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dwight444

dwight444

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dwight444
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  • I think it's fine, however, VOICE COMMS would be nice or a hud indicator as oftentimes I can see that I'll reach the unhook meter but then my teammate shows up and just hovers around hook and still lets me go 2nd stage

    teammates dying near hook is just a misplay, if you're healthy then in most cases you should have a trade at worst case or with good timing, it's not a trade.

    In solo q you'll find that the unhook is a free for all and you can't assume the person with no hud activity, no hooks, or the only healthy survivor is going to do the unhook. You might end up having an injured person come because of 0 coordination. Just more solo q problems and not AFC's fault. It's a wonder how much could be mitigated if solo queue wasn't the garbage that it is

  • oh brother

    your chances of escaping via gate after hatch is closed are slim. Sure, it happens sometimes. So what? Just move onto your next match man, I promise you can feed your ego in the next game

  • he is weird, he is too forgiving if the player makes a mistake but as a survivor you have to be on your A game. I wouldn't call his powers strong either though.

    I was watching Tofu stream the other day and he went down in a way that was so perplexing. He played so well in chase against the killer but it ultimately didn't matter because Dracula negated any distance via his bat form and the cooldown is so minimal that Tofu also couldn't even re-vault a window despite anticipating the form switch & M1, as Dracula had already changed forms and M1'd him mid vault animation. That cooldown is bs imo.

    my main issue is that he's another one of those hold M2 and zone killers which is hopeless. Path and stare at them while trying to predict the M2 just for them to M1 because you lost distance while anticipating the M2. Rinse and repeat.

    this whole multiple powers in 1 with Vecna and Dracula is boring yet it seems like that's the direction we're headed: anti-loop killers meant to be able to end chases more quickly than most killers

  • DC/give up epidemic is multilayered and can't be explained by just one thing; it's a cascade of issues plaguing the game

    solo queue has been a dumpster fire for months now, absolutely miserable time which supports why players giving up occurs so often nowadays. At this point I just aim to get into chases with killer because I know the odds are too high against me to queue up with decent teammates, let alone have a chance at escaping

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3811897#Comment_3811897

    Sure by itself it’s not crazy….but it’s not by itself is it?

    There will be deja vu, there will be prove, and other generator perks. This doesn’t include toolboxes.

    It shouldn’t be global.

    yeah because out of all of those, the strongest definitely sounds like QG….I'm sure the introduction of QG is really gonna shake things up. Way stronger than deja which has no activation or cooldown

    if you're getting looped for NINETY SECONDS (assuming 3 ppl split 3 gens at start - which is a BIG assumption for solo games - but you still have 2 more gens so we're talking more than 90 seconds) with no hit, QG or not, you already lost brother and it wasn't because of any perks. You got outplayed point blank.

    but yeah, the typical in a vacuum, let's judge the most extreme cases, perspective. Ever consider after reviewing the data they didn't adjust it because it was not a problem? please chime in in 2 months with your experience of how this perk turned out to be OP and used in every match

  • I thought pallet saves were already easy?

  • not every update needs to be definitive in favoring one side or another; just a regular update tweaking some perks, that's fine

  • to be fair, his video highlighted that they mostly care to target streamers, so, unless you're a popular streamer or have TTV in your name then I wouldn't worry much.

    I come across cheaters but it's really infrequent. For me, not enough to turn off cross play because I'd just have longer queue times just to dodge maybe 1/2 games every 3 months - not worth it.

    by definition, turning off cross play is essentially turning off a portion of the player pool, a rather large one since it's everyone outside of your own console. Not sure how you'd improve that as the console specific player base is what it is, add to this different regions and yeah I'm sure it could spiral into a very length wait.

    overall, I'd just keep it on

  • r.i.p ratters, I mean stealth players..

  • @KerJuice said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3809012#Comment_3809012

    No, I had it correct. It’s expected for people to socialize at restaurants; you talking to your friend is not being rude. No decent person would fault you for that or complain about it. What’s not expected however, is someone laughing obnoxiously every 3 mins while banging on the table. Now that’s being rude, selfish and inconsiderate- just like ragequitting in DBD at the slightest inconvenience.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3808999#Comment_3808999

    You don’t DC because you don’t like the killer, but there are too many players that do. That is one of the points that OP is making with this thread. It’s not a theory, because we see it in game when you hear a Nurse screech then hear a “bong” sound followed by a “BOT” next to the name of the survivor who just DC’ed. Or even better, the un-aliving on hook after a quick down from Spirit who has Lethal Pursuer. Scratch that- ANY killer who gets a quick down with Lethal Pursuer.

    I don’t know who acts like solo que isn’t miserable, but it sure isn’t me. I was one of the first to get on my soap box to say it is, and I have posts from over a year ago, to prove it.

    “Going next” on first hook IS throwing the match and ruining the experience. There are too many players giving up for the slightest inconvenience, and these players are making the experience worse for those they leave behind in the match. It is that serious, and this is exactly why OP made this thread to bring awareness. It’s getting out of hand now. Players are even ragequitting at 2/3 gens now, with about half the amount of hook states for the team total. That’s ridiculous. Too many games where at least 3 survivors could have made it out, had that one person just sucked it up and hung in there. But instead it turns into a 4K for the killer.

    I am genuinely curious as to your opinion on the teammate who throws the match by playing stupidly, not poorly, flat out stupidly, or playing selfishly, etc. I have insane solo q games as in my teammates will completely sell me out to die or will doom the entire team through their individual actions. I don't understand why you would blame me (or any player) who gets fed up with said teammate and kills themselves on hook. So, I'm truly curious as to why you believe a player should stay when the writing is on the wall that the match is not salvageable without extreme luck or that 1 of the other 2 randoms is cracked and can carry (unlikely). By throwing I mean: prioritizing chests and totems, not going for saves with 0 hooks, not going for saves when the only one healthy, ratting at 4/3 gens or my favorite: you take first chase, it's a great chase, and your entire team has 30% progress to show for it on a single gen because they weren't doing anything with the time you bought them.

    I play daily and can pull from many instances where I'll leave but only after some terrible teammate gameplay. On another thread I shared an example of a match I had yesterday where I took 1st chase, decent chase, died on pallet because I saw teammate next to pallet and he did not make an attempt to save me. Fast forward to EG, he has WoO so I asked him why he didn't try and he said he wanted to unhook me for his challenge. In hindsight, I had no idea why he didn't try but had I known he intentionally sold me out for a challenge then yeah I would have been even more inclined to go next, not cause he didn't save but because he just showed me how selfish he intends to play this match. That's a 3v1, any teammate who is not playing with the team is just making it 3v1. Point being, you often get teammates who play like this but we're frowned upon for going next and ruining their experience. That's a double standard.

    I will definitely go next at 3 gens but again, only after another teammate confirms that we're screwed. Plenty games where they're totally winnable at 3 gens, 1 death but 1 guy has already started ratting so now it's 2v1 and the 2 of us are dead by virtue of exclusively splitting the pressure. Again, why are you expecting me to stay in this match?

  • @Anti051 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3809849#Comment_3809849

    More like the guy who gets unhooked, healed and still has active endurance from OTR and also has DH.

    Guy purposely runs into my face and starts another chase knowing he has nothing to worry about.

    If I stalk to expose during chase as Ghostface and manage to get the hit (tough play), it's suddenly turned into a regular hit (which is BS, I worked for that and it wasn't easy), followed up with DH at pallet at the tip of a coup lunge (which is icing on the BS cake in a lose/lose situation for me).

    Not all killer kits have the ability to reliably rotate hooks in the small amount of time that gens are completed, especially if all sorts of hits aren't counting in order to safeguard survivors feelings.

    Is it logical, fair or cool in the slightest to get mad that killers are adapting and playing around invincibility perks, and demand that the devs basically funnel killers into a wall of 'endurance' so that you can easily beat anything except S-tier killer kits?

    you don't have to chase him? Players make it obvious when they have second chance perks, sounds like you deliberately decide to go after the guy that's in your face knowing full well that he has endurance…..

    you don't need to rotate hooks but don't continuously go for the unhooked survivor or do this after the 1st hook and call it the 'tough play' - it's the path of least resistance.

    Invincibility? They introduced mechanics to mitigate dumb stuff like downing someone fresh off a hook w/ 0 counter-play besides hoping the surv performing the unhook had BT. By adapting do you mean the silly rhetoric going around the forums of 'no point in hooking, me just slug now'? Oh brother, let me guess, anti face camp is bad and the 10 sec hook timer extension needs to be reverted !!!!

  • I mean it's a wasted perk slot once you realize they have it. It's not a big deal, make distance after stuns or do gens instead of ratting for the flashlight save that you might get

  • @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/428660/oh-god-nurses-blights-in-2v8-coming-soon

    You can't. :)

    I still don't get why it would be an issue to add Hag or Doctor into this mode.

    where did they say it was an issue? genuinely wondering

    I think it's evident they're slowly phasing in killers after hopefully doing some internal testing vs just releasing all killers and then realizing how bad X, Y, Z, etc. work together (killers, powers, specific mechanics, etc.)

  • another thread on this and another day with games where I can chime in with my personal 'gg, next' experience

    first chase, lengthy first chase, I die on pallet as I see my teammate right there. Teammate is ~10m away, he watches me get picked up on pallet and stands there.. He's not afk (although this could have been assumed since he did nothing on HUD so far)

    EG screen I see he has windows so there's no chance he didn't see the pallet. I ask him why - I genuinely get curious why teammates do some of the things they do because often their choices are painfully bad - and he says he needed to unhook me for his challenge….

    this is an average solo q game. Someone on this forum will say I doomed my 3 teammates as if having someone like that guy on the team didn't doom us already. I wouldn't call this the other 1/10 times op, I'd say garbage teammates force someone to check out of the match more often than that.

  • @Spare_Them_Mori_Me said:

    Well, whatever, they don't care about the game anymore, only for the $

    Yup. Cosmetics and chapters. There isn't staff to spare for the actual 'game.'

    I'd generally not agree with a blanket statement like this w/o evidence but, if it walks like a duck, talks like a duck, it's a duck

    this game is so behind in lack of basic features, security, etc relative to other games. It's mind boggling that we get chapter after chapter (usually ridden with bugs) but we still have bugs lingering, broken mechanics, 'tech'/bugs that are addressed for some but not all, failed reworks that should have been apparent from the get-go and should have been scrapped, neglected characters, the hacker issue (which the Hens video shed a light on in terms of how bad it can get for some people), the list goes on. I get it from a business pov but Jesus, does no higher up think some improvements can be made??

    to be fair, they also had no idea that corrective action would synergize with hyperfocus or with itself for that matter. We also had chaos shuffle release with an obvious bug. I get that you can't test everything and some stuff will slip but brother, all you had to do was play 1 match and see all perks were tier 1, how did you miss that?

  • @jesterkind said:

    I have to say, I still don't understand how those extra ten seconds could possibly be seen as a punishment for the killer unless they're just hanging around the hook waiting for second stage. If you're out chasing someone else already, doesn't that just give you more time to get your next down, because you know only two survivors are on generators?

    It's an innocuous change. It does help against camping, by strengthening its counterplay, but it doesn't really have much of an impact otherwise. Unless you're the solo queue teammate left to dangle for an extra ten seconds, which is kinda dull, but eh. Being on hook is part of the game, not too bad.

    any change, innocuous or not, that is seen as a survivor buff is basically bad on this forum and needs to be reverted. It's a health change that impacts killers the same way that the anti-face camp change does - if you play that way then yes you'll notice it, if you don't, well then you won't…

    but we have the 'oh it's 10 secs per survivor, per hook stage, that's 80 seconds!' crowd that exclusively views everything from the lenses of 'well, in a perfect world……'

  • @Crowman said:

    At some point you just need to recognize there's a skill issue. The more BHVR adds basekit mechanics against tunneling or camping, the more people complain about tunneling and camping so these basekit mechanics clearly aren't solving the issue. Survivors have tools to deal with these strategies they refuse to use, because they unreasonably expect to be immune to dying early.

    yes because tunneling is not a skill issue either. Nothing skillful about going for the guy with 1 health state and 1 step closer to death hook. Big strategic play here

  • @Chiky said:

    ans how am i supposed to kill survivors if i cant stop the gens so the game doesnt end in 3 minutes with gens popping?

    by not getting ran for the duration of 5 gens at the start

  • bring back fog

    bring back night maps too, spice things up a bit

  • lmao

    matching up with Lilith is diabolical work by bhvr if you're really not on that level

  • feel free to queue up with me and you can see how often my teammates will save someone asap and the 10 secs will rarely come into play

  • I was inclined to agree if it was an accessibility issue but so far op it just seems like they are more put off from a BM pov rather than the 'gore' (gore would be a stretch for some of the moris, especially Dracula's). You're comparing lethal company and saying there was an outcry from people, well, I don't know that I've ever seen an outcry for the gore in this game? This is probably the first post I've ever read tackling the issue.

    maybe if someone had a mori where they started spamming strobing lights or something, sure, but this just doesn't seem like a legitimate issue, let alone one that is causing rounds from its player base to warrant designing an option to disable. Seems more like nitpicking if your friends really refuse to play this game because of the moris; based on your responses they seem more annoyed than anything.

    all for accessibility, not all for dedicating resources to problems that don't exist when we have tons of problems in this game already

  • am I the only one who doesn't care about the BP gain? Like, it's not something I hone in on at the end of a match unless there's a multiplier and I'm just curious how high my bp is due to it

    I just want to have fun and at least have matches that seem like they are winnable

  • @Anti051 said:

    Isn't it obvious?

    A lot of killer players are getting fed up with hook-activated god mode perks.

    Reality check - It was only a matter of time before people got tired of getting BS'd and started playing around such a dumb, hand-holding mechanic like 'endurance.' If you think for 2 seconds that successfully performing a tough play and having it not count is fun for the killer, you have a screw loose in your head.

    when you say tough play, you mean when you go after the guy who just got unhooked and is easy prey because he has 1 health state? Then you get mad because he has a perk meant to mitigate a killer who tries to capitalize on this? ironic, no?

  • how do you know you're in high mmr in the first place? no offense, I just don't get how people always assume they're high mmr on this forum

    if you are, 2-3k on average sounds pretty good? if you're supposedly this good killer then you can expect to match up against good survivors? I wouldn't expect chill games if I was matching up against comp players consistently

  • chaos shuffle just reaffirms that removing the ability to load in with 2nd chance or 'gen rush' builds changes nothing. People will still continue to take the path of least resistance, in this case now there's a really low probability that any 1 survivor has DS, DH, or OTR, so tunneling and slugging are still employed here because tunneling is that much easier.

    no mode will mitigate this until the core gameplay issue is reviewed. Lights out was garbage and killers optimized by playing stealth killers and in CS they just tunnel and slug more efficiently because it's inherently more efficient in this mode.

  • @Grigerbest said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3809023#Comment_3809023

    "Bhvr makes soloq miserable." - Didn't the developers improved the soloq experience by drastically nerfing tunneling AND camping with base-kit BT + speed boost and anti-camp mechanic, adding icons to let survivors see what everyone currently doing and other stuff?

    this isn't the flex you think it is. The basekit bt (around when I joined) seems like it should have been implemented from the get go. I cannot imagine playing this game when you could just down and rehook the person off hook because I know how awful killers choose to be now even when deterrents exist. In the dev's defense, you can't possibly guess what the game would evolve to, what metas would cycle in/out, what play styles would become popular, etc. In hindsight, that change came very late but was necessary. Basekit BT was a gigantic step in the right direction for the health of the game and to view it as simply a 'survivor buff' is so simple minded. Not to mention the SWF side has had comms forever and adding icons is merely bridging the gap than a straight up 'buff'. It's literally a multiplayer, team-based game yet one side still doesn't have complete communications beyond a hud. If comms ever come to solo q, it will be less of a buff and more of a 'what the hell has taken so long?'.

    anti camp is anti face camp, you can still camp and people still proxy camp pretty often in my exp because it's still effective at lower /average player levels; it's extremely effective in solo q against 4 random individuals with no communication. The icons were a nice addition but it doesn't solve the poor matchmaking issue where most of the time your random teammates have 0 clue what to do with this information or they make a very noob-like decision based on the info. I still have games where you the HUD to shows 1 survivor on gen, 1 on chase, 1 on hook and the guy with no HUD activity still never goes for the save.

  • welcome to peak dbd at the moment

  • @Ohyakno said:

    People on your team are never gonna do the stuff you want them to. No amount of matchmaking can make others play the way you want them to.

    well, there is a difference between playing how you would like them to and playing in a manner that's detrimental to the objective and team - to put it nicely

    I had a game this morning on eeryie. I loop for almost 3 gens before going down, nice, go team (seriously, go team). Somehow, it was still a 4k. After those 3 gens popped initially, not one of the 3 randoms touched a gen until I had the last gen 90d (meaning I did the 4th and most of the 5th gen alone), at which point 1 of the 2 remaining randoms hopped on with me, only to immediately hop off because killer was carrying the other guy to hook. We finish that gen if they stayed and can salvage at least a 2 out because the killer was not great imo. Like at one point I was looking for a gen to do and saw all 3 of them in chase, literally all 3 running together, not to bodyblock, just running as a pack, against BUBBA. He didn't snowball that which goes to show that he was not that great anyway and the game was winnable had my team's effort not fizzled out.

    so yes, I agree you can't expect people to play how you want but surely it is not much to ask for them to not be completely inept.

  • @KerJuice said:

    https://forums.bhvr.com/dead-by-daylight/discussion/428365/ok-this-mentality-need-to-stop-survivor-players-dc

    Very well said. I appreciate this post and agree with you whole heartedly.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3808667#Comment_3808667

    I like this idea.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3808692#Comment_3808692

    Even though I paid MY money in your restaurant, it doesn’t mean I can ruin the experience of your other customers. By what you’re suggesting I can, but that would be very inconsiderate of me. As the owner, wouldn’t you prefer I did not laugh obnoxiously every 3 mins and banging on the table- while others are trying to enjoy their meal? Just like the killer and other survivors in DBD, the other patrons of your restaurant are paying customers as well. They don’t deserve to have their experience ruined by someone being selfish.

    OP is doing a PSA to encourage players to have some consideration & sportsmanship, because the DC’ng and quitting on first hook is on an uprise.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3808763#Comment_3808763

    I agree that hopeless matches are pretty damn common, and that’s a shame. I believe that is the direct result of SBMM in combination of having MM favor shorter que times over quality matches.

    “There are too many abusable mechanics in this game that make for a miserable time as an individual:” I agree, but if myself and many more can deal with it, so can ragequitters if they really wanted to. It’s their sense of entitlement that does not allow them to. If someone truly believes there are too many miserable scenarios this game creates, then they should not play it if they feel the need to ragequit when encountering those scenarios.

    we do deal with them, regularly, but at some point we get that one game that we’re just over it and want to go next. So what? No one is quitting every game otherwise their dc penalty would be extreme and they wouldn’t be able to dc since they can’t even get into a game.

    Am I going to dc cause I don’t like the killer? No

    Am I gonna dc to avoid being bled out while he secures the 4k at 5 gens? Probably, because it’s going to cost me less time to find a new match than sitting here doing nothing.

    solo q is miserable, you guys need to stop acting like it’s only bad sometimes and that leaving the game entirely is a solution. Why am I going to quit a game cold turkey when I can just go next? It’s not that serious

    Stop gaslighting with crap like ragequitting, why in the world do you want me to stay in a match that my teammate is actively throwing at the start? It’s a matchmaking issue but if my teammate is ratting early, entire team is not doing gens while I’m in chase or one of the countless other scenarios you face in solo q(due to abysmal matchmaking), why do you think I or anyone else should stay in the game knowing full well the match is o v e r?

    Why don’t you nag about the player who is actually throwing the match and ruining the experience? Nah, let’s just harp on the people who quit and didn’t try to come back from the 3v1 at 5 gens or those who looped for minutes while their team didn’t even manage to do 1 gen, yeah ok lol

  • good take and methodology for this conclusion op

  • fix the crappy solo aspects of the game or people will continue to dc and give up. It's totally warranted, hopeless matches are no longer few and far between, they're pretty damn common in my experience (I see people with similar experiences on the forum but I can't attest to their experiences).

    People play the game to have fun, nothing is fun about some guy tunneling a teammate out in the beginning which your solo team is unlikely to recover from because matchmaking sucks; so your 3 randoms have 0 clue how to handle the tunneling. Worst yet, trying to recover from this when 1 teammate is doing stuff like unhooking asap in front of killer or refusing to be a member of the team.

    Nothing is fun about realizing at 4 gens that the game is over and dying now/quitting is the most efficient option to get the most out of your time. It takes forever to find a lobby, queue up, and load into the actual game (not accounting for lobbies where someone leaves and makes this much longer). Yet, your match can be determined in 2 minutes.

    If there is this giant DC/give up pandemic, does no one have the idea to figure out why? Surely, we should advocate for harsher punishments which will drive people away from the game because no one is gonna get a 10 min DC and wait it out, they'll slowly gravitate to another game. These are the same solo q players you rely on to not have abysmal queue times….

    Address tunneling being so rewarding, address the not-strategic forms of slugging, address players humping other players til they bleed out and not simply saying 'slugging is not a bannable offense' which is such an ignorant take, let solo players have some form of comms. At least make it seem like you have some sort of idea about the state of solo q and have plans to do something about it. Otherwise, let people quit if they want to. There are too many abusable mechanics in this game that make for a miserable time as an individual

  • @doobiedo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3808347#Comment_3808347

    People DC because there is often no point playing as survivor. People get sick of games where there is literally nothing you can do. I hope Bhvr. does something soon to make playing survivor seem slighty less oppressive.

    Just finished a match on The Game:

    • 1 on hook
    • 1 in chase
    • I'm on gen across map from hook
    • last guy is injured and crouch walking. Refused to unhook (one of the scaredy cat injured types) and guy on hook eventually killed himself (can't blame him)

    After this, the person in chase went down and killed themselves on hook as well. Obviously, the match ended shortly after that. Some matches are indeed pointless and you it's visible early on, you can usually tell who is going to be responsible for throwing the match by how they use resources, play when injured, etc.

    Solo q is oppressive and it's due to bad teammates; a result of bad matchmaking. 1 player can singlehandedly change the course of the entire match for everyone and the other 3 really can't do much to turn things around. Add in low effort, high reward tunneling and solo q is really hard to win, let alone hard to enjoy.

    for OP, I'm not a fan of the trend of multiple power killers that we've seen lately and will likely continue to see. They're boring and Dracula is forgiving in terms of mistakes. I also don't enjoy the 'hold power, cancel and zone' killers which is not limited to Dracula but he tends to do it a lot imo, especially since he can zone and opt to m1 or m2 which has some distance - as a survivor you lose distance either way because you have to anticipate the m2 and juke. Drac is likely a noob stomper

  • sounds like you can't do anything because it's not efficient and convenient without some effort. You fear the unknown of what someone may have even though there 0 guarantee that anyone is even running any of said perks or playing in said styles. Just learn how to play the game instead of expecting everyone to throw themselves at you

  • honestly the traps that get me are the ones I don't expect; ones that are just out in the open hidden in a random patch of grass. Of course, trapping a pallet or vault and zoning me into it is also a free down (those traps that are around loops but not directly at the pallet are also brutal because you're hugging that tight due to muscle memory and then bam!)

  • They're relatively cheap but that's subjective to one's circumstances.

    Bhvr does have to shell out money up front and likely periodically for licensed content. It's an investment on their end to generate revenue/profit (worst case, offset their cost), draw in players and enhance their brand. DBD is the asymmetrical horror game and not one of them. So, of course licensed content will come at a higher cost than their original stuff, as it should.

    They seem to do a good job at keeping their licensed stuff within a reasonable range when in reality their contracts dictate what they owe the licensor. They can pass on any higher costs to us or figure out ways to mitigate the differences (think Stranger things vs something like Castlevania - I'd imagine ST is more costly because it has more recognition and appeal).

    All in all, games are luxuries and not necessities. We don't need to buy them or any DLCs, we can if we want to assuming we can afford them.

  • @Valimure said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3806138#Comment_3806138

    That's why I said it's not an exact comparison, but there is some overlap however different they may be.

    Regardless though, back to the topic at hand... I sincerely don't think people realize how bad it is.

    If you think people running DS/DH is bad then play a few solo q games and you'll quickly realize why a lot of people opt to use these perks; being tunneled is a very likely outcome in a match for any of the survivors.

    Deducing if someone has DS is really easy because they do exactly what you're talking about, body block. You can usually play around this (remember, you're faster) and get the other person or down the DS user and slug for ~60 secs. This is slowdown because now his team needs to decide: do they go for the pick up and risk you snowballing them because you managed to down the other survivor quickly and return to the slugged survivor or do they continue their gens and allow themselves to get 2 people hooked? Up til now, that's 2 people not on gens and you have the possibility to convert this to 2 hooks while forcing at least 1 survivor, if not both, to come coordinate a rescue. From a micro perspective, it looks like they're winning by body blocking and delaying the down(s) but from a macro perspective, you're in a better position to swing the game in your favor by downing the body blocker and the other guy, tunneling the DS guy out, etc.

    Nothing is guaranteed and you could end up just hooking 1 of them at best, getting outplayed by both and getting no one (if DS surv is body blocking though you can just down him and wait to rehook him, so worst case you can at least get him and let the other guy go). Either way, you're taking a risk and so are they. DS guarantees nothing, it's one time use, use it in the wrong place and you're gonna go right back down if there's no resource nearby for you to play. If you waste it body blocking then you're writing your own ticket to being tunneled out because the killer is gonna want you gone and he knows your DS is done. Personally, in solo q when I do run DS I'm certainly not wasting it body blocking for someone else because I want value from DS for myself, not for my teammate; using it on my teammate ensures I'll go right back on hook.

  • @Valimure said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3806086#Comment_3806086

    While it's not an exact comparison I was ranked anywhere from Diamond II to Diamond IV over about six seasons of playing League of Legends.

    I may not be the best at whatever I play, but I tend to get pretty dang close.

    I mean we are talking about 2 completely different games, different mechanics, different concepts of being 'good', etc…

  • @Arbmos1998 said:

    Anti tunnel stuff like DS and OTR should just auto deactivate if you down and hook someone else because at that point you are not tunneling and if you just happen to spot and down that person again in a short time from what should be then your momentum rising you lose it because of a perk giving them a 2nd chance. You could potentially go from having 2 hooks at once to then being hit by DS or swing at an OTR into the other person being unhooked and now you have nothing. Huge momentum shift.

    forcing a hook trade and then going after unhooked survivor is still tunneling and fairly easy to accomplish. Absolutely 0 reason these perks should deactivate in that scenario

  • bro please stop typing like this

    it hurts

  • @GonnaBlameTheMovies said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3802329#Comment_3802329

    It may not be common, but please answer - why do Survivors deserve so many tools to push gens faster, and yet Killers aren't allowed any strong generator control perks because of one single bad meta for Survs and two Killers who used to be able to 3gen really well? It feels like a double standard. How many items and perks for generators do Survivors really need?

    killer side (maybe missing some idk):

    • pop
    • pain res
    • cob
    • eruption
    • jolt
    • overcharge
    • ruin

    I'm going to leave out slowdown perks which there are also plenty of (GE, DMS, etc). Regression/slowdown perks are the best because they drag out the game and ensure more time for chases, hooks, etc. We had the cob/oc meta, the pr/dms meta and the now pr/pop meta. Imo, players will always gravitate to these perks due to the above. You're free to run 4 perks of complete slowdown and regression, you have the tools available to do so just like survivors. The only difference is killers tend to say they absolutely cannot play a match w/o slowdown or tunneling and survivors are pretty much frowned upon when they decide to bring a 'gen rush' build.

    A toolbox is not going to alter the game for me or my team, maybe if we are a full swf with full gen builds then that could be punishing but we need to stop pretending that we all load into public matches, as killer or survivor, and get stacked with the best solo teammates or matched against the most coordinated group of randoms; you're definitely not facing 4 man swf game after game and solo q is a crap shoot as a survivor. I actually will bring a toolbox on occasion and I can assure you it is not altering the trajectory of my match, we're dead at 4/3 gens as usual because there is more weight given to my team, how they play, their macro/micro understanding, etc - I will take 3 randoms with good game sense over 3 randoms with gen builds any day.

    I see slowdown almost every game, I can go matches without seeing a single teammate with a single perk meant to speed up a gen. I just finished a match vs blight and the only gen related item was a green TB w/ bnp + spool; that didn't elevate our match to the next level. I also ran the killer for 2 gens and my randoms held their own in chase pretty well which are bigger contributors to first death being at 1 gen. 4 TB and BNPs probably guarantee us that last gen but our team would have still needed to play well. If we're full stacked gen rush builds but we're falling like flies, well, it's pretty difficult to get any value out of our builds.

  • gen rushing is not common to the extent of people imaging Hens and his 3 pals who are trying to break a record for quickest match time and load in with the perks and game plan to do so. The average killer who gets 'gen rushed' is losing a game where the team actually completed the only objective in the match in the same way that you go to work and perform the same function day in and day out; it is your job. The only job a survivor has in a match is to complete all of the gens.

    you are not losing a match due to one bad chase unless you refuse to abandon it knowing very well that you are being outclassed by the other party. You choosing to engage in that chase for an extended period of time, knowing it is taking you an extended period of time, is not cause for nerfing or buffing either role. Besides, you are bound to come across better players, better teams, bully squads, etc. as you play, it is what it is.

    killers will always be incentivized to kill one person asap because it is the easiest way to tilt the game in their favor. 3 v 1 at 5 or 4 gens is very difficult for your average, uncoordinated solo team which is what most matches consist of. It is doable, but you need a lot to happen right and a lot of stuff is just out of your control as an individual member of the team.

  • I didn't even know this was a shooter, I knew it was a project they were working on but that's it

    tbh, they need to focus on dbd which is in a bug ridden state most of the time and also their golden egg

  • @PuddleOfBludd said:

    https://us.v-cdn.net/6030815/uploads/UH8O8Y4H78J3/img-0808.jpeg

    This is just not true. I play SoloQ and SWF, 2-man, 3-man and 4-man.

    100% on 3 and 4 man we have a significant advantage. Depending on what killer we get, we know which one of us is best at running them, we have constant communication, and I definitely get more escapes with SWF than SoloQ.

    Communication is an advantage, and it’s a very significant one. So to claim that SWF doesn’t have as much of an advantage as people make out is just ignorant. I would say that not every single SWF has the same advantage. A 2 man are going to be coordinated amongst themselves, but they are still dealing with two random players. A 3 man has more advantage than the two men and the 4 man has the most advantage. There are also situations where you can get two separate two mans but that’s just going into a whole Nother thing.

    Fact is, outside of adding a voice chat to SoloQ, nothing will ever bring it to be comparable with SWF.

    yeah but not everyone plays like that or aims for complete optimization as a swf

    I play with 2 guys sometimes and we're just playing for fun. We call out shack drop or if one of us happens to communicate we're taking killer to X tile and another guy knows he dropped that pallet, he'll call it out. Nothing crazy to the level of 'killer at 4 !!!!!!', 'pallet at 9 down!!'

    do I escape more with them than alone in solo q? absolutely, but it's more of a result of knowing I have 2 guys I have confidence in their understanding of the game, they won't be healing in the corner with self care or will let me go 2nd stage. Do we also sometimes call it quits after having a string of games where we don't get out? yeah

    point is, swf has an advantage but between average players it's not this balance breaking advantage where we're running circles around the killer, it's just a couple of friends gaming with random callouts but mostly game unrelated comms

  • well, bhvr also has all of the data while NL has what its users choose to upload

  • the last thing solo q needs is less info of any kind. Not that they even know what to do with the info they have now but still!

  • @brewingtea said:

    I'll be sure to remove the trap I can't see until it's too late.

    Or are we supposed to just crouch-walk everywhere, the entire match? She can see you're going for the unhook and will race over there. What's the next step of your plan?

    because as long as a counter exists, some people will say to just do that and no problem

    most will run teleport add on and teleport back the second you unhook and tunnel person off hook, immediately eating through their endurance and negating any anti tunnel perks

    just play a hag like 2 games ago and that was the exact play style, just like majority of the hags you come across. It’s not that she’s good, that type of stuff is just boring

  • I've used it consistently since the change and no matter what pallet I play, most killers refuse to break it and just blood lust me down. It buys my team extra time; even in the most unsafe pallets, I've found myself being able to distract the killer for so long just by playing the pallet

    I do gens so I love that this perk is now a bit more rewarding with its less stringent activation requirement

    it's not strong imo, I think the killers who just refuse to break a pallet are making it more strong than it actually is

  • getting humped and beat on hook, those were fond memories

    having my games drag on beyond an average match a few times

    I will miss it fr

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