mikewelk
mikewelk
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@RFSa09 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3641681#Comment_3641681
It's funny how the community constantly insults the developers, but when it's about ´´MY CHARACTER >:(´´ they try to look for any kind of opportunity to say how trash you are and that you should never say anything again, and well, that´s what is happening here, same thing happened when they nerfed spirit iri addon, when they nerfed the nurse, when they buffed the wraith etc
It's comical for sure. I'm currently having a 'constructive' argument with a person about how Xeno was fine before the nerfs. Their reasoning is as follows: "survivors could avoid the tail just fine before. They could fake windows or use debris to avoid it and while the cooldown on it wasn't long, it was long enough for them to make distance. They could still get to another safe spot, they just had to not run on auto pilot.
Now the cooldown is so long that if you miss a tail, you might as well give up on that chase. The fact that the missed tail cooldown applies when destroying a turret is also absurd. It means that as soon a survivor takes you to a zone with a turret, you've got 2 choices, lose your power or lose the chase. Unless they make a colossal misplay, there's no in-between."
I really don't know how you could be more biased just because it is 'your killer'.
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It's not classed as holding the game hostage (due to the bleedout timer) so they don't see it as a bannable offense. Too busy making new backpack cosmetics and unnecessary UI changes, that make the game look worse, to implemet a bleedout feature or anything that prevents such toxic behavior.
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Just because he was gutted for a while, it doesn't mean that now he deserves to be as overtuned as he is. BHVR just has to adjust some numbers and it'll feel a lot healthier for the game. With time survivors won't learn any meaningful counterplay, whilst Billys will get the hang of overdrive and dominate. I never even played the reworked Billy before since I play on controller (and I experience every cap lock real bad) and I managed a 2K on my first game whilst spreading hooks. I think I might've played two games with gutted Billy and got humiliated so I just stopped.
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Oh no, not a secret Nurse buff...
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@Xernoton said:
She was reworked twice and she is still the worst designed killer. It's not even a competition.
Slog Merchant is a lost cause. It's not the numbers or the effects of her power but the very concept that is flawed. She is rotten to the core and no amount of reworks is going salvage this mess. Because it's pretty clear that the devs will not go back to the drawing board with her.
I'll just continue to do what I always do against her. Treat her like a Trapper without traps. I won't last long but that's honestly great. The sooner I die against her the sooner I can play against a different killer.
I don't know how anyone could have greenlit her concept and thought those reworks would have fixed the core issue. It's always a almost identical game experience facing them. Went from Chess Merchant to M2 At Every Loop Merchant.
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@Paternalpark said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3641893#Comment_3641893
Yes I feel killers are in a bad spot.
Survivor is so ridiculously op rn.
Yikes. A skill issue, perhaps?
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@Zenislev said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3641910#Comment_3641910
I'm sorry but who are you? You didn't post in this thread before I made my post. This is just how I type. Do you just see random posts from strangers and assume they're talking about you or trying to take digs at you personally? That's weird man.
To answer your question though, survivors could avoid the tail just fine before. They could fake windows or use debris to avoid it and while the cooldown on it wasn't long, it was long enough for them to make distance. They could still get to another safe spot, they just had to not run on auto pilot.
Now the cooldown is so long that if you miss a tail, you might as well give up on that chase. The fact that the missed tail cooldown applies when destroying a turret is also absurd. It means that as soon a survivor takes you to a zone with a turret, you've got 2 choices, lose your power or lose the chase. Unless they make a colossal misplay, there's no in-between.
"Remember, people defended Alien and preached how balanced she was. Apparently when you look into the future, when killers get used to the reworks/new killer, it isn't plausible and you will get name-called and provided with skill issue comments. I mean the amount of times Xeno players told me to window bait as if that was proper counterplay..."
"Remember, if killers have anything at all that gives them any sort of edge, it's bad and "unhealthy" and "not interactive" and it needs to be nerfed to the ground. The original cooldown on the tail was fine, but survivors didn't like it because it meant that they had to actually play carefully, so now here we are. Of course xeno needs a buff, most killers do, but they're not going to get one."
Spot the difference (apart from yours being the opposite of mine). I wrote my reply first in a different discussion regarding Billy and a point made there on the same day you posted yours. Both are three sentences, and both start off with a very specific word which isn't common. Both look almost the same length, albeit yours is a couple of words longer. So excuse me if I felt like you were taking a dig at me, but this doesn't look like a coincidence. Even when I wrote that I wasn't meant to start off with "remember" but I thought it just sounded better.
Survivors couldn't avoid the tail just fine. Even if they did, what would they have gained from it? The cooldown was non-existent and Xeno could move during it. It wasn't long enough to reach a unsafe spot, let alone a safe spot. Just because you went against Xenos that were new to the killer and had no idea what they were doing, it doesn't mean anything here.
Sure, they might have nerfed his cooldown too much, but to go that far to give up on chase is comical. You're the only one that does that because in all my Xeno games (yeah, many people still play them), they don't give up. A singular turret cannot even get you out of your power. The amount of time it takes to actually set up the turret is shorter than it takes to recover from the attack cooldown. Turrets (multiple) are the only things (alongside hooking) that can get you out of power and you'll still be a 4.6 m/s killer. Your power makes you able to mindgame really well at taller loops, gives you a special attack that most survivors cannot predict since the sound cue is very short, and your terror radius is reduced to 24m. You become a overpowered version of Nemesis that can instantly injure without the need of infection (vaccines also exist against him). If they removed turrets completely, you'd realize how absurd them not existing would be. You won't lose your power or the chase. You are exaggerating this to such an extent that it's insane. You lose like three seconds, in three seconds a survivor doesn't teleport away.
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It's a shame because I genuinely don't know how to help. Since MMR is tragically bad there's not much options. Have you tried custom games? I know the bots are pretty awful, but at least it's something.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3641893#Comment_3641893
You mean...the tail attack where Xeno lost no distance for spamming it?
Ah, of course.
How about this? We fix the hitbox bug with Xeno's Tail Attack that I don't think was ever fixed; then we re-evaluate. He is extremely oppressive in chase when he's in Runner Mode. He has good map pressure and map traversal. He really doesn't need anything right now, barring bug fixes of course.
@BlightedTrapper said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3641893#Comment_3641893
"they had to actually play carefully" You mean they had to get lucky with god tiles, or else it was impossible to escape a tile without being hit.
They are just trying to get under my skin by starting off how I did in a reply. It's the same thing as before, bunch of comments saying she was fine and then silence when you ask how. Or the occasional skill issue, can't forget that.
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@Zenislev said:
Remember, if killers have anything at all that gives them any sort of edge, it's bad and "unhealthy" and "not interactive" and it needs to be nerfed to the ground. The original cooldown on the tail was fine, but survivors didn't like it because it meant that they had to actually play carefully, so now here we are. Of course xeno needs a buff, most killers do, but they're not going to get one.
I see what you did there. Please be so kind as to explain how the original cooldown was fine. Others I've asked haven't replied yet after a couple of weeks.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3641818#Comment_3641818
That is what you are asking for though. Xeno's pickrate tanked after the cooldown nerf, and Blight's iri is garbage after the cooldown nerf (especially if it's bugged, and if it's intended to be worse than it currently is). And Chucky's nerf didn't really do much, because it's still pretty much a guaranteed hit on a giant cooldown (which I think is super boring, but other people seem to like it).
If Billy is forced to only make M2 attacks in melee/curve range, and is forced to just walk around and M1 otherwise, it would be super boring. He loses so much distance from his charge times and cooldown times, that if you make it worse, then he's literally better off just walking around most of the time. And if the cooldown gets worse, then people might not even try to M2 unless they 100% know it will hit, which will kill the fun for them. Billy players like to take risks, and go for goofy hits that probably won't work. But that won't happen if they get punished too much for missing. That's not even getting to the point where his power is so obnoxious to control in the curve window, that many players will just botch hits just from that, and punishing them with long cooldowns will kill their fun too.
Xeno's pickrate is still solid. It tanked because people realized how overpowered his ability was and obviously bought her. When the discussion of a nerf came to place, they got angry that they might've just wasted their auric cells and refused to see the issue that got them all those 4ks. It dropped because the killer became balanced, as all things do - like perk combos.
Asking for a slightly longer cooldown is nothing as crazy as you described it. Saying he would be better off walking made me chuckle because it's really not that serious. A slight increase is all we are asking for, not even how much it was previously.
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@RFSa09 said:
please guys, don't be disrespectful to each other, I just talked about my experience with hillbilly, it's not like I want all billy players to die and the character to go back to the state he was before, I just want they are consistent in this balancing issue, it has been 5 or 4 months since the alien was released, they received a lot of feedback about how the window of opportunity to react was tiny, why they keep doing this? btw billy is so fun to play as
This is completely normal. If you look back at my Xeno discussion, this is nothing compared to that. Just point out flaws in people's arguments and let them try to realize the truth about this overtuned killer.
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@GeneralV said:
MMR is the main problem. It makes the situation worse for every killer and every survivor out there.
It needs to be scrapped.
I got absolutely obliterated by a SWF recently because MMR decided to match me against literal gods at the game. I had some decent killer games beforehand so I decided to hop on solo queue and got a Feng running past me (in chase) into the killer. Chase lasted sixteen seconds.
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Well let's not ask for DS to remain obsolete then and advocate for incentivizing hook spreading and that's when we can talk about DS.
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"Survivors are too heavily reliant on perks to deal with the worst killer playstyles in this game." This is really true. Why do we have to run trashy anti-tunnel perks that don't work at all, when the killer knows what they are doing, to counter the most mind-numbing experience the game could possibly offer?
With regards to slugging for the 4k, if the killer has Ultimate Weapon then 9/10 times they'll do it because it's basically guaranteed unless the survivor hides in the locker, then they'll just let the slugged person bleed out whilst you cannot do anything about it. I think a bleed out at 25-50% progress left feature would be the best option here because it wouldn't punish the killer too much and it would prevent four minutes of time wasting whilst they set up an ambush.
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I think it's only like that because of how restricted toxicity is. With no voice chat and a really bad chat filter, it's hard to actually be toxic. Sure, you can hold the game hostage (BHVR could just remove collisions after a crow appears but oh well), at the price of boredom - hence why it is rare. However, you can teabag, hit on hook, slug until people bleed out, purposefully tunnel someone out based on the survivor they play/for their charm, etc. That's very common to witness. Therefore, if the community had the tools necessary to take it to a new level, they probably would.
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Remember, people defended Alien and preached how balanced she was. Apparently when you look into the future, when killers get used to the reworks/new killer, it isn't plausible and you will get name-called and provided with skill issue comments. I mean the amount of times Xeno players told me to window bait as if that was proper counterplay...
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Smh let them Self Care in peace!
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@Callahan9116 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3641156#Comment_3641156
Yeah its beyond broken. How hard would it be to look at accounts with. More than 300 hours and flag when they have games where they don't get hits?
They can't even implement a replay system because it would apparently mean the entire workforce would have to focus on it and ditch their current projects/designs. I wouldn't hold your breath waiting for that lol.
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@bjorksnas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3641172#Comment_3641172
Technically against pig, myers, onion, ghostface, and doctor it does make you immune to m2s
Pig is technically in a very sorry state right now. Myers tier three makes him catch up way faster with survivors running in this straight line (plus they basically would give him free stalking progress), Ghostfaces whole ability promotes not tunneling and going for healthy survivors to actually get use out of it, and Doctor depends on loops to get use out of his ability so yeah running in a straight line does help.
It's funny you say worst case scenario is running in a straight line when I provided an example earlier of a Nurse using just one blink to knock the survivor back down again lol. You could provide many worse examples where the killer uses their M2 properly and welcomes you back on the hook than what you did. Each are faster than what running in a straight line would get you as a killer.
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@bjorksnas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3641150#Comment_3641150
I mean its a good example of in simple terms / worst case scenario you don't know what to do so you run in a straight line, also chases don't begin unless you are within 12m so that 25s of chasing for the 0.4m/s boost wouldn't happen with a 5s stun since you don't start chase so you would have ~20s not accounting for bloodlust speed after you are within 12m of the survivor with the 0.6m/s speed differential. Or since you like numbers 18.75s after starting the chase accounting for bloodlust 1.
Running in a straight line does not make you immune from M2s. If a killer cannot use/bait their M2 properly, that's entirely on them. As I said, the straight line approach is oversimplified and doesn't account for many factors that shorten/extend chase. Also, if you're tunneling with an apparent M1 killer and complaining about DS, what are you genuinely doing?
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Killers lowering their MMR by doing that are actually irritating. Lowering MMR is what they want and they get it for just leaving their game on and providing a lackluster game experience to survivors. Then, when they finally wake up from their slumber, they will steamroll new players into quitting the game for their own entertainment.
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The game cannot distinguish between an internet problem and an intentional DC. You do get penalized for this behavior by getting your matchmaking banned for a certain amount of time depending on the amount of times you DC.
Killers should not get rewarded for someone DC'ing. That would promote tunneling, which is the main cause of DC's, and cause a catastrophe of toxicity where the killer would want you to rage quit for the rewards. Tunneling is bad enough as is. As for the survivor side, bots usually play better than the person who DC'd so that's the reward I suppose.
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@bjorksnas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3640986#Comment_3640986
5s in a straight line vs 3s in a straight line, at 0.6m/s speed differential thats 20s vs 33s of time just for using the perk, if 20s isn't enough then put in the effort to loop
After 25 seconds of chasing someone going in a straight line you get +0.4 m/s speed boost. After just 15 seconds you get + 0.2 m/s due to bloodlust. Considering the fact killers have abilities, running in a straight line could be the dumbest thing you could do and end chase faster. With the prominence of higher mobility killers, they force you to go to unsafe loops because of this. Also, it's not three seconds, the animation is when the stun begins so you only have like 2.8 seconds. Explaining something with the straight line logic really doesn't put anything into perspective properly.
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@bjorksnas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3640599#Comment_3640599
"Well, if you didn't tunnel, you would have to take more time downing them in chase since they would be healthy instead of injured. That's nothing compared to the amount of time they could've spent looping you."
Idk you tell me
You tell me what your point is because I'm not seeing it. I explained my part and how your calculations of time wasted do not equate to that of how much a healthy survivor would have wasted.
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@bjorksnas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3640518#Comment_3640518
I mean if they had enough time to heal they more likely than not have time to get away and just not get tunneled
We're talking about tunneling here right? Why would you give them enough time to heal and then tunnel? Just go for the other person at that point because they won't have DS activated...
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I think MMR is the biggest issue currently. Really inconsistent with extreme fluctuations.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3640515#Comment_3640515
I could hop on a game right now, take a hit for a survivor in chase, and they would go down in approximately twenty seconds anyway.
In that case I can only say one thing. Skill issue. Not on your part but on that survivor's part. The same could happen in a SWF. But because you'll probably play with people that are about as experienced as you, it's less likely. This is not a solo queue issue in that sense. Just poor matchmaking. These are also the kinds of survivors that will use their DS and still die a minute later. You cannot help someone that is killing themself (even if unintentional) by playing badly.
[...] M1 killers which people have lost the appeal to play as recently.
Can't say I noticed anything special in that regard. It's pretty much the same as always with the exception of Billy having a pretty high pick rate (which I'm all for) for me. M1 killers aren't all too popular, agreed. But that isn't a new development. They're simply undertuned (most of them anyway). I can imagine that the STBFL nerf isn't exactly helping this situation either. Especially since its only real issue remains, though it is weaker overall.
I use Bond + Open Handed as a survivor. That allows me make better informed decisions and enables easier bodyblocks. I don't think my survivor MMR is too high. I consider myself to be a pretty bad looper. But it works well enough. Obviously I will not bodyblock in every chase but should it be necessary, I'll be there. And I have seen many solo queue team mates do it too. I had a game against a Chucky not too long ago in which we bodyblocked him 3 times in one chase. That allowed us to get 3 people out.
STBFL changes wiped them out from my lobbies weirdly. I haven't played too many games today so I don't have a crazy good sample to derive info from but yeah, just finding it real difficult to play solo queue, I guess, without getting irritated.
It's a very bad skill issue on their part, I agree wholeheartedly. MMR just fails to do its job. I'm comfortable facing the killers I do get matched with and I put up a fight, but my team fall like flies or lead the killer to a gen being worked on 24/7. It made me hover over a friend request I got after a game a while back and consider friending them because they were decent, alas I'm not really confident to voice chat so I didn't wanna bother them.
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I really don't think it's that serious...
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I swear bots act like better human players. The survivors right now are acting super weird.
I had a Kate not go for an unhook when I was right by the exit gate, which was opened, against a Demogorgon who was chasing an Ada nearby and just stared at me from like 10m and then said sorry in the EGC after leaving since Ada got knocked and Demo flushed her out.
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@bjorksnas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3640451#Comment_3640451
The stun last 3 seconds but how much time does the perk actually buy if you use it properly, or even improperly for that matter
Heres a near worst case scenario with ds not counting other perks of just standing still
Get unhooked, Get hit 2x (5.4s), Get picked up (3s), get dropped / stunned (3s), get hit (2.7s) get picked up (3s), get hooked (1.5s), worst case scenario the perk bought your team 8.7s of additional time, with a total interaction time of 18.6s which is time for your team in the worst case scenario.
Add travel times to hooks or heck even looping and not standing still and you get some pretty good value, perk buys a lot more time then that 3s stun leads on because that 3s is 8.7s of cooldowns, stuns, and animations
Well, if you didn't tunnel, you would have to take more time downing them in chase since they would be healthy instead of injured. That's nothing compared to the amount of time they could've spent looping you.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3640422#Comment_3640422
DId you actually read the whole sentence? I said, that the nerf in 6.1.0 was not justified. The ones prior to that however were very much needed. Survivor dribbling does not need to be a thing. Neither do survivors need to be invincible while working on objectives.
Although the part about DS in end game, I do not agree with. The killer didn't tunnel you and now as a reward you are guaranteed to escape. It should be the other way around because the killer decided to play nice. Not that it matters anyway. Base kit BT has the same result. You get 44 metres far. That is about half the map and you can also use exhaustion perks, windows, pallets or have your team mates bodyblock for you to buy yourself even more time. There is no way the killer can prevent you from getting out once you're off the hook.
I had suggested to buff DS to where it would disable a killer's power for a set amount of time, the timer would be increased to 90 seconds and also to increase the stun time to 7 seconds instead of 5. But this should come with safety measures like that survivor not being able to use Unbreakable (we do not need this meta back), flashlights or pallets for as long as DS is active and it deactivating when someone else is hooked after they got unhooked.
That last bit doesn't make any sense. Taking hits is just as effective in solo queue as it is in a SWF. It's just harder to pull off because you don't have the communication to set it up. However, when you can pull it off, you get the exact same results. SWFs do not increase the hit cooldown for a killer. Neither does solo queue mean that the tunneled survivor gets less distance from it. It has the exact same effect every time. It only needs to be done correctly.
@Xernoton said:
Every nerf but the one in 6.1.0 was completely justified though. DS had been a problem for a very long time. Then it finally became a mostly healthy perk. I expect it to go back to its pre 6.1.0 state.
My bad, I didn't really understand your point because the discussion went from DS to 6.1.0 out of no where and I thought "the one" meant like some other important change you didn't agree with since that patch was pretty huge and it feels like an eternity ago to remember. By saying DS was a problem and then saying the nerf made it a mostly healthy perk, I assumed you meant you agreed with the change and were annoyed it's going back to its previous state. Thanks for clarifying.
Taking hits in solo queue only hurts you in the long run. I could hop on a game right now, take a hit for a survivor in chase, and they would go down in approximately twenty seconds anyway. Subtract the healing time and you gained practically nothing. Taking hits is only effective if the survivor knows what they are doing and can loop, this eliminates most of solo queue. Without communication nor an actual strategy, its pretty difficult to make it effective. Most killers being played right now are high mobility so the cooldown doesn't affect them as much as it does for M1 killers which people have lost the appeal to play as recently. There's instances where it helps for sure, but most of the time you're just shooting yourself in the foot. I can't recall how many times people trying to take hits for me would sandbag me instead since it happened that often. That's one huge advantage SWF have over solo queue. If you can manage to effectively do that on solo queue, your MMR has been blessed and you should find a comp team because your game sense is really good.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3640410#Comment_3640410
OK, you got a laugh out of me
I chuckled whilst writing it lmao
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@bjorksnas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3640422#Comment_3640422
I mean technically it was justified 5s ds was made to counter enduring
Five seconds wasn't that much and it did what it was supposed to do - deter killers from tunneling and actually get them punished for it. Three seconds doesn't punish a killer at all and the perk deactivates for the entire game. It's one perk slot just gone because you stunned a TUNNELING killer for three seconds.
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I was so underwhelmed by it. Would prefer someone to run Circle of Healing instead and that's saying something.
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@Xernoton said:
Every nerf but the one in 6.1.0 was completely justified though. DS had been a problem for a very long time. Then it finally became a mostly healthy perk. I expect it to go back to its pre 6.1.0 state.
DS nerf wasn't justified, let alone completely. It being disabled during endgame was 100% justified but the stun going from five seconds to three was silly. Three seconds (not even that since you need to wait for the drop animation) only gives you one Nurse blink worth of distance and yes I've seen it actually happen with my own eyes. DS is completely avoidable if you just don't tunnel. I suppose there was an issue when people with it would body block, but that's an easy slug these days. Killer has become a really solid role and, by slugging, you'll have one survivor guaranteed off a gen and one having to get off a gen to heal them up off the ground. Taking hits whilst someones tunneling has proven to be rather ineffective in solo queue which makes up most of the playerbase.
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@Boons123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3640318#Comment_3640318
15% is low, 100% is very appropriate
Double it and give it to the next person
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@Depressedlegion said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3640247#Comment_3640247
Just checked some stats, and his miss cool down is 2.5 seconds for missed chainsaw base ( not overdrive or addon's) compared to the 1.5 second miss cool down of every killer's lunge attack. I think base cool down is fine, but addon's affecting it are just way to powerful currently.
It's important to note that a killer's lunge cannot one tap you. And in the case I was describing, it was overdrive which is pretty easy to get and I forgot the add-ons.
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@steamed_hamzzz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3640318#Comment_3640318
Sadako is the new Pig confirmed
“nerf pig” memes have now been replaced, all hail the new queen
Excited for the new changes coming her way real soon!
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@bjorksnas said:
Use head on and make lockers into a free stun
Use windows of opportunity to better find resources to use against him
Use perks like quick and quiet to throw him off by not making noise
Onis miss cooldown is shorter than billys since its just a missed hit cooldown ~1.5s (faster than billy)
Head On is a beyond average perk that you'll get very little value from, perhaps one stun per game realistically. Three seconds of a killer's time wasted does not compensate for a perk slot.
Windows of Opportunity doesn't help when loops are spaced far apart and his cooldown is basically non-existent now.
Quick and Quiet is useless when Billy's usually maintain vision of you in order to predict your movements and curve appropriately.
Oni needs to work for his power and it has a limited duration.
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The more posts there are about this the better. This won't change until something is done about it so we'll just have to keep at it.
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It'll actually make you 15% hindered in order to promote tunneling! They are going to nerf Sadako's tunneling potential as compensation though.
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Billy's "cooldown" is a joke for sure. Spun one out yesterday and couldn't even reach a loop in time when it was right in front of me.
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3640170#Comment_3640170
I was told firecracker 🧨 is the same as flashbang
Yeah, I'm pretty sure they are the same. Firecrackers are exceptionally loud though so it's hard to surprise killers with it. Only value I tend to get is when they don't check the area when I'm right next to them and they go for the pickup.
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Surprisingly large actually. As long as it looks reasonable you should be good. Just remember the time frame for you to do it successfully is pretty slim.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3639863#Comment_3639863
You can't just stereotype solo queue like that [...]
I can and I do. Because it's exactly what keeps happening and it's pretty much the main issue with solo queue. You could have a pretty good match but then the Feng that teabagged the killer 20 seconds earlier kills herself on first hook. This is what ruins solo queue and it has little to do with the killer and everything with that person's attitude.
However, I did not justify tunneling by doing that. I said that spreading hooks is ineffective. Does that make the situation any better? No. But it's the reason why tunneling is so prevalent. To fix that, they'd need to make some pretty massive changes. Overall, this could improve the solo queue experience as well. Mostly because tunneling is even more effective in solo queue than it is against a SWF.
However, the problem with people giving up will never be solved. Some players give up as soon as something doesn't go their way. That can be the killer, their play style, their skill, their loadout, the map, the team mates, their loadouts and skill. Pretty much anything. If someone is in the mood to give up, they will find a reason to give up. Meanwhile, the players that don't, will play the match until the end even when they know it's not looking good.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3639881#Comment_3639881
That situation is ALWAYS the case. People that don't give up, don't give up. It's that simple. It only depends on your attitude and the sooner we stop justifying griefing, we can focus on the actual issue. Nerfing tunneling, camping, slugging or even bringing back the old school DBD bullying simulator would not stop people from giving up.
The game is over when there is someone dead at 5 gens, so I don't really consider this giving up but ending the match instead of wasting everyone's time. This is not what ruins solo queue and it's not what happens in your average game.
It's the games that aren't one sided until someone decides they've had enough. I covered this before so I won't go into every reason I've seen people give up for but let's just say, no matter what happens or how the game goes, someone will find a reason to give up.
I'm also not sure what camping has to do with this. Is it too easy for how effective it is? Yes. Is there any reason for a killer not to camp? No. Can you win against a camping killer? You certainly can. Will people give up against that? Yes. Will people give up against the a killer that gets their first down after 4 gens have been completed? Yes. It does not matter how you play. If I were to go into a game kill myself on first hook, I guarantee I could come up with a reason for that. This however would not excuse my behavior. Test me, I'd always find a "justification" for why I basically had no choice and that is the same with many players.
It could be mitigated by restricting tunneling power in the current landscape. Many people DC because they get tunnelled. That's the overall observation many people would provide you with because it's what happens most often. I haven't had a teammate throw a game like you described in a while, they might be bad at looping, but they don't purposefully throw the game. Removing tunneling wouldn't stop DC's, but there would be a significant decrease and I would literally bet on it. You can't change people's attitudes, but you can steer them away from doing stuff like that without punishing people by not allowing them to DC or die on hook. I don't want to be a killer's punching bag.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3639871#Comment_3639871
I don't do it. If I camp, I go for the unhooker. It's mostly the instances where I get bodyblocked by the u hooked survivor, that I decide to tunnel.
Defencive measures should not be used offencively.
Oh yeah that's perfectly fine, my bad. Seeing the killer go for the unhooker provides the biggest sigh of relief lmao.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/404034/is-tunneling-killing-the-game
I think so, but when i comment on it the killer mains swam the thread and are saying "its not that bad".
- It is.
They never fail to do that lmao