danielmaster87
danielmaster87
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@indieeden7 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3838939#Comment_3838939
Hardly a fair comparison. The killer literally makes the choice to use their power or not, survivors cannot freely choose where they encounter the killer.
That's the biggest issue with these types of arguments. Y'all see the killer simply finding and chasing the survivors as the problem. "It's not fair that the killer can do that to them. The survivors didn't have a choice! The horror!" It's such a a casual stance. It has no place in balance talks, and yet you see it all the time.
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@PreorderBonus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3838912#Comment_3838912
That's like saying that to counter a Blight using Hug Tech you should just stop going to tiles where they can do it. See the problem now?
Yeah, I don't like the crouch tech or the hug tech. They're just broken. I'm sure the survivors don't like the uncounterable hug tech/turn rate breaking flicks, because he can just break into any angle even when you did the correct counterplay of running unpredictable/non-linear around obstacles. It's the same for crouch tech. Simply uncounterable crouching that somehow takes away a killer's hit. It doesn't even make any sense.
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@indieeden7 said:
I mean, killers aren't FORCED to always use their power. If a survivor keeps crouch teching you, you should probably just go for an M1. A big part of this game is learning how to make the better choice in a certain scenario. Hence why killers like Huntress or Hillbilly even have the option to M1 in the first place.
So because a stupid bug denies a rightful hit with power when the survivor is clearly out-positioned after making a mistake, the killer is just supposed accept it and basic attack? What about killers whose game plan depends on getting power hits, like Hillbilly or Wesker? The survivors just get to play around them for free, because they know a certain exploit?
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There's no better examples than that of Blight's, Nurse's, and Twins' add-ons that do this, that prove it's a really distracting concept which doesn't actually help learners either. It's just a waste of an add-on slot. You try to see where you're pouncing as Victor, and all you see is a pillar of light. Meanwhile, some of Demogorgon's and Deathslinger's best add-ons are brown.
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Trickster doing his mori, and when he throws his last knife in the air for the final straight down shot, Blight does the same thing with his syringe.
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Nobody's hijacking matches via slugging for no reason. They're just doing it to win, as it's more effective than hooking.
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@hermitkermit said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3840651#Comment_3840651
That is part of their job, yes.
They've done a pretty crappy job of it, historically. Especially when it comes to killers getting griefed.
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@versacefeng said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3840651#Comment_3840651
Yes? Why do you think it's outlandish for the devs to minimize the potential for players to grief in their game.
Y'all make it sound like this is happening every match. Why would someone do this?
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This will always be the case. The devs removed the strongest base add-on they gave her, but she's simply too popular and fun to play. Personally, I prefer Deathslinger (when the hitboxes aren't deciding to be trash).
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3840838#Comment_3840838
Exactly why I want them both added.
I want to see the game go nuts trying to mix the Dream World with Nightfall.
Dreamfall.
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@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3840816#Comment_3840816
Nemesis and Wesker, but they must always be played together.
Kind of a joke idea, kind of serious. But I think you're correct that killers with spawnables wouldn't really work.
The devs went through all the trouble to spawn in tons of chests for survivors in this mode (for some reason), so I think, like in the base game, the spawnables could take the place of chests.
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@Ricardo170373 said:
I think for the next 2v8 BHVR should consider unlock the same killers possibility. Duo of Huntress, Duo of wraith etc… could be nice
Double Leatherface! Double Wraith body blocks! Double Doctor blasts!
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I think there's a bunch of killers that would be difficult to implement. I think Legion would need Never Sleep Pills base for the slower but longer Frenzy, would need his 4-hit down to become an 8-hit down, and would need his speed to cap out at 4 survivors or something. Even then... Look, I know I don't usually take bad survivors into account. But this time I am, because the weight put on survivors to play correctly against like Legion and Plague becomes so much greater in 2v8. 1 survivor making a mistake is less costly, but it's more common because there's double the players, from all different levels.
Speaking of Plague, she'd need her gameplay to be pretty changed as well. Make the "infection only from touching infected stuff" add-on base, or at least don't give her any infection effectiveness add-ons. I'd do it that way because the chance of survivors being injured most of the match, AND THEN having to deal with red puke Plague could be a slaughter most matches.
Doctor can be mostly the same, but I think his screwy skill checks need to go (appearing all over the screen/going backwards).
Dredge might need a nerfed Nightfall just so survivors can see the other killer. Make the draw distance more lenient during Nightfall, or heck just leave the darkness out of it altogether, and leave him with the super quick tp's/killer instinct.
Hear me out. Freddy's dream pallets might actually be better for this mode than his snares. So many survivors not knowing what pallets all the others have used, they're bound to fall for them a lot. At the same time, Freddy's snares (with an increased count like he had pre-nerf), being used by his partner to chase can be so strong, I'd love to see it.
Pig would definitely need crouch/dash attack add-ons base. She could be pretty decent.
Clown's yellow bottles should speed up fellow killers as well.
Ghost Face, like others have suggested, would need breakout resistance, like having the "longer expose time from the hook/from the ground" add-ons base. He'd also need quicker cooldown on his power, and maybe the "10s extension of exposed survivors" add-on, which could be nice for his teammates.
Demogorgon would simply need his teammates to be able to see when survivors are cleansing his portals. And if you wanted to go crazy with it, give him both iri add-ons base, especially so that his teammates could see survivors' auras when he tp's. He'd be tp'ing a lot that way, but at the expense of chase time, which I think is a fair balance.
Oni might be OP in this mode. Definitely don't give him any add-ons that boost his power. There's just too much that a good Oni could do in this mode, destroying even good survivor teams without much effort. The pink add-on that gives aura for survivors absorbing blood orbs might be an idea though.
Pyramid Head would need range add-ons base, as well as lifetimes extension add-ons on his trails. His cages may or may not be a thing. Maybe if would be better if him caging sent the survivor to a 2v8 cage instead.
Twins would need countermeasures to survivors holding Victor hostage, so give her a quicker callback time on Victor. Maybe Stale Biscuit base as well. May or may not need speed add-ons/sword for Victor base.
Trickster could really do with lifetime extension add-ons on his knife hits. Definitely no bouncing/shattering knives. Don't really care either way about Main Event extension add-ons. No movement speed/throw rate add-ons though, please.
Nemesis might need additional zombie (1-2 more), or definitely good zombie add-ons base. More cure boxes just cuz. Could do with Licker Tongue/"killing zombies gives more infection progress" base.
Pinhead needs quite a bit, I'd say. Definitely stuff to make hitting his chains more worth it: Greasy Black Lens, the one that spawns more chains per broken chain, and Original Pain. You could even give Chatterer's Tooth/Iri Lament Configuration base.
Artist could use those qol add-ons (faster cooldown on fired birds/despawned birds). Maybe some other stuff like being Oblivious/Hindered while crow'd.
Onryo might need tapes spawning on survivors' hands base. Any other add-ons base would be fair game, whatever they are. I just wish Onryo was the way she was before her rework, where the tapes blocked getting condemned. So much simpler to understand. Maybe they should bring back that version of her for this mode.
Wesker is mostly fine as is. Could do with Gloves base, and probably more cure boxes. Auras/Undetectable upon full infection, maybe?
The Knight needs a ton of work. Better give his brown/yellow auto-include add-ons base (Map Of The Realm and the other one), because he definitely needs guard setting speed, detection range, as well as chase time increase. The guards definitely need to be fixed, like how they used to be competent with pathing. His teammate chasing near the guards shouldn't speed up the guards' chase timer either. That's a dumb change he didn't need, period. Could maybe do his Flint & Steel/Healing Poultice/Jailer's Chimes base as well.
Skull Merchant I almost wouldn't bother with, because our very skillful and mature fanbase would just DC against her every time. But she could do with her old drones back (the double scanner part) and other drone/claw trap related add-ons base.
Singularity needs +2 camera capacity base. He needs lots and lots of add-ons base. Just give him whatever you can.
Xenomorph needs lots of add-ons base, and in exchange survivors can spawn in more flame turrets at a time, which the other killer can break but not be flamed by. That might be hard to code.
Chucky needs tons of add-ons.
Unknown needs tons of add-ons. I'd recommend the "direct hit with the projectile" benefit add-ons for sure.
Vecna needs a bunch of add-ons. Maybe no trap chests in this mode. He definitely needs the speed-up from using Mage Hand.
Dracula needs a bunch of add-ons base, possibly the auto-aim add-on as well.
And Houndmaster is too soon to call, but appears to be mostly fine as is.
So I think it's possible for most if not all killers to work within this mode. Some need a few changes, some need significant changes, and some are fine as is. You'll probably see my "killer bias" in a lot of these suggestions, but I feel I threw in a lot of survivor biased takes as well (see Legion, Oni, Trickster, etc).
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What is urobending? Is that the one where you turn as you connect to a survivor at the end of your dash, to hopefully throw them in a certain direction?
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@SidneysBane1996 said:
It really is weird they decided to take some gen info from Killers, AND to give Survivors more gen progression tools. We really do need some form of gen control on every Killer class, some kind of Surge, a minor Gen lockdown, something where if Survs stay wounded they do gens much slower, a hook to take like 10% off a gen, SOMETHING. They have to implement something, the gens are legitimately too fast and Guide is way too overtuned.
Yeah, like why would you put a gen aura range limit on killer? I know it's when they're further than 64 meters, which is pretty far and not likely to occur. But still, just the concept is absolutely ridiculous.
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@Lixadonna said:
Of course Killer view it as a punishment for Hooking while they get free slowdown as Survivor do their Objective. Those darn entitled Killer Mains. 🙄🙄🙄
Can't we just agree that the orchestrated slowdown and speed-up for both sides doing their objective is a bad idea?
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That's what happens when you make the gens SPEED UP from the killers caging. Nonsense mechanic.
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@joeyspeehole said:
First imression: Hook returning and tunneling. No real Self Care option
Except a whole class that has it as an ability, and finding medkits in chests if you're that desperate to heal.
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It's been good so far. People know what they're doing, allowing us to easily overpower the killers and get 7-8 man escapes in most matches. I expect this will change though. Good survivors will get bored and stop queuing, and good killers will start to queue up when the wait time gets shorter. That's when the tables will turn.
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What are the devs to do? Create countermeasures for every possible grief?
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I think it's a bandaid perk for a broken mechanic. The problem with scourge hooks is that they're almost never spaced properly, the result of which is a killer equipping a perk(s) and not being able to use it due to RNG, not even due to something they can control or something the survivors do. There's several solutions for this. Code the scourge hooks to be evenly spaced. Get rid of the scourge hook mechanic altogether, and just give killers the benefit of the perk whenever they get a hook. Or make the first few hooks the killer uses turn into scourge hooks. But no. They did the copout solution and just created a perk for it, the same way they created Shattered Hope. My view on this perk is negative for these reasons; I don't really care what the secondary effects are.
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@smurf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3840628#Comment_3840628
"Winning" and getting a mori aren't the same thing. And neither are related to slugging for 8k or even to slugging for 4k, except that the killer player has to have sacrificed 3 or 5 survivors to get to that state (depending on the game mode).
But the actual practice of slugging for 4k or for 8k isn't about "winning." It's about getting an easy kill at the expense of the experience of two or three players (again depending on the game mode).
But it is about winning, and it's not easy. You've ignored what I said. The struggle that killers and survivors have to do against each other, whether it's a hooking situation (closing out the game normally) or a slugging situation, is about the same. If the survivors are good, it's gonna be hard for the killers, and maybe even they'll escape. If they're bad, they lose either way. You underestimate how well killers have to play for the slug to pay off and not be recovered from. I think yours is a purely emotional argument, talking about supposed "misery" which only 1 side experiences (but not the other?), in situations where good survivors will fight hard/overcome, and bad ones are just mad because they lost, regardless of method.
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@smurf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3840614#Comment_3840614
I'm not sure what you're talking about.
You put a sad face, so you'd consider killers slugging to get a mori a bad thing, right?
If so, you have an issue with killers winning. The back and forth between hooking and unhooking the last 3-4 people, takes about as long or more than the killers just slugging, because most times the survivors have lost either way.
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@smurf said:
This would definitely lead to slugging for 8k :(
"Which is a bad thing, because the killers would be winning!" Lol.
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@mecca said:
Its because the devs are extremely bias towards the killer role.
Another example is why are survivors punished for finishing or doing their objective? Killers are rewarded for doing theirs.
So disingenuous. If they were so biased to killer, why would they always nerf stuff that killer has which doesn't even allow them to kill any team at 5 gens? That would be the real "overpowered" and "killer-favoring" stuff killer would have, right? Not the way those terms get thrown around now. In fact, compare what we used to have to now. Pop did 25% straight regression to a gen, 60 seconds after hooking a survivor. Now it takes 20% of current progress, 45 seconds after. If a gen was at 25%, old Pop would take it to 0%. Now, it would take a 25% down to 20%. That's pathetic, objectively speaking. That's a killer's base kick.
As to survivors getting punished for finishing gens, I have no clue what you're talking about. Deadlock blocks 1 gen for not even 30 seconds now, and gets 4 uses. Machine Learning gives a bit of Haste after a gen gets finished, but you have to know which gen to kick, and hope that exactly that one gets finished before any other, or you straight-up lose 1 use of the perk's potential 5 uses. And 3-gens get auto-blocked by the entity after a mere 8 regressions, which will happen especially if those same gens have been hit by gen defence throughout the match (via Oppression, Pain Res, Surge, etc) like they should have. I can't think of what you're referring to besides that.
Killers quite literally are not rewarded for doing their objective. Any regression gained from hooking perks, and any time spent running to the hook to save, is more than made up for if the rest of the survivors have been on gens. The time you spend in the first chase, against good survivors (there's no point in talking about anyone else), often leads to 2-3 gens being done. That common start alone begs the question: How do you keep up with that momentum the survivors have, under any circumstance? Hook 2-4 more times? That's all the time they'll need to do the rest of the gens. That's especially true since the 70-second hook change, because survivors can sit on gens til the last second and hook trade. They could already do this with quicker hooks, and it was a time positive for them. That's why good survivors do it; it's not a misplay. So hooking wastes more time, and loses less pressure, than it gains. It's no wonder some people just bleed everybody out instead.
What MMR does in its current state is hide all of this. It says, "All this imbalance doesn't matter. We're just gonna throw bad survivors and good survivors in together, and hope they win against a random killer." SWF gets around this system completely; that's why they're so broken. So I'm not doubting that for bad survivors, and even good ones sometimes (because of forced bad teammates), it's nigh impossible to beat good killers. But not every killer is good, although the average is stronger than the average survivor, and not every match is an even playing field. That means the stats are completely skewed, to where we can't even see the imbalance. Unless you already knew all that I've explained, you get duped by the results you always see and conclude, "This is why the game is killer sided." But it's not.
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Hexes can be permanently destroyed, and survivors can spawn on them from the start. Killer-sided boons would be it spawning on a random totem at the start, which the killer can spawn near and snuff it instantly, making it a useless perk. We haven't even gone into effects or numbers, but that doesn't sound very fair, right? Well, that's basically what hex perks are. And until that changes, I don't think people should be screaming, "Hex perks OP! You literally can't do anything against them!" because you literally can.
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@Nazzzak said:
"They are so many, it doesn’t make much difference if 2, 3, 4 or 5 escape, it is just a bunch of survivors"
This gave me a laugh because it's so accurate
I was gonna be like, "What?!" but basically, yes. I think that the survivor objective, and the process of escaping, is so simple that for the longest time now, surviving a match hasn't really been indicative of skill. It's about everything but the end result. How hard did the killer and survivor have to fight this match? You can run the killer for 5 gens, and do all 5 of them yourself, and if you die because you got downed once and your team left you, them escaping doesn't make them better than you. In the same way, a bunch of survivors escaping doesn't always mean the killer played really bad. He could've just been on autopilot the whole time, chasing survivors through setups which had no reasonable counterplay or chance to cut down on time. This happens all the time in 1v4, so naturally it would happen in 2v8, with like 4 survivors on gens at all times, and not even double the amount of gens needed to be done compared to standard.
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@I_Cant_Loop said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3840459#Comment_3840459
OP has a long history of claiming how easy killer side is, but I have never seen them post any of their gameplay to prove it. There are quite a few people on this forum who claim they "4K almost every match". I guess they are the top players in the world then because I have watched a lot of pro streamers who play 18 hours a day and even they don't 4K consistently.
I know, right? I, for one, don't really ask people for video/picture evidence, because at the end of the day you can tell whether they're in line with reality by what they say. So when they claim "4k using no perks/add-ons, easy, all the time" I know they're lying or exaggerating. Content creators/streamers I watch never have it that easy. Comp players, with nerfed survivors via rules, have never had it that easy. And I've never had it that easy.
Especially now with way more experience, I shouldn't be doing as poorly in matches as I was as a noob in 2019. I even went like 2 years without really using gen regression, because of the Pop nerf in 6.1.0, so all that time was basically me honing my chase. And yet they say, "Just get better at chase, no camping/tunneling/slugging, and you'll just win." That's absolutely not true. I'm having to play harder and harder each patch, for draws or less. Not all the time, but when the game decides to give me decent survivors, that's all the game is: Draw By Default (DBD).
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@sinkra said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3840453#Comment_3840453
What you said is exactly how 1v4 feels for killers. Too easy and they barely have to try to win. If the kill rate in 2v8 is above 50% just like last time, it's by definition not survivor sided. It means it's more balanced than 1v4 so survivors stand a chance and killers can't win most games effortlessly like in 1v4.
Wrong. There's never been a chill killer match that survivors didn't cause.
I've seen killers having chill matches. They go for really bad chases against good loopers. They kick gens over and over again, knowing that they'll get at least dozens of seconds of uninterrupted regression every time. And they pick perks and add-ons (if any) that you wouldn't catch me dead running. But they win, because you were the only one on your team who knew what you were doing.
I, however, have never experienced such a match. Not since MMR was introduced. My survivors do gens. My survivors know how to loop shack and jungle gyms. My survivors either heal quick, or stay injured all match because they can. A lot of people complaining about "survivor weak/killer OP!" do not do even these things, or don't have teammates that do them. As much as I think survivor is easier, I've never called their wins effortless. But you should have to put in effort to win as survivor.
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@Autharia said:
I see deathslingers nearly every other match.
Because Deathslinger is one of the coolest killers. He was a perfect choice to add to 2v8.
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@buggybug said:
I been tired of huntress for months in even regular mode, starting at 6.1 i notice how they become one of the most toxic camping, tunneling bming killers specially if you loop them hard and its usually those with the default skin and dog mask lol.
It's sad as I use to enjoy and love going against them now I just groan hard everytime I get one. Idk but all the nice ones have moved on cant last tell when any of them arent obnoxious and egotistical. Glad am not playing 2 v 8 sounds like a bore
You're making a false association between toxicity and camping, and also between Huntress and those things. It's mostly just killers playing the game. There's toxic ones for sure, but you sound like a killer beating you, because they were playing sweaty, is toxic.
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@iloveandhatethisgame said:
https://forums.bhvr.com/dead-by-daylight/discussion/432613/sure-great-exciting
I am so mad they chose spirit over Oni. Like bruh why😭
I think Oni would be the most broken killer in the entire mode, just because of the potential luck/mismatches, the same as normal mode. If you get survivors handing out hits, especially early game ones, to Oni like it's candy, he'll be in power all game. And on PC you almost can't miss with his dash attacks. I already see this within the movement of certain Blights who play in the mode, completely blowing other killers' power levels out of the water.
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@player131212 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3840237#Comment_3840237
People argued that the lack of killers was why survivor was boring and that survivor was unpopular because they got bored of playing the same 4 killers.
people have their main favourite killers and they wanted the opportunity to play them in 2v8 as opposed to the previous small selection
Yes, that's also why adding more killers worsens killer queue times. More people playing killer = worse queue times.
They've got low attention span and don't need to be catered to. It's great that new killers were added, but I was content in the original iteration playing as or against those 5 killers, even if Huntress was in half of those matches. Survivor is as boring as people let it be. A lot of the time, they complain about getting tunneled or something. What's more engaging as survivor than being chased? Especially in 2v8 with mega amounts of pallets, creating such strong setups?
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You can put a portal down at the beginning if you like spawn on a gen, but you really just use his Shred in chase until you've got time or need to use portals. He's most assuredly not viable. As much confidence as I have in him, he'll never be Nurse or Blight level, and you need to be on their level to beat good teams consistently.
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I think we'll see what we saw last time. Really strong start for survivors in 2v8, because their base plus classes are insane. But then the really good survivors will get bored with the mode and go back to regular queue (or something that causes the average teammate you get to go down in quality), the good killers will start playing because the queue times finally go down, and then we'll see survivors almost never get the crushing results they were getting in the beginning, because they don't know what they're doing and the killers do. That sort of shows what's wrong with the game in general.
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I'm still seeing 4 escapists (maxed out on role). I called it in the original 2v8's run, and I called it again now. You just can't beat Sprint Burst + Windows base.
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@Chaogod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3839531#Comment_3839531
What do you mean? Right now this mode is a borderline free win for survivors.
It is, but that's when survivors know what they're doing. Because most players on this game don't, you'll usually only feel that pressure as killer, but never as survivor, because of BHVR's genius matchmaking.
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@mecca said:
Easy solution is to allow survivors to have quick recovery and basekit unbreakable. But, this is DBD where survivors are not supposed to not have anything. Apparently BHVR still hasn't figured out how to make survivor fun and interactive.
They have everything, especially in 2v8. "The killer gets rewarded with survivors doing gens faster when they hook survivors." And assuming you're getting chased every game, where's the lack of interaction?
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The perk is fine. Slugging is all killer has now.
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Isn't that just a default Wraith issue?
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Word to the wise: Just because a killer chases a survivor doesn't mean he gets them. That includes instadown killers, so there's nothing inherently strong SIMPLY about the fact that they instadown.
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@Laluzi said:
This has been an issue with MMR since its inception. Low MMR is a positive thing for killers. You get 4 weak opponents. You can raise your MMR easily as long as you have basic game knowledge. The only time MMR drop is a problem for killer is if they're a skilled player playing friendly, as they'll fall out of their actual skill level and have to grind babies to get back to where they belong.
Low MMR is not a positive thing for survivors, it's a quicksand pit. You get 1 weak opponent and 3 weak teammates. Even if you outplay your opponent, you're still likely to lose because survivors are not built to carry the game on their own shoulders, and low level survivors are notorious for wasting time. They're bad at doing gens when you're in chase, even if you can pull off very long chases, and they'll fall over immediately once chased. When neither player knows how to run structures, the killer wins by default; if a survivor doesn't run anywhere purposeful and doesn't mindgame, a single healthstate is lasting 15 seconds tops. Many newbies I see will run straight through pallets without even realizing they can drop them to block the killer.
My survivor MMR is better now, but I was stuck in elo hell maybe two years ago and I don't even know how I got out of it. It was just miserable. Actually, I think I do remember - my games got better after 6.1 because everyone's MMR got destroyed in the ragequit epidemic and better teammates buoyed me back out.
You're correct.
I'm not saying that killer ever gets easy, because of how stupidly easy the game has been made for survivor (math-wise, objective-wise, on and off the hook benefits-wise), but it gets easier against weak teams when compared to 4-man competent SWFs.
Honestly, I get more mad as survivor, because of how drawn out and hopeless these countless easily winnable matches become. Take the most mediocre killer players running Doctor, Pig, Legion, etc, and they'll somehow beat these team I'm on like they're nothing... because they are nothing. They don't do gens quick, ever, they don't heal/push while injured smartly, they don't run killers well, they don't bring good perks, and they overall make complete nonsense plays, of which DCing/giving up is their favorite. We could be completely set to win the match, 99/100 times, and they still find a way to throw it, almost like it's on purpose. MMR hell is no joke. It's killing countless good survivors like myself (if I may be so bold), for no good reason, and it inflates the kill rate massively. It feels almost impossible to crawl out of, because the gens almost never all get done, and just when you think you have escaped it (because you got 1-2 great teams in a row), the game just throws you another streak of extremely clueless players which get you killed over and over. MMR is super bad right now and needs to be fixed; it might be the #1 issue killing this game.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3837377#Comment_3837377
Hence why I'll always support its removal from the game.
The better plan is to fix MMR, to the way it was when first launched. If you don't like the on again/off again difficult/easy matches now, removing MMR is gonna be more of the same.
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The event was not killer sided at all. Survivors' smoke bombs were way more effective than the killers' haunts. I got lost just about every time survivors used one, because it's so blinding and it sticks with you even out of the cloud for a few seconds. Whereas the haunts... let's just dive into their used. The ones who needed them the most were M1 killers, who probably performed just as bad once they had the haunts, because they're still M1 killers. The others, like Huntress, Doctor, Demogorgon, Deathslinger, Blight, they could get the power, but 9/10 times it would be just as effective if not worse than their killer power. So basically nothing, is what killers got, in the grand scheme of things. Sure, survivors had to waste time going into the void to get their smoke bombs, but they were a free chase escape, most uses. The only thing I didn't like is that killers could touch the middle thing in the portal world, and get their power, whereas survivors had to transfer power and grab the smoke bombs as 2 separate actions, meaning many times you'd just forget to get, especially if you played both roles because that discrepancy was confusing. And going into the world itself was nothing to complain about on the survivors' end. There were loads of very safe pallets and windows, it's actually ludicrous, so the only issue you'd have is getting through portals slower than the killer. The people complaining about that though, just need to get good. It was not only an extra way for you to get away from the killer, which they just take for granted since they're complaining, but it also required game knowledge of the killer's position and speed relative to your own. If you don't have enough time to enter the void before getting hit, then just don't take it.
So there you go. Nothing about the event was killer sided. If anything, it was survivor sided because the killers waste more collective time going into the portal world than the survivors, a net gain for the survivors. The problem with the event was that there was no MMR, so you'd get put with complete morons as survivor who didn't know what they were doing, and didn't take advantage of any event twists, or didn't use them effectively.
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The killer doesn't dictate the pace of the game at all. Survivors own him. If you let a killer simply tunnel someone, and you don't get 5 gens done in all that time he's wasting on 1 person, your team deserves to lose. Especially to a weakling like Freddy doing it. Either people need to get good at the game, or the devs need to majorly fix MMR, because I will admit that not all players who die to like Freddy, Pig, Ghost Face, are bad players, and were just sunk by bad teams they were shoehorned into.
@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/432263/a-tunneling-freddy
Freddy might actually need to tunnel, hes in a really bad spot.
There's no "might" about it. He doesn't get a down vs a good team. And yet, I've seen people hand over a 4k to a pallet Freddy who used no strategy (tunneling, camping, slugging). I don't believe that's the result of the killer simply playing well, as experience will tell you.
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I don't like that daily either. I feel it's one of the most "random chance" dailies we have, because of all its conditions. You have to be a certain survivor, so not friendly to players who haven't leveled them yet, you have to first off finish all the gens, which most players in this game have an allergy to doing, and YOU specifically have to be the one who opens the exit, meaning smartly 99'ing it for someone else to open, or you being the one chased/hooked in endgame, almost always denies it. I came to a similar conclusion as you, that this one promotes gens over friends, and hiding to martyr your teammates, to get the gate open.
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You do what you do against most killers, man. If you go for a vault with enough distance between you and him, he won't be able to hit you, and will have to do another go-around. If not, he's spent the time to chase you, and you didn't make it anywhere safe enough. It stands to reason that he should* get a hit on you. Oftentimes he still doesn't.
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They don't match the queue times either. Used to be, no matter what the BP bonus was on survivor, you'd still get into a killer match quickly. Now, the survivor bonus can be at a mere 50%, and you're still waiting 2+ minutes for a killer match. I'm not against longer queue times, but it at least needs to be for the cause of better matches, not the constant messes all 5 players get thrown into now, with basically random opponents and teammates.
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@TheArbiter said:
I love all the changes, however I am surprised that Tombstone piece still lets you delete a survivor at 5 gens
Let's be honest, what Myers is getting Tombstone Piece off at 5 gens? Against a team that doesn't do them, meaning they'd lose either way.
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Even though he's punished for stalking up close for some reason.