runningguy
runningguy
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killers q up for like 30min to have a 3min match, i can see that being frustrating. im already getting bored to be honest, spending most of my time playing as survivor, not because i want to but because there isnt anything else to do while waiting for killer q.
That being said, if the gens took longer and the match as a whole took longer you know there would be complaints from survivors and killer q times will be worse.
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@KingOfDoom55 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4026136#Comment_4026136
Your comparing a killer with a vastly different power kit to one that functions very different to literally all the others, the only difference is that draculas hellfire can't go through everything but doesn't have that preview trail and has higher Mobility
the basic power is pretty much the same, a long trail that goes through pallets. a major advantage to pyramid head is that if a survivor drops a pallet they can be hit by the trail. this can also be applied to dracula, except he also has 2 other powers aswell.
Pyramid heads second power is useless in 2v 8 (send people to cages). that has little to no benefit at all because of the hook system in 2 v 8. i would rather swap that pointless ability for something useful, something that can get me around the map faster…..like draculas bat form. i compare pyramid head to dracula because both killers are new to this 2 v 8. it doesnt make sense to introduce dracula and a lesser version.
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like usual, PH is just a worse version of dracula. drac has the hell fire attack similar to pyramid heads attack but he can also fly across the map and can use wolf form. pyramid head is lacking big time in 2 v 8 especially when compared to other killers.
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so they added more incorrect stats that mean nothing? why not fix the stats that were already available before adding more? and still no word from bhvr why we are given false stats to view but the "real stats bhvr uses" are hidden.
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if it wasnt for post game chat on pc i would have stopped playing long ago. playing on console can feel like your playing with bots, theres no sense of humans playing the game at all… you play a match, match ends, next match. it boring and not what i expect from a multiplayer game. play a match of custom and then play a match on console v real people, it feels pretty much the same.
True there are a lot of toxic comments so if your easily offended then its best to turn chat off but for people with thick skin, i think post game chat is great and add a much needed feel of playing with actual people and something i wish console had access to.
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As survivor and killer, it makes no difference to me if people DC. i play the same way regardless. as survivor i do what i need to do to get the gates open or get the hatch. As killer, im looking to get kills is fast as possible (which im sure the last survivor appreciates the match ending fast instead of dragging it out). if i find the player first im going for the kill. if i find the bot first im going for the kill.
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if using comms is ok to gain an edge then shaders is ok too. both give some sort of benefit and both use 3rd party programs.
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@Mr_K said:
I've said it before, no tutorial can make someone play DBD properly. Player's don't begin to get good until they have played hundreds of hours. One reason is to find out that playing boldly is better than sneaking around. That only comes when you become accustom to maps and killers.
i think if a tutorial explained how to not unhook infront of the killers face it might help newer people deal with tunneling a little better but i do think that if people with hundreds of hours have not learnt that by now then maybe a tutorial wouldnt be much use. and in my matches, its the bold ones that "have no fear" of the killer that end up dying while i walk out the gates. i have over 2.5k hours and since i have been sneaking around i have escaped way more than i ever have by being bold. i mean why loop the killer for like 2min when no one else on the team is touching a gen? im just wasting my time for nothing. But stealth play means i can do gens myself while not being seen, maybe this is where a tutorial might come in handy….to teach people how to be stealthy while doing gens, where to walk slowly and leave no scratch marks, what gen to abandon and work on a different one else where, how to lose line of sight during a chase?
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@tes said:
I played for survivor and it was instant? But on my 6th game something happened. I wasn’t able to queue. I waited around 20 minutes (London servers)
Go to killer - insta
wonder if we been matched up…. you seem to play the same time as me and the uk server has limited survivor pool.
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funny thing is people are still DCing v ghoul lol. just had 2 matches in a row v ghoul and both matches every single survivor DC immediately. i wonder why….
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true, blight after blight after blight, throw in the occasional nurse, billy and ghoul then back to blight after blight after blight. as others have said S tier killers are the only viable option v good survivors.
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no mercy. killers got to kill.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4024462#Comment_4024462
Ah, I just don't really trust NightLight to be a good representation of the millions of DBD games happening.
to be fair its as trusted (or not trusted) as bhvr stats for me. especially since the whole thing of the stats page people see is "different" to what bhvr uses.
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its amazing how many people hate on sable lol. i main sable but i also play Lara, i dont get anywhere near as much hate as Lara…..im the same player, i play the same way but people are ok giving a Lara a chance.
I have noticed the ones that lobby dodge because there is a sable in the lobby are usually the ones to DC or go next when they get downed once. i actually tested this by switching to lara and hiding my name. i came across people that would usually dodge but they didnt. instead they went next in the match. So now i use sable to filter out the bad players, they can leave in the lobby instead of in the match.
i have also noticed a lot of people lobby dodge based on players hours….these are the ones that want to do nothing all match and ride off the good players for easy wins. my steam shows like 60 hours but pc gamepass i have 2.5k hours so people look at my profile on steam and think im new lol.
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when trapper gets nerfed while nurse and blight remain top tier theres something wrong lol
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022970#Comment_4022970
A game could have a survivor DC, but the killer should still get an MMR increase for killing the other 3 survivors despite the game itself not contributing to the official kill/escape rates that the devs use for balancing purposes. If they did include these games then I imagine the official kill rates would be higher than they actually are, hence why they dont include them. But it doesn't mean your MMR isnt affected.
The survivor who DC'd may void their own MMR increase/decrease in that instance, but that's why there are penalties, so they can't do it all the time. Overall, this is one of those aspects the devs need to provide more clarity on.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022969#Comment_4022969
My point re kill rates, is your suggestion that survivors MMRs can remain stagnant until it increases. I'm saying deaths still overwhelmingly happen to every survivor. They happen more than leaving via exit gate, and more than having the opportunity to abandon. I'm doubtful that your friend only leaves every trial via exit gate or abandon. Sometimes he's the survivor who "stay in these games and gets sacrificed." 9 or 10 games isn't a big sample size. Also, this isnt me saying the system is perfect. I'm simply saying that 'stagnant until increases' isn't the norm because it suggests survivors overwhelmingly arent dying on hook.
When i play killer, i typically only get an abandon from the last survivor if I down them, though some stick around. If you're someone who slugs then i imagine you'd see it more often.
this clearly states that DC and abandons are not tracked since your and their MMR is NOT affected.
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@Leon_van_Straken said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022970#Comment_4022970
So… just as an example if you skip the Mori Animation with your SWF does the following?
- Abandoning a game lowers the Killrate on the stats… because the most abandoned games are loses for Survivors.
2. But abandoning games pushes the survivors MMR (because loses won´t decrease MMR and escapes rise them) after a certain amount of time (If it is used that much)
That means all stats of Killrates are completly downplayed and way to many survivors are in MMR brackets where they don´t belong to?
My head hurts…
its still unclear but untill BHVR actually confirm it then its possible it works this way. All we know is "abandoning and DC do not effect MMR" according to Balrog. And that "the official stat tracker players can see isnt what BHVR uses for stat tracking" according to Mandy. Its a mess i know that much lol.
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022950#Comment_4022950
DCs and abandons aren't counted in the official stats at all
if they are not counted then they dont count for MMR, meaning all these last man down abandons where players should lose MMR are actually not losing it. it wouldnt make a difference short term but long term it would throw the MMR out completely. just have to be last survivor remaining to keep the MMR neutral then get the odd escape to push it up little by little. eventually survivors would climb MMR and get tougher matches even though they struggle to escape v low MMR killers.
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@Nazzzak said:
BHVR have never really revealed the intricacies around MMR but your friend's MMR wouldnt stay the same always as there'd be plenty of games where he dies and abandon isnt an option. Even DC you only get 1 freebie i believe and then the penalty starts to stack, so he can't be doing that too often. The official stats don't include matches with DCs or abandons (and hatch doesn't count as an escape either), and survivors average a 40% escape rate. So plenty of losses of MMR happen.
you get atleast 2 free DC then a 5min timeout. playing 20 matches resets this so after 20 matches you can DC 2 more times for free before getting another 5min time out.
escape rate is 40% according to bhvr…is that with voiding the matches that people abandon or are they included as deaths?
i know from my many matches the option to abandon comes up very frequently, last survivor? all downed? downed twice? others DC at the start and im the only actually player on my team besides bot? all of these brings up the abandon option. add the hatch in with it.
example, if im last survivor to go down 5/10 matches, i get the hatch 2/10, first to die 1/10, escape 2/10….if abandons dont count towards MMR then out of 10 matches my MMR would go up as i have escaped twice and only died once.
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@TheTom20 said:
They aren't even new players some of them have thousands of hours.
Or at least give us a way of avoiding them.if they are doing nothing they already get an afk penalty for doing nothing.
not sure how you can avoid these players if for example someone starts the match indenting to play then suddenly get real life situation to take care off (maybe answering the door to accept that pizza they ordered) so they run out of sight in the corner hoping to not be seen while they are afk.
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@KEYKYNTAK said:
Do you understand that people are leaving your game because they don't enjoy playing a game where, in the vast majority of matches, they are stupidly camped, tunneled, and slagged?
Why can a killer play as dirty as possible, but I, as a survivor, can't instantly die and give the hatch to the last remaining teammate while the killer who wants to kill everyone and deprive the last survivor of even a 50% chance of finding the hatch is slagging me?
Why is the threshold for entering the game as a killer so different from the threshold for entering the game as a survivor? Why can a killer get away with making their gameplay as easy as possible by destroying the basic gameplay of the survivors?
Personally, I don't care which skin I'm in, I'll get tunneled/slagged anyway.
Give people the opportunity to play against AI killers, and you will see what percentage of players will continue to play against real people playing as killers. I assure you, it will be so low that you will finally have to think about what you have done by allowing killers to do whatever they want and depriving surviving players of their right to the gameplay that should exist in theory but does not exist because of the permissiveness granted to killers.
Survivors are people who paid for the game just like the killers did. WE ALSO WANT TO ENJOY THE GAME. Being cannon fodder is a game for the VICTIM, but not for the survivor.
P.S. If anyone seriously intends to prove to me in the comments that Dead by Daylight is “a game on the side of the survivors,” please answer the question: why can't even the most experienced survivor players achieve the win rate of average killers? I won't even mention killers with a win rate below 70%. How is that possible? The game is “on the survivors' side.” Don't be hypocrites. The facts speak for themselves about whose side the game is on.
Why can a killer play as dirty as possible, but I, as a survivor, can't instantly die and give the hatch to the last remaining teammate while the killer who wants to kill everyone and deprive the last survivor of even a 50% chance of finding the hatch is slagging me?
You really want to push every match to have a player do nothing, wait for 3 other people to die so last player gets hatch and wins for doing nothing?
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@Kaitsja said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022334#Comment_4022334
Not what I said, but I'll bite.
Take an outdoor map, and you have several variables and three possible approaches to account for. Knowing the killer is going toward shack isn't very helpful unless you jump off the gen at the first hint of a terror radius. Which is what new players do.
Even applying the idea of "giving stealth killers a terror radius" only works when everyone knows where the killer is at all times via coordinated callouts.
It's not that comms aren't advantageous; it's that inefficient communication makes that advantage insignificant.
i have been playing stealth for a long time, i can do gens and remain hidden by pre running and walking slowly away at the first sign of terror radius when i cant see the killer…. its worked for me for years. they waste time searching lockers and looking but i had time to walk away without a trace, using the map to keep no line of sight. while the killer is looking for me near the gen, others are doing gens without trouble. Thats how i play and how i win.
i have already pointed out the benefit of a heads up from comms regarding stealth killers and an enclosed space with low visibility. you can say it provides no benefit but i was in that match, i had the comms, it gave me benefit which was significant, which is my point. there was just me and my duo friend, not everyone knew where the killer was, just my team mate that saw from the hallway and it still gave me the benefit of knowing the killer was heading to me. if your not getting value from comms unless used hyper efficiently i would say thats on you because i can get a lot of value from the simplest of forms of comms such as "killer heading your way" or even "killer is the hag".
i had a match earlier where i had no idea who the killer was, turned out to be hag. if i had comms in that match and just 1 person saw the killer and said "its hag" i would instantly know to keep an eye out for markings and to predict what that killer might do. with out comms i was oblivious to who the killer was so i didnt know what to expect, i was looking out to see if it was myers or ghostface or any number of killers it could be. yet another advantage comms can provide.
its not really even opinion based, its a straight up fact i had info due to comms i wouldnt have in solo. Also a fact, that info gave me time to move away in the hawkins match.
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022476#Comment_4022476
The stats website has no correlation with the stats that we collect internally that work for things like MMR and the stats we periodically show to players.
When asked regarding the stats website being incorrect, this is was the response. If they are not tracked on the stats website with the reasoning being they do not affect MMR then does that mean abandoning does not affect MMR (remains neutral), or does it go down? I think this needs to be clarified.
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022472#Comment_4022472
Hopefully they will fix it. Or just remove the abandon option, or the stats page. The last option is for them to intentionally prop up false stats.
while they are dealing with the false stats they should also ajust the mmr that people are gaining and not losing. its no wonder so many people are having issues as survivor if their mmr is being artificially raised so they go against killers above their skill level and get tunneled as a result.
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@crogers271 said:
There are some decisions that BHVR makes that are so baffling that I would love nothing more than to hear their logic process at how they arrived at their conclusion.
It should be simple: you abandon, you lose (i.e. dead, or if killer, they escape).
I don't think I've seen anyone ever want anything else (except perhaps the idea of killer abandoning if two survivors are in extended hide mode). I would love to know how, even though I think 99% of players would have done the opposite, they ended up on this.
i think because the abandon was designed to void matches where the killer was being toxic mass slugging the whole team and waiting for them to bleed out. for no good reason. survivors could just abandon, void the toxic match and play another match. makes sense why these matches v a toxic killer isnt considered a loss, no one wants to deal with that sort of killer especially get a loss on their record because of it. But the abandon has been used outside of its intent, intentionally using it as go next and avoiding a mori, and now we are seeing the impact.
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@BorisDDAA said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022437#Comment_4022437
100% escape rate too
exactly, and this is what bhvr balances the game around? stats and mmr? im wondering how many people have used the abandon as the new go next….2 people slugged, one on hook, last guy runs up to killer to get downed for the free abandon instead of playing the match and potentially getting a win. or survivor downed twice then abandons because well why not? 3 other players are stuck with a bot which effects the match and the potential escape.
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so just like i said….all i need to do as survivor is be the last one remaining (or last 2 remaining if the killer slugs). this puts me in a no lose situation where i can either escape via gates or hatch or get downed, abandon and void my loss. When you consider this effects MMR too, if i abandon 19/20 matches and escape 1/20….my mmr will remain neutral 19/20 matches and go UP 1/20 matches….. do this long enough and my MMR will increase.
simply….last survivor remaining can never lose which is what i said from day 1 when they brought in abandon feature and people were using it to bypass the mori.
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@Xord said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022332#Comment_4022332
They found an insanely good solution, although after years, and decided to entirely cancel and delete the patch out of fear that "killers would have a hard time :( "
Instead of buffing killers to compensate they kept those problems and suggested a Temu version of that patch.
They announced they would be addressing facecamping and tunneling years ago, they only now finally start adressing facecamping (which was entirely unaffected by the self unhook meter because of how close killer had to be for way too long) and they still aren't adressing tunneling.
If a killer is hard tunneling, we should be just allowed to go next and actually play the game rather than spectate for 10 hours.
Until those problems are actually addressed and community is listened.if the killer is hard tunneling then going next would be reasonably fast as it is… especially if your the one they are tunneling. To DC penalty free because the killer does something you dont like isnt good for that game. If that were the case people would DC if the killer tunneled, downed them once, bad map, killer they dont like, team mate cleansed the wrong totem, team mate failed skill check on a gen your on and the killer chased you…. they should absolutely have a pen for DCing to stop this from happening more than it already does. an hour ago i had 2 team mates DC because the killer was the hag… reasonable? i dont think so.
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022325#Comment_4022325
This convo has gone on way too long and diverted too much from the topic but I will say I can easily pressure a 3gen with 2 people left and find both. There are indicators of what people are doing and how they're moving around. You're asking the wrong person this hypothetical. This type of playing is my biggest grievance in the game. I hyperfocus on combating it and I can't recall a single instance of failure. Maybe when I was new and didn't feel this way, but not anymore.
you didnt answer the question. what would you do? spend 30min trying to find me like you said you would while the other survivor does the last gen? enlighten me on how you would handle that situation.
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@Kaitsja said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022125#Comment_4022125
Sneak away? Killers move at 4.6m/s on average. In the time it's taken to communicate that the killer is going to shack, they're already between 4.6m - 13.8m away depending on how long it takes to relay that information.
If you hide in a locker, you are almost certainly getting caught. A gen that has significant progress, but no scratch marks is a good indicator that a survivor is nearby.
Comms are only effective when you can relay precise information. Outside information you would've learned anyway, they're largely ineffective without a coordinated callout system.
there isnt much i can say if you truly believe giving a stealth killer a terror radius via comms isnt giving an advantage. i have played in SWF before so i know how helpful it can be. one match, i was in a duo v scratch mirror myers on hawkins. i was on the gen upstairs in the little dead end bit. my due team mate saw myers heading to the stairway and told me. i was able to get off the gen and run before myers could hit me. if i was soloq i would have been hit or worse grabbed off the gen.
did my due team mate give precise call outs like what side of the stairway myers was? no. did they say the exact distance from stairs? no. it was still enough time for me to run which delayed getting hit. in a game where time is everything, that hit being avoided made a huge difference.
as soloq when i see TR kicking in and im on a gen in the shack or somewhere that has low visibility i am able to walk away and make sure killer doesnt see me leaving no scratch marks. they often waste time searching lockers and find nothing. a heads up from a team mate is clearly an advantage v stealth killers and if you honestly think otherwise then i dont know what more i can say other than your just flat out wrong.
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022163#Comment_4022163
I don't know why you think hiding is smart. It's neither smart nor stupid, it just is. Good macro is smart. Seeing the match as a whole, like you're looking down at it from above, is smart. What hiding isn't is beneficial to a team as a whole if everyone else is on death hook and you have no hooks.
I'm not downing anyone repeatedly and tormenting them with repeated slugging. I'm not in here preaching empathy and then being a total jerk. That's about as out-of-character of a thing as I could say. I let people be or give them second chances if I see their teammate isn't being active—and that same teammate is one who has been consistently absent all match—because I dispise that behavior. The hiding locations are usually pretty predictable (main, edgemap, basement, shack) so I'll find them eventually. If there's three or four gens left the other can go ahead and do one or two. It's not going to change the outcome, and it lets me keep track of where they are. I also didn't say they help me (though that would be unsportsmanlike on their part. "Working with the killer" is the phrasing on the report.) I just choose my targets. If anyone gets a chance for the hatch, it'll be the active teammate. If anyone gets out, I want it to be the person I think deserves it most, and that's the person who stayed on gens and didn't hide even when they knew it was hopeless.
hiding is smart for the player thats going for the win…hide and do gens. sod the team…. we have already covered the game win requirements is individual so whats good for the team is irrelevant.
in this hypothetical scenario, you as killer have not seen me all match even though i have done 4/5 gens, healed survivors that approach me while my team has not made any effort to do gens at all. they try doing flashlight saves, always running around getting chases and hooked by you. 2 survivors are dead, its just me with 0 hooks full health and a survivor with 2 hook states and injured. there is 1 gen left to do. It sounds to me like you would ignore that injured survivor to hunt me down because you havnt seen me all match assuming i have done nothing for the team. You dont know if im inactive or not. But you have said you would likely give that injured survivor a chance. would you hunt me down no matter how long it takes while the injured survivor does the gen? or would you go for the injured survivor? Bare in mind you are not allowed to repeatedly down someone and you are not allowed to encourage survivors to work with the killer….what would you do?
I use this example because this is how i play, i use stealth WHILE doing gens, healing team mates, using my scratch marks to distract the killer. i dont simply hide in the corner all match which is what you seem to think. You say there are only so many hiding spots and they are predictable which is true, and someone who is bad at stealth will get caught. but someone who knows how to play stealth wont stay in 1 spot, they will move around, doing a little bit of a gen, moving on, doing a little bit of another gen, move to a totem, watch the killer search in areas then move to to the area they have just searched. Your describing a rookie hiding player that avoids the objective. thats not what i do. unless the killer has full aura build which most dont because they use slow down perks, im rarely discovered when its 2 v 1.
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022149#Comment_4022149
Cheating has nothing to do with anything. I've landed cheaters on my survivor teams. They're already boosting even random teams when they happen, unless you stay and let the killer kill you. There's nothing you can do about cheaters and nothing in the game should revolve around their existence either.
i mean why bother trying if i can let my team mates do the work?
If one person is completly inactive and the killer isnt a baby then you're not going to win. This would only work with horribly unbalanced matchmaking. The killler role is too strong for someone to just AFK.
At best soloq players are 4 individuals with a common goal. it is sounding more and more like you play mostly SWF.
And that's the problem, because the really good players aren't like this. You're not going to find a skilled survivor who's used to going up against 10k hour Blights in a locker.
I've played about 50/50, but even so, it's often in duos or trios. There's usually at least one random in the lobby. Some are fantastic and are clearly accustomed to team playing. Some are utterly useless. The quality difference is easy to spot.
solo solution is follow ghost face to snap him out of his power
No, it's the solution in both cases. It's logical, if the gen in shack is nearly done, for the one person outside to take his attention away. The only difference is the person on comms would announce what they're doing. But the outcome is the same.
Yes if 3 people go down that fast then they misplayed badly
I didn't say three people going down at once. I said tunneled. Totally different things. A killer can hard tunnel someone out at 5 gens because their teammate just unhooked them in the killer's face and ran away, doing nothing to help their teammate. That misplay is on the person who did the unhook.
bleed out is only 4min, so if it takes you 30min to find me in a match then you would need to flat out ignore the injured survivor so they could do gens because if you down them you got 4min to find me not 30min.
Sometimes there are two hiders in a hopleleas match. That has taken me to the 30 minute mark. If multiple gens are left, I'll look for the uninjured person. As long as one stays injured, that one is easy to find. They're already jittery and chasing them off gens ia easy. You can also pick someone up and get them back on their feet so they don't die. They're generally not fans of being left to die so they aren't going to cause problems, especially since finding the rat means I'll give them hatch. Most people figure that out. Rats are not beloved.
no one said anything about telling randoms how to play, they could make that decision on their own
It's what will happen. Too many personalities will be in play, and someone will try to take the lead and tell other people what they're doing wrong. They'll get frustrated, they'll get nasty, they'll get accusatory. Even friends get frustrated with each other. You think strangers with no reason to be nice will be fine?
No one can really tell anyone how to play. The game tells you how to play. So if tunneling becomes harder, you're not being told you can't do it, you're being told you shouldn't because it's lost value. Same with the game reducing stealth more and more. There's a reason you see most people frowning on this in your convos. It's not what's going on in 2025 DbD.
people do start new to the game at some point so yes a baby killer v baby survivor would be evenly matched but 1 could still do nothing and win off the back of the team.
why be a good player when i can be a smart player? i could master the art of looping and become untouchable or i could play stealthy….personally i have fun being stealthy. maybe this is the issue people have? they want to play "good" whatever that means amd neglecting their brains.
with the ghost face solution my way means the shack guy gets a heads up to run while i finish my gen…. your way you stop what your doing to let the guy know. switch it to pig or myers, same situation but you cant knock him out of power what would you do? how would you intervene without comms?
i have played killer and know the 2 v 1 situation very well and trust me when you ignore the injured one to look for the healthy one, the injured one will get on gens eventually because they dont want to be stuck in a match being ignored by the killer. most of the time they will throw themselves at the killer to go next. i would be careful what you say regarding "picking them up so they cant die". especially if they do try to do gens and your repeatedly downing them stopping them from dying. that is promoting unsportsmanlike gameplay and can be warned or banned for admitting something like that. i know from experience regarding that exact same thing. same with offering hatch to the survivor that helps you find the other player…. just saying careful what you say in the forums lol.
people are frowning on this because it is whats happening in dbd 2025, has been for years
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022121#Comment_4022121
Okay, you mean intentional griefing. I can give you three total examples of this happening in my survivor matches, and one was in a 3man, so SWF didn't save us from the one random teaming up with the killer. One was a solo match where a 3man threw the match to bully me specifically. The third was probably also a 3man, and I think its just because the match was hopeless and they wanted to take me down with them, so they unhooked me in the killer's face and body blocked me. That's three total examples. A few others from my killer matches, but in those cases, I let the innocent parties leave. Unwarranted griefing is not acceptable. But, for the most part, true griefing with no good reason is rare, from what I've seen. If it's happening to you a lot, consider that there might be a reason for that. There'd be far more benefits to turning survivors into a proper team then there would be disadvantages. It would completely flip the feel of soloq into what it's like to be on a 4man who cares about one another's fates.
This being the case, yes killer won with tunneling which COULD have been countered if the survivors didnt misplay
You really think the three people who died from tunneling all misplayed. It couldn't be the rat who threw because they took no aggro? One well-played body block can throw off a tunnel attempt. Four people can't rat the whole match. That's just not how this game works. And it can't possibly be the fault of the Kaneki whi hurled himself across the map the second he heard the unhook.
when they eventually bleed out or get hooked then its hatch time
Ah, you're waiting out the bleedout. Christ, that's boring. I'm not cleansing totems and hiding in lockers for four minutes. This would also never fly in my killer matches. I don't care if it takes 30 minutes, if people are hiding, I'll find them. There are only so many lockers and bushes.
bad play which would be corrected with comms causing good play
Hahahaha I can't tell if this is naively optimistic or intentionally deceptive, but I'm leaning toward the latter. Imagine the mini leaders trying to tell randos what to do and what they're doing wrong while using callouts and terminology some 100 hour newb has never heard. I'm sure that'll go well. Not to mention what will happen when there's just two rats slinking around the map remaining. In-game tips and a better tutorial would be infinitely more helpful than fighting and nastiness. Comms can come if the wincon changes. As it is now, with people like you not caring about the team aspect of the game, they simply don't make sense. They'll be used to harm one another once the match is clearly lost.
with the ghost face comment suggesting the onus would be on me to cancel his power says your trying to make excuses to prove that comms wouldnt benefit the situation when it clearly would.
Because that's the easy solution without the comms. You follow him and snap him out. It's the good play, but it's not the cowardly one. As things are, the onus (the forum word of the week, along with "handholding") is on you for being the one to see him.
I think I kind of get it now. You're only measurement of fun is winning, even when it's the most skillless, boring journey to get there. That's why you think comms are so valuable. Meanwhile, my measuresmnt of fun is if we get a good joke or a funny clip out of it. Max efficiency is not what most people are doing, but you think it is because that's what you'd do. You're not exaggerating their power, I agree there, but you are exaggerating how often that power is utilized by those actually using them.
im not saying griefing happens to me specifically, but it can and has happened to other people in my matches and like hell im going to allow a griefer to effect me because they want to bully someone else…im not getting caught in that crossfire. And with the cheating thats going recently with hackers….these hackers would be boosting team mates scores if its team based even if the rest of the team isnt hacking. These things shouldnt happen but fact is they do. so when…not if but when they do happen they shouldnt effect other innocent people. if its team scoring not individual it might make me play more as a team it might have the opposite effect. i mean why bother trying if i can let my team mates do the work? i could do nothing, let them do gens and chases and if they are good enough i take the benefits for doing nothing. But scoring people as a team will never work because we are not a team if we all have our own goals such as escape via hatch and 1 going for adept and 1 doing totems…thats not a team thats individuals with individual goals. At best soloq players are 4 individuals with a common goal. it is sounding more and more like you play mostly SWF.
Yes if 3 people go down that fast then they misplayed badly. they probably werent stealthy enough or dont do so good with loops or they unhook too soon or tried to do saves and failed, there are so many common mistakes people do which leads to them all getting downed. you think the 1 person doing gens should stop doing gens and take aggro for the lousy players that cant last 5 seconds in a chase? 4 people can "rat" the whole match if they know how to play stealthy, its rare but i have a few matches where this has been the case….the result usually leads to a couple of gens being done before the killer has chased anyone and they often DC.
bleed out is only 4min, so if it takes you 30min to find me in a match then you would need to flat out ignore the injured survivor so they could do gens because if you down them you got 4min to find me not 30min.
no one said anything about telling randoms how to play, they could make that decision on their own. but im willing to bed if i said "dwight, killer heading your way" they wouldnt go "im not doing what you tell me to do" lol if they do then thats on them but my guess would be they would move.
Now you have just proven how effective SWF with comms can be…solo solution is follow ghost face to snap him out of his power. that means i have to stop what im doing on the gen to accomplish something comms could do in a fraction of the time and wouldnt need to stop the gen. Throw in dead mans switch and that gen could be blocked. See how effective comms can be v solo ways of accomplishing the same goal? By all means SWF teams can have fun and a laugh and not use comms like seal teams but they dont have to because 1 little comment via comms goes a long way and can often mean the killer has a harder time.
How we have fun can differ and it isnt wrong having fun winning or having fun joking around with friends. which is why im happy with how things are, people can meme all they want i still play to win and accomplish that goal with enough success that i still find the game fun. Which is why i wont tell anyone how to play the game because i play my way. i wont tell a killer "dont tunnel, your ruining my fun" i wont tell a killer "stop memeing and chase me", i wont say to a survivor on my team "stop doing whatever it is your doing that means the killer is downing you in seconds", i wont even tell SWF not to use comms" or "dont do gens, meme around with me". However, my attitude does change when im told how to play the game and told stop tunneling, stop being stealthy….then i fire back with stop doing what your doing and play how i want you to play to prove a point.
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@Kaitsja said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022097#Comment_4022097
Apparently I wasn't clear enough that most SWFs use vague, landmark-based, imprecise callouts rather than coordinated callouts like the clock system. "On a gen near a L-T wall" could be almost anywhere on the map.
Aside from pallets at specific landmarks, they couldn't tell you precisely which pallets are gone. Communication is not inherently advantageous unless you optimize it.
By time someone says "Killer's heading toward Shack", that information is already outdated. It's also imprecise. Where are they going to shack from? What direction? Are they going to intersect with anyone else on the way?
Giving SoloQ Comms won't put them on the same playing field as a 4-man SWF, because coordinated callouts need to be pre-established. At best, you're putting them on the level of duos — who lose more than their SoloQ counterparts.
comms saying killer heading to shack is all thats needed, thats often enough time sneak away or atleast pre run, hide in locker. you dont need seal quality comms for it to be effective. i pre run with TR sometimes, it helps, i dont know where the killer coming from i just know they are close and getting closer. same applies with comms, it basically gives stealth killers a terror radius which they shouldnt have.
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022094#Comment_4022094
a little unfair that 1 troll can ruin the whole teams score when 3 people are doing ok but thats not the point
No let's visit this. Give me an example of a troll.
you might feel ok losing so 3 others can win but i dont go into the match to be the sacrificial lamb so my team can win
You're missing my primary point. We're talking about whether tunneling can be countered in regards to the killer winning. You can feel however you want about your personal outcome, but if the killler tunnels and gets a 3k they won and they were successful with their tactic and in the generated data that is an example of tunneling being effective and not being countered.
I'm actually really curious who these killers are that you go against. Most surpress hatch with slugging in my matches. I barely remember what the thing looks like at this point.
you wont ever see the side that others see regarding SWF because you simply dont get the matches a lot of others get
Do you think I've never played solo? How do you think I met people? I've played tons of solo, I'm just currently fed up. But when you say this:
im saying when SWF use comms for call outs they gain an edge, there is no denying it.
I think you are, again, missing nuances. II've certainly used it for callouts, but not like some mechanical warrior. Most of the info I gain on comms also comes to me from either using my eyes, using gamesense, or using my perks. Even in SWF, I always run Empathy for info. My whole build is exactly the same in soloq as it is in SWF. It's also a matter of how well those callouts are used, and who your teammates are. I could say, "Killer is at shack/main/little boat/water tower" but I could also say, "Killer is at, uh, that rock, with the tree, and the, ya know, the wood thing" and by the time I've screwed that up the killer is on my teammates. I also miss skill checks because of comms, far more than I do off of them. They are not a golden ticket. The person who is talking matters more than the fact that they are doing so.
i cant tell my team this so they continue to look for it ignoring all gens looking for a Hex totem that they wont find
This is a good example because it's more about a bad play. If the totem isn't one that needs to be cleansed immedialty and the killer was busy, they should have been on gens. The problem with solo is more bad choices than anything else.
In regards to the Ghost Face one, teams clustering around one gen is also dumb unless cranking it is a priority. Idk why good gen spreading is not understod by so many. You saw him though, you could have snapped him out of power. That would have made it so he couldn't mark them anyway. That's likely the exact play we would have made in SWF.
ok so a troll being someone that tried to sabotage the match for survivors like body blocking…. as soloq is it fair that 1 person body blocking 1 other person being chased then means the 2 other people that are doing gens get effected by this? currently if a troll decides to body block a looper then me and the other team player on gens are not effected as much because we have our own scores, our own escapes to work towards. But score it as a whole team and that 1 act ruins the score the whole team.
if the killer is getting 3k via tunneling then thats because the other 3 players misplayed by 1. not being stealthy enough and 2. not being good enough at looping. This being the case, yes killer won with tunneling which COULD have been countered if the survivors didnt misplay. survivors didnt counter it so the killer rightfully gets the win. sounds reasonable to me.
the hatch remains a viable option for people that can stealth…killers slug in my matches too. i heal when i know the killer isnt around, they usually go down again because they are injured so easy to find but it means i get on a gen while killer is chasing the injured player….this works towards opening the gate and resets the afk crows incase i need to sneak around a bit more. if killer camps thr slug i can do a totem or open chests to buy time. when they eventually bleed out or get hooked then its hatch time. i many saved clips, i think i uploaded one to youtube recently where blight downed the 3rd survivor, hooked and waited by the shack knowing exactly what i was going to do. i timed it, ran and got hatch with split second timing.
regarding SWF, you almost see what i mean…. you say solo is more bad play which is true. bad play which would be corrected with comms causing good play. with ghost face scenario the killer could have moved behind a rock a wall meaning i cant snap him out of power. ok change it so all survivors are playing the correct way, all spread out on gens, just seen ghost face or pig or myers heading to a survivor on a gen, i still cant let that player know killer is heading their way. now this casual mention via comms would make a huge difference. im not talking about seal team precision and constant call outs like pros, im talking about casual "hey killer heading your way" during the chilled out having a laugh vibe. How can you not see how that would effect things? with the ghost face comment suggesting the onus would be on me to cancel his power says your trying to make excuses to prove that comms wouldnt benefit the situation when it clearly would.
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@Kaitsja said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022052#Comment_4022052
You're talking about communication. Which I already covered. Almost every other information gap is provided by the HUD.
Most information that could be conveyed via comms would be imprecise and vague. Knowing the killer is going towards Shack means nothing if you don't know which direction.
Pre-established coordinated callouts are, in general, not widespread across all SWFs. Not every SWF is aiming to win every single match. They go in with the intention of trying to win, but they don't synergize their builds or establish a coordinated callout system. They largely play to have fun together.
if you think people on comms having a laugh together are keeping quiet about the killer heading up to someone on a gen your very wrong lol. they dont need to play to win. they could be having a laugh then someone sees killer creeping up on someone, they would probably call it out not stay quiet while the killer grabs their team mate off a gen. or would you keep quiet about what your currently seeing and let the killer go for the grab?
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@Kaitsja said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022081#Comment_4022081
DBD has a very long history of each side trying to tell the other side how to play.
- Bodyblocking is toxic.
- Flashlights are toxic.
- X Perk is toxic.
- Genrushing is toxic.
- Hook sabos are toxic.
- SWF is toxic.
- SWF is cheating.
- Pallet stuns are toxic.
The list could go on and on. The Survivor Rulebook may be infamous as a meme, but that doesn't mean there isn't a Killer Rulebook.
Both sides try to tell the other side how to play. This isn't even exclusive to DBD.
i agree, killers shouldnt complain about these things either, it works both ways. both sides will do what they need to do. if its not in violation of the rules set out by bhvr its fair game.
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022047#Comment_4022047
if the score system was based on the team then yes you would have a point
The wincon should absolutely be changed and personal ERs need to go, but I still have a point regardless. If the killer hard tunnled and won the match then, data-wise, the tunneling succeeded. If you got tunneled and the other three escaped because the killer was busy with you would you say that your countering failed? Because it didn't. The killer lost because they hyperfocused and didn't apply pressure properly. You're individual rate doesn't matter when we're talking big picture.
i get mixed responses for that if im honest
Sure, because all scenarios are different. These scenarios you're providing really ignore the nuance of matches. End game showdowns come in many forms. No one expects you to go for a save if you're injured and the last one remaining, or if a Bubba is camping someone in the basement. But that's way different than 3 healthy people with an accessible hook that's near a door, against a Wraith.
soloq is nowhere near close to being equal to SWF on comms.
More lacking nuance. It's the players who matter. My escape rate is unaffected by being in an SWF. If it's gotten slightly better, it's because I've gotten slightly better. I've had killer matches against obvious partymates who I've completely thrashed, no cheese tactics needed. And I've had matches against skilled solos who worked together beautifully and had such great gamesense that I couldn't touch them. I've had soloq win streaks and SWF loss streaks. The only people that seem to believe in the SWF boogeyman are the ones who haven't spent time with average players playing averagely, just together.
in some ways i agree the team should be scored as a team… a little unfair that 1 troll can ruin the whole teams score when 3 people are doing ok but thats not the point. its not about what it should be or shouldnt be, its about how it is. and currently we are scored as individuals. if i was the only one to get tunneled out, then i lost but the rest won. my mmr would drop, my escape rate would drop, my BP would be significantly less, my individual rate matters to me as it matters to a lot of people. you might feel ok losing so 3 others can win but i dont go into the match to be the sacrificial lamb so my team can win. if im the solo survivor i won and the killer won…im fine with that.
you wont ever see the side that others see regarding SWF because you simply dont get the matches a lot of others get. Even your way of playing SWF yourself is chilled and dont really make call outs. Yet you repeatedly fail to see the other side which is SWF using comms very effectively and very competitively. im not saying SWF is instant win for survivors like soloq isnt instant loss for survivors. im saying when SWF use comms for call outs they gain an edge, there is no denying it.
perfect example of this which is an average match for me in soloq…..v artist, i was on a gen, 1 in chase 2 others in the distance looking for a hex totem. this is a normal situation. That hex totem is near me but its blocked….i cant tell my team this so they continue to look for it ignoring all gens looking for a Hex totem that they wont find. SWF would be able to call that out so the 2 people looking for the hex could get on gens. This is a normal situation that happens in matches that SWF can handle with ease v soloq. Can these 2 soloq players looking for the hex get on a gen regardless of comms? yes they can, but it doesnt change the fact comms would have an advantage in this situation.
another example…..im on a gen, my whole team is doing another gen in the shack….i can see ghost face sneaking up to them. another common situation in matches. i cant tell them about it as soloq. SWF can, they pre run. This SWF "boogeyman" is a real thing even if you dont see it.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022059#Comment_4022059
Unless you stop deflecting towards whataboutisms that have been explained to you, repeatedly, I can't conclude anything else except that you KNOW that you've been lying and/or exaggerating
Survivor: "Killer, you have to play how i want you to play."
Killer: "ok, can i tell you how to play?"
Survivor: "dont be absurd, im a survivor, our roles are not equal so i can tell you how to play the game. Doesnt mean you can tell me how to play"
Killer: "of course, sorry to even suggest it, you play how you want, i will follow your rules"
Ye thats just not going to happen lol
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022022#Comment_4022022
Are you ever going to stop deflecting?
are you ever going to drop the double standard?
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@Kaitsja said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022022#Comment_4022022
The advantages conferred by being in a SWF compared to SoloQ is coordination and communication.
That's naturally how things work. SoloQ has gradually been raised up to be on near equal footing with SWF in terms of information.
Could Bhvr add voice chat for SoloQ? Sure, but do you really want that? Given how toxic players are in the post-game chat, do you really think they wouldn't be even worse in-game?
soloq is nowhere near close to being equal to SWF on comms.
can soloq pin point hex totems they see so the whole team know?
can soloq quickly let the 1 guy doing a gen in the shack the stealth killer is heading their way?
can soloq tell the whole team they spotted the killer has a certain perk so be mindful of it?
can soloq tell the team what gen they are on or what areas are pallet dead zones?
Yes i do want comms, if people are toxic there would be a mute button. But for me, i would use comms to call out these things, i could be a team player, it would truly close the gap on soloq and SWF with comms. instead, i feel i have no choice but play for me and play selfishly which is what a lot of survivors hate about soloq.
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022025#Comment_4022025
Then the purposed changes are fine for you, yes? Because they're pretty minor, and that's all they're doing it—making it slightly harder.
im countering it in my solo matches with minimal issues
It's not really countering if your team loses because of it and you hid and got hatch. If the killer wins because of tunneling, it's not being countered, regardless of whether you yourself escaped. A loss is a loss.
i wont make any prejudgments on the proposed changes untill i play it myself, im fine giving it a go. worst case scenario i just stop playing killer altogether and only play survivor.
if the score system was based on the team then yes you would have a point but its per player not team based. individual escape rate, individual mmr, individual BP rewards. so if 3 people die and 1 walks out the gate, that 1 person walks away with a win in every aspect.
people often die because of themselves not because of me. when 2 or 3 of my team mates go down in seconds and im half way doing the first gen…what am i supposed to do? help them so they can go down before i even have chance to get to doing a gen? or maybe the killer comes after me instead and the rest of the team avoids gens trying for flashlight saves? if they go down in seconds thats on them not me.
i dont hide all match waiting for the hatch, i do gens while not being seen, i have had matches where i have done 3 gens all on my own and people claimed i was hiding in a locker all match lol. if i can crank out gens while being in a locker then thats some serious skill. But i do gens as top priority which is the objective. i will keep doing gens untill either i have no choice but deal with a chase so i loop and do what i need to do with the hope others do gens… or when my whole team pretty much bungled it so gens cant be done faster than the killer is wiping out the team…thats when my priority turns to hatch.
The only time people have died due to my actions is when i walk out the gate at full health while someone is on hook. can i go for the save? will i? nope. i get mixed responses for that if im honest. some say i should have gone back to help but others say they are glad i didnt because they didnt want the killer getting a 4k.
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022007#Comment_4022007
These things aren't going away, people just want them reduced.
Killers complain about pallets? Should we hypothetically remove those too? What about toolboxes, medkits and flashlights? Exhaustion perks? Endurance? Sabos? Again, what's the point? These things won't be removed, people are just asking for these tactics to be reduced by making them have potential comebacks or being more difficult to pull off so they're just not constant.
im fine with that, 100% on board if these tactics are still viable even if made slightly harder to pull off
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4021999#Comment_4021999
The truth is a cop-out answer, apparently. Looping certainly isn't the Survivor equivalent of tunneling. You'd need something else. Closest approximation, which again isn't going to be 1:1 since the roles are functionally different games, is ironically Seal Team Six SWF with toolboxes. It stacks the odds in your favor on the off chance that you get a really good Killer. But, for 99% of games, you just roll them. Considering how much you rant and rail against those pesky Seal Team Six SWFs you apparently get in 90% of your matches, seems like you should be against it.
Now, what would we say to a Survivor who insists they need to bring map offerings, a full SWF and genrushing perks/toolboxes in order to stand a chance in 90% of their games? Well, we'd tell them that's not really true.
Tunneling will stay because BHVR fears Killer players, which is ironic because it used to be the other way around when I was starting out. Now that BHVR has given the green light to continue tunneling, there's nothing anyone can do about it. There is a counter to tunneling, of course. You need to play in a SWF or accept that you just aren't going to win often, unless the Killer is very bad compared to whomever they are chasing.
Now, we'll see more Killer mains carried by tunneling without any skill and more Survivors who only know how to rush gens. Absolutely sad to see the role I invested so much time into become a mockery of itself, rewarding low-skill tactics and punishing anyone who tries to be different. Tunneling is a plague on the game that is preventing Killers from being in a healthier spot, and I wish more people saw that.
im not against players doing what they need to do to win. what i am against is players telling others how they should or shouldnt play the game. i think its unfair swf teams get advantages soloq just cant have but i play around it, i make soloq work for me even with tunneling. same goes for when im killer, i dont tell these SWF teams stop using comms because its not fair, i simply accept it and play to it via tunneling.
you saying need SWF is needed to counter tunneling which is flat out wrong. im countering it in my solo matches with minimal issues so SWF is not needed at all, it depends on playstyle.
rewarding low skill tactics? so 2 survivors are top loopers and keep the killer busy all match while 2 survivors crank out gens….pretty sure the gen workers are showing no skill at all yet they get rewarded with an escape because other people looped the killer so well. this has always been the case. are these survivors less entitled to win because they showed no skill?
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4021798#Comment_4021798
Not one of these things has been removed except literal face-campimg. But you can still camp from a little ways back and force a second stage.
i think the point they are making is all of these are all things survivors often complain about. hypothetically, if all these "problem areas" were addressed so survivors had nothing to complain about, what tactics or strategy options would the killer have? i can see the point here.
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@CrypticGirl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4021976#Comment_4021976
Looping is in no way comparable to tunneling, and simply cannot be avoided the way tunneling can.
If you wanted to offer suggestions of "using our own logic," you could say, "try winning without exhaustion perks or second-chance perks," etc.
Which I do. Meaning, I don't run exhaustion perks or second-chance perks, or Windows of Opportunity. And I win some and I lose some. That's how the game should be.
if that works for you great, if tunneling isnt an issue for you then cant fault it. you found your play style that works and you can enjoy. i have found mine too. However…. looping can be avoided. i have won many matches not making a single loop. this is done by being stealthy, dont need to loop if i dont get into chase. its also done by losing line of sight when in chase, timing, using the map to your advantage. especially now with the pallet density increased people can just drop pallets and run to the next one and do this most of the match while gens are being done….no loops needed.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4021976#Comment_4021976
Because the game is asymmetrical. What works for one side isn't a solution for the other, there is no direct equivalence on the Survivor side for tunneling. You are bringing it up as a deflection of the topic at hand, and it is exceedingly obvious.
It seems to me, considering your blatant refusal to consider anything except your own narrative, and the constant deflection when you are challenged, that you simply want to complain.
using the asymmetrical aspect to avoid your logic being applied to you is a cop out. looping is a highly effective tactic that has been in the game from day 1. can it be countered? yes, some killers counter it better than others.
tunneling is highly effective and been around since day1…its not a new thing. can it be counterd? yes, some tactics and strats counter it better than others. they are very comparable you just refuse to admit it because it would mean admitting that telling one side what they can or cant do means the other side can do the same to you and thats just unacceptable.
i think its pretty clear from recent ptb that tunneling is here to stay like or not. the one shot they had at preventing it was cancelled. people are already saying the next ptb wont stop tunneling and it wont. so survivors have a choice, accept it and learn to counter it or cry about it and have a bad time. as survivor i made my choice and having a great time in matches.
i have fun as survivor and killer, how? by playing my way not by the rulebook my opponent gives me. like it or not it works both ways, you tell me how to play i tell you how to play. or we play our own way.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4021969#Comment_4021969
The simplest solution is most often correct. You simply aren't actually getting Seal Team Six SWFs. Unless you are playing with Crossplay Off at degenerate hours (1-4 AM) and/or play in an underpopulated region, the math doesn't add up.
Because I suspect it is letting you compete, but it is also covering up other areas of gameplay that could be improved. You aren't getting multiple Seal Team Six SWFs a night; you shouldn't need to be hard tunneling in 90% of your games. Like I said, the math doesn't add up. Either you are exaggerating or you simply aren't as good as you think.
I am trying to help you out. I understand that nobody wants to be told to lose and figure it out, but deflecting and pushing whataboutisms isn't going to help you.
fair enough and i say the same to any survivor that offers to help me out by suggesting i change something that works…. try winning your matches without looping, i say this to help them out, so they can learn more than just 1 way to play, so they can learn to counter tunneling. its not deflecting its using your own logic. And once again, you bypass that flaw in your own logic by claiming "whataboutism" without actually addressing it.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4021952#Comment_4021952
Once again, I've had the same thing. I've even played against competitive teams in scrims with stealth Killers.
Nobody gets seal team 6 SWF's all the time.
I would suggest not tunneling and identifying the areas of your gameplay that are holding you back. Can't blame everything on SWF.
not all the time but a huge proportion of the time i do get seal teams. why or how? could be MMR messing up, could be the time i play and the survivor pool is small, could be many reasons….fact remains my experience as killer is frequent high performing SWF teams.
while you suggest not tunneling and identify areas of my gameplay thats holding me back….that says "dont use a tactic that works and provides balanced gameplay in your matches, instead play a different way".
would it work if i said the same thing? for the people that find looping works or using comms works or using sprint burst works and provides a balanced gameplay in their matches. i say "i would suggest not using these tactics or perks and identify areas of your gameplay thats holding you back". Try winning as survivor without using X perk or using X tactic like looping is the same as saying try winning your killer matches without using this tactic (tunneling)
as survivor and killer there are many perks, tactics and playstyles that people can choose to help them. you cant simply say dont do this, do this instead and not expect others to do the same to you.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4021937#Comment_4021937
Okay? So did I.
Never had any problems when I wasn't tunneling. It was more difficult, certainly didnt lose 90% of the time.
not sure what matches you had but like i said, my tunneling and SWF popping gens fast results in a close well balanced match which is the ideal goal, so neither side gets steam rolled. which is why i dont see a problem with tunneling, it counters the SWF in comms.

