ratcoffee
ratcoffee
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@Spare_Them_Mori_Me said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3892121#Comment_3892121
Its all good! Tbh, if the killer struggled but stuck it out, I'll give them my life. But letting them hit you at the end is still giving the killer more points. Some of my friends do that all the time: just pool in the gate and let them hit you before bouncing. It can be something kind to offer, but is often taken as an insult. I think killers would take it as an insult on principal, because if they didn't, what would they be able to argue about? /s
Feels like anything one side does in a game is auto-toxic/BM and that hits me in a sad kind of tone.
Ironically I'm the opposite. My thought is "If you want me to watch you leave, the least you can do is let me give you a little slap on the back(side) before you go"
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3891662#Comment_3891662
In this case, waiting last second to unhook iskinda pointless. The killer isn't even proxicamping, it's obvious he's chasing survivor C in a different part of the map and survivor D has been on a Gen. The info you gain from the UI as a survivor does a pretty good job at painting a total picture for game sense. I'm not gonna nitpick too much more at the ridiculousness of some of the time details, just that in your example... the obvious correct time and person to get the unhook is survivor B as soon as it was obvious the killer was busy.
As for preventing tunneling... You can play towards that if he starts acting like he might. As it stands, the only thing you accomplish by leaving someone on a hook who ISNT anywhere near a killer is keeping them unproductive.
Sidenote though... I'm not Daniel. The idea that your arguing against perceived points I didn't say because your familiar with someone else is silly.
During this whole hypothetical situation, I was just kinda giggling at how much had to happen in order for a gen to not get done which included mean mugging for awhile so the pain res would hit the "right" gen, followed by a survivor being so scared of a possible 99 that he completely disappeared from the equation. The survivor he was mean mugging BTW only got 5 seconds of gen progress done before realizing the killer crossed the map AND had time to 99 stalk him. You sure this is Ghostie, cuz he's SPRINTING, lol. Can we agree this point was essentially a joke and get a laugh in. Ghostie ain't doing all that so fast.
I know you're not Daniel, which is why I apologized for falsely assuming you were defending his point, explained in a very measured way the point I was trying to argue against while explaining I understood that was not your point of view, and gave you a very good opportunity to gracefully stop trying to pursue a pointless fight. Judging by your response, the importance of trying to deescalate and avoid unnecessary conflict is a personal value shared by one of the two of us.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3891594#Comment_3891594
I read everything. Your hypothetical had 3 survivors making mistakes. Survivor C was the only one who didn't. Survivor C ran the killer until they dropped chase after 45 seconds, which is a reasonable decision to make. You just tried to claim this hypothetical was a lost game after only 1 mistake. I'm saying it was a rough start, NOT a lost game, after 3 of the survivors did separate misplays.
Ah, I see the problem. You're misunderstanding my point, and you aren't intimately familiar with Daniel's particular opinions. Apologies, I was overly aggressive assuming you were defending a particular position, when you were not.
I'm not arguing that the game is lost at that point. I made an edit to one of my previous points, which you missed (because I made it after you responded - not your fault) about the point of my post. Daniel is arguing that if the game gets to the point where a survivor is being tunnelled at 4 or 5 gens, he believes the game should be lost for the full team of survivors. I agree with you that the game is not factually lost at that point - I was merely trying to illustrate a situation wherein it was fairly obvious that the killer can have an opportunity to start tunneling at 4 or 5 gens, and it shouldn't already be game-over.
The additional piece of context you're missing is that Daniel has often opined on here that survivors unhooking with [edit: more than. I swear I typed more than lmao] a few seconds on the hook timer is a blunder because of course the killer is gonna tunnel - you need to make sure you get gens done before you unhook, and unhook at the last possible second, so the killer's tunneling with fewer gens left and you have a chance of getting out. I wrote the survivors as doing what I believed he would say the correct play was, and still getting 0-1 gens done before the killer has a chance to start tunneling, because I wanted to illustrate why "the game should be dead lost for survivors if the killer is able to tunnel with 4 or 5 gens left" is ridiculous.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3891590#Comment_3891590
It's not "instant unhook". Common sense says the survivor who spawned with his buddy should've gotten the unhook once Ghostie left and started chasing someone else. At that point you should know your the closest since the other survivors spawned in a different area and you know Ghostie is busy. It's not unreasonable to expect a timely unhook and it's VERY reasonable for Ghostie to drop chase on a survivor after 45 seconds since he's a stealth killer. Approaching an unsuspecting survivor and stalking is what his power is for, NOT straight up chases. In the scenario you described, the survivors left a guy on hook so long that he was about to hit stage 2 anyway. What was survivor B doing during all this besides getting mean mugged by Ghostie for long enough that Survivor D gets the most gen progress? Your telling me he WATCHED ghostie and just...did nothing.
Survivor C didn't spawn with them, so that chase wouldn't be close enough to pop a a 99 on survivor B. Survivor B HAS to do SOMETHING because it's not like his 99 is gonna regress or anything (something he's assuming he has).
Like I said. If you want a situation to be the survivor's fault, any decision the survivor makes is a mistake.
Thanks for confirming you didn't properly read my post by responding to the part that didn't apply to this situation instead of the one that more clearly did btw 👍👍👍
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3891574#Comment_3891574
For 1, it's still not an auto lose. You have at LEAST 3 gens with decent progress. For 2, at this point, the killer only is 1 hook in and hasn't even downed the survivor their tunneling yet. The team can get some gen progress in or maybe take a hit since the guy who unhooked isn't even injured.
As for mistakes though, Survivor A made the mistake of not noticing Ghostie, survivor B made the mistake of not going for the unhook as soon as Ghostie started chasing Survivor C since they were already nearby and SHOULDVE been the one to do that... and also... Even if Ghostie had pain rez, it wouldn't have hit survivor D's gen. Survivor A and B were working together, remember? Apparently survivor D missed every skillcheck that showed up after admiring a nearby dull totem, lol.
You're right that it's not auto lose, but the point is Daniel is arguing it ought to be and I am arguing it ought not
Ghostie had Discordance, headed to the coop gen within 10 seconds, and survivor B let go of the gen as soon as he saw Ghostie. They only got a few seconds of coop progress, then a few seconds of solo progress, then 20 seconds of nothing as ghostie mean mugs survivor B and then hooks. Pain res absolutely hits one of the other two gens being worked on.
I guess one of the problems is that to anyone who wants to blame the survivors, it will always be the survivors fault. Instant unhook? Shouldn't have farmed, omegalul. Wait until the last minute and have the guy who isn't stalked do the unhook? Should have unhooked sooner, genrusher, get punished. Have survivor B lurk for the unhook once he starts chase with someone else? Ghostie notices him and pops the 99ed stalk, now he has a hook and a slug, ez game baby survivors.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3891553#Comment_3891553
Just so we're clear in this situation. The killer was able to get a down, hook, start a chase and be in that chase for 40-45 second... and the survivor who wasn't pressured at all only got 60 seconds of a gen done?
Let's say the survivor that wasn't pressured got 40 seconds of progress done, then got hit with pain res for -18 charges. At that point they have 22 charges of progress left on the gen, and 70 seconds to get the remaining 68 seconds of progress done and get the unhook. They better hope they get a boatload of skill checks, because without any, the hook has to be less than 8m away to get the unhook before second stage.
What the heck, Daniel said that a tunnel-out attempt starting at 4 gens left was also deserving of a loss. Let's assume the gen popped, and the Ghostie was returning to the hook in reaction to that and anticipation of the unhook attempt. Does that team that got a gen done despite the free first down deserve to auto-lose?
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@danielmaster87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3891224#Comment_3891224
In which case, the survivors should lose. "At the start" can only mean 4-5 gens are still up. If the same survivor has already been hooked twice, and 4-5 gens are still to go, they're playing beyond terrible and deserve to lose. Same thing with slugging. How do you all 4 get downed in like 60 seconds? Where's your perks? Where's your looping skill? You can't implement a base mechanic to counter what the killer's doing there, because then you're balancing around the literal worst survivors in the game.
Imaginary scenario for you
Survivors spawn in two groups of two. One group goes together and hits one gen, the other two each find their own gen.
Killer is a Ghostie with Discordance, notices the pair co-oping the gen. One survivor sees him but the other does not, and gets marked and downed in the first 15 seconds of gen progress. You've now got one guy who's hooked, one guy who has to assume he's 99ed, and two people on gens.
The guy who is 99ed goes off to a safe gen because he's 99ed. Ghostie finds a second survivor on the gen and starts chasing them. The last survivor realizes they won't be able to finish their gen before the survivor on hook goes second - so he gets the gen to around 80% and then runs for the unhook. It's not ideal but it's the best he can do given the circumstances.
After chasing this other survivor for 40-45 seconds the ghostie decides to drop chase and head back to hook to secure second stage. He getshe ghost face decides to chase the unhooked survivor. They are tunneling, and it is 5 gens left.
Now, aside from the one mistake of the survivor not noticing the ghost face and getting marked, the survivors have played this as optimally as possible, and they still got in a situation where the killer started tunneling at 5 gens. When you say survivora deserve to lose if the killer tunnels at 5 gems, to me it seems like you're saying all 4 survivors in that scenario deserve to lose because 1 of them made a mistake early in the game, regardless of how many correct decisions they make thereafter. Where am I wrong? Should early mistakes not be recoverable?
IMO if early mistakes like that are not recoverable, if the killer automatically wins if the first unhook happens before the second gen gets done, it vindicates anyone that chooses to go next. We should not be encouraging goers-next
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"This thing happens rarely" and "it is a problem when it does happen and something should be done to prevent it" are two points that can and should coexist
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@Nomade said:
Survivors objectivly hold an overwhelming advantage at higher skill levels.
Towards the middle things are less clear and become highly dependant on what killer you are playing as or against but generally things are pretty ok.
On the lower end killers hold the advantage.
This is problematic because new survivor players struggle really hard to get anywhere, while killers are punished for getting better as matches become progressively more and more stacked, forcing them to tunnel, slug or play an S tier killer to stand a chance.
BHVR tends to look at aggregate data that averages the kill rates across all elos and makes balance choices on that. In truth this is ignoring a really important nuance. Kill rates are likely higher at lower elo, more balanced at mid elo and at the high end favor survivors way more.
The goal that BhVR should be chasing IMO is trying to tighten up the spread a bit. Make lower elo more survivable, and nerfing survivors on the higher end.Survivors objectively hold an overwhelming advantage at higher skill levels
Kid named 48% swf escape rate:
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the game definitely favors killer on average, though only slightly and the standard deviation is pretty high (due to both sides having a lot of stuff they can do to make it easier or harder on themself) so it's by and large fair imo
comparing people that bring in nothing is a misstep because that is not reflective of how the game is actually played. killer is the stronger role, yes, but comparing how well naked survivors do against naked killers is not at all helpful
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@shadow_V said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3885469#Comment_3885469
Biased because your gay or Biased because your gay? It's a horror game there should be no such thing as a meme haven't you ever heard of no favoritism come on these people have a whole month dedicated to them so you want a mechanic be put into the game specifically for them too do you understand how stupid you sound for that? They bleed they scream they make mistakes just like normal people do not give them special treatment
Biased because my gay what?
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For example, I've been playing a bunch of Dota 2. That's a game that's far more structured for competetive play, so I see DBD as a place to relax by comparison.
I also play a lot of indie puzzle games. I like the macro strategy of DBD; puzzle games tickle that same problem solving instinct for me. So there's definitely examples of reasons I play DBD for similarities to other games, and reasons I play to contrast other games.
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@theonryo123 said:
I think you need to comprehend what I’m saying your definitely not getting my point no one said anything about getting good or better at the game I’m specifically pointing out that some map offerings are bad for m1 killers because how it’s designed which is hard for m1 killers. If it’s nurse or blight i don’t even care but im pointing out m1 killers are weak in some maps that have strong loops and gens too spread out to the point I have to hit and run its just not enough the maps need to be reduced to a smaller size for m1 killers only. If it’s nurse or blight it should remain the same and leave as it is
"There are some things that are bad for killers" is not sufficient evidence to prove the game does not favor killers. If killers could spawn in with permanent, non-hex, 5 stack Devour Hope, but survivors could bring a perk that forces the killer to hook them once before being mori-able, that perk would represent a significant disadvantage for killers relative to base kit. However, it would still be inarguable that killer with perma exposed and moris available from the outset is strongly favored, whether the survivors have to get hooked once or not.
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@Daniel_Silva04 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3890112#Comment_3890112
Sadako is horrible, survivors can turn off half of her TVs without any punishment, and she has no chase power, if you think she's strong, maybe you should improve your gameplay.To lose to this killer you have to play really badly. Most of the matches I see are survivors who don't know how to face her and don't turn off the TVs, which is enough to make her useless.
I think she's solid from my experience playing as her
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Coup is incredibly fun with nemmy. Probably not optimal but smacking survivors with the haymaker from downtown always gets me feeling devilish
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@hermitkermit said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3889558#Comment_3889558
I think see what you’re saying, but there are some things I still don’t quite understand. You’re stating that at high MMR, killers only win when survivors make mistakes, but shouldn’t survivors who don’t make mistakes win? The way you’ve framed it makes it sound like survivors playing perfectly still shouldn’t be able to escape, which suggests that killers should win even when the other side plays flawlessly. That would remove any competition from the game entirely.
Being the power role doesn’t mean an automatic win, just a statistically higher chance of winning, which is already reflected in the game’s statistics which consistently show killers maintaining a strong position across all skill levels including high MMR. It’s also important to consider that if killers should never be designed/expected to lose, even at high MMR, then why is it acceptable for survivors to be designed/expected to lose at lower and average MMR? If difficulty for one side is a problem, shouldn’t it be a problem for both roles?
Also, I get being skeptical of random forum opinions, it’s good to take most things with a pinch of salt. But if personal experiences are unreliable and official stats from BHVR are to be ignored, then what standard do we use? At a certain point, if both anecdotal and statistical evidence are dismissed, the. The conversations are directionless without any kind of merit unless it’s an opinion that mirrors your own. (Not you directly I just mean in general)
Usually the argument goes "but killers can lose even if they didn't make any mistakes, do you think it's fair that perfect survivor play always wins but perfect killer play can still lose?" Not saying I agree with that argument, that's just generally how people reply to your point.
IMO talking about what happens with perfect play is mostly pointless. Everyone makes mistakes, nobody is perfect. Especially if someone says they played perfect in a specific loss - it feels like "not yet experienced enough, or else not yet good enough at self-analysis to recognize the mistakes" is the more likely scenario
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3889479#Comment_3889479
At that point, isn't every perk a second chance perk?
They all exist to make it harder for the killer to kill you, at least in theory. If the context of why and when doesn't matter, that means every perk is a second chance perk.
Exactly, and it's unfair to killers to have to deal with that!!!1!!! Remove 👏 all 👏 survivor 👏 perks 👏
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@xGodSendDeath said:
What is there even to add to this thread at this point? It's like 300 posts already. The basekit anti slugging/tunneling/camping will make solo queue better while SWF gets even stronger to the point where good players would have to try to lose. Map offering and spawn changes look nice. People on this thread talking about how they win 95% of their killer games going for 12 hooks on M1s without gen slowdown but somehow have no footage of this are FOS
People aren't saying that they're winning 95% of games while doing all those things, they're saying you don't need to stack [the opposite of each of those things] in order to win games, 95% of the time
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Someone I know who plays occasionally always dodges hidden offerings. I imagine he'll keep doing that. On the other hand I think a lot of people will dodge less frequently. I bet it'll even out between those two groups.
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Your mmr for each killer is independent. This means that your Ghost Face mmr is high (this is why you get strong opponents) but your Wraith mmr was low when you started playing him.
Because you played a lot of one killer, you have good fundamentals - skills that are good for all killers. But, since your Wraith MMR was low, you got put against low skill opponents. That's probably part of why he felt so strong, you were going against enemies that were a lot weaker than you
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One strength of Flashbangs is that you can drop them around corners. If you made them faster it would be harder to do that. I would prefer the longer timer where you can use them mid chase, even if it's harder to hit them on pickup
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@ratcoffee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3885877#Comment_3885877
"I win with this strategy in 90 percent of games"
"It's a dogshit strategy"
??????? ?????? ?? ???? ???? ???????????? ?????
??? ??????? ??????? - ??????? ????? ????; ?????? ?????! ????? ????????? ?????? ?????? ??? ??????????? ?????? ???? ???? ??????? ????????????. ????????? ?????? ?????????? ??????????.
- ????????????????
- ?????
- ??????????????????????????????????
?????? ??????? (? ????? ????? ???? ??????????) ?? ???.
I am making a serious point here, that the ridiculousness of those two statements together is so wild that it can be debunked only by expressing wordless confusion at the obvious contradiction, while also also allowing for eloquent, well structured arguments against it. I thought combining those two would make for excellent comedy, but I also want it clear I wasn't just spamming
One such argument is "if one side can win with a dogshit strategy 90% of the time, maybe that side really has no right to complain about balance until the other side receives compensatory buffs so they don't lose against what you have described as dogshit 90% of the time"
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@Nomade said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3887266#Comment_3887266
Survivor has anti slug perks.
Edit: I will also point out that if you are trying to slam gens, slugging punishes that really hard. Thats another reason it is preferable. If you are ignoring downed teammates and slamming gens then its kind of your fault you lose. Its like ignoring a teammate opn the hook. You cant blame slugging for that.
Bring unbreakable and chase perks. Learn the maps and how to loop well. Pick up downed teammates as fast as you can. There are definitly ways survivors can counter slugging but everyone wants to ignore them.Survivor also has anti tunnel perks and plenty of people here complain about that fact. The fact is anti-slug (both base kit and perks) are incredibly weak and struggle to keep up with slugging. If survivors got actual meaningfully useful anti-slug instead of just half measures, we'd see a lot of people actively complaining about those tools here. Heck, there are plenty of people in this thread complaining that survivors might get some anti-slug that's not practically useless
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@supersonic853 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3886607#Comment_3886607
It what way is this a buff? The survivors must agree to surrender. In which they wouldn't if unbreakable or other perks are still in play. This just skips the 4 minute bm power trip some killers have with it leaving people on the ground for a game that's already effectively over. Like I'd understand more if you said "it doesn't solve the problem" which is true. But it does speed up the floor time for a match already over of the survivors choice. Which killers would just leave everyone on the floor until they died to BM. So not really a buff in any regard.
There was a thread recently about it - the argument is, by explicitly creating a system where the game can end immediately when all survivors are slugged, it sends the message to killers "you can get a win by slugging all 4 survivors without ever hooking. In fact we want you to do it, we're adding stuff to make that more obviously and immediately a viable win state." Some people fear the change, rather than being an "anti-slug" change, will lead to more slugging. I personally am assuming there will be more changes than just that, but I can see why people think the "anti-slug" changes will have an opposite effect
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@buggybug said:
What about people who intentionally let someone die on the hook? I had a david who me and my friend reported 2 days ago past saturday( he got in trouble ty for that btw bvhr) this guy literally 100% griefing, failing akill checks, following us around, leading the killer to us.
When I got down by the killer who apparently was siding with the David, he was mass spamming the unhook animation till i die and t bagging. Situations like that needs to so be considered. Least he got banned like how immature can you be and then people wonder why players rather a 4 man swf.
from the description it seems they will only punish people who miss struggle skill checks early into the second hook state (at least as far as dying on hook is concerned) so as long as their post is mostly accurate "getting griefed" shouldn't be on the list of things that get you punished
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@Rudjohns said:
"anti-slugging surrender option"
great, slugging will be even stronger now, why bother hooking if the survivor can just surrender on the ground?
BHVR after working months on the anti-slug surrender option only to see that one thread about how "a surrender option for mass slugging is the wrong choice" get a lot of traction like 3 days ago: 👁👄👁
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good
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@NarkoTri1er said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3885589#Comment_3885589
soft MMR cap is so low and thus it's oversaturated. There are way too many players in that zone because it's so easy to reach and, because of that, we have a high matchmaking inaccuracy problem.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3885595#Comment_3885595
i mentioned Steam only due to it being the only reliable sample i can notice. But overall, matchmaking takes every other platform into sample too, meaning.
In terms of balance, this is another external factor that has nothing to do with actual balance in terms of buffing/nerfing/tweaking stuff. If you'd really want pub zone to be far better way to determine balance, we would have to raise soft MMR cap by significant margin in order to actually have much more filtered out playerbase. This way, you'd never have accurate balance views outside of comp zone of DbD, because it's the only place where people can actually reliably be put into similar skill levels.
Other than that, game would definitely need some sort of ranked mode in order for most accurate kind of matchmaking
I was watching Zubat and friends try to go on a 3+ out streak a couple months ago and they were struggling to get past a couple dozen. These are guys who are undoubtedly among the best in the game (I think it was Alby, Tofu and Xeno that were in the 4 stack). I could be generous and mention the EU stack (Hens, Dan, Laser, Lumpy), which had a ~180 escape streak around the same time of the famed MomoSeventh 1.9k streak.
Top killers can go nearly 2k games before they meet an even match, but top survivors can only go a couple dozen to (not even) a couple hundred, even when they're in a 4 stack? Yeah, somehow I think that isn't just caused by the matchmaking system.
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no
alternatively: pride charms should allow you to bump your teammates by walking into them, in reference to the "Move, I'm gay" vine. no other charms should do anything
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I mean it was, that was kind of what led me to lose faith in the concept of 2v8. If people don't want to play 2v8 as survivor with every advantage, there's nothing BHVR can do to bring survivors to the mode, it's just not worth playing for survivors then
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i play dota and then just choose to not queue for 2v8
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@KatsuhxP said:
https://forums.bhvr.com/dead-by-daylight/discussion/438734/i-just-got-an-odd-ban
Mhh I'd guess there's a certain length the game you entered has to go, before you can be dead, or you get a punishment? xD
I think it punishes you if you spent more than x% of the game without moving, but it starts counting at the beginning of the load-in cinematic. Since this forces you to die before you can really do anything, it counts as AFK.
Seems like something that'd be really easy to combat, but i guess looks can be deceiving.
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@Dadeordye said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3884510#Comment_3884510
That's exactly what I'm thinking.😁
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3884511#Comment_3884511
Maybe with that we wouldn't need to give survs a 2nd objective?😊
We already don't need to give survivors a second objective. We should, as part of a gen rework, but we don't need to
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i think that it would decrease survivor win rates and increase killer win rates by a solid amount
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Crutch at low-mid levels, mediocre to poor at high pub level, solid in comp because of how scoring works
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@HeroLives said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3883371#Comment_3883371
and if the killer slugs everyone and doesn't hook at all? then what?
then the survivors can just pick themselves up. the point is to disallow slugging without hooking.
another way of describing it: "Survivors get basekit Unbreakable. Killers get a new reward for hooking: hooking deactivates survivor's basekit Unbreakable"
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I figured it out:
Survivors start with the ability to pick themselves up from the dying state. Once they have been hooked once, this ability deactivates for the rest of the trial.
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Yeah, when BHVR revealed they would only be using bots for "extreme" queue time issues and there were a bunch of people smugly going around saying "see, you crybabies will make a big deal over everything, they're not gonna be in every game," my immediate thought was "uh, do you not remember what the queue times were like for the last 2v8 mode?"
The fact of the matter is, there is absolutely no appeal in playing survivor in 2v8.
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edit: I wrote a comment here before reading the OP or anything else in the thread. As it turns out, my ideas were exactly what the OP and many others proposed here. Turns out I wasn't super original and insightful after all! Just leaving this up to second the points others have made about faster bleedout encouraging slugging
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Saw this cute little guy in the wild recently. Round Tailed Ground Squirrel - not sure why that's the name for them, the tail was quite long and skinny. I squatted down and he ran right up to me, super friendly. Probably used to people because he's in a touristy area.
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So true breastie <3
e: sorry I meant bestie idk why that auto corrected like that
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@danielmaster87 said:
Do y'all ever factor MMR into why solo is so "miserable?" Or just blindly blame killer stuff every time?
Dang, I forgot that getting above the soft cap makes you immune to aura hiding, thanks for the reminder.
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Camp has always been an incredibly important aspect of horror. Keep in mind that chucky was a child's doll possessed by a serial killer through a voodoo ritual - that's pretty wacky, right?
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@Prometheus1092 said:
Maybe the issue is the survivor role isn't for you? Killers can't slug, tunnel, camp, people hate noed, people hate nurse, blight. People complain Myers is boring because he stalks and doesn't chase. People complain sitting on gens is boring and just want to loop/blind the killer but hate it when killer chases them twice in a row. People complain about literally anything, there is nothing a killer can do without people complaining.
Most of the time it sounds like people want a whole rework of the game and role of survivor which would basically be a different game to what dbd is.
Bit rich to say "maybe the role isn't for you" coming from the guy who hates going against people who loop 😁
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@danielmaster87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/437471/thanks-for-nerfing-wake-up
I know you're being sarcastic but these are actually really good stats for a perk. 1% of all players use it, 33% of the time they escape. And I'm guessing it's the weaker "roach out" type players who are doing this. Imagine if good players started playing like that.
We actually had a really cool discussion on why "roach out" players probably wouldn't be included in nightlight's stats, if you wanna give the rest of the thread a peek (I know it's easy to skip some of the later posts in a thread if an early one catches your eye but I figured it's easier pointing out those later posts rather than repeating myself)
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3877760#Comment_3877760
It was awful. As survivor you could not get through a match; they went on for as long as the killer wanted (or didn’t). So many people want that back though. So. Many. People.
The only thing I remember you could do was hope the killer didn't bring [that build], and if they did always just wait until someone was chased and then group up as 3 and try to coop an entire gen before the survivor got knocked down
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3877740#Comment_3877740
Eruption was also nerfed to disrupt its synergy with overcharge and call of brine. Remember how it prevented survivors from doing anything, literally anything, for at least 60 seconds at a time?
oh my gosh yeah, it was 16 charges instant regression + survivor couldn't do Anything for 30 seconds + the gen regressed for those 30 seconds for an effective 53.5 seconds of survivor time erased, and then COB + Overcharge would regress gens at 400% normal regression (equal to solo repair speed), absolutely disgusting stuff
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3877670#Comment_3877670
Eruption was nerfed, even though some of the killers using this perk weren't trying to force excessively long 3-gen games. The point is that perks can be nerfed even though they aren't being misused 100% of the time.
Eruption wasn't nerfed because of 3 gen strategies, it was nerfed because gen kick in general was way too strong and Eruption in particular erased + prevented close to a full minute of survivor time, per survivor affected, per proc. Killers could get one hook every 3-4 minutes and end the game with 2 or fewer gens completed (ok, this is an exaggeration, but not by much.)
That said, it was overnerfed IMO and I would have preferred they knock it back down to where it was before 6.1, but that's a whole different point entirely
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3877562#Comment_3877562
- How do you think sole survivor got such a huge escape rate, if people are mostly just using it as a “backup”?
- Do you think it’s coincidental that sole survivor and wake up are both near the top of the escape rates? Or is it more likely people are using these perks together because they have so much synergy in a selfish build?
Feel free to reread the post you've already responded to in order to get my answer to those questions, as I have already answered both of them.


