kill4escape4win
kill4escape4win
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@Unimatrix00 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3344714#Comment_3344714
I guess we aren't being loud enough about it. Gotta get lots of topics on it and then you need to make it a killer perk so it gets fixed then we can flip it back to survivors :-P That's how ridiculous BHVR is with nerfs. They will rework survivor perks that are to be nerfed, but if it's a killer perk they nuke it from space.
Eruption vibe
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@Unimatrix00 said:
What they need to do with basekit BT is to turn the collision off for the unhooked individual until the BT time is passed. That way, they can't take aggression right off the hook, which is abusing the basekit BT.
we've been saying that to the devs since they added basekit BT, remove collision, when will they actually listen to feedback about it?
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@sizzlingmario4 said:
Basekit BT is counterable in endgame by not hooking the survivor right next to an open exit gate. 10 seconds is significant, but it doesn't get you across the map.
If it were disabled in endgame, then there's no counterplay for a survivor after they get unhooked because they can just be instantly downed again before going anywhere.
DS and OTR, on the other hand, are disabled in endgame (and should be) because there truly was zero counterplay to this for killers in almost all situations.
In the worst case scenario where your only option is to hook a survivor near an open exit gate, you still have the option of going for another survivor when they try to unhook and/or grabbing someone mid-unhook. But if you're at that point with 4 survivors alive, chances are you've basically already lost the game anyways regardless of whether you manage to get that kill or not.
Not because it's my only option and there's still 4 survivors means it should still be a thing, end game means survivors get out and if you are hooked expect death, nothing more nothing less, free endurance once EGC should be turned off, period.
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@Chilli_man2400 said:
I agree with this. I feel you should only have BT in EGC if you bring BT. The basekit BT should deactivate like with OTR and DS.
This would bring BT back in popularity since it's pretty much never used anymore.
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@Witchubtet said:
Survivors will still complain that it’s too strong a slowdown. Just like they do with PR+DMS. At this point they should just make AI killers since most killer mains don’t want to deal with every good perk being nerfed.
DMS should work if all survivors let go the gen, as long 1 is working, it doesn't trigger.
but 10 seconds isn't too much of a big deal compared to what we have now, they can still use their items and suchs with this change so it's less annoying.
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https://www.youtube.com/watch?v=nUo-8hORVfA@Rahvin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3336554#Comment_3336554
Just out of curiosity, what would you estimate your win/loss ratio is as killer, and do you have any video of your killer gameplay uploaded anywhere? Would be very interested to see what a highly-skilled "old school" killer who doesn't tunnel can do vs. a semi-competent SWF who finish gens in 4 minutes.
https://www.youtube.com/watch?v=c1nq55UGiyI(second one is old gameplay)
For me a win is 4 kills or around 9+ hooks is a win (even if it means 1 kill), 3 kills is win too, 2 or less is lost.
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@Tostapane said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3336217#Comment_3336217
that's your opinion, but not how the game really works sadly... IF you want play to win there isn't much to do: you have to tunnel because 4 survivors are too much to deal with (killer is 1, survivors are 4, while the killer can chase and hook one of them, by that time survivors will likely have done 3 generators... 1/12 for the killer's goal vs 3/5 for the survivor's goal... pure and simple math). you can't call weak or insecure a killer who do those tactics because they know that those tactics are the most efficient ways of getting results (another thing if you'll limit yourself to say that those tactics are boring and unfun as hell since i doubt that people here will argue that, myself included)
they are too much to deal with for new killers. not to me, experience matters, if they tunnel like this they won't get any better.
But I think we can agree to disagree for that matter, i'm a very old school killer, I know how the game works, if they think tunneling is how you win, they will never get better.
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I'm a old school 1.0.0 veteran killer main and so I have the very old playstyle and so don't tunnel, I go for 12 hooks as much as I can leaving the unhooked 80% of the time, I get the same survivor if they try too hard to bodyblock or run straight at me, that speed boost and endurance is to get away, not waste my time, if you want to waste my time, i'll get a free hook, for me a real win is 12 hooks 4 kills, a win is 4K and a draw is 3, from 2 to 0 is a lost, I don't tunnel because (no bragging) i'm good enough to know how to play and it's not the best way to play the game and for sure not the most fun one.
End game tunneling is fine but during the match no it's not, most killers we have now are most likely from year 3-4 or younger while old old killers are way more rare and they are most likely those that won't tunnel because they have the confidence and the skills to win without requiring such cowardice tactics, this is what I feel about myself, some killers check what the survivors looks like to then change their perks, I have my build I press ready and alt tab. idc what I face, new killers are insecure and want to win 100% and go mega try hard when having fun could be better.
so well, to answer your question, they are insecure and most likely want the salt tears of survivors, but again some survivors are still salty or call the game boring when you get 12 hooks without using eruption so, you can't please everyone.
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@[Deleted User] said:
Remove the need for a Boon to be present and it could be a cool idea. I like the thought of killers being able to "trap" parts of the map outside of conventional means.
Just call it Doom totems.
Glad you like the idea itself and yes it could be another way to make it work :o
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@SkeletalElite said:
I mean you got outpositioned in that clip. He literally rushed you straight on in the open you deserved to get hit there whether it looked funky or not.
Blight hits have a tendency to look funky because of his wider swing and fast movement combined with a flick and even a tiny bit of a latency (unavoidable) can make hits look weird.
But at the end of the day if the blight actually rushes straight into you like this, you deserve to be hit. You got out positioned.
I dodged, he missed, I outplayed him, but BS hitbox made me get hit, nothing more nothing less.
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@HugTechLover said:
This is the “shoulder flick”. While I’m a straight rush, the hitbox is tiny. But if a blight flicks hard towards a survivor just before hitting, his hitbox is MUCH wider. It ONLY WORKS if he’s touching you. As somebody said, do not let him touch you like that.
okay i'll keep that in mind. thanks.
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@Kaffry said:
Blight's wait to swing at the last minute because it decreases that chance of getting flared (basically spinning one direction and going the other when Blight swings).
this should be a way to counter him period, it makes no sense he has a 180" hitbox hit or WORSE
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@GrimReaperJr1232 said:
Ah, I see what happened there.
Okay, Blight 101: Blight's initial hitbox on an attack is very short but VERY wide, to the point it allows him to land hits off screen. This hitbox quickly transitions into a longer but thinner one.
To avoid this, the goal is to stop the Blight from getting within touching distance of you, as the hitbox is, again, extremely short.
this needs to be removed period, true pain in the A
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@HugTechLover said:
A locker save isn’t possible.
Even before the update, if I’m correct on the lockers you’re talking about, a beam save wasn’t possible.
it happened on that one, most likely since the angle is so wide and open it was possible to cause a blind at the right timing to cause a old FL save.
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@usesPython said:
Locker saves are still possible with flashbangs/firecrackers afaik, though you don't get the 0.4 second buffer so you need to time it perfectly
mhhhh so that would explain why they got the save, perfect timing since they have a clear opening to my left side from that locker.
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@TWiXT said:
This Is exactly why I originally advised that the devs change the 2d Reveal area on the survivors screen (which can be blocked by the survivors model btw) to a 3d invisible Red Stain-esque/Flashlight model that emanates from male survivors heads, and slightly above Female survivors heads.
Basically, think of a flashlight that has a wide area of effect + 32 meter Length/range, that's attached to your survivors head, and if the core of GF's hitbox is caught in it, then he gets revealed.
Pros:
Ensures survivors looking at GF at any time can reveal him in full view, but allows him to hide better behind objects.
Ensures if GF is leaning around a corner, and his core hitbox is behind it, no reveal is made.
Ensures survivors actually reveal GF no matter how far or close because where their models point becomes the reveal area for up to 32 meters away.
Viewing him from behind walls or ducking under objects no longer reveals him, which means he no longer gets and indicator of your direction if you are spying on him from safety.
A survivors inability to reveal GF from behind objects, ensures that they are out a line of sight of him, and thus he can't stalk them either.
Reveal Area no longer blocked by Character models.
Cons:
Survivor can no longer reveal GF from their 180 degree 3rd person camera, if there is an object directly in their character models face. e.g. Revealing GF while ducking behind a low wall, or around a corner. (TBF, I always thought this felt like cheating for the survivors, if not for the directional reveal indicator and Killer Instinct effect once revealed)
Survivors have to present themselves as a potential stalk target in order to reveal GF.
Reveal area starts at the Character model and where it's head is facing, meaning that the remaining 15% of the screen behind the character model is an area in which GF can safely approach without being revealed.
Basically, If your character can't see him, they can't reveal him. However, that also means he can't stalk you either. So, it's a trade off, if you want to reveal him, you have to expose yourself to the possibility to being stalked. To me, at the time of suggesting this change, that felt like a reasonable trade. TBH, I still feel like this would overall be better.
Regardless Does anyone else think this would be LOADS better than the current 2d reveal area model?
that would fix so many issues
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@jinx3d said:
to everyone saying "a bug is a bug and should be removed"i agree-but why would they prioritize a bug thats just a qol change instead of one of the many, many, many bugs that make them unplayable?
fact
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@Hex_Ignored said:
a bug is a bug and should be removed, simple as that
ok so what about the game breaking ones instead of 1 making them slightly better?
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@ViperTheCharon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3324515#Comment_3324515
Okay, I see it, since it got edited not long ago. This would be a decent buff, for getting bonus by working similiar as no way out. (Hexes are considered as high risk high reward so this buff is reasonable.)
glad you think so ^^
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@kingcarl2012 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3324415#Comment_3324415
I'm pretty sure he meant the tokens would increase the base not replace it, so as you gain tokens the failed skill check would be
0 tokens 6%
1 token 7%
2 token 8%
3 token 9%
4 token 10%
I dont hate the Idea, but I would cap it at 4 tokens (20% for a failed skill check is plenty) and only grant tokens the first time a survivor is hooked like No Way Out, and a token is lost if a survivor dies.
it is exactly what I meant, and yea your suggestion could work too, to get full value you'd need to hook every survivor, so you cannot tunnel the same survivor for 3 tokens.
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@Entitled_survivor said:
was it ever meta ? i've only seen it on doctor builds
Never been sadly
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@ViperTheCharon said:
So you tell that huntress Lullaby is very weak and made it somehow even worse, you prioritize no skill check sounds with no additional penalty at the start and you need to hook, just to get 1%. You didn't even mentioned differences on each tier and you made that it punishes survivors for losing the game. You need 6 hooks to get current 6% penalty on Huntress Lullaby, which is pathetic.
no, you get the effect it has now, it's that the tokens add 1% extra penality in addition to the 10% lost + 6% of the perk, so at 5 tokens 21% progress will be lost.
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@DemonDaddy said:
So many years have passed, yet trapper and wraith still have very basic lackluster mori's.
I want that legion mori :((((((((((
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@Mandy said:
There is no conspiracy in the slightest, it is all just down to the joy that is RNG. The only time map weightings are changed are when a new map is available - we definitely do not change weightings regularly.
So completely RNG
we'll take your work for it, I wonder what's the odds to always get them this often tho
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@DBDVulture said:
-"does the game wants you to lose by giving your survivor sided maps or something?"
There is some speculation that is exactly what is happening.
I believe I saw a post or video actually asking about this.
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@AmpersandUnderscore said:
There is a smaller pool of maps that are weighted more heavily that rotates every day or so. Sometimes I will go a week without going to the swamp, but then it will be in rotation and I'll go there 3 games in a row. You're definitely not rolling from every possible map in the game every time you start a new match, but there are maybe 8ish maps from the overall pool that are weighted for that day.
The system is RNG, but I'm not sure if the map pools are picked at random, or curated by BHVR. I've definitely had nights though where I get, say, Midwich 4 times in a row.
Unless you're getting a lot of map offerings, it should just be down to RNG. The MMR system should be the only factor that is deliberately trying to influence the difficulty of your match (i.e. give you evenly matched opponents) and the arena should always be randomly chosen.
I just feel like midwich and the others I've mentionned are extremely too common for the amount of maps the game have, if it's true some maps are more common depending of the day it would explain but still odd they are THIS common when there's so many maps.