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danielmaster87

danielmaster87

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danielmaster87
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  • If I really need healing, I'll run to the Empathic person. When I run Empathic, they almost never come to me for heals.

  • @Rogue11 said:

    Get rid of the god awful tiles that replace jungle gyms

    Or at least limit them to 1 per map. I hate when it spawns 2.

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3826157#Comment_3826157

    The problem is not losing but that I can close my eyes because I already how the next 40 seconds will play out. WoO is used to make chases as uninteractive as possible.

    If the cooldown came back, you would need to put some effort into it and maybe even play around a structure for once.

    Pain Res was nerfed already, so that's really not the best example you could have made. Not to mention you actually have to do something for Pain Res to activate.

    No you can't. Windows never gives survivors that much security. They can still go down if they make a mistake, unlike with Dead Hard or OTR. The cooldown was just there because the devs like cooldowns on stuff; the perk doesn't become overpowered by not having it. You say that survivors don't have to "play around structures," but that makes no sense. Losing Windows at something like Campbell's Chapel main building doesn't make the loop any less ridiculous. It just shows the windows pre-chase as opposed to during chase. What you're banking on, if this perk were to be removed or nerfed, is getting put against survivors who lack knowledge of the maps. But you already get that anyway, not every match but some matches, by chance. If a survivor has no game knowledge, they're an easy down anyway. You're only hurting the up-and-coming players, not the ones who are already too much to handle.

  • @Caiman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3826360#Comment_3826360

    Survivors running tiles based on their knowledge and awareness is more fun to play against than pallet autopilots.

    It's not autopilot. If you have a problem with pre-dropping pallets every time being viable, that's one thing. It's a another to suggest that this perk straight-up makes survivors better. Only survivors who know how to loop will benefit from this perk. Otherwise, you'll still survivors running z walls because, "Look! There's a window I can use!" The perk doesn't take away the need for skill/game knowledge.

  • @coldflame said:

    WOO centralises the meta and removes strategy from survivor, theres no reason to save resources with it

    rn the game is just loop simulator, theres no point creating deadzones as killer or trying to not create them as surv

    But you're blaming the perk instead of the map. What strategy are they losing? It literally helps you plan your looping route. The perk alone doesn't make survivors loop good.

  • @Dwight_Fairfield said:

    It's crazy to think this is the second rework he's gotten. I really hope they've learned from past mistakes and do right by him.

    Please listen to the PTB feedback.

    Listening to PTB feedback is just as dangerous, because people say stuff like, "This killer could get me, so they're OP."

  • @katoptris said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3825124#Comment_3825124

    I need dream pallet to be at least 10 then it can recycle the old ones.

    It never made any sense, when they nerfed the snare count, that they also nerfed the dream pallet count, as if that was something overpowered he had. Basically none of him was overpowered. Just a glorified M1 with slowdown add-ons. Drop him at his peak strength in today's meta, and his tier placement literally wouldn't change.

  • It should but it doesn't. Wow, another high roll hex perk, right? Completely useless, or wins you the whole game off pure luck.

  • @Ayodam said:

    I don’t really encounter toxic survivors when I play killer regardless of how I play. But when I try to meme with survivors usually they just seem to try quickly finish the game almost like they’re afraid. I don’t really see toxic survivors or killers too much these days but I guess I’d say I seen both in roughly equal measure. I do consider hard tunneling (not so much camping) to be a toxic strategy. I see that more than survivors teabagging at exit gates but it’s not super common either.

    Well, that's your problem being in this discussion. You meme with survivors, like they're your friends, which probably seems like appeasement and bootlicking from their end, and you probably even let 1-2 out too. You intentionally don't tunnel, so clearly you're playing by their rules and are losing games you should have won. So of course this is what you see. But if you're playing to win, and you use tunneling and don't meme around, and you do win a lot, you're gonna face tougher and more sadistic survivors. Either they're good at the game, or they just have more advantage than you, but they'll completely stomp you, and won't let up even though they'd expect that from you. Then they'll say something like EZ, and if you respond, which they get off on, you'll get more personalized bullying messages. I'm glad you haven't seen what lurks in the dark just yet, but they're out there and they do this constantly to people just trying to win like they are.

  • @IAmGilgamesh said:

    I mean yeah it's 4 survivors and 1 killer there are more chances to see toxic survivors than killers.

    But it's never just 1 toxic survivor. It's usually almost all of them, assuming they escape. An escape realistically is meaningless, because it doesn't necessarily mean you looped well or were efficient on gens. You just got a good match up or team, and found yourself in an open exit. But because it's the killer's win condition to get kills, and their escaping denies it, they usually get the ultimate "rubbing it in your face" satisfaction, especially since it's group bullying. I rarely see killers so ecstatic about the other side losing. They're too busy on... just trying to play the game? Occasionally, you'll see a Wraith hitting on hook after a win, because you know he rarely gets any kills in his other matches. But with survivors, it's virtually every time they win that they act so malicious and undignified. They do it when they lose as well. The 1v4 equation has nothing to do with it.

  • Yep. It's completely fake, two-faced wholesomeness from them. "We're playing just to have fun, and want everyone to have a good time!" Wins 1 match: "Click, click. Tbag, tbag. Ur so bad! Uninstall!" Killer wins, and doesn't care about their fun either: "How dare you! Ur so bad! Killer-sided game! Why are you so mean?!" It's all fun and games for their side, but the moment they have to concede anything to killers, a kill, a loss, a shred of common decency, then suddenly they lose their ever-lovin' minds.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3824346#Comment_3824346

    You get free tunneling and camping and don’t need perks to access those features. No difference in survivors receiving the counter play for free tbh.

    But it's by definition not free. You're giving up pressure on all the other survivors to get out 1 survivor. Y'all don't even understand the dynamics of how a match plays out.

  • @Doxie said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3823936#Comment_3823936

    So you're b$-+ hurt because you ran into one swf troll team? Like I've said so many times... Killer mains are a sensitive group that just won't be happy till they can roll every team in dbd

    What makes you think that's the only time? Or are you just playing dumb?

  • @Brightened said:

    And yes, I'm talking about HARD tunneling.

    It's been YEARS and there is no preventative for this?

    You want to do built in moris, you can do built in decisive strike.

    Make it make sense.

    How are moris and free DS the same thing?

  • Because it's 100% unreliable data that misleads people.

  • Well there you go. People say survivors have useless stuff in the event. The portals are very useful. It's the same as before where it's another potential getaway from the killer. And personally, it's really hard to see through, because if the survivor is on the other side of the portal or slightly inside, it's hard to see if they're going in, if they're just running through it, if they're faking it, etc. And then you have the map traversal. Both survivors and killers can go to a far gen by taking the realm as a shortcut, and there's even loops in there.

  • @arthurrz said:

    This event is killer sided :/

    Just because you say it doesn't mean it is.

  • They need to dive into their spaghetti code and fix that. To me, it's simple: don't let the bleed-out timer stop just because of the mori animation. If they die mid-animation, they were dead anyway. I don't care. Just fix it so people stop complaining about it.

  • @BurnedTerrormisu said:

    No idea what the true work ethics are at BHVR but it feels like criticism isn't part of the work environment.

    As a customer it is feels like the outcome of some changes are driven by the goal to simply change something and not the goal to find the best possible solution.

    That's probably accurate to their work environment. So many clearly bad ideas getting into the game, more towards the survivor end than the killer, let's be honest. And it's reinforced by the community as well. There's a lot of theoretical stuff we talk about, and then soon, it's no longer theoretical because you see it. Skull Merchant, who didn't receive a proper rework but did receive a nerf of unprecedented proportions, doesn't see any play right now. It's almost like anybody could've seen that coming. Same thing with nerfing every single gen defence perk, as well as camping. Now killers are tunneling and slugging more, the community's concluded. We were way ahead of them on that, we called it, and it should have been common sense, but it isn't for some reason. It happens with killers too. Everyone could see that buffing Victor so much like they did in that failed Twins rework would be obviously overpowered, but they shipped it anyway. And I almost never say a killer thing is overpowered.

    So are they gonna keep letting groupthink ruin their decision-making, or are they finally gonna learn? It's not about pleasing the players; it's about making sound design decisions.

  • I don't think these events are too much in one side's favor or the other. I think there's beginner's traps involved, where people have no clue what their abilities look like, or how to navigate the portal world. But I've never really said, "Oh my god! This event is so incredibly survivor sided!" I made the mistake of skipping the first event that featured survivors blocking windows, because I thought "That's just stupid." But all you have to do is play these events a little bit, and get used to them. They're not these horrible experiences people make them out to be. I'll get tired of them, sure, and want to move back to standard as soon as the BP bonus makes it lucrative enough. Or if the queues are just too much, I'll switch to a different game until they're back to normal. This is really basic stuff though; I don't get the outrage that's currently happening.

  • Probably Off The Record. You find the person you hooked a bit ago completely out-positioned, and then bam! Random Endurance effect! Congrats, because you were dead to rights, and then just didn't go down, because 80 seconds of 100% silence and Endurance is fair and balanced.

  • @Autharia said:

    Cause Bad killers cant 4k on hooks and cry about SWFs.

    Because there's no incentive to do that. Why would you get 3 hooks across 3 different survivors, instead of 3 on 1 and get 1 out of the game? Asking killers to do that is asking them to play in a "nice" way, a way that gives their opponents a handout in exchange for nothing. You used to get something from hooking, which encouraged killers to go for whoever (old Pop, old Pain Res, old Overcharged/CoB). But now all of that is gone, and it's an even greater time crunch than before.

    With base anti-tunnel mechanics, and still no touching of the several-year "anti-tunnel" meta, slugging is the next best thing. Realistically, you don't get anything from hooking. So why not start putting progress on survivors' bleed-out meters, and not have to deal with flashlight/pallet saves, instead of their 70-second+ hook meters? You can't get Pop or Pain Res from that, but you can still get Surge and Eruption.

    And SWF is going to be "cried about" until they get addressed, because in all the years it's been a feature, the role has never been touched. Solo gets to suffer from the worst matchmaking of any game I've seen (constant bad teammates vs good killers), and SWF doesn't get anything done to them. And yet solo players, I assume, will still defend SWF. "Don't punish them for playing with friends!" Why should people get to play with friends without a gen debuff, if it means all the SWFs who actually play to win just stomp killers no matter what? You think these SWFs are winning all the time because they're better than the killer players? Usually not the case. If anything, they're usually a lot worse, counting all the mistakes they make in the average match, but just win anyway because "me do gens fast" and orchestrated gameplay using the communication and pre-made builds they get for free. I know we usually don't debuff teams on other games, but this game is legit not balanced for them… like at all. It's balanced around 1-2 good survivors martyring for their terrible teammates' escape, whilst killers are sweating the whole time anyway.

  • Yes. It's already here, and it will only rise in popularity over time. It's the only way to win as Singularity vs good survivors, because hooking only results in a free un-infection.

    People started slugging because they realized that hooks really aren't worth it. I was ahead of the curve, and realized this 1-2 years ago. Hooks aren't worth it, because until a survivor is physically dead, you're still in a 4v1 with 4 survivors capable of rushing gens.

    Stuff like Pop, Pain Res, and Dying Light are cute, but they don't really make up for the fact that you're going for hooks instead of killing ASAP. When people view these perks, they view them as "Wow, so the killer gets to regress the gens by this much all these times," not realizing that survivors all being alive still means that all gens should be done by the time you get 5 hooks. "You can combo gen defence with tunneling." Yes, but survivors will just do gens fast anyway, and with Pain Res being only 1 use per person, and OTR and DS being very strong counters, they're just all gonna get done. If they don't, the survivors are bad or unlucky. And we shouldn't be balancing for those survivors to win, as the devs have tried and failed to do.

    In order to stop slugging from being THE killer strategy, they need to reverse the 4 straight years of gen defence destruction, or give killers slowdown rewards for getting fresh hooks on multiple people. You can't just nerf killers to where their objective is getting further and further away from them, and not expect them to improvise.

  • @nodforkiss said:

    just want to say this perk literallt unlocks auto pilot mode for survivors. for example on "the game" map yesterday i just ran to the yellow pallets and looped killer for 3 gens, without WOO it would be impossible to tell which pallets were previously dropped by survivors

    So I can play the game for the first time, and just start looping experienced killers, because I have Windows? What you're advocating for with The Game example is what killers are already doing, simply hoping that the survivors they face aren't SWF, or hoping they lack game knowledge. That's not skill; that's just luck of the draw. What we want to do is beat them with our skill. Wouldn't that be a better direction for the game?

    And honestly, you have to view survivor nerfs from an almost economic perspective. For whatever upswing we get (survivor nerfs/killer buffs), there's gonna be an equal downswing (killer nerfs/survivor buffs). And so wasting one of the few survivor nerfs we get on Windows of all things? It's gonna turn out terrible. We will get less than nothing... in exchange for nothing. When survivor perks get reworked (almost never truly 'nerfed'), they don't even go that far down in strength. It's more like they're weaker in some areas but stronger in others, like toolboxes, like Buckle-Up, etc.

  • Nothing I've seen has convinced me that the perk needs a nerf. And this is coming from apparently "the most killer-biased, 'must be trolling!' killer main" on these forums. I think hatch needs to go, I think the 6+ year DS/Dead Hard meta needs to be broken, and that we should start looking at character speeds because survivors are too fast compared to the killer. In spite of all that, I disapprove of a Windows nerf. It lets you plan your route, similar to killer's aura reading perks. It's not an exhaustion perks, not a second chance perk, nor a gen speed-up perk, which to many killers means it's a wasted perk slot. So let survivors waste the perk slot in exchange for a meta perk; it's to your benefit! Why would you want it to go away?

  • They are petty. What they must do, to have this kind of reaction all the time, is say, "What angle can we view this new update/mode from, to where it appears killer-sided?" Because it seems like every time killer gets a bone, everybody loses their minds. But DS and Dead Hard being meta since their release over 6 years ago? Nah, that's fine.

  • @DeBecker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3822334#Comment_3822334

    Complaining and saying that they want something being just in their favor are two entirely different things. And again nobody said anything about the event having to favor survivors. People just pointed out that this event is favoring killers so much that there is literally nothing to gain as survivor. And thats just how it actually is. No chance denying that.

    Because they play for "fun" and "new/exciting content," except when they don't have massive advantage, which this mode apparently challenges. I'm sure those cute little killer abilities just turn Myers and Ghost Face from C tier to S real quick. That's the impression these survivor mains are giving.

  • @THE_Crazy_Hyena said:

    I think you need to play the survivor side in the current event to be honest. You will be surprised to how bad it actually is.
    And before you complain or argue: I have been playing both sides 50/50 during this, so don't think that I am biased.

    What BHVR did this year was to flip the table completely, instead of finding the sweetspot in the middle, and in short: Killers are way too strong in this event. Also, don't forget that last year, survivors had access to pre-nerf Made For This, while this year, no one is using it any more.
    * Not to mention the ridiculous amount of aura reading we have today as well.

    I'm not convinced. You're broken and exhausted in the void, and that's it. Any advantages the killer got with event abilities, survivors have enough tools to counter those anyway. And you're complaining about aura reading. What's wrong with it? The fact that the killer can find you? Is that the determining factor whether you live or die, the killer simply finding you?

  • You're not showing the TL into jungle gyms though, or filler pallets next to 4-walls and shack. And of course, that no-mindgame main building window and god pallets.

  • @foolsparadise said:

    oh hey, so its not just me! i keep seeing the exact same thing, i thought maybe someone blocked me or something but i don't think that's actually a feature on here

    https://us.v-cdn.net/6030815/uploads/6X9UGG54QJ1C/screenshot-20241018-193850.png

    when i click it, it brings me to my own profile 🤨

    I thought that was weird as well, like "Was that a comment I left?!"

  • The disconnecting process on that screen just needs to be better. Why would you have the rest of the players wait in a loading screen that will never lead to a game... for 2 minutes as opposed to 15 seconds? If there's no longer enough players, what is there to load? It's never made any sense to me.

  • I get what you're saying. There's a lot of fluffing up of survivor gameplay that makes it sound like it's skill when it's really not. They make up terms, and then deny the existence of others when it doesn't suit their narrative. But yes, shift W is a tech or rather a strategy.

  • @Rudjohns said:

    Hold W tech should no exist, amirite?

    It should exist, but it shouldn't be so effective. But to curtail that, we'd have to talk about making killers faster or survivors slower at base, which this community lacks the maturity to even get into civilly.

  • @VantaNite said:

    You realize heal tech's and crouch tech's are basically just jokes people make when doing something basic and somehow works making the killer wiff. The scamper tech is basically a bug and getting a free hit isnt some little deal like crouching is.

    Heal tech is when you take away the killer's prompt to pick up a survivor, because they can't be picked up while healed. They usually do this at the exit so the downed person can crawl out just in time.

    Crouch tech is abusing the bad sounds and fov at a window or something to make it seem like you ran one way, but then you just vault back behind the killer. It's framed as a tech, but it's really just exploiting the bad tracking killers are given.

    I get what you meant. "The stand still tech! The vault tech! The do gens tech!" But the above-mentioned techs are actual well-known techs.

  • They think he's a strong killer because you can 99 someone on stalk so they can't body block. If they do, you can stalk tap them and instadown. But that assumes that he can get that stalk, and doesn't ever have to waste a hit on a semi-stalked person, and doesn't get broken out of stealth before. Many times, survivors will see you even though you can't see them, and break you out, the same as with Unknown. So he's an inconsistently strong killer of the highest order.

  • You should probably just use the basement healing perk instead. I know you have to be at least at the basement stairs to use it, which could be a trek depending on where in the map you are, but the time spent going there is simply breaking even with the HUGE slowdown that Self-Care would give you. Even better if you pair it with Botany.

  • Survivor base is already strong. Even if you did get nothing, which I doubt is the case, you're still set to win.

  • It's supposed to not take off the flat 8%, but still apply the "regressing" effect even through blocked gens. If that's no longer the case, that's a sizeable nerf.

  • @GeneralV said:

    If it glows, it goes.

    His point isn't debunked by this slogan.

  • It's by far the strongest endgame perk. A survivor just equips it, gets lucky enough to make it to endgame, and boom, 7% faster forever. That makes it almost impossible to catch them depending on the killer, and so if you were planning on coming back at the very end, kiss that goodbye. It's the ultimate "win more" perk.

  • This is what happens when you have a trash matchmaking system.

  • @Spare_Them_Mori_Me said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3819094#Comment_3819094

    Then a different angle: She's boring to go against due to no real power. Just an M1 killer.

    Most have a personal issue with her, due to BHVR releasing her in her initial state and being tone deaf on anything around her. Holding games hostage, etc. You know the issues. I can't just 'forgive and forget'. She is a stain on the game and all hate she gets is deserved imo. Do better, BHVR.

    If she's just an M1 killer then she should be no problem. Just loop her. So that's incorrect. She's a tad more than an M1.

    She only had 2 issues. One was that she got speed against the whole team for 1 survivor messing up. She could just have Haste only when chasing the survivor who recently got scanned, or has a claw trap on them. Her speed made her unique as a non-cloak, non-rushing M1. It should have stayed, using my idea or similar.

    The other issue is that her scan marks stayed on survivors forever. That's like Trickster's knives never disappearing, or Vecna's dispelling orb lasting forever.

    Just fix those issues and she'd be fine. But no, people have to act like she's a boogeyman who can't be beat and can't be fixed. It's funny how we don't think that about any other killer; we look for actual solutions. This recent nerf is just kicking the can down the road, and is way overkill.

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3819093#Comment_3819093

    Shes a lot more fun to play against than legion…She has nothing to her kit now. How hard can it be?

    Legion's not unfun either. Like Skull Merchant, he requires strategy and teamwork to beat. You literally just stay injured vs him and he has no power, and when he does use his power, just put as much distance between you and your team as you can so he doesn't get value. This is elementary stuff, but people constantly heal and group up against him.

  • @Aven_Fallen said:

    I mean, she is still not fun to play against, so...

    So we might as well return her to peak strength, right? Because people are just gonna DC anyway.

  • We all knew this was coming. The average player's entitlement knows no bounds. They don't care that she's weaker. They're just set in their ways and don't want to face a killer that requires strategy and teamwork to beat. You'll never get rid of this mindset by appeasing these people, which the devs have tried and failed to do. They'll just ask for nerfs until there's nothing left to challenge them.

  • @[Deleted User] said:

    Honestly, I just start slugging once I know BGP is in a match. You'll eventually build up enough pressure that they have to back off.

    I don't think so. I've had plenty of slugging matches where the survivors win the war of attrition by stopping on gens and fully commiting to picking themselves back up. It doesn't lead to "pressure", it just delays the inevitable loss. All you get is progress on their bleed out timers, maybe to the halfway point, which you're never gonna be able to capitalize unless you get most of them on the ground again, and I guarantee you they're not gonna let that happen twice. You're just exchanging the same mediocre pressure that hooks give for the mediocre pressure that slugs give. It's just that with slugs, there's no base Endurance/Haste, and DS and crap.

  • @CleanseThis said:

    Wo0 needs a nerf not because it's inherently strong but because it's a training wheels perk that lets survivors forego having to learn tiles and become efficient through experience.

    If it's not strong, it doesn't need nerfing. Survivors still need to know how to run tiles to use this perk. There's no way around that learning curve just by using this perk, as you suggest. That's like saying gen defence is OP because it makes killers skip chasing experience. The way you get use of those perks is by being good in chase. There's no imaginary alternate path that these perks create that let you use them yet not be good at the game.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/429781/if-the-killer-is-adjusted-because-of-its-popularity

    The case of corrective action is a good example.

    If that is what qualifies as a 'good example', you don't have a case.

    What? Turning a missed skill check into a net positive? What ever could be scrutinized about that?

  • They do that. Killer perks sees play, nerfed to near unusability in under 3 months. Survivors perks meta for 6 years, maybe give them a rework, just as strong but a different effect.

  • @[Deleted User] said:

    They nerf survivor perks to hell and back. what are you talking about?

    Name one. Which one is straight-up not usable anymore?

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