danielmaster87
danielmaster87
About
- Username
- danielmaster87
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
I'm so tired of hearing about this. They can do game health changes as they go, as part of their normal schedule. They just don't. But you're setting lower expectations for them by being willing to give up content. Do you realize how bad of a deal, for yourself, you're proposing?
-
@Destaice said:
It's an over-rated perk. It does nothing if the killer isn't tunneling. If they are tunneling it probably won't save you.
It most certainly can save you. Y'all complain about DS "not doing anything" in matches where you've lost anyway, because you got a bad team or whatnot. In matches with good survivors, DS turns a 3k into a 1k easily, because it takes away all of the killers momentum. You'll stun the killer, teammates do the remaining gens, and they body block you for the 4-man out. If not, oh well. You died so that the other 3 could live.
-
I see it exactly as much as it takes to make the perk annoying. In a team with near unbeatable survivors, they have it. In a team who's just "strong" enough to probably run it, I respect it, and that's what ends up costing me the game, making the objectively correct play in any other match. Sometimes I'll say screw it and tunnel 1 or 2 people, and if course they have DS, and were the only ones with DS. None of the ones I didn't tunnel had it. But it's so strong, and with tunneling allegedly being seen so often, you expect everyone to run it. There's no good reason not to.
Most people calling DS weak don't even realize why it's so strong. You're literally forcing the killer to go on a 4th chase to kill a survivor, and if you drop chase instead after they've used it, you basically gave them a free chase with nothing to show for it on your end. "Don't tunnel and you don't get DS'd." 1) That's wrong, because you can hook people so fast that you have multiple DSs active, you're not tunneling, and yet you get stunned, not just by 1 but sometimes by 2. 2) You have to tunnel to compete with good survivors. You just have to. You're never gonna get enough value from your gen perks, or kill survivors fast enough to beat them if you're splitting up hooks. I've tried it, you've tried it, comp killers have tried it.
So I've got 2 possible conclusions for why people don't run DS more. They either think it's weak because of groupthink, or they figure they can win without it. I wish it was the latter, but I'm pretty sure people just call it weak and that's the end of their thought. Their loss.
-
@Chiky said:
because it literally is 🙄
There's so much survivor bias in this thread, I'm not even gonna address it this time. They know.
-
Well, I for one hope this sentiment doesn't take off. Skull Merchant and Doctor are not problematic killers, but the devs believe it... just because people said it. This is the same. Dracula can't get people at loops if they're good. How does his hellfire in any way shut down a loop? You can just dodge it, or bait his bait just like you would Nemesis' tentacle. It's nowhere near a 50/50. And he has far from zero cooldown; you'd know if you played him.
-
@Devil_hit11 said:
bigger hatcher hitbox + injures in 1 hit. those two upsides are much superior than other two killer's throwing modes.
deathslinger has injure in 1 hit and faster wind-up but has downside of smaller hitbox.
trickster has downside of 8 hits.
So let them loop around 1 rock or junk pile for 15+ seconds?
-
@KerJuice said:
Gideon is fine.
😂
-
@PuddleOfBludd said:
What exactly is your point? You do realize that you also get access to iridescent add-ons, right?
Are you suggesting that only one person be allowed to use them in a match? That’s ridiculous.
Well, killer's pink add-ons are usually nowhere near as strong. Some make them worse than having no add-ons.
-
It's to down the person as soon as they get picked up and then get a hit on the rescuer, who had to get off a gen, in the hopes that it was more worthwhile than the alternative. You'd have to hook them, push that teammate off a gen, and hope they gave you an easy chase.
-
@dwight444 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3793735#Comment_3793735
you don't spend the whole game going after one person, tunneling is not that hard against an ill-equipped random group of players which is your average match. You can accomplish this within 2 or 3 gens. Unless of course per typical dbd forum logic, you're playing swf match after match, 4 DH, 4 DS, 4 medkits, 4 lithes and that's the only perspective you can view the game through
will never understand anyone who is against the gen kick limit, basekit bt, face camp, etc. They were healthy changes, no one should secure a kill by standing in front of you or just hitting you immediately off hook when you're in no position to do anything about it (glad I joined dbd right after basekit bt). You don't see the gen kick limit much in games because the mechanic is doing its job of deterring that play style, not because it was never an issue.
2 people do a gen in 54 seconds uninterrupted, 2 people on a single gen is already bad . You should be able to secure a pain res, pop, etc within the time it takes to double a gen or at least regress 1 if they're splitting gens.
tunneling will always be the path of least resistance and people will say it's a necessary evil no matter the state of the game because it's the simplest way to reach the end of the match and have a feeling of satisfaction that you 'won'.
Whatever. You're downplaying how difficult the average killer match is. They don't need 4 DS/DH, just 1 will do. And you're turning the killer winning into a point of shame like, "Yeah, he won, but that's not good."
-
@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3793705#Comment_3793705
If you get a 2k at best in 9 out of 10 games, the problem is not SWF… The problem is you as the Killer.
Really, even if you face SWFs THAT often, you will definitely not face SWFs that often which are that strong. Most SWFs are just chill groups and are not sweaty at all.
@Topic:
This is just incorrect. Even with the most Regression possible, which was the Eruption/CoB/Overcharge-Meta, there was still a lot of tunneling and camping. Even if you basically had to try to lose with this combo.
I just think the constant nerfs to Anti-Tunnel from the Devs made the last Killer realize that tunneling is the best strategy. The most Slowdown is created by having Map Pressure and you have Map Pressure when less Survivors are around. So even if they buffed Anti-Tunnel a bit, it still remains the easiest and most efficient way to just camp and tunnel as Killer.
Yeah, they call themselves that, but there's nothing stopping these "chill" teams from doing gens fast, body blocking so the killer can't get downs, and still walking out the gates without a care in the world, meanwhile the killer was sweating. I've gotten plenty of 2ks as killer as of late, and it wasn't for lack of trying. This is the hardest killers have had to play, to get worse results, I've ever seen in the game's history.
I've heard people experimenting with Dracula's wolf hug tech. I have no interest in pursuing it, but those players are gonna need it. In Dracula's base form, he straight-up can't get people at certain tiles, the same as any M1. Those killers can't do anything against survivors who know what they're doing. And killers who are basically M1 with a kind of twist, like Nemesis or Singularity, have similar results. SWF doesn't have to sweat against them to beat them. They just do gens, loop decent, no real game winning plays, and get 3-4 out. 4 out every time if the killer isn't tunneling, because the game will be over on his 4th or 5th hook. 2ks are no longer a thing to scoff at; it's what the devs want your result to be every time.
-
@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3793705#Comment_3793705
If you get a 2k at best in 9 out of 10 games, the problem is not SWF… The problem is you as the Killer.
Really, even if you face SWFs THAT often, you will definitely not face SWFs that often which are that strong. Most SWFs are just chill groups and are not sweaty at all.
@Topic:
This is just incorrect. Even with the most Regression possible, which was the Eruption/CoB/Overcharge-Meta, there was still a lot of tunneling and camping. Even if you basically had to try to lose with this combo.
I just think the constant nerfs to Anti-Tunnel from the Devs made the last Killer realize that tunneling is the best strategy. The most Slowdown is created by having Map Pressure and you have Map Pressure when less Survivors are around. So even if they buffed Anti-Tunnel a bit, it still remains the easiest and most efficient way to just camp and tunnel as Killer.
Yeah, they call themselves that, but there's nothing stopping these "chill" teams from doing gens fast, body blocking so the killer can't get downs, and still walking out the gates without a care in the world, meanwhile the killer was sweating. I've gotten plenty of 2ks as killer as of late, and it wasn't for lack of trying. This is the hardest killers have had to play, to get worse results, I've ever seen in the game's history.
I've heard people experimenting with Dracula's wolf hug tech. I have no interest in pursuing it, but those players are gonna need it. In Dracula's base form, he straight-up can't get people at certain tiles, the same as any M1. Those killers can't do anything against survivors who know what they're doing. And killers who are basically M1 with a kind of twist, like Nemesis or Singularity, have similar results. SWF doesn't have to sweat against them to beat them. They just do gens, loop decent, no real game winning plays, and get 3-4 out. 4 out every time if the killer isn't tunneling, because the game will be over on his 4th or 5th hook. 2ks are no longer a thing to scoff at; it's what the devs want your result to be every time.
-
@Seraphor said:
In some sense I can agree. Slowing the game down (regression) is better than taking shortcuts (tunneling/camping). But 4 regression perks aren't necessary. And in most cases even 1 isn't necessary.
It can vary by killer (there are exceptions) but slowdown is ultimately a crutch that skews the game in the killers favour, patching up the holes in your skill and macro game sense. There's a point where it becomes excessive, and that's why the nerfs, killers were relying on regression far too much, and still do.
If you can't win without more than 1 regression perk, your MMR is likely too high. That is to say if you can't win at least 60% of the time without regression, your MMR is too high.
But then there's an issue of confirmation bias too. You could be winning plenty, but a 60% win rate doesn't 'feel' good because the 40% losses are more impactful and tilting, so you still keep sweating because you need to win 'every' game, not just 60%.
So it's not really a case of 'nerfing regression cause tunneling'. It's 'killers being desperate to win 100% of the time causes tunneling'.
Gen defence perks "aren't necessary" because they've become obsolete. It's no longer the case, "I can win without gen defence because I'm just that good." 4 chase perks will serve you better than 4 gen perks. Maybe even 1 chase perk would be better than 4 gen perks. It definitely wasn't a crutch when it was a thing.
And this has always piqued my interest, that we demonize killers trying to win, calling them "desperate" or using sweaty as an insult against them, like that would fly in any other game. But I don't see survivors being interrogated for their priorities, which are the exact same. People want to win.
Tunneling is playing smart, with strategy, for the purpose of winning. Until there is a better alternative to tunneling, which I highly doubt these devs will ever consider, people are gonna keep doing it.
-
@radiantHero23 said:
Tunneling has always been one of the most effective strategies in dbd for killer. Nothing is more powerful than to shift the match into a 3v1 as fast as possible.
People tunneled when ruin undying was extremely strong, people tunneled when gen kick was winning games and people tunnel now. People would propably still tunnel if gens took 120sec to complete. Why? Its often the simplest thing to do.
Sadly in th current state, tunneling is sometimes awful and sometimes a necessary evil. Tackling it effectively would very much involve a change in the core mechanics of the game.
So as an alternative, because tunneling is such a bad thing, they've just decided to not let killers have anything. They took 1 side's scenario where they "couldn't do anything" and shifted it onto the other.
-
@WolfyWood said:
Not controversial and also not true.
It most certainly is controversial. The reason gen defence got nerfed is because people claimed it made tunneling stronger, even though that's an oxymoron. How can you spend the whole game going for 1 person at a time, but also completely control all the gens? You can't, except against bad players. But they have the biggest piece of the pie so they got what they wanted. Nerfing gen defence absolutely made tunneling and camping more appealing. A killer's not gonna just settle for less time. If they're gonna lose by default because they no longer have time to do their objective, they're gonna start taking shortcuts. I used to never tunnel, and now I almost always have to. What's the average result? Probably a draw still. They've made it to where as long as survivors know to do generators, it doesn't matter how bad they are, because they'll still just win. You used to be able to punish bad chasers by getting Pop and Pain Res off them, but now those don't even regress close to 1 piston's worth. This is in a game where you could regress 2 full gens worth of progress, and they'd still beat you. So guess how much worse it is now.
-
I don't know how you can say Ruin's in a bad spot but Pain Res isn't. It's all bad. You're not behind in the first 30 seconds. You're behind all game, from start to finish. How many matches have you played well all match, and they're still running out the exits on you? Where was the game-winning play that they did, or was there even one? And this is a result of killers getting nothing from hooks. We went from entertaining, "What if Pain Res was just a base thing?" to "Killers do 5 whole percent with 1 kick? So OP!" And propping up things like the gen kick limit, but also claiming that you'll never see it in a killer match. That's on top of base BT, which will almost always be used offensively. What is a killer to do? Down someone every 15 seconds? 2 people can do 1 gen in 45. 1 can do 1 in 90. This is assuming nobody uses gen speed-up or can loop at all. The math has never been killer-sided and just keeps getting worse every update.
-
MMR as a concept isn't the issue. The devs could just fix it to the way it was at the start. You lose a lot? Low MMR. You win a lot? High MMR. With plenty of different levels in between. And then use that data to determine what balance decisions are good. You're complaining about sweaty matches... which will still exist if they just get rid of MMR, except they will be out of nowhere because "random matchmaking is such a good idea!" and you'll be stomped because you weren't prepared. Your solution doesn't solve anything.
I always find it funny: Even as you're talking about wanting to play the game chill, you're still complaining about killers bringing gen defence, which btw is SO last year. I don't know what it's gonna take for people to realize that gen defence doesn't work anymore. "Oh, but it beats bad players! That makes it meta, right?!" You bet! 👍🙄
You also sound like you care about survivors' fun while playing as killer, so all this probably falls on deaf ears. No other game's community prioritizes their opponents' fun over all else. I don't care about my opponents. That doesn't mean I bully them, a popular pastime of most of this game's players, but I do want my kills or escapes. You wanting that, but also caring about your opponents' fun and not getting good, does not compute. The game should not be balanced around out-of-game issues.
I do agree that if they're going to have MMR, at least make the dang thing work. 1 night recently it was just a loss fest for me. 12+ games in, none of them being wins, the game kept feeding me ridiculously difficult matches. I should have been put in lower MMR for easier matches, but that day the MMR just decided not to. This is why I don't want us going back to random matchmaking. Give me consistency. Same goes for balance. Why would you nerf killer perks into unusability, but survivor perks are always functional afterwards? I.e. the Hangman's rework compared to the Buckle Up rework. Why would you say you're nerfing Pain Res because the killer "simply hooks the survivor," but you don't acknowledge the survivor perks that have been meta since 2017? Just put people up against like-hours/like-skilled opponents, and balance off it. That's it.
-
Anything that's not a nerf. Undoing all his add-on nerfs could be a start.
-
You pretty much nailed it. That's what this game's all about. Ignoring the broken stuff at top level to help out the uncarryable bottom level. And then putting them in your matches.
-
He's just gonna sit there in weakness and obscurity like so many others, because the moment you make them a sliver stronger, "Oh my god! OP killah!"
-
I don't know what you mean. Is it bad for killers or for survivors?
-
I've had a season or 2 where I was winning more often than not, because I faced inefficient survivors instead of good ones, and I did not once say, "Ugh, I wish I wasn't winning so much." So I don't know where that sentiment comes from on these forums. I'm not convinced that's a killer main speaking.
You face good survivors, and you're not playing Nurse or Blight, you're losing that match. 4 good solos can do that, not just SWF. That's why the rest of the killer cast is always tunneling. I guess that explains this strategy of not having a good MMR system, because if it worked then every match would be tunneling, since that's all killer can do to win. The game is so SWF-sided, and so bringing solo up to their level is simply gonna kill it. You have to buff killer at the same time. This recent superficial killer buff, to 3-4 killers who are gonna struggle regardless, is not enough. The gen kick limit is a joke, and kills gen defence alongside the horrendous gen perk nerfs. With old Pop and Pain Res, you could regress gens 700-800% total, and they'd still get done. Those survivors certainly haven't gotten worse, so what is the current killer 'meta' doing against them? Nothing. Rancor for the 1k or the draw; everything else is up to the survivors throwing.
Give people in-game comms for all I care. As long as it leads to the game getting balanced, for real. And please show MMR, because grade is not linked to it. You still have people thinking they were good because they escaped, or that they played better than another because they "had more points." At least let people know what their level is so we can know whose takes are high level-minded, and which ones are of day-1 noobs. You're never gonna get good conversations on balance if everyone thinks they're god tier.
-
@poinepp said:
the first iteration of Eruption never bothered anyone so then it got buffed number wise so i dont think it will be a problem if they bring back the og eruption with %6 regression and 16 seconds of incapacicated
Bad survivors will still lose to it, so they'd just nerf it again.
-
"Only" 22?
-
Nurse or Blight, and that is it.
-
@GonnaBlameTheMovies said:
Knight. Cool aesthetic, looks interesting, really nifty cosmetics, awesome power idea.
I absolutely hate playing as him with a burning passion.
Watch in amazement as a survivor loops one of your guards around 1 window for like 45 seconds.
-
Deathslinger. I mean, I do play him but basically can't use his gun, because of his garbage nerf from way back. With instascope, you got rewarded for good aim and reactions, even though you were still weaker than Huntress. Now, his entire game plan is baiting with his gun and almost never using it, because his rice-grain sized hitbox refuses to connect with them, even when you lead with your shots. Typical ranged killer in DBD who gets countered by survivors twitching left or right for a complete miss.
-
@UntilValhalla13 said:
Spirit. I even use headphones and still can't always tell where people are.
The "good headphones = free wins" on Spirit is a complete myth. There's no sound sound settings or headphones in existence which let you hear extra of what other players are hearing. So yeah, because the game's sounds are so bad, and they brought old Iron Will back, you're playing a supposedly S tier killer, to the effect of a D tier.
-
It hasn't impacted my game at all. It was a change made to protect feelings, at the behest of nobody.
-
@dwight444 said:
people will tell you to break los as if it's always an option w/ no drawback or as if he has no pods on the map. The guy just spams teleport and there is little to do besides delaying your down by wasting resources. Don't count on solo q teammates to help you with emps either
emps suck with the long time it takes to get one which is already time off gens if you do it the start; the flip side is if you don't do it and find yourself first chase then you're pretty much screwed
Here's the problem with this. You're going off the assumption that using resources is always "wasting" them. What are you so afraid of? That you'll need those pallets for later? Because if that's the case, your team was probably a lost cause anyway. If a killer has chased 1-2 survivors for 5 gens, 20% of the pallets should still be in the map, giving easy outs for whoever is still alive by that point, whether it's 2 of them or 4. Pallets are meant to be used. The only way you waste them is if you get hit, and then throw the pallet down anyway, because that wastes your sprint burst.
Bad solo teammates is not an excuse to call a killer OP; too many people do this. And EMPs are literally everywhere all the time, except at the very start of match, which you can still circumvent by pressing the button on the EMP chests. They waste like no time to pick up if you pick them up when they're ready, and they're totally worth it. You can mess up his entire game plan by using 1 well-timed EMP. In fact, you essentially get a free EMP by being hooked, because it gets rid of infection for free. Don't let Singularity have an easy match, because currently there's no good reason why he should. Even experienced Singularity players are stuck on using his pink/purple add-ons, because he needs those to be functional.
-
You pretty much counter him by existing.
But to be serious, you just do what you usually do. Go from pallet to window to pallet. Anything to avoid going down. Even when you do go down, his infection gets automatically removed. I'd carry an EMP with me at all times if possible, because it delays the use of his power, and can cure teammates as well. They should be doing that for you as well, especially where tunneling is concerned. There's more than enough time to beat him that way.
From his perspective, tunneling or mass slugging is all he's got. Like Nemesis, he's forced to infect and injure as separate actions, in a game where you don't even have time to do enough chases simply injuring. He doesn't even get to use his power half the match because it's all disabled by EMPs. And the EMPs can cure multiple infections and destroy multiple cameras simultaneously, so he's extremely punished for infecting multiple people and placing down cameras. In terms of frustrating killers to play, he's second only to Hag. You have to take advantage of this stuff when facing him, and it's not that hard.
-
@Crowman said:
I'm starting to think survivor mains have a victim complex
We killer mains have that too, but we at least have ground to stand on. I mean, what good perks are there anymore besides Rancor? Good survivors just power through everything else. Look at Dracula, who straight-up can't get them if they're good, the same as any M1. But survivors want to keep using bottom level statistics to decide what's good balance or not.
-
@Xernoton said:
Yes. The devs hate it when you play survivor. They want everyone to play killer because that's totally how an asymetrical game with 1 killer and 4 survivors works.
You could have made a better point if you hadn't listed 3 perks that used to be pretty ridiculous. DH was so overpowered that everyone used it. And I mean everyone. We saw the official pick rates at the time and under no circumstances should a perk be so good that 75% of survivors use it (in high MMR no less).
Iron Will was the weakest of the 3 but it had no downside whatsoever, which for an effect this strong shouldn't be a thing. DS was also unfair at the time. You could sit on a gen after getting unhooked and you were still protected. Basically the killer was punished for the crime of hooking you. It's no tunneling when you sit on a gen.
All of those nerfed survivor perks are still meta.
-
That's matchmaking for you. Puts you against the exact people you shouldn't be matched with. Nothing will change until it's fixed.
-
@drsoontm said:
I used to slug quite naturally as in my book, harming survivor is almost always the best move and they are so often packed together.
Now with the silly increase of the hook timer, I prefer to slug as a bleed-out can be quite efficient if survivors keep sitting on gens. Plus it denies so many perks.
And how could you be called a tunneler when you never hook anymore?
Because survivors call anything and everything tunneling. I know because I've had friends, haven't even been hooked yet cry, "he's tunneling me." But because the devs take all of these alleged reports of tunneling seriously, there's anti-tunnel out the wazoo in the game, and it hurts killers who aren't even tunneling. It's an absolute power fantasy for the survivors, even though they'll claim the opposite.
-
@WolfyWood said:
It's so funny that even with how strong killers are people lose one or two games an act like the sky is falling.
Slugging literally hasn't changed in strength and has always been strong if you do it when appropriate.
I'm sorry you can't just mindlessly hook and camp hooks but BHVR is changing the game to benefit skillful killer gameplay.
Good killer players have never been doing better.
You're right about slugging. It's not that good, and hasn't gotten better over the years. It's just the least weak thing you can do now.
"Mindlessly" hook? How many arbitrary layers of skill do we need to tack on to that simple interaction? Are you parroting that "just because a killer got a down doesn't mean he deserves a hook"? How hard does it need to be?
And you're objectively wrong on that last comment. Call it an echo chamber, but what are we killer mains doing when we get together to talk? Devising strategies on how to not get sucky results, complaining about survivor meta perks and base game mechanics, and reassuring each other "it's not you, it's the game." It's pathetic. We're playing sweatier than we ever have, using the few tools available to us, and we're still aiming for draws at best. Believe me, there was a time (4-8 months ago) where putting on a chase build with Rancor would get me at least a draw, because I played well and the survivors didn't, not because I had "crutch perks." Now I can't even get that a lot of the time. A lot of of these survivors don't even know how to loop, and could be far more efficient on gens, but the bar is low and so they pass. I can't seem to recall ANY game-winning plays the survivors did in my lost matches, yet I did multiple and the result was the same. So you tell me, what are we doing wrong?
-
I think it's the only way to play Singularity. The fact that you lose infection from EMPs AND hooking is just a joke. Better to force an infection when they pick up the slug, and then idk. But he's far from the only killer who has like nothing going for them when they decide to hook.
-
@Esophagus said:
For me, I really want Rebecca to get more of her costumes from re0. I love her Leather and Team Wesker outfits. I'd also like a feature for legendary characters to be able to change outfits, because it would be really fun if we got Jill and Chris's pirate/sailor skins from resident evil revelations, but Chris is a legendary.
Give Rebecca a legendary skin that turns her into Billy.
-
Yeah, that's DBD. Some of the most iconic monsters in horror get the short end of the stick. Not every one of them can be the best, but still...
He just got buffed, so I'm afraid that's the strongest he's gonna be. Against new players, you'll still have the advantage because of his pallet breaking with the whip, and the unpredictability of the zombies. But trying to learn him and get good with him against good players, you'll just hit a ceiling.
-
@ChickenDR4MST1CK said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3791617#Comment_3791617
Who? Its my first time starting up this game so yeah
I see. My bad. Dracula from Castlevania just came to the game about a week ago. He's the guy in red and black who can transform into a wolf and bats, and has a flame attack on his regular form.
-
He's looking weak. Like, really weak. His bats are blind to survivors for no reason, in a game with bad sounds. His wolf is slow, exceptionally so while backing up (not sure why), and can't even use scent orbs to track people better than his other forms would. His pounce attack is also too slow and short, and will only be seen with players who know how to hug tech. Dracula's fire is alright, but it's still kind of slow and is a weaker Pyramid Head ranged attack. I don't know why you'd play Dracula over someone like Vecna. Just a bunch of flashy abilities with maybe one good one out of the bunch.
-
@ChickenDR4MST1CK said:
Whos dracula
"The Dark Lord." Happy?
-
Yeah it's literally a 2v8 map. I don't think I've ever had an easy match there. A lot the pallets really aren't that unsafe, and it just becomes a killer stunning fest. The devs have a way of creating these pallets where the loop is just long enough to where good survivors can option select you. Respect the pallet? They keep running. Don't respect it? Teleport into stun. And this map is the best example of that.
-
@Spare_Them_Mori_Me said:
Yeah… DBD has become 'SWF or perish" in some ways. There's very little joy in Solo'Q atm.
Only because you never get good teammates in solo. SWF isn't the miracle cure; good matchmaking is. SWF just imbalances the game in the opposite direction.
-
That's pretty typical. Pretty much guaranteed 4-man out only for the team to screw it up at the end, and skew the results massively because they do this quite often.
-
Look, at least you get the chance at a free self-unhook, even if it didn't happen in that very specific situation. That teammate going down at the hook probably cost you the game anyway.
Could you imagine how free it would be if survivors just hung around the hook and timer still kept going?
-
Try him with Rapid, Superior Anatomy, and Unbound.
-
@jajay119 said:
If BHVR insist on making all the maps the size of postage stamps moving forward, with Mount Ormond being the most recent one to have shrunk in the wash, can we at least go back to having some of the OG aesthetic that made the game more more atmospheric? Thicker fog, daytime maps being reverted back to night time maps (never understood daytime maps in a game called Dead by DAYLIGHT) and moonlight offerings reintroduced etc. I’m on board with making the game more accessible but it’s ridiculous that you can stand at any point in a map and see all four walls of the arena.
So what do you want? Maps for gameplay, or aesthetic?
-
@Doxie said:
15% of the time. What's more common is hook camping. That's like 80% of the time
I think you definition of camping is too vague then. It's easily the least effective strategy of the big 3: tunneling, camping, and slugging. Survivors can just hook trade before their teammate goes second stage, which means the killer wasted all that time on hook doing nothing.
-
@I_CAME said:
Nothing has changed in terms of how people play. Killer mains are just being dramatic when they say it has caused more slugging. Killers slugged before the change and they still do. No difference at all. It's a bad attempt to get the change reversed because it made the easiest playstyle (camping) more difficult.
Explain to me how camping is easy in this day and age. You can't be too close or you'll give them a free self-unhook, and with the increased hook time their teammates hook trade more consistently, even when they waited way too long to go save. Killers will in fact slug more, even if it costs them the game, because they're rightfully afraid that hooking gives them nothing. No pressure, no fewer survivors, no regression or slowdown without perks. They just waste 45 seconds of time chasing 1 person to start the game at 1 hook and 2-3 gens left.