beating experienced survivors all the time. That's not happening, so there's clearly decent loops. It may not be jungle gym into filler pallet into jungle gym like it used to be, but there's a lot of good stuff there. You don't have to play on Badham or Eyrie to do well as survivor.
And how is the perk a joke for most killers? You think the perk's not gonna destroy the momentum of anyone who isn't Nurse or Blight? If we exclude them, and the weakest killers, and just look at everyone in-between, those killers are still getting destroyed by 1 use of this perk. It's almost as if y'all are basing killers' performance against DS solely on matches where it was never used.
How is DS a weak "nothing" perk? This is so crazy.
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The perk was strong at 3 seconds. The strength of the perk comes mostly from the killer losing all momentum when he gets hit by it. It's you getting a hook or kill vs you having to chase a survivor a 4th time, or wasting a chase. Same with flashlight/pallet saves. The killer getting stunned longer than 3 seconds is just overkill, because at 3 you actually had to go down somewhat near a loop to be safe after your free getaway. At 5 seconds, you could get across the whole map off that stun. At 4, not much better for the killer. Y'all are way underrating the ability to just deny the killer a hook after pickup. That perk, no matter the conditions, is always gonna be strong.
And so what if certain killers catch back up to you, because their ability lets them traverse distance faster? That's their whole point, and it's how they got you in the first place. You have to counterplay them. Do you want to prevent them from using their power, just because you used a perk? Or make the stun even longer, which mostly punishes the weaker killers? It's still forced from lockers and medium/slow vaults, you can flashlight/pallet save or do a killer objective and still keep it, and it's active after the killer has hooked somebody else. It's active, theoretically, after the killer's hooked other people like 3 times. How's that anti-tunnel? The perk is anti-momentum, like Deliverance where nobody has to get off gens to save the survivor, and this kind of perk design is why killers don't want to hook anymore. If you're gonna make these perks, at least don't make them strong, because it creates more problems than it solves.
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@Shroompy said:
As a Gen Z myself I think the monkey from Toy Story 3 would be a great addition
So basically the monkeys from Dark Deception.
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I've literally never activated it. The survivors would have to be throwing, or you would (by prioritizing Frenzy hits over everything else). Legion requires 2 Frenzy speed/time/distance add-ons just for it to be a good ability, so there's no way an add-on that only actives at the very end will be good for him.
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He needs a buff. Those dream pallets are a joke.
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@Brutha said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3871524#Comment_3871524
They should make it so they can't stun him again or make it so they can't be dropped while exploding
His own pallets shouldn't be able to stun him. It's stupid. Remember when that was considered a game breaking bug? So in that respect, he's far worse than his previous version.
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If they don't like reworked Freddy, they have nobody to blame but themselves. Freddy's first rework was fine, even though they called him S tier (because he was clearly as strong as pre-nerf Nurse, right? 😂), because at the end of the day he was an M1 killer with slowdown. That's all he really was, and still is btw. I argued that if you dropped that version of him in today's meta, he'd still be nothing, less than nothing, but he'd actually have a bit more stuff. He had strategy-based anti-loop because you could place far more snares, and even fake pallets (not sure why their count was ever nerfed). You could wake up from dream with clocks on top of missed skill checks. If he teleported to your gen, just let go and run, or if he faked it, come back. There was nothing to him, for good survivors. But because bad survivors en masse complained about this M1 trash, calling him Nurse/Spirit tier, he got nerfed, and has just sat at the bottom of the tier list since.
It takes a lot to surprise me these days, but I was surprised to hear the talk of Freddy needing a nerf before his rework drops, and this coming from experienced players. Why? "Because he can slug." So what? Every killer can slug, and their kill rate is sad, even by the most generous metric. You can't advocate for a game state which completely favors the survivors (assuming they know what they're doing), and then punish the killer player when he adapts and strategizes to try and make something of their situation. 🤷♀️ Slugging is that strategy. Now, I didn't ask for or expect a Freddy ability that lets him tp to in-dream healers, but that doesn't mean that it shouldn't be a thing. Let the devs send it to live so that we can actually try it out. The feedback from the ptb is always a joke, because it's always "This killah is too strong." Even if the tp to healers makes him "better" at slugging, is that even gonna be good enough? Is he ever gonna be in that position? He's still an M1 killer with a smidge of anti-loop.
But I'm with OP here. If he's simply not good enough, nerf or no, whatever. We're used to it. The fact we're even having this ridiculous discussion, AGAIN for a different killer, I think is the reason why this game's days are numbered.
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These takes are ridiculous. Let the survivors bleed out for 4 minutes, which is not taking the game hostage, or give the killer an incentive not to slug, as in giving actual incentive to hook, instead of survivors becoming Terminator upon hook through perks. Give the survivors a faster bleed-out option.
The reason that killers slug in the first place is 1)^ hooking ain't worth it, or 2) to counter hatch since they want the 4k they earned, because they've played well enough thus far to even be in that position. Instead, the survivor gets a completely free escape through what is essentially chance, and then even if killer closes the hatch, the survivor gets the exits powered for free. Notice how all of these "closing out the match" mechanics involve giving survivors free stuff.
If you want slugging to end, stop making it suck to play otherwise.
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@TieBreaker said:
Having a faster bleed out option, will just make slugging more common. It would go from a griefing tactic, to a legitimate alternate win condition.
Some sort of UB is needed as basekit. The solution needs to be something that punishes the killer. Otherwise it won't work. But that means BHVR needs to figure out problems like survivors dying on pallets. As basekit UB would make that tactic stronger than it already is.
This crap needs fixing, but it's going to be hard to fix without messing other things up in the process.
You can't complain about being left on the ground for minutes, and then say that an escape from that situation is killer favoring. And then to demand that the killer be punished for slugging with an easily abusable base mechanic. What would mess up the rest of the game worse than those?
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@[Deleted User] said:
Two hatches should open after 60 seconds in that scenario. The killer is free to be greedy, but they risk letting 2 escape if they do.
What?! Are you mad?
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@sizzlingmario4 said:
The effect is fine if the killer actually spreads hook stages and hooks all 4 survivors without tunneling.
However, the fact that you can tunnel someone out of the match, and THEN use Grim Embrace in a 3v1 to secure a win is a problem. Same thing with Pain Resonance too.
So we just shouldn't allow the game to ever be a 3v1? The killer shouldn't get rewarded for anything?
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@DragonMasterDarren said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3871415#Comment_3871415
Slenderman is just not happening at all
Kinda hard to market a chapter when the attached character can be linked to a high profile IRL attempted murder
That's like saying you can't market Kool-Aid because of Jim Jones, or The Joker because of the Joker shooting. Nothing fictional should be inseparable from anything that it "inspired" in real life, especially the more nefarious stuff. You're talking about properties that existed for years and years, until something bad one day became associated with them. For these reasons, I think Slender should be a viable option for DLC.
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Skibidi toilet!
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Because they're rage quitters.
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@bjorksnas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3870835#Comment_3870835
Yeah but when you throw it 40m/s ask a server to interpret it with 60 ping from the killer 60 ping from the survivor, and the fact the running hitbox looks like this
https://us.v-cdn.net/6030815/uploads/TWJS7ZLXAFRG/image.png
Its not gonna look right, in that 120 ping of time between the killer and survivor and server, it can hit a survivor who moved a half meter from it on their screen and not on the killers screen. Combine them all together and.
https://us.v-cdn.net/6030815/uploads/3MQQBO44YWK6/image.png
comedy
Bingo. If they have an issue with Huntress hatchet hitboxes, they should be looking at the survivor hitbox.
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What's the issue with any of those perks?
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@Ryuhi said:
There is no "Decay" if I remember correctly, so sadly it only lowers like that by losing a lot. As long as I'm not mistaken, its just another for the pile of problems with how MMR was incorporated in this game.
And that's the real issue, NOT that MMR itself is a bad concept for the game. I can't take it seriously when people blanket statement say, "MMR ruined the game! It would be so much better without!" No! How many years did people suffer in this game, or get unearned bloated egos, because of complete random matchmaking? The devs' EXECUTION of MMR is bad.
Initial drop MMR, where you'd wait a minute or 2 to get a lobby, but you'd always be put with players of your own caliber, was near-perfect (It actually showed how bad killers had it, because the moment they went against 4 opponents of their own skill, they lost constantly. This led to the devs buffing killer.). They just needed to count more than simple kills/escapes (Count match time, gen speed, amount of hooks, etc.). They tried to rectify that with team MMR, but I don't think it did enough. The big problem was that at some point, the devs decided to make the MMR way loose. No longer would a 9/10 player be facing only 8-10 players, but they'd also be facing/paired with players as low as 4/10. That DESTROYS (reasonably) predictable gameplay. You don't know for sure what to bring, because if it's gen rush survivors or tunneling killer and you didn't bring your counters, you're screwed, and if you did bring that stuff and then went against noobs, it's a 1-sided overkill/bully simulator. That's why all of a sudden, everyone defaulted to gen rushing/tunneling, because the unpredictability made you have to play safe.
So I feel for people who are put in the wrong MMR bracket. The game should know to give you opponents of similar playtime and caliber, and it would if the devs knew what they were doing with MMR. What I don't like is people winning because the game is so easy for them, and then the moment they encounter any resistance at the mid-higher levels, they cry "Killer OP!" You could make the same argument for killer, but I wouldn't, because it would be wrong. 😎 Anyway, this MMR system will definitely put people off of the game, because they're being bullied by players with 2000+ hours when they've got less than 2. It needs to be fixed.
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@xGodSendDeath said:
As a console player, I think Chucky is really difficult to play well, so I think that has an impact on the lower kill rate. I find him unplayable without Rat Poison, and even with that, I think survivors dodge the Slice 'n' Dice pretty well. I think they might need to design a new power for him if they can't find the sweet spot for Slice 'n' Dice.
I'm not sure if I've ever landed a Slice n' Dice attack with him. I'm really not. It's THAT bad, playing him on console.
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@notacamper said:
It's because they nerfed his dash speed into the ground, like overkill into the ground, he's barely faster than a survivor running hope in end game. This has made a once A-tier killer plummet from grace. No doubt all the survivor mains who couldn't figure out how to counter him are rejoicing while those who could already counter him smirked and went "he's GG EZ now".
Not even. They still consider him too strong.
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@Alicia_Tried6041 said:
You can't see the little s**t lol. That's his strength.
Do you think that's a concern of good survivors as well?
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Who would've thought that a killer who was crazy overrated even at his strongest would be dead upon nerfing?
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@tjt85 said:
I don't think much can be learned from 400 or so games, tbh.
But I am still a little bit sad that BHVR couldn't find a way to make OG release Chucky work. He's not currently super weak or anything, I'm just not a huge fan of this nerfed second iteration of his power. He lost a lot of his character when they changed him and his scamper feels mostly useless now.
400 games, and almost half of those, he's getting 0-1 kills? I still don't like it. I think it does say something.
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Yeah, they didn't "destroy" Distortion, as people claim. They changed its activation condition to be chase-based, which forces you to have SOME interaction with the killer to get your stealth perk, instead of hiding in terror radius which was just a perpetual feedback loop of stealth.
I must remind people that most good survivors really don't care if the killer sees their aura. They don't care at all, because they know that if the killer comes they can simply loop them. They might not be invincible, and may go down eventually, which is bad for them if they're on death hook. But otherwise, it's as I say: Just because the killer sees you doesn't mean he gets you (at least not in a reasonable amount of time).
If the devs wanted to introduce the eyeball notification from 2v8 to the main game, the one which tells you when the killer can see your aura, I'd be for that as long as the "Get rid of killer aura reading, full stop!" complaints come to an end. Because you can't justify killer aura being weaker or more restrictive than it is now. I just don't understand why survivors become completely incapacitated in the face of simply being seen. 🤷♀️ What do you do when that happens in other games, exactly?
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If killers run nothing but aura perks, they deserve to lose. If survivors lose to that, they deserve to lose. I don't need to explain why. Good players will know.
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@Grigerbest said:
There are cheaters, no doubt.
But… You know… If they don't hold you hostage - just shrug it off, report them and move on. Developers are the ones who should take care of them.
It should not be your concern, and you have no power to deal with them, but making the report.
The report system in this game is a joke.
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It's not good enough.
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@GoodBoyKaru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3870081#Comment_3870081
You cannot, in good faith, argue that a perk which disproportionately punishes solos more than SWF & actively encourages a playstyle which bypasses a large majority of the game's intended mechanics is not deserving of a rework for the overall health of the game.
The perk was not considered a problem until every other worthwhile killer perk and playstyle was nerfed. On that alone, I'm against the nerf. This is just complaining about killer, again, instead of the game state.
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@alpha5 said:
If lockers were that abundant Dredge would be pretty close to being a god.
Not even that saves him. You are way overrating his strength.
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3868859#Comment_3868859
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3868864#Comment_3868864
Come on now, be fair, you both know exactly why WoO is disliked, it amplifies the problems of strong survivor maps for low to medium levels of play by facilitating a very uninteractive and boring style of play.
In a map with a large number of pallets, such as the Game or Hawkins, when you're playing a killer without a directly strong chase/cut off power, a WoO Survivor can take you on a long chase with just throw pallet and hold W to next pallet. It is brain dead, skillless, and yet annoyingly effective... there is a reason high level survivors rarely see lower tier killers, it's because they lack the power to efficiently answer survivors who know checkspots and all pallet/window spawns.
Now is it beatable? Yes of course, as I say, it's a boot camp for killers. However you do have to have good macro knowledge and know to drop chase into strong areas quickly, and/or have decently strong perks, and/or start playing quite mean and sweaty to claw back the early deficit this style of play can put you under. That's pretty much everyone's annoyance with WoO, an absolute scrub with literally no actual looping skill whatsoever can run pallet to pallet and burn loads of your time in the most uninteractive way possible. Yes if you have good slowdown perks to recoup that time, now you're laughing because all those resources are burnt, but if you don't, it's such a kick in the teeth.
At high level with strong killers that can out manoeuvre and cut off survivors, it's a none factor, but at low level, it's a nuisance... in fact I half suspect it's a contributor to why a number of maps have had half their pallet spawns ripped out.
No, because if that's true, your issue is with the institution of looping, instead of the people who use it because they want to win. That's the same logic survivor mains use to decry tunneling. They don't hate the game state for forcing killers to go like that, but instead say, "You killers are scummy for tunneling, even though you have to!" I'm not upset with looping. It can be skillful. But I hate wasting an arbitrary amount of time at loops where the survivor's movements/decisions as well as mine are predetermined and not in my favor at all, which btw happens with or without Windows. So for you to get so mad about a perk which some argue is "a waste of a perk slot!" is a little ridiculous.
I guarantee you, countless survivors run Windows and it actually is a waste of a perk, because they equipped it after hearing it was a "top 10 survivor perk!", but they can't loop to save their lives. I just can't visualize what y'all are thinking, that a survivor who has no clue what they're doing all of a sudden takes full advantage of all their resources because they equipped a perk. That's the same logic they use to justify keeping killers weak, "Because if we give a buff/qol change to Ghost Face or Pinhead, their kill rate at bottom and mid MMR would skyrocket!" Except it wouldn't. Because the killer isn't playing optimally with their tools at that level just like the survivors aren't, just like when a scrub puts on Windows. I should know, because I auto-include Windows, and screw up easy chases all the time.
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@ChuckingWong said:
The amount of times I have had windows do anything for my opponents in a benefit, is eclipsed about a thousand times over by the amount of times some lithe brain goes to a dead window, or unsafe pallet.
Complaining about windows…
Sheesh…This is the one argument I can never get with my fellow killer mains on. Of all the perks that straight-up deny killer gameplay, or dead-end all of the pressure that you had, y'all are complaining about Windows? I don't get it. I mean I can see where they're coming from, in that Windows "helps" with looping because it lets you plan your route, but what's that got to do with survivors' looping skill? It doesn't amplify their chase all of a sudden. They're only as good in chase... as they are.
I think killers are falling prey to the same bad logic survivors use, when they talk about this issue. Because most survivors say, "If anything gives killer any decent value or info, it's crazy OP strong!" That's what they do with Windows. It's an info perk, not a stun, not another health state, not a pick-up denial, not a bullying tool. It lets you see vaults and pallets, and while I don't consider it a learner perk like most do, I think it's really good for knowing the map you've been given - in real time. You don't know for sure if a pallet's already been broken or a window spawned on 1 side of main or the other, unless you pre-scouted it out (ain't nobody got time for that), or trust in your ability to make snap decisions when presented with an unexpected loop variation. It really boils down to killers hoping to go against survivors who lack game knowledge, which isn't skill, it's 1 person who knows what they're doing vs people who don't. I thought we were against that, because we wanted to be able to beat good opponents, and not just smurf?
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@alpha5 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3868812#Comment_3868812
Well, if you can't find them you don't get into looping.
It goes both ways, and I don't like it either way because it's never favorable to killer. Yes, if you just can't find them, there's no chase and therefore no way for you to get them, because the chase doesn't even start. Self-explanatory. At the same time, I feel like people way overrate mid-chase aura perks like I'm All Ears and Weave Attunement. Just because the killer can see you doesn't mean he gets you, especially with M1 killers, and especially with these survivors who check spot so well, they might as well have wall hacks.
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@CrypticGirl said:
We're talking about a game where the slightest Survivor error can doom the entire team (even without "going next"), and even finishing all of the gens doesn't necessarily mean they win. Is it any wonder why people go next?
The slightest? Absolutely not. You'd have to give a free down or something to even come close to a hard punish. you could waste a pallet or give an easy hit, but it's how fast that second hit is, it's when you get downed that matters. In my experience, 90% of the time the gates are powered, the survivors have won. If the killer wants to go all-out on chance and try to slug everyone in the end, he can do that, but the risk of him losing everything anyway is equally high. I've seen survivors come back from matches they had no place coming back from, because the killer had 1 subpar chase, or because the gens were a little too quick to keep up with.
So I don't really accept survivors' excuses for rage quiting, what they call "going next," considering all this. I've been more understanding of drunks and druggies getting on the game and being a burden to their team in their condition, than people simply saying, "Agh don't like this killah! Rage quit!" That's just infantile.
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One of the biggest issues with the epidemic is that you can't balance anything with this as a dev. Any data you could collect is all gonna be skewed because of how many thousands of clearly winnable matches were thrown. Killers who have absolutely no place winning those matches would win the. anyway, thus inflating the kill rate, and artificially fueling the argument that killers are too strong and solos are too weak. "I don't EVER escape!" But did you have a team of 4 like you're supposed to, or did someone basically give the killer 3 free hook states in 30 seconds after they got downed once? Having that happen is absolutely game breaking. And you're not gonna fix it by doing a repeat of old Freddy, Spirit, and Skull Merchant where, "If all these people are DCing against this killer, that can only must be super OP, right? 🥴 There's no such thing as rage quitters..." and just nerf the killer. That just makes killers never want to play them anymore. Then when another killer the survivors don't like sees more play, they'll do the same thing, rage quit until nerf, because even their no-effort entitled selves possess pattern recognition.
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@supersonic853 said:
Waiting for the posts "but my counterplay" i told people to not get used to it. If a power is meant to be dodged you can dodge it the normal way lol.
https://us.v-cdn.net/6030815/uploads/SM14VJKWIB4R/sddefault-282-29.jpg
Sadly they'd have a bit of credit to their argument, because despite the devs' intention being that you can dead angle Blight's rush, PC flicks override that possibility, like with Oni. You can perfectly outplay the rush attack's trajectory, and then they just break into any angle they want and hit you anyway. They need to reduce the turning on PC and up to the turning on console, so that these killers aren't C tier on 1 platform and S on another.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3867295#Comment_3867295
I mean, the devs specifically and directly said that hug tech was unintended almost 3 years before actually fixing it.
I don't believe they've ever said anything similar about crouch tech, they just fixed it silently.
And from a community standpoint, both were just called "techs" regardless.
I'm perfectly fine with them fixing both, even though some skill expression is lost in the process on both sides.
There's no skill expression in couching to avoid a deserved hit. Same with fov techs.
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@MoZo said:
used to pray for times like this as a Billy main 🙏🏾. I’m just only worried about going against blights now, he’s already S tier as it is and crouch teching was the only viable thing against good blights.
Incorrect.
