lifestylee
lifestylee
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@CatnipLove said:
If a Killer hard tunnels someone out at 4-5 gens I just leave. I'd rather not give points to someone who's going out of their way to ruin the match for everyone.
The point mentioning tunneling always having an excuse is bang on. If you start out the match hard tunneling someone, you aren't doing it because you have to. You're doing it for one of two reasons:
1. You care more about winning than enjoying the experience with the other players.
2. You really want the other players to have a bad time because you're sad and miserable.
Good Killer players don't hard tunnel at 5 gens because they don't need to. But if you so much as drop and pallette on a bad Killer player and dodge their power for 60 seconds before going down, they face camp you and then come to the forums to say that Survivor players are toxic after getting teabagged at the gates for acting like an entitled brat.
I think its very rare people would be tunneling just to make it so other players miserable. If you're giving up when the killer is tunneling or succesfully tunneled then you're giving the killer more easy and free wins which will make them more likely to do it in their future games cause it gives them succes.
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I think ive seen Wraith played in comp before on dbd, not vs the best teams but i do recall seeing it. I know for sure ghostface has played vs the best survivors in the world before on lerys and done well.
I think if you're good at the killers and use effective builds and play efficiently you can do very well.
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They're good for stealth killers which is nice, i like them for that
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I think overall with the new patch, with cob and overcharge not really useable anymore if you used that (i did) and pain res overall nerfed, beating stronger teams(probaly swfs) will be harder then before but beating solos will be pretty much same difficulty, not too good of a thing making the stronger swf teams harder to beat.
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@ProfessorDunwich said:
https://forums.bhvr.com/dead-by-daylight/discussion/375111/gen-rushing-is-a-huge-problem
You have to have at least one gen regression perk to have a chance, most of the good streamers I see run multiple, consistently. Corrupt and Deadlock are solid choices, Jolt on M1 Killers. Meanwhile Survivors have 4 free perk slots and can do just fine with any build.
Pop and scourge together can be pretty good on high mobility killer i think, i was running Corrupt intervention/Pop/Scourge/Bamboozle on wraith and seems like a decent build, with sloppy butcher add on and faster uncloak add on.
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@miniwengsel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3422661#Comment_3422661
I have never seen a nurse thats bloodlusting, because if you use your power you lose bloodlust. So Killers like Blight, Nurse, Spirit, Wesker etc will not bloodlust anyone, because it would be stupid, if they can use there power on this loop instead.
bloodlust nurse is kind of a meme since she moves at 95% i think base aswell
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Wreckers yard and sanctum of wrath are good and yamoaka maps are generally pretty good and fair overall, yamoaka can have some bad collision tho.
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@miniwengsel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3420364#Comment_3420364
They arent bad they are just too strong and brainless together. You dont need a brain for "Oh the Killer is near press shift W for a giant amount of distance.
And what is the problem of bloodlust for so many. Bloodlust is mostly for killers like Trapper or something to get hits in tiles they otherwhise only could dream of.
Also Hit Validation I would say is sometimes a deserves done and sometimes not. If you rlly think about How hits in pallat dropps happen its fair. The game counts a hit as a hit when the suvivor at any time is in the hit animation range. So if the killer swing throw the pallet the survivor is in hit range befor the pallet is thown down.
What about bloodlust nurse?
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Plague is from babylon so thats arabic isnt it? current day Iraq.
And yea Zarina is arabic too i think.
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You can do 5 gens in just over 3 minutes over something. I remember seeing truetalent get 4 gens done vs him in 2:30.
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https://m.youtube.com/watch?v=6rl07FTb6Ng&t=2340s@KenwanObinobi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3412289#Comment_3412289
https://www.twitch.tv/videos/1804174159
Tell me that those survivors are not babies. You can look the whole video, the low level is consistent.
But you can also check the Wesker trial at 02:35:30 and tell me these are high MMR crazy loopers...
Now i invite you to check some other big streamers past stream and see that they face exactly the same kind of survivors.
One of the streamer you have mentionned just said, on Tuesday, that he was facing survivors with 500 hours while he has 10k hours on the game :)
Smaller youtube streamer probaly unknown by bhvr with 270 winstreak on clown (pinky finger), this is US east server which may have some of the weakest survivors overall tho (players like Scott and Zubat play on the same server)
If you're good and play optimal with strong builds you can just do well overall and hardly lose pretty much, maybe you'll run into more sweats depending on the time of day or being unlucky but i play on EU servers and i have had good experiences overall i'd say, i could still win maybe 90% of my killer games but i havent played since the latest patch. If you want to look at someone who plays on EU servers and wins alot generally and goes on decent streaks look up Zeb89 on twitch (gets maybe 250 viewers on twitch on average)
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Why would getting morid be worse then dieing on hook?
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Sloppy probaly better for killers that m1 alot and can maybe interrupt heals some way.
Gift of pain seems good on someone like oni maybe, if they heal they get slowdown and if they dont easier power all game.
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@KingFieldShipper said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3409938#Comment_3409938
Your last point re: predropping may be the first thing I've ever agreed with you completely about.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3409931#Comment_3409931
This is all just conjecture though, we do not get the full stats. What matters is kill rate for ACCURATELY matched matches (no backfill and whethever range that is originally intended), per MMR bracket (whatever arbitrarily is defining low, medium, high), broken down per addons, which specifically is data they cant package into a nice little graph on twitter about. Only then can we meaningfully talk about about buffs or nerfs.
That said, any person should look at a 1k win streak and be like, "woah, this shouldn't be possible", regardless of balancing at average or high play, which is precisely why top play needs be kept in mind. Using your example - say they came out tomorrow that says blight with alch ring + c33 (for example) are severely underperforming with a kill rate of 37%, but are over performing with 88.69% kill rate in high mmr, the answer would be to change the addons regardless, no? Change doesn't even mean like "okay, the issue in average mmr is that survivors just aren't hindered enough, they are slowed down by 10% instead of 3%!". This is what I mean with keeping in mind the high mmr when considering balance.
But the true is reverse as well. Let's say all killers buffed and bridge the gap and we achieve a 60% kill rate, on the dot, across the entire cast in high mmr brackets. It would absolutely decimate the majority of the population playing the game because there are very little people in high mmr and those kill rates will shoot up massively. People will stop playing.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3409903#Comment_3409903
Multiple things can be true at once. I think blight basekit absolutely is fine. Wouldn't touch it, perfectly balanced. He has problematic addons imo, but that's not the point here. I also think tunneling is a problem too. I'm really not sure where I thought otherwise. But there is an obvious discrepancy of current anti-tunnel in the game (ie OTR/DS) of the top 3 as compared to someone like clown or trapper, and no one is going on 1k win streaks with tunneling, slugging, etc with killers like those strats.
Pro vengeance has a 250 winstreak with clown, not close to 1k but still very high, with pinky finger.
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3410011#Comment_3410011
EXACTLY, 35-40% escape rate around ALL games
In this case, we have some one who played ONE. THOUSAND. GAMES. and not a SINGLE Survivor escaped.
Im guessing he didnt slug for the 4k every game so a good amount of people could have escaped through hatch or door so probaly not that no survivors escaped
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Gens dont take alot longer to do, they take very slighty longer to do since 6.1.0 added 10 seconds of time to a gen taking them from 80 to 90 seconds.
Killer doesnt get much value from pain res (25% first hook for a survivor) when hes tunneling and probaly isnt kicking gens with pop which is also only pretty good when the gen has alot of progress and jolt isnt that good either.
The current gen regression overall isnt crazy, its been nerfed quite a bit which might be why more killers are tunneling as there's not enough time to spread out hooks more, 3 genning also isnt really an option anymore with the overnerfed cob and overcharge.
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If you die it may be a personal "loss" cause you didnt escape but its a team based game, and 3 out of 4 survivors did so the survivors won as a team.
You could say that its a "loss" because your own mmr went down (if you escape from hatch your mmr also doesnt increase btw its seen as an mmr draw even tho its an escape) but the killers mmr also goes down if he gets a 1k.
3k+ killer mmr goes up , 2k draw (no mmr loss or gain) 1k or less is mmr loss for the killer. The community and developers see this as the win condition.
Escaping could be seen as a personal "win" but it isnt winning a game of dbd if one survivor escapes.
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@Rovend said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3406888#Comment_3406888
I believe this stats were given before the eruption peak of usage.
In september killers where still using the PR + DMS combo mainly in their matches before it was widely known that they could use eruption to gain like 40 sec of regression in one good activation.
Unfortunately, we will never see the true impact that Eruption/brine/overcharge combo had on the kill rates since this was the last time bhvr share stats for kill rates but we can assume it got higher than tolerable since eruption was nerfed in a patch that was not meant to balance perks
I ran the combo myself like 3 weeks after the meta shake up, it wasnt peak popularity yet but it was popular and used.
Eruption was probaly too strong especially with all the synergy but it also got nerfed it that patch that wasnt meant to balance perks because people hated and complained about it so much, like thana was nerfed 2-3 weeks after 6.1.0, it was maybe a bit strong on Legion and Plague but not that strong they had to kill it but it was complained about alot.
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@Deathstroke said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3406888#Comment_3406888
Eruption was not popular back then so nope. Devs were happy back then with those kill rates eruption rised to meta around october-november and kill rates probably rised closer to 70% so it was rightfully nerfed to ground. After that kill rates might have gone down as survivors learned to gen rush and they got better using dh. Tunneling though got more common as well. But now I expect soloQ kill rates rise significantly with healing and dh nerf whereas swf will just gen rush even faster and kill rates will lower agains't them.
This was like 2 months after the meta shake up, it was popular and used back then just not as much in like January 2023 before it got nerfed.
It wasnt hard to grasp the perks were good, you're making up imaginary numbers without data.
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When genkick and eruption was still really good.
Around 60% kill rate, before the survivor hud icons were added.
Not sure if this patch would help get kill rates up with regression being alot weaker overall.
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No they're nerfing smash hit and maybe overcome
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Then a team based elimation game is probaly not for you if you feel like you cant be happy with not personally escaping but still winning as a team with atleast 3 escapes.
I'd overall prefer getting 3 out and dieing myself over only escaping myself.
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May 2019
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DS and OTR, you can run both combined, maybe sprint burst to get away from the hook fast and unbreakable can be useful if the killer slugs or if u go down under a pallet and then u can recover maybe pick urself up
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@Rudjohns said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3404985#Comment_3404985
If you balance around SWF than you kill solo queue
And solo is like 80% of the playerbase
Game will be dead
Bhvr released numbers years ago about swf and at the time 42% of all survivors played in atleast a 2 man swf.
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@thrawn3054 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3404029#Comment_3404029
Tbf any survivor nerf hurts solo more than 4 man swf.
If they nerf maps for instance or exhaustion perks (just to give examples) that would nerf survivor more as a whole instead of nerfing self healing which does affect both but would always hit solo more.
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That probaly would of been the best nerf to boons, now im not so sure if they should add it.
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I dont understand why they seem to think its a good idea to implement changes that hurt solo survivor more then swf. It should effect both equally or ideally swf more in some way.
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I wish they didnt nerf the gen regression as badly and nerfed self healing as badly. DH was annoying but i could play around it most of time.
When i played killer i generally liked playing gen kick perks but they're too gutted now.
Self healing nerfs hurt solo the most which didnt need nerfing, if survivors are nerfed its important that they try to make it so swf and solo are both hit with the changes and ideally swf the most.
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All these things are just nerfs to killer and a slight buff for survivor with the random skillcheck when leaving. If killers got buffed a good amount in some way maybe.
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Just a wee bit
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@squbax said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3403494#Comment_3403494
Not wanna rain on you parade but new pain res is more powerfull when you use certain "toxic" tactics, for example why use the 4 tokens early when they can probably affect a gen thats lower than 25% when you can only waste 1, tunnel that person out and have still a backup(75% of a gen) for the gen progress wasted during that tunneling process.
I do not plan to use this but it clearly makes the consecuences of tunneling way lower of you use the perk, so its more efficient really when you use unhealthy tactics.
I dont understand how this makes sense. You need a fresh hook on every survivor to get a proc of pain res. You could camp hooks for trades and get value that way but hooking the same survivor only gives you one proc which would be 25% currently vs 45% max before the update.
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If i want to win consistently after the update ill probaly have to do it more with all the gen regression nerfs. Hard tunneling with noed or something.
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Maybe with bond or other perks that you can see the survivor who's being chased aura. Not foolproof but could help.
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usually when they win else rarely
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prime is 3 euros p/m where i live big diffrence lol
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Yes myers is obviously overpowered and needs nerfs.
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@sizzlingmario4 said:
It’s fine. You should be able to chain the effects together if multiple survivors have the perk.
Alternatively, don’t camp and none of this matters to you.
sometimes its needed to camp (or use tactics deemed as 'unfun') as killer, even more so vs coordinated swfs.
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@IlliterateGenocide said:
you cant, unless its bugged they changed it so its once per hook state
you can its once per survivor who has the perk
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No he obviously needs to be nerfed.
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@[Deleted User] said:
I don't think the new map team has good notes on what made previous maps problematic. It's strange because there are examples of good map balance already in the game (Coal Tower, Wrecker's, Dead Dawg, etc). They just don't iterate on the good practices for whatever reason.
I think dead dawg and wreckers yard is fine but coal tower i dont like really, its a small map but it can have really strong loops and strong main with easy to connect tiles.
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@brokedownpalace said:
Tbh it sounds like you're not cut out for communicating in online video game. And that's ok. You can permanently close the chat and make it so people can't direct message you!
What you can't do is dictate what other people say.
cut out for communicating in online video game lol.
If the killers 12 hooks at 4/5 gens or the survivor get 4 out and the killer gets 1 hook in a 5 min game it probaly wasnt a ggwp.
I dont really say gg or ggwp at all ever in dbd, i'd reserve that for more balanced/competitive games. Whether i win/lose as killer or as survivor. Sometimes i say it if the other team (or my teammates) says it first if i check chat but must of the time i have chat off as its just a salt mine most of the time.
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I think he is a good killer, one shots on command from the start of the game and is decent around loops if you're good with him.
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@mizark3 said:
That's hilarious, they are both equally fair.
NWO rewards spreading hooks and basically guarantees a 4k when you close the Hatch. It also gives you a hard minute at endgame if it was a close match, giving you enough time to hook and defend or pursue before they can prep the gates. It does suck though when no one taps the gate ASAP after the last gen was popped in soloq.
Stakeout Hyperfocus is only synergistic when the Killer is nearby but not in chase. When you chase the Surv they don't get Stakeout, and when they are slugged/on hook they don't get it. It basically punishes Killer tunnel-vision in chase for not disrupting nearby gens. (Not tunneling, but tunnel-vision, as in not having awareness beyond the chase.) Alternatively as for when the Killer didn't run enough intel perks on people or gens, and lets them sit nearby.
I dont think hyperfocus+stakeout should work with toolboxes, besides that its ok i think.
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*licks lips* free mmr's back on the table boys
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Deadhard, CoH, Deliverance for the next patch.
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@Kaitsja said:
https://forum.deadbydaylight.com/en/discussion/comment/3200220#Comment_3200220
Did you miss the part where killers get basekit mori, regardless of hook states?
What's to stop a killer from slugging Survivor A, B and C, and then downing Survivor D which triggers the finisher Mori and ends the trial?
It's easy to see how, without anti-slugging measures in place, you could end up in a very unfun situation.
I dont care about the mori changes i think the moris are fine as is now or they should change them so that wont be the case so UB doesnt have to be basekit.
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Killers will slug for pressure and alot of killers powers are based around slugging or heavily benefit from it, being able to pick urself up from the ground unlimited relieves alot of pressure from the killer and makes it easier for the survivors. I dont think this is a good idea to implement. Please dont implement this. UB as is is already a very strong meta perk and it doesnt need to be basically basekit.
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cheaters are a legit problem for a good amount of people, blatant cheaters and suble cheaters ruin the experience. subtle cheaters are the worst. I've had maybe 15 blatant cheaters or so over my games the last 9 months (i dont play much either) but there's also a good amount of subtle cheaters (i'd argue maybe even more?) than blatant ones.
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i have like 50% escape rate as solo survivor except vs nurse vs her its quite lower (people ragequitting greatly effects this plus i could learn how to run her a bit better and she's the strongest killer in the game).


