revna
revna
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@Brutha said:
So I was playing against a swf and right after I hooked someone I kicked a gen then heard someone run in for the unhook so I went back and hit them when they unhooked and chased them for awhile before leaving the chase and doing something else. After the match I was hit with "Baby killer camp fail using Op Freddy". For one "Op Freddy" like what- Second what they called "camping" was me being close enough to get the unhook hit, maybe it was a camp? I really don't know if I was actually considered camping or not.
Was down to 1 generator in a game playing sniper huntress and knew I needed to get someone out so I tunneled a trade and did just that to gain momentum and… low and behold it was a content creator that was completely confused on why I would get someone out of the game at that point by tunneling someone out.
So I'm just gonna say this so even everyone in the back can hear it.
If you play fair? Expect to get burned and people will be remorseless because they know you will always try to be exactly that.
Play how it makes you enjoy the game and if you feel like you're in a situation where you need to take a trade or you're getting hard pressed on generators? Then you probably are.
So do what you gotta do to even the odds and if they don't like it well then I'm sure they'll find a way to move the yardstick in their favor that you were doing something wrong. -
@Backmon said:
After patch 8.1.0 moves to the main game, the Singularity - already strong killer will receive huge buffs that no one asked for. Of course, in this state, he will be unbearable to play against. Therefore, for balance he needs to be weakened, in particular, the ability to control the map. And the best way for this is make his biopods limited, if survivors destroy it with EMP that means it gone forever. That means if survivor destroy all his biopods he became powerless m1 killer. This change fix 2 problems, make Singularity bearable to go against and give survivor huge reward for counter killer power
Fun fact. If you work with your team and use EMP's he becomes a basic M1 killer. Usually this involves another survivor with an EMP needing to be involved with the chase which isn't a hard concept because this usually happens with beamers anyway and to be honest. More killers need to exist that involve survivors doing more mini games across the map. Hux fits that.
Even better when you EMP and disable his cameras and slipstreams while in chase he has to use more of his stock of cameras that are protecting gens which leaves them wide open. Basically in solos this becomes hard to accomplish because teams don't work together and becomes more accurate when it's against a SWF. So reality is it isn't a killer issue. It's a mindset of the survivors facing him issue.
TLDR He doesn't need to be weakened. People just don't encounter him enough to understand how to actually play against him because he's really not that hard to counter. -
Honestly this kind of playstyle fits her and makes her unique. Just hope they encourage it going forward as it's really enjoyable and focuses on use of her power.
I also think brutal is overrated as well. May try discordance on her see how it feels. -
@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3746457#Comment_3746457
It works! Haven't seen anyone else running either of those particular builds myself. Which one are you using?
So I've been running the face the darkness set up with undying and sloppy and the pure slowdown you get from just teleporting and applying condemn is actually nuts if you're keeping tv's turned off and getting hits on survivors.
https://www.youtube.com/watch?v=8huJ9b-AY4E
Onepumpwillie actually has a variation of this build but he instead plays corrupt/discordance/sloppy/FTD. I'm assuming he runs discordance to remove pressure from gens being pushed by 2 people and removing undying from the build and just banking on good totem placement which is a tradeoff considering how RNG that is.
I did however find someone named Tarnished Onryo on youtube that is playing sloppy/undying/FTD/brutal and it seems he's been getting the same kind of results with high kill count games with the same build.
Willie did a video recently of a pure totem build with FTD against a P400 squad and it shows her raw power when mastered. Definitely worth a watch.
I think i've found my next P100 tbh. -
So I just wanted to double back to the post and say… I'm on a 10 win streak with this current build on Sadako.
You weren't kidding. -
@Rogue11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3746403#Comment_3746403
Is it bias when the devs literally admit they balance the game unfairly for killers? The more killers that get omega-buffed into 60-70% win rates, the more playing survivor, especially solo queue, feels hopeless and depressing. But sure lets punish survivors more!
They also state that the game deviates from that when SWF is brought into the equation.
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@SunaIIanu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3746166#Comment_3746166
I don't think you read my other comments in this thread, toxic behaviour wasn't my starting point.
What I asked for was a "die-instantly-button" when all survivors are on the ground (maybe with a time delay like a minute) to make bleed out faster. I understand that you can't always hook as killer, but I'm not asking for basekit unbreakable. Whether you slug me for 4 minutes and I die or I use the button after a minute and die, the outcome is the same, in both cases I'm dead. But in one I wasted 4 minutes and in one just 1min. I'm not trying to end slugging in general, again, I'm just talking about the specific situation when everbody is on the ground, so the game is technically over.
I'm not asking for bans like the OP did and I'm also not saying that all Killers let people bleed out to be toxic, my point was about time waste, the other person brought toxic behaviour in the discussion. They had an issue with my suggestion because they felt it takes an option from the Killer to retaliate against toxic behaviour. I don't think anyone should be entiteld to reciprocate toxic behaviour, not even solo survivors, I just brought solo survivors up as an example that retaliation is not always possible and that is something we have to live with. Wanting to keep an option for retaliation is imo not a good reason to be against a change like the one I suggested.
Yes, if something is toxic or not is up to personal interpretation, but I'm not suggesting fixes for teabagging/humping here (I don't care to much about that, but I also don't think fixing them is possible). I thing most people dislike their time being wasted though (e.g. survivors waiting and teabagging in the exit gate is generally disliked even if you don't seem to mind it to much) so that is what I want fixed. Some years ago the Devs made it so, that the struggle phase is skipped when all survivors are on hook and their explanation was time wasted, so they said the precedent that time shouldn't be wasted when the match is technically over, that is all I'm asking for.
My comment with the insults in end game chat was purely provocative to emphasize that there is no option for retaliation. Again, I'm not advocating for insults in endgame chat (already said that in the other comment though).
And yes the game comes with plenty of options that can be really frustrating for the other side. But I'm not asking for all of that to be fixed, I'm not asking for a big overhaul like you mentioned, just this specific issue. Other people have brought up the finisher mori that the Devs already tried on the PTB, so that would be a different possible solution to the situation I have an issue with.
And it seem like you don't mind being bled or teabagged in the exit gate and that's fine, but others do, so I don't see the issue with suggesting a fix for that (I'm also not saying that my suggestion is perfect but until now nobody has critized my suggestion in terms of content, only that I made the suggestion at all).
I've very clearly engaged and responded to your messages. I don't know what you're not understanding about what I said but.
I guess I'll just indulge with a very simple answer.
That will not happen. -
@Spirit_IsTheBest said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3746239#Comment_3746239
Thank you, I will be using these tips to help. I practice in 1v1s with my looping and it's been getting better, I'm looking forward to improving more. 😀
Also. Remember he has to follow the same looping patterns as any other killer to catch downs at loops and tile sets. Just you might see him utilize more of the outside of the tiles to get saws lined up.
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Weird my entire post just deleted. Pretty sure it was on my end.
Not gonna rewrite the entire thing but I will say good on you for admitting you're not a good looper. Most won't admit that and that says a lot. For whatever reason most feel belittled by intelligence instead of feeling inspired by it.
Best tips I can give you:
1) Break sightlines
2) Put things in between you and him like facing a nurse so it's hard for him to see you so he has to 50/50
3) Billy has more control of his saw at the beginning of it and less at the end so create distance if you can
4) Indoor maps you should be able to apply both of these and he will struggle the most
Another thing you could do which would help you massively. Go into a bot game as billy and feel how long it takes to rev and if you get even a surface level feeling of it. It will help a ton. -
- Gonna break down your post so bear with maybe I can help shed some light on it and before I even begin I know he can be quite the wild ride so I'm always open to suggestions when it comes to him even though I will say I enjoy his current form.
Sometimes engravings as his speed can be quite difficult to deal with, his turn-rate I feel can be very deadly if the Billy knows what their doing in chase, I feel like with an type of turn-rate add-on will make things harder as they can turn around loops very easily.
So running double turn rate addons can actually be more of a crutch that has a negative effect more than anything. Long term it's gonna make players lean on that instead of developing the sense they should get to further their ceiling as a player and you'll notice that these players more than likely spend time trying to mindgame loops they should just bite the bullet at and as time develops I'm sure you'll see that. I will say engravings on a good Billy that understands it. It can become heavy. I personally still use lo-pro mostly because I enjoy the flicks I can get after breaking something and my other fallback is the muffler because it gives me time to catch survivors out of place. If it seems engravings are being overused I wouldn't mind them being tuned as it isn't my primary to begin with.
I'm not a very good looper I'm going to be very honest with you, so this may be a skill issue on my end, but I feel that he's a lot more fair when not in overdrive and easier to avoid get instadowned with, overdrive as a whole shouldn't exist in my opinion.
The fact that you're willing to even admit that says enough about you that most won't admit and that is a good thing. Some people for whatever reason feel belittled by intelligence instead of being inspired by it. You showing the want to learn says more than most.
The crazy part is he's actually harder to control during overdrive. With his reving windows being smaller and his speed being quicker. You'll find more Billy's taking wider turns during overdrive because they simply have to. You can actually exploit this. You know how when going against a nurse if you put an object between you and her it becomes kind of a 50/50 right? She's gonna have to guess where you are and blink that way. The best thing you can do at that point is put something between you and him. Chances are if it seems like a weird angle for him to bend around? It probably is but like you said it yourself. That will come with time facing him.
Always remember. He has most control at the beginning of his saw and less during the middle and end of it. If you can put distance between you and him he has to go further on a more direct path to get you. You'll also notice more on indoor maps you should bury him alive because it becomes more a rat maze with multiple ways to put things between you and him and him not having sightlines and it becomes an entire gamble at that point for him.some tips will be appreciated, I must ask though, what's your advice on avoiding getting instadowned in general when looping since he can flick with a turn around a loop very easily, along with the speed of overdrive I find it difficult to counter in my experience!
You know how you go to a car dealership to test drive something you think about buying? Best tip I can give you is even at a very surface level if you go into a bot game as Billy and just get a feel of what the rev timings feel like or feathering the saw. That information you learn alone will do you so much. As far as learning the Billy mind games. That will come with time.
Hopefully some other Billy enjoyers come through but other than that.
The saw is the law. -
As a billy main myself who only M2's regardless of outcome, what do you feel your common issues are with him? Engravings don't make him hard to deal with. It's actually harder to master Billy running engravings and it's encouraged for the average player not to use them unless you've really put in time on him. The more casual players will struggle running engravings while predicting flicks and feathering in the windows while trying to get the turn rate right. I will say the difference between playing against a mid level Billy player vs a master is….a very noticeable change.
To shine light on it I mean Billy has struggled for a long time so it's actually good that he's getting a hefty influx in play time. I've been playing him for years and even with the changes it still lands him in the middle of the pack of the 6-7 killers at the top for kill rates. I think one thing people get triggered by and I'll admit it myself. Is getting hit by ridiculous flicks and that is what results in people giving up. I remember going up against some blight players that knew how to moon rush or do crazy techs and I'm just like….wow. It almost feels hopeless and I totally get it.
There is one thing you can do against Billy that most people don't use and that is crouching when he's sawing. It actually affects his hitbox on a massive level and sometimes crouching to the left or right of his saw path makes him miss A TON.
I will agree overdrive makes his cross map presence on large maps with lanes borderline ridiculous but that is hard countered on the other end with maps iike Leary's where you're almost forced to M1.
For sake of conversation what add-ons are you noticing the most that you're losing to? Is it high prestige Billy's running engravings? Are they only hitting M2's? Are they doing a mix? -
@SunaIIanu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3745859#Comment_3745859
I think you missed my point. I'm not saying that I want to be toxic to other people and insult them in the game chat (I've removed that part of my comment since it seemed to be confusing). The person I replied is against a bleeding out change because they want to keep it as a way to retaliate and act as if they have a right to do so. So my point was, where is this right as solo survivor?
In general I don't think anybody deserves a right to be toxic back.
And that groups can be a miserable experience is a different point that I never questioned.
I didn't miss your point. My entire response was aimed stating whatever you think might be toxic, someone else might not think it is. Whatever happens in game like an example you used ghost face tbagging. It's part of their kit and to be completely honest. It's pretty funny because that's even the kind of persona ghostface has as a killer and it completes the entire image of him.
At the end of the day this game has certain aspects of it that make it competitive for die hards who will do 1v1's or team play and even casuals. It has a rank system and it has a prestige system and we even have developers that say about certain perks "I spent 4 months making salt." and ya know what? It's ok to have those aspects in the game. But the other things will come with it. It's like that in any game you make competitive. There are content creators who will go up against P400 teams and do everything they can to get the W. Up to and including bleeding out if they know they are running a ton of perks that can be countered by that. I've done it before as huntress and billy and it will continue to be part of my kit.
The post game chat toxicity is different. If you get hit on hook by a killer throwing axes at you because she's an axe throwing KILLER. If they come out and don't say anything? Then maybe just leave it at that. Because it's in the game and it's been that way for years and the reality is… it probably will never change. If they do come out and it becomes a toxic exchange of words between two people and the game is over and it becomes a flurry of insults and what not. Then at that point it's an issue between two individuals and I'm just gonna flat out say it, who can't just take the game for what it is and in my honest opinion. That has no place in the game same as any other game.
And I also touched base on your solo survivor statement but I'll say again this game was never meant to be a solo survivor experience. Most people solo Q because of one or two reasons they either a) don't have friends to play with or b) they want the challenge of solo Q because SWF always goes too well (it does). You're part of a team and your functionality is at peak when you're working as part of it and it shows because good teams will always destroy killers. If that said team survives me trying to kill them and they in excitement boop their butts across the finish line. Cool man… they can have their W.
And that said if it's a resolution you're looking for regarding all that. It's gonna take a pretty big overhaul to accomplish not only a mindset but a game issue as well. -
@SunaIIanu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3745811#Comment_3745811
- I already mentioned oxygen's suggestion to end survivors teabagging in the exit gate and I'm generally in favour of adding such a mechanic. That means that both sided would lose a way to be toxic, pretty fair in my opinion.
- Again, you ignore that Killers have more "toxic tools" than slugging: Teabagging (some Killers), humping, hitting on hook, even tunneling/camping can be used to punish a toxic player. You can also get creative like letting the useless solo player live while killing the toxic 3man. I can tell you from experience that that works like a charm.
- You seem to thing that a player should have right and the options to retaliate against other toxic players. So let's say I'm an innocent solo survivor that gets slugged to death without any reason. What is my way to retaliate? Insults in endgame chat? By your logic the Devs would need to add options to be toxic in that situation.
There is no one consistent thing that a survivor can do to retaliate in the same right. This game isn't made for the solo person in mind. It's meant to work and decide and make decisions as a team to survive. With that said, when the team works together I assure you there are plenty of things survivors can do to stranglehold the game for a killer. Spend 5 minutes on youtube and I'm sure your algorithm will be loaded with it.
As far as the game not being solo oriented. You literally have big creators like hens making videos showing how hard they have to go to get a good survival rate as a solo which further solidifies that.
Unless they develop some review system like CS had with their overwatch program where players could watch the game back which will never happen. All the in game stuff will go down as what happens in game stays in game and lets be real here. We all know nothing will be done about that but I get it wishful thinking.
As far as the post game chat. Totally different subject and that should be dealt with harshly. If something triggers you in a video game to the point that you act out like that. Probably best to go outside. -
Wild concept and I'm not even trolling but…. instead of slamming gens maybe pick up the item that is clearly on the ground and move it to a corner. Teams are doing it and…. it works.
Clearly they are trying to break the hive minded mentality of injecting a different way of approaching the game. The only maps that weave attunement even remotely becomes broken is on midwich and game which you're getting information on multiple floors at that point. Bigger maps like swamp and borgo you get even less info to the point that it's almost pointless.
TLDR it's not broken embrace a new mentality and just move the items if you see them on the ground in high value information areas. -
@Unam said:
SoloQ has one glaring problem:
Bad players.
Almost all of your situations wouldnt be anyway near as bad if your teammates were at least decent.
SWFs are an innate proof of this!
TheThe thing is: All you guys are auggesting is, balancing the game around every single survivors ability to escape aka "win" the game, which is a fundamental flaw in a 4v1 Situation.
The Killer is the opposing FORCE in this game and NO single survivor should be able to win the game by himself. This is how the game how the game is balanced and how it should be!
All your suggestions on tunneling and camping are stripping the killer of ways to play effective while ignoring the core issue of survivors playing bad and/or not understanding the game.
TAking away effective playing on killers ends will make the game practically unwinnable in evenly skilled matchups for killers.
You cannot and should never, balance around bad players!
Educate them! Or tighten up your matchmaking!
SoloQ has one glaring problem:
Toxic players.
Fixed that for you. -
If you get behind on hooks force trades and focus on trying to remove pallets early on. You'll be surprised how much it works and you'll start to see it's not as survivor sided as you think when they have dead zones.
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To add the topic, I just want some consistency from the matchmaking in general. We have a rank system in place with MMR's that are supposed to work.
I have a ton of fun playing solo survivor because I have 0 expectations from it going in so that makes it enjoyable. But I will say that my survival rate far trumps that in group play from what happens in solo. I'm lucky enough to have friends to play with. I couldn't imagine having to slam my face into solo play all the time. Would be quite the grind for the average casual player. -
@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3745487#Comment_3745487
Yeah it’s crazy good on some specific maps like those but quite weak on larger maps, which are more common. So it’s a coin flip on the map.
The good groups know the counter play and stick them in the corners but face the darkness is a hex that can be removed as well so you lose them either way. I find the franklins/weave to be more reliable overall but there must be at least 3 items minimum and really 4 is the ideal to make it better. Since weave is new there’s less people understanding its counter play as well yet. The messing up of their item use is also a nice bonus even though it’s not even my main reason for running them.
Can’t speak on Vecna as I’m not experienced enough with him to give good opinions.
Thanks for the kind words :)
Another combination you may want to explore is gearhead when you run franklins and weave if you focus more on condemn stacks. I know the passive slowdown from sloppy is amazing and I still run it all the time but the information trade off is just as good with that specific combination.
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@Shadeslayer said:
What perks do killers have that would make survivors go "oh #########, they have that"? The only perks that I can think off is probably haunted grounds and maybe spirit fury. Noed is also a surprise perk but it's a bit too tryhard.
For survivors on the other hand, the new bardic inspiration perk is actually really fun to run on both sides. Managed to juke the wesker dash to make him vault the window? Play the guitar > killer looks at you > both of you stop and nod. Not too sure what other survivor perks there are that does this thoBeasts of prey. Sometimes I forget that perk exists and a killer will get bloodlust and vanish and I'll turn around and…
There he is. -
Hate to say it but bleeding out is not going to be bannable. It's in game for a reason. Stop being triggered by what killers sometimes consider a tactic. If that is how they want to play how do you know that it's not the way they want to a secure a win in their mind?
The reality is not everyone is going to have fun every game.
The killer one game gets hammered on by a SWF and they have fun, next game he bleeds someone out and he may have fun doing that.
It's the trade off.
The sooner you accept it the more you'll focus on what is actually enjoyable in the game. -
Congrats on your P100!
Final few matches I started swapping Undying and Face the Darkness for Franklins Demise and Weave Attunement when I saw 4 items.
Super strong on indoor or smaller maps
This^^ I've been playing Vecna pretty consistently in comparsion to your Onryo and dennisreep has the game as one of his weakest maps. These 2 perks alone completely shifted that for me being able to get information from both floors. Same with Midwich. That map is already dominated by Vecna but it just made it so much easier. Gonna give it a go on Onryo and see how it feels.
happy hunting! -
@RedPoncho12 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3744675#Comment_3744675
nah, you don’t rely on sounds of pain all the time. Relying on perks is one thing but if you feel it’s annoying than there are plenty of perks to help counter the lack of grunts
Tell that to the pheads and skillshot related killers who rely on sound as part of their kit to get downs. Imagine being a pyramid head and trying to flick on a whole team of iron will users without utilizing perks like i'm all ears. I think the iron will change is good but there are definitely killers that are going to suffer from it as it will become meta again.