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sulaiman

sulaiman

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  • */ getting into Character */

    we cant meet, because we are all one anyway, together with every survivor that became part of us due to our moris.

  • I am 50/50 killer/solo survivor. I main dredge, and in the last 6 Month i encountered 2 when playing survivor. So i would think dredge is pretty rare, together with freddy and hag.

  • @SAF3TYRA1LS said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540032#Comment_3540032

    But to killswitch such a used surv tool?? And isn’t it faster to fix smthng when they shut the servs anyways?

    but what is the difference? IF they killswitch servers, you wont be able to play. But you have the choice of not playing now as long as flashlights are killswitched. So there is no difference for you, but others might still choose to play, because they dont use flashlights that much.

  • @Xenolover88 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3538741#Comment_3538741

    I know. But how is it possible that the game gives me a match that I can't win because the skill difference is way to big

    Easy, because the game also gives you matches where the survivors cant competete with you, and a 4escape and a 4k is a 2k 2e on average.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3539902#Comment_3539902

    haddies residual manifest perk gives free flashlight when opening a chest.

    And the patch notes say its killswitched together with fashlights, so your point is?

  • Good choice. To be fair, while i had seen the exploit being used several times (against me as killer and by a teammate as survivor), i like to mention that usually the exploiters teammates weren´t happy with that, and helped reporting or sometimes killing the exploit user. Even though the community is often toxic, there seems to be less tolerance with exploit users.

  • @caipt said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3535505#Comment_3535505

    The difference between haste stacking and regression stacking is that, at least in this meta, regression is earned through skilled plays. pain res and pgtw both need hooks and are the strongest regression perks in the game. Hell even eruption needs a down, not that the reward is proportionate. If you actually needed to earn haste stacking by being skilled it would be a different story. The only combo that has any semblance of skill involved is mft hope, where the survivor does need to earn hope. However just by also equipping mft you are unkillable in endgame. You dont need to earn mft, its active throughout the match too. Its a disproportionate reward compared to the effort and skill required.

    Thats just mft hope, all the other haste stacks are braindead. all you need to do it consistently is a buddy with ftp, and for absolutely 0 skill you can permanently move at 112%. Off two perks for 1 heal. And for bonus points if you were injured when you healed your buddy then you just cant be caught. Not to mention for the low low price of 14 seconds of your time you can add an extra 2% into the mix. Its garbage on its own but it allows you to move faster than the killer permanently within range, not that you were getting downed to begin with. Then if one of you has hope you get to move an entire 9% faster than the killer.

    Comparing stacking slowdown to stacking haste is a false equivalency. for those 20/30 seconds, i need a hook meaning I had to outplay the survivor and be skilled. Theres a hard limit to how much a pgtw or a pain res can be used too, and they can be avoided by being better than the killer. MFT and haste stacking overall are not skilled or earned, have no counterplay, and its just blatantly not fair to permanently move faster than the killer. Im not gonna argue dark theory is broken, but being able to stack it with mft for a permanent 5% boost isnt fair in any way

    I can think of 4 haste perks for killer, machine learning, pwyf, devour hope, and noed. Machine learning has a powerful effect but you need to be losing the game for it to help you, and its not strong enough to clutch. PWYF requires you to build tokens off of a survivor, and you lose them when you swing regardless of if you hit. Devour hope barely even counts and requires a hook. Noed is the only killer haste perk thats strong, and its 4%, a hex, and only works in endgame. MFT is 3% and works all game, for free. Thats not to say noed is bad or shouldnt be a hex or should have its speed buffed or anything like that, its just for comparison. Every single killer speed perk has some activation requirement thats tedious to get or can be completely removed before it does anything. Should they be able to stack? if I'm being fair then no they shouldn't no haste should stack, not that its an issue atm but I digress.

    PWYF needs you to find the obsession, leave chase with them, and then you lose the token on a swing for 5%. In practice you will have 1-2 tokens every few chases and lose them getting the down. Its effectively limited because thats how it needs to be to be balanced. A survivor can equip two perks and permanently move 5% faster in a decently large area. They dont need to run around and find the killer and leave chase for a token and then lose it when they get hit, they just have it. A permanent 33% chase extender in an area. That is all it takes.

    Removing haste stacking would let bhvr be more free in their perk design as well. Exhaustion timers used to stack, but now they take the largest number. and because of that bhvr can make more exhaustion counters, not that they're any good. The same applies. Theres a reason power of two has a 140 second cooldown +2 more limitations. because if it didnt, then the game would break. that'd still be true if haste stacking were gone and it had no cooldown, but at least then they could adjust it more freely to be a strong perk that isnt bottlenecked by haste stacking. haste stacking was never balanced, mft just brought it to the forefront. at least before you needed to hang around a survivor the whole game so if either of you were chased then it was 2 off gens.

    Since you brought up noed, what skilled play has the killer to do to get that effect, since you demand strong effects should be earned?

  • The thing is, there are good games, but not all of them are.

    A lot of time, gg in dbd means "i won, you didn´t".

    I personaly think a game is a gg if it was a close call (like 8+x hooks, all gens done) with noone excluded early (via tunneling/camping). I enjoy those matches, no matter if i win or lose, and they are gg for me.

    However, a lot of times killers only give a gg after tunneling out the first 2 guys, which in my opinion, while a legit stategy, never leads to a gg.

    Survivors, on the other hand, mostly give a gg if they escape, in cases of swf only if they all escaped.

    Thus, gg in dbd has lost its meaning.

    I see a lot of people in this forum claim that they are not responsible for the fun of other players. While true, those disregard of others has nothing to do with good sportmanship (where you usually value your opponent/trainingspartner). IF those people use gg, its not even good manners, but comes over as a taunting.

  • Same here. Had a match were one hook counted, but couldnt get progress before or later.

  • After reading this thread: a lot of people should learn about percentages and what they mean before talking about it.

    A lot of this things are just wrong, because in their head the numbers seem to allign somehow, but its still wrong.

  • Well, i never dced for that reason, but i can understand that. There are so many campers/tunnelers that you have to expect to face the game with only 3 survivors pretty soon. So you might need your toolbox to keep up.

    The thing is, nowadays you can see pretty early how the game will turn out, because most matches are a stomp for one side anyway. You go down and noone has touched a gen yet even though you were in a chase for over one minute? Yeah, you can tell you wont win that match. So the most of the time, you just get out of the match and try to find a better one.

  • @Biscuits said:

    I think Otz proposed change is the best solution for camping. If a killer is within 24 meters of a hooked survivor his power is disabled over 10 seconds and replenishes over 10 seconds of being outside the 24 meters.

    I hope this is only if no other survivor is near. I see so many survivors that are in chase and run straight to the hook, or just run around the fresh hook. They shoulndt be rewarded for that.

  • My experience as well, its survivor bonus during the day (but i play killer then, because you get more casual players), and switches to killer (mabe because it is swf time then).

    I play both sides, but more killer for some time now, becaues killer has become increasingly better while solo survivor just isnt fun in a tunneling and camping meta.

  • I used them for the same reason you do, and because i couldnt even see the aura of gens or hooks on green maps.

    However, when they invented their own color filter, they also made those auras brighter by default, and i can see them better on some maps.

    The problem is, i had to change the color filters depending on the map, because Red forest need other filters than Coldwind which again needs other than Ormond. But that meant spending around 30+ seconds to adjust the filters depending on the map, which puts you at a huge disadvantage as killer. I just came to the conclusion that i am not be able to see those things on some maps, and simply refuse to play on them.

  • @BillToLast said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3514526#Comment_3514526

    By your logic Alchemist Ring is balanced, because Blight is difficult to play and most people struggle with him.

    I dont think you have a clue how logic works.

    First, at no point i say anything about balance, so how you would to arrive that Alchemist Ring is balanced by my logic is beyond me, but i am quite certain it has nothing to do with logic.

    Also, my whole statement is about the fact that Made for this only activates at a point where the survivor is already at a disadvantage, and show why i think a lost health state is a disadvantage for many survivors, by the fact that self care is still in the top 10 of perks.

    That doesnt mean that made for this is balanced, it just means i disagree with the notion of the TO that survivors have to sacifice anything to have it work, because it is already conditional.

  • @Nos37 said:

    If killers have to sacrifice bloodlust just to get their speed boost from Rapid Brutality...

    Survivors should have to sacrifice their smaller collision box when navigating around objects to get the speed boost from Made For This. Give them a collision box the same size as the killer.

    Stronger hold W? Double down on it. Take away their loop ability. Make it a hold W perk.

    But Survivors have to sacrifice a health state already to use made for this, while hitting a survivor surly is no sacrifice to the killer, but somehting he wants to do. Meaning made for this activates when the survivor is already at a disadvantage, while Brutalitiy activates when the killer is already at the advantage.

    There is a reason why self care even in the current state is still a top 10 perk, because for a lot of survivors, having just one health state is a risk. Yes, there are high skill survivors that can handle it, but the majority of people obviously cant.

  • @thisislastyearsmodel said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3510369#Comment_3510369

    My granddad let me watch Halloween when I was 8 years old and it didn't affect me much. I know it and Alien are very different, but it's fascinating to me how different two people's reactions can be to seeing scary movies as a kid.

    Well, it all depends. I myself saw alien when i was 11 years old (and my parents werent at home), but by then i had a very firm understanding that movies are seperated from reality. i never had a bad sleep after a movie, and thus had a little more wiggle room with my parents. My younger brother, though, could not, so he wasnt allowed to watch the same things as i would at the same age.

    My parents took those differences into consideration, but all this happend only at age 10+. And in terms on how children handle this stuff, a 8 year old is years away from a 5 year old in that regard (my son turned 9 4 months ago, my daugther will turn 5 in 4 months. I have a good comparison for that at the moment ^^)

  • @Tsulan said:

    Both sides tunnel. Or would you ignore a gen thats at 90% and regressing to go for a fresh gen?

    Is that really comparable? A regressing gen can go back to zero, taking all progress with it. Survivors wont get a hookstate back, so the killer progress is permanent. For survivors its only with finished gens.

    If you want compare the unfinished gen, then you should compare it to hit and run, because a survvior can completly heal from that.

    But noone is expecting killers to do that, are they?

  • You should really get some help on that. Also, have a serious word with your parents, as i assume they had something to say about you watching that movie as a 5year old.

  • @Chordyceps said:

    I main Jeff because he looks like me. Simple as that.

    Well, i am older and heavier than Jeff, but that used to be true for me too. Thats why Jeff is my swf-main, if i play solo, i go for the invisible woman, because i like the stealth approach, even if it became a lot less viable during the last years.

  • Well, you are free to run to the killer and let him just hook you. ITs not him wasting time, its both of you together.

    But i almost never slug for a 4k, because a) i think its more thrilling to race the last survior for the hatch than just wait till the times runs out, and b) most of the time i come to the hatch first anyway.

  • Well, it would have to be balanced by something. That might either be increased gen times (unlikly, because survivors dont want to spend even more time there), another must-do objective for survivors, or faster chases (but if it helps with good survivors, average are done for).

    I personaly think second objective is the way to go here.

    Edit: Well, another way could be to introduce some benefits for hooking, like every one hooked once has a 25% reduced repair time, everyone hooked twice have a 40% reduced repair time, but for every dead survivor, action time increases again. (thus, spreading out hooks would be a good strategy, and tunneling one out would not be).

  • Yeah, happens. You play doctor, you come to a gen whats nearly done, you blast (no response) so you check the only locker, and get called a cheater for finding him.

    Also, you run bbq, and see someone enter a locker, you get over, and they are still there...still a cheater.

    However, to be fair, survivors are very consistant with that, for example:

    You see someone with bbq, go to the other side of the map, start a chase, follow them all the way back to the hook, and get called a camper.

    Killers just develop more game sense, and survivor only players just can´t understand it.

  • Well, i played my first match in late 2017 i think on a free weekend, however, the game didnt run very well on my pc, due to a weak grafics card. I upgraded that card in early 2018 and became a regular player. So i dont know if i qualify for a 2017 player.

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3506867#Comment_3506867

    It doesnt work. People who want to do everything possible to win can play "quickplay". People wants easy game to win, thats the problem.

    MMR in theory is great, if you try hard to win, you should be matched against equal try hard opponent, or at least people who are better but not try hard. Its only MMR can go all over the place somehow that match you against far better or worse opponent.

    I think that is because mmr doesnt work the way we want or would expect it to work.

    I would say, a good matchmaking would pair teams of close to equal skill against each other. The less you can predict the outcome, the better, because it depends on decisions in the match (and maybe a little rng).

    However, from what i gathered from what the devs have told us over the years, it seems to be like this:

    Their Matchmaking is very good at predicting the outcome of a match. And the goal of the devs is a certain kill/escape ratio.

    And this is easiest achived with binary matches. You know before the match, that the killer is going to steamroll the survivor, or the other way around. You use the system to determin the outcome, and then give the player his intended results to get to the desired kill rates.

    And that leads to more 4kill or 4 escape matches. (4 escapes are less comon, because the killer can still just camp a guy to death).

    In my experience, those matches got more and more the last years. As killer, i either get a 3+k (i dont slug for a 4k), or i dont get anyone at all (again, the odd one out maybe, if i try hard).

    As a solo survivor, its the same. Either i got a team that completly outmatches the killer (not that common), or most likly, you have a weak link in the team that gets out of the match first, either due to playstyle like camping, the survivor suiciding, or whatever.

    The problem is, neither the wins nor the losses are very thrilling. One is tunneled out at 5 gens, the match is done. The thrilling matches are the close one, where the killer runs around getting hits and downs, while the gens get done too, and everyone progresses in the game, not just one side.

    So basicly i belive the devs have the wrong priorities in matchmaking, because they just dont focus on matches with equaly skilled players.

  • @FreddyVoorhees said:

    It is obvious cheating . Did devs give killers something to balance this ? Or should killers be able to use external apps as well to counter this ? Its absolutely fair.

    Devs may not know if swf is using chat but nevertheless there should be something to counter this for killers. Some basekit buff that depends on how many players are grouped regardless if they use chat or not. If swf group is not using chat (very rare) they should be fine with killer buffs as nobody is stopping them to use the voice chat in the first place. I mean imagine being carried by the killer and you shout to a person on the other side of the map , the killer will obviously hear you.

    Either buffs against groups or at least disclose what external apps killers are allowed to use too.

    its balanced by making the killer stronger than solo survivors, and giving them matches against them.

    Thus, he 4ks the solos and has to swallow 3+escapes. In the end, a balanced 50% kill rate.

    Or let me put it this way. If you think killers need a buff for facing swf (which i fully agree with, btw), should they get a mallus when facing solo (again, the answer is yes). Killer right now is balanced in the middle between solo and swf, stronger than solo, weaker than swf. It can never be solves as long as you dont seperate them into different modes with different balancing.

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3505513#Comment_3505513

    I have played against survivors with and without Resilience. Spine Chill does no longer have any effect on vault speed. That was changed in patch 6.1.0 and is part of the reason few people use it anymore. I know the difference with and without the perk. A survivor is harder to hit when they use Resilience but the game doesn't deny hits that happen during the animiton, when the survivor is still on the same side of the window. And Resilience doesn't cause the animation to glitch either.

    I would overlook this, if it happened once or twice. After all, these things can happen. Maybe you aimed too low and hit the vault because of that. But when it consistently costs me hits that are nowhere near questionable (before the survivor is through the window) something is off. And you can actually see that it doesn't work right. Are you really going to tell me that the animation looks normal to you? When the survivor character model skips frames?

    The best explanation I can come up with is that the survivor character model doesn't fit the actual hitbox. The hitbox moves continuously through the window just like before and then neatly adds the extra distance. The animation on the other hand seems to be just like before until the character model reaches the point where they should get extra distance. At that point the game overcompensates and teleports the survivor forward because the animation is technically over but the character model is not yet in the same position as the hitbox.

    Thats my thought too. I think its a disconnect between hitbox and animation, and this should be fixed, but that could mean increased vault speed animation.

  • Well, here is as i see it.

    IF you change your style to camping and tunneling, you surly will get results and wins. However, you will get only more pairings against those type of players, so soon you might need to camp and tunnel, or you cant keep up.

    Alternative, you can just keep up playing like you do and take some losses. However, you then should establish a skill level where you will win roughly around 60% of your matches.

    The main question is: Do you enjoy the camping and tunneling style? As you said yourself, survivors dont. At least you will give them a good match, even if you lose. But it will also be a good match if you win.

    Tunneling and camping seldom leads to good matches, mostly they turn boring pretty early, when the first guy is rushed out. Survivors compensate by genrushing, which doesnt make it more enjoyable.

    I used to be a survior main, but i play at least 50/50, if not more killer than survivor. My experience is, that against the good swf, even tunneling and camping might not win you the match. I do it sometimes, mostly if the survivors annoy me on purpose.

    IF they dont, i usually take a loss if they are good enough. Since i win a lot of my matches anyway, the balance has to come from somewhere.

    IT comes down to: how badly do you want to win.

  • This perk is something that i as a stealth player have waited for. A lot of maps cant build up enough distance anymore to juke the killer, however, with this perk it just got easier again to lose them in a chase. Yes, you take some time to heal up again, but you safe yourself a hook, which is an important thing.

  • @BillToLast said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3505184#Comment_3505184

    Majority of killers don't play Blight or Nurse, your point?

    IF you dont have the ability to extract my point of view from my posting, i think this discussion is void. I am not a native speaker, but i dont think i can explain a complex topic in simpler words you might better understand.

  • @BillToLast said:

    Discuss.

    Otzdarva's "No Limit" showcase has demonstrated that unless the killer is playing Nurse/Blight/Spirit with their best addons, the game is extremely survivor sided.

    When you do play one of these 3 S-tier killers with most busted addons, the game is actually pretty well balanced.

    But if you don't, you are fighting an uphill battle against an enemy that already has the advantage by default.

    Conclusion 1: the game is balanced around Blight with Compound 33 and AlcRing. Therefore, these addons are perfectly fair and put the killer on an equal playing field.

    Conclusion 2: Nurse is a perfectly balanced killer and has counterplay. Anyone who complains about Nurse being OP is probably low-skill.

    Tell me, did the No Limit -showcase involved matches with 4 random solo survivors? Because that is - as far as i know - still the majority of players. Or did it envolve high level swf?

    The thing a lot of people dont understand is that swf and solo are 2 completly different experiences, and you cant balance the game around both. But instead of acting on that, the devs just try to balance killer in the middle between those 2 extremes, so i would agree that the game is swf-sided. But against average solo survivors? I dont think the game is in their favor.

  • I totaly belive that you get a high escape rate with a 3+swf against a lot of killers.

    But that doesnt mean the conclusion you draw from that is right.

    If you escape that much with swf, and we have an average kill rate over 60%, that only shows how little solo survivors escape in comparison with swf.

    And did anyone ever argue that swf is the most broken thing in the game? I doubt it.

    But still, the game is balanced in favor of the killer when going against solo players. SWF can just compensate that easily because of the enhanced information flow and coordination.

    Also, bringing balance decisions from symetrical teamgames as an argument to not balance around solo in an asymetrical game is kind of strange, since they are not comparable.

    Also, i played a few killer games this moring, and all of them were 4ks. Does that prove anything? Of course not, the numbers are way too small. And so are yours.

  • I take the free hook, simply because i use bbq and get into the next chase faster. If he keeps afk, i simply kill him, hook the rest twice, then slug them all. IF i get them all down, i let them all go, if they managed to do the gens in that time, they are out too. I think this way the match stays at least a little bit interesting, and not just let them farm.

  • Why is the Wraith not a stealth killer?

  • I notice that the last 2 days the survivor bonus is permanent, no killer bonus, while it used to change, survivor bonus during the day, killer bonus in the evening. Seems like there are too few survivors availible.

  • Well, if you happen to end in this state because the killer was tunneling out the first guy, i am totaly fine with it. He wanted to play the match in a boring way, he can have it in a boring way.

    Also, killers are incentifying this behaviour. Because i normaly still do gens in the endgame (but often wish i wouldnt, if i see the other guy is just hidding), i am the one that is caught and the other survivor is the one that escapes. (even though some killers tell you they go for the other guy instead, most just take what they got) so the lesson is dont get caught on the gen, because your playing partner (killer) doesnt care anyway.

  • Tunneling and Camping has again gone up after the last patch, so as solo survivor, your only chance is to do gens as fast as you can, because the first guy will be out of the match soon. If you didnt do 3 gens by then, you already lost the match, so thats what you do.

    However, my guess is that more inexperienced players play killer since getting the skins doesnt require you to win, because when i play killer, games go as usual for me.

  • I just dont like him very much, he feels cluncky to me. I rather play one of the 3 killers i enjoy playing.

  • I got a question so i can better understand that post. Given about the same skill, how long should the average chase between a killer and a survivor go, in your opinion?

  • @nars said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3458125#Comment_3458125

    so... a perk thats balanced against the balanced killers but hurts weaker killers more? kinda seems like lower tier killers need buffs if its not crushing the b-tiers. guess we should nerf lithe because its really strong against freddy and sadako!

    Well, a lot of survivor and/or meta changes were good against solos and weak against swf. So they actually doing it already, just not via perks.

  • @HugTheHag said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454754#Comment_3454754

    Genuine question, but how would you fit 3-mans in there ?

    And how would killers be assigned games ?

    I think the 3-man-problem could be solved if solo survivors had the option to opt in on the swf-matches, although they would be at a disadvantage. Some solos might rather play with an swf than 3 solos, even though the killer would be stronger in those matches.

    Killers would be assigned normally, maybe with loadout-options for solo and swf, and would either receive buffs, or survivors might receive penaltys to balance it up. Even things like gen times could be readjusted for swf, but the goal is the same kill/escape ratio for swf and solo queue. Thus, killers shouldn´t mind too much which queue they get.

    @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454754#Comment_3454754

    Sounds more like someone from a rival-company who wants to bring down DBD from inside.

    yeah, i know,many killers like their easy matches vs solo, and many swf like their easy matches vs killers, and if those were balanced, the ones that are winning is those measly solo survivors noone is interested in.

  • seperate queues for swf and solo survivors, both balanced seperatly for the same kill ratio goal.

  • again, same map and killer, new survivor, same perks and items as first post.

    Killer hits me, suddenly my monitor changes into window modes, and changes resolution on the game. never had that with this or any other game before.

    Returns to normal after i restarted the game.

  • @scoser said:

    I'd rather run bond and find another survivor to heal me. Even running halfway across the map to get healed seems to be faster than self care + any buffs.

    Thats a) wrong, no matter how it feels, and b) good luck if you play solo on a server with russians, because they often wont heal you, but instead get away early if the killer comes, so he might go for you instead.

  • Just to ad another: Same map, same killer, but this time another bug.

    I played leon with lithe, botany, self care and bond, no items, but had an emp.

    i tried using the emp and got stuck in the animation, no pressing buttons worked, couldnt vault, heal, reapair or anything, until i got hit by the killer. I dont think thats intended. I just put it in here since its the same map and killer.

  • @averagemikaelamain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3451451#Comment_3451451

    This seems to be the core experience of modern dbd. A year or two ago there was so much whacky ######### in the game that these steamrolls didnt happen immediately. Almost in every game you had 3,4 potential chances to come back on either side. Now it's decided almost as soon as the map loads in IMHO.

    You are right, and i think thats one of the reasons for early dcs/hook suicides. You go down after 60 seconds of chasing, only to see noone touched a gen during the whole time.

  • Hmm, i sometimes give hatch as killer if you had one survivor trying to get stuff done, while the other 3 were useless, just hidding and stuff. If they are all useless, they all get eaten, if they are all good, its fair and they get (maybe) eaten.

    But i also started giving hooks/kills to killers that struggle too much, especially if he tried to get on without camping and tunneling.

    However, i am surprised by the number of killers that deny that hook and let you go anyway.


  • @Sava18 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3450990#Comment_3450990

    I mean I feel as though a lot of survivors got off on abusing broken things in this game. After 6.1.0 I stopped seeing the stereotypical "toxic survivor", even more so after the clicking changes on either side.

    Don't get me wrong there are a lot of issues with this game still but it is overall more balanced than ever before and I guarantee you a lot of vets have dropped it because they can't mess around for 3 min every game and still win. Imagine I only went for blight flicks every single hit and still expected to 4k, that's the exact same thing.

    Killers are willing to sweat, even if I don't agree with what that entails. Survivors for the most part regardless of skill level aren't really willing to sweat hard and don't really want to either. It's a difference of mentality/skill and overall entitlement.

    This community is just blatantly biased and not self aware. The worst comp players have a larger ego than faker in league, the average player on either side still has a large ego.

    thats a very simplistic view. Most killers dont destingiuish between solo survivor and swf.

    I used to be a solo survivor main, but even though i enjoy that much more than killer in a good match, you dont get good matches anymore.

    Most of my matches, both killer and survivor, are usually a total stomp for one side. As killer, i mostly get 4ks, and then some matches where i dont end 4 chases until its over. As surviovr, i get mostly tunneling and camping, and i finally understand why so many survivors give up early.

    Because solo survivor is the lottery, and winning means you get decent teammates and a decent killer. And its clear early on that thisl will be a stomp match again, so a lot of people just opt out of that match.

    I, however, just opt out of playing survivor. While i used to like it more, solo is just not fun at the moment. So i play killer instead. But since most matches are a stomp for one side there too, matches become either boring or frustrating fast, ending in way less playtime for me then i used to have.

  • @fussy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3450958#Comment_3450958

    It very clearly is. Game is the most balanced it has ever been. A lot of unhealthy things are in the past and dh is the first on this list.

    can you define what balance in this game means, please?

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