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jmwjmw27

jmwjmw27

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jmwjmw27
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  • Probably scrapped because of backlash?

    You do now have the abandon option if downed too many times in one trial or all survivors are down/hooked.

    I also think being slugged for 2 minutes in one down (without being picked up) should also allow you to abandon. Then I think that’d cover basically every instance including edge cases of having to wait 4 minutes as a slug.

  • Both were really stupid, the ultra rare infinitely more so.

    People complain about another sprint burst like you couldn’t take a hit, run during the weapon wipe, then pop the syringe and get another health state which is basically the same thing. Imagine playing a M1 killer and your first chase pops a syringe and runs to a god pallet, gg well played!

    Styptic was less OP but still stupid. Most people misused it and thought that popping it around a corner was enough, but you just follow and down them. The issue is using it to extend loops by ensuring you can make a pallet, it’s literally better than dh → drop pallet that killers were complaining about after the dead hard endurance change a while back.

    Syringe should probably be changed again, and styptic needs a buff to not be completely useless in its current state (being worse than the brown bandages is just sad).

  • nice mix of satire and ragebait, good stuff.

    Some people can’t appreciate a good joke

  • @Mandy said:

    It had a yellow tone in the PTB it's now very green, I will say if you have your gamma slider up too high it will be bright cos of the fog - the recommended 2.2 for the gamma slider though does not have this issue.

    I'm dropping my comment to express my opinion as one of the minority (at least here, based on comments and downvotes) that actually likes the new look for Autohaven. It brings back old DBD vibes for me. Sure, it takes some adjusting, but I like it.

  • Did you write this and upload it through internet explorer? The most recent patch nuked half the maps.

  • @runningguy said:

    try less complaining, more learning to actually play

    image.png

    Oh wise runningguy, please tell me how to learn to play this new dumpster pallet with sides so short victor would be jealous.

  • @grumpelfox said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4032149#Comment_4032149

    they havent made a good update in years . do you know what the world record for 5 gens + opening the gates and escaping is … 2 minutes… and 45 seconds. tell me how is that healthy . the devs want to "respect the players time " right but how is a killers time respected ?

    The record actually sits at 00:02:26:600 if you want to be technical, but why does it matter? Of course in a 4man SWF with full builds for it against a player of a much lower skill level you will achieve something like this. If the other team is better and has a much better build, why shouldn’t the match be a blowout?

    You see the same in any of momo’s 1000+ game win streak games. The killer has a way better loadout and a much higher skill level, and everyone’s on the ground in a few minutes.

    If you want to argue that even when the survivors are better and are bringing the best stuff they shouldn’t be able to reduce gen times that much, that is fair. But you’re acting like that world record match is representative of average DBD when it is most certainly is not.

  • @Leon_van_Straken said:

    Hello everyone,

    Could you honestly answer these questions?

    There is no correct answer to these but I am curious about your opinions.

    How long should a chase be to be seen as good? (1 Gen? 5 Gens? 1 Stun?)

    How many hooks happen before the first Survivor dies in a game? (3? 8?)

    How long should a new thing (Killer/Perk/Item) exist before the devs touch it? (Instant/1 week? Never?)

    What do you see as a win? (4K/4E? I escape?)

    What should happen if devs change something? (Make it useless?/Fix numbers till it hits the sweet spot?, Change it completly?)

    Please don´t scream at each other. I just want to hear your voice.

    1. Depends on the state of the game and the killer. 90s (enough for 3 solo gens) is almost always good.
    2. 3 if you’re playing to win. In chill matches, 5 is fine (A B A B A), any more than that is asking a lot of the killer.
    3. Devs should touch it as soon as it needs changes.
    4. 3+ escape survivor win, 2 escape tie, 1 or less escape killer win.
    5. What matters more is the effect the change has than how the change is made, but to answer I prefer they make complete changes given their track record with number tweaks. The game needs a big shakeup.
  • image.png image.png

    It's probably a survivor sided gamemode if the entire survivor team is good and/or on comms, but I don't think I've ever played against a survivor team without a few average players on it. Basically every match barring an AFK teammate is a win.

    image.png

    on survivor (the only one with enough games to get a good average), my escape rate is around 55%. Not sure what to think of that, but I don't really play 2v8 for survivor anyway, just to pass time while waiting for killer queue and doing challenges.

    image.png

    My stats from Yui and Leon mark the rare occasion where I played 2v8 in a full 8-man group in a voice call. Even though we weren't super serious, that was enough to win every time.

    Class pick/win rates:

    image.png

    (Notably, my scout escape rate is terrible, because when I pick scout, I intentionally stay around the killers for as long as possible to give aura reveal to my whole team. This is not a good strategy to survive, lol)

    image.png

    Brute is my Wraith go-to, and I usually pick either shadow or fearmonger for most other killers. Enforcer is a huntress/slinger pick, which is why its pickrate is so low.

  • As a blight player, if you want a good nerf, power cooldown after a pallet break is the way to go. Suggesting he becones 110% will just tank his performance at low levels and change much less than you think at higher ones. It’s akin to asking for ghoul to be 110%, most of his chase is in power, so the only time this would apply is versus players that misplay the power and in cases where the killer cannot outplay a tile with their power. Not an effective solution.

  • What an awful way to give basic feedback. I hope in a few years when you hopefully mature you look back on this and are nicer to people you criticize in the future.

  • @Abbzy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4027768#Comment_4027768

    Holly molly this forums are minimaly same at tribalism and downvoting to oblivion as reddit.

    Not at all the same. Very different, in fact.

    On reddit, the algorithm by default sends the most upvoted posts to the front of your page and puts the most upvoted comments at the top. Meanwhile, the most downvoted comments and posts are at the bottom (meaning the average user will never see them unless they explicitly go out of their way to look), and they also minimize downvoted comments as a default setting. In comparison, this forum sorts post by most recent reply and replies by date. No matter how many downvotes I get, my words are not being hidden or filtered by an algorithm, nor are anyone else’s boosted. There are still plenty of people here with tribalist mindsets that downvote anything they disagree with, but here you don’t have to care about it because it means literally nothing. Which is why I prefer this forum way more as a place you can actually have a discussion in without the bias of the masses controlling what you see.

  • I died on first cage state once because everyone was too scared to rotate through where chases were happening lmao.

    To be honest, even something as small as 32m bond would be a huge help considering it’s really hard to not take chase to other people when you have 7 other survivors on the map.

  • holy passive aggressiveness batman

    not hard to find people who like tribalism and such on reddit. That’s a core part of their platform and has been since inception, what with up/downvotes and the app actively hiding downvoted posts and opinions. Thankfully, this forum doesn’t do that, so your heavily downvoted post is just as visible as usual ;)

  • @Str8_Nastyy420 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4026071#Comment_4026071

    They need to remove PC from crossplay completely, in all gaming, its ruined multiplayer. PC takes no skill compared to a controller.

    PC takes no skill compared to a controller

    Controllers nowadays are literally made to be easier to use than KB&M. Controllers are by design less skill-intensive to use than KB&M.
    This should also be obvious as controllers have much more limited input options and less precision options, especially with joysticks compared to a mouse, so they have a lower skill ceiling.

  • Doesn’t this just make it harder to escape?

    If you’re healthy but the killer is in front of you, or the killer is faster than you with not enough distance, you now can never leave. The killer just follows you, or whoever blocks for you, and waits to hit until you’re in the gate. You can heal tech, but then the heal tech performer just dies instead.

    Doesn’t seem like an effective solution. A more effective one is allowing the killer to abandon when EGC starts, granting all survivors any achievement/challenge they could have gotten that relies on EGC starting.

  • No reason to allow them to work with killer powers. Just creates a mess and means several killer powers would need nerfing to compensate.

    If franklins let you force a survivor to drop a tape on Onryo for example, or lose an EMP against Singularity, or drop Pinhead’s box again, these killers would need their powers nerfed in general to compensate, which no one really wants. And although it’s fine for Wesker and Nemesis, it’s not worth adding another layer of complexity to the game where certain perks interact with certain killer powers and you have to memorize which ones.

  • The developers have explicitly okay’d reshade as a program for use in DBD, so it isn’t cheating by definition, we could end the discussion there.

    And although reshade has some functions you can’t get by just changing color settings on a TV, it doesn’t do anything like make only red stain or scratch marks more visible. Any time someone makes a super filter to make the reds visible, it makes all reds visible. So they are likely sacrificing visibility in other areas (like making it harder to see around fire barrels). If you’re arguing that there is a reshade setting with only objective advantages and no objective disadvantages, like a simple brightness filter for dark maps, I’d argue that that exposes a design flaw by the developers.

  • Nah, syringes were insane. Popping one saves you having to heal someone or get healed, letting you instantly hop on a gen. Not to mention using them on the tunnel out with bodyblocks and/or god pallets means the survivor is always getting that heal off if you’re not specifically an anti heal killer or an S tier.

    They needed to be changed. As they are in PTB they’re still super strong, but not nearly as broken.

  • could be bait or uninformed survivor main.

    Killers see gens because protecting them is part of their win condition of killing survivors. Same goes with hooks. If they couldn’t see them you just make macro play annoying for good killer players and impossible for bad ones.

  • There are exceptions to every rule, but I’d say slugging means leaving a survivor on the ground to pressure others. And tunneling is targeting a survivor who is vulnerable due to being unhooked and/or is close to being on their final hook state.

    The more casual community seems to think that good killers don’t need to tunnel or slug to win, which is only true against weak opponents. I personally play to win and prefer my opponents to do the same, but I understand how frustrating the experience can be in solo queue as someone who’s been on the receiving end of it many times. The sad reality of this game is that not even the strongest killers can afford to not tunnel and slug if the survivors are playing well, and changing that without breaking the balance of the game is really hard.

  • Call me cynical but I do not believe OP at all that they got 15 minute penalty from “repeated crashes”.

    Right now the DC penalty is super lenient and you can disconnect from multiple games (reportedly 4-5) before even receiving the 1 minute penalty.

    If you’re at a 15 minute penalty, you’re either ragequitting and not telling the truth (My theory) or you have crashed over 8 games in a row now and still keep queueing without stopping to try and fix your problem.

    As for the question you stated in the OP, logistically there’s no reason for it to work that way, I’m assuming that is a bug since you’re apparently crashing/quitting and not launching again until later, maybe it would only apply the penalty then? Probably unintended.

  • Almost every loop is either straight up bad or easily mindgameable.

    With all due respect, I would expect a 3k hour survivor to learn how to play basic loops, of which there are still plenty that aren’t bad/mindgameable, especially after the pallet density update.

  • @razvicool said:

    I doubt you do. You think you do if you play only killer and are having fun doing this, but if the game just turned to a race of gen rushing against a tunneling killer, you would soon realise you won't enjoy that.

    Hi, I’m part of a group of people that regularly play against each other on both sides in customs doing exactly this; and it is not only a valid strategy, but a fun one when everyone is on the same page.

    Tunneling sucks in solo queue because your teammates are potatoes that can’t hold chase, so altruistic counterplay, strategic stealth, and other forms of macro gameplay mean nothing. If every game I played was versus a tunneling killer but everyone on my team knew what to do, I would have zero issues with it.

    I’m sorry you don’t find it fun but that doesn’t mean no one here can recognize it as a strategy.

  • The bloodpoint numbers being lowered for halloween scoring events is also very questionable.

    I’ll interact with the event because it’s fun, but it’s hard to expect others to when it rarely is beneficial gameplay wise and I get nothing for doing it. I’d get more bloodpoints running BPS than the event offering, they should not be personal offerings.

  • Double pallets are annoying, especially after the recent pallet changes, but not that bad to outplay. Force the drop on one and break it, then the other can be played M1.

  • @stikyard said:

    Since Distortion was ruined there is no counter to this perk.

    Feels like every match all the Survivors start together and then the Killer is there in like 3 seconds.

    As long as distortion still starts with a token, you’re countering the important part of Lethal anyway.

    I would prefer survivors are told if their aura is being read (and same for killer) to make things fair, but you should assume anyway that the killer knows your general spawn location and take a safe position / rotate wisely.

  • Doesn’t count as holding the game hostage, this always holds true if there’s a timer that will eventually kill the survivor with the exception of bodyblocking a survivor in a corner before EGC has started, according to devs. Similarly, “holding the game hostage” can apply to extreme situations where the killer (doc zapping a 3 gen and refusing to chase or down survivors, even if they sit on the gen in his face) or survivors (4 man hiding at the start and never touching gens for many minutes) aren’t playing for the objective.

  • @ProfessorAutodidact said:

    I think people who downvoting you simple are not aware of all the changes that have been made.

    You can't seriously tell me that buffing map like Asylum, that has allready great main building and the map is pretty big is something that was good choice. Go look on Youtube or in custom games for your self, its absolutely overdone on some maps. Not all of them, like Haddonfield needed more pallets because that map was awfull for Survivors and now it's better.

    To be fair, maps like asylum also got size reductions and less tiles because of that. But yeah the outdoor maps have so many pallets now that it is kinda insane.

  • Yeah, new pallet changes mean there are pallets everywhere. Granted, they’re technically playable by m1 on their own, but they’re so frequent that there’s always one by every jungle gym window and another pallet not too far that you’ll waste too much time chasing as a normal killer.

    I love this change for killers with good or even decent chase powers, but man it’s rough on killers like springtrap and myers lmao.

  • @TheMruczek said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4009396#Comment_4009396

    Yeah becouse it's the only gen regression perk that is decent on any killer. Ruin might take it's place though, i've been seeing it more lately.

    Not true, and even if it was, that doesn't make it "barely worth running", it is above literally every other perk in the game on every killer across the board. It is the best perk in the game, not barely worth running.

  • first person because I’ve been playing so long that that’s what I’m used to.

  • Good writeup, don’t have much to say but here is a comment to hopefully keep this thread on the front page and increase the odds of BHVR doing something about this issue

  • @TheMruczek said:

    https://forums.bhvr.com/dead-by-daylight/discussion/457750/why-did-otr-and-hope-got-nerfed-but-pain-res-not-it-was-in-ptb

    OTR and Hope nerfs are very questionable and should be reverted, especially OTR since anti-tunnel changes didn't go through. As for the killer perks:

    It’s becouse Pain Resonance is barely worth running. It's 20% which is 5% more than the value of the OG Pain Res. Any nerf at this point to Pain Resonance would make the perk unviable for anyone aside Nurse, Krasue, Billy and Blight and it's still the best killer slowdown perk which just shows the state of the killer meta perks.

    Ruin got got buffed becouse using it would make you miss out on base-kit Pop effect on 9.2.0 ptb. I am kinda surprised the buff went to live but ey, it’s a perk that makes you actually focus on chasing survivors instead of kicking gens so again, why complain? Chase is the most fun aspect of the game for both sides. The numbers are still lower than 200% Ruin and I wouldn't be surprised to see a buff to it in future ptb with new anti-tunnel changes since the perk was not worth running on the last ptb even with the buff.

    Nobody is bullying survivors and the majority of the changes in last 2 years shows that killers are now getting the short end of the stick. I advise playing both sides.

    pain resonance is barely worth running

    It’s best in slot on every killer 😂

  • To be fair to the devs, the giant tambourine is not a jim 2.0.

    Jim was so bad and egregious because it was released even though all it takes to see he’s out of place is loading into a match- meaning devs either didn’t even play a single match after making the lobby change and pushed the update, or saw it and decided to push it anyway.

    On the flip side this is a bug that requires having one of Vecna’s two 20 items, it is reasonable to think devs didn’t test acquiring it and using the tambourine, you could easily miss that while testing.

  • yep, all my preset names got reset after the update, I’m guessing they forgot to make sure update doesn’t overwrite it. annoying.

  • @oecrophy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4005234#Comment_4005234

    I did. I provided screenshots and povs from my matches, shared my statics, everything. From your side: nothing. I even offered custom games.

    Not really related to the topic at hand (yes tunneling has gone up, BHVR bringing attention to it with the anti tunnel changes they walked back on will do that), but actively never tunneling, camping, or slugging is choosing to play suboptimally.

    The only proof you really need of this is to watch any competitive scrim or tournament match. You need the first survivor dead asap so that your chases go from letting 3 survivors work freely to 2, to 1. It is much harder to pop gens in a 3v1, and almost impossible in a 2v1.

    You can win against bad or average players without doing it, but it’s not the best strategy to win.

  • Delay the infection as long as possible. Taking a normal M1 is much preferred. Kind of similar to dodging Unknown’s projectile except her splatter cannot go through walls, so indoor maps or other areas where she can’t hit you are good places to pre-run.

    Keep in mind that she can swing almost instantly after firing her infection shot, if she’s going to infect you don’t also give her a free tag by running into her.

    Once infected, try to find a spot with one pallet and either a window or another pallet next to each other. When she scampers after you, use the other vault. These are some of the few spots she cannot really outplay just by scampering, and forcing her to switch to normal mode to break the pallet wastes a lot of time. Shack and double filler pallets both work well for this.

    If you have nothing, take what little distance you can get and die away from your teammates and active gens if possible.

  • Have a really good teammate who played her against me over and over in a custom match. It was rough.

    After playing as and against her in pubs I think she is crazy good and probably S tier if not high A, only being held back by mobility.

    Her infection shot has almost no cooldown/slowdown, so she can spam it and miss as much as she wants while being able to swing right after. The projectile itself is a skillshot, but the splatter after it hits a wall is so large in volume that it is very hard to dodge. This is the only real counterplay survivors have. Once you are infected she can immediately swap to head mode with very short cooldown and then you’re dead. Her head form has insane mobility, the lunge hits through solid objects, and it glides off collision like oni dash with a buffed turnrate from PTB. Anything less than shack pallet level of god pallet is unsafe as she can basically scamper then hit you with a lunge to damage. Not to mention mushrooms take so long to act that there is no real punishment for spamming your power and you never have to think about where you’re spawning mushrooms. And hooked survivors don’t lose the infection, so if she wants to tunnel you out you are never getting rid of that infection.

    What little counterplay she has is basically shift+W and stealth to avoid infection for as long as possible, and you can have a non infected person bodyblock for someone if she’s in head mode. Dunno what they’re going to do with her, but I would like if they made the transition from head mode to normal mode faster and made it so damaging someone with head mode removes infection. That would at least allow a bit more interactivity in chase, with the infection being as easy as it currently is to activate and how hard it is to cleanse in chase.

  • the strike is awful, even with both addons to make it better it is completely eclipsed by pig's dash. His rework is a huge nerf now because you need to run a specific addon and lose the dash in order to instadown with a lunge.

  • 15 isn’t hard at all.

    Run pain res + eruption and that alone is enough if you don’t instantly win/lose.

  • Object of Obsession (though it has downsides).

    The general best counter to aura is to assume the killer always knows where you are and staying away and/or in a safe place. If you have an option for which gen to do, do a safer one, on the safest side. If you don’t know where the killer is and they’re stealthy, hold a checkspot at a safe place or shift W. It’s boring, but it works.

  • I would love a buff/change to guide. Easily the most underwhelming class to play.

    If Guide had flashbang, or head on, or quick gambit, it would actually feel impactful. As it stands you don’t really feel like you have any abilities or impact aside from maybe one blast mine stun every other game.

  • @Abbzy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3988004#Comment_3988004

    I think cenobite would get slaped gard in 2v8, chain hunt would do nothing.

    Chain hunt in 2v8 means no one can really do gens, which is the strongest part about it. And with another killer helping out, it's really unsafe to ever do the box and it can easily be patrolled if on the ground. That's what I would worry about in 2v8.

  • I would rather it be based on alive survivors.

    The idea that survivors have more gen speed repair bonus when the killers spread hooks and less when killers tunnel people out of the game seems backwards.

    But either way the game is full of new players so it doesn’t really matter, they’re not playing efficiently enough to win anyway.

  • Congrats!

  • Cenobite. No chain hunt and box guarding in 2v8 please.

  • @CosmicScarab said:

    To be fair, they're the only killer in 2v8 at the moment who provides decent slowdown, and the only support killer who is good. With the gens going as fast as they do it isn't really surprising they are in nearly every game. They need to add more killers who provide slowdown and support killers so people who want to play those types of killers have someone else to go to.

    Wraith is also an insane support killer. Trapper and Ghostface definitely deserve some love too. In 2v8 I think slowdown should come from downs and cages though, not repeatedly mending.

  • At least remove the mending and use a mark like Ghoul has to indicate who Legion has/can hit. I don’t mind playing injured even against Oni, but mending over and over gets really boring.

  • I’ve only ever heard the term ironically, but I can imagine it’s because it requires changing your gameplay and makes gaining distance hard. Also there are a lot of dash type killers and SM will be one of them if the planned rework goes through so maybe people are just fatigued.

    I personally love playing as and against dashslop as long as the map isn’t a full deadzone. If you know the killer you can punish players that use the dash improperly with random objects by using your terrain. Fun stuff.

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