danielmaster87
danielmaster87
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If people are complaining about gen slowdown at this point, it's a skill issue. Maybe not with them, if they're solo. But somebody on their team. Because these slowdown perks do nothing. I haven't relied on slowdown for a very long time, aside from a short season of Pop/Pain Res after Unknown's release but before their second nerfs. Regression doesn't do anything vs good survivors. They'll never let you regress a gen a significant amount, because almost every time you contest the gen it's already seconds from completion anyway. And even if the regression was decent, which it hasn't been since peak Pop, your chases are gonna take too long to use those perks. So just do what I do and run chase perks + Rancor. I could phrase it as, "I don't need gen defence. If you do you're bad." But in fact it's the opposite, where trying to humor gen defence after all these nerfs is gonna be the very thing that kills your chance of winning. Of course it helps you beat inefficient survivors, but you ideally want to beat good survivors as well. That's why there's kind of like 2 metas for killer: a casual meta using slowdown, and the real meta that's all or nothing chase/endgame. It's been this way for years.
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@Yippiekiyah said:
The only complaint i have is perks and killer add-ons can get more bold and frequent changes, so many useless ones.
And the worst part about it is some of those perks used to be strong, and if their nerfs were reverted then they would only be half-decent, but the devs are still like "Nope!" Now that Counterforce is in, what about old Undying? Now that this new Dracula perk is coming, debuffing the obsession, what about a stronger Dying Light? Thanataphobia? Hangman's? Surveillance? And don't get me started on the add-ons. "This add-on is too OP even though it's purple or pink rarity!" Yet they won't use that mentality with survivor items or add-ons.
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Well I'd be lying if I said I haven't noticed an increased frequency of changes. I remember when we used to wait years for simple changes to come out. But it's still a problem of the right changes being made. Everything that's being done is moving the game more and more towards tunneling, gen rushing, and noob crushing. Hits, downs, and hooks are becoming harder and harder PLUS each are becoming less and less worthwhile. Gens got a small slowdown a while back, but they're still ridiculous because 10 seconds doesn't change a thing. And with killer being so difficult, even for people with mad skill in that role, they're resorting to tunneling and slugging even mediocre teams for fear of losing, because that fear is actually well-founded.
Tunneled? Oh, didn't need to because it was a chill team. Didn't tunnel? Crushed by a well prepared team. Not so good team? Beats you anyway as long as the gens are steady. Want more killer variety? You've got it, except everyone below S tier must tunnel to compete. Want opponents who match your hours/skill level? Can't happen with killers because all the casual ones switched roles or quit. I haven't taken Rancor out of my build in like months. Every other match I play is a coin flip. Draw or naw? The others are either 4ks or 0ks.
Yet you never see killers struggling so much on the survivor side, because your teammates are garbage. It's like the matchmaking system intentionally creates mismatches so that both sides are miserable. The game isn't killer sided, nor is it survivor sided. It's SWF sided because no matter what, they don't get nerfed. A gen time debuff is the only solution. It's not "punished for playing with friends!" but it is balancing the game so that 1 player doesn't suffer an unfair advantage from 4 players. In many cases they have so much advantage that they can basically waste time toying with the killer, noob killer or not, and all 4 walk away unscathed. There was never a chance they'd lose unless they threw.
Word of advice: stop balancing around casuals. If they care about balance, they are not casuals. You balance around players with skill and hours, not people who claim to "we just want to play with friends" or that "DBD is a party game!" Survivors are skill-capped out as a role. They can barely exercise skill because there's so many tiles which the killer has to make 2-3 50/50 reads back to back to even reach the survivors. So they start inventing techs, challenges, bully with flashlights, etc. Killer, while you can grow to be infinitely better as killer, is a role chock full of players who know almost everything about certain killers, barely mess up in chase, and know the best builds. And they're still getting beaten all day because of the bad tiles. Other things factor in too, like survivors moving like they have rockets strapped to them every time they get hit or make even a few seconds' distance on the killer. But all this to say: stop balancing around people who don't know any of this stuff, or who can't have intelligent conversations about the game, and start balancing for your skilled/experienced playerbase like every other online game does!
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We could try that.
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It's difficult to do killer anywhere.
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3781420#Comment_3781420
In that case, I support removing hatch escapes from being counted as a part of escape rate statistics. I do not support removing the hatch from the game.
Because free escapes are fair, but not if they count towards statistics.
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Make Freddy base skin. Everyone else as cosmetics. It's the only way.
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@bjorksnas said:
Problem, what stops unplugging cords or pressing buttons on the router for "free" disconnects
If they want to do all that work and inconvenience themselves, fine.
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Probably. And don't take this the wrong way if you're not super competitive yet, but I'd say every killer is a waste of money. They have no viability at the top.
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@RenoPro said:
For me is Corrupt Intervention, i hate it. I hate to use my sprintbust at the start, i hate to guess the right path to the near not corrupted generator. I simply hate this perk.
Probably Rancor, even though I barley see it. You either get mori'd without being hooked, or you have to leave your teammate on hook for dead at endgame. It's why it's in all my builds as killer.
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@Z0mbiv0r said:
Tbh saying 2v8 is Killer easy mode is a bit absurd and biased, but it's really not the point I wanted to express. I do udnerstand that people can feel that way. Because every game is a roulette, you don't know if you're gonna stomp or you're gonna be stomped but most of the times it's one end or the opposite.
As for killer popularity in 2v8, I understand it. It's their chance to be on comms now and it's actually pretty fun because there's almost no time wasted on searching and you're constantly chasing people. But I'm not waiting more than 5 minutes for a match to start, so yeah…
Because there's no balance and there's no MMR. The whole game has been like this for like a year.
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People tunnel from the start because it gives them a fighting chance vs good survivors. Forget chasing normally vs that caliber; it's a recipe for group bullying. So that's where we're at. Killers are having to stomp more chill teams because they don't know what caliber they're going against. If they don't use those strategies they'll guaranteed lose by the time they realize it's a good team. This problem will only get worse when they add 70 sec hook times and remove prestige in lobby. Funny how almost everything they do backfires.
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Anti-tunneling sees so much play because it's good if you're being tunneled... and it's also good if you're not being tunneled. That's why the meta is so stale on both sides, because there are perks that are superior in every way to others. Why reset pallets when you can stun the killer for 5 seconds? Why make survivors scream when you can catch back up with them in 5 seconds? But all the devs see is "Too popular? Nerf. Not popular enough? Buff." No understanding of the game at all.
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@jajay119 said:
You’re probably not going to like this comment, but I’ve been on these forums for about two years now and it’s always been pretty consistently killer sided which I think is what can cause a bit of animosity on sides sadly.
You can say I’m feeding into the ‘us vs them ‘ mentality if you want, that’s fine, but it’s just an observation.
The people on here the most are not killer sided. The killer sided posts always always get pushback. "Killer having aura reading is OP" came from here, "Eruption and Pain Res are OP" came from here, "Blight and Pinhead's add-ons are OP", etc. Now it's Weave Attunement.
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More like, if you can catch one then assume you're hacking.
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@I_mean_yeah said:
I rage quit a lot if I'm playing a weaker killer and meet SWFS that sprint the hell out before i even get to the gen, knowing they're on comms and call out everything.
It's simply just not fun at all, you start chasing someone, instantly the other 3 survivors are hugging gens. I swear SWFS on comms are like borderline cheating
It's really not fair. Even experienced killers have to settle for the draw vs those teams, tunneling from the start and using Rancor and stuff. Even though I main killer, I laugh when I'm survivor and the killer DCs, but that doesn't mean I don't have sympathy for them.
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I want all of them.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3780082#Comment_3780082
This is kinda like saying "if killers were more powerful they wouldn't need to camp and tunnel".
Players are going to optimise their games however they can, and if there's a way they can win even more, even faster, they will.
It may technically be correct, but it doesn't always work out in practice that doing the opposite of a problem solves that problem.
There was a time where I didn't camp 2nd stage or tunnel, but now I've had to do it so much it physically feels bad to pass up a tunnel opportunity. So both can be true, but it depends on where the killer player is at. Are they just going for chases, or are they optimizing?
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We do need a killer-favoring "closing out the game" mechanic like that. Otherwise this issue goes unanswered.
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@Rulebreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3779107#Comment_3779107
Thinkin your underestimating how often they would be obliterated…
When you reach any point most matches become the same cause everyone is running the same bloody thing or doing the same bloody thing 90% of the time. Don't think sbmm and mmr have anything to do with that.
It's not about how often they'd be obliterated. It's that it happens at all. When it happens to much to survivor, which will absolutely happen if we bring random matchmaking back, we'll be back to year-long killer nerf sprees. What MMR would do (if they fixed it) would put like-hour'd, like-skilled players against one another so that the devs can even begin to get good data on what works, what's OP, what's common, what's trash, etc. Because right now there's a ton of might as well be random matches, and the devs are actually trying to base their changes off that. Killer getting stomped all game but gets 4 because of too much altruism at the end? Overperforming. 2 great survivors die because of their 2 trash teammates? Survivor must be too weak. It's not working. We need consistency in our matches.
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Stop with the blanket statement, "MMR bad" because y'all don't know what you're talking about. MMR in theory saves this game. Basing it off kills vs escapes only, and making it super loose to cut down on queue times (MMR BHVR edition) is what you're really having issues with. When MMR first came out, it was perfect. So what if queues were a minute or 2? You at least knew the skill level you were facing: your own. All the people wanting to go back to random matchmaking, yet claiming that they don't want the game unfair/unbalanced, are hypocrites.
Just make MMR the way it used to be, and base it off more than just kills and escapes, and it'll be perfect. I don't know why nobody's suggesting this as a solution. It's so obvious.
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@Toystory3Monkey said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3778960#Comment_3778960
in other words - punish skilled players on both sides in favour of low skilled casuals.
no thanks.
That's mostly what he's saying, yeah. But SWF getting a debuff is the definitive solution to this issue.
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@ad19970 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3778764#Comment_3778764
I see it often enough, or have in my last survivor matches, which have been a while. And it seems like a lot of other people also see tunneling and camping often enough to be a serious problem, or there wouldn't be as much complaints.
Those strategies surely are not dead in any way. Tunneling is still one of the, if not the strongest strategy for killers. Even just in videos of content creators I sometimes see how they resort to tunneling if they are losing, and then end up winning because of the tunnel. Tunneling is incredibly effective.
Camping is also effective. Against some killers you can try and hook trade, but against killers like Leatherface or Huntress not even that is possible. Also, if all 3 survivors have to come and swarm the hook to get a rescue against a camping killer, then that's no one on gens at all, which will just lead to a 100% loss for survivors. Them losing has nothing to do with being bad in that case. In the contrary, it's bad killers that have to resort to camping in order to win matches.
At least camping is being nerfed a bit in the next patch, but it surely won't be enough.
DS is good against tunneling, but not everyone runs it. And no, you can't just easily take a killer on a chase after being unhooked. 10 seconds of BT aren't enough for that, against strong killers with good anti-loop it's very possible to not last long at all, given you are already injured when coming off the hook.
Kindred, Camaraderie and Reassurance can be helpful, but often enough only in a swf. Not sure why you would even mention the "anti-camp" mechanic, it isn't an anti-camp mechanic, but an anti-facecamp mechanic. It does nothing against regular camping.
No. Tunneling once you realize you're already losing, it's way too late at that point. You just lose anyway. Bad survivors can throw just about anything if they choose to though.
And I'm assuming that's the caliber you're basing all this off of. Like they never have the thought to punish camping by doing gens. Or are you suggesting that because 1 survivor gets guaranteed camped to death in certain hyper specific situations (just Myers and Leatherface), all camping is OP unfair? Idk at this point. But I'm tired of seeing this; there's no diversity of thought on these topics at all. You either have the right opinion, or "Wrong cuz killah biased."
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@100PercentBPMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3778355#Comment_3778355
Why would he be in trouble? Being able to theoretically play any loop or tile in the game thanks to UVX(which people are trying to remove) is not what I'd call being in a bad spot.
There's tons of loops which he can't do anything at with his power, sometimes because the survivor won't let you, other times just in general.
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@Ekrizdis said:
Unknown is very strong and very fun. I have a blast playing them. I think you're problem is simply to do with your experience with them and possibly your build
No, he's spot on. Especially about the power physics and acting out of tp.
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This is why I haven't been playing him lately. Thought he was trash upon release, my mind got changed through playing as him, only to realize that my original assumption was correct the moment I faced competent survivors. Constantly missing shots due to its tiny explosion radius and inconsistent physics, constant scenarios where the survivors can see me and break out of infection yet I can't see them or hit them with my power, and teleport clones which are too few in number before they start to replace each other are also destroyed constantly. I'm pretty sure when they touch him soon, they're gonna nerf him, especially his teleport. But I really don't see the reason, because he feels pretty mid. Mid killers have been known to still get massive nerfs, I'm just saying.
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@ad19970 said:
I just never see the endless amount of deadzones on maps that some people seem to talk about. Some maps certainly have unnecessary deadzones, and some maps are receiving more and more weak pallets for some reason, no doubt, but I also don't think it's that bad either.
My experience with hitboxes are also never that bad, even though they can be questionable at times.
Survivors certainly still have good perks. When it comes to perks, the game is pretty well balanced at the moment in my opinion. Most exhaustion perks, Off the Record, DS, Iron Will, We'll make it and more are all great perks in my opinion.
Tunneling, camping and slugging are the real problems for survivors at the moment, in my opinion. Especially tunneling and camping, even though the latter is at least being nerfed a bit next patch.
Not at all. I almost never see slugging, and tunneling and camping are dead strategies, especially camping. Y'all act like if the killer's around hook, you can't get the unhook. You totally can, given you hook trade. If all 3 teammates run up to hook and take a hit but don't hook trade, then they're bad and deserve to lose. And the person off hook is not helpless. They can easily take the killer on a chase in which DS's timer gets outlasted. If that's not enough, you have multiple perks like Kindred, Camaraderie, and Reassurance, plus the anti-camp meter.
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They already worked hard for it. They killed 2 people and are now going for the other 2. If you want to lay on the ground even longer, by all means crawl to that corner.
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It's only Fortnite in that it caters to casuals above all else. All of the chapters this game has gotten have been within the realm of horror, a survivor, or a killer. 2v8 didn't change this. Now the outfits, you're onto something. Some of them are straight-up dumb, from bunny ear Feng, to milk man Hillbilly, to Yui with gigantic fox tails.
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@Efrost said:
They had a solution to this ages ago, but removed it because it removed agency from the killer. When Hatches spawned based of players remaining count and gen count. It encouraged players to continue to do them. As there was a possibility of escape. But now if you have multiple gens and its down to 2. There is no reason to touch them. Behavior has in their constant need to make sure killers have agency. Have severely hampered survivor agency. This can be viewed in alot of killers losing the risk in their power kits. EX, Huntress getting a ton of hatchets, Billy being having almost no down time on chainsaw with no overhead and way faster handling, Bubba had his stun from hitting a wall reduced and collision reduced, Doctor is getting cds on all his abilitys especially if they miss, the list goes on and on. Then add in the reworks for maps are getting crazy, Haddenfield is absolute garbage, basically every vault is unsafe because there is an opening somewhere right near it. And they keep shrinking the maps to be smaller and smaller, Again haddenfield is small enough you can stand in the middle and see both walls from opposite sides, making things like watching both doors form a single spot, (Which again is a 0 survivor agency situation) But people just shug and are like oh well its bad rng. Which is incorrect. Its bad design that, that can happen. They have stated both side should feel like they have agency but survivors can easily be placed in multiple situations of no agency.
If they simply add something to force survivors to be revealed then again you are stripping survivors of their only option at that point of the game, the hatch. If you remove the hatch. Then you will see survivors give up even more then they do now because once a game looks like it isnt survivable. People arn't going to stick around which in turn makes it worse for any remaining survivor. They could look at having something like sole survivor add 25% gen repair per player killed. This would allow survivors to gain benifits to try to do stuff even with 2 because by then the gen will only take 45. Instead of 90 seconds as the issue is even if you had 6 gens left a killer can check them all well before you can finish one by yourself. But even that isnt great because it requires a perk slot instead of an in game system that could give survivors a chance of escape. If you want survivors on the gens you need some sort of system that either speeds up their ability to complete them, or something that will distract the killer so that they can finish the full 90 seconds. But without anything like that in place. There just simply isnt a reason to get on a gen, when you are behind and its down to 2.
And if you unfortunately don't like that. Well Killers tunnel and camp and claim its perfectly fine strats, so I would argue the same about hide and waiting out hatch. Both strats deny players the ability to play the game to try to gain an edge at winning it.Not having hatch, and instead giving killer aura reads, means they've simply got to try instead of waiting for their teammate to be killed. Hiding is just non-gameplay. And it's not hopeless either. Try and loop the killer for the last 1-2 gens. It might not work, but you can play as safe as you need since you no longer have to save pallets for teammates or avoid creating deadzones. You can just go all-out in chase, and the killer might not even be playing to his full potential since he thinks he's gonna win, the last gen gets done and then at least one of you is out. That would be the same result as a hatch escape, but it wasn't just a free jump in.
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Hatch is a bad mechanic. Look at how most 2v8 matches end. What they need to do is have a "closing out the match" mechanic that's in the killer's favor, not the survivors'. It's the only way. Why is the killer holding the game hostage and issue, but survivors doing that is par for the course once it's down to 2 people? Why do survivors need a free escape, but it's "unfair" that the killer can close it? All the explanations are feelings-based, not logic-based. Hence the soon-to-be hidden prestige update.
So remove hatch. If the survivors don't progress their objective, show their aura, even through lockers. Survivors being able to "juke" and hide from killers all the time (because of bad sounds and scratch marks), to reset for free, has been taken for granted. The survivors need to face risk to escape, which means doing their objective (gens), or else they don't get out at all. Not just playing hide and seek forever. Under both the current system and this new system, I'd ask both survivors to keep playing despite the odds.
The myth that it's impossible to do the last 1-2 gens once it's down to 2 survivors has been debunked. It's not always gonna happen, but if what lot's of people are saying is correct that, "I can loop plenty, but I lose because my teammates can't" then now's your time to shine. Loop the killer for like a minute, minute and 1/2, and assuming you or your teammate have 1 or more hook states to give before you die, that's almost 2 gens done. The killer can't be at a gen, at a hook, and chase you both at the same time, so they lose the war of attrition just like they would in the 1v4. If all else fails, you practiced your looping. And that's what the average survivor in this game needs: an incentive to get better. Buffing survivor over and over is never gonna bring solo close to swf level. To improve, the survivors need threat, which current killer isn't consistent in because they're either sweating their butts off to get a draw match, or they win and the lucky 4th survivor escapes anyway cuz hatch.
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@baharuto48 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3776048#Comment_3776048
It's hard to get my friends who don't play into the game. They want to hang out but they hate the bad form plays. They still jump when they hear the terror radius. 😂 And they can't hit skill checks and can't run for more than 5-10 seconds. This is a pretty unforgiving game to new survivor players.
And that's a failure of MMR. If they're new, they should be facing baby killers. It's not fair that complete mismatches happen all the time where 1 side clearly has more experience/skill than the other. It completely skews accurate analysis of what the game balance looks like.
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No you can't. And that's the issue, that the devs have been trying to do that for years. There's a caliber of survivor player which is exceedingly common, the average player actually, which doesn't understand that they have to do the gens to win, or get distance rather than hide to better avoid the killer. You're never gonna give solo enough buffs to where that type of player wins consistently, or if you do then that's even worse because it essentially means you have no balance. I don't knock new players who play like this either. They think it's a horror game, they're not efficient, they're still learning. But some players play like this after 100+, 1000+, 2000+ hours because they never had to get better, because everything they complain about the devs solve. They're never gonna acknowledge it's a lack of their own skill or experience, but instead just regurgitate "the killah is too OP." And since that's the majority opinion, the devs just accept that as gospel. It's completely disconnected from every other online competitive game, because the rest of them at least care about the higher skilled players.
I don't think you can or should make new survivor easier, because the tools are already there. Survivor, when played efficiently, is strong at base, then they have base anti-camp and anti-tunnel, bots when their teammates DC, and now 70 seconds on hook. To make it any easier would allow chimps to succeed at it. The most we can do is educate. Let people know about what they're objective is, good strategies, which perks are good, etc.
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Sometimes I'm glad for the DC because I don't want a stressful match, which is what you get against good survivors who actually try. But other times I'm mad because I do want some kind of challenge. At least let me feel like I've earned the win, not just because it became a 3v1 since someone got mad. So it depends on how I'm feeling.
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@abusedgenerator said:
I don't feel anything from BMs. I'm a grown up not a child.
But it's still a jerk move, right?
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He just doesn't hold up anymore. He's not viable vs good survivors. If you miss at all with your power, or they're going around a loop forcing you to fake and keep cancelling your power, you lose. And with tiles like jungle gyms, shack, even rock loops, that's especially true. Sometimes you physically won't be able to get them with your power, and are forced to play M1 trash. He has like 5 useful add-ons too. The rest, you might get use out of them, or none at all.
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@AmpersandUnderscore said:
Finally implementing something that took nearly no effort to change the number, but naturally can make camping and tunneling less efficient. Also has zero chance of being abused.
Only took years of me saying in nearly every tunneling thread to finally get them to listen for once.
Great change.
It's obviously going to be abused. Survivors can sit on gens for 10 seconds longer, and still run to hook at the last second and get a hook trade that's not in the killer's favor. The math in relation to time already didn't agree with the killer. Now it's just more pressure the killer has to delay with from him hooking people, which is what he's supposed to do. A gen is done in 90 seconds solo, a hook state takes 70. But if you go to pressure gens, what's the best chase you're gonna get against good players? 45? That's the enough time for 2 survivors to do a gen, or get 2 of them to 50%. So no, it's not a great change because it makes the survivor-sided math worse.
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Sorry this took 3 minutes to post. Apparently I got hit by the anti-spam system the forum has when I wasn't trying to spam. Anyway...
In terms of things that are most likely to kill the game, this is one of them.
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@HamsterEnjoyer said:
If a killer is too close to you it doesn't let you throw a pallet down. Not sure why
Because they blocked you.
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Sure they do. They're facing 1 killer instead of 2. Their main complaint in 2v8 is "It's unfair! I can't outrun 2 killers!" I can't even make the argument that they're more likely to have a bad teammate cost them the game in 1v4, because whether it's there or in 2v8, dead weight is dead weight and it'll cost you. I feel that killers are gonna have a hard time adjusting when they go back because they can't insta-cage people and they don't have a teammate. Coinciding with that 10-second hook time buff isn't gonna help either.
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Sure they do. They're facing 1 killer instead of 2. Their main complaint in 2v8 is "It's unfair! I can't outrun 2 killers!" I can't even make the argument that they're more likely to have a bad teammate cost them the game in 1v4, because whether it's there or in 2v8, dead weight is dead weight and it'll cost you. I feel that killers are gonna have a hard time adjusting when they go back because they can't insta-cage people and they don't have a teammate. Coinciding with that 10-second hook time buff isn't gonna help either.
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There's a survivor shortage because people want to play killer. Maybe what you said as well, but that's the main reason. And others would rather not deal with 7 potentially bad teammates when they're already sick of dealing with 3. It's really not hard to win as survivor, they see that, and so rightfully get frustrated when they never escape.
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I think in theory the mode is still highly survivor sided, and would be in reality if MMR was a thing. 8 gens is simply too few to do, especially with how many filler pallets back to back there are to waste killers' time. There was 1 match I had which turned from a 6-8 man out to a 2-man out, because there were 5-6 people at the final gen that was seconds from completion, and every single person but me ran off and stopped it from getting done. No body blocks, no commiting, and they didn't even finish a different gen to make up for it. They just gave up. So of course killers are gonna kill a lot when that's what they're up against.
Some of the class results surprise me and some don't. Obviously Escapist is the best class, because it has Windows, Sprint Burst, and gives a mini Sprint Burst to allies. Medic should to be the next best pick, so people not picking it and losing with it is kinda weird. Fast healing and seeing injured teammates is never a bad thing, and considering people want to heal seemingly constantly instead of doing the gens, I don't get why so few people pick it. The only issue is when Medics stay on gens and non-Medics always go for uncage and heal, because those defeat the purpose of the class. You could deal with having 1, maybe 2, Guides but that's about it. It's not that useful a class. And Technician I'm iffy on because you really don't need gen stuff to make gens go fast, but at the same time it can make up for your teammates' slack.
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@adam1233467 said:
They just need to get rid of lopro chains and revert his inicial turn rate back to 0,75s
Because Lopro Chain is OP?
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Yep. I'm expecting a nerf. Really, everyone on the middle column I expect to be nerfed, even though they don't need it. I do expect Plague and Cenobite to be buffed though.
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It's to protect the most fragile among us, who don't need to be catered to at all. If they put half as much energy into balancing well...
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@iamvladd2000 said:
Seeing as how The Knight was nerfed and is completely useless now, please tell us what you’re planning to do with The Twins?
Probably nerf them.
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Yes, Pharmacy definitely needs a buff, or at least return it to what it was. And the killers and perks mentioned seem promising, but I'm assuming it's gonna be mostly killer nerfs and survivor buffs. Plague and Cenobite had better be buffs, because they majorly need it.
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@Jim_Tonic said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3768804#Comment_3768804
I think its more the missing slowdown on gens that breaks killers in this mode. Like ive played 2 games so far as killer, 1 was a 8k swipe where we got pretty equally "hooks" spread between the two of us and the other was a like 3 or 2k or something
Yeah, the gen regression shouldn't be a bootleg Call Of Brine/Overcharge that you have to kick gens for. It should be a map-wide mini Pain Res every time someone gets sent to a cage. Similar regression, just spread.
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@Gplays2000 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3768321#Comment_3768321
it is a lot more fun than the nomal mode? You get hella points it is really chaotic and u have 10 billion pallets? I also feel like there is no sbmm in this game mode because I ran into tons of bad killers
Exactly. For all the people wanting god loops or pallet heaven back, this is it. Plus you get a dramatically reduced grind if you take advantage of the BP boost. There's no loss here; it's a win-win.