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radiantHero23

radiantHero23

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  • @SidneysBane1996 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3857312#Comment_3857312

    I agree, I prefer to make my own goals too, but the problem seems to be that BHVR does not see it that way.

    Why should they? I 100% understand why there is an mmr - system in this game. We have to thank our ever growing comp-scene for that. It started many years ago and continues to this day.

    The emblem system rewarded a more fun match over fast kills. I still think its better than what we have today.

  • @SidneysBane1996 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3848482#Comment_3848482

    I can tell you why.

    Survivors: The game is miserable now! I want to win too! I'm tired of everything good being nerfed for us despite the fact they might deserve to be because they are in fact too strong, those perks were fun and I like doing things that make me impossible to catch in some situations, Killers should just git gud and play around my second chance perks. Come on guys - let's SWF up and play with these new perks, it's all these tunneling, camping, slugging Killers deserve despite the fact they may or may not even be doing that at all! Let's ruin their games because they keep ruining ours!

    Killers: The game is miserable now! I want to win too! They've taken away a bunch of pressure from gens, hooks, injury pressure, chase, and nerfing Killers I play, why should I play nice? Every time I do, Survivors bring the most obnoxious and nasty perks. I literally meanwhile have to devote half my build to generator perks to even get anywhere. I'm so tired of being nice and getting sweat on and humiliated, I'm supposed to be strong, right? Get 60% kill or I get mocked, right? Now we have these new perks and buffed stuff. Well fine then, it's all these obnoxious entitled Survivors deserve despite the fact they may not even be doing that at all, let me be the villain! Let's ruin their games because they keep ruining mine!

    The issue is that both sides are frustrated with the game right now because BHVR keeps on taking things that helped them NOT have to do these things. That's why.

    Both or the players you describe seem incredibly shortsighted to me.

  • @SidneysBane1996 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3855858#Comment_3855858

    Because sadly, that's all BHVR incentivizes the Killer to do. :(

    So bp don't matter?

    If a bubba goes for the 4man slug at 4 gens, everyone gets like 3k bp and that's it.

    Moreover, what about having an own mind? I don't care about mmr. What does it lead to? If my mmr is high I meet more people that are sweating. Sweating in dbd does often not mean skill but stronger equipment. Why would I want to make my game progressively more stupid? At some point it's not difficulty or a challenge, it just becomes impossible due to how big the power discreptency is. It's the limit of a killer.

    I make my own incentives and my incentive is having fun.

    Screw mmr.

  • Haven't seen it on live servers yet.

    Ptb - version felt pretty cool though.

  • I had survivors using them in a very creative way. They ran up to them when in small passages or corners and tried to squeeze themselves as close to them as possible. This made me auto aim into the snowman.

    I applaud this creativity!

  • Have not seen it either. Is the chance of getting it even increased at all? You would think it is.

  • I like this build for self sustainability:

    • Second wind
    • We'll make it
    • Alert
    • Chase perk of your choice.

    You might have a problem in tunneling situations though.

  • @MaTtRoSiTy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3855753#Comment_3855753

    I switched to killer and was adding Hoarder to my build so everyone can collect items and I let everyone go after they have 2 hooks each. Occasionally some give up before I can even let them go but I am trying to just add a positive experience to the sweat.

    Just had a DC at 5 gens and the Dark Lord still played like his life depended on it, we all just gave up and went next as what was the point?

    I genuinely dont know. Getting kills seems to be the only reason for some people to play killer at all.

  • @ratcoffee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3855753#Comment_3855753

    That pains me to hear :( I've had several games where everyone on all sides was snowball fighting from the start and several more where the killer got 8 hooks and then started only using snowballs. Most people I met on both sides seemed to be in the holiday mood. Hoping your event games get more consistently cheery

    Thx, I hope so as well.

  • @Mandy said:

    This is a very good point, it is something we are aware of. For killers they have to learn one character - for survivors they have to learn how to play against all of them and when things change that can be hard to manage / learn.

    DbD is complex, it's not easy on either side - there's a fair bit of skill involved on both sides, the game is most definitely not easy, it only appears easy when you're not very experienced in the game…it's deceptive.

    Any ideas for how to make things easier for players and I'm all ears (no dbd pun intended), as there will undoubtably be other killers that have more complex powers.

    Dbd is not a hard game. Its a complex game.

    I would say that the game gets progressively easier the more you know, because game sense and experience are the main things you need to be good in dbd. Personally, I found dbd pretty hard when I started playing and see the game for what it is now. Sure, there are some difficult parts here and there, but most really comes down to: "do you know that this works?"

    In regard to making things easier: I think most will agree, that an improved tutoriat / custom game, where survivors can test playing against every single killer in the game, would be a good starting point. This helps to get familiar with mechanics and how to counter them. Obviously killer bots play very good compared to some people on live servers, but this is not about winning. Its about testing things out.

  • @MaTtRoSiTy said:

    People can and will play how they want but yeah I do find it a bit lame when people go into events to sweat like they are competing for money but not much you can really do about it sadly

    So far, Ive only seen one side playing around with the event stuff … during the event mode … sadly its, with the exception of one single match, my side. (18 games of survivor and 2 games as killer)

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3855242#Comment_3855242

    Well, recently I've been researching and learning as much as I can about Skull Merchant, and honestly one of the things I've concluded is that the infamous match everyone knows about isn't really proof of anything.

    Meaningless, I would say. As comp DBD always is.

    Which is why I've requested help to find videos of Skull Merchant's original iteration being played as and against players of average skill. And the results were interesting, to say the least.

    Agree.

    Could you provide some insight into your findings?

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3855194#Comment_3855194

    I imagine they are referring to chain blinding, or maybe to being flashlighted at every pallet break maybe?

    I'm certain, that at their level of play, they don't see blinding as a form of bullying anymore. Genuinely confused.

    Bullying is something like old boil over in rpd library or when 4 people used flashlight saves at double lockers.

    Chain blinding and pallet blinding are definitely not bullying in my book at least.

  • Tbf. These people did limit themselves and tried out different strategies mid match. If they played the same strategy from the beginning without any restrictions, I do think they would have beaten that player in less than 20min.

    However, as a team like this (very good comp people without any restrictions) is literally the strongest thing you can encounter in dbd, this isn't saying much.

    Chess merchant was op for public matches.

  • @RpTheHotrod said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3855179#Comment_3855179

    Having all 4 survivors is a large amount of pressure against the killer. That's a load of gen progress getting done. If you're single hooking each survivor first, that's that large amount of pressure existing consistently during the vital part of the match (early and mid). No one on deathhooks means gens getting slammed out since theres no risk or threat for the survivors. If it gets to the mid match, and no one has been eliminated yet, then survivors essentially have all of the power over the killer going into the endgame (assuming survivors are playing optimally and not throwing/being silly). If all 4 survivors are active in the endgame, even if you hook someone, they have everything they need to safely unhook hook anyone and escape. It's pretty vital to have at minimum survivors down to 3 by the middle of the match. If you're spreading hooks evenly, with how fast gens fly in the current game state, you simply won't have enough time to get an elimination by the time endgame begins (unless you're playing nurse/blight as they are just broken and need nerfs). Taking turns just isnt viable for killers, and STB forces killers to do just that. If it's the endgame and all 4 survivors are still up, the game is as good as over for you unless you dedicated your build to end perks like NOED which imho is kind of cheep.

    Exception: some killers are overturned and can snowball in the endgame, but the majority of killers don't have this viably such as the m1 killers with no map traversal.

    Thx, I know how a match of dbd works. If you do as well, you should also know, that killer becomes progressively stronger the longer the match goes on due to a lack of recourses. Having 4 survivors alive is not a problem in mid. It's a problem in end game, hence most people agree, that tunneling in late game - end game is absolutely fine to turn the game around.

    A lot of killers have different powers that help them to maintain pressure.

    Let's take an m1 killer with low map mobility / negative map mobility in stealth : Pig

    Good Mandy is a comeback killer. Her RBTs can turn a 2 hooks - 4 gens done into a 4k - 4 gens done real fast if played right. Sure, when it gets to end game and she has not traps / kills, she loses. However, I consider this a mistake on the Pigs side. On most maps and against most teams a situation like this is absolutely avoidable. Without having someone out at 2 gens - 3 hookstages mind you. It's these games where I try to reflect and see where I did a mistake (something I know, a lot of players don't do because it's easier to blame the game).

    I think the best amount of hookstages for someone to go is around 6-8. It's what I've been doing for over 2 years now with great success.

  • @danielmaster87 said:

    It's not a crime to sweat. Other players will be trying to win, even if you're not. The blinding bullying is different though, but you can't outlaw that either I guess.

    Blinding bullying? Please elaborate on why blinding is bullying now.

  • I just played a round of Stbfl only piggy and gens flew. Then I played into my strengths and got two dc's. The last one was from a player who I wanted to give hatch because his looping was splendid.

    Survivor is not much better so far. Only one side seems to meme a bit.

    Are just my games this way?

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854877#Comment_3854877

    Assuming everyone runs the perk, it has a good chance of guaranteeing that the first survivor will be sacrificed on the 6th hook at the earliest.

    Let's pick the most extreme scenario, where the first 4 hooks are on separate survivors, and no one uses Shoulder The Burden. That still means the first survivor will be sacrificed on the 6th hook at the earliest. This means the killer is still at a very bad game disadvantage, because 4 survivors are still alive at the 5th hook. This isn't good for the killer. This isn't the killer "outplaying the perk ".

    In fact, we could go through every possible combination of hook states, and the perk still has a decent chance of forcing a 1-1-1-1 spread of hook states, because as long as one survivor has zero hook states, they can use the perk on someone else… and the only way to stop all the survivors from having zero hook states, is to hook each of them once.

    Remember that the ultimate goal of the survivors using this perk is to spread hook states, and it doesn't matter how many of the survivors actually get to use the perk, as long as that goal is achieved.

    I'm sorry, but I almost always kill someone around the 6-8 hook, while playing killers that are considered low tier.

    I'm playing against people that call themselves comp, so take that as my statement regarding mmr. I'm where they are at.

    If I can do it, others can definitely do it as well.

    First hooking everyone is not a problem in public lobbies. I don't know why you make it one. Some of the arguably strongest slowdown perks in the game encourage doing it (Grim Embrace / pain resonance). Obviously this depends on the group of survivors, the map and the killer / their skill, but that goes for all things dbd.

    And still. It requires that multiple people use this perk, which, as far as I know and see, is not the reality as of now.

    So I have another question for you: why is it so bad to have everyone hooked once?

  • Didnt know she had an appointment by Carter…

  • 20241212122350_1.jpg

    EU - server. Mostly switches to killer in the evening hours.

  • Ive been converting my play time to survivor as of recently and I enjoy it. Yes, soloq can be miserable but it feels more wholesome for some reason.

    Had a bunch of nice matches yesterday, which im very grateful for.

    More incentive = more bp for Lara and Jill!

  • If they deleted map offerings and made the other offerins more appealing in the process then that would be great.

    Just buff the numbers on Cakes, Puddings and BPS and rework the huge amount of useless brown, yellow and green scoring offerings. People only bring those when they have nothing else to bring. So why make them the last resort? They should be reasonable picks as well, otherwise why have them at all.

    With the removal of map offerings, a lot of other green - rarity offerings would become more common as well.

  • @MaTtRoSiTy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854421#Comment_3854421

    I am actually okay with that, auras on Nurse can be completely broken but I still think perks like BBQ are fine as survivors will still be out of direct blink range and I think BBQ is a healthy perk for the game as it encourages leaving hooks.

    But many aura perks can be broken on Nurse for sure and they remove all skill as there is no mind game.

    That being said, I think a complete rework would be better in the long run. Nurse was my favourite killer but I feel like I cant play her as it feels cheap and I know people hate her (strong survivors don't seem to but they are the minority, sadly).

    I'm with you on that. A rework would be in not only my interest, but in the interest of the game as well. Her power has proven over and over again to be a open wound, bottlenecking map-and perkdesign.

    However, I don't think a rework is happening tbh. It's been over 8 years at this point.

    In the rare occasion that I do play Nurse, I set myself a challenge. Something like:

    • only two usages of power after getting a hook
    • No blink at all
    • No perks

    It, more often than not, makes the games more interesting for both sides.

  • @SidneysBane1996 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854427#Comment_3854427

    I still give hatch too, the hell do I care about a free Mori? Like yeah, I might take it, but sometimes I don't. I feel like it's still a nice gesture. I also prefer spreading hooks, 8hooking, 2k+10 hooks, etc. when I am being chill and not trying to "perform" or whatever. In fact I LIKE being able to grant mercy sometimes and I wish the devs would reward doing that with special points events or giving some sort of boost in pipping. We should incentivize fair play.

    I'm a Pig main for the most part. Pig is one, if not the only killer, that has an incentive to NOT tunnel. This being: spreading the RBTs for slowdown.

    I stopped trying to win in my killer matches because it ruined my fun over the years. Dbd became more like a job than a game. That's the point where one has to reevaluate.

    This does not mean that I throw every match. I consider myself very good at playing good Mandy. At least I have enough practice and experience under my belt. I go for gameplay. Not for winning. I know how dbd works and that more often than not, getting a 3 or 4k is not realistically doable with the loadout I use. This is not a problem for me. I look at my own gameplay and try to have fun.

    I almost never tunnel and try to improve my chase (ambush, moondash and m1 mindgames) and map surveillance (memorizing survivor movement throughout the match).

    If the match was fun to me, then that's a win in my book. I don't have to get kills to be satisfied.

  • @RpTheHotrod said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854641#Comment_3854641

    This isn't true, though. It affects all killers - tunnelers or not. This allows survivors to force the killer to have evenly spread hooks throughout the match. If you have evenly spread hooks throughout the match and you get into the endgame, as an m1 killer, that's essentially a loss unless the survivors are throwing. M1 killers cant afford to have zero kills during the endgame - even a single kill at that point can mean an easy 3 survivors out. Before STB, a non tunneling killer could at least cycle between 2 or 3 survivors and get someone eliminated by the middle of the match. Now survivors can pretty much guarantee no one is eliminated by the time the 5th gen is done (at least vs m1 killers and assuming thr survivors are at least have competent).

    Assuming everyone runs the perk and coordinates the spreading of, and this is the thing: the first hookstages.

    If someone that already has a hookstage takes the one of a survivor that has two, guess what. They will have two hookstages. Just get this person then. They are exposed AND show that they have one more hookstage.

    The scenario your describing isn't as realistic as you make it seem to be, sorry.

  • @RpTheHotrod said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3853515#Comment_3853515

    It also kicks nice killers in the gut who don't camp hooks. They can't even take advantage of the exposed status since they arent near the hook camping it.

    If they play "nice" , they usually don't tunnel someone. This results in the perk giving almost no value.

    They don't need to get the exposed down. They more likely than not didn't lose anything.

    This doesn't harm "nice" killers.

    As a Pig main, I could not care less about this perk.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854601#Comment_3854601

    If there was a perk that said "if a killer hooks the same survivor twice in a row, the killer gets stunned for 300 seconds", would you think that would be bad for the game?

    Yes, I do. Why? The execution of the perk. Again, it's about how the perk is designed. Old ds was bad because it could be used offencively. That got removed as well.

    Just to mention, because you still haven't answered @Firellius question yet.

    Do the survivors get value and does the killer counterplay it?

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854552#Comment_3854552

    Are you saying that absolutely everything in this entire game, that gives value and has counterplay, is 100% acceptable and good for the game?

    Not everything, no. Anti - tunneling for the most part is. Therefore my question:

    Are you telling me that anti-tunnel is bad for the game?

    Edit: shoulder the burden is a defensive perk. Not an offencive perk as ds was. I see nothing wrong with that in public lobbies.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854509#Comment_3854509

    And this is the biggest problem here. You're basically telling me this perk isn't a problem because you personally don't see it as a problem in the games you personally are in.

    That isn't helpful. I'm seeing many games where multiple survivors are using this perk, and are they stacking and daisy chaining this perk. And these are public games.

    @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854527#Comment_3854527

    But are they getting value, and is the killer counterplaying it?

    Same question

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3853926#Comment_3853926

    Thank you for the response. Just for some feedback, I stopped playing many of the M2 killers, because they don't have a good chance of hitting an exposed survivor with an M1 attack, in the short amount of time they are exposed from Shoulder The Burden.

    I don't like feeling like I'm being punished for playing M2 killers, but here we are.

    Your bot getting punished for playing an M2 - oriented killer. Your (sometimes) getting punished for going after the same people over and over again. This is also called tunneling :)

    Most M2 oriented killers can still m1 as much as M2 killers. Wesker, Blight, Artist, Pyramid head and Oni are all very much capable of playing m1 as Pig or Freddy are.

    From what I've seen in regular matches it's really not much of a deal. Most people don't even run it tbh.

    From how I see it, the perk will be extremely strong on your comp group in private games and decent in a regular public lobby.

  • @SidneysBane1996 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854278#Comment_3854278

    I greatly appreciate your ancient Freddy main wisdom, friend. It really scares me when I also main an M1 Killer to see other Killers get the nerf hammer like this just because Survivors refuse to learn the counterplay.

    Not always the chase. Remember the last time Piggy got an update?

    Many people pointed out that the nerf to her RBT - timer would severely nerf her, despite the buffs to her chase (which frankly didn't even do that much except JMF), which resulted in the timer - nerf not going live.

    Of course our lady has a track record of being nerfed over the years, making it not look good at all if any nerf heavily outweights the buff, but this still shows that constructive criticism helps.

    And trust me, a Pig well played can become a menace.

  • @MaTtRoSiTy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854399#Comment_3854399

    You cant nerf her any further than they have though, as she would literally not be able to catch so as I said in the last part of my comment, I would like to see her reworked as she literally cant be nerfed any further and for the record I think making blink attacks special attacks etc was fine as she is incredibly strong

    I don't get the logic of 'she has been the strongest for as long as she existed so she should be nerfed', it is similar to how BHVR seems to want to make every perk meta and it's creating a whole new set of obnoxious metas as a consequence. Some perks should be garbage, not all killers need to be buffed and just because one is the top does not mean they have to be gutted either.

    You can still nerf her. Aura reading while blinking eliminates the little amount of "counterplay" that "exists". It makes Mindgames impossible and reduces the chase to an: can the Nurse Player connect two dots.

    She should not be able to see auras while charging a blink / using it. Aura read should be suppressed, not completely cut off mind you. If the aura readung - effect is still active after the usage of her power, survivors should be shown again.

    I know, this further limits what perks are useful on her, but I think it's fair regarding that she has no real counterplay in chase.

    Your playing a killer that ignores pallets and windows. You have to be lacking in certain aspects. This being exposed and imo, aura reading.

  • @SoGo said:

    Nurse is an anomaly.

    Everything is broken on her, she plays an entirely different game compared to everyone else. She is separated from the rest of the killer roster.

    Another problem is, that there is almost nothing left to nerf without fundementally destroying her power and identity.

    @jmwjmw27 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/434668/there-is-no-reason-to-nerf-a-killer-when-nurse-exists

    Believe it or not, nurse does indeed take skill to play. Granted, you don't need a lot of skill to destroy everyone in public lobbies, but she undeniably has some skill to play, even if her ability completely bypasses most normal chase mechanics.

    It is also a lot easier for the devs to change some numbers to nerf other killers than try to nerf nurse whose power fundamentally bypasses the "rules" of the game, so that's probably why she hasn't been touched in a while.

    What do you think they should do to "balance" nurse?

    She should not be able to see auras while charging a blink / blinking.

  • @danielmaster87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3853962#Comment_3853962

    How do you not see that that's a bad metric? A 50-60% kill rate means draws all day for killer, even if you personally don't escape a lot as survivor. You won't, but 2 of your teammates will. And we know that survivors feed the killer free kills all the time.

    Those killer win streaks are another extremely misleading talking point people like to use. "So because some players, which I can count on 1 hand, have been able to do large killer streaks, killer is OP." They're an anomaly and a fluke. No other killer players but then have been able to get streaks like that because they don't have the astronomical luck these guys have. Forget skill. All it takes is going against 1 decent survivor team to take your whole streak away. So there's no skill to it, in the grand scheme of things. They just keep getting lucky to be matched with subpar teams.

    I don't think it's the casual survivors that have left in droves. I think it was a lot of higher level killers who got fed up and quit, or switched roles. Without the top level killers, the mid-level killers became the new top, and had to deal with all the unbeatable/toxic SWF teams and really good solo teams. And soon, those killers gave up too, forcing the next level down to shoulder the burden. And so on. You see the issue? Killer isn't balanced at high level; you're playing to lose. The survivors who quit the game over mini little killer buffs, forget them. The only killers who are left in the game are a resilient elite who may or may not have a screw loose, myself included, so they're gonna beat most teams. They just won't beat most good teams. The survivors that remain, however, are low level, and some are still beating/almost beating these killers, because of how many base buffs and unnerfed perks they've got. They just keep winning and thinking they're good because MMR isn't shown, the gens go too fast, and the tools killers have are so much weaker than the tools they have.

    I'm still aghast at how people can still insist that the game needs to be pushed more casual. It can hardly get more casual! What do you think has been happening these past 4 years? Making the decision to just not balance the game is the worst thing you could do. And what's funny is people who say that aren't even consistent with their views on the game. "Don't balance the game, but don't make killers too strong! Throw balance out the window, but make sure survivor is a fair!" It's people claiming to be casual but still caring about balance that gets me, because it destroys their own argument. And nobody sees it.

    I'm glad I'm upsetting you as much as you do a lot of us.

    • Stbfl
    • Lethal
    • BBQ
    • Surge

    Works best on m1 oriented killers like Freddy, Doctor, Wraith, Sadako and Piggy

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3853809#Comment_3853809

    If a player uses STB and the killer throws them on a hook, it should be fine to tunnel that person because that is supposed to be the "high risk" part of the "high risk high reward perk".

    But when a survivor uses STB, then has STB used on them, it massively lowers the "high risk" part of the perk, because their 2nd hook state was removed.

    That already involves two people using it and also means that the 3rd person is taking a risk for the other one. Most people are not excellent loopers.

    Who said that its supposed to be high risk high reward? If that where applicable, then the risk is that the person using the perk has to be a good looper and that the others have to be aware enough to use the time, in case the killer focusses on the STB - user.

    This being applicable to every time the perk is used. Thats sounds like a risk to me.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3853825#Comment_3853825

    Because Survivors shiuldn't be able to control ALL the things Killers use to pressure. What if there were a perk that did this for Killers and randomly added hookstages to someone with the most stages? Still fair?

    Those aren't even close to comparable, my guy.

    It'd be more like transferring a bunch of gen progress from one gen to another, but then making that other gen gain double progress for a while in compensation. Does that sound like a good killer perk to you?

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3853834#Comment_3853834

    Even saying he's here and knowing what area the killer is, is a massive advantage.

    Not if you don't know where your teammate is. 'Here' is a useless descriptor.

    Also, you're asking the killer to discern the quality of your communications and play accordingly which is not a possible task.

    I am doing no such thing. YOU made the assertion that all swiffer is non-casual, which is obviously false.

    Beyond that, swf stats include those not on coms so are fairly useless.

    You literally just asserted that there are NO swiffers that aren't on comms.

    Not to mention, they DONT hit 50% escape rate due to what? Tunneling as a tactic against them. Remove that and they are hitting probably 65-75% rate.

    As evidenced by what?

    @AlexXHunter44 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3853818#Comment_3853818

    EveEven saying he's here and knowing what area the killer is, is a massive advantage. Also, you're asking the killer to discern the quality of your communications and play accordingly which is not a possible task.

    Beyond that, swf stats include those not on coms so are fairly useless. For instance I play with one girl I know but we don't voice chat in game, our statistics are being added as if all swf do.

    I'm 100% sure if you subtracted awf not on chat stats you'd end up with a much higher % escape rate. The stat is basically meaningless

    Not to mention, they DONT hit 50% escape rate due to what? Tunneling as a tactic against them. Remove that and they are hitting probably 65-75% rate.

    TThanks For making my point for me.

    Let's play devils advocate and say that they are on comms.

    Does that help a player with 5 hours or a player with 5000h? People with a lot of experience can use extra informal a lot more than people with less. However:

    Does it matter?

    Peoplw log on to play a few rounds with friends. More often than not these people don't take the game very serious and throw because of that.

    They play with friends. They have fun. They have fun escaping and they have fun dying. At least they do it together and that's what matters.

    Of course there are people that do not share this sentimentality and to be completely honest here, these people should try to reevaluate their values.

    Is the 4man swf on comms, when played at the most optimal level, the strongest thing in dbd? Yes. I'm convinced they are. Are these groups common. Absolutely not. The majority of swf are just friends having fun… in a GAME.

    Life is awful enough already. Games bring people together and offer escapism like few forms of media can provide. Playing with a friend in dbd provides this form of escapism.

    To end this, because I feel like I derailed a bit sorry, think about why you hit start start button the next time you want to play dbd, or any game for that matter. It can help.

  • @SidneysBane1996 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3853788#Comment_3853788

    You say this now, but just wait until a future patch if they, god forbid, make Invocations stack and create an actually broken one.

    What is the strongest thing a survivor can get in dbd? Gen speed or a hook stage. They already tried gen speed and it was considered a killer perk for a good reason. Its still extremely niche and imo the downside still does not outweight the upside.

    Invocations need a ton of time spend in BASEMENT and make you broken.

    I think ive said enough.

    I say this now because im living right now. Speculations are nothing but that. Speculations.

  • @AlexXHunter44 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3853806#Comment_3853806

    Unfortunately, just by doing that you've tilted the entire balance of the game to the survivor side, especially if using coms.

    You can't play a 4 man swf and be casual, they are inconsistent with one another because by communicating between survivors you've already broken the game balancing.

    Of course you can be casual.

  • Negativity leads to nothing but misery. Trust me.

    Try to stay positive. Enjoy things how they are right now.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3853515#Comment_3853515

    SWFs are weaponizing this perk, because the perk can be stacked multiple times on the same survivor.

    It is with staggering consistency that forum killers say something along the lines of 'anti-tunnel is fine, so long as I can tunnel through it'.

    This perk being stacked on the same survivor is only a problem if you constantly go for that same survivor.

    Just chase the others. —> Dont tunnel one guy. Problem solved. The perk even shows who took the stage.

  • @AlexXHunter44 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3853414#Comment_3853414

    I actually think that's one of the times tunneling is fine. If you're a 4 man swf you already decided this is a comp match more or less.

    No you didnt. You decided to play with friends.

  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3853369#Comment_3853369

    You dont even need to do a sweep, just general awareness of your surroundings and keeping track where others are most likely at.

    Also catching a Survivor in the act of going for a Flashbang save can be just as detrimental. Leaving the person on the ground and pursuing chase means some one else needs to come for the pick up. And if you end up having 2 people downed? Youre in a REALLY good position since that means both Survivors need to come for the pick up or they set themselves up to recover from a snowball, unless you fumble it, in which case womp womp.

    Basicly it, yes. People going for flashlight stuff are not on gens and offer therefore natural slowdown. I prefer groups like them because they actually want to interact with the killer.

    Most flashlight saves are easy to see coming, as you described, albeit flashbang with old background player was too good.

    I'm still against the fact that survivors can enter the killers model somehow while they pick up. This leads to uncountable flashbangs positioned inside the model.

    Something else: are flashbang sounds fixed or are they still silent?

  • @SidneysBane1996 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3853415#Comment_3853415

    We just got Shoulder the Burden, what exactly is the counterplay to Survivors being able to control hooks?

    You can't undo Invocations either.

    Invocations? Really?

  • @Prometheus1092 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3853290#Comment_3853290

    Lol not harsh or rude, just simply...fair enough in response to that 😊

    No. It's something else. But this is not the place to share it. I just don't want to anymore.

  • @Prometheus1092 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3852919#Comment_3852919

    Well I would say it keeps it going regardless of my actions, that's the point lol. My actions prevent it happening to me as much at the very least.

    I'm sorry, if this comes of harsh or rude.

    I dont care anymore.

  • Piggies 28m terror radius.

    My bad, I read the title wrong.

    ...

    Sadako ^^

  • @Prometheus1092 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3852771#Comment_3852771

    Noed has rng as it's totem based and can be countered by cleansing totems throughout the match and even after it's activated so noed isn't a guaranteed kill. As for match taking forever that happens with the hatch mechanic due to last 2 survivors hiding until the end of time hoping the other one gets killed so they can get the cheap escape. Even if the hatch is closed, that allows the gates to be opened so that's your finish gens for free perk basekit. Point still stands, a survivor can do nothing all match and still have a chance to get the cheap escape as gens are already auto completed.

    To be fair, you need to do more to completely negate noed than to get the 4th survivor.

    End game in itself is a problem that should be tackled, as surviving often feels undeserved and getting the 4th kill leads to very boring scenarios.

    I'd prefer a good chase to close the match. If the survivor manages to survive for a certain amount of time, they can go. If they go down, they get sacrificed.

    Obviously this would come with its own problems regarding killer powers and structures to play around, but it's a lot more interesting than what we currently have or had (hatch standoff).

  • Is this a joke?

    Counterforce is so good, everyone was running it before thrill got buffed, right? Everyone is running counterforce right now, right?

    No. That didn't happen and it does not happen right now.

    People defending thrill right now are, and I'm sorry to say, exactly as biased as the people defending MFT not too long ago.

    Hexes need to be updated overall. This is not it.

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