Avatar

kosaba11

kosaba11

About

Username
kosaba11
Joined
Visits
0
Last Active
—

Comments

  • Ahem -

    Clown - As much as I like him as a character - I like clowns - I haven't played him since I've experienced how unbelievably unfair he is. His drugs making you slower and unable to vault or pull a pallet, when Clown is already faster than you, just isn't fair. And the counter? Pray he misses - that's not really a good way to make a character.

    Freddy - He's nowhere near as weak as people say he is. The fact he's able to teleport to gens, by itself, is already a BS ability. Not to mention the fact I have yet to face a Freddy who wasn't toxic.

    Xenomorph - She has a similar issue that Freddy has, with the added annoyance of having a longer range and a speed ability that doesn't inhibit her ability to hit you. Plus, those little turrets of hers don't really do anything.

    Leatherface - One hit downs are not healthy for this game, whatsoever. Not to mention how toxic his mains tend to be.

    Deathslinger - Where Huntress's hatchets at least feel avoidable, Deathslinger's shot doesn't. Not to mention, yet again, how toxic his mains tend to be. And, this is a personal pet peeve, when it's Deathslinger, I'm always spawned next to him, and either spend most of the match trying to run, or I get tunneled out.

    Michael - Really, my only issue with Michael is my same issue with Sadako and Pyramid Head - a killer being able to kill you, without hooking you - regardless of whether they need an add-on or not to do it - is not fair. Other than that, a Michael without the add-on is actually not that bad to face. And Sadako can be pretty scary, so she's pretty fun to face in my opinion, even if I hate her insta-kill move - though I relent that with her it more comes down to user error than anything.

    Wesker - I don't hate Wesker, but Weskers sure as heck hate me. I don't think any other killer has had some sort of grudge against me as Wesker has. I dunno if it's who I play, or the aura I resonate, or just my user name, but every time I face a Wesker, these S.O.B.s hard target me, and I don't know what I did to them. He'd be fine to face if each one of them didn't put me in their crosshairs every time they see me, whether they're already chasing someone or not. Don't me wrong, this has led to pretty funny moments - like when my friend was running from him, and as she warned me, I get pinned against the rock I was walking in front of. But no - Wesker mains, ######### did I do to make you hate me so?

    Blight - Do I even need to say anything?

  • @HexHuntressThighs said:

    What are the odds you get those three killers anyways? Huntress supposedly has an 8% pick rate and yet I never see her. Having a filter is a terrible idea. I bought the game and I shouldn’t be punished because survivors don’t want to play against the killer I like to play. Skully, knight and Nurse would die over night.

    And I should be allowed to have in the game that I bought. Killers shouldn't be to only ones allowed to have fun.

  • @HaunterofShadows said:

    The reality of this game is when you hit the ready button, you're accepting the possibility you may go against killers or perks you don't like or think are op.

    The same goes for killers. When they hit that ready button, they accept the fact that they could be going against perks they don't like or an SWF

    Difference is, Killers get to see what the Survivors are bringing in, item wise, so they get to at least make an informed decision before readying up. Survivors don't get the same treatment. They just have to prey it's not an overpowered killer, or the same killer they just faced.

    I'll take at least knowing who I'm facing so I can decide if I want to bother with the match.

  • Nothing makes me hate this game more than facing Leatherface. He's way too strong with very little in the way of drawbacks, and the people who play him, without exception, are always toxic.

    Edit: Add Deathslinger to the list of killers I hate playing against. BS to face, and the people who play him have zero personality. They, like Leatherface mains, take this game way too seriously, and will do every ounce of toxic crap they can to get a 4K.

  • @VomitMommy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3762546#Comment_3762546

    Every killer is faster than the survivors, some being even faster still.

    Game wouldn't really work if killers had same movement speed as survivors, would it?

    We have seen what even 3% less in difference does....

    Way to miss the point. Killers don't have to go the same speed as survivors, but the point is that they are faster - it's one of their strengths - with some killers being even faster than the others. Which is the main point of that tidbit - that killers are already faster than survivors, and yet there are killers who even faster than that.

  • @Tostapane said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3763901#Comment_3763901

    By your logic then people that abuse anti tunnel perks and bodyblock with bt in order to deny a new chase with the survivor who did the save should be punished too... Same for people that tunnel generators... Again all of you keep thinking new ways of punishing the killer without giving valid alternative options... This is the things that honestly piss me off more about the people in this forum... I get it, being tunneled out of the game early isn't fun, but you can't pretend that the killer won't do It unless you'll give and incentive to play in another way... If you keep punishing players for how they will play, sooner or later you won't have players left...

    First, to be honest I'd rather players who rely on tunneling, slugging, and camping left the game. That's not the negative you think it is - this game is way more fun when everyone is playing fairly.

    Second, Killers already have more than one way to make life difficult for the survivors - perks that block gens, perks that block pallets and windows, a perk that blocks the exit gate, etc. Survivors have nothing like that. Killers are already insanely strong, with some killers not even needing perks to 4K a lobby. And what do the survivors have? Nothing. All survivors can do is work on gens together, or waste a butt-load amount of time to make progress go faster. And if the killer decides to tunnel? Nothing the survivor can do about it. The killer decides to camp? Nothing the person on hook can do about it. The killer decides to slug? Apart from doing drive-by heals on the downed players, not much the survivors can do.

    Having anything that makes killers play fairly would go a long way in fixing the multitude of problems the game has. And to answer the "Incentivize killers to play any other way," how about this: Be a bad player, get punished. None of the killers have to rely on these strats, only bad players.

  • I'll be honest, it's never worked, and it never will work. The reason? The devs don't care - they encourage the bad behavior, they want it to happen. Why do you think they haven't done anything worthwhile to counter camping, slugging or tunneling?

    If they actually cared, they'd either make those actions against TOS, or add in features that actually counter those behaviors. But they haven't, and they won't. They'll do the bare minimum, whether it works or not, and expect players to be happy.

  • Minus the Stranger Things characters, I've been a fan of all the franchises that have collabed with DBD long before I was a DBD fan.

  • Bad behavior should be punished, not rewarded. There 100% needs to be an anti-tunneling mechanic, but rewarding the survivors for someone leaving after they die just isn't it.

    To fix tunneling, the best way, aside from making it reportable, would be increasing the survivor's shield when they're unhooked. Instead of it lasting for 10 seconds and disappearing after the first hit, they can either make it last longer or make it to where you need more hits to break it. I'm certain there's other fixes, but that's all I got right now.

  • @danielmaster87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3762546#Comment_3762546

    No, you're straight-up wrong. I've never had to sweat as hard with killer for so little as I am now. Fighting tooth and nail every match, and for what? Mostly draws. A 4k is a rare treat indeed. I feel punished for playing multiple killers, or playing certain killers, instead of Nurse/Blight every time. Don't try to back up your "killer sided game" idea with math. Given a decent survivor team, killer loses 2 gens in the first chase. Whether he tunnels or not, the next 2 will quickly follow. And then fight to protect the last 1 or don't, it's inevitably popping as well, even with an "unstoppable 3-gen." People act like as soon as 1 survivor dies, or the killer gets a 3-gen, the game is over. That is so not the case. You don't even recognize the free stuff survivor gets like wiggling or hatch, because both lead to free escapes. Just because they don't work 100% of the time doesn't make them killer sided. If the killer downs you, he should be able to hook you. If the killer beats you, he should kill you. Neither of these scenarios happen 100% of the time either, despite theory, so at least be grateful for the exceptions.

    Sounds like you're just a bad killer, to be honest.

    Wiggling doesn't accomplish anything unless the killer is bad.

    If the killer reaches the hatch first, which, barring you getting lucky, happens more often than not, you lose. Unless the killer is bad.

    Only killer mains think the game isn't killer sided - but I play both pretty frequently, and I can say, with 100% certainty, that it is. If you want a full breakdown, I'll give you a breakdown.

    Certain killers - like Michael, Ghostface, Leatherface, and Billy - have the ability to down you in one hit. Obviously, the counter is to not get hit, but that tends to be difficult when the map is either in-doors or ridiculously small.

    Certain killers - like Michael and Sadako - can kill you without hooking you twice. Yes, Michael needs an add-on, but that doesn't negate that he can do so.

    Certain killers - like Blight or Legion - are way faster than even the other killers, despite killers already being faster than the survivor.

    It takes less time to knock someone than it does to finish a gen, especially if you're doing the gen solo. It takes 90 seconds to finish a gen, but it really only takes 10 of those seconds to down someone - again, unless you're just a bad killer or you're facing a really good survivor.

    Killers have perks that straight up negate what the survivors can do. Some perks block generators, some block the windows and pallets, one blocks the exit gate, one makes it to where flashlights are useless, etc. Not to mention the large amount of aura reading perks that allow the killer to see where you are. Yes, survivors have aura reading perks, but perks for the killers tend to be more useful.

    Any killer can be strong in the right hands - but the same can't be said for survivors. The learning curve is much higher.

    If you want to pretend that the devs don't have a bias towards killers, that's fine. That doesn't change reality.

  • Oh, I hate Blight. I don't think I've ever managed to escape a match when the killer is Blight.

    Nurse, though? I don't get the hype. Maybe I've just gotten lucky, but Nurse usually isn't that hard to face, in my personal experience.

  • @Brutha said:

    Would you rather have a killer with a power that's fun but weak or a power that is boring but strong

    Would you rather face Pre-rework Skull Merchant or Original Forever Freddy

    Would you rather go against an all p100 squad or a experienced bully squad

    Would you rather go against a perkless Nurse or a Trapper with his best build

    Fun but weak. I can have fun as killer even if I don't get a single kill, so I'd rather the killer be fun to play, rather than the killer be BS but boring.

    Pre-rework Skull Merchant. I've never, even prior to the rework, had issues with Skull Merchant. Freddy on the other hand? He's still BS and highly unfun to play against, so no thanks.

    P100 Squad. P100 doesn't equal skilled, plus I hate bully squads.

    Nurse. Never had issues with her. Granted I've never had issues with Trapper, either, but I'd rather not have to pay attention to the ground the whole game.

  • @RFSa09 said:

    Killers like Billy, Ghostface, Leatherface, and Michael had one hit down moves, with Billy and Leatherface getting free downs without any effort. Killers like Michael and Sadako can kill you without a Mori. Every killer is faster than the survivors, some being even faster still. If I wasn't being lazy, and hesitant to make a book of a reply, I'd go in-depth on breaking down the kits. Depending on the survivor, it doesn't take long for a killer to knock down and hook a survivor - but for the survivors, each gen takes 90 seconds. Add that to most of the maps being insanely small or in-doors with narrow corridors, and you have the survivors playing on hard mode.

    I'm sorry but saying that Bubba, Myers, ghost face and sadako overpowered has to be a bait, Bubba is decent but the rest of them are less than mediocre

    Also, Billy is by far the hardest character in the game, he's super broken indeed but it's not effortless

    Again, if you're a killer main, it's easy to say certain killers are bad - but the experience is far different as a survivor. I've had plenty of matches against all of the killers I've mentioned - none of them are weak. Now, maybe I was just getting people who main those killers, and I will relent that people who main a killer or character, in any game, will make the character seem overpowered. However, the chances that, every single time I've face one of those killers, that I was facing a pro is unlikely and yet each time was a difficult experience.

    Michael, admittedly, is the easiest of the bunch to face. However, I call him overpowered because of his add-on that allows him to insta-kill survivors, regardless of hook status. How exactly is that fair?

    Bubba's insta-down move can really only be avoided by pallets or windows, and if, say, you're in an in-door map, avoiding it is all but impossible, barring the Bubba just sucking. It's easier in an out-door map, yes, but "easier" doesn't mean "easy" in this case.

    Ghostface has the issue of having the insta-down move, along with the added issue of being faster than most of the other killers. Don't get me wrong, he's fun to face - depending on who is playing him - but that doesn't negate his power.

    Sadako falls under the issue of being able to insta-kill you even without an add-on. Now, yes, it comes down to user error more than power, but the fact she can insta-kill without hooking you is, itself, the problem. Killers should not be able to kill you without at least hooking you once.

    As for Billy - he's really not that hard to play. I will admit the aiming of his chainsaw takes practice, but unless you're a slow learner, it's really not hard.

  • @Vasyazx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3762514#Comment_3762514

    Well before criticize lore you could at least read it.Entity fully reconstruct survivors and killers from scratch once they taken into its realm they so they are basically toys that are bound to follow entites rules and even deities like Vecna forced to play by rules due their bargain with entity so do you really expect humans to really be able to break them and fight back killers ?

    It really does not take much to fight back against a killer, even if the Entity doesn't want you to. We've seen, in the lore itself, people actively go against the Entity while in the realm. There was no "bargain with the Entity" in the case of Vecna, his entire lore page is about him deciding to go along with being taken so he could take the Entity's power for himself.

    Let's be real, the lore does not support the idea that the Entity is an all knowing, all powerful deity - all it does is support is that people can't leave its realm. Every backstory, and yes, I've read the lore - it's my favorite part of any game - does not mention people being "reconstructed from scratch," they're simply taken and killed, over and over again. In fact, in the lore, it's stated that survivors can attack each other, like when they drowned one of their fellow survivors in mud just because he wouldn't stop screaming. If they can attack each other, they can fight back against the killers.

    The only reason we can't is for gameplay reasons and gameplay reasons only. There is nothing in the lore to support that survivors couldn't fight back.

  • So far, I really dislike how you have to filter just to see the ones you own. I like the idea of the characters I don't own having their prices on them, but it shouldn't be the same as the shop UI. The ones you own should always be at the top of the list - it's just tedious the way it is now.

  • @Chocolate_Cosmos said:

    Anyone who claims that devs are only one-sided clearly either:

    • Doesn't read patch notes or dev blogs so they have no idea
    • Are blind and want live in their own bubble of reality

    Devs are not one sided. Yes, they sometimes make patches that have more changes for one-side than the other, but they are never one-sided. If you would take your time and dig up past patch notes, you would find that they were plenty of updates for killers and survivors. Each side of course has their own bucket of problems, sometimes things get better and sometimes they don't because new problems rise thanks to some not great changes or new toys.

    Examples: I dislike how the Knight update seems pretty Survivor sided since they just focused on fixing issues survivor dislike about his power while giving him almost nothing equal to compensete for these heavy nerfs. On the other side, they buffed several killers recently (even tho not in a big way most of them but still…), they made serveral perks better for each side, etc.

    Also you can't blame devs on player's behavor. On both side, they is % of players who act like #########.

    Big difference in what the devs are saying is happening, and what is actually happening. Too many killers have kits, without perks, that make them guaranteed to have an easy time.

    Killers like Billy, Ghostface, Leatherface, and Michael had one hit down moves, with Billy and Leatherface getting free downs without any effort. Killers like Michael and Sadako can kill you without a Mori. Every killer is faster than the survivors, some being even faster still. If I wasn't being lazy, and hesitant to make a book of a reply, I'd go in-depth on breaking down the kits. Depending on the survivor, it doesn't take long for a killer to knock down and hook a survivor - but for the survivors, each gen takes 90 seconds. Add that to most of the maps being insanely small or in-doors with narrow corridors, and you have the survivors playing on hard mode.

    And its not hard to recognize - judge how you feel playing survivor versus killer. When I'm survivor, matches feel like they take forever with hardly anything getting done, where the killer seems to always be nearby. But when I'm killer, matches feels like they fly by, whether I'm against a decent set of survivors or a bad set. Not to mention the difficulty differences - it is far harder to be a survivor than it is to be a killer. I get 4Ks more than I escape.

    That's why I say it's killer sided. Survivors only have pallets and their ability to loop - which really depends on if the killer isn't experienced enough to make looping pointless. Wiggling doesn't do anything, and once you're down to just yourself, if the killer reaches the hatch first, you just lose, especially if its one of those crappy maps where the doors are next to each other.

    Don't get me wrong, I don't need to win to have fun, just had fun in a match against Sadako where I was running from her the whole time before she insta-killed me because of her BS kit. But it was a fun chase, at least.

    Last thing before I stop writing - I can blame the devs for people's behavior when they actively encourage that behavior. The fact that slugging, camping, and tunneling are perfectly okay in the eyes of the devs is reason enough to blame them. When you encourage bad behavior, it's your fault when bad behavior occurs.

  • That's what happens when you decide to use a cosmic entity as your main villain. 99% of writers who use cosmic villains don't really have a rule set for their abilities, they just decide "Well, it's a cosmic horror, it do whatever I want because humans don't comprehend its full power". Frankly, that's a lazy way to write.

    The real question, however, is how we're expected to believe that many of the crossover survivors wouldn't be fighting back, and winning, against the killers. Like, the Resident Evil gang, for example, handle far worse than Nemesis and Wesker every game, yet I'm supposed to be believe, even without a weapon, they would lose to a K-Pop singer or guy with a machete? C'mon. I know it's a case of suspending your belief, and for a game where survivors are just cosmetics, it's not that big a deal, but in the context of the story, it doesn't make any sense.

  • @JeanGreyarea said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3754846#Comment_3754846

    that’s good advice, maybe tell that to the killer mains that win most of their games but then throw fits when they lose one game

    You're right, the same thing should be said to killer mains who only have fun if they're getting a 4K - especially when it's so much easier to have fun as killer. But just because it can and should be said to those killer mains doesn't negate that it also goes for survivor mains.

  • I like playing him. I mean, I almost never use his flying ability or his palette ability - frankly they feel useless - but his other two abilities are fun to use. His skellies almost never hit anyone, since they are pretty easy to dodge, but it does slow the survivor down when they have to duck, and the orb tends to clear a gen the moment it reveals the survivors.

    And I do like his one perk that reveals people next to a dropped item. It's pretty potent without being too overpowered. I'd say he's worth it. Plus, if you get the survivor, Bardic Inspiration is both hilarious, and ridiculously useful.

  • I care because, unlike most people, I actually care if everyone is having fun when I'm killer. There's no fun if there's no challenge - so survivors giving up, immediately, ruins both my fun and the fun of the other survivors. Not to mention when it happens while I'm playing survivor. It's the same reason I hate slugging, tunneling and camping - there's no challenge, no sportsmanship, no fun - just a pathetic attempt to act like you're good at the game.

  • @Neaxolotl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3753113#Comment_3753113

    And same can be said to anyone losing to those strategy

    Being slugged is clearly a lack of skills, not being able to counter camping is obviously a skill issue, and tunneling is only a problem if you down so fast, it's all survivors "just suck"

    Survivors should have more skill than needing to rely on "fair matches", aka killers not playing seriously, I mean asking for other sides to intentionally play poorly in PvP game is really ridiculous

    When I'm the killer, I don't need to rely on slugging, camping or tunneling to get a 4K. Only crap killers need to do that.

    And to call it a skill issue, when you A.) Can't pick yourself up, so you have to rely on your teammates to avoid slugging, B.) There is nothing that can prevent tunneling - if the killer wants you out, the best you can do is hope you loop them long enough they give up, and C.) TF you going to do while on a hook? Wait for the little bar to fill up slowly, and only if it decides it wants to fill up?

    A "fair match" is the killer not relying on toxic, no-skill strategies to face the survivors. I've faced plenty of killers who didn't rely on these strategies, yet were still trying. Fairness is not relying on BHVR not punishing unsportsmanlike conduct.

  • If you're not going to play, then don't boot up the game in the first place.

    And look, I get it - slugging, tunneling, and camping have gotten so much worse lately, and BHVR is clearly not interested in their game being healthy, but if you're just seriously not having fun, don't play. Don't let a game that cares more about getting licensed content than it does about properly balancing the game so both sides have an equal chance of succeeding without the need to perform toxic, cowardly actions ruin your day. Just try again later and pray you get a team or killer who isn't playing selfishly in a game where the only reward is currency to get new perks.

  • There really needs to be a way to combat slugging. One perk is not enough - it needs to be base kit that you can pick yourself back up. I don't give two sh!ts what killer mains have to say - slugging should not be a viable strategy.

  • @danielmaster87 said:

    Both sides should play to win and not guilt the other side into going easy on them.

    Killers should have more skill than needing to rely on toxic strategies. If you can't get a 1 - 4K without slugging, tunneling, or camping, then you just suck.

  • @Rudjohns said:

    Only today I saw 3 killers running adept, 3! Out of 7 games, 3 were adept

    Counting the previous days since the event started, I noticed a lot of adepts killers lately

    The game has always been killer sided. The only people who claim it isn't are killer mains. As someone who plays both sides, it's extremely obvious.

  • Honestly, I think gen-rushing only applies if you're facing a full team of four who bring in tool boxes and perks to make finishing gens easier. However, there's a lot of stuff killers can do to counter it.

    Tunneling, however, can be clearly defined, if not often misused. It's when the killer ignores everyone else to full kill someone. For example, say you get hooked, then get rescued from the hook - the killer then ignores everyone else in the match to hook you again. You get saved again, and then the killer ignores everyone around you, again, to force you out of the match. That's tunneling - and there's really nothing a survivor can do about it.

  • @KateMain86 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/419224/can-yall-not-give-up-before-a-gen-is-done

    How soon did you hook Kate when the match started? Some survivor mains will read a situation like this as the match being more difficult than they care to deal with. Either that, or they'll feel like the first survivor caught was basically dead weight and didn't care to wait out another 4k at 3 gens.

    Well, the game was a ######### and spawned her pretty much next to me, but she looped me for a solid two - three minutes before I hit her once. Like, to the Kate's credit, they could've gotten at least one gen done while I was chasing her. Took me, maybe, five minutes - but it felt longer - to fully catch her and put her on a hook.

  • @jezebelthenun said:

    Its all indicative of a bigger problem, which is there's no real incentive to play the actual game for either side. People want to either slaughter the opposition, or cry foul. Get downed once? DC or ######### on hook. Down a survivor? Tunnel, or depending on you killer, slug all 4 quick to a 4k.

    There are no important consequences to being scummy. There's no real incentive not to be. It's all "allowed" in the game.

    Not sure how to implement meaningful changes to it, personally, either. I have no solution. It's just a sad symptom of the asymmetrical game with an online player base.

    That's the worst part. When I'm killer, I never slug, tunnel or camp - if anything, unless I have a challenge that requires me to play a little meaner, I focus on making sure everyone has fun. But there are way too many toxic strategies that the killer or survivor can do that needs a change. I have a few solutions, but people tend to not like them. For example, to fix slugging, make it to where you can pick yourself back up. I get it's a perk, but that perk should be reworked, and it should be added to the survivor's base kit, so that way the killer is forced to hook, and can't just bleed people out.

    I don't have anything for tunneling and camping - I'm sure there's a solution, but I can't think of any.

  • If you think needing to resort to toxic tactics to get a 3K or 4K makes you a good killer, then you're wrong. It's a sign of weakness, and proof you just suck. Killer mains can hate that fact all day long, but it won't change reality. When I'm killer, I have zero issues getting, at minimum, 3Ks, regardless of which killer I play, without the need to slug, tunnel, or camp.

    And killers are overpowered - To start, they're faster than survivors, with some even being faster than other killers. They have several perks that straight up negate survivor perks and tools. They have perks that hamper gen progression. They have several perks that allow them to see where the survivors are. And if you get down to the nitty gritty of each killer, several have base kit abilities that are either extremely hard, or completely impossible to counter. Not to mention, a bad killer can still beat a good survivor if they slug or tunnel, while the most a good survivor can do is bring a tool box and perks to make completing gens easier.

    This idea that killers are weak is nothing more than fragile egos of players who suck as killer who think they should be the only ones allowed to have fun, and focus too heavily on getting 4Ks.

  • I don't think so. BHVR seems to be anti-survivor a lot. But there 100% should be something to stop slugging. I get BHVR wants to claim its a valid gameplay style, but all it does is ruin the fun for everyone. Same with tunneling and camping. Killers are already overpowered, they don't need more help.

  • @Blueberry said:

    Pick up, carry, and hook wastes a ton of time and map pressure. If you want to be able to get out of games sooner would you be in favor of adding insta hooks then? Similar to the event ones. Then you get your hook instead of slug and the killer won't mind doing it since it's now time efficient.

    The whole point of hooks is to give survivors a chance. Killers are already overpowered, with most of them being darn near impossible to face as is. Slugging is a sign of a terrible player - nothing more, nothing less. If you were good at playing killer, you wouldn't need to slug, or to tunnel, or to camp.

  • Nah, I mainly just notice I have less fun as survivor than I do as killer. Too many killers are playing like absolute cowards - they slug, tunnel, or camp, and while they play a BS killer. For example, I just got tunneled out of a game while the killer was Dredge - literally watched him stop chasing who he was chasing to chase after me, and I wasn't even close to them. Then he slugged the last two survivors. It's not fun.

  • @francotorra said:

    Its necessary put an end to the genrush, specially with the genrush builds, there people who don´t care about having fun, they just want to repair and leave as soon as posible. I know what are they are going to tell me "the objetive of the survivors is repair the 5 generators and escape" of course, but this types of builds promotes toxicity, it does not contribute anything good for the game or for the DBD community.

    BHVR please create a system that does not allow combined these perks or directly eliminate them, all the anti genrush perks received a nerf but the survi genrush perks did not receive any changes.

    The screenshot are from different partys, in different time. Theyre just an example.

    I dind´t do a 2k stop posting that THANKS.

    https://us.v-cdn.net/6030815/uploads/8ECJSY4AJLVL/image.png

    https://us.v-cdn.net/6030815/uploads/CJHDLO5V2NLA/image.png

    https://us.v-cdn.net/6030815/uploads/10ICQVYLGM0K/image.png

    https://us.v-cdn.net/6030815/uploads/HNHA4F0AA1CD/image.png

    See, I agree that gen rushing isn't fun for the killer, but at the same time, as someone who plays both roles, killers are far stronger than people in the community give them credit for. Not to mention the toxic strats of tunneling, slugging, and camping. If BHVR isn't going to do anything about those issues, then I see no reason for them to do anything about gen rushing.

  • Wish I had your luck, I haven't gotten to play on the new map yet.

  • @Blueberry said:

    Yeah I disagree on all those takes lol.

    Compared to most perks Exhaustion ones are way overtuned.

    Indoor maps are generally healthier design for the game than outdoor ones.

    Being able to remove yourself on hook should be removed

    Theres nothing wrong with slugging at all and we should even get more perks for it.

    There’s way less tunneling than people think. The majority of things people call tunneling isn’t actually tunneling, it’s just easier to make excuses than admit you or your team played bad.

    Kills are an awful metric for measuring game balance and hooks would be significantly more accurate.

    Balancing top down instead of bottom up would be healthier for the games balance.

    99ing gates shouldn’t be a thing. They should passively regress if not finished.

    Distortion is unhealthy for the game as it just further encourages stacking of all slow down perks.

    Base kick regression should be higher. Unless you’re running gen perks kicking a gen is very rarely ever worth it.

    The 3 gen mechanic shouldn’t be active till it’s at the last 3 gens. Having it active before this just destroys gen kick perks overall.

    Hex perks should be active but not light onto a totem to be cleansed until 1 gen is completed.

    Solo queue doesn’t need buffs, it’s just a skill and matchmaking issue.

    NOED is unhealthy design and artificially boosts bad killers.

    STBFL, Thana, Ruin and Sloppy didn’t need nerfs.

    Tunneling and swf boosts players to higher mmr’s than they should be based on their skill.

    We still need an early game collapse to slow the start of the game down.

    Male survivors should be quieter than females to compensate for the advantage of smaller female size for hiding.

    Endurance off the hook should give zero collision to prevent body blocking with anti tunnel features.

    Anti tunnel perks and features are used more often aggressively than they are for actual tunneling.

    I respectively disagree with a lot of your takes, but that's okay. What I will ask, however, is this - Are you a killer main? Cause, a lot of your takes feel like they come from someone who either doesn't, or never has played survivor. Like, most of your takes would make it extremely unfair or unfun to be survivor, and make killer even easier. So, I'm just curious - is this coming from the bias of a killer main, or from someone who plays both?

  • It's getting to the point that I'm regretting coming back. It's just not fun playing survivor right now - I have had 10 straight games of the killer tunneling, camping, and slugging - it's pathetic. Killers who resort to this need to stop playing the game - you clearly have no confidence in your abilities, so why bother? You're not good, you haven't accomplished anything, and all you've done is admit you suck at the game.

  • I have a few new ones -

    Tryhards ruin the game. It's fine to try and win, but actively refusing to let the other side do anything, either with your perks or add-ons, ruins the experience for everyone involved, and frankly, I doubt even the tryhard is having fun.

    Pig isn't fun to play against.

    If you're a streamer, stop putting TTV at the end of your name. The only person who might go watch your stream is the killer.

    Wiggling should be buffed.

    Maps should be bigger, and have more playability than just the odd pallet or window. There should be new mechanics, on both sides, that actually work, to keep the gameplay fresh.

    If you're the last one, and you haven't been on hook yet, you should be allowed to attempt to get off the hook. It's not fair that you just die.

  • @ember__lol said:

    I will die on this hill btw.

    Tunneling is good, it forces survivors to improve at their looping skill, i wouldn't be half the survivor i am now If i didn't get tunneled.

    You also won't be tunneled as much if you can improve at looping, killers like tunneling weak links, it's smart easy pressure. If your getting tunneled your probably the weak link, or so good the killer has to prove to themselves or you they can down you, in which case you buy loads of time for your team, and if your the weak link you can improve.

    Now, i know alot of people rage bc of tunneling and complain it's bad. They have a skill issue and are not willing to forcibly improve themselves at the game. If they get discouraged and uninstall or leave that's shows alot Abt them. They were never worthy of improving.

    If you want to improve you will, if you get tunneled all the time you'll want to improve.

    Each time a survivor gets tunneled it creates harder survivors for killers to go against.

    Tunneling is ultimately incredible for the games health, i know when i first got tunneled i was like "damn, I'm never gonna let this happen again" and i improved and now killers abandon chase with me after 30 seconds and i sit on gens all match because they know I'm good.

    Feel free to disagree. But you have to admit i do have a point. Tunneling creates good players

    And no. This isn't bait. And no I'm not a killer main (i play both sides evenly)

    All tunneling, camping, and slugging do is ruin the game. Sure, people who stick around will eventually get better, but that's IF they choose to stick around. Lord knows I stopped playing game for 4 years because of those toxic strats.

    All you, as a killer, are admitting is that you suck at the game. End of story. If you have to tunnel, camp, or slug to get a kill, then you're the one who should be getting better at the game.

  • @moputopia said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3708313#Comment_3708313

    The point isn't to make it super difficult for them to walk around, but give then a time limit for when they can hook you; so they can't carry you to basement or next to a high progress gen or far from exit gates or somewhere else convenient for them. So you're restricting their options by wiggling.

    Wiggling DOES cause the killer to move, making it hard to move. At least it does when I'm playing killer. It's part of the function, and it doesn't do it well at all. And there isn't much of a time limit unless the killer just doesn't decide to hook you.

  • @Neaxolotl said:

    We really should explain better that wiggling is never meant to do anything beyond restricting where killers can hook in common circumstance, little too many of survivors are mistaking it's purpose

    Even if it's just meant to make it harder for the killer to move you to a hook, it doesn't do that job well at all either. More often than not, I'll face a killer who isn't using a perk to limit how much wiggling affects them, and yet my wiggling does nothing. They move like they're not being obstructed. Like, in my personal experiences, it's a pointless function.

  • @Nick said:

    This is super subjective though, I mean every single killer will be hated by atleast one person.

    What could help is you changing your mindset. Instead of "I keep dying this is unfair" try to play for different results. Try to optimize time waste for the killer. I've been doing this and it has been lots of fun. You won't see me dying without running all the way waving into a corner. Optimizing time waste for my team and learning ways to do it has been super fun, no matter the result when playing solo queue

    Again, like with the others - did you not read my post? I'm not speaking as though my list of killers I hate facing are fact - it's my opinion. Also, I don't care about whether I die or not - I care about whether the experience was fun. Like, I never survive against Oni and Ghostface, but the experience is usually a fun one. And trust me, I make it my personal motto to waste a killer's time - I know what my role in a horror movie is, and it ain't the final girl. But the killers I mentioned just aren't fun to play against, in my opinion. Whether I win or lose is irrelevant - I never have a fun time against them. And again, I'm not saying they should be nerfed just because I hate facing them. I just don't have fun against them. Which is the point of the post - hell I named the post the way I did because this game is filled with way too many unfun killers, because for someone, each of them is unfun. I just wanted a fun conversation of who people don't like to face, maybe get a why, and have a few laughs and move on.

  • @bazarama said:

    And here I thought the point of the game was to kill survivors with the killer of your choice.

    Must have missed the part where it says only play the survivors choice of killers and perks so they have fun and you don't.

    There's a lot to dislike about survivor perks especially second chance perks but I deal with it.

    You pay your money you play how and who you want and that applies to both sides.

    And I agree - play who you want. And yes, as someone who switches between survivor and killer frequently, there is plenty of things I hate about survivors, and like with the killers, plenty of perks and strategies that are just unfun to face. And that's the point of the post - who do you not like the face. As in - what's your opinion? Key word there, "opinion". I'm not wrong for not liking to face the killer I listed, and the people who play the killers aren't wrong for playing them. Both of these things can co-exist.

  • @canonjack001 said:

    Don't talk about fun or unfun if you are judging them by strength

    If you feel Twins, Deathslinger and Chucky are op, then you are too weak actually.

    When I talk about fun or unfun, I'm talking about whether I have fun or not when I face them - whether that's because of the base kit of the killer themselves or the many ways you can make them OP is redundant. Like, did you read my post, my guy? I have yet to have a fun match against any of the killers I listed. Whether that's due to the strength of the killer, or because I'm unlucky and keep getting put with sweaty players - I dunno. All I know is, personally (key word, buddy) I don't like facing those killers.

    And, again, if you read my post, you'd know that I actually tend to have fun against killers I almost never win against - like Oni and Ghostface.

  • @Aven_Fallen said:

    Oh boy, you really missed it then how Killers complaint about it how strong it would be to grab the Flag. And as you have figured out yourself - it really isnt. The Flag does not have any point and I dont even know why the Devs implemented it. Probably some form of Counterplay, but it is so niche that it is really not worth it to even think about grabbing the flag.

    Not that I think it is a big issue or that the Flag should do more. But you are right when you call it pointless.

    People really complained about it? Did I miss the golden age of the flag or something? Cause I can't imagine how such a niche thing would ever be a problem. I only discovered it today, and I've been back a month.

  • @tenoresax said:

    I wouldn't call 3 seconds of endurance and 50% extra speed pointless. It only takes 5 seconds for the standard to materialize with jailer and assassin and 10 seconds for carnifex. It is not that hard to loop the guards for that long to circle around for the flag. It'll make the guard hunt shorter and give you free speed towards whatever objective you choose to go after if it's just the guard chasing you. If Knight himself is also chasing then he's not pressuring anyone or anything else, and you can still get the flag in a good situation. Worst case scenario should be Knight hitting you himself since he can't body block the flag in a guard hunt.

    Sure, but it's still redundant. Sure, if you know where the flag is, and can get to it, then by all means. But you can lose the patrolmen pretty easily without it, making it just… there. Hell, I didn't even know that flag existed till today. It's really only useful if you can find it before the hunt is over. And if you don't get it, then it's not that big a deal. Hence why I called it redundant. Escaping the patrol isn't hard, and in my experience, the Knight is usually nowhere around when I do oopsy into the patrol's sight.

1 … 3 4 5 6