jajay119
jajay119
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I feel sorry for any killer that feels the need to tunnel at 5 gens. If they REALLY feel the need to be THAT competitive/sweaty/desperate to win then just let them and move on.
Take this attitude and it all becomes a lot easier to handle.
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So we will see even more slugging to ensure the 4k and also make using the bloodweb even more useless than it currently is for long term players? I don't think that's the best idea, sorry.
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Absolutely.
Either the incapacitated effect needs to be VASTLY reduced or removed completely.
Or, there needs to be a visual/audible clue to allow a chance at counter play like with Pain Res.
I know some killers are obsessed with there being no counterplay to anything, but having a perk that you can't tell when it's going to activate stopping you doing anything other than running round like a headless chicken for 25 seconds waiting for it to wear off is an absolute nonsense.
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@AverageKateMain said:
I hate it so much when I 99 a gen cause 3 gens exist and someone does it in the 20 seconds I left the gen. The only reason it hasn't been getting punished is the killer is over committing. Otherwise, it's ggs
What happened to 99ing gens man? This used to be a mutually understood thing years ago - an unwritten rule, if you will. You run to a gen, see it's been left on high, particularly late in the game, and know it's been done strategically. These days people just think 'oh, I'll finish this for the BP' and then you're stuck in a 2/3 gen with nothing to distract the killer.
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@Sava18 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3311768#Comment_3311768
I don't slug for the 4k so when in the rare games it happens it wasn't because of me according to you. And if they did that because of the killer in their last game that's like me going against a 4-man bnp squad and then running iri tag alch ring the next game.
Survivor hides and takes the game hostage = it's because of slugging for the 4k.
Take accountability my guys. I don't want to see these people when I play survivor or killer they are actively throwing and ruining that game.
People making these threads probably aren't slugging for the 4k.
This situation needs to be addressed directly and game health won't fix it.
I'm not accusing you directly. If you don't do it, then you shouldn't feel that I am. I don't even feel like you read my full post which was, I feel, very balanced both in favour of killers and survivors. Addressing both non slug scenarios and slug scenarios and how we need to address both separately. I agree that the situation needs to be dealt with and soon - but saying it's only one specific situation focusing on how it negatively impacts one side alone won't fix anything.
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@catnipthegreat said:
Most "we'll make it" people heal under the hook--- and these days cant even do that because the killer is either closeby proxy camping... or they return swiftly to the hook after an unhook anyway.
it has become much more difficult to make useful these days
Isn't it active for like 90 seconds? That's plenty of time to move away from the hook and heal.
It baffles me the way people get angry over you not healing them at the hook when the killer has done nothing but proxy camp the entire match and then they wonder why everyone dies lol.
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Deliverance. I always get the Deliverance curse. Always.
In a similar vein - Sole Survivor. I went through tons of matches being the last one alive. As soon as I get it off the SoS I get tunneled out every game lol.
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@Xendritch said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3311867#Comment_3311867
That's kinda dumb because at the end of the day survivor wincon is escaping it's just gens are how you do that 95% of the time. Asking survivors to throw away thier chances of winning for the sake of the killer is silly. Yet another reason this MMR system is terrible.
Ultimately, things need to be considered as they are, and not on the premise of a game that doesn't exist anymore. DBD as a game has changed so much and the way people play it has changed so much that the parameters of the game, I feel, need to be updated.
Officially, as Hug the Hag says - Survivors refusing to do gens counts as holding the game hostage. But I feel this rule was created when the current slug for the 4K meta wasn't a thing (which it never used to be - and this is when Suvivors used to have a much stronger role in the game too). But, as you say, the main goal of the survivor is to survive by any means necessary - whether altruistically or selfishly is down the to player choice. But there is still a lot to consider.
To me, when there are only two survivors left you should at least try to engage in normal play by doing gens or something. Even if three gens between two people feels insurmountable. The killer can still choose to play normally, enter chase, hook and move on which lets you play normally until the game fairly comes to a natural end.
Two health survivors, imo, shouldn't just be hiding out (if there are two of us left and 4 gens to go or something, personally I tend to just find the killer and get it over with). You can say the killer is still able to find and kill people so it's not holding the game hostage; sure they can... but let's be fair and balanced and look at how reasonable that is. How long could it take with careful stealth by survivors for the killer to do this? Especially with things like Boon: Shadow Step, Bite the Bullet, Off the record and Lucky Break etc. in play? A hell of a long time.
However, I think when you enter a 'Slug for the 4k' scenario, this needs to be viewed differently. When one survivor is down and isn't hooked - you know the killer is looking to find and hook player 4, before going back for player 3 who has been left with no choice but to bleed out. It also becomes nigh on impossible to go in for the save as P3 is being used as bait to be chase and slug P4. Any amount of gens, when the third player is slugged, also becomes impossible because 90 seconds, if the survivor has no perks or toolkits, it more than enough time for killers to get around most maps multiple times. They'll also just switch between camping the gen they think you're working on and the downed person. So, in this situation for P4 hiding becomes the most efficient way of surviving because you can try for the hatch, then the door when third person bleeds out or the killer inevitably get bored and does what they should have done in the first place and hooks.
The difference is, what the killer is doing seems to be acceptable; even though they know their actions will create the very stalemate and 'hostage situation' that they're complaining about and I think that is what needs to be changed and addressed. Imo, slugging and leaving someone down indefinitely should also be classed as taking the game hostage, because you know and willfully initiate the stalemate which likely wouldn't happen if you hook someone as they tend to suicide to leave player 4 alone in the match when there are too many gens to do... which progresses the game despite having nothing to do with gens. If they address this, I guarantee instances of 'survivors taking the game hostage' would drastically reduce due to the nature of the game changing.
To me, this is akin to why the hatch was changed; it was a legal action.... but one that detrimentally impacted the experience of one side in benefit of the other. Slugging the last two people is, in my opinion, akin to two survivors escaping through the hatch. Killers will argue it's not because escaping through the hatch took 'no skill'. I disagree with this; not getting tunneled out for having a key, getting the number of gens to equal the amount of survivors left -1, actually finding the hatch and then organizing people together to escape took skill if you're not in a SWF (Which most people aren't lets be honest) clearly takes time, effort and skill. Is it more skill than holding W, when you're naturally the faster one, and slugging? Then luring the last person in or finding them to do the same? Debatable and not a debate I'm willing to have now. But my point is, the two situations are comparable in that they give a disproportionate benefit to one side and not the other. One was changed in recognition of this, and it's high time they other was as well.
How do they do this? I don't know, that's not my responsibility to figure out. But claiming survivors are taking the game hostage isn't fair these days without looking at the current state of the game.
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One of the things mentioned in the OP that I always notice is very true is the factor of margin for error. Whilst I don't pay him too much attention, I did see a video once by Otz where he stated that things can turn on a dime due to margin of error i.e. Survivors have a small room for error whereas a killer can have an absolutely terrible match for the most part, but pull it back really quickly in the end game. Whereas survivors can do really well wall match, get the gens done and get the doors powered only to all be hooked and sacrificed in the end game. I don't really have a major point with this, it's just an observation I've noticed a lot recently and it ties in well with the OP lol.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3311778#Comment_3311778
Nope. You're mixing that up with "Oblivious". Blindness only makes you unable to see auras. You still see the red stain and hear the killer's TR.
That being said, the only real use I've found for blindness so far is missing the aura of hooked survivors. Anything else is too situational or just not impactful enough.
I would like to see blindness deactivate the icons for its duration. That way it would be exactly as strong as it is now without the icons but might be useful because many people will rely on them.
Yes, someone else pointed that out too, - you're right.
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@HugTheHag said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3311778#Comment_3311778
You're thinking of Obliviousness !
Blindness actually only removes the ability to see auras. =)
Oh, sorry - you're right. I retract my comment.
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@steamed_hamzzz said:
It’s outdated, boring and un-counterable without multiple Unbreakables, I’d rather the option to just instantly bleed out instead waiting on the ground for 4 minutes
Solution: when there’s only 2 survivors remaining the survivor that’s been slugged for half the maximum duration should have the option to just give up and instantly bleed out
Having the option to bleed out, which would still likely award the killer full BP for the kill, would not counter this - it would cause it even more, I guarantee it.
I'll die on the hill that a bleed out function is still a reward to the killer for questionable play which wouldn't resolve it. Whatever change they make needs to dissuade the killer and this wouldn't do it because they still win.
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A nice idea, but imo they should just get rid of the basement. It's a relic from when every hook that wasn't in the basement could be permanently destroyed and was a last chance shot for the killer. These days, you very rarely ever get hooked in the basement unless it's an insidious camping bubba/ghostface/Michael. Most killers I play against tend to even walk past the basement and favour the hooks outside the shack.
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Having generator repair speeds delayed so long in the event of multiple gen completions, plus a possible 10% kick regression as standard combined with the inevitable continued use of slowdown and regression perks sounds like an absolute miserable time to me.
The nerf to dead hard and the killer buffs in the attempt to dissuade camping and tunneling... which caused an increase in camping and tunneling gives me absolutely no faith that the current regression meta would be dropped with the above changes.
I fully believe we would just see an increase in killers allowing multiple gens to pop (because survivors would still need to do gens otherwise they'd be 'holding the game hostage' and there's nothing else to do other than hide from the killer while you wait out the 'penalty period') to get the delay then use their regression and gen locking perks to get the best out of the situation, which would ironically give killers plenty of time to camp and tunnel out players whilst others are wasting so much time trying to repair gens.
I think there are better options, sorry to be overly negative but I don't think the proposals factor in the other side of the fence enough.
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Blindness removes the red stain and terror radius so the killer has a better chance of getting to the survivor unnoticed.
It also removes aura perks so you can't see specific locations.
It will still do all of this. Being able to see someone is on a gen or being chased won't change that. You still won't be able to tell how close the killer is or where anyone else is.
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@versacefeng said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3311598#Comment_3311598
You're right. Truthfully, devs should implement some type of anti-AFK system. Something like survivors getting their aura revealed after not interacting with anything after maybe 3 minutes. A system like that could work and would help.
Plus, I'm pretty sure devs added a system that makes the game end automatically after an hour in-game. This also helps a little but they should shorten it to something like 40 minutes. An hour is far too long.
This wouldn't work - survivors would just tap gens, tap boons, get in and out of lockers to remain active.
The issue of survivors 'holding the game hostage' is a response, in the main, to the current trend by killers of trying to slug for the 4K, not counting the evident trolling example mentioned above which is an extremely rare occurrence.
Whilst refusing to work on gens properly is a massive annoyance to killers, I'm sure, it's something that is happening because killers are camping player 3 who is down and using them as bait then periodically running off to find player 4 and doing gens just enables that you to be found quicker - especially when there is an insurmountable amount of gens for 1 or 2 people to do (in general if 2 of your team are gone with three 3 gens remaining, you aren't getting out and once people know this stop bothering there and then).
So, to resolve this situation it needs to address the issues that both sides are facing and causing, it's not just a case of 'survivors are holding the game hostage' because in the vast majority of cases when this happens, and it's not as rare as the OP suggests imo by using these parameters and that's coming from someone who is a survivor main - it's actually REALLY common, it's in response to killers slugging for the 4K.
There is a persistent pattern on this forum of blaming one side for things when both sides need to be examined - the last time this was the case was the whole 'Dead Hard' meta. Killers were blaming their need to tunnel and camp on the overuse of Dead Hard by survivors; completely ignorant of the fact that, as someone who has been around since 2016 but who have never used DH and just observed the situation, DH had seen a rise over the years in response to camping and tunneling (proven by the fact that despite the DH nerf and massive killer buffs they still C&T massively) and it was a vicious cycle both sides contributed to.
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@Mockingjay_S451 said:
No, it sounds exactly the same. Please stop trying to say it’s a problem in order to get a killer buff to boons. Next you will be saying it needs an aura for killers also so that you can see it. You can already tell when you are in a boon and it take you like 2 seconds to put it out.
You just aren’t paying attention to the noise, it is still there.
There have already been calls for a visual radius for killers.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3309969#Comment_3309969
Pretty sure you still live in patch 6.0 or older. This does not really work in gen-kicking meta. You can guard your 3-gen indefinitelly now. Provided survivors do not know perfectly what to do OR they are waaay better then you (you can't even injure them in a minute). Otherwise gen kicking meta regresses all 3 gens quicker then 4 survivors are able to progress.
Exactly the point I was trying to make. The advice given is completely ignorant of the fact it doesn't work most of the time; fine in premise, not fine in reality.
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I think the whole point of the action icons is fine -theyre for more awareness and that's what you get. If:
One person is hooked
One has a gen icon
One person has a chase icon
On me person doesn't have an icon...
you can assume they're the one going for the save. Likewise, if you're the person with no icon....you know you're the one who needs to be going for the save.
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The only change, in my opinion, which should be made to hooking is to remove the struggle phase interaction element. Just have 'x seconds' of uninterrupted struggling on the hook at the second stage where you can either be rescued or not. Having to do the odd skill check adds nothing to the experience and tbh I want to divert my attention whilst I'm on the hook and only zone back in when I hear/see myself being unhooked.
Depending on how you feel about it this could remove hook suiciding from the game as you're made to endure the time in the struggle phase, or they could add a 'give up' prompt to be sacrificed instantly at any point in the second phase.
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Killers are already in the stronger position be seeing what survivors are bringing in throughout the entire loadout time. I would love to know prior to the match if I'm going against a hag so I can bring a flashlight to burn the traps, or if I'm going against a nurse, who I always assume has BBQ, so I can equip Distortion...but I can't because that's not how it works. 1/4 people occasionally trying to mislead you at the last minute doesn't merit a rework to make the killer even stronger, I don't feel, sorry.
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BHVR have stated multiple times that survivors can play altruistically or selfishly - suiciding on the hook can serve both purposes.
An insurmountable amount of gens when there is two players and you've been hooked? Or Only two players left and Player three been slugged and left down while you're player 4 and got hooked? Suicide to bring about the hatch to give them a chance to escape - Altruism.
Being tunnelled/camped/ or not enjoying the match and want out; Suicide and move on - Selfish.
Both are clearly valid tactics, it just depends on whether you care if it impacts your team or not. Whilst both methods get you out the match the difference is suiciding takes more effort , as you can actually end up freeing yourself unintentionally and have to continue playing and you have to get yourself to the second stage. This also gives the killer BP for a sacrifice, where DCing does not. That's the crux of why they're not considered equal and why it isn't a loophole.
It's not something BHVR are going to change because it's part of the Survivor Personality aspect of the game.
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3309246#Comment_3309246
Probably Boon: Exponential. It's a favourite for bully squads
Ok that's a valid point... but that still takes what? 30/40 Seconds to self heal from the dying state? Obviously it'd be quicker if someone else is healing you and coupled with a med-kit or botany. Even then, they're in danger of being one hit downed again. Also, if there is enough time for them to get up, the killer would still be making a clear and conscious decision not to hook that person, but instead is still going off to look for others and leaving people slugged. It's logical that if you're going to run off and leave them, another come in to get them up. If they're trying to heal right in front of you, down them - this is one situation where multi-slugging is absolutely justifiable. Survivor arrogance =/= freedom from consequence - if they're playing sweaty, return the favour. One or more of them may get up - but you should have hooked by that point or at least had time to look for the boon while they're all down. I'm still a bit perplexed.
Again, I'm not trying to be difficult - I'm just trying to figure out how this could happen. They mention it's a streamer, but don't give evidence. I'd like to see it really.
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I'm confused; how are they getting themselves back up repeatedly? Unbreakable only activates once per match.
Do you mean the survivors were healing each other? If other survivors are healing each other from dying to injured right in front of the killer... then why wasn't your friend just slugging all of them? If they're truly being malicious in their behaviour then this surely the logical thing to do to stop them? This can only be a bully situation if you let it be one.
If youre letting them heal to injured multiple times they may have thought you wanted to farm points and thought you were having a 'friendly' match. If you're slugging someone and wondering off to find someone else... then you can't blame people for healing and getting them up off the ground... it's kinda the killers fault for not choosing to hook in that scenario.
Apologies if I'm missing something here, but I don't see how this scenario happened or was considered bullying.
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And perks like Starstruck and Hubris, or BBQ and Nowhere to Hide etc. feel unfair for survivors when coupled with certain killers... it's just the way the cookie crumbles.
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@sanees said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3309129#Comment_3309129
look at different streamers, etc. or play as a killer, if there are no bots against you, in the first minute you will receive -2/3 of the generator
Unless they're all bringing tool kits with the best add-ons (and if they are I don't see why you wouldn't dodge that lobby) It takes 90 seconds for a single survivor to do a generator. It's quite simply not possible for this to happen - even if they team up yes you'll lose a gen in the first minute but then that can only be one - maybe two under optimal conditions, not three. The majority of matches I play as a survivor there is hardly ever even one gen done within the first minute.
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@Kedasa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3308964#Comment_3308964
Sry, but i have the feeling you just read 400% and think it is way to powerful. Do you know what 400% regressionspeed is? It is the same as one survivor repairing a gen. So its in your opinion way to powerful, that a gen is regressing at the same speed one survivor is repairing? And btw, you can just stop that regression by tapping the gen. The killer has to kick the gen to start the regression most of the time.
I don't agree that it's in any way the same as one survivor repairing a gen - this takes 90s as base. With a good combination of regression perks gens can reduce from 90+% to next to nothing, or even nothing, in no time - especially when coupled with the likes of Eruption, Pain Resonance and Dead Man's Switch etc. which they are more than they arent. When you have to leave a gen to go rescue, heal, get someone off the ground, enter a chase etc it's very easy for a gen to regress to nothing in that time and for matches to snowball easily - especially when there are less gens.
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@DemonDaddy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3308979#Comment_3308979
There are only 2 common regression perks (off the top of my head, maybe more) that work without the need for survivor interaction, both can be stopped by just gen tapping. If the killer is getting regression from downs and hooks then that's on the survivors. When survivors split on gens, the killer can only ignore you all to kick (losing the gens to war of attrition) or has to take a chase.
Watch good survivors in this situation and they will stick on gens and only pull back far enough to see if the killer takes the chase. No loadout of gen perks can stop this unless the killer is getting multiple activations from the downs/hooks.
20+ minutes due to a 3 gen is a great example of inadequate Survivor efficiency. That just shows one or more players is too hesitant on returning to a gen.
This entire post completely disregards the entire premise of a 3 gen where the killer deliberately doesn't take chase because they can easily defend the gens from one spot.
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@WesCravenFan said:
I despise this map. I have no idea why people hate RPD but love this. This is garbage, and it's not because it is red.
The RPD is confusing to navigate, if youre not familiar with it. I'm a massive RE fan so I know the layout quite well, but even I get a bit turned around in the downstairs West Wing map variations. The borgo is really open and visible so no issue having to figure out where you're going.
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If the game still had fog, the map wouldn't be so bad. But it doesn't really and as such the map is just way too open. It's the only map that's as big as it is and you can still see what's going on anywhere a lot of the time. Hardly any cover for survivors to move, poor loops, questionable gen spawns (I see most 3 gen potential on this map - ironic as its thr Knights map who is abusing/benefiting this technique most at tbe moment, random debris which you can get stuck on (which is can only assume was a purposeful decision they were trialing considering how much and massively it bled into other maps when the Borgo released) etc. Its just no fun for either side, it seems.
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@DemonDaddy said:
3 gen is not a guaranteed win for killers. Survivors still have the advantage when it comes to progression vs regression.
Not with the increase in regression stacking. I had a match the other week where there was a three gen where one of the three gens wasn't quite close by. Now, albeit this was with the Knight - but it was miserable. He had gen regression perks in play and Two survivors had two CoH boons in play at one point. Despite that and between three of us we couldn't get any of these gens done. We all just have up in the end after about 20 to 30 mins because it was just deadlock.
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@xfireturtlex said:
Do you feel the same way about survivors stacking gen perks with toolboxes or healing perks with medkits? It could also be said that killers can't take chases because 3 gens will pop in 60 seconds or hit n run tactics can't work because people heal up in 5 seconds. Killers bring strong builds because survivors bring strong builds because killers bri...... it goes on forever. That's the nature of PvP games.
The lightborn thing is just weird. Stop trying to blind the killer at every pallet and window then that perk is completely useless. How does that even remotely compare to exhaustion perks? Makes no sense.
I think both need addressing and I think tool kits and medpacks need change (in fact I think many items could do with mixing up). I started a thread about this (which, to my annoyance got moved to the feedback section and got lost). But I suggested that tool boxes shouldn't impact repair speed, but rather lock in a % of repair. For example, the brown tool box will allow you to lo k in 10% of repair on one generator so the gen cannot regress beyond that point (I.e. it will regress back down to 10% minimum and stay there to be built back up again. It would not be useble mid repair to lock in repair at 50% though, if that makes sense) and medkits shouldn't stack with boons. I also thought boons should be changed so only one boon of each type can be up at any one time. So I think there is fair change to be made in the counter to a regression stacking nerf..
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My favourite occurrence of this wasn't even a hit, but a rather a match in Coldwind where I had fully finished a vault over the small walls by the tree (my feet were literallly on the other side of the wall on the floor) and I got yanked back as if the killer caught me mid vault. Amazing BS.
I do think it'll be hard to manage but there definitely needs to be some sort of protection to say at a certain point in a vault the hit will miss. I watch certain streamers and they make so many vaults where the killer hits a window and I just know that hit would have landed for me lol.
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I'm currently having a break due to the awful UK servers right now. But I have to say I'm not missing it too much.
I don't take the game very seriously and just try to enjoy it whatever happens. But the increase in regression stacking has seen a noticeable jump and it does degrade the experience significantly. Eruption really ruins a match for me from the moment it comes into play- it just fills me with dread (and not in a good 'you're playing a horror game and should have some dread' way).
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This will be a majorly spicy take for many here, so be ready for that.
However, I agree. The fact that killers can have multiple l blocking/explosion perks coupled with others that can give up to 400% regression is absolute BS. If the regression didn't stack to so much, then fine. But it does.
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@TWS001 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3307987#Comment_3307987
Had a game on Crotus Prenn Disturbed Ward that had the worst placement I've seen. One gen in the main building, one very close to the building on one side and the other five on the other side, as close to the killer shack as would be possible. The game went on an age, although it was a decent team for Solo Q and we eventually got 5 gens done in 40 minutes. I don't think the killer was intentionally trying for the 3 gen but with the spawn it gave it was impossible to stop it happening. If he had camped it from the start, doubt we'd have got more than 3 gens completed!
I've noticed the borgo tends to have some really poor gen placement too considering how massive it is. Normally there's one in the shack, one in the immediate cluster of bushes and fences outside and another further left towards the edge of the map. All within sight of each other - considering this map was created for the Knight you'd think they'd be more spread out. Some variations if the Auto haven Wreckers are terrible at the moment too.
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I understand the need to have holiday time - everyone deserves some uninterrupted time away from the office. Its just sods law that this has happened at a time when everyone gets time off. However, many People go back to work in between Christmas and New Year and with the nature of the game you'd expect small on call team for the non essential days, at least.
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3 gens should be a thing if survivors have created it. The amount of times i see groups of survivors hop from one gen to the next closest one straight away is quite staggering.
Although, I will say that gen placement recently has been stupid in that a killer can defend a three gen from the beginning of the match they're that close together which shouldn't be allowed.
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@Phasmamain said:
Tbf the eu servers are already unplayable due to rubberbanding so it’s kinda understandable
Came in to say this. I tried to play the other night and the game was unplayable - I couldn't even move properly in one match. I thought it was just me at one point but I was watching a twitch streamer in the same match who had the same issue. Haven't tried since, but not surprised the DC penalty as been stopped for now.
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I'm glad I took a break from the game in the last couple of days if these issues are afoot. I hope by the time I feel motivated to play again they'll gave dealt with it. (Probably not)
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@DBD78 said:
Would be too strong and also killing Twins completely so I think they regret that idea and it won't happen.
It wouldn't negatively effect twins if you don't leave someone on the ground for an extortionate amount of time. If you do, there's a chance they'd have been healed to injured anyway. There is no way it would activate quick enough for a killer not to get there if they genuinely wanted to hook. I heard the PTB was 40ish seconds and if true that's too soon.
Personally, I think it should only come active when there are only two survivors left and one has been left downed for more than 1 minutes, perhaps more, as oftentimes in this scenario the killer has no intention to hook. It shouldn't be applicable if 4/3 survivors are in play.
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I'm not noticing it much from survivors, but I'm getting a few whammy killers. I had a Ghost face on Cold wind the other day who was all over the place. Hits landing from metres away and at one point warped from by the gen I was on to the crashed blimp.
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In the majority of matches I play where I'm the last survivor, and have not been slugged which is about 50/50 (slug/no slug) the killer finds the hatch first anyway. Using within an average of 10 seconds of it spawning. Often less, I dont even bother looking for it anymore.
Even as a Pro survivor mechanic it's arguably more killer-accessible given their natural speed and pressure at the time. So I don't think it should be a factor in not providing a better counter to slugging imo.
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Three survivors are running Hyperfocus + stakeout though, so it's necessary.
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@Blueberry said:
Biggest outlier are medkits followed by toolboxes. Medkits have been way overtuned for a very long time. With how fast gens are toolboxes shouldn’t stack with other gen speed up perks.
I think my suggestion to have tool boxes lock in repair rather than speed it up would be a fair counter to this. Boxes could still get to the same point on the progress they do now, but not in terms of speeding it up: just % of repair locked in.
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I feel like a castle interior map would have been RPD 2.0.
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The knights map is bad.
You can just stop there, really.
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@GlamourousLeviathan said:
As busted? Idk. But more busted I know a few: Off the Record, Circle of Healing, old Decisive Strike, old old Decisive Strike, old Dead Hard, current Dead Hard, Unbreakable, old Iron Will, Deliverance, old Mettle of Man, Prove Thyself, reworked Boil Over, Windows of Opportunity, Adrenaline, OG Self-Care, Lithe, Sprint Burst, Exponential, old Borrowed Time and old Spine Chill.
So... basically any survivor perk with a moderately decent effect is busted?
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@Jurizaurz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3302269#Comment_3302269
When a player kills himself 20 seconds after the match starts, it's not selfish or altruistic, it's trolling.
If they've managed to be downed and hooked 20 seconds into a match they'd probably have been a liability anyway.
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As an aside to this, I kind feel idle crows shouldn't activate while you are in the presence of the Terror Radius. There have been matches where I haven't been able to move too much (mainly against killers with one hit downs like Bubba, Billy, GF and Michael) because someone else has been being chased consistently in the immediate area (I WILL try and move and even take a hit for M1 killers). But this just seems like an imbalanced part of the game.