danielmaster87
danielmaster87
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@Mooks said:
what are you talking about?
That’s what everybody is saying about Distortion
though everyone is forgetting the tiny little thing that too much reliance on aura reading is also taking away a major part of the game - hide&seek.Also, the game is not meant to be played as a pure team game for the survivor side as well. There are plenty of perks encouraging solo playstyles
Okay, then people can play for themselves, and then stop complaining about bad teammates or kill rates.
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I won't be playing him. Can't anti-loop or chase with your guards, so what's the point? Please someone explain how his new design will make him better. 🍿
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@joel84 said:
and should be rewarded more. Definitely
Maybe at some point there is a possibility that the winning conditions will be changed, I don't know.
While we're on the subject of winning (MMR I know…. everytime the same bla bla) It's like soccer or field field hockey. No matter how well you play...., even if the worse team wins by one goal more in the end, the game is lost. Fair? Not at all. But it is what it is.
This is how MMR is calculated in Dead by Daylight and why I say this in almost every thread I write. Have fun while playing, because you can't see your hidden number. At most you can think about it for your ego, but you can't buy any of it. If some people want to sweat there, they are welcome to do so. If someone has 1,000 wins, it's no use to them, because thank God there's no official ranking.
I've read a lot of complaints about the speed of generators recently. This begs the question. If the developers want killers to focus more on chases, why are more and more elements being added to the game that affect the speed of generators?
Generator regression is becoming increasingly weak.
(Oh, A little reminder) Waeving Spiders, Specialist and BNP will be fun and scary (I'm looking forward to it)I can't imagine 5 minute games being fun. That's probably one of the main reasons why some players prefer the tunnel play style, I don't know.
Anyway, I'm a player who focuses on chases and hookz. The more hookz I can get, the better, but if the game is over too quickly and then all the survivors escape, it doesn't feel good. Especially if it's a permanent state.
If the developers are focusing on this, why are they doing the exact opposite? That is counterproductive
I want the killers who play fair and hit a lot of hooks to be better rewarded at the end of the game. That's only fair.
What do you think?
Yeah. But getting 9 hooks usually means a 1k. I'd rather get 2 hooks for a draw. When the game is balanced around hooks, then I'll go for that.
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Except it isn't because you can't see it for some reason.
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760053#Comment_3760053
A few people dont appreciate the buff. Their current state usually the most ideal to them, the killer may lack something, but that's why some people "main" them, they spent alot of practice and times to master the killer and strategy, now everyone can do the same for less effort.
I dont like how they changed Trapper, despite he's alot stronger now, but the game play feel brain dead.
I know people who dont like Twins & Knight buff.
I'm not convinced. At all. How does Huntress having 7 hatchets, which she could already do before with an add-on, make her ##### dead? How do Trapper, Twins, or Knight's changes make them ##### dead? You could argue they've been made simpler, but since when has that necessarily meant that they're stronger? Because that's what you're implying. Spirit lost all her mind-game-iness and has become simpler, because survivors can literally hear your direction now, and so she's way weaker. Same for, idk, Freddy. His add-ons are way simpler since his nerf, with crap like, "You hear survivors' footsteps louder." Did that make him stronger?
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@OnryosTapeRentals said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747079#Comment_3747079
It would make her a little more viable especially against better teams
Huntress is already a perfectly viable killer?
X to doubt. You can't even throw over a majority of the game's obstacles. How could a killer who's rendered nigh useless at a rock loop be viable?
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It is an issue, the fact that flashlights are a noob trap. They'll be spending half the match getting saves, or more likely failing them, instead of being on gens. But I don't know what the solution is to fix this, except improving matchmaking. If you're playing serious and have lots of hours, you should be playing with like teammates, not clowns who think killers can be blinded from the eyes in the back of their head. Sadly flashbang actually does that, but I digress.
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Whatchu mean?
Maybe because killers want to be able to play, too.
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@Nazzzak said:
How many hours do you have and how many killers do you spread your time across? I only ask because it can take time commitment for alot of people to master just one killer and you've listed several straight off the bat that you play. I honestly mean this in a purely constructive way, perhaps you're still learning to play these killers efficiently?
He's got 3k hours and complains about how stressful killer is. To me, that means he knows what he's talking about. Most people who post complain about things like, "The killer's able to find me, and that's unfair.".
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@appleas said:
Gen efficiency is probably the thing that people are complaining about the most but the word gen rush gets thrown around a lot which leads to confusion and counter arguments of "Not everyone Surv brings good toolboxes with BNP every game".
At the end of the day, it still falls on Survivors making mistakes which leads to Killer snowballing. Be it running a loop properly, failing a 50/50 or even just being gen efficient as a whole. That's why Killers try to create situations where Survivors are prone to making mistakes, slugging/tunneling/camping etc
Survivors don't need to bring gen speed-up to do gens fast. That's what they're not getting. They also don't get that gen rush is supposed to be the standard result every match. There's no reason for gens not to fly, and the only reason they don't is because of bad matchmaking. I routinely get solo teammates who, when I talk to them about how their god awful plays cost us the match, they say, "Ugh, sorry I don't take the game so serious" or "I'm not a master like you" or whatever. Why do I, who always plays serious, has thousands of hours, and oftentimes is the MVP, get those casual bums as teammates? And it's not just 1 out of 10 matches; 9 out of 10 matches I get teams chock full of them. But I can't ever get easy killer matches, because the survivors I face actually know what they're doing. Never feeling like you have power in a match, because the MMR choke slams you and the game balance bites your ear off, is what's pushed a huge amount of players away from the game. We've lost so many players who were so invested, had so much experience, and were so skillful, because this is straight BS that doesn't reward skill or decision-making. The devs have betrayed those people, since they don't know what they're doing, so they couldn't help the situation even if that's what they wanted to do. They don't.
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@HaunterofShadows said:
Nah. Gen speeds haven't bothered me or felt off in a long time
Have you played Hag recently? That'll change your mind.
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Yeah. You get survivors who do gens, you just lose. Only reason why this is rare in solo is because matchmaking sucks. Generally SWF has efficient gen speed every time, which is why we complain about it. If the devs wanted to bring solo up to SWF level, they'd just improve the matchmaking, because a good solo team is basically SWF-level. But they don't want to do that because it's better for them to have the community mad at each other than mad at them.
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@Spirit_IsTheBest said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759889#Comment_3759889
Worst take I've ever seen.
What about it is wrong?
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I already made a lengthy comment on Hag recently, so I'll just say this. The reason why she 3-gens and slugs is because she has to, because otherwise she sucks. I don't know how you even get in that position unless the survivors suck. Try building a web of traps and maintaining it. Just try it.
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759420#Comment_3759420
Are you going to suggest these should disable DS, OTR:
- Disarm beartrap
- Unlock RBT
- remove Hag traps
- Remove Artist's crows
- Remove madness
- Mending from Legion
- Use Plague fountain
- Look at Ghostface
- Remove Demo's tunnel
- Remove Victor
- Crouching over PyramidHead's rites of judgement
- Using Nemesis vacxin
- Using Wesker spray
- Using Sadako tape to not literally get moried
- Disarm Skull merchant drone
- Pickup Singu EMP
- Using Xeno flame thrower
- Remove Unknown hallucination.
- Open Lich chests.
At least some of those, yeah.
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@Pulsar said:
Let's not. Not really any reason to, Pinhead is fine except for his FoV bug
Which is why he's top 3 killer, right? Because this glaring weakness doesn't affect him at all.
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@DyingWish92 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759739#Comment_3759739
Would buffing m1 killers to 120% be broken? I think this is a fair valid question.
Buffing all killers to 120% is probably long overdo, because of how little gameplay there is at most loops. We could have even kept old Made For This if this was the case. What people don't seem to realize is that killers getting buffed means more reason for survivors to get buffs as well. But they'd rather have their Hope combos where 110% killers physically can't hit them. A standard walk speed across all killers would help fix this.
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The truth is there's been many things done to remedy gen rush. Buffed gen perks, more gen perks, nerf Prove (very surprising), change BNP, 10+ seconds. But for every positive change in that regard, 3 more changes undid what was achieved. Nerfed killers, nerfed add-ons, nerfed gen perks, barely touched maps, buffed Deja Vu, more gen speed perks. Efficient gen teams still possess cheater-level gen speed because the killer can't physically do anything to stop them. There's no reason for survivors to be going down constantly or for gens to be regressed multiple times or take like 10 minutes. So excepting those matches, you see daily that the time to down, and time to kill, for killers is much too slow, which is sad because sometimes those downs are near enough instant.
Honestly I would have enjoyed a fast-paced game in terms of survivors having quick heals, killers having the tools to down quick, and fair gen speed. But people didn't want the part where killers benefited, so here we are with none of those things. Now it's fast-paced in terms of the killer mathematically being at a disadvantage, as it's always been.
One problem that still isn't being addressed, that relates directly, to this is anti-camp and anti-tunnel being used offensively against killers who aren't camping and tunneling, as well as against those who must camp and tunnel to win. Realistically, the killer hooking someone doesn't get them anything. Someone has to go for save or hook trade, the killer might get a meager use of thrice nerfed Pop... but at the cost of, what, 1-2 gens? And then rinse and repeat. How do you win that match? "But the killer can make 3-gens and pallet dead zones." If you have any amount of game awareness or teamwork, especially with the very popular perks Windows and Deja Vu, this does not happen.
Anyway, it's only when the killer kills someone that the game is finally in their favor, because the survivor gen efficiency gets cut to half: 1 in chase, 1 on gen, 1 on hook. Still winnable with some willpower and skill. But the killer has the hardest time ever killing the 1st person, because he can't camp for the 1-hook or 2-hook (except for rare exceptions), he can't spread hooks around because he obviously doesn't have time, and he especially can't tunnel. Tunneling is asking to be hit by DS, which is a game losing play because you lose all your momentum with that stun. But multiple people can have it, and it doesn't deactivate when you hook someone else, so in a scenario where you have 1-2 people recently unhooked, you could get hit by DS and lose the whole game, even if you were set to win. So there's almost no difference between a killer tunneling and a killer not tunneling as long as DS is present. Great game design.
Trigger warning
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People also like to cry about anti-loop killers, which I have to assume is because of a lack of skill. Because if you're arguing for fun, looping a killer with a reasonable chance of downing you is the most fun thing in the game. It's about wasting time for your team's sake, not outlasting the killer for 5 gens just because you're "skilled enough." Any system that allows a killer to be looped for 5 gens, and he's putting in tons of effort while the survivor's just going around pre-conceived loops, is bad design. Anti-loop killers somewhat circumvent this design and lead to quicker downs. Without that, the killer's playing a losing game by default. That's why nobody plays M1 killers, even the former S tier 🤣 Freddy, or even the killers who can instadown you like Myers, Oni, and Ghost Face. They, the weakest, even get tagged when they lose. So if I've got your message correctly, you don't want those killers to win, and you don't want anti-loop killers to win, so what's left? You're always asking the devs to think outside the box and create a new non-fast, non-stealth, non-setup non-anti-loop killer. Well, you're kind of limiting what they're allowed to create quite a bit, aren't you? And even if they are successful in creating an entirely uncharted new killer concept, like they brought him in from the 4th dimension or something, you'll still ask that he be pathetic and weak so you can beat him. The lack of compromise makes that painfully obvious.
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So the gen speed problem can be solved easier than you can imagine. But it's the will of the people that it doesn't come to fruition, because they want to have fun and win, but not at the cost of the killer being able to have fun and win too.
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@VomitMommy said:
It was definetly a nerf, so you had option to remove it without triggering, like next to a hooked survivors.
But most traps you can just abuse holding S and she won't get a hit on you from triggering the trap unless she has specific addons.
Hag has only two modes, either you stomp the survivors, because they don't know what to do, or you going to have really bad experience.And it's the strangest thing. So many survivors in this game are straight-up bad. But every time I've hopped on Hag, every single team knows her counterplay. They call her S tier because of those 1% of matches where she got really lucky and got a 4-man slug or something. From my experience, she's like bottom 3 killers, easily. How're you gonna get anything rolling with the killer if someone's just tripping your traps the whole time? Just hope that their brain turns off?
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@HolyDarky said:
The removal of flashlight was helpful for Hag but now not-so-good survivors can removal her traps without taking any risk. However, these types of survivors will always do a blunder against Hag and making one tiny blunder against her can cost you the match. So, I would say it is not that big of a deal but still a nerf. Otherwise this change hasn't affect Hag that much. Good survivors won't do the new removal against her traps, they will still do a spin to trigger them without beeing in danger while still harassing her active.
They still have the spin exploit? That's sad. That singlehandedly kills her.
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I mean, it's not even a question. Hag gets ruined, far harder than any other killer, from 1 survivor interrupting her game plan. 1 survivor knows when/where/how to trip her traps, she loses the whole game. And I got tired of feeling that way, feeling that the killer was only good against bad survivors, so I quit maining her about 2 years ago. Usually people expect paragraphs of examples and proof of things like this, but there's honestly not much to talk about. You can see it. Her teleport isn't even instant except on scroll wheel which not everybody can do or wants to do. So bar scroll wheel, even in the best possible scenario you have to keep running a few seconds after in order to hit the survivor, in which case they usually get to a pallet or window.
Small tangent but worth the perspective: I disagree with Tru3 on very few things, but this killer is one I vehemently disagree with him on. "You just place traps down, get a hook, and then win! Hag is so simple/easy!" Says the guy who knows a majority of killer wins are from facing bad survivors, who knows getting a single hook can be hard vs good survivors, and who almost always faces bad survivors on Hag WITH Rusty Shackles. Rusty Shackles is the least skillful way to play Hag, because you don't have to play with camera swings in mind, and the survivors physically can't tell when a trap has been tripped. For every match that has been a smashing success with this killer, there's 10 others where the player was basically unable to play it.
When weighing the pros and cons of losing flashlight disabling but gaining rubbing the traps away, I don't know which is worse. The most skillful and riskiest way to counter Hag is through tripping her traps on purpose, because although it's very easy to avoid that hit, at least there's risk there of getting hit, a snowball's chance in Hell of snowballing. With flashlights which highlighted her traps as well as disarmed them, I don't know how Hags ever won against that. I'd have lobby dodged. But with running away her traps, it's still a no-skill non-interaction with the killer, with the only downside being it takes a few seconds. Guess what? With tripping which is usually more skillful, you can just trip 5-7 of her traps in about the same amount of time, assuming she set them all up on hook. How then is that strategy "skilless" for her and helps her win when she just loses all her traps in seconds and the person still gets unhooked? Because that's the complaint I always hear. Hags who know what they're doing don't do that. So you can tell most criticism levied against her is from low skill survivors.
Maybe I'll try using her trap range reduction add-ons, or her 117.5% add-ons, and see if that changes my perspective at all. But otherwise I don't know what to do with this killer. I don't know why she's considered A/S tier when, again, 1 survivor who knows her counter: lose the whole game!
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It was never going to work out as long as the guards still don't know how to go through a pallet. Their pathing kills their potential.
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He's good, but not that good. Once you go against a team which knows how to counter your shots, you basically won't be using your power. You'd have to be waiting at hook with it to get the double hit, and that's about it.
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@indieeden7 said:
Post rework it was almost entirely survivor sided, post second rework, it feels absolutely miserable to play as survivor. The houses' god windows certainly needed removed, but BHVR seemingly decided that they needed to make every window on the map a deathtrap unless all the survivors brought BL, or they outright removed them and decided to replace them with some of the most unsafe pallets we'veseen to date. On top of that, completely deleting 1/6 of the map has made the map feel absolutely tiny.
The only good thing that the second rework gave survivors was that most of the outdoor pallets aren't as egregiously unsafe anymore.
They could do with putting another park area on the other side of main house, because that side feels a little barren. But that's about it.
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Not sure how it's "killer sided." I've never had an easy match on it no matter what the version, unless survivors just gave up. Even then, good survivors can just 3v1 you.
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Logically, a 3-4k. If I get a 1k or a draw vs a ridiculous team, I take it as a spiritual win, because that's all the devs want you to get vs that caliber. This is the only game community that views losses as wins as long as they "had fun" or got a certain amount of points. It's just weird to me.
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Instadrop was okay because it basically didn't exist. The game bars you from summoning your guard unless you walk backwards for like a whole second, otherwise you're too close to the pallet or wall, and it just doesn't let you summon them. How is nobody factoring this in?
Another thing I don't like that was changed that nobody is talking about is Jailer and Carnifex getting their chase times swapped. Instead of the potential time waste being spread across Carnifex (with his chase) and Jailer (with his patrol), now Jailer has both. So Carnifex is basically only used for breaking now. And Jailer potentially wastes the most of your own time now, because he patrols the longest and chases the longest. So he can patrol almost til the end of his timer, spots someone and chases them, and until that chase ends, you don't have your ability to chase someone else. And I don't know the numbers, but that would be like what, 1 - 1.5 minutes?
Knight is just a nothing killer.
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"Some players found the auto-aim frustrating because you couldn't target a specific survivor." You can't do that anyway, genius. Just try it. 2 survivors running together, the tracker is gonna go for whoever it wants, not who you want. And if you try to adjust by pulling the camera away, it resets both their tracks, and you end up not infecting/slipstreaming either player.
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Any meaningful killer buff.
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I'm pretty sure there's just enough time to get the save, if you dodge 1 shock.
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The sad thing is this add-on is the one where is saw a random comment years ago, "This is OP becuz killah has wall hacks!" and it was a laughable opinion back then, but now it's somehow a hotly debated issue. It's not wall hacks, and for crying out loud, the killer has to be able to track survivors in order to progress. That's why survivor mains, mostly casuals, have clung so fervently to Distortion. I wouldn't be surprised if they soon ask for Distortion to be base, because there's allegedly all these unfair "wall hack" perks and add-ons killers have. Ridiculous.
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This is absolutely true. I've tried probably twice to report someone who was clearly hacking. Spent like 30 minutes each time, and got nothing. You can't simply post the video on this site, because "the file type isn't compatible" or something, and if you're on console there's basically no option to. The most needlessly complicated report process I've ever seen, and you wonder why this game has such a history with hackers.
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@GolbezGarlandGabrant said:
All the killers giving you counterplay advice but when it comes to survivor things—no counterplay!
Yeah, how are you supposed to counter DS when multiple people have it? You just hooked someone else, and now you're getting DS'd for "tunneling." Or Dead Hard when they're at a pallet/window and you HAD to swing or else they'd just get the pallet/window? Or Blast Mine when literally all they have to do to get it is do gens?
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@HexHuntressThighs said:
Why not use object? Lmao it literally hard counters Weave by giving you wall hacks back in them
Yeah, you'd get the gen speed boost the whole time. It's genius, and people still won't use it.
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@Krazzik said:
I've barely seen that combo at all this event, maybe two games in all? Lethal is the perk that makes Distortion pretty much required.
"Because if the killer sees my aura, I can't do anything against him!" But you can. Just because the killer sees you doesn't mean you can't loop him, or even make him give up chase to go for someone else. Distortion is mostly for people who can't do these things, like new or casual players. And they can have it, but let's not continue to balance for them when their main difficulty in whether they escape or not is if the killer sees them or not. For comparison, in Friday the 13th Jason can chase you for 2 minutes, and as long as you had a proper set-up to run him, he's likely to just leave. No trouble there, of him seeing you. I don't like this idea that you have just as high a likelihood of winning as survivor if you hide compared to if you're actually looping. It makes balancing around skillful play impossible.
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@NovaKane said:
Gonna run it every game from now on cuz it's Franklin's and Weave Attunement 80 percent of games. I may as well bring self care and hide in the corner as well like the others. Thanks for the awesome perk to make my items useless and make me hide in the corner and not help anyone bhvr. The killer can remove my item every game, but I can't remove their iridescent add ons. Dope gaming
Yes, go ahead and run Distortion. I'll just counter with Gearhead while you're worried about a 2-perk combo that's easily countered or even ignored.
Ugh, Self-Care gamer.
And how entitled is that, wanting to negate a killer's (not just any add-ons) pink add-ons?!
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@Spirit_IsTheBest said:
I don't like Pyramid Head either, I'm always confused on how people find him fun. Like you mentioned, his power results in lose-lose scenarios and results in getting hit either way, also dodging his power doesn't feel rewarding considering he can reuse it instantly.
Well, it should feel rewarding on the first miss, and especially when it misses multiple times. How do you think the killer feels, being in position to use their power multiple times and not getting anything from it? So this idea that just because a killer can use his power more than once every 30 seconds makes him bad to play against, is ridiculous. The game is literally designed for you to feel good as survivor for having close calls with the killer, often times with way less effort and skill than would be required in other games, and you don't even appreciate it. In fact, you call it boring. So what do you want?
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No. It's so not easy to hit with his power, unless you're locked in animation or going down a straight hallway. Even then, there's just enough time and space for wiggle room. I'm more confident with Clown than I am with him. Despite being 115% Pyramid Head feels slow.
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They're always getting worse, just like the sounds.
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@Toystory3Monkey said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3758348#Comment_3758348
so my comment got deleted after a few edits bc the system randomly decided it apparently needs to be approved. if it goes back, sorry for the spam.
imo the only middle ground we could have had if we really want auto aim is that if we do not nerf singularity's lock on in any capacity in relation to autoaim and make it only react on survivors that would've been normally visible within camera's line of sight when you access it.
in that case there wouldn't be situations where cameras just instantly find people for you or when they're nerfed to compensate for autoaim so hard, that it's overall net loss for anyone who wasn't struggling with camera controls in the first place.
trickster is a good example of how killer was probably really badly changed into more boring hybrid bc devs had to compensate for accessibility change, resulting in them deciding to reduce the overall impact of the power and forcing more conventional gameplay on trickster players which they probably don't appreciate since they chose that character in the first place. That's anything but good.
Im glad that so far it seems devs have recognized the issue and decided not to go through with the change that clearly cuts off the skill expression and reduces the skill ceiling alongside the skill floor. flicks are way faster than 0.2 seconds which is how much lock on was nerfed, which effectively means that autoaim didnt replace flicks, it just removed the ability to even infect people in situations where flicks could've helped. it is a small win for teleport scan, but these are way less common than infections.
I would be really surprised tho if they still nerf the lock on time and they didnt nerf it bc of the autoaim, but for some other unrelated reasons.
Whichever makes the killer weaker, nerfing one aspect or another, or leaving it as is, that's the change they'll make.
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@mizark3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757241#Comment_3757241
I mean if you are reliant on the Soma speedboost then that means you fundamentally don't understand the utility of his power. He gets (nearly) a 4x (max stack) Fire Up. That makes all corner pallets a free hit (and since about 30-40% of pallets now are corner pallets, that's a lot of free hits). Secondly you can punish instadrops by soaking the power for a free Spirit Fury.
Basically Singularity is a macro Killer, and you win by slowing gens by forcing EMP pickups, and whittling down the map resources long before normal. Not only that, Singularity can teleport crossmap with little investment. Not only that, but with add-ons like Scream on un-slipstream, you can keep track of where everyone is, knowing where people will approach from, and being able to intercept them. Even if you run no add-ons, the Survivors are caught in a lose lose with EMP usage. If they follow the chase, you can retag in 2s, and it took them far longer than 8s to grab an EMP and run over. If they use EMPs to prevent macro/crossmap tags+TPs, then you are overwhelming in chase. The real counter to Singularity is having one person always printing EMPs (assuming the Singularity has a modicum of skill), but even then that takes up so much gen time that a powerless M1 Killer can still win if it is effectively a 3v1 the entire game.
Everyone who wants skill expression should praise Singularity, because you truly utilize skill instead of just bruteforcing hits with near double speed (Nurse Blinks, Spirit Phasing, Blight Rushes, Wesker Dashes, Billy Saws, Oni Dash, etc.).
This is bananas. You don't even understand EMPs in relation to gen pressure, of which there is none with this killer. The time investment of getting EMPs is so worth it, it's not even funny. Singularity can set up a well-placed camera that covers all workable sides of the gen, and then as soon as he infects someone, they EMP, which undoes the infection and disables the camera for a hideous amount of time. Now what? He's forced to manually walk over there, and either replace the camera/regress gen or infect/chase 1 survivor off. Either way, huge time waste which is a net positive for survivors because he's still only interrupting 1-2 people. Or he can do none of those things, let them have the gen for free, because they'll EMP his camera again if he tries to stop it, and instead chase the survivor near him, who with or without an EMP will waste too much of his time anyway that he can't possibly make up. The only way he'd get any amount of pressure rolling is if all 4 survivors looked for EMPs at the start instead of gens, 1 got interrupted by Singularity while trying to get one, and then had a really bad quick chase. Even then, he needs that process to rinse and repeat nonstop the whole match, while counting hooks so he doesn't go for more than 1-2 at a time (an auto-loss), which almost can't happen because the EMPs not only generate automatically, but can also wipe out multiple infections and/or multiple cameras at once, of which 1 instance of that is an auto-loss. When the survivors can just rebound so easily, because the Singularity has to do so much for so little, what even is "the wrong play" that they could possibly make?
Y'all keep taking about this magical world where a certain killer is always in advantage and can always rebound if he always does this scientifically broken down thing, but in practice it virtually never lines up with what I and others see or are physically capable of. It stinks of smurf-esque opposition, confirmation bias, and luck. You'd have to experience the most successful, no-misplay series of matches to even come close to these conclusions. Because in my experience, 1 player knows how to loop/counterplay, killer could lose the whole game. 4 players possess that knowledge, defeat is basically inevitable. Multi-thousand hour players like myself know this. The only killers that break this rule, because of just how much they can do at loops, how much map/chase pressure they have, or how easily they can get a hit, would be like Nurse, Blight with speed add-ons, Myers with purple add-ons AND the best possible map with no SWF involved. And it's still not foolproof. So if those killers are struggling, everyone besides them is most assuredly struggling. Just based off my experience with Trapper, Hag, Demogorgon (if using portals), Skull Merchant (set-up killers), I can see the countless weaknesses that Singularity has. Countless. He has more counterplay than Wraith and Hag, which is frankly shocking. I'm astonished, that killers like this get such high praise, because in the grand scheme of the game this is not viable. Viable killers can win vs good survivors who know the counterplay, not just against hammy survivors who don't know what they're doing.
🤷♀️
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@ColdCobalt said:
This is how I feel with singularity as well. In nearly every game I play, I will get at least a 2K, but I feel like I have to try as hard as possible to even achieve that. I know that it's a skill issue and that there are some insane singularity players out there, but I can say that his play style is just not for me.
Don't be so modest. It's easy to be gaslit that a killer becomes way better if you simply have more skill. That does a lot for those M1 killers, doesn't it?
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@supersonic853 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757196#Comment_3757196
I woulda just made it a option for console users but I know they don't really do that much. But trickster has gotten a change like that for console in the past.
Yeah, because even on PC it made no sense that he's recoiling from throwing knives like he's got a gun. And he still alternates throwing hands on every other knife, so still unfeasible on console against survivors who aren't standing still. Don't even get me started on how hard PC survivors could bully him, with their ridiculous turn rate.
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@Toystory3Monkey said:
maybe the killer just isn't for you.
auto aiming in cameras felt nice, but it def made him way easier than he should've been for what he's capable of, especially in comparison to the effort it would take to start dealing with singularity that can actually infect people.
A Singularity that can actually infect people, aka getting lucky, or they focused down 1 survivor for a 45-sec minimum chase which'll still cost him the first 2 gens, or half of a remaining one.
If you think this killer's so easy to just pick up and win, you must really have it out for killers like Wraith, Myers, Pig, etc, you know, who see tournament play alongside Singularity because they're so simple easy to win with.
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@Nazzzak said:
All I've seen so far is the auto aim has been dropped, as feedback from Singularity players was that it took skill expression away from him. Other than that I don't think we've heard anything.
It's why I hate the term "skill expression." It's just used to fit whatever the current narrative on a killer is. Unless the auto-aim would cause you to miss someone you would have hit (i.e the auto-aim on M1s), why would you want it removed? I must again question people who supposedly main these killers, yet view buffs to them as a detriment to the game, no matter how minor or severe. This killer in particular, as others have gone into detail on, has nothing going for him 90% of the match, and is a trumped-up noob crusher. Even against noobs, "What this device? Disable the killah's power? Me use this all match long!" and as long as 1 person minimum is doing gens, whether they take 5 minutes to do or 10, even they could beat Singularity! He's infecting people, or he's spreading damage, but never both, and a lot of the time neither.
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@HexHuntressThighs said:
Insta down killers are all pretty much unfun to me. Since if you make 1 mistake the chase ends immediately.
I played against a streamer P100 Billy and it was the most miserable match I ever played because how good they were. Every Chase was less than 15 seconds. I was trying everything too, crouch techs, abusing windows and so on but it didn’t matter.
I would honestly rather play against skull merchant because even an insane skill merchant won’t insta down you 99% of the time.
Skull Merchant is preferable for me instead of a lot of killers. I just need a decent team, and it could be a really fun match instead of a miserably slow futile one. Solo queue.
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Nurse. I must think I'm so unpredictable with my movement and I'm really not, because she almost never fails to hit me.
Trapper. He gets a basement hook, guaranteed 1-2k. If not, NOED for the 3-4k. Just my luck.
Oni/Blight. Don't know if I go exclusively against their PC players, but these killers almost never get dead angled in my matches, and instead get constant hits and downs.
I'd include Skull Merchant, but she doesn't deserve my anger. The people who don't even try against her do.
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The only thing that's gonna fix solo is better, stricter matchmaking. Yes, even at the cost of longer queues. Solos literally have free info, BT/Haste, and anti-camp, and I've never seen the average player play worse. They didn't improve because they figured the survivor buffs/killer nerfs would have them covered. All that's happened is that killers got mad at the balance changes, and left the role/game or became super elite. It's reverse domino theory: the more who are 'defeated', the greater the threat becomes. And so now on top of survivors being way worse, the average killer is the strongest they've ever been.
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You're right. I would not run any of these perks.
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Because they smell like Cheetos.