radiantHero23
radiantHero23
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@Akumakaji said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3554476#Comment_3554476
Thing is that people really hatte the thought that you have to let go of one of the meta perks in order to run some anti-tunneling.
MFT/Resiliance/WoO is already basically set in stone for many, because that combo is so grossly effective when it works, that when it fails it must be the games fault, not that players deciding to play wounded all match or bodyblocking and tanking a hit when unhooked and then crying murder when the killer actually chases after them.
That's what happens when core problems get fixed by adding perks to the basekit.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3554476#Comment_3554476
It got halved. It got a 50% nerf. It got reduced by a proportion of 1:2.
How is that NOT 'Gutting'?
Gutted is something like ruin if you ask me.
Which, ironically, got the exact same nerf.
Ruin got more
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The tail is bugged and they got nerfed. Recency bias did it's work.
It's sad to me that we didn't even see the buff live due to the bug,befire it got nerfed.
It's also very sad to see this killer that was so anticipated not being played anywhere near that much.
I, for my part, will still play Xeno a lot. I love the tunnel system and the sound design.
Very interesting how few Xeno posts there are lately. Only the cooldown has changed. The power itself didn't. Almost like people spammed posts because it was new and popular.
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@ArthurVeloso said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3553867#Comment_3553867
Iron Will was definitely not problematic at all.
it was basically a waste of a perk slot to make sure that you would not get easily found if you are injured.
Also, I highly disagree that killers should not spend some time searching for survivors. It is their job to do that, and if they don’t want to, they have the freedom to run aura reading perks and informational perks like (infectious fright, whispers, etc). If these perks exist, they should serve to a purpose less than being a souvenir shinning in our perks inventory.
Iron will was popular in combination with dh. It made looping pretty easy on the survivor end. If you can't see the killer : run away with iron will. Killer will never know.
If the killer sees you: dh for distance.
That made chases very long, unfun for the killer role and therefore pretty problematic.
Iron will was not problematic when used for Stealth. It was problematic when used in chase.
You wanna know what's funny? I never have to search for survivors.
They are always in my face. Do I force them to do that? No. They do that on their own. Why? Because it's the most efficient playstyle.
Stealth was never the best way to play dbd. Aggressive plays are (sadly) the best options on both sides.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3554272#Comment_3554272
DS lost half its effective stun duration.
And that's gutting?
Against most of the lower end killers it's still powerfull. It also enables the otr into ds into dh combo.
It's more situational and less of a "just slap on" kind of perk.
Still good though.
Gutted is something like ruin if you ask me. I tried to make it work on a variety of killers in a variety of situations. Didn't work out.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3553929#Comment_3553929
Almost like the anti-camp is non-existent and the anti-tunnel got gutted out of the game.
What anti tunnel is gutted?
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@CatnipLove said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3553952#Comment_3553952
That's why I'd prefer a system that limits camping and tunneling in the early game (based on a timer, hooks achieved or gen progression for example) specifically. So those tools function when they are needed later on but cannot be utilised as a default method of winning the match.
Sounds nice.
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@CatnipLove said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3553879#Comment_3553879
No doubt. It's difficult to add a mechanic like AFC, that will be enough to help out casual/solo queue players and not get misused by experienced/coordinated teams. I get why the AFC mechanic is being introduced. The majority of survivors are casual/solo queue. They can't counter hook camping as they don't have the experience or coordination to do so. Low MMR killers almost always hook camp, which means the average match, for the average survivor is bad. It's unhealthy for such a large portion of the playerbase to be stuck in matches like that constantly.
The one thing BHVR could do to deal with the biggest issue with the AFC mechanic, is make it so the game can tell the difference between a basement hook and other hooks. If the killer hooks in basement and waits above, then it should work. But if it's a regular hook, have it deactivate when the killer is above. Although there might be hooks that are near holes, so it could be complicated to implement.
Agree.
But again, i have to emphasize that camping and also very close camping is sometimes the necessary evil to stop survivors from becoming too efficient. Some maps make it especially hard to defend gens. Looking at mothers dwelling.
I dont defend facecamping out of malicious intent. That should be punished as hard as possible. Sadly the game cant differentiate the one from the other.
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@CatnipLove said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3553868#Comment_3553868
I don't think anyone wants those things removed from the game completely. I think people just want ways to counter the most agregious cases.
But that often comes combined with its own major issues.
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Killer is not allowed to:
Tunnel
Camp
Slug
How can we apply pressure then? "Pressure gens" is not an answer. There are situations, where all 3 options are the necessarily evil to bring back a game as killer.
Just chase isn't enough most of the time in the current meta I feel.
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Many old perks where very problematic.
It's better to look at survivors that are louder or quieter than the rest and adjust them accordingly.
Hide and seek is basicly dead at this point. Sit on a Gen or die seems to be the mantality right now.
Killers don't have the time to go and look around the map.
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I would never run the same build on all killers. That's not working. Killers work very different.
If I misinterpreted your post I'm sorry though.
Otherwise, killer is a time management simulator (soloq survivor as well). You need to know where survivors are and know what chases to take and which not.
Try to chase a survivor into others that are working on gens. That's helps. If you know where survivor are (which gens are being worked on) you can decide if the chase you take is a bad one or a good one.
To your build:
Deadlock is a generally good perk. You can't do wrong with it. I don't like it but that's personal preference.
Surge / Jolt is good on m1 based killers. I would never use it on killers like Huntress, Trickster, Blight and Nurse. It's good on killers like Pig, Clown, Trapper, Myers and Doctor. Killers that normally always use m1 to hit.
Floods gives you info after you hooked a survivor on a scourge hook. It has a lot of downsides. First downside is that it doesn't help you in early game. This is where you seem to need help the most. Second is, that it's reliant on good rng (that you can reach it) I would not recommend it in your case.
Stbfl is similar to surge / jolt. You don't want to use it on certain killers. These are killers like Plague, Wesker, Blight, Nurse, Pyramid head, Nemesis, Huntress, Trickster, Oni, Bubba and Billy. It's best on Pig, Trapper and Demo, because they can save their stacks and it helps them a lot in their regular playstyle. It's good on killers like Clown, Doctor, Spirit, Wraith, Slinger, Singularity and recently Xenomorph for destroying turrets.
Your build has massive downsides. I recommend you to change floods for lethal pursuer if you have problems with spawn locations and to get into chases early and Corrupt intervention if you don't have a problem with spawn locations and want the early game slowdown.
Stbfl can be exchanged by BBQ which is still awesome for decision-making and general map awareness or pop.
Surge /jolt is also exchsngabke by pop or other slowdown perks.
Try to use perks that work best on each killer.
I also recommend to play up to 3 killers a bit more than the others to really get a hang of their playstyle.
Killer can be frustrating at times and there are also actual situations, where you can't do anything. But it's always important to remember your strengths and weaknesses and play accordingly.
Good luck and have fun.
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@timetodohottakes said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3553409#Comment_3553409
Tombstone are for cowards! I play the game! >:D
Chad
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@Amaroq64 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3553278#Comment_3553278
(If she's one of your three favorite killers, does that count as a pig main?)
For Pig mains, her strength is making the survivors spread themselves thin with too much to do, so they aren't doing gens so much anymore.
Rather than just putting a trap on everyone as soon as you get them, it can sometimes be good to wait until the time is right, and then put several bear traps on survivors at once.
Once one or more survivors have traps on their heads, don't just keep patrolling gens and ignore them. Patrol puzzle boxes too and harass them off of the boxes. Don't be afraid of how counter-productive it feels to stop their death timer. If you get a hook, they still have to go find a box again after the unhook. If you get enough hooks to kill them off and waste the trap, oh well, they're still dead.
Some tryhard sweat squads will even completely stop doing gens for the rest of the game because they're all buddies together and they want to let each other get their traps off. If you do a rotation and find that they aren't even touching gens anymore, then you can just patrol boxes for the rest of the game and lol when they rage about it.
I have around 2k hours on her. I normally try to put 3 traps as soon as possible and decide on the fourth. I dont normally patrol boxes because i know where they need to go. Most survivors take the most optimal route possible so their movement is very predictable.
I basicly know where they are.
Pig is a comeback killer. I often lose 2 - 3 gens for my first down and then get 8 - 12 hooks.
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@timetodohottakes said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3553273#Comment_3553273
I keep saying it to everyone I can.
Play with your food, enduring, Jolt/surge, nemesis with judith's journal and J.Myers memorial.
Simple as that, 90 prestiges with this build with the winstreak I mentioned, biggest one was around 70.
Not even tombstone. Your are real hero.
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Stay calm and destroy them.
Remember your strengths. Pig has many. Your strength is not in chase but in making their head explode.
Use that and make us fellow pig mains proud 🐽
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P100 Myers Main.
Gigachad.
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So can we now agree, that this perk is too strong?
Are the pitchforks gone?
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@caipt said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3552200#Comment_3552200
I feel like thats more of an issue with knights game design combined with a relatively balancedish 3gen, making it broken. glad you had fun though.
I dont mind losing, but i feel the 3gen on that part opf the map could be less accessible. Thats a problem with the maps size though i feel. Sadly this is also what makes the map good and well liked.
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@Deathstroke said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3549613#Comment_3549613
Why not to replace them with bots?
Nurse bot...
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@caipt said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3551554#Comment_3551554
major skill and/or soloq issue
Had a Knight going for the full hour game there last week. I was playing soloq.
After 35 minutes, my team realized how screwed we where. Then we started to do totems and chests. Then we all ran up to the knight to end the match.
We had a lot of fun although not winning.
3gen there is still a problem if the killer is prepared to hold it with certain perks and killers.
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@Batusalen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3548678#Comment_3548678
You have to understand. What are going to do all those looping god pros without WoO hand holding them in chases so they can go from pallet to pallet? Blindness is the worst thing that they could happen to them, other than having that perk "only useful to new players" nerfed.
"Windows is only used to learn maps and tell better players where unused pallets are. Really good players dobt use it"
I'm all for a perk that helps new players btw. I just feel it serves another function at this point.
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@Alice_pbg said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3550854#Comment_3550854
why a kimono dredge in particular?
https://forums.bhvr.com/dead-by-daylight/discussion/392641/about-the-new-skin-collection
why would I? characters I don't play get skins all the time, should I get bummed every time a skin comes that isn't for one of the ones I like?
also... pretty sure 50% of this game economy is feng skin based
I would just love to see it. Hux would also looks funny in one XD
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3549824#Comment_3549824
The issue here, and what isn’t being said by this person and many others, is that they really want killers like Pig to bulldoze through survivors like Blight and Nurse can. Against all killers, they want the counter for survivors should be “just don’t get caught/downed bro” 🤷🏽♀️
Excuse me?
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Well... Tbh Feng had no skin for a "longer" time now. I'm fine with it.
Skull merchant... Yeah....
Would have loved a kimono dredge.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3550810#Comment_3550810
Because you said the ideal tile strength is a L-T wall
No. I said that the tl is a good example.
My idea for shack would be to close up the long wall. It's open on most maps. Allowing the survivor to yes the killer at all times. Closing it would enable Mindgames for killer. That's all.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3550773#Comment_3550773
Some tiles should be unfair for either side.
Both sides need to have advantageous situations and parts of the map. You can't just make every tile worse.
When did I say anything about making every tile worse?
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Steve
Liked him a lot in Stranger things and he was one reason I bought dbd. He's goofy and funny. What more reason do you need?
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@ratcoffee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3550697#Comment_3550697
And that's why I said, paraphrased, "me accusing you of thinking [thing you don't think] would be a bad interpretation of what you said"
I see where you're coming from with that point, but I disagree. IMO you would have to buff all filler pallets so there are no more unsafe pallets; all fillers become at the very least border cases - that's what you want, right, either side can has equal theoretical chances at any given tile? - or you would have to intentionally design the maps so they on average favor killers
I think, what needs to happen is that the devs take a look at the outstanding tiles. Like the shack. They tried to make the tile better when you look at dead dawg, to a landing or now it's absence from Nostromo wreckage. Other tiles like the long tiles on cowshed are still unfair for m1 killers due to the survivor bei able to see the killer at all times and the tile being this long. Main buildings like Garden of joys "house of fun" and asylums, well asylum also should be looked at. This building has no need of 2 very strong Vaults and 2 God pallets. That's what I would want.
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@HexHerbz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3550197#Comment_3550197
That's what I thought. I just didn't want to be the one to say it. Thanks :)
Why afraid?
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@ratcoffee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3550212#Comment_3550212
that feels like a really bad interpretation of what pulsar was saying. like all he said was that there should be some structures that are strong for survivors. he even specified he does not think that all of them should be survivor sided, just that some should - as in, it's not fair to survivors to give killer the advantage in every structure, regardless of what resources have been used. i could counter by saying "just because you want a guaranteed hit at every structure (etc etc)" but that would be an equally unfair assesment of what you're saying
You got it wrong. What i want is for structures to be fair. Again, i made a whole post about it. Shack if played correctloy by the survivor is not fair for any m1 based killer. Its just forcing the pallet and thats it. No mindgame, just running after them without any chance for a hit. I think thats bad. A good structure should make it possible for any m1 killer to get a hit if they play well, and the survivor to dodge the killer if they played well. Best example of this is in my opinion the TL-wall.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3550095#Comment_3550095
Shack is fine lol. The game should have strong loops and structures. Obviously it shouldn't be like old Asylum but it should have some
So it's fine that I'm just a bot following without any counterplay?
Nevertheless.... This has driven off topic.
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That's the survivor meta right now. Killer slowdown was nerfed a lot and survivor healing got nerfed a lot. Now it's more effective to just stay injured and do gens faster with resilience.
On top, survivor plays (hopefully) more efficient now, because it's possible to see what gens other players are (hopefully) working on and how far they are.
So: faster gens, despite the devs wanting to make them slower in 6.1.0
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You learn something new every day. I didn't know about that.
I don't know how it could be used but respecting pallets seems the best idea.
Maybe another usage will show itself in the future.
I would first love to see the tail Hitbox fixed.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3549559#Comment_3549559
It isn't your fault that Pig is a weak Killer, but you need to have realistic expectations.
If you try to play Pig like you play Blight, it's probably not gonna go well.
Once again, it sounds like your issue is with map design and Killer power level. If you change MFT, all you've done is avoid the actual issue.
No, if we change MfT, we make the issue less in your face. Let's be real, most maps in dbd are awful in balancing. I made a whole post about unfair loop design not long ago. Changing all maps for the better will probably not happen. I would love to be wrong. But shack will stay the same as with main structures like asylum.
MfT makes these problems worse. It would be a start do delete the haste effect. It's something that hurts weaker killers exponentially more than stronger ones. That's bad design. Same with ultimate weapon. A perk that is exponentially stronger on stronger killers, and almost useless on weaker ones.
Why do you defend the haste?
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No big change for me, been playing her non-stop for almost 3 years now <3
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@AbsolutGrndZer0 said:
As a Pig main especially, I would VERY MUCH appreciate this, especially when I am accepting boops. I want to be able to still hook everyone twice, but then let them out if they paid the boop tax, but sometimes it can be hard to remember how many hooks they have, even worse when there is multiple of the same survivor.
BOOP🐽
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3549433#Comment_3549433
If BHVR wants to cater to Survivors, why have Survivors received so many Nerfs since 2016?
Why did they not keep Infinites in the game? Or Perks in their base state? No Exhaustion, but Perks on 20 second Cooldown?
Well there needs to be killers to play at all
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3549006#Comment_3549006
I stopped playing just under a decade ago, I played it as obsessively as I play DBD now, arguably more so. Loved it but it was never popular, not sure why. Fond memories, especially finding success with unconventional builds.
Using the Houdini plasmid, going invisible then appearing behind someone and shooting them in the back with a shotgun was fun. The elephant gun was a long range rifle that was great for insta headshot kills but harder to use than a crossbow. The resurrection tonic was great when it worked, but resulted in people body camping the Rez animation then just killing you again. Finding the big daddy suit before anyone else felt great.
Just so many good things about it, but balancing was questionable because it barely existed, never stopped it being fun.
Bioshock 2 is one of my favourite games of all time. I try to play it at least once a year. Multi-player has been denied to me since I haven't been playing when it came out.
Glad you had a lot of fun with it though.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3548970#Comment_3548970
It sounds like your issue is less MFT and more Pig on bad maps
I think every killer should be at least viable on every map. MfT makes problematic maps worse for weaker killers. Erasing the endurance would not fix the core problem of this perk.
I like to play Pig. That's my fault now?
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3548916#Comment_3548916
Yet, still one of the strongest killers in the game. The P2W argument is completely void when both Blight and Nurse and free, one when you buy the game, and the other with shards.
Xenomorph is not “P2W”, if that was the case, why am I not getting at least a 3K every match with no effort? The argument is ridiculous.
If we want to go into a REAL P2W argument, I can delve into the history of games like Bioshock 2 multiplayer where the sawn off shotgun and telekinesis combo was basically a free kill every time for no effort. Yet, also, electro bolt and crossbow bolt to the head was a strategy that was free to every player, also easy to get instant kills with.
I would like to try the multi-player. Nobody seems to play these days though...
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@EldritchElise87 said:
In my day we had to remember where pallets and windows were with our brains.
Really? Tell me more about this "remembering".
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@BlightedDolphin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3548971#Comment_3548971
Yeah I know. I just wanted to bring it up so people knew why it was useless on Freddy.
Ok. Thanks.
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@BlightedDolphin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3548963#Comment_3548963
It’s useless on Freddy because of his built in Oblivious. He pretty much can’t use the perk at all.
My point?
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3548749#Comment_3548749
The fact that you say, "Nothing I can do" makes it seem like you've written off the encounter before you've even played it and have already accepted any potential chase as a loss. Shift W isn't all that effective if you path properly. It can be brutal against some Killers, but with most you can mitigate it by having good pathing/zoning and using your ears/eyes to predict where the Survivor will go.
You don't NEED to chase people at strong structures. You are perfectly capable of forcing a pallet drop and playing macro.
That's how I win most of my games. My chases aren't spectacular, since I'm on Console, but I know how to manipulate people's playstyles and exploit weaknesses.
I main Pig, i think thats clear at this point. This killer loses if she doesnt get her Beartraps down on survivors. Therefore in ealy game i cant afford to chase 3 different people only for them to all run to safe structures. I often hzave survivors bee-lining to pallets. I have to get a down somewhen.
Sometimes i can negate shift w yes. That is true. But there are good amount of times where i cant. Pig is an m1 killer.
I feel like i need to say this again: i extremely rarely lose to mft alone. I win most of my matches due to survivors underestimating a "weak" killer and the experience i got in 3k hours.
Shift w however is the most boring and effecctive playstyle in the game, at least for me who enjoys mindgames, has very little counter on a lot of maps and is empowered my mft.
Regarding the last part, exploiting weaknesses, i do the exact same. I cant however outplay a survivor on asylum running from main building ot shack and vice versa because they have 3 god pallets waiting for them. And dont tell me to just chase the others when main is in the middle of the map and everyone has direct access to it.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3548678#Comment_3548678
Now thats a Hot Take.
I have tried it on a variety of m1 based killers. Myers, Trapper, Freddy and especially Pig. The most value i got on Myers in tier 3 because and i quote the survivor: "i didnt find pallets without windows". On Trapper and Freddy it was completely useless. I tried to interupt Boxes with Pig but then i realized that when im in terror radius and i know that they are on the box, i can just interupt them myself. No perk needed.
Ultimate weapon is very strong on Nurse, Blight, Wesker, Oni, Plague and against players that rely too heavily on windows of opportunity.
From what ive tested, thats it.
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@Moonras2 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3548762#Comment_3548762
I apologize I didn't mean to make it sound like you do it all the time. There are situations where it is the better option especially in endgame. I may have overreacted a little with what I said. I don't think anyone has to do it every game. There are people who do but that's probably just more because they either don't know how to play better yet or they want to ruin someone's game.
I absolutely agree. Tunneling and camping are NOT always the best option a killer has to win the game, but they are sometimes the necessary evil to turn the tides around.
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@NerfDHalready said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3548678#Comment_3548678
releasing perks only stronger killers really benefit, or perks that are only good against weaker killers can be the unhealthiest decision making "developing" this game. that's straight up downgrade.
I agree. But i disagree with people claiming that this is the best perk in the game, when its not good on lower level killers.
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@Moonras2 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3548747#Comment_3548747
No, I didn't show that at all. I'm talking from my own experience. From my perspective I have no issues getting downs with pig and applying her slowdown. Again, I don't play going into every game thinking I'm going to win so that helps. Also, I didn't say play only blight. I was implying that if someone is having issues with weaker killers, and feel they need to camp/tunnel then camp/tunnel. If they don't want to camp/tunnel then they can play stronger killers or a killer they are maybe better at.
I cannot speak from your experience in the game or anyone else's. From mine, m1 killers arent that weak. Because of that, I don't feel that I need to camp/tunnel to win with weaker killers.
I wouldn't mind better map balance, I'm all for that and even individual killer changes. That's all well and good for me.
Finally I have a question, do you enjoy camping/tunneling for a win? If so that's fine, everyone's version of fun is different. You aren't forced to do it by any means though. If your end goal is a 4k and you choose to do it then that's all well and good. It's the fact that it can be done by any killer that makes it hard to do any other kind of changes. Most changes are just going to make camping/tunneling even more effective. Some killers would do it less I'm sure but not all.
When did I say that I camp and tunnel every game to win?
I don't need to do that every game. I go for as many hooks as possible in my games. I have 2000h on pig and I know when I have to tunnel and camp and when I dont have to. Don't make me some kind of devil that wants to ruin others fun. I'm not.
All I say is that there are situations, mainly the ones where survivors do very little mistakes, that killer have to tunnel and camp to have a chance at winning.
That's it. And I think that's common sense.
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Whats funny?