radiantHero23
radiantHero23
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3548744#Comment_3548744
They will overcommit and greed.
You run around a rock loop, with MFT, you get further around and run close enough to the Killer that they'll get a hit. I see this one almost constantly.
Better players will use it to greed. This is easily punishable by greeding yourself.
I see a lot of players using the part of MfT that is the worst. Shift w. This has no counter. They run to a pallet. Look if your near. If you are, they predrop. If your not they run to the next pallet or window they see with windows. Nothing I can do. Add that to a bunch of unfair tiles and MFT makes my game miserable.
I just had players using the car tiles before Badham school. They just waited at the dropped pallet. When I got close, the vaulted with resi. I couldn't hit them. When I tried to run the other way, they got the complete round to get to the pallet again thanks to MfT.
Again: that's straight up wrong.
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@Moonras2 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3548304#Comment_3548304
There are lots of things they could try but at the end of the day, I don't know. I wouldn't ever deny that some maps are a problem. It's always been an issue but I do think some have gotten better.
As far as individual killer buffs it's hard to say what could help. So long as camping/tunneling can get basic killers a win, then it's hard to make bigger changes without making it even stronger.
For pig they could try changing what traps do. Make the head pop less likely to happen, but still within possibility, but add a movement speed / action speed penalty while they have a trap on. This will make it take longer to run to a machine and remove the trap. Not removing it will result in major slowdowns across the board. It isn't going to do a lot for her chase power but should help make her game slowdown a little stronger. Again though, something like this would just make tunneling stronger. Knowing that the unhooked survivor with a trap is just going to run slower.
Personally, I think some killers are just meant to be fun. If you want to win then playing weaker killers is just going to hinder you. If you don't want to camp/tunnel then either don't do it or play a stronger killer.
You just showed that you don't understand the problem the pig faces right now. Her slowdown is absutely fine. Her problem is her applying the slowdown. Making the traps better slowdown doesn't help when you get no downs.
That's just one killer though.
Every killer should be able to get wins. Saying that if you play a weaker killer you just shouldn't expect to have a chance at winning is bad. Very bad. People want to win. If they can't play their favourite character and win with them, they are encouraged to stop playing. What is fun about playing and knowing that you will eventually lose?
Basicly you say: just play blight.
Sorry but I disagree heavily.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3547787#Comment_3547787
The counter is that most players who use MFT will play worse with it.
That is just straight up wrong.
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It's not a strong perk. Blindness is a weak status effect. Info is not strong as well. It's only really good on the very strong killers.
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Its a problem on some maps to be honest. Maps like coldwind and Borgo make them really hard to see.
I have good headphones, therefore I'm not that reliant on scratch marks. I see the problem though.
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Gigabrain Trapper
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@Rovend said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3548501#Comment_3548501
mmm, i truly dont know. I think it depends more on the effect of the perk that in the stuff we use to counter it. I dont know how a counter perk for OLD DH could be as it literally gave you I-frames
It is true that shattered hope was not the counter to boon Killers players wanted but at the time it came out, COH (the strongest of boons) had already been nerfed twice, so i don´t know if the devs truly intended for SH to be a Full stop to Boons.
The nerfs didn't do much because the issue was unlimited self heals. No matter how long it took.
Old dh, I kid you not also had people saying: "just use blood echo, just use mind breaker (fear monger), just use exhaustion addons). It's the same argument.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3548414#Comment_3548414
But it has performance issues, I get frame drops and lags on this map, basically cannot play killer on it.
I just played a round of Stbfl + dream pallet Freddy on the map (no other perks) (yes, I like torture). Worked fine for me. But balance wise the map is awesome.
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@Rovend said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3548469#Comment_3548469
Maybe? I dont know. I wasnt playing dbd a lot during that time. What is the point you are trying to make?
That a perk is problematic if the player needs to use other stuff to counter it.
Made for this is one, old CoH was one, old dh was one, cob + eruption + overcharge was also "one".
If you think shattered hope was a good idea to counter boons, I don't know what to tell you.
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Now that I have reached p100 I mostly go for the addons I don't have much jet. I need 1000 of both IRI addons.... For some reason.
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@Rovend said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3548302#Comment_3548302
If you already know where people are, then you dont need the value of an info perk. That doesn't translate to "UW gives 0 value" because the moment you need that info you can activate that perk at any time.
BBQ at least can be countered by lockers, or by being close to the hooked survivor, and distortion is an extremely good perk that works with multiple aura perks, not just BBQ.
"I assume you like shattered hope as a counter to boons? That's the same logic as a counter to made for this."
i haven't used shattered hope much before, and now that all boons are weak i dont think i will
It was released during CoH prime time as a counter.
Would you have used it?
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Please.... Don't go too far.
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Nostromo wreckage is awesome. Probably the best map since dead dawg saloon.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3548305#Comment_3548305
But what are you actually basing that on? All we've seen is BHVR tackling the extreme edge cases of the cheaper gameplay tactics- IE, immediately downing someone as soon as they're unhooked, and standing immobile by the hook until they die.
Camping and tunnelling are still possible, they're just weaker and have counterplay/obstacles. There's no indication that BHVR are trying to force 12 hook matches on everyone, they're literally just addressing the most problematic edge cases of killers trying to circumvent skill expression to get easy value.
I cant base on any facts, because the only stats we have are not expressive enough for a logical argument. Im basing my argument on the recent changes to the survivor role. Longer playing time for survivors seems to be the route the game is goiung right now. Dont get me wrong, im all for that, as i said before. I do however think that there needs to be compensation for that on killers side. The early game mechanic that was once mentioned didnt even make it to any ptb. Am i wrong? It could have at least been given a try.
The contrast to being downed immeidately after being unhooked is now that survivors mostly bombrush the hook and dont think about any form of safe unhook. Its most of the time the best play and sometimes definitely the best play (deliverance). Sometimes DBD only goes in extremes. Look at end game. BT at base: you have a good chance to just make it out without the killer having any counterplay. No BT at base: you getting downed right at the hook, without anyone having the actual BT.
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Keep it up. You getting better.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3547701#Comment_3547701
Tackling those first two points together: No you don't. You do not ever have to facecamp or hard tunnel someone immediately off hook. Facecamping is a pretty bad tactic in almost all cases if you want to win, and hard tunnelling only works if you've picked the right target + even then isn't as effective as other strategies.
I imagine what you mean is that you sometimes have to proxy camp, or prioritise someone who was unhooked recently. I would disagree with the phrasing "have to", but there are circumstances where that's the optimal play. Since neither of those things are being touched right now, though, I don't see any reason to shift the discussion to them.
Moving on, you don't need to go for 8-12 hooks? I don't know where that idea came from, there's nothing wrong with getting snowball downs on survivors who haven't been hooked yet/only hooked once and hooking them all at once. That's still a win and that hasn't been taken away from you.
That does baffle me, now that I'm typing it out. Why do people act like there's a hard binary between immediately facecamping and/or tunnelling someone out as quickly as possible, and going for twelve evenly spread hooks on sequential survivors? The game doesn't work like that.
I don't Taki it to any extreme. But going for lots of hooks seems to be BHVRs vision for the game right now. Every survivor should have enough time to play and have fun.
I agree with that, however, the more survivors are in the trial. The harder the trail gets for the killer. There is no better slowdown that a killed survivor.
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@Moonras2 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3547791#Comment_3547791
Well that's kind of why the anti camp mechanic is a good thing. Right now some people feel forced to camp or tunnel so they do it. Then there MMR can become inflated because of it. Making it less effective can hopefully show what kill rates can be more like when it doesn't work. Then maybe they can buff some killers accordingly.
I don't do it simply because it doesn't feel like winning to me. I just figured I played badly or maybe got bad rng and lost the match. Or I might've gotten matched with players far above my skill.
I don't blame anyone for doing it. It's in the game and is currently effective. It just makes it hard to bring any kind of balance around hooking people while it's still used so often.
Buff some killers accordingly. That's what i constantly hear. How do you buff killers accordingly? Right now it seems the answer is to literally make killers faster base. Maps are problematic. That's a fact. Survivors have perks that make that problem even worse. How do you buff a character like Pig to compensate for this? Make her crouching faster? Make the ambush faster? That won't help. She's still an m1 killer that has to run around the map.
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@Rovend said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3547786#Comment_3547786
But he was nerfed not out of complaints but because he was bugged and was overperforming.
Once they fix the tail hitbox, i'll guess Xeno will be in a decent spot.
Problem is that many people expected Xeno to be able to compete with monsters like nurse and blight when and that is impossible.
Nobody expects Xeno to perform like Nurse. That's straight impossible.
How do you know for fact that Xeno was overperforming? We didn't even get to play the intentioned buff from the Ptb. It was bugged. They could have fixed the bug and let players try the buff.
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@Rovend said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3547787#Comment_3547787
At least Mft has waay better counters than UW. Exhaustion perks, exhaustion addons, instadown addons and killer powers, chase related powers and overall the survivor needs to have some looping skills at least to get value of.
UW gives you some great info value for opening a locker, and the only counter is a terrible survivor perk that debuffs you.
I used ultimate weapon yesterday in 3 games on my pig. It gave me 0 value. You want to know why? I already know where people are. If I need crucial info, I use Bbq. The info of that is way better.
I assume you like shattered hope as a counter to boons? That's the same logic as a counter to made for this.
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@Moonras2 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3547753#Comment_3547753
Part of the problem is that currently camping/tunneling often works with the lower tiered killers. If someone chooses to do so, and play to win, then their MMR is going to go up because of it. This also means that a lowered skill player can use the same tactic and there MMR will go up.
Once someone's MMR is up because of using it, it's going to be harder and harder to play for hooks. The survivors will be at a higher skill level at that point. Matchmaking can still be wonky but that's another issue.
I play a lot of pig and m1 killers. Most of the time I have no issues playing for hooks. It's because I don't play to win with them, by what MMR considers a win anyway. So I'm often matched with people lower or equal to me.
If I want to play for kills then I will switch to stronger killers. That's what they're good for. Hopefully one day all maps can be balanced and some of the lower tier killers looked into and buffed if needed. With camping/tunneling able to bring those kill rates up though, it's hard to say who or what needs changed.
I usually play to win. Nobody plays to lose to be honest. I try almost always to go for as many hooks as possible. However, some perks and maps make this very hard to do and therefore I sometimes have to tunnel and camp. I think most players can get behind that.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3546396#Comment_3546396
At their theoretical best, both perks are OP.
in all practicality, they don't get that sort of usage. People love to throw out the "20% more distance" number as if that's something that really happens.
People are freaking out over a strong perk. I've seen it happen for years now, sometimes they're onto something, sometimes they arent.
But complaining about something you see every game. That has no real counter and is very annoying to play against. That hits weaker killers very hard and is almost useless against the stronger ones. Is. Valid.
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@Rovend said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3544883#Comment_3544883
"While other survivor perks haven't changed since their release."
That's because newly released survivors perks are usually terrible. They are either Weak, extremely situational, nerfed versions of existing ones or have a wall of restrictions.
Seriously, Survivors get like ONE perk A YEAR that can climb to the meta and it gets hundreds of forum posts demanding nerfs.
Xenomorph Was the first fun and strong killer in pretty much exactly a year.
It got complained about a lot.
Now it's nerfed.
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@Dogma_loki said:
DBD defying the laws of physics for their precious killer mains isn't a bug, it's a feature.
You should maybe read other comments before making us VS them posts.
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For the busted idea: Pig + Nurse. Strong slowdown on top of op chase. Trapps can be put at 5 gens no problem. Also.... Your not getting that trap off...
For funny : Hag and trapper. No Bush will be safe.
Useless: two Freddie's.
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The hitbox is bugged from how it was.
The Hit only connects at the end of the tail and it's animation, therefore you hit straight through survivors.
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@Mandy said:
Today's hotfix was for issues that were potentially exploitable and therefore required more urgent attention. The next patch is some time away and it was felt that these two issues demanded more urgent attention.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3547479#Comment_3547479
I'm afraid it does not mean that at all, this was not a planned hotfix
Is the problem with Xenomorphs tail Hitbox known?
Should I make a post in feedback?
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@appleas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3547701#Comment_3547701
Possible replies to your experience would be:
1) Use chase perks
2) Know when to leave chase
3) Lower your win condition from Kills to hooks
4) Skill issue
Ironically, 8-12 hook games would be possible for weaker Killers if Survivors you are matched against are less experienced or skilled which would let you end chases faster. In order for a long and “fun” game for all, you cannot be on the same skill level or weaker than your opponents as Killer.
Funnily enough, 1: I have Stbfl autolocked.
2: I play Pig and have no power if I have no downs. Losing 2 gens for a down is manageable.
3: I tried that. Sorry but I dislike the gg ez and tbaggs in exit gate. Call me childish but I want to have a fun experience as well. Not just the survivors.
4: I have 3400h in dbd and 2000h on pig. I do t think it's a skill issue. I sadly don't have video footage to show though. I can't turn into nurse mid chase to outplay a god tier set up on asylum. Especially not when survivors run 3% faster.
If you play killer against survivors that are worse than you overall, you will have a ok match.
If they are at your skill level and you don't play a strong killer (a tier), your game will most likely be a stress fest.
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God I love this meme. Why is this gif so insanely funny.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3547471#Comment_3547471
There is enough base slowdown and very little need for compensation, is the thing. You have never needed to facecamp or hard tunnel someone out immediately, in their extremes those have always been ways to circumvent skill expression and them being reigned in to not be as powerful and free doesn't require compensation.
Assuming that survivors have no/minimal tools to speed up generators, just playing the macro game and occupying as many survivors as you can at once is enough to slow down the game if you're skilled enough-- and if you aren't skilled enough for that, there's plenty of tools you can bring in to give you a little more leeway. There is still a problem with how powerful toolboxes are and with survivors sometimes spawning all spread out on separate generators that should be addressed because that is the thing that actually harms a killer's ability to generate pressure at base, but that's not the same thing as needing to compensate for cheap tactics being weakened.
Sometimes you have to though. Not every killer is as strong as Wesker or above.
A majority of maps are still very problematic in terms of size and loop design. Only made worse by perks like Made for this and Windows of opportunity.
A Freddy cant go for 8-12 hooks every game and not lose by default.
As a Pig main myself, I lose 2-3 gens very consistently for my first down. You can't expect me to go for many hooks at this point.
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Why do these posts keep coming. If you don't want to play the game, dont play the game. We don't have to know that though.
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I haven't heard about this yet. I would also love to see video footage of it working.
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I really hope so. It's super frustrating right now.
Hit or not hit. The outcome is up to prayers.
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Teamgame as knight is one of the best things about knight. I even think it's absolutely one of his intended playstyles.
It has counterplay and is fun. For the killer more than the survivor. But we can't please everybody.
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@CatnipLove said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3546632#Comment_3546632
It scared the crap out of me.
Bad internet makes dbd scary again.
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@Peanits said:
To set expectations realistically, I think the major flaw with this is that there isn't one single reason why people camp. If you ask ten people why they camped, you would get ten different answers. One person might say it's because the Survivors were being overly altruistic. Another might say that they did it because there weren't many generators left and they just wanted to secure a kill. Or camp someone specifically because they had a long chase and the Killer was frustrated. Someone might even do it just because they felt like it.
Even if we addressed every possible reason someone might camp, you'd still be left with some folks who do it just because they can and because they want to. That's assuming we even can or should fix every possible reason, though. In the case that the Killer decides to camp someone who was hard to catch, we can't exactly punish the Survivor for playing well - that's not even remotely fair. Sure, we can continue fine tuning balance to make sure that the reason why they're hard to catch isn't because they got lucky or brought strong stuff, but even if the game were perfectly balanced, one person will always be able to outplay another.
But no matter what the reason may be, the outcome is still the same. It's not fun for the person being camped to have to sit there until they eventually die with no opportunity for them to counter it. This goes beyond something being strong or one sided, it prevents someone from being able to play the game at all from that point on, and it's something we still need to address. We simply cannot turn a blind eye to a major issue until we've systematically dealt with every item on the laundry list of reasons someone might give for camping.
What if they spawn on garden of joy and abuse the two main building windows?
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@JVJoyner said:
Now hear me out before I get bombarded by the "Get good"/"Skill issue" jerks.
Vaulting has been nerfed. I don't care if people say it hasn't or it was OP. It's been NERFed.
I vault with a drop today and an alien's tail goes flying over the vault, after I jumped, and I still get hit even though I'm below the vault?
I vault, land on the other side of the pallet, feet on ground, then get snatched up by the killer like they grabbed me.
I am forced to play anti tunneling perks because you refuse to do anything about tunneling killers.
I am forced to play anti camping perks because you refuse to do anything about camping.
I am forced to play anti slugging perks because you refuse to do anything about slugging.
I am forced to gamble on which killer I'm going to get because the vast majority of them play with one of the above styles.
Killers can pick you up AFTER you exit a locker.
Alien's tail hit one of my team mates through a bloody wall and has a broken cool down. <-- I don't see you removing this like you did flashlights.
Flashlights have been removed from the game because people were exploiting them with a bug. Punish those exploiting the bug, not the entire survivor base. You do nothing to balance this out on the killer side.
I understand why the game is slightly killer favored. I understand the 4 v 1 needs to have it more towards them. But for crying out loud, it's starting to feel like you don't want people to even consider playing survivor.
The "Get good" group can stuff it before you even start. I hit rank 1 every month and do fine in the game. This is a complaint about the game being unbalanced and nothing being done for killer mains that are ruining this game. I appreciate great killers. I love a good chase. I don't even mind losing to good killer, because it's fun. I don't consider being hit as I'm still on the hook removal animation to be fun. I don't find a killer standing in my face while I'm on hook to be fun.
If you don't want people playing survivor, just make them all bots and force us to play killer. Otherwise, how about you fix the damn game? And don't tell me it's balanced well. I also play killer and it's so overly unbalanced that it's not even a challenge anymore.
So as survivor, please fix the things you're not addressing.
As a killer, please make this game more challenging.
First: nobody hates anything.
Second: let's do this.
Vaulting was extremely problematic for a number of reasons. It basicly made survivors using a vault unhittable for m1 killers. It was also bugged (and currently is still) and gives male survivors further Vaults than females. What you ate describing also sounds like a latency issue. I thought we finished this topic with huntress's missiles that also sometimes hit through walls.
You are not forced to run any perks. Perks are there to help you out in the game. If a killer is tunneling and you want to have a better time against that, you should use an anti tunneling perk. Same goes for killer: chase too bad? Use Stbfl. No info? Use Bbq, lethal or floods. Early game sucks? Corrupt. Making perks basekit doesn't fix problems. It creates them.
What killer you get is always a gamble. That's variety. That's good.
The cooldown of Aliens tail got nerfed. Only weeks after it's release due to survivor outcry and recency bias. Flashlights got killswitched because the bug, they enabled, was game breaking. How do you punish those that use it and not those that don't use it? Report them? Ban them? It's like telling a child to not grab the sweets on top of the furniture. They will try eventually. Killswitching them was absolutely the right decision. If you want to blind the killer, you can still use flashbangs. The game is playable without flashlights, just not as enjoyable.
Why would killers not be able to pick you up after you exit a locker? Makes no sense to me. Why are you in the locker to Beginn with? Why does the killer know that you are in the locker?
Last but not least: the game at a higher level is actually extremely survivor favored. Only 3 to 4 killers can actually compete there. On a casual level, the game is probably the most balanced it ever was. On a low level, the game is killer favored.
I'm a killer main and I don't ruin this game.
Also, my killer qeues are exceptionally short. Even on mornings. That's odd. Survivor takes a long time though. So I guess enough players enjoy and play survivor right now. More than killers it seems.
I'm gonna send you off with something good: next patch there will be an anti facecamp mechanic so if you dont enjoy a bubba sitting in your face, you can unhook and have a chase with him. Sounds better doesn't it?
Alls for Survivor. Nothing for killer. Just saying. No MfT nerf. No early game mechanic. No pov slider (yet).
Please stop with this us vs them.
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Im very curious about the anti camp. Especially on multiple floors. Maps like Midwich are already notorious for having terrible hooks.
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Play how you want. Pallets are there to be used. If you need to drop it, drop it.
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@drsoontm said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3545144#Comment_3545144
I guess we'll know more tomorrow.
I understand why you are scared. I'm also looking at this with a careful eye.
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@MrDardon said:
MacMillan is my favourite realm, I'm down for more of it.
Besides it being my favourite realm, it's also generally liked by most players as it's quite balanced.
Except groaning storehouse.
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He just runs away from them.
When will BHVR catch up?
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@KaTo1337 said:
Another patch closer to the Freddy-Rework, yes?
Darn
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@Chocolate_Cosmos said:
Don't worry, it's Survivor meta perk, meaning it will take like 2-3x times longer to solve, nothing unusual.
Sometimes a couple of years. It only gets worse before it gets better. Expect a more disgusting version of MfT before it gets reworked, is still almost as strong as before and then gents nerfed. Just takes around 5 to 6 years.
Jokes beside, I'm looking forward to seeing it less in my games. Whenever this will be.
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@Skitten56 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3543710#Comment_3543710
100%, while she destroys soloq and the average player with ease to the point that it isn't even enjoyable, against skilled players and swf she is absolutely weaker than before. I used to play her as a mobility kill and could control the flow of the game with skilled macro play. That option is pretty much no longer available with the mobility nerfs and survivors ensuring many TVs are turned off all the time now. This leaves us with the dull and uninteresting strategy of tunneling people with tapes and teleporting every 10 seconds when they don't have one.
The rework is just incredibly problematic and they should just revert the changes. While getting wins pre-rework may have been harder, at least they felt earned and was an expression of skill. It was fun and engaging gameplay compared to what we have now.
I would love to see the rework reverted. I loved how she played before.
Sadly after all the posts in Ptb feedback and post Ptb, I'm not very hopeful that it is even possible at this point. The Devs seem to be convinced that the way they reworked her is the correct way and that she is fine how she is now. Hence the lack of information on the mid chapter and no changes in the alien release.
#bringbackSadako
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@Skitten56 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3543501#Comment_3543501
Well said. As you mention, winning games is less dependant on personal skill and more dependant on whether survivors know to hold tapes and if you can teleport every 10 seconds.
Just like you I barely play her now. I mained her myself and played her the majority of the time I would play killer. Now I'm playing Artist and Pig to fill the void. However, I find myself playing the game less in general now. It is not fun when they completely change how a killer works and take all the skill and fun out of them. There is nothing enjoyable or skillful about tunneling a person out and pressing a button every 10 seconds. Unfortunately the rework makes this the only viable way to play her against good teams.
Agree fellow Pig main 🐽
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@BlueRose said:
Right now Xeno, mainly bc how bad Im at her. I was so looking forward to maining my girl Xeno but now not so much. Im a huge Alien fan and wanted to be good at Xeno so badly. After weeks of playing Xeno I was tired of losing almost every single match and the nerf she got has made it even harder to play for me. I mean I cant even get pips with this killer. Thank BHVR for making the one killer, I been waiting for so long for, the one I have to competely give up on and just go back to my legion... *cries a little* v.v
Im so sorry for you.
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Probably the ones I dont play at all.
Chess merchant
Blight
Slinger
Trickster
and Funnily enough : Wesker
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3544359#Comment_3544359
Well i have different exp.
Usually when i play survivor, after couple games i am getting mad and stopping play.
Playing killer is more chill for me.
Good for you.
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@Vanishlord said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3544363#Comment_3544363
I could be wrong about this but some survivors act differently towards different killers even if they are trying to be friendly. Skull merchant for example even if they don't 3 gen or try to be friendly some survivors don't give them a chance. Like when I play legion, ghosty and I'm friendly survivors accept it very quickly. And obviously pig most survivors I've gone up against unless they're high prestige and likely competitve want me to be friendly which I'll et them boop and sometimes return back to the match when I just want to play a normal match and usually go friendly for the rest of the match. I always go friendly if they've opened the exit gate. @radiantHero23 you're a much more experienced pig main what would you say about this.
But on topic killer is extremly difficult as many people have mentioned. You have to stop gen progress as well as down survivors. If you're learning a new killer that can be difficult like billy, nurse and blight. Endgame is a lot more stressful then survivor mains think especially if you have no map traversal power on big maps like Mothers Dwelling. The game is stressful on both sides.
I agree, that it also depends on killers. When playing Pig, my survivors seem to be very.... Unkind. They know that I'm not good at chase and they let me know that. I get underestimated in 7/10 matches and that more often than not, leads to the teams downfall. I very rarely encounter the BOOP enthusiasts, which is sad course I think games are about fun.
Generally, I think that the stronger the killer, the more stressed the survivors become.
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@crogers271 said:
This is one of my favorite topics when it comes up. Before I joined the forums my thinking was 'obviously survivor makes you feel like you're going to have a heart attack, and killer is sit back and relax time': I've always found it interesting that people split radically on what role they find stressful.
i'm scared to ######### up as a killer more than as a survivor...why?I'm the opposite on this. One of the reasons I find survivor more stressful is the team aspect.
Basically, in a game if I fail myself it's not great, but I can live with it, but if I let my team down I'm devastated.
most of the time, it's those bully-swfs that make me feel like this the most. the feeling of disappointment after losing is just...real. how do i stop feeling like this?I don't know what you mean by bully-swfs. Usually when I hear the word bully squad its the groups that aren't even playing to win, just trying to hold the killer in the game via flashlights, stuns, etc.
On the other hand, SWFs who are trying to complete their objectives as quickly as possible, I think it is helpful to adjust your expectation on what a win is there. If I'm playing a group that seems way better than me and in communication, I try to see if I can get a 1k as a goal. On the other hand, if I'm playing against 4 solos, I'll generally view a 3k as a draw on whether I did well or not in the game.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3543788#Comment_3543788
Killer is not meant for having that much fun in terms of playing a chill game. It's a stress and time management simulator.I find over the course of the match that the tensions reverse. At the start killer can be stressful when you have to get an idea of the map and make some quick decisions on where to go, and you have the pressure that if you screw up the first chase the end result will look very embarrassing. As a survivor, you are basically just looking for a gen at the start, though until I hear a terror radius part of me is always worried there's a ghostface around a corner.
On the other hand, a couple of minutes into the game the killer should be in a much more comfortable position. I generally know how good the survivors are, have less areas to defend, the survivors are now having to use time to heal, unhook, etc. On survivor it gets really tense, I don't know for sure what my teammates are doing, unless I'm running windows I have now idea what pallets exist, and having to get off a gen to protect a death hook teammate can make or break the game.
Finally, as it gets toward the end, survivor always faces the possibility of an escape turning into a death. Those games where you get taken down right at the end are one of the hardest experiences in gaming.
I have to disagree. Even and especially end game is a pure stress fest. Downing survivors and making an attempt to interrupt exit gates is one of the most stressful parts, dbd has to offer.
Things you mention can all go wrong. And are currently very realistic to go wrong. What happens when the killer doesn't get into this good spot after a few minutes? What happens when survivors don't have to heal (adren, MFT, resilience)? What happens when all survivors do have windows and the likes?
And I have to be honest: are survivors really threatened by a two hit killer at the end of the match?