danielmaster87
danielmaster87
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Wow. Hundreds of hours.
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Yep. The DC penalty needs to be harsher, or constant DCers need to be put in their own queue, just like hackers should be. And also we can start... not rewarding this mentality? That seems to be what BHVR's done over the years. When enough people DC vs Freddy, Spirit, Skull Merchant, they just get nerfed, with no logical argument behind it other than "Me no like this killer! Me DC!" and then Mommy BHVR coming in saying, "Oh, you poor precious child! Let me fix that for you!" So people are gonna keep DCing, until BHVR wakes up and stops rewarding it. Even the most weak-willed among us are smart enough to see, "If I just give up constantly, then soon that killer will be nerfed, and then I don't have to improve anymore to beat them." Beating Freddy required pressure. Spirit, mindgames. Skull Merchant, strategy. Apparently players shouldn't have to learn any of this, and still be able to beat experienced people who play these killers. That's what the "mass DC = nerf" strategy means.
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@dwight444 said:
when they fix the fundamental issues that drag the fun out of the game
or you could just ironically feel entitled yourself that your teammate needs to stay in the game with you even though someone else threw way before they decided to go next. That works too
Nice reverse psychology. It's the ones giving up at the drop of a hat that are entitled.
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Near the end of Chaos Shuffle, I noticed this. The BP bonus basically never gets higher than 50% on either role. I think they're just shorting us BP for some reason. I don't know why. There's no way to buy BP in this game, to my knowledge. But then again, even the community has advocated for arbitrary grind before, when discussing the BP cap. "The 1 million BP cap is fine! The devs don't want people saving up and then getting a maxed out new killer when they come out!" What's wrong with that? They couldn't give a logical explanation, and yet they kept parroting that. I think it's the same case here: No logical explanation, but it's being done nonetheless.
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@CursedPerson said:
Yeah all the changes have made killer the better role. There's a higher ratio of killers now. It's not coming back anytime soon and que times will be really long during events
I don't think that's the reason. I still think killer has a long way to go.
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I think the maps give survivors enough stuff to use, even if 1 corner is randomly a dead zone. That forces survivors to actually strategize, and either do the unsafe gens first, or save it for last. But because the average survivor teammate is so slow on gens, you sometimes would need like old Ormand in order to loop the killer long enough. The teammate quality kills you more than the killer does, turning maps with more than enough resources into ones that are inadequate for your purposes. That still doesn't mean that the maps should be made better for survivors. That's not the solution. The solution is to fix the matchmaking.
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@angel_pellegrino said:
I feel like when I play killer I am 100 in control of my own experience in the game. If I want a chill game, I'll make it that way. If I want to sweat, I will. The survivors can't "force" me to do what they want. And if I fail, it's all my own doing. When I play survivor, I'm forced to play according to the wills of my teammates. If everybody is engaged in the altruism Olympics, there's not much point in doing gens, since everyone will be dead soon anyways. Teammates will dc or go next, turning the game into a miserable sh#t show. Sandbagging, teaming up with killer, etc. It's pretty annoying to die to a killer who's obviously not even playing that well, all because you got matched with locker hopping, map creeping, sandbagging, skill check blowing potatoes.
I disagree. I've never felt 100% in control of my killer matches. You're only relying on the game not giving you good survivors.
But you're right: Uncarryable teams makes it to where even if you're doing the most efficient thing you can, staying on gens even through being injured and everything else, they're not doing anything and end up killing you. It's 1v4 for a reason. A 1v1 or 1v2 doesn't cut it. The devs keep hoping that they can buff survivor enough to make those uncarryable teams win. It's never gonna work. Those survivors don't want to learn what they have to in order to win; they just hide and heal, and hope they'll magically win. The devs' mistake is believing that those people want to learn and want to improve, when they do clearly don't. Or maybe they know this, and just on principle believe that the survivors should always have a chance to beat the killer no matter how poor they're playing. That's what their recent stream kind of eluded to.
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That's it. Solo queue gets ignored, because the devs think they know better with their matchmaking system. They don't. I've never seen a game that consistently gives bad teammates. This leads to you taking like 15 matches to do 1 survivor daily, if it's like escaping with X character or opening a gate with X character. You almost never get the opportunity, because 1 bad teammate ruins it for everyone. It's still not enough to disprove my conclusion, that survivor's ultimately still favored balance-wise, which is clearly visible anytime you gave a SWF or a good solo team. But the MMR, or lack thereof (who knows at this point?), stops those teams from forming, unless it's a 4-man SWF. And this is not a solution. You can't force the result of the killer having an easier match by shoehorning 1-2 bad survivors in. You're only ruining the match of the survivors and forcing them to 4-man SWF, or switch to killer which we see the OP has done. We need a real MMR system back, because we had it once, and people complained that 2-5 minute queues was too long, so to shorten them the devs force mismatches by introducing unqualified teammates to the lobby. Nobody's happy with the matchmaking system. It just doesn't get talked about as much because "Urg! The game's killer sided! Nerf them, and then the game will be a utopia!" or "Urg! Survivors are so strong! Nerf them, but don't touch SWF! That's 'punishing playing with friends'!" How's that working out? We could do the correct solution of giving SWF a gen speed debuff, and it still wouldn't do anything as long as matchmaking stays as is.
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The first time I saw it, I got a free Endurance tank out of it. So it's clearly doing what the buff intended. I expect this perk's popularity to rise, maybe more than Unbreakable.
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The only survivors I've beaten with her so far, I could have beat with anybody. Otherwise, I was just getting bullied all match, and they threw it at the very end for no reason. Her scan lines randomly becoming 1-foot long for some reason is killing her.
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@Khastrx said:
The main divide is filters, the fact a PC player has the option to make things look clearer and easier to see can sometimes be advantageous compared to console users.
It's not that.
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@Ziemniaczana said:
There is not 1 killer that is optimized for console. Playing dbd on PC is HIGHLY recommended.
You can say that again.
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@Wibwob said:
It's just the fact that he gets the speed/flight bonuses instantly and there's not much fatigue at all. If he can't hit you with an M1 after, he can at least start chase from 2 meters away. Since he can switch freely every 2.5 seconds there's absolutely no reason not to use it to close distance (unless the Killer struggles with tracking).
I think what this shows is how conditioned we all are to settling for weak killers. It's just assumed, not even questioned, that "Oh, Dracula has multiple forms that he can switch in and out of? He MUST have a big cooldown to slow him down when he uses that." He's like the 1 killer who isn't handicapped like that, bar his cooldowns after he uses his forms' special attacks. Hillbilly has that cooldown, Pig, Spirit, Legion, Plague, Twins, Vecna. That's all the devs know how to do. "Why are y'all so restrictive on killer design?" Because that's not what you want. You want killers who are janky and a chore to play, perhaps because you never even play them. That's what I'd tell the community.
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@Rogue11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3817121#Comment_3817121
spirit "literally can't see" and she's been one of the best killers for years despite several limitations on her power, none of which Dracula has.
You're using other killers as a reference for why a new one is strong, but if I just look Dracula by himself, I haven't heard any rational explanation for why he can't see survivors in bat form. Maybe if he could, we could talk about touching the form. But right now it's a form which can't see survivors (despite seeing the map!), deafens you so you can't hear, and cannot attack.
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"The devs always release a killer super strong, and then nerf them once the sales have been made!"
Also:
"This new killer is SO overpowered! Nerfs needed NOW!"
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So his vampire form doesn't have big charge-up and cooldown times for Hellfire, making it super punishing to miss? His wolf form isn't dependent on getting orbs just to feel faster than 110%, and doesn't become slug speed by simply walking backwards? And his bat form lets him know exactly where the survivors are, and doesn't take away your sight of them for no reason?
What is even the argument? That he's stronger than Nurse?
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@GonnaBlameTheMovies said:
It's not really Killers that are the issue, or the Kill versus Escape rates. No.
It's just the same thing Survivors have told Killers for years now rehashed and the same things Devs did to Killers back then rehashed - stop playing in a way where you HAVE to win to have fun, these nerfs are actually buffs, see?. The Devs are clearly, CLEARLY trying to take this game in a more casual direction, everything screams it. The game is not meant to be competitive just because the player base is and because there is a versus element, it's meant as a casual versus game.
Wanting to win a bunch is by definition, not casual. If your mindset as either role is to win a bunch or you feel like you HAVE to win to have fun at the role, your mindset is way too sweaty. So yes, this horror game is 100% asking Survivors to be okay with, and up to the challenge of, trying to do their best against a foe they can't beat. The game for Survivor isn't meant to be about winning, it's meant to be about TRYING.
That's what so many people don't understand. These radical survivor mains claim that they're just casual gamers, wanting chill games, not really caring about winning. Yet they complain when the killer sweats (against even them, mind you), and don't like losing, and thus ask that this and that killer thing gets nerfed. It's the craziest, most oxymoronic thing.
If you have the nerve to talk about balance, you are not casual, so you shouldn't get the copout in arguments: "I just care about fun/playing chill." And if you're complaining about stuff like Wraith, Ghost Face, BBQ, "the gen kick meta," then you're not a sweaty player either (to complain about those things, you must not be trying very hard). You're something in-between; that's where a majority of players are at. And SWF does this especially, always demonizing the proposition of a gen debuff to their premade party. And that's a whole separate discussion, but it just shows the delusion of having whatever balance changes you want happen, and denying the equivalent to the other role, even when you have no street cred and certainly no desire to strategize or improve at the game.
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@H2H said:
It’s wild how many people think survivors should be able to play worse than killers and still win, and that killers should be able to play better than survivors and still lose.
Truly mindblowing.
The devs even buy into this delusion, as they revealed in their last stream. They disagree with the idea that if the killer's playing really well, and the survivors are not, that the killer should snowball. They will be introducing a mechanic, maybe just in 2v8 but maybe into the main game later, where the gens speed up after a hook and only slow down after a gen gets done. Like Tru3 has been saying, this is all about orchestrating a forced outcome of draws for the killer, no matter how well they play.
I've reframed DBD into terms where, if we rank players as 1-10 star players, killers always need to be 2 stars higher than the survivors to win, otherwise survivors win by default. A 6 killer beats a 4 survivor team. A 6 killer gets beaten by a 6 survivor team. Because the killer has to play so much better than the survivors to beat them. But this also means that at a certain point, killers will face a caliber where winning literally becomes an impossibility. An 8 team of survivors is the highest caliber a killer can beat, and that's assuming they're a 10. But if the survivors are a 9 or a 10, they literally can't be beat without throwing the match or without comical levels of rotten luck. We're talking SWF who just don't go down, because every time they come close, when they're not shift W'ing or pre-dropping, a random teammate comes in just in the nick of time for a body block. Solo can almost reach that level as well; nothing stopping them except MMR not giving them equally skilled teammates.
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@Crowman said:
You know you can always play sweaty too. It is a pvp game.
That's what they do. They pretend that they're playing 2 different games, 1 where they're hiding and chest searching not doing anything, and 1 where the killer's always sweating super hard. And they want the devs to reach over to this other game and take away stuff from the killers, so that they can play chill scot-free in their own little world.
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@KerJuice said:
Aura reading is not healthy for the game, and there are way too many perks that allow you to see the opposition. It feels cheap to go against. At the very least these need to be dialed back and no more aura reading should be implemented in future perks. If it was up to me, I would keep Barbecue and Kindred, then delete the rest.
That's an awful bold conclusion. The game's had aura perks for years, and nothing was wrong with them. It doesn't feel cheap at all. Maybe when the survivors have it, and it's permanent, it's ridiculous. But I'd hate to see the game without aura reading period. I think we need more.
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@DragonMasterDarren said:
Believing that MMR exists in any capacity is already Copium
I think BHVR needs to come out with a statement, because I really have no clue if MMR is a thing anymore or not, and others feel the same. How can you do that? How can you have a game where your players don't know if there's a matchmaking system or not?
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It almost seems like you need exponentially more rift XP to get to each new level. I can't imagine how much more one would have to play, more than me or you, to get to 200.
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@I_CAME said:
He has the same problem as Hillbilly where the killer can make a million mistakes and it doesn't matter. You can do everything right as survivor and he is immediately back on you after failing to use his abilities. It's bad game design and feels terrible to play against. Git gud only applies to survivors apparently. At the very least the bat form needs some kind of change.
What you're not understanding is that this logic can be applied to all killers, thus making them OP, which means it's bad logic. Sure, killers can miss you over and over again, and you still go down, but that's the point. You're not supposed to 1v1 killers; you waste enough time so that your team can win. If you're 1v1ing the killer, they're badly designed. You'll find that Dracula gets crazy punished for messing up, compared to other killers.
I don't know what's wrong with the bat form. It's fast, it's noisy, and for some reason it can't see survivors "because echo location!" yet it can see the map. If you were to make it as weak as the Wolf form, people would spawn in as Dracula and literally never change forms. We can't have that.
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I don't think he's overtuned. There's some loops like shack or jungle gyms where he straight-up can't get you unless you first make the mistake. A weaker Huntress/Demogorgon in those scenarios. And consider only 1 of his 3 forms really does anything... enough said.
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3811864#Comment_3811864
Hide and Seek is annoying when survivors use it just to play that “game”
They just hide. Stalling the game. Does it happen a lot? No. When it does, it’s insufferable.
And nothing has been done to counteract this. Survivors en masse could just hide all match, and killers wouldn't be able to do anything except rely on blind luck of finding them. You will never see the devs allowing even the potential of that kind of game stall from the killer's end.
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@Yamskeezy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3811851#Comment_3811851
stop crutching on wall hack builds, good killers dont need it.
It's not wallhacks, and good killers do sometimes need it. Object Of Obsession is wallhacks, where you can just see the killer anytime he sees you, so he can no longer mindgame. Most loops, survivors have wallhacks and have agency in chase anyway, because they can just look over the loop at the killer or see the bright red stain. Survivors have won matches, where they're all good loppers anyway, by mostly hiding anytime the killer came near, whilst doing gens. In that case, no matter what level of killer you are, you need to be able to find survivors, and it takes too much time to just look around without aura reading. What if you look around for a survivor by a gen, for like 30 seconds, and leave, and they're actually still there? You wasted time not being on anybody else, AND you let them get away for free and get back on the gen. Y'all don't realize how game-ending that is. Compared to survivors, "Whoops, I got downed in 10 seconds. We can probably still recover."
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@I_Cant_Loop said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3812019#Comment_3812019
OK why don't you show us all how it's done?
You can watch any Otz or Tru3 survivor video, and see how they loop the tiles. Once you learn it, it eventually boils down to "If killer does A, I do B. If killers does B, I do A." and the killer basically can't get you unless they break the pallet or get Bloodlust/Entity Blocker.
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@cclain said:
killer see survivor when
- they hook
- they crouch ( pig)
- they stalk
- they hit gen
- we take fast vault
- we are near chest/totem
but they nerf the perk that let you play hide n seekBecause you're oversimplifying it, and you're propping up a mindset and playstyle which only casuals use.
Most times the killers you're going against won't have any of the aura reading things you've mentioned. It would be hard to be hit by Pig's aura reading add-on, because few people play Pig and fewer happen to use that add-on when they do play her. Killers have more valuable stuff to use than aura reading, which is why you usually only see 1 aura perk in their build. Now, aura reading becomes much more valuable when you go against casual survivors.
The problem with casual survivors is that they hide all the time, and can't take a chase. Therefore, their biggest deciding factor in whether they live through a match or not is, "Oh no! Did the killer see me?" If they cannot handle being chased, if they lose the game just off that, we shouldn't be involving them in discussions on balance. Period. At their level, there is a time and place for hiding, but you have to understand that we can't just have survivors hiding for minutes at a time, not doing anything. There's currently no countermeasures in place for that, such as base aura reading, which people seem to be ungrateful for. The only thing close to that is the crows, which don't spawn unless you're standing in 1 spot for a minute.
At high level, chasing and downing a survivor is very much a chore, and at times it's a Herculean task, and that becomes doubly true when you can't even find the survivors or track them, which perks like Distortion contribute to. Just because a killer sees a survivor, doesn't mean they get the survivor. They have to actually chase and mindgame, and hope the survivor makes a mistake, unless they're 1 of the few killers who have agency with their power and have control in chase. It's essential, playing at that high a level, that killers hear the survivors and see their scratch marks, and Distortion taking away aura reading perks and scratch marks just exacerbates that problem, because survivors already randomly get Iron Will and Lightweight for free as a bug.
I don't even think most people complaining about the Distortion change should be. Like I say in regards to buffs and nerfs, just because something gets changed for high level's sake, doesn't mean it's automatically gonna be an issue at low level. The survivors are not playing to their full potential, BUT neither are the killers. Some of these killers don't even know what Distortion is, or how to run tiles properly, and get 360'd over and over by smurfs. So "losing" Distortion isn't suddenly going to make those killers dominate, if that makes any sense.
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It would help if our past event-only offerings could be used out-of-event, or were at least converted to BP. So many of our characters are just sitting on 80-100 event offerings, and are not able to do anything with them. Same with offerings and add-ons we will never use. Obvious solutions have been proposed for all this.
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@caipt said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3811526#Comment_3811526
this is like saying killers are suffering from the survivor not going down meta.
Absolutely. People just assume the survivors will just go down every 30-45 seconds. What about the survivors, even if it's just 1 on each team, that take like 2 minutes+ to down? Or straight-up won't go down as long as a pallet is left standing on the map? You can leave them for the easier survivors, but how much damage has already been done by that point, and with what guarantee that the other survivors you try won't be just as good?
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@KerJuice said:
Regression itself is ok, but the instant regression perks like Overcharge & Pop Goes the Weasel shouldn’t have been nerfed. Also, kicking gens should not have a kick limit,
What people don't understand, and likely never will, about gen kick perks is how much you're giving up by using them. If you decide to kick a gen instead of chasing the survivor who was working on it, you're literally giving them a head start, but if you don't go after them then they'll just come back and touch the gen again. It's a lose-lose, but at least with Pop you get decent regression for your momentum halt.
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@DeBecker said:
While suffering from regression meta for years, people still want it to be buffed is really amazing. No words for this.
Because people refuse to see why it's needed. They mostly think it's meta just to annoy the survivors, with killers running it purely for toxicity's sake. That's why the conversation doesn't get anywhere.
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@th3 said:
Scratched mirror Myer's devolves into the killer just waiting outside the anti-face camping range of the hook and going after whoever goes for the rescue. It is a boring stupid addon that is only scary for the first 2-3 games. Then its just a matter of "oh which corner near the hook is he hiding behind".
To me it's more like hit and run, which is a cool strategy, but doing it with this add-on is way the heck slower (more boring), and works on solo way more than it does SWF. So I don't think it's that healthy.
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I also find these add-ons really annoying to go against. They're some of most luck-based things in this game.
Scratched Mirror Myers I hate with a passion, especially on indoor maps which they usually put an offering for. It's literally just, "Hey, let me hope to not go against SWF, and if so I get to noob stomp/annoy the heck out of some solos." Like I said, against coordinated teams with dedicated healing times and stuff, he's not too much of an issue. But other than that? Literally just pray all 4 players are smart and aren't giving free hits and downs, which to be fair is hard to do, because Myers just has wall hacks with this add-on... unlike when people blanket statement say that killers having aura reading in general is wall hacking. No, this is actually on-command wall hacks. I know he's slow, and this is probably a game-throwing add-on, but personally it's the most egregious thing in the game to me. I never tbag, except when I win against Scratched Mirror, because I want people to have as little reason as possible to play as it. You can excuse in this 1 instant, especially in comparison to people who insta-DC vs Spirit or Skull Merchant because they can't handle a slightly tougher killer/having to use strategy.
Tombstone, whether it's the regular or the Tombstone Piece, is a really dumb add-on. Again, just pure luck hope to catch survivors off guard or perhaps take advantage of 1 moment of cockiness, and you get a free kill without ever having to hook or even injure them. Just hope that survivors feed you a crap ton of stalk, which some survivors enjoy doing on purpose sometimes (don't know why), and you can insta-mori them or their teammate who had nothing to do with you getting your power. What's even the counterplay to this add-on? Just know that they have it? Some make that seem easy, "Just do the math" like you can know they have exactly that add-on. Yes, it takes a long time to charge up, but that means it could be Tombstone, Infinite Tier 3, Tombstone Piece, Myers with no stalking add-ons, etc. And then sometimes he gets it like a minute into the match or sooner. Doesn't a quick Tier 3 pop make it seem less likely he has it, even though he might still have it? What if teammates just fed him tons of stalk? What if it was just in combination with a strong stalking add-on? What if it's 2 stalking add-ons? There's no telltale, no not even that supposed slight change in position of his hand, which you can scarcely afford to look for while in a tense chase. Even if you did know, some say the counterplay is to just hop in a locker. But that's more appeasement than it is counterplay. Jump into a locker for a free instant down, and then he might not even have it? What a waste! That would be like if Victor caught you in a locker, and Charlotte was always within range to pull you out before you shoved Victor off.
It's funny how some people can love the design of 1 of these add-ons, but then despise the other. I think they're both despicable. Yes, killers need threat and lethality, but there's just got to be a better way than this. For all the reasons above, these just suck the fun out of the match. And I literally never look down on killer stuff like that; I'm super biased to them apparently. So you know I'm serious on this topic.
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@DeBecker said:
Nobody uses anti-slug cause there is nothing really usable to begin with. Or should everyone run No Mither from now on? Even then youre most likely down in another few seconds again and this is rinse and repeat until everyone is down or bled out. Also it isnt easy to "destroy" at all unless you play 4-man-SWF with pickup perk and even then depending on the slug-build, you have more issues to cover than anything else.
Sluggin builds are since the old days the utmost unfun way to get over (play wouldnt even be a possible word for this) the game. There is not a single argument to pretend that slugging builds should even be a part of this game.
No, dude. You have so many good things to use as anti-slug. Unbreakable has always been there, if not for the self-pickup then for the quicker recovery speed. Boon Exponential, though rare, is like Unbreakable for the whole team. Plot Twist forces the killer to pick you up, because if not then you get healed straight to full. Knockout, the killer has to hope it's not a SWF, even a 2-man, or else their game plan is ruined. Same thing with the Third Seal totem being found. I really don't want something to be done about slugging, because it's gonna be overkill and it's gonna be something that's used offensively instead of defensively, exactly as what happened with base BT. Everything seems to be encroaching on how the killer's allowed to play, giving them an ever-expanding list of stuff to worry about, not even just the perks but the base mechanics.
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Killers being locked to using the same 2-3 add-ons every time doesn't get enough attention as an issue. "But you CAN use other add-ons." Yes, at the cost of handicapping yourself, because those suck, whereas the same 2-3 good ones bring you the best value by far.
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That's a reach. Anyone who's used to running a perk for information, and then not having it, would make anyone feel naked or in need of adjustment. I really don't think any of those perks are crutch. I just don't like Smash Hit having such a short cooldown, because it's used almost exclusively by players with good connections/teleport backwards exploits for easy sprint bursts.
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I've had this happen too many times as well. I just killed a survivor or was about to win, when all of a sudden I get disconnected, and it says the other survivors didn't. Very suspicious and worth looking into on BHVR's account.
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I'd like this as long as the bubbles aren't super intrusive for me as killer, like m when a teammate gets hooked, and it just sits there and lasts so long that the killer gets the jump on me because the bubble blocked him from my vision.
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Always the selfish player. I've died too many times trying to help out the team.
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Only survivors are allowed to hold a game hostage. Your pleas are falling on deaf ears.
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I'll drop chase after maybe 2-3 pallets are dropped, or if they have a lead on me and run somewhere stupid like shack, a jungle gym, or main. I'm bad with time on this game, so I could be chasing them for 20 seconds or a minute before I drop. It depends.
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He hooked y'all 5 times, then downed you 4, and y'all didn't get 1 gen done? If y'all are gonna make it so free, killers are just gonna keep taking advantage of it. No reason for them not to.
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Man, look at all these killers who average a draw.
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Unfortunately most players won't heed this. I've seen so many people message me back, "Don't tell me how to play my game." You know, using the most bare bones justification. Not saying it's not a justification, but it's heavily copout leaning. I just don't understand turning on the game, joining a lobby, starting the match, and then just not playing.
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@JacobsLaz said:
Your post is very antagonizing and assumptive. It doesn't mean they DC because you play a certain killer they dislike, they could also DC because of server issues, power outage, or whatever that could lead to a DC.
We are reading 2 different posts then.
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You're right to be worried about all of the dumb stuff survivors have, but it's not as if they have all of that at once. Most survivors don't even bring that stuff because either they can win without it, or they don't have the game sense to realize those are good.
Your first point is the most accurate, that chasing your first survivor is usually a misplay no matter what, because you're chasing a survivor who's not on a gen, while 3 others are on gens. That's 2-3 gens guaranteed if the survivor you chase knows how to loop, or worse, you leave them because you recognize that, and lose 2-3 gens before you can patrol again without having gotten anything from that chase. Even though leaving a good survivor is the right play, it's still free wasted time plus they can get right back on a gen. And you can make up for such a forced bad start later, by doing stuff like slugging or tunneling, but as you said they could have counter perks to deny your catch-up. It's an uncertain time, playing killer.
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How are you not able to loop, bro? Even the weakest pallets are playable. Heck, walls and rock and playable if it's a 110% killer. You'll still go down, but that's the point of running the killer. You're supposed to be wasting as much of his time as possible before getting downed, not 1v1ing him. I admit that being put with a weak team puts stress on you and can mess up your looping, but again this all comes back to if your team is collectively good or not. If it is, you'll have no problems against 90% of killers. If you just equip windows, you'll see all the loops there are so you can play your route. I notice a lot of the people complaining about killer chases aren't using the perk. Yes, there's deadzones in some of these maps, but that's RNG and isn't scripted to happen every time. Given bad RNG, you can still make most maps work. Work on the unsafe gens in the beginning, or save them til the end. Each carries risks, but that's the point. You're not supposed to have foolproof stuff to use against the killer, because they don't have anything foolproof either. Good killers have lost to mediocre survivors who were either decent on gens OR looping, not even both. So I don't know what else to tell you; survivor isn't hard. Stop taking bad matchups because of bad teammates, or potentially your own lack of game sense, and always concluding that the killer or map is unfair. If you play killer, a lot, you will see how hard they have it.
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@100PercentBPMain said:
Killers these days love 24/7 wallhacks so with the Distortion nerfs I recommend you do the same by equipping Scene Partner and Eyes of Belmont, maybe even Object.
Auras are the future
You serious? "Wallhacks"? What do you call Deja Vu or Windows then? Wallhacks for survivors? And you even list a counter: Object.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3806485#Comment_3806485
I agree with everything except the "almost immediately" part.
Cobruption was meta for at least 8 months before they touched the first perk (Eruption). Even after that, it took nerfs to call of brine, overcharge, the first skull merchant rework, and adding the regression limit mechanic to finally kill off the 3-gen meta of holding games hostage.
Between the gen kick meta and the 3 gen meta, it took them about a year. That's hardly "immediately".
3-gens weren't holding the game hostage. Survivors' lack of skill and team play were holding games hostage. Do the 2 furthest gens, shift W when the killer comes anywhere near, and don't get hooked near the 3-gen. That's all you had to do. Now there's a handholding mechanic with gen blockage because, "the killer kicked the gen too many times."