terumisan
terumisan
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- terumisan
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if you miss an axe throw you lose so he's dependant on how accurate he can throw a hatchet and how competent survivors are
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3945336#Comment_3945336
His footsteps/sounds come from the wrong direction and he is invisible after exiting the doors for like two seconds. How am I supposed to know where he is? Also the doors are so close to gens that you don‘t make it anywhere before he hits you. At least with other killers you get the chance to disable their teleport, the killer is slowed down afterwards or you at least hear a teleport sound before the are in front of you and hit you. Springtrap doesn’t have any of the limitations of other killers and gets constantly free hits because you have no time to react to him coming out of the doors.
so he's bugged also the reversed audio also applies to gens he has counterplay also the doors flash if he's teleporting to your door and he's a stealth killer a loud flashy audio would break that
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@KingOfDoom55 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3945204#Comment_3945204
I'm just saying that the core part of their powers needs to be changed to make it somewhat different compared to eachother is all im saying ;-;
what i'm saying is they are different an arguably better than what he has when you start listing the pros and cons to these powers and his will always be worse than the alternative since survivors can also use them
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@Pit_Bull_Love said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3945402#Comment_3945402
As you already know, unbreakable is a one time use, and killers can easily kick boons, but that is also irrelevant to this conversation.
Can I ask why you want the 3rd survivor to slug around for 4 minutes and not be allowed to move on to the next match?
i bring it up because it's counterplay to slugging for the 4k
i think the 3rd survivor should be slugged for 4 minutes as a punishment for not bringing one or both these perks since this is such an issue and the game hasn't ended yet
also i have a similar but unrelated question should a killer be allowed to quit if all gens are done?
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@Pit_Bull_Love said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3945381#Comment_3945381
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3945384#Comment_3945384
The 3rd guy (other 2 are dead or slugged as well) has to wait 4 minutes or until the 4th guy is caught. Why can't the slug just abandon match. The killer can still look for the 4th guy while person 3 can move on.
if it's such a problem why not bring unbreakable or exponential and adapt?
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they already abandon especially if they mori. why is slugging for the 4k a bad thing?
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@KueenKara said:
I was excited for this chapter but as a survivor main I am no longer happy with its release. This killer can teleport to gens basically with the doors and becomes undetectable and teleports to gens. On top of that he is ranged and melee killer and after adding all the meta perks he is almost unescapable unless the killer is a baby killer.
his undetectable is countered with how loud his footsteps are and you can actually hear his doors open and close so you can tell if he teleported near you.
if you didn't know when he's in chase you can teleport to a gen too right?
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@XDgamer018 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3945245#Comment_3945245
like what addons are worth bringing now that actually do something? greasy paper plate? guard badge?
streamers and badge is what i use. in my eyes his best items are green
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@Inosennatoki said:
https://us.v-cdn.net/6030815/uploads/IXBQHDIKN8EW/1000010342.jpg
https://us.v-cdn.net/6030815/uploads/PMHPHNBMI0HU/1000010344.jpg
Springtrap's add-on is more useful to survivors than himself.
Because survivors still have 20% faster vault from the celebrate poster.
Should the vault speed from the add-on be reduced to 12% too?
celebrate poster and foxy hook are trash on ptb it was fun since both parties were going fast but since it favors survivors it's not really fun
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@KingOfDoom55 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3945176#Comment_3945176
While this IS true, it doesn't happen as much as you think, many things to understand:
Doors have a battery life that only affects the Survivors ability to find & use doors
If a Survivor accesses a door the same time as springtrap, they get insta carried, same thing for the axe, if it's embedded in them
Survivors don't use the door as much (personal experience from both playing as & against springtrap) that you think, even YouTubers & streams presented that only a very small amount of survs use the doors, bc of the risk they give
But in any case, this is true, the only main problem, is bc these 4 killers have the same power that just is implemented differently in some small way
ah you reminded me about the downside of his doors it has wallhacks that bypasses insidious
the thing about getting caught while traveling is easily fixed by not going through doors when springtrap isn't in chase so it's completely avoidable and also with the axe unless your using the loot bag add-on you're better off m1ing the survivor since you're in melee range anyway
the difference between them especially between xeno where the cooldown is drastically lowered in tunnel since tail is strong (not as strong as before) and sadako can kill people w/o hooking anyone if survivors are in range and with demo he can travel faster and place them almost anywhere and he has the same downside as demo with loud footsteps
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@KingOfDoom55 said:
Basically the title, the main reason I bring this up is bc all of these characters basically are "this guy is me but does everything better", these 4 killers are relatively the same, and having someway yo make them different in terms of their killer powers woulf be a good way to make them different from eachother, so, how'd yall do it if yall could?
For demo, I'd make a upside down version of the current map being played on & having a few gens on that side that both Survivors & killer can go to, however, stay too long will make Survivors weaker over time
For xeno: I'd give a facehugger that births a new ai controlled xenomorph that can't use tunnels, carry or hook Survivors & have it patrol the guns
For sadako: I'd probably give it something to do with the well that she fell into/came out of, that would take agony from Survivors that is hit, downed & hooked and enter a rage mode when complety filled
Ik there's better ways the make these killers different than just seeming like it's a copy & paste from eachother with a few slight differences, but these are what I could think of, and by all means, least for the xenomorph, probably won't be a good rework, but they are just ideas of how they could be different
But how'd yall do it?
springtrap is the worse version of these guys since unlike the others survivors can just teleport while he's in chase so he can get gen rushed faster than the others
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@RoyalRipper said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3945050#Comment_3945050
While that would be hilarious, the basic issues of the game come down to the actual balance between survivors and killers. All survivors have access to the same strong things SWFs get, if it's problematic with one, it's problematic with both, only difference is that normal survivors don't realize just how strong they are
survivors have a ui that's on par with swf. the average survivor just doesn't take advantage of it and rush gens at every opportunity.
dbd is literally balanced on survivors being bad at focusing on gens since all killers suffer from gen speeds to varying degrees and killers can't turn off gens (yet)
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@SomeGuy7000 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3945067#Comment_3945067
I think it used to affect untrapping yourself from bear traps, but I think it got removed a long time ago.
i forget that's a thing since trapper is rare also slippery meat used to do it i think it still does
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@AhoyWolf said:
Perks that affect it got nerfed (Up The Ante from 3% to 1% per Survivor), luck is no longer a thing affecting gameplay unless you bring an offering or a Perk. What's the point of keeping it? Either expand upon it with chests for example or remove it, it has been 9 years and luck is still pretty much pointless.
did luck affect something other than rarity and hook chances? because prior to this as far as i knew it did nothing but those things because no one used luck offerings before this or just rarely
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@leviivel said:
no hate but the game is genuinely in a very balanced state, the issues comes from unsolvable things like SWF's with full voice comm which is always gonna be strong, weaker killers DEFINITELY need buffs cause they're way behind and there's god awful maps that could use changes or shrinkage (cough cough greenville). But otherwise the game is MOSTLY fine right now, there's no boring braindead slop meta like with CoB + Overcharge meta or old Circle of Healing.
swf can have an action speed nerf that's increased the more survivors that are in a group
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@Skeleton23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3944441#Comment_3944441
He is not. He has the highest skill ceilling in the game meaning he takes alot to just learn His Power. He's only OP to you because 1 ur new to DBD and not understand his power. 2 ur one of them survivors who don't want to learn the game so you remand unneeded nerfs. The Haste stuff was understandable but his basic Kit is way harder to use than you think. If you got hit from far away was probably by accident and not on skill. This killer just released so of course everyone is playing him
1 i've been playing since pre huntress on console 2 the quote was "he's op?" the ello was a typo i was too lazy to get rid of 3 i thought it was known on the forums that i play killer and ask for killer buffs despite playing solo 4 springtrap is going to get dunked on harder with swf since they can also use his teleporter so him specifically can be gen rushed harder than the average killer
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killer powers take priority over chests
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@YamamuraVideoRentals said:
But I've had mostly the opposite experience.
Seems a lot of downs I have seen are unfair seeing how there is pretty much no cooldown nor slowdown between throwing an axe and being able to land an M1 attack.
he actually has a cooldown where he can't attack after he throws his axe. people just don't notice it since they haven't missed a axe throw at close range
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i did twice once on cold wind and the second on swamp it felt like springtrap hit the breaks and slowed it a crawl and felt terrible
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@Skeleton23 said:
this killer hasn't been out more then 5 hours now and already Survivors are trying to go next. I got multiple games where everyone just gave up or gave me lip over me being springtrap.
He's not even that op and there still complaining. I had 2 people DC because I did a Axe grab on them and say it's Cheezy to do that when that's his power
he's op? ello
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https://forums.bhvr.com/dead-by-daylight/discussion/448125/does-anybody-like-the-new-hook-without-being-able-to-get-off-it-yourself-after-no-one-helps-you
bring a luck offering they're pretty common
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@Callahan9116 said:
Springtraps entire design is such that he is strong against no comms, weak against any comms.
Terrible Design
I know that balancing SWF vs SOLO is really hard, but why make a killer who stomps no comms and gets squashed by comms?
no not really he still falls victim to gen rush but in his case it's far worse since his teleporter can be used by survivors
if people just used the ui to slam gens avoided using his teleporter outside of springtrap chasing someone and dodged his axe he'll just be b tier
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phantom fear is trash because it's cooldown is really long
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@YoshisWorld3 said:
Its really nice to finally see our stats but mine can't be real.
I get it that it only counts the match time but the math is not mathing ( besides that it only shows that i linked my Nintendo but not my steam and ps account but it had to track that too cuz of the total bloodpoint gain )
I got about 1.8k hours on steam, 800 on ps and 250 on Nintendo. But stats show me only 84.8h of that and i mean i haven't waited for 2775h in the lobby. Besides that i only played 501 games in total but got about 37.7mio bloodpoints and that would be a average gain of 75.250 bloodpoints each match xD
https://us.v-cdn.net/6030815/uploads/YIO0NW6L32IV/1000014346.jpg
https://us.v-cdn.net/6030815/uploads/2XIX7FLPSG6O/1000014347.jpg
i would share stats but is this acc count as a bhvr acc? i don't really understand what counts as a bhvr acc
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@Sheffield said:
In every Match with the new Killer i or we have no Terro radius. This is Game braking.
I'm really angry because he can easily pull me off the Generator every round.😡
i assume he's as loud as he was on ptb do listen out
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@ImVeryDummm said:
Killer match queue time is ridiculously long because most of the Survivor players are playing Springtrap
duh were you not around for kaneki?
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you have almost a 50% escape rate and a slightly lower than 3k you have average stats nothing to be ashamed about
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@Defnotmeghead said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3943298#Comment_3943298
Someone didnt read the post. Gen speed would still be nerfed
it wouldn't be nerfed though since the strongest thing survivors can do is sit on individual gens and complete them
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@KingOfDoom55 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3943768#Comment_3943768
Springtrap has a better special attack that covers spaces that the xenomorphs special attack did but WAY further distance & less restricted of certain walls, like boulders or high walls, better stealth, getting undetectable after exiting the doors, which, xenomorph has no stealth at all due to the flame turrets beeping to a 41m radius regardless if xeno is undetectable or not, and a way faster map traversing ability (at least I think its faster) that's why I feel like he got powercrept
sorta? if xeno didn't get nerfs he'd be stronger than springtrap
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i don't play xeno how was he powercrept?
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@MoZo said:
Yall literally JUST buffed these last major update to be useful and viable on their own and now you’re already nerfing them??? Even after the buffs I barely see these perks in game any more than before they got buffed. This is why we can’t have a “meta shakeup” because yall nerf every recently buffed perk that comes to the game.
https://us.v-cdn.net/6030815/uploads/IC38N33S6DUI/img-5202.jpeg
https://us.v-cdn.net/6030815/uploads/CJCHN86093AD/img-5203.jpeg
https://us.v-cdn.net/6030815/uploads/TZU9DIADAONL/img-5204.jpeg
tbf to babysitter it was strong before the buff it's just that no one used it
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he was fun during ptb idk now since i'm not playing atm
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3943703#Comment_3943703
I understand the Perk in a way that once 80% Progression are hit, it will start regressing. And if left alone, it will regress to 0%.
well i ask since on the ptb how it worked was if a gate was 99'd it would regress back to 50% which is why it said up to 50% progression
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@Aven_Fallen said:
I would rather see it as a Buff and not as a Nerf, since most Exit Gates are 99ed if not opened immediatly. So whether it is 50% or 80% of Progress is not relevant most of the time, but having it regress at 100% instead of 50% is better.
is it 80 to 0? or is it 99 to 80
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so the celebration poster and foxy's hook the fun add-ons got nerfed. unfortunate
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@Defnotmeghead said:
Apply the same penalty survivors get when working on the same gen(which is -0.15 charges per additional survivor, its why 2 people on 1 gen finish it in 53 seconds rather than 45).
1 person doing a solo gen, 80 seconds per generator.
2 people doing solo gens, ~94 seconds per generator(longer than it currently takes).
3 people doing solo gens, 115 seconds per generator.
And since its a debuff, it will stack quite heavily against things like Commodius Toolbox, speed addons and speed perks.
Just as a quick comparison, 3 survivors right now with a Commodius Toolbox+Socket Swivel+Wire Spool on a standard 90 second generator gives you 71 seconds before 3 generators are gone at the same time. (44/1.8=24.5 seconds of use of the toolbox, but 44 charges gone from the generator. So the generator takes 46+24.5=70.5 seconds, not taking any great skill checks into consideration)
Adding the penalty on 80 second generators, and 3 survivors with the same toolbox would take 86 seconds before 3 gens are gone at the same time.
1.8*0.7=1.26 44/1.26=35 seconds of use of the toolbox to implement 44 charges. 36/0.7=51 seconds. 51+35=86 second generators.
Same math with 70 second gens would lead to 72 second generators(basically the same as its now), but without toolboxes it would take 100 seconds for those who are curious. Problems with 70 seconds is that you would need to buff gen slowdown a lot to the point that it becomes impossible to balance.
And for those who are like "why not implement this on 90 second gens?" is simply because you would basically need to buff all generator progress perks for survivors to the point that it becomes impossible to balance.
The main reason, is because realistically the biggest issue with generators is parallel progress. Slowing down generators while being progressed together as basekit would be a really nice point. The optimal strategy for generator completion for survivor would be to have 2 survivors on 1 gen while 1 survivor works on another gen, rather than all of them splitting up on 3 seperate gens or having them all sit on 1 gen.
It would require putting gens back to 80 seconds, but the long term benefit is that generator completion overall will be slower.gen speed is already fast and gen regression for the most part is garbage. why does gen speed need a buff to begin with?
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3943154#Comment_3943154
neither of those explain that legion has basic wall hacks on when in Frenzy tho.
its not a reliable solution.the reason why i said put on the monitor is because they'll figure out that legion is getting closer to their location and will figure it out eventually since telling them what the killer does is too complicated for them to understand
they should just keep playing to get experience and get better at the game instead of having their hand held
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honestly just turn on the heartbeat monitor and just keep telling them about the mend bar
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@Daniel_Silva04 said:
The devs nerfed the perk back to 5%... It was a perk that nobody used and was only used in niche builds. This is why I was in favor of the Haste stacking changes. And they also nerfed Unbound which was a perk that actually became decent, and now it's back to being obsolete.
probably because tru3 was using it with legion and having fun
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3942996#Comment_3942996
Isn‘t that a good thing in the long term if some killers struggle for now?
Behavior will have to buff affected killers and the game will overall become more enjoyable for both sides. Isn‘t that a good thing?
no? since killers either get micro buffed to where it doesn't matter or they get buffed and the. the pickrate spikes survivors complain and they get nerfed
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@jmwjmw27 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3942439#Comment_3942439
Plague and legion have more to their powers than just “you are injured”, though they definitely don’t have as much as Kaneki does. (Red puke and 5th hit down)
If they remove the injury you would only see more blight/nurse/billy. There would be zero reason to ever play this character as opposed to one of those, his power would be completely countered by hugging a vault so he tags you without going over it.
What Kaneki needs is a shorter bound continuation window, kidnap tech fix (at the very least make the counterplay consistent), and better validation to prevent bites after you’ve already rounded a corner. Removing mend is fine but not necessary.
well i disagree on the better validation since if it's prioritizing survivor over killer which is what grabs do right now it'll be impossible to bite someone since on the kilers screen it can show you that your doing something and just rob you like grabs do now.
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@Stibfa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3942280#Comment_3942280
That would be a terrible change, if ghoul could down with his power he would be stronger then nurse. There are other ways to play pallets, you can body block them for example
https://us.v-cdn.net/6030815/uploads/ZT7ABDZF66RJ/1000025880.gif
true but his vault w/o enraged is garbage which is why i'm against nerfing it and if you nerf it he should be able to down like wesker since you want him to have a vault speed similar to wesker since wesker can down with his power
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@Stibfa said:
https://forums.bhvr.com/dead-by-daylight/discussion/447734/leave-the-ghoul-alone-for-a-bit
Ghoul needs 3 changes and he would pretty much be perfect
1. Enrage vault is too strong compared to how easy it is to do. Enrage vault should be more like weskers vault for save pallets/godpallets.
There are other ways to play pallets with ghoul that take a lot more skill to pull off, like bodyblocking
https://us.v-cdn.net/6030815/uploads/SRD39382EA97/1000025879.gif
2. Grab range and leap range should be different. Grab range should be between 8-10 meters while his leap should be reverted back to 16 meters.
3. Minimum leap distance should be 3 meters down from 5, this just makes his power feel clunky on indoor maps or when youre trying to bodyblock.
i disagree with the enraged vault unless we're going to let him down with his power
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shiggy can't since he has a very long range aoe insta kill power also mha isn't horror themed so dbd isn't a good fit
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i have 4 million blood points to waste on him
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we have fog offerings it's just that no one uses them even though if you stack them the fog gets thick
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on ptb you could clearly hear his cape fluttering in the wind at that point what would be the point in stealth
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the game is balanced for the average survivor who are terrible also we already had a play test with the recent blood moon even where survivors had to fill up generators while those generators weren't affected by killer powers/killer perks and most survivor perks and all that did was make most killers swap to hex builds and picking top tier killers since the average m1 killer couldn't compete
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@Kaitsja said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3941585#Comment_3941585
Multi-hooking is viable. Nothing has changed to make it not viable. Second chance perks only, under normal circumstances, come into play if you're tunneling.
Someone who has OTR or DS cannot do anything to progress the objective or assist their team in any way without losing the benefits of the second chance perks. We are long past the days of old DS where survivors could work on gens with DS active.
I can see how you might think multi-hooking isn't viable if you watch big name content creators with thousands of hours, but they don't represent the average player who likely has somewhere between 200 and 1000 hours. For the average player, multi-hooking is perfectly viable. Almost every match is winnable and largely depends on your own skill.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3941589#Comment_3941589
If it relies on a luck system, that would make it a matchmaking problem. Multi-hooking is already viable for the average killer, because the average survivor makes a lot of mistakes. They're less sure of themselves in chase, which makes them easier to mindgame and zone which results in shorter chases.
i've breached the upper mmr where i have met good survivors and otr users can just bodyblock for the healthy survivor usually standing in a narrow path to force a hit and use the speed boost to make distance it happens with the base borrowed it just doesn't happen often since it doesn't last long and for ds they just hop in lockers to force you to take the ds or let them go for free it's a win win scenario especially if it's down to 1-2 gens but this is only talking about 1 person with these perks add a second person and it becomes really frustrating
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@NarkoTri1er said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3941298#Comment_3941298
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3941298#Comment_3941298
30k+ players is not just some "fraction of a fraction" but let's move on.
It's an insignificant fraction of a fraction of the playerbase that doesn't represent anything positive for the culture of the game and shouldn't be looked to for guidance on balance. Winstreaks and comp mentality are killing the game for the average player that just wants to have a fun semi-competitive match.
1. those people literally want the game to be as balanced as possible for both sides so that none of the sides gets stomped, but your logic is that game getting more balanced is somehow...less fun?
2. Many winstreaks are not even done by comp players at all and it literally isn't comp mentality that is ruining the game, it's literally people that want the game to be as easy for their side to win as possible to the point where they don't need to invest any time into learning due to game being on full autopilot. Not to mention people who simply play to cause frustrations to other players (bully squads, killers bleeding people out for no apparent reason).
When we had somewhat accurate matchmaking winstreak killer streamers whined until they got what we have now. That is, 95% matches where they don't have to break a sweat while reading chat and 4k'ing at 5 gens some poor players that just wanted to hop on for a couple matches after a long day of work.
people who were complaining about MMR system bring too "loose" were the ones made fun of and community was massively pushing narrative that MMR shouldn't exist. Yall think it shouldn't exist and then complain about people making winstreaks pretty much thanks to bad matchmaking.
Ohh and btw, i also have a full time job, also hop on the game for couple of matches and i still find it more fun to have an actual match where everyone gives their best rather than stomping some random soloQ squad with fresh install in their team.
isn't comp entirely separate and don't they shackle survivors hard since they're too strong?