kizuati
kizuati
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Holy ######### that NOED winrate spike
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@Veinslay said:
https://forum.deadbydaylight.com/en/discussion/comment/3206385#Comment_3206385
SWF doesn't give any advantages!! Killers only lose to them because they played bad!!
Bro you just made up a person to get mad about. I'm saying that you're not going up against SWFs every game and even when you do,90% of the time you lose because you played badly.
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@AcelynnBen said:
https://forum.deadbydaylight.com/en/discussion/comment/3206385#Comment_3206385
ah yes and you know that its soft capped how?
and im losing because they are running 4 prove thyself yes that's my mistake for letting them run 4 prove thyself right and im losing because they are on voice chat that's my fault right ?
tbh yes its my fault didn't dodge to begin with
4 prove thyselfs are not efficient.
soft cap was announced and it's significant lowering was literally announced by behavior.
you're playing badly,please.
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"i am high mmr cant win because everyone is swf"
high mmr doesnt exist,it's soft capped really low. you're not losing because of SWF. you're losing 90% of your matches due to your mistakes. please.
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@ImNotBobDylan said:
https://forum.deadbydaylight.com/en/discussion/comment/3205370#Comment_3205370
A change like server uptime reduction has no reason to wait until Q4. Streamers are being held hostage right now. Hacking is a game of cat and mouse. After they push a batch of changes, the hackers will find a new exploit in 1 week. If they need to wait a quarter every time they want to update the anti-cheat, that means streamers can play 1 week every 3 months.
In an ideal world, your bullets would make sense. In the real world, things like WH, movement boost and auto-DH are straight up impossible to prevent (they are just flaws in UE). Experimentally, we've only seen the DBD cheating situation get worse month after month despite the measures that were implemented, streamers are being targeted by exploits that have been existing for years, and in the mean time, hackers seem to like the confrontation with the developers more and more (I can't see any reason to hold streamers publicly on stream except to taunt the developers). I saw a few weeks ago someone on the forums share a very concerning video of cheater playing with name "c_spawnBot()" and actually managing to spawn bots in the game, which to me seems to indicate that hackers can now run code server-side, so by the time the new server-side counter-measures will be implemented, hackers will have compromised the server and there will be a whole variety of new obvious cheats.
Well actually - it's only wallhacks and aimbots we can't prevent effectively.
Speed hacks though? Literally just don't blindly trust the client. The client tells the server their inputs,server responds whether or not that movement is valid. Client compensates with a bit of prediction to account for latency..
You know...like any normal game.
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Okay but one question: are you nuts?
what in the entity's name is that build jfc lmfao
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day 1500 waiting for Linux support
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@AGM said:
BHVR defines stuns very strictly. A Lightburn is a Lightburn, not a stun.
You can only stun with pallets, DS, and Head On.
I don't think even a flashlight save counts as a true stun, though I could be wrong.
To be clear, I'm not saying it should or shouldn't count as a stun, just trying to clarify.
A save is considered a stun iirc
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@FizzieSprite said:
The devs wanted the 60/40 kill rate anyway and now they're pulling crap like this LOL. I agree, ALL of the ideas proposed are god AWFUL and need to never show their ugly faces again.
Who wants to come play F13 or Outlast: Trials with me LMFAOOOO
Honestly I am really excited for the new outlast. Did they open a playtestest to anyone yet?
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@ImNotBobDylan said:
https://forum.deadbydaylight.com/en/discussion/comment/3205714#Comment_3205714
They wouldn't name themselves c_spawnbot() though.
That doesnt sound server side. That's just BHVR code. When the Ghostface Build got accidentally released by BHVR you could spawn in anything. I doubt much has changed since then and hackers 100% have access to that.
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@Yatol said:
Rainbow Six Siege, enjoy your unplayable games
What?
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@Cybil said:
It IS on the back burner. This could still be another 2-4 updates away.
The back burner is this not being in the game this year. That's the back burner. Like the back burner they should take away solo queue updates from.
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@ImNotBobDylan said:
https://forum.deadbydaylight.com/en/discussion/comment/3205370#Comment_3205370
A change like server uptime reduction has no reason to wait until Q4. Streamers are being held hostage right now. Hacking is a game of cat and mouse. After they push a batch of changes, the hackers will find a new exploit in 1 week. If they need to wait a quarter every time they want to update the anti-cheat, that means streamers can play 1 week every 3 months.
In an ideal world, your bullets would make sense. In the real world, things like WH, movement boost and auto-DH are straight up impossible to prevent (they are just flaws in UE). Experimentally, we've only seen the DBD cheating situation get worse month after month despite the measures that were implemented, streamers are being targeted by exploits that have been existing for years, and in the mean time, hackers seem to like the confrontation with the developers more and more (I can't see any reason to hold streamers publicly on stream except to taunt the developers). I saw a few weeks ago someone on the forums share a very concerning video of cheater playing with name "c_spawnBot()" and actually managing to spawn bots in the game, which to me seems to indicate that hackers can now run code server-side, so by the time the new server-side counter-measures will be implemented, hackers will have compromised the server and there will be a whole variety of new obvious cheats.
It's not that they can run code server side. It's just that their back-end is that ######### bad. You ask the servers to spawn a bot and they just go "seems good"
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3204671#Comment_3204671
This is what irks me a little. They acknowledge that SoloQ is not in the best place and they are working on ways to improve the experience. Then we get told any improvements have been put on the back burner for other priorities. This was the priority?
My thoughts exactly. It's insane.
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@RaSavage42 said:
They are... but they do need gameplay and feedback right now
This isn't coming out with the 6.3.0 patch
I know. I'm saying put this on the back burner for this year entirely and go look into Solo Queue.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3203583#Comment_3203583
"MOVE ALL GAME LOGIC AWAY FROM THE CLIENT" is not realistic. Even in the Valve example, some things are checked server-side and other things are checked client-side. There are zero complex games that are 100% server-side validated I am aware of. If anyone knows of any, I’d be interested to learn of them.
I dunno,99% of the game logic at the least can be moved to the server. It shouldn't just take your perks,addons and even basic location at face value for what,4 years now that we had "Dedicated Servers".
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3203550#Comment_3203550
First of all, Valve is a multi-billion dollar company. BHVR Interactive net worth is estimated ~$100-300 million. Making checks for literally every single thing is a gargantuan demand and wasted extraneous effort in most cases.
Second of all, VAC is literally client-side and server-side both.
The cheats in DBD that are an issue are due to game logic being on the client. I even remember a Valve talk about cheating and they were like "yeah speedhacking was super easy to fix because it's completely in our court compared to wallhacking or aimbots".
I am not asking them to make their own anti cheat on server and client side. I'm asking them to switch from glorified peer-to-peer like a normal game dev.
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@SuzuKR said:
Moving all game logic to the server is not feasible. That is an insane amount of effort for the server to handle. That said, checks here and there are fully viable.
Uh... dude sorry to burst your bubble but that's how games work. Look at CSGO for example. It's possible. It's not insane. It's just expensive.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3203011#Comment_3203011
CoH was the best example. It had so many issues conceptually that it has still broken aspects of the game to this day just by existing, and it even entered the PTB in a hilariously powerful state. All they did was keep throwing small numbers adjustments at it while ignoring the blatant issues that it was (and pretty much still is) the only boon that does not require the killer to be anywhere near it, while also proving a benefit so strong and universal that it singlehandedly ruins the concepts of boons themselves for many people. They created another nurse tier outlier and saw(and still see) absolutely no issues with that.
Oops, I said "saw" and "nurse tier." I take no responsibility for any future pig nerfs that may or may not be caused by this post.
Waiting for pig to need to pick up her traps around the map and go through a 8 second set up animation. Only 1 trap carriable on hand by default. Going into ambush lowers your speed to 76%
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@drsoontm said:
https://forum.deadbydaylight.com/en/discussion/comment/3202997#Comment_3202997
An old anti-camping mechanic from years ago (four? more?) never made it into live because too easy to exploit.
Here I'm hoping the current version will not make it even into the PTB.
OLD BHVR actually had the guts to discard bad features - current BHVR is suffering from a harrrd sunk cost fallacy imho. I doubt we'll see this system changed to be..decent at least. Maybe we will,but BHVR has earned my distrust.
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@Araphex said:
https://forum.deadbydaylight.com/en/discussion/comment/3199978#Comment_3199978
What about console players such as myself? I can't provide video evidence every single time I run unto cheaters and right now there are too many. Sure, if I wanted to spend half an hour per report but that's really just a waste of time. Is in game reporting alone enough, especially with the amount of cheaters right now?
game reporting alone does literally nothing,for some reason. so yeah i would just give up
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@StarLost but mmr is better for newer players amirite
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good for them.
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@AnneBonny said:
https://us.v-cdn.net/6030815/uploads/PSYWBBRW3LTG/20220922063726-1.jpg
https://us.v-cdn.net/6030815/uploads/R6YENBL5DLHB/20220922064031-1.jpg
https://us.v-cdn.net/6030815/uploads/EJC7PRBXSD10/20220922064033-1.jpg
https://us.v-cdn.net/6030815/uploads/N7XPMS5VZW43/20220922064034-1.jpg
https://us.v-cdn.net/6030815/uploads/TPDZCLXE46PA/20220922064036-1.jpg
They all have the brown rarity color and weird number values. Any idea what this is about?
I imagine that's a bug with rarities value got lost and it displays as brown.
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/3199430#Comment_3199430
Pretty sure it was never on the roadmap. They talked about soloq improvements in a dev update (I think January) but never confirmed that it would be those action symbols -that was just an example of what could come- nor did they ever tell us when to expect this. In the anniversary stream it was completely left out and thus never put on the roadmap.
they did push something from the roadmap back to early 2023 - iirc it was the mechanic for being able to actually do stuff like activating challenges or going to the store while you are queueing for a game.
yeah and those symbols they showed were LITERALLY a reddit mock-up. they didn't show anything official.
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@Ricardo170373 said:
Solo survivor improvements. I hope so
stop the copium. they already told that they will be doing ######### all for solos this game year
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@DH3206 said:
https://forum.deadbydaylight.com/en/discussion/comment/3199753#Comment_3199753
At this point, i don't think they will ever rewrite the game. Not because they can't, they won't because of the money it will cost. They had the chance 2/3 years ago when the game was really in its prime. But I don't see it happening anymore.
I don't know if it's a sign that they make the cosmetics obtainable with shards, but they would never do that a few years ago because they got a lot of money from keeping some cosmetics auric cells only.
If competition arises,which it will hopefully with Evil Dead keeping strong and the Leatherface game releasing soon,along with maybe VHS getting a bigger niche,they will finally spend the money.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3199661#Comment_3199661
I was never a fan of turning the game from p2p into server sided. Simply, because it was never designed to be that way.
Best approach would have been to start something from scratch. Say DbD 2 and allow people transfer their progress from the old game.
They needed to rewrite it. Sadly BHVR made a tower of duct tape that is now a big hunk of garbage. If they moved game logic to the server it would even probably improve performance as the game should be less CPU intensive
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@SunsetSherbet said:
It's incentive for you to cleanse the infection. It is slow down. I don't get why people want it to be Nemesis 2.0 where the only reason to cure is because you got sick of the wet macaroni sound effects in your ear.
You already can be insta downable. The hindered only helps him tunnel and win a chase after not landing a second hit (or even a damaging state) for a while. Why do you want more to be added to it? The insta down is pretty much entirely the point of Plague's Infection. This is a side thing to his power,it shouldnt be an auto win at tunneling button.
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@Tsulan said:
I don´t get why they can´t implement server sided detection. Since everything has to pass over the dedicated server, the system should check if someone goes over the allowed speed, use one time perks several times, got out of downed status in X amount of times, etc.
Because the game is still glorified peer to peer. All game logic is handled on the client pretty much.
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@[Deleted User] said:
It's a meta related subject, but you all really have fun playing with meta all the time?
Just curious, even to more headed competitive players and why is that? the feel to win every game despite what happens so it's easier?
hm.
what does this even mean
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3196960#Comment_3196960
Jolt has some counterplay. You can hop in a locker and it won't proc on a locker pull. But that's about it
it's simple counterplay
just dont go down pepega
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@Sally_S_gay_son said:
all of the new meta perks are just annoying to deal with and pr + dms, jolt, eruption and whatever just feel so draining to counter, it's not hard but it's also not fun
At least with ruin undying it was like okay let's all split up find the totems, the killer will get a hook or 2 until they are gone, and then we can just play a normal dbd match, now it's like oh let me go off a gen before this person is hooked, let me throw a game to tap the gen, it's just stupid.
You know what I loved about PR DMS when it came about? It had bad synergy with the current meta. It was co-existing.
Blocked gens wouldnt be kicked or regress with Ruin. I really liked that addition.
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@[Deleted User] said:
This meta 1000% worse in terms of fun. The old meta had more counterplay. I could get off a gen at 70% in anticipation of Tinkerer, do totems, etc.
This meta actively locks you out of whatever it is you're trying to do. Eruption makes it so you can't do anything for 25 seconds and there's nothing you can do about it as a solo player as long as the killer kicked that gen. It's the 3 gen playstyle on steroids. If the killer is committed to it, you're in for a complete slog of a game.
This meta has a lot more focus on counterplay by the entire team which especially hurts solo players. vs ruin at least you personally could go cleanse bones
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MMR goes both ways to be frank. I am getting ######### like this. Dude played 1st match ever from the looks of it
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I'd like to enjoy Sadako. However she's still a seizure hazard so lol
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@Gary_Coleman said:
https://forum.deadbydaylight.com/en/discussion/comment/3195492#Comment_3195492
The forum is more fun than the game right now.
That's pretty true. I uninstalled yesterday and dont plan to return until the next mid-chapter. This game has been so,oh so sad these past few months.
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@RenRen said:
https://forum.deadbydaylight.com/en/discussion/comment/3196579#Comment_3196579
I feel like your HEAVILY overrating the changes to the hit cooldown and survivor speed after getting hit. It's noticeable but to go as far as to say it makes the survivor go nowhere? That's just wrong.
Pentimento + Plaything really only works on indoor maps. Otherwise you don't need to break the totems.
People not being able to use dead hard is very clearly a skill issue. Either that or bad connection/servers..
I agree with no real reason to camp (outside of endgame) but tunneling is still kinda of a necessity for certain killers and a good chunk of maps with said killers. How is lethal pursuer busted? It's good but it literally only can help once unless you bring another aura reading perk which means your using two of your perk slots just to find someone.
Just cause you don't run into Hyperfocus or Prove thyself often doesn't remove the fact that they are issues.
I feel like you're heavily underrating how much the hit cooldown and injured speed boost gave to survivors. As someone who plays both sides - zoning because of it has been easier and as survivor I physically feel that reduction and think that I would've made it way,way further pre 6.1.0.
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@6yXJI0 said:
I miss first version of ruin. I would slap those great red skillchecks like crazy!
IMAGINE OLD RUIN VS HYPERFOCUS TODAY
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@Marik1987 said:
They butchered all gen-defense or gen-regression-perks entirely (besides Corrupt and Deadlock)
What are killers supposed to run besides weaker Corrupt, Handicap-Gen-Perks or an Endgame-Build, whats the only thing is they dont have destroyed yet.
The 10% speedup for breaking pallets etc. doesnt do anything, the survivors can still easily reach the next Jungle-Gym.
So what will a Pig on Red Forest for example do? Yes, it will stay nearby the hook, it doesnt make any sense to walk 1min around to reach the other end of the map.
With Pop, u had a reason to leave and hunt other survivors, but now? All Gen-Perks work without a hook or anything.
BBQ & Chili being the most popular perk in the game was the thing that held it together imho. Incentive to go away from hook & hook different people. What they should've done in this pass is MASSIVELY buff Grim Embrace and give BBQ & Chili a secondary effect for it's 4 stacks. That would be cool
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@Grigerbest said:
Actually never tunneled someone before 6.1, and after.=)
But i'd say there is no way it's easier to tunnel after 6.1 with basekit bt. Sure DS is a quite sad perk now but still.
I suggest you play someone who takes good advantage of STBFL or blight/wesker.
It's relatively easy,especially if the survivor dares to dedicate a slot to DH or OTR and you just hit them off hook. Imagine a 6 stack STBFL clown with a bottle thrown to the hook as a survivor unhooks. He comes into range just as it's done and hits the surv with 7 stacks now,the killer barely has a cooldown,Survivor has the basekit BT + the now severely reduced injured speed boost.
If there's a slight dead zone (which if you got downed there there probably is) - you might just be ######### immediately. And that's a ######### clown. What if you get hit by someone who can follow up with a high speed M2?
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/3196671#Comment_3196671
It still gets you off their shoulders. It's still an anti tunnel perk. Crazy that I'm suggesting you should be mindful on where you go down, right ?
*gets tunnelled off hook with not much option to choose where you go down because it's a Killer very good at tunneling*
Ah yes. Truly a skill issue.
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@JustAnotherNewbie said:
To be honest, if tunneling and camping was more common maybe the devs would be doing something about it. As it is now it's reserved only for the sweatiest. If every killer started doing it and got more kills, it might see some change because the statistics would change.
It really is the most efficient way to play.
The statistics did change though lol
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@danielmaster87 said:
People always say, "The last killer meta was better and took more skill" after they'd made an effort, and succeeded, to nerf that meta with their complaints about it. If you would have told people back then, "Imagine a killer meta where they can actually kick gens" people would have thought you were crazy, because it was too good to be true. People complained about matches being allegedly non-interactive and killers simply ignoring gens. Now it's "too much" that killers kick gens and get decent regression, after they've sacrificed 2-3 perk slots to get it.
I've heavily criticized this 'meta', because I think it's trumped by simply gen tapping as usual. But for the sake of argument, this was one of the few ways the killer meta could have gone, and was the most popular way from what I could tell.
Survivors should still be winning the war of attrition assuming they're being efficient. If people never win vs these builds, that's what I'm gonna be questioning. And I get that their teammates can't always be efficient because MMR for solo sucks with the teammates it gives you. But we can't make game balance of off a broken matchmaking system; we have to fix that first and foremost before we do something drastic.
The majority of players are solo queue though. They can't really be efficient and they're not going to be even remotely considering how BHVR stated they dont have anything planned for solo survivor FOR THE NEXT YEAR.
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@fulltonon said:
It's just you, none of regression perks has been noticeably better beside eruption.
It's not about being better - it's about whether or not the gameplay it produces is more fun
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@Tsela said:
https://forum.deadbydaylight.com/en/discussion/comment/3196555#Comment_3196555
now there is such a thing as "proxy camping" also?
? wdym
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@Deadeye said:
Off The Record does nothing if you are camped AND tunneled, otherwise 80 seconds is insanely strong. If you just roughly manage to start a good chase without dropping pallets because you are safe and AFTER the hit start dropping pallets as well, you can waste so much time.
Regarding tunneling: the tools to counter tunneling got so strong that it literally doesn't make sense for several situations to not tunnel. If you get the hook exchange, it will make sense to take it as killer, but also most likely you will be good to chase the unhooked survivor afterwards. And if the unhook goes through before you can get the hit, it basically doesn't matter who you chase regarding chase time, because you will need 2 hits anyway. As it makes no sense to wait out BT (it can be 10s, 20s or 80s and there is no value in waiting out to know if the unhooker had BT or not) as killer you just hit the unhooked survivor. 2 hits on unhooker or 2 hits on unhooked is the same, so pick the one that got a hook state less until sacrifice.
So regarding it with this POV, tunneling got harder because you can't wait out the BT or have a chance to not have an endurance protection. But it is more valuable because it makes no difference regarding chase time.
https://forum.deadbydaylight.com/en/discussion/comment/3196502#Comment_3196502
Camping was never a valuable strategy unless survivors rewarded you to do so by leaving all the gens and the team staring at the hooked person without going for the unhook. With Reassurance and Kindred being more common perks it would even be a bad strategy today and could outplay camping Deadlock killers.
But why ever wait it out? With every second killer running STBFL and quite a few survivors using DH it's incredibly beneficial to just hit them and if not just force them to mend,but also go on to tunnel them.
On the topic of it not doing anything while you're camped and tunneled - that is my point. OTR does not promote fun gameplay.
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@Deadeye said:
Off The Record does nothing if you are camped AND tunneled, otherwise 80 seconds is insanely strong. If you just roughly manage to start a good chase without dropping pallets because you are safe and AFTER the hit start dropping pallets as well, you can waste so much time.
Regarding tunneling: the tools to counter tunneling got so strong that it literally doesn't make sense for several situations to not tunnel. If you get the hook exchange, it will make sense to take it as killer, but also most likely you will be good to chase the unhooked survivor afterwards. And if the unhook goes through before you can get the hit, it basically doesn't matter who you chase regarding chase time, because you will need 2 hits anyway. As it makes no sense to wait out BT (it can be 10s, 20s or 80s and there is no value in waiting out to know if the unhooker had BT or not) as killer you just hit the unhooked survivor. 2 hits on unhooker or 2 hits on unhooked is the same, so pick the one that got a hook state less until sacrifice.
So regarding it with this POV, tunneling got harder because you can't wait out the BT or have a chance to not have an endurance protection. But it is more valuable because it makes no difference regarding chase time.
https://forum.deadbydaylight.com/en/discussion/comment/3196502#Comment_3196502
Camping was never a valuable strategy unless survivors rewarded you to do so by leaving all the gens and the team staring at the hooked person without going for the unhook. With Reassurance and Kindred being more common perks it would even be a bad strategy today and could outplay camping Deadlock killers.
I'd argue second stage proxy camping with dead lock is still extremely strong.
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@GoodBoyKaru said:
No I don't think so. I'd say it's easy, but that 6.2.0 helped it a bit. The month and a half between 6.1.0 and 6.2.0 was when it was easier than ever.
Plus to tunnelers, OTR isn't even that big of a threat, because they just instantly smack the survivor post-unhook and OTR and DH have both been disabled.
I really don't think the basekit BT is nearly enough to do anything about STBFL/mobility killers.
