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sulaiman

sulaiman

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  • I just stopped playing for the time being. I am not ready to uninstall yet, but other games get priority now.

  • To me, 2v8 was massive fun. I play both sides equally, but normal dbd just isnt fun anymore. In 4v1 you get tunneled out as a survivor, while as killer you either stomp the team, or get stomped in return.

    2v8 was strange in that regards, because i usually would win both as killer and as survivor. My survivor games mostly had 4+ people escape, while my killer game usually had 4+ kills.

    Also, as survior i almost always maxed out in 3 bp point segments, and as killer you were always close to the 40k.

  • I was surprised that freddy was my most deadly killer with a 84% kill rate, far over my main Dredge at 65%.

    Escape rate were as i expected, about 46%

  • @Atom7k said:

    https://forums.bhvr.com/dead-by-daylight/discussion/443776/how-would-you-change-the-dredge

    I honestly wasn't even aware dredge needs that much help.

    As a dredge main, I win most of the matches I play.
    He is not an S Tier killer thats for sure and I get that it is very hard to play against very good survivors but I would be carefull to not overbuff him.
    Because the consequence of an overbuff in the history of dbd lead to the killer being nerfed to a weaker state then before the buff.

    Dredge has the highest mobility (depending of lockers of course) among all killers. His ability to traverse the entire map including different levels in seconds is unparalled even the Ghoul cannot do it this quick.
    However using his remnant effective can be tricky and the most effective thing against dredge is holding W which will cause long chases with good survivors.

    In my opinion the best usage of its power is to surprise survivors, catching them offguard and try to chase them to an edge map loop (corner map tile is best). That way you can place down your remnant without the survivor being able to hold W and then it becomes a 50/50. With every second you see the survivor and hold the remnant the chances get higher you get the hit.

    On the other hand survivor being able to destroy the remnant for free has always annoyed me.

    In summary I think dredge is decent but maybe you could tweak some numbers. For example breaking a lock from insde the locker happens twice as fast during nightfall

    Well, i main dredge also and i am surprised you dont have issues with him. Its not uncommon on some maps that half the map does not have any lockers, and the rest ist cluttered on the other half. Basicly, you can see when first using your power if you have a shot at that match or not. And its just bad to lose to rng, so i see there is a need of fixing.

  • Played killer once, waited 15+ minutes to get into a match, and had 2 hacking survivors ruining the match. Really liked 2v8 before, but not wasting my time with that.

  • I dont understand the complain. That is what killers train survivors to do, isnt it? If i am in that situation, i keep doing gens, i get found, i get hooked or slugged, and the other guy escapes.

    the ones that learn from that are the one that dont go on a gen and thus are not found.

    And yes, i have read from soo many killers they let the one on a gen go and hunt the other guy, but my experience tells a different story.

  • After playing a few regular survivor matches with a 100% tunneling rate, i miss the 2v8 too and just stopped playing.

  • I think the mode is survivor sided, if player work on gens consequently. But i lost very few matches as killer, because a lot of players don´t.

    So i am in the position to have won most matches i played as killer and yet also most matches as survivor.

    In the end, it depends on how well surviors and killers coordinate instead of just doing their own thing. For a limited time fun mode, thats ok for me.

  • @Crowman said:

    Honestly if the idea that you can't force people to play out a match and that's why we can't do anything about hook suicides, then the pre-game lobby should show SWF groups so players can decide before the match begins if they want to play it out.

    I agree. Also, the survivors should see the tunneling/camping quota of the killer for the same reason.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3676513#Comment_3676513

    I think that statement is a little misleading, as this game is an asym. Of course the killers perks are stronger than survivor perks on a 1 to 1 ratio, because the killer has 4 perks vs. survivors 16 but this game isn't objectively quantifiable on a 1 to 1 ratio.

    The only way of even attempting to compare these perks is weighing up time saved completing gens vs. time bought preventing completing gens. E.g.

    • Pain Res for example returns the killer 25s of gen progress instantly, 4 times, which is an overall 100s of gen progress returned at max value (plus regression), but let's assume you get max gen hits and survivors are there to immediately the stop regression with 4.5s repair.
    • Deja Vu saves a total 5.4s per 90 gen charges per survivor. If we say all 4 survivors take it, lets say on average they have to complete 150 charges to account for interrupt and regression, which Deja Vu saves 8.5s per gen. Across 5 generators that's (8.5s × 5gens) or 42.5s. Seems a lot worse, but of course, it's value gets lower when the survivors do better, I.e. loop longer and no additional regression. There is also the issue that these bonus can be applied at the same time on different gens, which makes the true value much harder to quantify.
    • Compare instead vs. Lithe, Lithe is a 1 to 1 chase, like the 1 instance of Pain res firing off, so a better metric. Lithe should at least be able by raw numbers to extend your distance from the killer by (1.4m/s × 3s) 4.2m in a straight line, but the killer has to traverse to get around the obstacle. Lets guesstimate if played well at a decent tile it takes the killer 2 seconds to clear the obstacle and start chasing you. At 6m/s for 2s, that's 12m + the last second of Lithe vs. the killers speed (1.4m/s ÷ 1s) or 1.4m. So 13.4m distance before the killer even starts to catch up. 0.6 m/s difference over 13.4m is (13.4m ÷ 0.6 m/s) = 22.33s.... oh dear... If every survivor takes Lithe, that actually makes each 25s instance of Pain Res inferior as the survivor even gets the 165% boost from taking 1 hit and the chase keeps going.... all of this potentially while 3 survivors are working on gens... thats 3 times the time value for this survivor on every second they save.

    Clearly there is an issue in trying to objectively measure perks this way, and we're simply not comparing oranges and oranges here. So the statement "Killer perks are better than survivor perks" isn't really demonstrably true in any kind of objective measure.

    Just out of intrest, how would you weight something like ultimate weapon, which helps you find survivors faster, interrupt them (which can be important sometimes, like cleansing a hex totem), and give blindness. therefore denying common information perks like windows of opportunity?

  • Well, it would be way better to show how many unhooks and gens they did in the last 10 matches, how often they died on first hook and how often they escaped through the hatch. If this info is given, then you can take the perks into context.

  • If one survivor dcs early, it doesnt matter how you play, the match is over. Just kill us and let us get a new match.

    While you switch your playstyle, if the team would threaten to beat you, you could always switch back to normal, and the outcome is determined. Why waste that time?

    Same actually with tunneling, if the killer hard tunnels out the first guy (and i had killers i bodyblocked in a doorway that hit me once and then followed the tunnel target) the match is over, just stop pretending it make sense to keep playing.

  • @SwampDaddeh said:

    Nothing is more irritating than unhooking a survivor and watching them run to the opposite side of the map without stopping while you trail them waiting for them to stop so you can heal or be healed.

    My god in heaven, people. Stop being stupid. Do you hear a heartbeat? NO! Then sit there and heal or be healed.

    So irritating and usually ends up with the killer finding you faster than if you hadn't moved from the hook at at all.

    You are aware that the killer returned to the hook already twice after an unhook, and he is not in a chase at the moment. You see the pattern? No, i wont stay at the hook, because you start running before me anyway so you dont have to take that protection hit.

    I know, because it happened oh so many times.

  • To me, as solo player the games seems too set against me for my taste. The thrill for me always came from the thrill of avoiding the killer (while doing the objectives, i just prefered stealth to chases) and the chance to escape. Stealth is so heavily nerfed it doesnt matter anymore, and the chances to escape are so slim that i really dont want to load up the game as survivor anymore.

    Killer on the other hand has become so easy that even i as an average killer get way more 4ks than losses, and most matches are chilled, too, because you mostly have the upper hand. Problem is, you either get teams above your skill. where you cant keep up, or you get teams that are so easy it gets boring.

  • I always thought it is red. But then, i am colorblind.

  • Claudette, and the Hag.

  • @botwhisperer1 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3662888#Comment_3662888

    This is sooo true it's practically a meme.

    P100 actually means disconnecting 100% of the time.

    For me I don't dodge the lobbies because the p100s always swap to the 100 character two seconds before the match starts. If they go down first it's insta dc before they even reach the hook sometimes. Or if they discover that their 3 man flashlight squad doesn't work against my lightborn, they dc cause, unfair waste of thier time apparently.

    About lack of skill, they tend to have some skill. They've played enough matches to earn 120 million bps to prestige that high, they've picked up some game knowledge. That's why I think they dc at first down.

    "I'm p100 I don't need this, I earned the right to win".

    And if they don't dc, they are some of the most aggressively toxic players. Like not just tea bagging to be toxic, but actively going out-of thier way to make it clear they want you to have a bad time toxic behaviour.

    To be fair, if i hook suicide with my p100, then its usually because "why the heck is this one guy in the basement walking in circles? Why is the second one hidding behind a bush on the other side of the map while the killer is here with me? Why had noone touched a single gen in the 2-3 minutes i run the killer?" P100 gives you enough game experience to tell you where that match is going, even if the killer cant see it yet.


  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3662096#Comment_3662096

    Firstly, that doesn’t mean the killer already won.

    Secondly, if one survivor is already out with 5 gens still up then those survivors probably need their mmr lowered because that isn’t happening unless they are significantly outclassed in skill.

    I think your secondly is wrong, because if they are that highly outclassed, they should not have been matched with the killer in the first place, but that happens because mmr is neglegted for better matching times. So what should lowering mmr do, because the survivors will get matched like that again anyway.

    But when you think that the killer hasnt already won in a 3v1 match with still 5 gens to do, i dont think we will find common ground on this.

    Edit: Just out of interest, how often do you see matches where 3 survivors escape after the first died with no gen finished?

  • @Blueberry said:

    I mean the killer doesn’t want the last survivor to get a free pity escape for no reason when he won and that last survivor wants his chance at the free pity escape.

    They both equally could choose to end the match earlier if they wanted so I don’t see why it’s more focused negatively towards the killer when they are both at fault.

    At least the killer has the stance that he’s basically won the game since they’re at that point to begin with meaning they’re doing it because they feel like they’ve earned the 4K. While the survivor hasn’t earned it since they’ve essentially lost, it’s a pity win for them. I’d be more likely to blame the last survivor hiding and waiting for the hatch than I would the killer.

    If the end game was less of a “I won but I’m still forced to play a 50/50 of whether I get the 4K I earned” you’d see less killers slug like that. This is why I don’t mind getting slugged in this scenario, the killer doing it makes sense. Imagine if we 4 escaped as survivors with the killer getting zero hooks but right as the last survivor is running out he’s forced to flip a coin of whether he dies and the killer gets a free kill just..because. That sounds silly right? That’s what hatch is.

    So, if the killer tunnels out the first survivor at 5 gens, the killer already won. Why not let the match just end with that first kill then?

  • To me, the game just isnt a horror game anymore. The horror for me came from playing it as a hide-and-seek game, where it was thrilling if you can hide from the killer or lose him in a chase.

    However, with the number of information perks and reworked map design, thats less viable than ever, so the game devolves into mainly the chase, and that is - at least to me - not horror, its far more technical and emotional steril than hidding used to be. In my opinion you could change the chase sound to the benny-hill-theme, it wouldnt change too much.

    But since the game resolves more around chases and less around horror, it should feel more fair, in my opinion. the horror does not come from the fact the odds are against you form the beginning, thats where boredom comes from.

  • The fact that the 4% chance of escaping a hook is a thing to complain about as killer tells you everything you need to know about the state of the game.

  • Ok, i wasnt aware survivors can do that, where can i change the controls so the skill-check button is different from the drop pallet button? I had enough matches where you get a skillcheck coming, finish the heal and drop the pallet instead.

  • I just play mostly other games for the time being, if i play a round of dbd, i play as killer, but it gets boring too fast.

  • Mine too. I agree that changes were needed, i used to keep stats and i survived about 75% of all my matches, and that was too high.

    But now i mostly lose, with teammates not doing anything worthwhile, so i stopped playing survivor and played killer for some time. But now the game gets stall because i am either outmatched or outmatch the survivors, so i stopped playing.

    I am not yet at the point where i can let go of this game, thats why i still read the forums, but i hope i can get out soon.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650684#Comment_3650684

    Ok then, so you believe that skull merchant is the best killer in the game, and nurse is one of the worst? And that is accurate?

    Where do you get that from? The stats talk about kill rate, and presumably accuratly.

    There is not even a metric about good or bad killer, that is just an interpretation of the kill rate done by you.

    First, define what a good or bad killer is, and then lets see how the kill rate relate to that, and then we can discuss if the data represents that accuratly.

  • The question is, what do you mean by balanced? Survivors escape 39 out of 100 games on avarage, so they are losing the majority of their matches. I would argue for a balanced match you would win as much as you lose.

  • The problem with this game is not the kill/escape rate, its the binary outcome of the matches.

    In most matches, either the killer is played hard by survivors, and all escape (maybe one save-face kill), or the killer gets a 4k.

    While you can easily set matches then to get any kill/escape ratio you want, the matches itself are a problem, because they are unbalanced and boring.

  • To me, the closer the match is, the more fun i do have.

    It doenst even have to do with winning, but with having played the match.

    Best matches, therefore, is when all survivors reach endgame (like last gen), everyone is hooked twice before the first one dies, and gens get or better even are done. IT doesnt matter then if the match ended in a 4k, or a 4 escape, at least if i play survivor.

    . While i had matches where all 4 survivors were alive when the last gen popped and i still got a 4k as killer, the stress level on killer is way higher. And i think thats because, as survivor, this last part is pure thrill, you have the escape close to you, and its on you and your teamamtes, and hope is your motivation.

    As killer, however, it doesnt feel like endgame, it feels like losing. you are not hopefull to still get a 4k, you are desperate to get that one save-face kill. And so, even if you get the kills, the feeling of winning is still overshadowed by the bad endgame feeling as killer.

  • Actually, if the killer is that much outplayed in solo queue, i started to give them pitty hooks. If i get killed then, ok, but if the other survivors come in and we just hookswap for a moment, the killer get some points too. Its the survivors equivalent for giving hatch, but unlike the killer giving hatch, survivors do take a mmr hit with this, and thats why i do it only to players who were clearly outmatched and still tried to play "fair". (also note that a lot of experienced players i offered that to just downed me and carried me to the exit. saw very few survivors ever not take the hatch).

  • @ChuckingWong said:

    Probably because you are camping in the first place. The only reason for the person to use their endurance to combat your toxic playstyle.

    Just a guess though

    While i agree, it doesnt have to be true. I had so many matches where i go away to the other side of the map (due to bbq for example), go into a chase with another survivor and that survivor runs me straight to the hook. That is in no way camping, but the hook is also no safe space for survivors.

  • I dont agree, hatch is needed in the state of the game. However, i think the hatch should be closed after appearing, and a) should be opened with a key or b) opened without a key, with time depending how much time you spend on gens/chases/rescuing and healing others.

    Otherwise, just show the end screen the second the killer tunneled out the first guy in an all-solo-match with one or two gens done, because as you said, the outcome is cemented. Just let the entity sacrifice the survivors, without satisfying some killers need for self-importance.

  • I mostly agree. I had matches where the killer - dispite my and one other survivors efforts to distract/bodyblock him, tunneled one guy out, but still we had 3 gens done, and the forth popped when the 2. survivor was in a chase. Just one gen to go, and on different sides of the map, too. should have been easy, but the second survivor just hooksuizided a match that could have been won. After that, the killer slugged on of us and looked for the other one, getting a 4k.

    The problem here is matchmaking, in my opinion. Its just not enough to categorize into escape and kill stats, you need to keep things like working on gens, rescuing and healing as well as the time you keep the killer occuppied (either in a chase or avoiding him while he searches for you around that 90% completed gen) into account. But thats a lot of metrics to consider, and not so simply done like kill/escape.

  • But the game doesnt and shouldnt evolve around the chase exclusivly. So what good is a survivor that takes on a chase and goes down in 20 seconds (because all pallets are depleted for example) instead of hidding and have the killer search for him?

  • @Brimp said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3644333#Comment_3644333

    Thats not the point of the post. Its the lack of macro (in this situation just having free stealth) from the survivors that end up leading to situations where the killer tunnels or camps. Same could be said for people who exhaustion to main buildings or just going to some super safe part of the map.

    Thats just the same wrong conclusion like saying killer only camp because they need to in order to 4k, because that means the killer would only stop camping when he gets a 4k without it.

    This is the same logic. The survivors you cant find are at fault that you camp or tunnel, because they dont give themself up easily.

    The truth is, the killer is the only one who decides if he tunnels or camps. You could go out searching the survivors without your perk.

    You could patrol those gens instead of proxycamping. You decide not to, but that is not on the survivors, its your decision.

  • @WolfyWood said:

    Grain of salt but I'm noticing much higher quality of games lately.

    Played eight solo-queue games today. Escaped six, died in two, of those two one was a three out and the other was the only 4k of the entire day.

    Some things I noticed:

    -Very rare to get totem cleansers, spam healers, and locker fanatics. Gen efficiency has gone way up, and games don't feel lost by the first hook or death.

    -Perk loadouts of teammates are actually decent. No more boons or chest builds.

    -Playing altruistically is rewarded with selfless teammates making smart trades a lot more.

    -Killers feel fairly consistent in skill-level instead of being way above or way below skill-wise. Knowing what to expect when I load in has made it a lot easier to be consistent.

    I'd personally say the MMR change was a success. Curious as to how others feel.

    what servers do you play on? Here in europe, i got russian players almost every game, and they dont like to play in a team. Instead, today every killer was just tunneling at 5 gens. Doesnt feel decent in any way.

  • @Brimp said:

    MMR is. You try to play the game normally as killer and more often then not by the time you get first hook 3 gens are done leading you to tunneling on the next match.

    Why the next match? You could tunnel right then, because you just got your first hook. Its not that you choose to not tunnel that match, you just failed. Next match might just be the same. Sure, if you then get your first hook at no gens done and you tunnel, there is no reason you wouldnt have done it in the other match if you had got that first hook earlier.

    I for one think of taking off a month from playing survivor. Maybe i keep playing as killer. If enough players think like me, it might send a message.

  • My thought on the problems dbd faces:

    I think the biggest problem is matchmaking, and it is intentionally (for whatever reason).

    The devs said, the mmr algorithym can very accuratly predict the outcome of a match.

    the most balanced outcome of a match, in my opionion, would be a draw, a 2 kill and 2 escape scenario.

    However, most matches i get are very one sided, either the killer steamrolling the team, or the team leaving without the killer having much of a chance.

    Those binary outcomes are much easier to predict, anyway, and since the mostly used metric for the game health and balance by the devs is kill/escape average, the devs can argue with those.

    But that these come from matches that are mostly stale and unfun is found in no statistic.

  • @The_Krapper said:

    Because healing in general is a waste of time it's better to just sit on gens with adrenaline in your back pocket, if you've just popped a gen with someone and they want the points I'll let them heal but what's the real point in healing ? If you're good in chase you don't need to and if you're an easy two tap then what's the point if it just wastes a few more seconds compared to healing taking longer than you would get chased anyway? Either way healing really is just a waste to me unless it's a endgame situation and someone needs to be healthy for an unhook.

    @bjorksnas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3632138#Comment_3632138

    Its not better but often new players over use it in that way and their lack of progress in matches brings the team down with them which is why people call it a killer perk. A big learning curve of the perk is knowing when to use it. Since It can be used in a smart way but based on its current effect bringing a medkit or an alternative healing perk is just better more often than not both time wise and less learning curve wise / room to become dependent

    @Yatol said:

    The time you waste on healing yourself could be used to finish a generator.

    Self care is only good for finishing a healing thats almost done.

    You dont seem to understand. Those people dont use self care at all, they just hide in the corner when injured. Yes, it would be better if they were on gens, but they are not. Healing might be a waste of time, but itsnt it still better than just hidding? Because these people do not what you want them to do, they just hide.


    @MrDrMedicman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/403179/why-is-self-care-a-bad-perk-again

    Bond will get you faster, safer heals, with the added benefit of information on where your team is exactly

    No, it doesnt, at least at my server. A lot of survivors refuse to heal you, because a) they consider healing (others) a waste of time, and/or b) if the killer comes to your gen and one survivor is healthy and one is injured, most go for the injured one.

    Thats why bond doesnt help at all.

  • @Aven_Fallen said:

    Self-Care was not really good for a few years. At some point you realize that it is more beneficial to just stay injured or bring a Medkit. But at the very least, 6.1.0 killed Self-Care. Without any need, I might want to add, it is just one of those Perks which got nerfed to nerf them so that the Devs can say they change something about the game. And unlike other things, it did not get the nerf reverted, but it will not happen.

    Furthermore, you have Mangled in basically every game now. If Killers can apply it with an Add On, they will use it. If they use M1, they will use Sloppy Butcher. Mangled is insanely strong right now and the easiest to apply Slowdown, since you get value from it by just hitting a Survivor (most of the time).

    And if you think about Mangled and then how slow Self-Care is on its own already, it takes super-long to heal. Botany Knowledge can help with that, but even then, it is still long due to Mangled and you are using 2 Perk Slots for this. Add to this that some Mangled-instances are also combined with Hemorrhage (e.g. Sloppy Butcher, which is the most popular way to inflict Mangled), you might waste even more time if you get interrupted while healing yourself, because the progress is removed very quickly.

    So, yeah... It is obviously not better to hide in the corner when injured. Which I almost never see to be honest. But bringing Self-Care is not good either, it wastes so much time. And especially if you are the one Survivor being chased with Adrenaline, there is nothing more annoying to see the healing symbol in the UI on that one injured Survivor and you see it for a minute or so, because that guy decides to heal against Sloppy Butcher instead of doing 2/3rd of a Gen in this time...

    I see it only recently, the past 2-3 weeks actually, but then from multiple survivors.

  • @bjorksnas said:

    it used to not be a killer perk due to speed but because of the playstyle it created, 50% heal speed meant you still got the same time efficiency as if healing someone else or being healed (32s) but people used to overly heal with it, you don't need to be healthy 24/7 and it generally starts to eat into gen time that can make or break matches especially if its just a bad teammate who gets hit over and over only to heal each time

    now imagine that but ~48s heals, throw mangled into the mid and you got a party

    it was basically a noob trap and still kinda is

    But why is it better to just hide in a corner and stay away from gens and the killer instead? It doesnt progress the game at all.

  • I dont think so. in my experience, there are not enough hooks around the gate to hook everyone if they just run to the gate.

  • The thing in my opinion is, you are blaming the wrong end of the equation.

    You seem to think if your teammates would not waste time breaking totems, they would do somehting productive like gens.

    But you are wrong. They would then open chests, or hide because they hear a heartbeat, or just bring a boon to bless the same two totems over and over again (seen it happen).

    You cant force people to play in a team by removing their option what they can do, or in any other way.

  • Well, when i give up then usually because its already lost, most likly because you and others are hidding the entire time i was in a chase on the other side of the map, and noone has touched a gen yet, even we are 3 minutes into the match. Usually, it doesnt go up from there.

  • Why are you suprised at all? I just played a game with a c-tier-killer and got a sweaty swf. (yes, you cant tell they are an swf, even if they all took a hook offering, and run saboteuer, and 2 had a flashlight. They could still have been solos)

    After that, i dont play at all for now, but next match that i play i wont take a c-killer again.

  • @luvcraft said:

    Great discussion!

    At this point I'm honestly liking the suggestion of getting rid of hook suicide completely. This would mean getting rid of struggle, but really, with a 4% chance of unhooking yourself, struggle is really only good for suicide (and arm flapping, but maybe something like that could be left in even if struggle is removed). Obviously, Deliverance would still work the same as it does now (it could even be simplified to "instantly fills your camp meter" when it activates).

    If hook suicide were not an option, then I honestly don't think I'd ever consider intentionally DCing instead, and I would be encouraged to play normally and finish out the match.

    Interesting, i would think some people would just go afk and do somehting else till they dead.

  • @[Deleted User] said:

    Are you playing on PC? Change your name to 4 Stun Challenge and some Killers might let you do it.

    For perks I'd run:

    Quick & Quiet + Head-on and Blast Mine. Both of these perks allow for some easy stuns. It's what worked for me.

    If you're attempting this thru 4 pallet stuns then yeah it's unlikely against any Killers that aren't new to the game.

    For me it was Head-On (got 2 stuns), blast mine (one stun) and decisive strike (last stun). No need to suicide just because it doesnt happen in the first chase...

  • @Deathstroke said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3614768#Comment_3614768

    In end killer gets 8 hooks but 0 kills and if other survivors did something they should at least get 4 almost 5 gens done but still die.

    Yes, but the issue is calling that killer op because he got 8 hooks.

  • @Deathstroke said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3614296#Comment_3614296

    He got 3 gens done alone that would equal 8 hooks on killer without kill pretry much.

    Yeah, he did it alone while his team took the chases and the hooks. Its not really hard to be on a gen while others occupy the killer.

    But you cannot simply transfer that to other survivors, because they didnt have the freedom to do that. In the end, the team result is what matters, not who did how much about it.

  • I dont see a problem with 2 gens poping when i get my first down, because usually, there are 3 gens left to be done. And in a lot of my matches, they dont get done. The first down takes that long because the survivor has a lot of ressources at hand, but they are mostly one-time use and then gone. Thus, the next chase is not only shorter, also only one guy can be on a gen because one has to unhook (because if you dont, soon will be 2 surviors on hooks).

    I know that it feels very pressured if 2 gens pop that fast, but thats why they need to do 5.

  • So, you think that in matches that end with you losing you are op?

    I am pretty sure very few players would consider a killer op just because he is constantly in chases and damaging gens, despite not getting a down or a hook. Because chase time is not a metric anyone uses.

    But thats basicly what you are doing, you just choose a metric that noone else uses to measure your "effectiveness" and ignore the actual outcome of the match.

    IF thats ok for you, yeah, then feel op, but dont think that many people will share your view.

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