Avatar

danielmaster87

danielmaster87

About

Username
danielmaster87
Joined
Visits
0
Last Active
—

Comments

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3867001#Comment_3867001

    The removal of teleport faking is my favorite part of this update.

    The absolute most annoying thing about playing against Freddy, is when they spammed 99% teleports every few seconds. Canceling a teleport never should have been given such a reduced cooldown.

    And Freddy is getting enough buffs overall, that teleport cancelling doesn’t need to come back. And if it does come back, then canceling a teleport should trigger the full cooldown timer, so that the 99% teleport spam is still gone.

    How is that strong? He even has a cooldown every time he cancels it, so it isn't true spam. If Freddy is faking teleport to a gen every time, you just ignore it until he spends too long holding it. Whether he commits to the tp or not, that's not good pressure. Maybe he gets lucky and it causes the last-second skill check to come up and the survivors blow up a gen. But that's all I see it doing. If Freddy is in chase with someone, and is multitasking by faking tp somewhere else, he should not get punished for that, because it's a smart play at the cost of splitting concentration off of chase. That plus counting hooks, remembering which pallets are broken, guessing what the other survivors are doing while unaccounted for... y'all act like there's no skill or brain power being used while multitasking, as if it's easy.

    Anyway, if Freddy commits to the tp, he's pushing the person off the gen... but he left the person he was chasing. At best, he got a 1 to 1 trade on pressure, and for all he knows the person he's chasing, or a second survivor who was on the gen, can just come around and finish it after he pushed the initial guy off. Why would you handicap a killer's power so much when he's low tier, and it's not even that effective?

    And it may seem like I'm calling his tp strong and weak at the same time, but that's what you call "decent" in this game. A middle ground. Most people just like to call a killer thing OP if it's decent or usable, and I think that's what's happening here. It's why 90% of killers in this game can't be used at top level. They could have been, but people just want to cry about half-decent stuff until it gets nerfed. You will never see Freddy in S tier (even if ad populum dictated that he was in the past), so why all the pushback against him keeping any of his original strengths?

  • So in theory, I can put on Windows and just loop really well, even though I don't know how? No, of course not. It's information. How does that correlate to survivors having an unfair advantage? Because I don't see it. This just feels like when survivors say killers seeing aura is OP, full stop.

  • @Ivantxugp_ said:

    Twins main why am I not surprised, I'm sure you like to abuse knockout too 😂

    Learn to use the reply (Quote) button. Otherwise it's not obvious who you're talking to, and they in turn don't get mentioned, therefore can't get notified/respond.

    Regardless of who's got an opinion on something, you can't just attack their character, or rather accuse them of a conflict of interest IN PLACE OF an argument. If I played only killer, and never survivor, I'd have some pretty radical views too, "Make survivors die in 2 hooks!" for example. That being a bad idea for the game has nothing to do with me playing killer; it's just a bad take. Know what I'm sayin'?

    giphy.gif
  • Legion matches never have to be long. You're healing against him, over and over again, aren't you? That's not how you beat him. You beat him by staying injured so he gets no value from his power and is forced to be M1 trash. Is it harder looping on 1 health state instead of 2? Sure. But that's what you have to do if you want to win. Doesn't that sound better than a "mending simulator"? (I guess anything that takes any amount of time sink is a simulator)

    Knockout shouldn't go anywhere either. SWF auto-counters this perk just by existing. Solo can beat it too, if they play smart. You see the killer has it after first down, which means you immediately know to rush gens (as usual) and pick up people when you can. If you're the one of the ground, recover and then crawl to where you think people are/where it's easy for you to be seen. I doubt that a solo team who let 1 perk (Knockout) kill their whole match is capable of beating killers using other perks anyway. The game demands coordination from survivors, because they're a team, and game sense as well when they're going against skilled opponents. You can't just expect the game to revolve itself around you, and never have any intention of getting better (most people who need to hear this won't). Because some people have gotten better, and this perk barely affects them. In fact, most things that are the most commonly complained about barely affect them, because objectively they can see and experience: "This thing the killer's using is not that strong." If something requires inexperienced/uncoordinated opponents for it to work (a noob stomp tool), then it's not strong.

  • I really don't trust "killer mains" who entertain this kind of nonsense. Killer has it harder than ever before, not easier. I see it every day, because I load in, go for 2-4 hooks, boom, all gens done. That's WITH Corrupt and Deadlock. The survivors aren't even that good in chase or on gens. They're just efficient enough in each to where you lose almost no matter what, because it's gonna be a close match no matter what. And I called this, mid survivors beating really good killers, but nobody believed. You just can't take away every possible avenue for the killer to have pressure, and expect them to stop the gens anymore. It's all a farce. It's all about getting lucky enough to face bad survivors. You can't compromise with these people, because they think that killers seeing aura, or survivors not having base Unbreakable, is bad game design. They couldn't recognize good game design if it hit them at 80mph. You're literally talking to a brick wall, because the compromises are always 1-way, always killer nerfs. All you'll do is affirm to the devs: "See? Even killer mains agree these changes should go forth" and then killers get even more essential strength taken away. There are countless matches right now that are close when they have no place being close. Because why? Survivors holding a button down? That's what we need to address.

  • @Choaron said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3867246#Comment_3867246

    It's sad for Demo but crouch tech is a necessary evil until BHVR finally do something substantial about Billy and, most especially, Blight.

    But you're still "outplaying" killers through exploit instead of through skill. Isn't that a bad thing?

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3868145#Comment_3868145

    It forces the healer to wake up, thus making his slugging way better.

    More than a top tier who's slugging?

  • It's not that you can't queue up as killer and get wins by going for hooks. It's that doing that is just a matter of luck, because if you get inefficient survivors, you can do it. If you get efficient survivors, no amount of good chases or hooks is gonna stop them from escaping. So killers turn to slugging, because then they don't have to deal with bully/second chance perks like DS, DH, OTR, We'll Make It, Resurgence, Deliverance, etc. Not dealing with those, and bleeding people out for 4 minutes total instead of 2+ minutes on hooks, is pretty appealing. The hooks, at this point, carry the survivors and make them live longer than they should. So many people complain, "Ugh, I'm on the hook again." That's the safest spot you can possibly be in, because if you're still on hook, and assuming your teammates will come to save, you're still in the game and have a chance to do gens, and to escape. We called all of this with the constant off-the-hook buffs and nerfs to gen defence and chase power. People also complain about tile strength. Well, it doesn't even matter, does it? Because gens go fast means you win. These are the reasons why people are pushed to slug.

  • @LockerLurk said:

    I think people just don't want the game to be too complex, yes. This is why sometimes, simple but weak characters are popular. Just look at how accessible Killers like Legion, Ghostface, Myers are. Now compare this to Killers like Blight, Pinhead, Sadako, Freddy, Dredge. These characters require more return on investment. Also, see how strong Singularity is, but notice he's also a rare pick. He's a very complex Killer, and requires time to learn.

    The general gist seems to be, the more complex the Killer is, the more powerful people want them to be.

    I can see people liking the simpler characters, but I've never understood people saying "I main Legion" or "I main Myers." That would be so boring, to me.

    That's sound logic, wanting the more complicated/more skillful killers to be stronger. Several killers don't get that kind of respect even though they deserve it, like Blight, Singularity, Unknown, etc, and instead get nerfs. And I don't want the inverse to be true either, that the less complicated killers are purposefully made to be less powerful, because playing them is never that simple. Look at Wraith, the most straightforward killer in the game, who has the most counterplay in chase out of the whole roster. That's an unequal playing field, and a discouragement from trying and playing different killers.

  • I think they are, and I think you nailed a couple examples of how.

    Spirit's nerf was the most obvious and long-standing example. In a game where sounds have consistently become more survivor favored (denying the killer their sense of sound), they decided to nerf a killer whose ability was dependent on sound, because supposedly people wore magic headphones that made them hear extra of what all other players could hear. 🤔 Regardless, her gameplay and counterplay were the most skill intensive in the game, in that whoever had the best mindgame won. Survivors wanted to run in a straight line, not run any sound nullifying perks, or use their base sound suppression (crouching), so Spirit was made into a super one dimensional killer as punishment: She moves slightly faster... while phased... Super underwhelming.

    Pinhead's box is simple to understand within 1-2 matches of playing against him. Your meters are going up, you can see the box, pick it up. Oh, what? You can solve it? Boom, countered his power. And if he interrupts you while doing it, well, you and your team will soon understand why he did that. I understood the complaints about chains interrupting the box solving, but all you had to do was dodge the chain and THEN finish solving.

    Plague and Legion are even simpler. Plague infects you, you can cleanse at a fountain, but that gives her the even stronger power that damages. Risk and reward. Same with Legion in that he injures you, you can reheal so that he can't just M1 chase you with 1 health state, but then he gets to injure you instantly again. These killers get value off of you healing, so the counterplay is to not do that. All proposed counters that involve healing against them are mental gymnastics and wishful thinking.

    With these types of killers being deemed "difficult to go against," I'm actually shocked killers like Twins, Dredge, or Knight are even in the game. Those killers have even simpler counterplay, but can do *gasp* 2 or 3 different things with their powers! (Twins' being controlling Victor, and using him for killer instinct) Definitely too complicated, hence why each of them at one point or another had a wave of complaints against them, and got a nerf (with the exception of Dredge), even though you never see these killers in comp or high MMR.

    There's a simple solution to all of this. The survivors can simply read the killer's power description (available to them even without purchasing), or watch a video on what the game looks like from the killer POV. But they don't want to do even that, so the devs make these killers as simple as possible, like this was a rated E for everyone game, a safe space from dangerous confusion. 🤡

  • Do you want Freddy to be worth playing or not?

  • The only thing I'm mad about with the Twins rework getting scrapped is that it didn't seem very well thought out. It was a mix of a numbers change and other strange decisions which either made the killer overpowered, or didn't make any sense. Like the Hillbilly rework with the overheating chainsaw 🙄, it felt rushed and half-cocked.

    If the Freddy rework ends up with him being strong, it's a given that survivors are gonna complain. It's very unlikely that he'll be anywhere near the strength of scrapped rework Twins, but they'll complain nonetheless because it sounds like he'll have actual gameplay against them at loops. There's people right now who would probably DC against Freddy because, "He's an overpowered killer." We just have to hope the devs listen to rational minds about this topic, and not more of that.

    I was gonna say something about the people harping on the Twins point you made (a bad example, but an example nonetheless), but they seem to have addressed it and moved on, rather than shifting the conversation. I'm proud of them.

  • @DancewithmeKate said:

    I am seeing so many killer mains want to remove hatch from game. So they can get easy 4ks all time. Probably kill-rates will be around 80 - 90% without hatch escapes.

    I doubt it. Survivor is pretty easy when played efficient. The escape rate now is horribly skewed by mismatches, and by people throwing the game improbably hard.

    It's not that killers don't like a "closing out the game" mechanic. But hatch isn't it. Hatch says, "You randomly found this thing on the ground, press a button, and you get a free escape!" And if the killer gets to it first, both exits magically get powered anyway. So another free second chance to escape. Both of these things happen even if no gens were done. Hatch doesn't affect the survivors who were clearly winning already. It only helps out the ones who played bad and didn't deserve to escape. It's this game's ultimate participation trophy.

    An endgame chase with respawned pallets and auto-opening exits after a certain amount of time sounds much more engaging.

  • Killers complain because the game is so difficult for them but design. On top of that, they get gaslit hard. People like to throw around "broken killer stuff!" when their definition of "broken" doesn't hold up to any other game's standard. They'll call a killer perk or add-on broken if the killer plays as well as he can, he wins, but the match was still close. Wouldn't "broken" be not even finishing 1 gen and you're dead every match?

    And all this talk of personality is in your head, and is hopelessly idealistic. When survivors all get out against you, they don't think "That sure was an honorable killer!" No, you're a baby killer, because they beat you, and so that's what they call you. Or if you beat them, whether you played nice or not, they'll find a way to call you a toxic no-fun killer. I'm one of the only people I know who sees my teammates complaining about the killer, especially insulting his character somehow, and I'm like, "Isn't he just playing the game normally?"

    And the thing that marks you as a casual is your emphasis on blood points. Once you've got your characters and their perks unlocked for everyone, more BP is always nice, but you really shouldn't care about it that much. The killer getting more BP doesn't relate to anything in the match, and it's certainly not equatable to whoever played better. I see survivors say to each other and to the killer, "Me get more points. Me better than U." That's not how it works. And it's that lack of understanding that makes me question any and all complaints against killers. Killers have the most to complain about, although I find stuff like "Windows Of Opportunity OP!" to be pretty silly. It's survivors who have little right to complain, because they're usually so caught up in feelings and blood points and match results, that they're clearly not focused on improving or looking at the game from a balance perspective.

  • @KatsuhxP said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865581#Comment_3865581

    I find it pretty weird that they hide it in general.

    As fas as I know they do that so nobody feels preassured by this number, but in the end it just shows in which braket you are, it doesn't even mean you have to feel bad if you're in a lower one because against your opponents you can still do pretty good and after a while you'll get in a higher one. Even if you feel preassured to play increadible just because you're in a high braket I don't understand it, people that are in a high braket will probably not have this mindset in general, they wouldn't be up there otherwise normally (now's the problem on my arguments that I assume a mmr-system based on skill that we don't really have xD).

    Even if some people felt preassured they could just have made it a toggle to deactivate showing it.

    That's why the devs need to start treating this game like they're developers, not an overbearing mother. The thing that causes the most pressure on this game is playing and knowing you're in a rigged match, because killer (and bad teammates solo) feels that all the time. Not this imaginary pressure about MMR or rank, which literally every game does except this one for some reason. To protect people's insecurity or something? This is sissy crap.

  • As annoying as it is to say this: the question isn't specific enough. I think at high or even mid MMR you have to tunnel, just because of how fast they do the gens vs your time to kill. And MMR being hidden means everyone thinks they're on top. That's why it's hard to answer.

    I think I hover at pretty high MMR. For me, tunneling or hook juggling only 2 people is necessary, except in the small window of time I get put with consistently mid survivors. I've even started using coins to count hooks, because I don't want to forget, since the game hides individual hooks from you on purpose, and then I lose the match from accidentally playing nice. If you play Nurse or Blight, you probably don't need to tunnel. But against the very top survivors, all killers will need to tunnel.

  • @Valuetown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865599#Comment_3865599

    Then I'm wondering how the survivors are creating new pallets out of thin air, since maps only spawn like 15 max, and those are on bigger maps. Most maps only spawn 10 pallets and awful windows.

    Strawman. I know they can't create pallets. Even if the pallet count is as low as you claim, that's still enough to beat the killer. They'd just hold W and comp corner when pallets get low. You can't just expect the killer to keep dropping chases against good players, and that be the "smart play" that wins them the game. Any gen efficient team is popping 1-2 gens (at least) after the killer's first chase, regardless of if he got the down or not. But not even getting the down after that, he's pretty much lost the match already. The windows aren't bad either, unless you're literally running Z walls, and they're potentially stronger than pallets because they can't be "used up." I think y'all take the weakest possible map seeds, and the most mid survivor teams, and say, "If they can't beat the killer in those scenarios, then the game's killer sided." I've never got one of these maps you speak of where I break 1-2 pallets and get a free dead zone.

  • @DancewithmeKate said:

    DbD is already super killer-sided game. What do you want? Make all survivors quit? Survivor mode is already insanely painful and super unfun.

    Y'all always say this, but don't have anything to back it up. The game's killer sided in what way? The fact that it's possible to kill survivors, albeit improbable? There's a 1-2 hour time slot where I can get on the game as killer and not completely stress out, because that's when the players peak and therefore all the dumb ones get on and sabotage their team. Even then I've still had to tunnel, or slug people til bleedout, and I've taken to using coins to count hooks on different people (something that should be base info for killer) because my brain is tired of working overtime. The only thing that brings survivor even close to that level of misery is the bad teammates in solo. And that has nothing to do with the game being killer-sided.

  • @Pulsar said:

    How do you know they are a four man?

    Half of those perks are bad.

    I don't know that most maps have enough pallets to pre-drop and win. Have you considered not chasing the person who obviously wishes to be chased?

    Nerfing perks that are already bad or niche is a bad idea.

    Deadlock isn't basekit because Killers already kill enough. Survivors shouldn't be able to get up after being cut down with a chainsaw, yet here we are, so much for immersion.

    They're not bad. They speed up gens and give free stuff.

  • @Valuetown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/435935/genrush-nerf-when

    You're joking right? Survivors are doing their only objective. If you're finding that pallets are an issue, either run brutal strength or drop chase on that survivor.

    What about when every survivor is that strong?

  • They're never nerfing gen rush, because they won't nerf the most obvious thing, which is SWF gen speed.

    Give me voice chat. I'll finally be able to let them (bad teammates) have it.

  • Because they're weak-willed cowards who don't want to actually try, and then complain about losing without a shred of irony. I wish they'd just leave the game.

    I don't like Scratched Mirror Myers or Nurse or Trickster, but I'm gonna play against them, because I owe my team that. If I play badly against them and die easily, they can chew my head off for all I care. But I at least tried, and that's rare and appreciated in this game.

  • Because when nobody's high MMR (because nobody can see it), everyone is! That's why it's a screwed up system, and forces bad arguments on balance.

  • @jajay119 said:

    exactly. Developers usually balance games around the majority, not the minority. Being ‘the best’ doesn’t mean anything.

    No. If they're balancing at all, they're balancing around good players, who in this game are not the majority. But these devs are special, and balance around bad players SIMPLY because they're the majority. See why that logic is bad?

  • @AmpersandUnderscore said:

    Most people (almost everyone) isn't "Max MMR", they're just at the upper limit of their skill level.

    Simply due to the devs balancing around a 60% kill rate, the "average" killer will be going up against "above average" survivors, because "average" survivors are only escaping 40% of the time or less. That's what happens when you weight one side of the game.

    I think the survivors are the same caliber of the killers or less. I think that when all players know what they're doing, the killer should* lose.

  • Making a mountain out of a mole hill, every time I see this topic. The reason killers play sweaty in events in because they want to win AND they want the BP bonus, of which they get more BP if they win rather than lose, so they're gonna play to win, not to "have fun." This isn't recess at kindergarten, it's a rated M game. Survivors play equally sweaty in these events, and that fact is brushed over far too often.

  • Because the boys are worse. If you haven't noticed.

  • @Devil_hit11 said:

    it promotes tunneling because you don't want to injure anyone. you find 1 person and ignore everyone else because applying injuries to other people weaken you.

    But then body blocking and letting themselves get injured removes the penalty.

  • @Atom7k said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3864308#Comment_3864308

    The good old "if you don't like this playstyle just buy or equip this perk".

    It seems to work against tunneling, considering 1 DS ends a killer's game.

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/435841/still-dont-recommend-this-game

    You have Lightborne. Boom Countered. Killers dont like bully squads, survivors dont like getting slugged.

    Killers could bring perks that are exactly what they need to counter the survivors' builds, and it still wouldn't be enough if the survivors played well. So that doesn't help.

  • It's really strong. It's additional uses of OTR, DH, Second Wind, other people's unhook perks, etc. People just need to realize when and how to use the perk. I don't think I've had a killer match that wasn't extremely hard while Shoulder The Burden was in play.

  • Why should slugging be addressed if it's the only viable playstyle left?

  • @[Deleted User] said:

    'Anti-FACE camp' does its job. Its not meant to stop proxy camping or any other forms of camping. There is no Anti-camp.

    It's anti-camp. The killer cannot stand near the hook without giving the hooked person a free getaway. If the killer's "proxy camping," they're too far from hook and someone will simply sneak through his patrol.

  • He should be a survivor.

  • @Hex_Ignored said:

    Events always attract a shockingly high amount of players whose sole objective is to make sure that the other players can't enjoy the event. Because of this, events are the worst time to play survivor.

    This is the purely emotional criticism of the state of the game... that has led to this state of the game, because the devs take this as gospel. Surely it couldn't be that players are just playing killer normally, trying to win, and are being interpreted as toxic. 🤦‍♀️

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3863104#Comment_3863104

    Then you should have had a much smaller portion of the map to cover. And if you lost 4 Gens in that small portion of the map, then you messed up way before they got to the last 3 Gens.

    Always the killer's fault, I see. Never has anything to do with the state of the game, nothing's ever out of the killer's hands, and survivors are never expected to be punished for their own mistakes, 3-gens for example.

  • Leatherface is probably my least played killer of all time, by a longshot. He's just not interesting. He goes on a big cooldown after he uses his power and misses. Has to wait for his charges to come back. It's easy to bump into stuff, which gives you a massive stun. The speed builds up too slow after you start sawing. Commiting to the chainsaw and the survivors knowing that means that they can fake you out at places and get it your head. You'll spend so much time trying to chainsaw them, being screwed over by any 1 window within a 50 meter radius, when you might have been able to down faster with 2 M1s.

    In the grand scheme of things, he can be countered by pre-dropping pallets, bluffing and greeding one occasionally, baiting Bamboozle if he's got it, and 5 gens later he's got 1-2 hooks.

  • @Equinox_One said:

    I just realized something. Bear with me, I'm going somewhere with this one.

    When I play killer, the pattern with matchups has, for the last while been something like:

    Survior 1: 10k hours. Absolute beast. I cannot catch them unless I force an engagement somewhere weak.

    Survivor 2: 1-3k hours. Intermediate player. I can catch them but I have to work for it.

    Survivors 3 and 4: 300-500 hours a piece. Low intermediate. I generally roll over them.

    So we have 1 survivor that outclasses me and has about triple my hours. 1 who is about right. 2 who struggle.

    Now this isn't the SBMM rant you expect - it's more…I can't think of many games where, at 500 hours played, I'd still consider myself a near beginner. Not even games like Starcraft 2 or League.

    What is it about DbD that makes it like this, where the learning curve is a vertical wall and the skill floor is sky high?

    Is there some way to make it a little more accessible?

    Yeah, I don't like when the MMR system does this. It needs to put people off equal skill together. And clearly people with under 1000 hours shouldn't be in the same match as people with 10k that much.

  • @Iron_Cutlass said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3862142#Comment_3862142

    These guys are opposed to Killer buffs on principle

    What are you even on about? I literally said that their issue is their macro-game and that they need buffs to their macro play. I literally even proposed buffs.

    They'd argue against buffing Burger King Myers because "it would make him too strong."

    Burger King Myers has not existed in a long time since BHVR made changes to the addons of Myers. Even if, you could consider it a buff anyways since you dont move insanely slow with the addon combo that made BKM exist to begin with.

    If people are having fun playing a Killer, because they're winning, then it must be a bad thing.

    What does that even have to do with this thread? This is about buffing or reworking a character, not about playing or having fun.

    You're talking around buffing the killer in the most obvious, sane ways. You think you're gonna fix the killer through qol and add-on changes? The devs already did that. It took him from D- to D+ tier, because if a survivor doesn't give you an angle or simply reacts to your shot, you physically can't get them. There's no reason for y'all to fight so hard against getting his nerfs reverted, or argue against several several changes suggested to make him better.

    @Smoe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3862217#Comment_3862217

    I'm perfectly fine with buffing other parts of him, it's solely just quickscope slinger that i'm strongly opposed to bringing back in any way, shape or form.

    Because you think people should just be able to "react" to anything the killer can do, like the slower scamper Chucky change they did before they got rid of it altogether, and then his most recent change. Everyone saying, "Good changes! Good changes!" because it makes him, the killer, slower and easier to react to. It's the exact same case with Spirit and Deathslinger's nerfs. It sounds like you don't even have a refute to instascope Deathslinger. You cite fear of casual complaints more than anything of substance. How is any buff you're gonna give him gonna matter if he can't aim good and hit his shots? He's got Huntress's shot ready-up time, with about 1/30th of the hitbox.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3861952#Comment_3861952

    first iteration of overcharge in ptb was regressing 100%→400%. this was later nerfed to 100% →200%. the gen have hard-limit of being regressed by 400%. people attempt to combine call of brine+overcharge for 500% but it was bugged in the ptb due to hard limit. instead of raising upper limit, BVHR immediately nerfed it. even with nerf, it didn't solve the problem because issue was infinity kicking still allowed almost every killer to drag out every game for 30-40 minutes on nearly every map.

    eventually all corresponding perk were nerfed and gen-kicking limits were imposed to not have 40 minute games. Mandy said something like, "DBD was not designed to have long drawn out games".

    The survivors are what allowed the killers to drag out matches. You're telling me the killer has all this time to just go around kicking gens, and not lose any time advantage or pressure?

  • Seconded.

  • @OrangeBear said:

    If you mean the one in the portal room, just don't be there, let them have the gen. It's too safe to defend.

    What if it's one of the last 3 gens? You're just screwed.

  • The Plague one is you asking for extra restrictions on a killer's power which doesn't even work properly half the time.

    The Doctor one, I don't know. You have to stand still for a second for the "snap out of it" prompt to show up. It sounds like a bug if it's just not showing up, in which case you should go to Bug Reports.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3863030#Comment_3863030

    I’ve only ever seen this argument leveled against survivors from killers. Interestingly, when survivors complain about things like tunneling and camping the argument is that the fun of survivors is not the killer’s responsibility. However! I never see this argument when killers complain about things like sabo squads (I haven’t seen one in years), flashlights, or I guess teabagging. At that point it’s let treat this with the seriousness it deserves. If someone dare says the fun of killers is not the survivor’s responsibility they are derided and/or black-balled by the forum killer mains here. It’s curious.

    I'm lost on what y'all are talking about, for the most part. Something about 6.1.0, the patch that was a downplayed major survivor buff, because most of the killer buffs got done away with?

    But killers not caring about the survivors' fun is sound logic, because to most people caring about their fun is playing bad on purpose. "Don't tunnel someone out, because it's mean! Who cares if it's the objective best play?!" But when we flip it and say survivors don't care about the killer's fun, that means gen rushing, generally. I don't have a problem if they just do the gens fast and win. I have a problem with the game state that allows that, not them... unless they want to be toxic and showboat about it.

    To me, when survivors SWF up and go all-in on flashlight saves, sabo, or Head-On, that's not simply not caring about the killer's fun. That's going out of their way to give the killer a bad time, because again, if they just wanted to win, they'd simply gen rush. All that other stuff is them wanting him to get stunned over and over. And while it's less efficient than rushing gens, it allows 1-2 survivors on gens to keep knocking them out, so they're essentially bullying the killer while not being slowed much at all on their objective for doing so. That's not right.

    Also, I've never heard "the killer's fun is the survivors' responsibility" from anybody. More often, I've heard so-called killer mains talking about supposed "sportsmanship" and "giving a fighting chance" to the survivors. How come? I don't know. I've never been one to give up a free win to give the other side a chance to beat me. To me, that's toying with people.

  • @[Deleted User] said:

    FYI people give up against GF cause hes one of the most unfun killers to play against. Its not the right behavior but this is why they do it.

    But you can't just say that. You can't say, "I don't like this killer. I get to rage quit." It's childish, and it messes up your teammates' game.

1 … 16 17 18 19 20 … 198