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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4003687#Comment_4003687
There are changes BHVR could make, that would nerf SWFs way more than they would solo q.
For example?
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4003666#Comment_4003666
Voice comms are more unfair to killers than they are to solo q survivors.
And no, we don’t need to compensate solo q just because some other survivors use voice comms.
And… why? It's no better than justifying extreme weakness of some killers by existing S tier ones. Why not trying at least provide some actual interaction between solo beside 2 gestures? U can’t nerf sfw without touching solo, so u can’t get rid of this unfair tool. But why other part should be limited then?
As a killer I don't have fun in winning because team just were limited by lack of communication between them…
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4003664#Comment_4003664
Nuh, the issue is that u imply on fact that if opportunities are limited and that’s the only thing u can do, it suddenly have to stop being risky. By your logic.
Yes, it's not risky if you're not risking anything. That's the point!
The only way for survivor to have escape when he left alone in the trial is opening the gate if hatch is closed and he doesn't have a key. Opportunities limited. The
onlyway to win is opening the gate. But It’s risky or sometimes even impossible. If u can’t do anything else for securing the win, but this only way isn’t 100% rewarding, since when it stop being risky?But you're not risking anything. Even in the little blurb you pulled up, it mentions the possibility of something bad happening. But in the situation you describe, and the way you've construed tunnelling, it's not a possibility at all. It's a guarantee.
You don't 'risk the possibility of losing' if losing is a guarantee.
Say you bet on a roulette wheel. You put in 50 bucks. If you win, you get 100 bucks. If you lose, you get nothing. That's a risky thing to do, because you could be out 50 bucks.
But if you go in with 0 bucks, and you get 50 bucks if you win but get nothing if you lose, it's not risky anymore. The only thing you're risking is a win.
That's the stumbling block in your claim. Tunnelling is not 'risky' so long as it is the only avenue towards a win. It'd be risky if there's other ways to win that you could bet on, but you have precluded that in your assertions.
Indeed. But what I supposed to say? My discussion here is about balancing stuff around both mid and top play. But implying that u can’t balance game on top level without tunnelling. And then along come you and your fellow “just git gud” thinkers, who insist on "it should just go because it's my opinion, and I don't actually care about balancing."
I have made no such claim!
You made some kind of remark about mega-buffing survivors to balance around tunnelling and then asked me, personally, if I'd be happy with that, and I gave you an honest answer. I did not come into this thread talking about balance and I have not talked about balance in this entire thread at all.
I've only been picking apart your logic and exposing flaws in your argumentation. I've not made any kinds of claims about balance.
your opinion simply can't compete.
I've barely expressed an opinion, I've just been engaging with what you wrote and what you've been arguing.
Why I should even listen person who don’t actually care about balancing under the post about balancing?
Because like it or not, the thing you're commenting on isn't designed exclusively to cater to the raw numerical concept of balance. Part of the reason why BHVR is moving forward with anti-tunnel plans is because tunnelling is bad for gameplay. Balancing the game to force killers to tunnel all the time is the exact opposite of BHVR's goals with an anti-tunnel system, rendering your feedback pointless.
Survivors don't want to get tunnelled all the time, and while there are certainly plenty of people that would like tunnelling to remain in the state it is currently in, I doubt even they would want to be forced to tunnel all the time.
You will have to contend with those elements. Simply boosting survivors to be able to overcome tunnelling, subsequently increasing the likelihood of tunnelling being used in the first place, is not a good way to achieve the goals that BHVR had set out for this PTB.
It's anti-tunnel, not 'the great tunnel rebalance'. The goal is to reduce tunnelling, not decrease its win rate.
But you're not
riskinganything. Even in the little blurb you pulled up, it mentions the
possibilityof something bad happening. But in the situation you describe, and the way you've construed tunnelling, it's not a possibility at all. It's a guarantee.
Gosh, what? Now we again reinventing words.
Where u see guarantee of the win? It’s an attempt of securing, nothing about guarantee until u don’t see some Spirit.
English literally foreign language for me yet it seem I know meaning of some words even better.
This game is literally in PvP genre. Your decisions SUPPOSED to be risky if your opponent able to provide counterplay. Why we even discuss it.
willhave to
I don’t. It’s not my issue this game don’t teach how to counter tunneling and majority of players struggling with it despite having perk that literally gives a minute of endurance or can take a hook stage from your teammate. Survivors already overbuffed and high level play shows it, but high neglecting of solo, problematic killer powers and people like you have a tendencyof creating false image. I invested my time to dodge it as survivor player, so I want game more challenging and provide actual competition by skill comparassion rather than blind number buffs and forbid of strategies. So both survivors and killers have to play good, not one side having cheap tool to make it harder for other because u can’t endure direct interaction against opponent. You only advise to make it easy on low level, completely neglect high one, and make everything harder for one side only. Stop treating it as objective opinion when it’s built around of mindless punishments and lasy buffs. This changes now is just suggest taking the problems that kills solo and, instead of thoroughly solving them, shifting everything onto the shoulders of players who play a completely different role. Just because “oh, I hate killer killing too fast”
I have made no such claim!
No. I'm not too concerned about the balancing outcome of tunnelling.
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@UndeddJester said:
I do remember once going for a Sabotage challenges once, and I was thinking "Well, sabo saves will take forever... what if I make a noise maker build?".
So took Red Herring, Distraction, Sabotuer, Deception and Sabotage toolbox with extra charges. I would obviously do gens, but any time I had pebble charged I would throw it, and periodically I would sabo a hook, used Deception, vault a window, and throw out Red Herring when I got the chance.
I made 4/5 killers DC in a row 😶😶😶😶
If u had Spirit player with good headphone set I can imagine the level of hatreds they experienced xd.
— 0 physical attack damage
— 9999 mind attack damage
It is a lil evil
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@brewingtea said:
If you stay home and never go to the grocery store, you'll starve. If you drive to the store, you could get hit by a drunk driver and die.
We don't consider drunk drivers a "risk" of driving to the store because the alternative (starving to death) is just as bad. If you'll die either way, you're not "risking" some better outcome. Google the term "free roll" as it applies to (for example) Poker
If you "can't" win unless you tunnel, then the outcome is a loss. If you tunnel and fail, the outcome is a loss. You're not "risking" a better outcome because (just like the grocery example above) you're dead anyway.
If you define risk as "Any bad thing could happen." then that's useless for most purposes, but specifically DBD and games discussion in general.
The issue that nothing limits u from getting to the grocery store to buy food. It’ll get risky when u’ll became extremely limited and something could happen with high probability of making u unable to reach this grocery store. So really bad example
When u tunnel, being extremely limited by balance conditions in the game AND players of the high level as you, u either win, or either lose. Nothing “clear” until first or second kill, that’s why it’s risky. It depends on various factors that influence the level of risk. Well, if u don’t play against disorganised players or on S tier killers.
If u really struggling with understanding what risk means, ask GPT copying my message. Because now u both are fighting with the meaning of the word and it seems only soulless machine can explain u the difference. I don’t have enough patience for it. -
I mention above about no need in voice comms. But the alternative.
It doesn't mean u should forget solo need for communicate. Moreover, if u are highly aware about such gap, u have to provide compensation for solo survivors at the same time not affecting sfw, which I already mentioned in the post
But solo q got heavily neglected in these terms. And instead of fixing this, they created even more crutches in ptb, not fixing actual issue
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4003630#Comment_4003630
Do I really need to explain the meaning of “risk” word?
Try it, because the way you're applying the word here is missing the point of it.
It’ll stop being risky when it’ll lead to guarantee win.
This is a terrible interpretation of the word 'risky'. This means that doing a generator while the killer is chasing someone else is also 'risky'. With this definition, everything in this game is 'risky', barring the mori on the fourth survivor and walking across the finish line.
The problem you're running into with your argument is that the possibility of a loss is not a risk if it is a guarantee in all other situations.
Choosing to tunnel is not 'risking a loss' if you are guaranteed a loss if you do not tunnel. If you are guaranteed to lose if you don't tunnel, then tunnelling is, by far, your safest bet.
Do you understand?
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4003633#Comment_4003633
It's a public forum. You don't get a monopoly on feedback. When you argue something, I have the right to point out a different viewpoint.
Nuh, the issue is that u imply on fact that if opportunities are limited and that’s the only thing u can do, it suddenly have to stop being risky. By your logic. If u really don't understand and need in game comparasion…
The only way for survivor to have escape when he left alone in the trial is opening the gate if hatch is closed and he doesn't have a key. Opportunities limited. The only way to win is opening the gate. But It’s risky or sometimes even impossible. If u can’t do anything else for securing the win, but this only way isn’t 100% rewarding, since when it stop being risky? Same with killers on comp area. The only way to have chances for winning is making the game 3 vs 1 as soon as possible. Yet it risky, because u could have lose still by other side getting more points next round.
It's a public forum. You don't get a monopoly on feedback. When you argue something, I have the right to point out a different viewpoint.
Indeed. But what I supposed to say? My discussion here is about balancing stuff around both mid and top play. But implying that u can’t balance game on top level without tunnelling. And then along come you and your fellow “just git gud” thinkers, who insist on "it should just go because it's my opinion, and I don't actually care about balancing." Well, what u expecting? Congrats? It's your opinion, but because you don't care much about the balance issues raised in the post, and because me sharing experience with stats or screenshots completely contradicts your genuine belief tunnelling is sebere exploit in balance , your opinion simply can't compete.
You can just say "no," downvote, and move on and start your own posts with own sentiment. But starting a discussion with me claiming about balance, after which you'll sooner or later say, "I don't care too much about balancing, it just should go." This message simply devalued all your attempts to prove anything to me, turning it into pure subjectivity. Why I should even listen person who don’t actually care about balancing under the post about balancing?
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4003625#Comment_4003625
Well, that's not what the video said either.
The video basically said they are EXPECTING people will use voice comms, because they can't stop people from using voice comms.
The video also heavily implies they don't INTEND for people to use voice comms, because it breaks the horror aspect.
Expecting and Intending, are two massively different words.
If u can’t stop something, shouldn't u try to play around it for balancing? Instead of fighting with it or just giving it as “welp, we can’t do anything about it so here u are”
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@Haydun said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4003636#Comment_4003636
Yeah I unfortunately dont know what the situation is like over seas. But in my opinion, if AWS doesnt offer the servers needed to play the game, they should switch provider. I know it that black/white but its something that should be looked into imo
I mean, twitch is also related to AWS and it’s fine in my country. I assume BHVR just don’t expand their servers. Other problem is Russian Federation and Middle East. It’s really meaningful for creating servers there, but AWS don’t really like countries there or limited by sanctions
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Teabagging somehow reminds me birds dancing when I see it from killer perspective. I just don't know, it looks kinda… silly😭
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Killers and Survivor I main doesn’t have opportunity to mix cosmetic unfortunately …
I just like my corrupted Phead and cowgirl Rebecca. Wish for the opportune to mix corrupted with forge born one day
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I am just happy to play the game after moving to other country for study. The only way to improve my ms is literally getting degree oversea.
Central Asia is hidden land for BHVR servers, even reaching Frankfurt is painful deal
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4003612#Comment_4003612
It is still a risk.
You cannot claim that tunnelling is a risk, while also asserting that there is no other way to win. Those are mutually exclusive positions.
U may be got unlucky and choose the hardest target for tunneling.
But the gamble you are referring to here is who to tunnel, not whether or not to tunnel. You have asserted that tunnelling is the only way to win. That means that choosing to tunnel is not a risk, because the alternative is a guaranteed loss.
U don't even deny that tunneling is a necessity on a top level.
I do disagree with this assertion and above all its relevance, but more importantly, I am not fighting this assertion because it is opposed to your own argument.
Your assertion that tunnelling is a gamble is mutually exclusive with the claim that tunnelling is a necessity to win.
If it is the only way to win, then choosing to use this strategy is not a gamble.
So when I point out that choosing to use stealth is a massive gamble, you can't counter with 'well, choosing to tunnel is also a gamble' when you are also convinced that it is 100% the only path to victory. According to you, there's no reason to ever NOT tunnel, whereas there is plenty of reason to opt out of stealth play.
Why create anti system rather than playing around it?
Because tunnelling is extremely easy to do and extremely hard to counter, and we're not going to force newbie survivors to play like team eternal because someone is employing a strategy that a bot could run.
Look at ptb, it showed how such phantasy turns to a tragedy with mass rant and more tribalism.
And? Any change that would disparage tunnelling would always draw the ire of people who like to tunnel. The game shouldn't be governed by who can throw the biggest tantrum.
U don't have simple answer on tunneling, because it never was a mechanic introduced by devs and it never meant for being adjusted by numbers. As well as SFW never were meant to be, but we have them in the game. Naive thought that u can get rid of player’s perception of game that they brought themselves here and it had a set up of 9 years. Even in era of hide and seek media of dbd were obsessed with this two themes.
The game is malleable. If anything, the shift away from hide and seek shows that. This idea that the game is immutable is only being tossed around now because you want this particular thing to not change.
More efficiency will boost tunneling, but it will make tunnelling harder for killers who playing bad. Aren’t u satisfied?
No. I'm not too concerned about the balancing outcome of tunnelling. I want tunnelling gone because it's awful for gameplay.
being unable to dodge tunnelling at all with so many perks for it now and when killer isn’t S tier is the same skill issue as players who play same S tier through 4 aura read/slowdown and call it valid.
Quick reminder: YOU asserted that killers have no other choice but to tunnel. Can't blame survivors for something that killers are forced to do by the game's base balance. Again, as asserted by you.
No. I'm not too concerned about the balancing outcome of tunnelling. I want tunnelling gone
This just shows u expect simple answer on difficult things. Better not to contribute to the discussion at all in this sense. My post were up to balancing through slow systematic changes, with high consideration of balancing on every level and actual balancing. It doesn't mean “throw this to the bin because I hate this”. Let’s stop this us vs them then because we are literally consider game on different level, nothing usefull will be anyway.
U can’t convince me with tunneling being hard to counterplay because I did it myself having less than 1k hour multiple times. And I have other issues that concerns me as solo Q more.
This post just not meant for you.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4003625#Comment_4003625
Least you know that it was intended.
Voice chat in DBD would probably not work, especially at the time.
Nuh, I’m agree with this and even told about this under some post. Were downvoted anyway.
Solo still need comms. Even in form of limited messages we can send each other. We can’t fight with using of side software for comms and honestly no need in this, but the thing that devs were heavily relying on it and didn't provide alternative for solo, alongside creating blindness effect in the game makes me disappointed. They created this issue themselves
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4003612#Comment_4003612
It is still a risk.
You cannot claim that tunnelling is a risk, while also asserting that there is no other way to win. Those are mutually exclusive positions.
U may be got unlucky and choose the hardest target for tunneling.
But the gamble you are referring to here is who to tunnel, not whether or not to tunnel. You have asserted that tunnelling is the only way to win. That means that choosing to tunnel is not a risk, because the alternative is a guaranteed loss.
U don't even deny that tunneling is a necessity on a top level.
I do disagree with this assertion and above all its relevance, but more importantly, I am not fighting this assertion because it is opposed to your own argument.
Your assertion that tunnelling is a gamble is mutually exclusive with the claim that tunnelling is a necessity to win.
If it is the only way to win, then choosing to use this strategy is not a gamble.
So when I point out that choosing to use stealth is a massive gamble, you can't counter with 'well, choosing to tunnel is also a gamble' when you are also convinced that it is 100% the only path to victory. According to you, there's no reason to ever NOT tunnel, whereas there is plenty of reason to opt out of stealth play.
Why create anti system rather than playing around it?
Because tunnelling is extremely easy to do and extremely hard to counter, and we're not going to force newbie survivors to play like team eternal because someone is employing a strategy that a bot could run.
Look at ptb, it showed how such phantasy turns to a tragedy with mass rant and more tribalism.
And? Any change that would disparage tunnelling would always draw the ire of people who like to tunnel. The game shouldn't be governed by who can throw the biggest tantrum.
U don't have simple answer on tunneling, because it never was a mechanic introduced by devs and it never meant for being adjusted by numbers. As well as SFW never were meant to be, but we have them in the game. Naive thought that u can get rid of player’s perception of game that they brought themselves here and it had a set up of 9 years. Even in era of hide and seek media of dbd were obsessed with this two themes.
The game is malleable. If anything, the shift away from hide and seek shows that. This idea that the game is immutable is only being tossed around now because you want this particular thing to not change.
More efficiency will boost tunneling, but it will make tunnelling harder for killers who playing bad. Aren’t u satisfied?
No. I'm not too concerned about the balancing outcome of tunnelling. I want tunnelling gone because it's awful for gameplay.
being unable to dodge tunnelling at all with so many perks for it now and when killer isn’t S tier is the same skill issue as players who play same S tier through 4 aura read/slowdown and call it valid.
Quick reminder: YOU asserted that killers have no other choice but to tunnel. Can't blame survivors for something that killers are forced to do by the game's base balance. Again, as asserted by you.
You cannot claim that tunnelling is a risk, while also asserting that there is no other way to win. Those are mutually exclusive positions.
Why not?
When u commit tunnelling on comp level, it because u literally have no other opportunities. But it doesn't cancel risk factor, it makes risking conscious only. It’ll stop being risky when it’ll lead to guarantee win. Do I really need to explain the meaning of “risk” word?
U can lose trial when tunnelling comp survivor? U can. Is it possible bad outcome? It is. Limited opportunities doesn't stop being risky just because they are limited.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4003621#Comment_4003621
https://youtu.be/gTpZSllfMmw?t=572
May as well be stickied at the top of the Forums for how often I hear this myth. SWF was always intended, as was the expectation that people would use Voice Comms outside of the game.
So they created comms imbalance consciously...
Well. Another day of another great balance in this great game
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4003619#Comment_4003619
From the beginning. They arent required to add in VC. External voice chat was always expected to be a part of the experience.
Do u have some devs comments about it? Like their intentions towards SFW from the start?
If it is really like this, am I wrong or devs consciously considered that solo would always get such an unfair treatment and suffer from comms difference? Like really, their view on SFW existing alongside with third seal existence?
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4003612#Comment_4003612
SWF was always intended, wish we could stop spreading this misinformation
When? If it was, we should have the possibility to fully interact without 3rd part software for communicate. The way how DBD imagined existence of SFW were extremely limited. I know they have some concepts of voice chat in their files and codes, but it never was approved.
Moreover, majority of in game aura perks since the start of the game like bond or empathy, or killer perks that applies blindness (I look at you, third seal), were clearly created with intention of solo majority. Actual SFW we see now wasn’t supposed by devs.
I admit that tunneling and SFW were always sidely encouraged by DBD - due to pre lobby existing or for example, existence of killer who has a feature that implies tunneling (pyramidhead), but still, it is more a thing that came from player base rather than devs.
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@BbQz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4003599#Comment_4003599
You mentioned that you got free wins in the PTB because the killer was left ineffective. And then as you point out even a tunneling killer can't always win vs a coordinated group while yes you were not on comms but you all came to win. Not to do tomes, testing a build or goofing off which is always a risk when you have randoms. But also MMR could be effecting your out come as well. If you joined up with 4 individuals of different MMR ranks the system could be putting you vs inappropriate skilled killers. This of course is hard to test. But I always love playing in swf with my work friends the games are very relaxing and easy since the players we vs seem to be lower on the totem pole.
Now the reasoning tunneling is the problem is killer power. With tunneling in the game they have to have a really really tight leash on killers and constantly nerf them to make things fair or as you seeing now handing out base kits like candy. They have been developing the game for years with tiny bandaids to fix the problem "anti camp, basekit BT, assortment of anti-tunnel perks" all of that was hoping it would fix tunneling so they could finally buff killers to make them truly devastating. But non of it work having a player kicked out a few minutes in is always the problem and problem they never see in there internal testing im sure since it's probably a strategy that they just don't use. As you mentioned in your original post allllll of the issues the purposes anti tunneling and slugging would have caused. I vividly remember Texas chainsaw massacre and getting into a match and being killed 40 seconds in multiple times a day. I quit and many other did as well. DBD doesn't have that dramatic of a problem with tunneling but there is always a weak link in any team and some players find it's them every time which results in them just quiting. Behavior isn't at risk of there game dying I don't think especially with cross overs that really keeps shuffling in new players from other fan bases but keeping them is the goal and fixing tunneling is a huge step in that direction
I would like to say the healthiest way to treat new players shouldn’t inside system that affects players on top side.
TCM isn't great example because I found their devs pretty greedy and they share same issue as DBD - no playground for baby players and obscure instructions of winning and the way to commit this win. If we really want to compare DBD with other games in same genres…
Identity V and their approach to new players is the best solution. Somehow this game despite having less player base don’t struggle with teaching new players that much. They have much more thoughtful tutorials (many of them), trials for characters, better comms for Solo, and most important, since the start of the game player plays with bots until progressing (and they don't really know about this). They don’t afraid to tell truth - in their matches u are about to get tunnelled or tunnel yourself, so new players are aware of it. So they can have that pleasant feeling they contribute to something and learning at the same time.
This game is still completely different so, but in terms of treating new players I would like to say they are way more friendly and healthy. DBD now is as unfriendly as TCM. I can say it by judjing about 3/4 of my friends quit DBD on first hours despite not facing with tunnelling even. They just were too overwhelmed by that thing that they facing more experienced people, at the same time being deprived of learning about characters in game. Killer gameplay also was too much for them. Majority of FNAF fanbase quit by the same reason.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4003601#Comment_4003601
It’s only way to win. But it doesn't guarantee 100% win, lol. Nothing contradicting.
Except it's not a 'gamble' if it's the only way to win. At that point, it's just plain playing the game. To call it a gamble would suggest that it's a risky option to take, but apparently there is NO risk.
You either choose to use the strategy that gives a chance to win, or you choose the strategy that allegedly has no chance to win.
Is it a 'gamble' to choose the former?
Why it have to be 12 hooking?
Because for anti-tunnel to be effective, it needs to encourage killers to not tunnel. Giving survivors the tools they need to be just as efficient as the most highly skilled and trained teams just so they can level the playing field against tunnelling does not fix tunnelling so long as tunnelling is still the preferred method.
In fact, judging by what you said before, of tunnelling being the ONLY way to win against such efficient teams, boosting survivor efficiency would surely just cause more tunnelling, wouldn't it?
Except it's not a 'gamble' if it's the only way to win. At that point, it's just plain playing the game. To call it a gamble would suggest that it's a risky option to take, but apparently there is NO risk.
It is still a risk. Because u may have not to be able to tunnel at all and it’ll be denied. U may be got unlucky and choose the hardest target for tunneling. U may have lack of time as source. Or not. It's an actual mix of play sense and gamble. When we talking about good players… U gambling with level of difficulty u set up when choose specific player for 1 vs 1. Because u don't know their perks, their skill, and u can't be sure in what position u’ll start the chase.
Why create anti system rather than playing around it? Just because it's a simple answer(not) on difficult question? Look at ptb, it showed how such phantasy turns to a tragedy with mass rant and more tribalism. U don't have simple answer on tunneling, because it never was a mechanic introduced by devs and it never meant for being adjusted by numbers. As well as SFW never were meant to be, but we have them in the game. Naive thought that u can get rid of player’s perception of game that they brought themselves here and it had a set up of 9 years. Even in era of hide and seek media of dbd were obsessed with this two themes.
U don't even deny that tunneling is a necessity on a top level. But u still want to get rid of it completely on this so called top level (because on low level tunneling will be cheesy anyway, even with approach that came from PTB). So the issue will stay the same and even sharp itself. Killers will be more toxic to low skill survivors or solo Q, they’ll find way to abuse in this game anyway, but they wouldn't be able to actually compete against players on high level no matter their skill. U wish to see this? What’s the difference then?
More efficiency will boost tunneling, but it will make tunnelling harder for killers who playing bad. Aren’t u satisfied? Only when u aren’t able to compete with this strategy at all maybe, but it’s personal issue I bet. I’ll say it out loud - being unable to dodge tunnelling at all with so many perks for it now and when killer isn’t S tier is the same skill issue as players who play same S tier through 4 aura read/slowdown and call it valid. Complete lack of self awareness, tribalism, and desire to avoid any challenge. I’m not embarrassed to say it. When u have answer on case of tunneling - no matter, is it u or your teammate in term of perks and still fail, it either skill issue, either unorganized play. Game can make it easier and less stressful by good RGN, better UI and contributing actual learning of mechanics.Game can ban specific perks on specific killers and can stop creating characters like Ghoul. Skill issue must to be fixed by players themselves.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4003591#Comment_4003591
As soon as u see good team that knows efficiency tunnelling is a gamble and investment as well. So, the issue is responsiveness, isn’t?
See, you claim that, but I've also had years of forum killers insisting that tunnelling is the ONLY way to win at high level. So either these high level teams make tunnelling risky, or tunnelling is an absolute necessity against these high level teams.
It can't be both.
If u are suddenly deprived of this convenient conditions and all survivors suddenly have fair RGN and can play as good as you - it is harder.
But is it harder than 12-hooking?
Because if the answer is no, then it's not a tunnelling deterrent.
It’s only way to win. But it doesn't guarantee 100% win, lol. Nothing contradicting. In a way to be able to compete u have to tunnel against pro teams while they handcapped by some ridiculous rules - that's it. If u tunnel pro team it doesn't mean u win. It means u CAN. Possibly. Not always.
But is it harder than 12-hooking
Why it have to be 12 hooking? Good play from survivor when they actually outplay killers usually mean killer barely have 6 hooks in endgame. Balanced games where skill matches usually have 1 kill-2 kills until the endgame. In advanced games it can include tunneling, because from survivor side it was extreme gen efficiency. Result would be the same.
In both screenshots below killers tried to tunnel but survivors denied it or they made unwise decision to switch targets - it cost game for them and it was 3-4 man escapes. I played duo sfw in both cases, other 2 - random players. If killer hook everyone twice before first kill and somehow survivors aren’t on gates already - MMR never was right in this match already. Nothing balanced in such games, as well as challenging, killer just got easy on you
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@BbQz said:
The issue with tunneling as a strategy is it makes the game constantly buff survivors and nerf killers. You have a easy to do strategy that requires significantly more effort to counter. You basically said it in your own post survivors should be aiming to e as effective as the killer. Well random team with no comms gestures perk synergy. Can't play effectively vs a equal skilled killer look at killer win streaks for good examples of this. That single high skilled player playing. 100% effectively can get monster win streaks even on killers like trapped in comparisons to escape streaks even the highest skilled survivors can do.
The true solutions to completely remove the player being able to spread hooks example: every third hook kills that survivor regardless of who you hook. And balance the game around that. Or go in the opposite direction and remove the ability for the killer to tunnel all together which honestly seems more complicated.
Until you have only a single path to victory for killer you can't balance the game properly. Just as survivors can no longer just escape through the hatch and 4 man escape at the start of a game causing no way for them to balance. There shouldn't be a drastically more effective for the killer role to win that isn't just the mandatory path. Currently if behavior adjusted the game around tunneling slugging newer players and people who don't do that wouldn't be able to win period.
If there's an option to remove the tunnel in effective matches and provide another effective strategy, I'm all for it. But ptb didn't provide that. It removed the tunnel and seriously nerfed gen regression, without affecting survivors at all. It was simply absurd: I was playing a survivor solo (it was a good solo) against a good A-tier killer, but the killer had no chance of winning. And this despite the fact that this was yet another match where a teammate disconnected at 5 gens. Killer played objectively well, made no mistakes in the game, we were clearly at a disadvantage due to the bot, but the new system gave us four free escapes because Man's skill no longer mattered – only how poorly your opponent played. And we calmly followed the rules of effectiveness and split up.
every third hook kills that survivor regardless of who you hook.
I think it's unfair to the survivors, who were objectively better but were unlucky enough to get hit by a killer at that very moment when the hook becomes fatal, but let's say so.
I know that solo can't follow efficiency so easily, which is why my post included QoL with comm variations. For me, the tunnel wasn't an issue. But my teams were. How did I figure this out? I started playing SWF with one streamer. We didn't have real comms, we didn't have Discord calls. But the team consisted of four players who felt responsible for each other. None of us are comp try hard, by the way, we just played okay/well. My rating jumped and I started seeing really good numbers for last 30 days.
And then solo q happened:
Nothing changed. Same killers, same tunnel. The feeling of confidence in the team and their behave changed only , and that's all.
For me, the conclusions became very simple. I got tired of solo Q not because of the tunnel, but because of who I was forced to play with. Once you're playing in a decent team and your MMR is working, the tunnel becomes insignificant (except for three killers).
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4003578#Comment_4003578
But your argument is that tunnelling shouldn't be nerfed because it's the efficient play.
However, when stealth was an efficient play, it got nerfed anyway, and quite badly, too.
Would u be satisfied if some aura read perks on killers with high mobility or range would be banned?
No, because it's not specific to them. Whether it's Pig or Blight kicking the gen, Nowhere to Hide still points out your exact location and invalidates any attempt at stealth.
Can we find some compromise on this topic or it always had to be definite “u are wrong”?
There's not really a point of compromise here, the argument either flies or it doesn't.
If we shouldn't be nerfing things because they're just the efficient play, then stealth should be reinstated.
If efficient plays are not exempt from being nerfed just because they're efficient, then that argument should not be used in defense of tunnelling, either.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4003583#Comment_4003583
The issue with stealth and tunnel comparassion how u push it is because the only way stealth is unviable is perks.
Problem with that is that stealth requires a certain investment, and guessing wrong on whether a killer can see you is extremely costly. With the overabundance of extremely powerful intel perks, it's just generally not a viable option anymore. You can gamble on it, but you are likely to lose the match for yourself and your three teammates if you guess wrong.
What about tunnelling? Absolutely same.
You'd have an argument if any of the tunnelling deterrents so far had anywhere near the same quality.
Stealth into an intel perk turns from a survivor benefit to a heavy killer benefit.
Tunnelling into anti-tunnel turns from heavy killer benefit to… Still a killer benefit. Anti-tunnel just isn't strong enough to make tunnelling not worthwhile. DS was, for a while, a serious consideration… And then it got nerfed. What you're left with is killers left and right still arguing that it's absolutely a valid choice to just tunnel off-hook, something that wouldn't be so readily considered if the threat of anti-tunnel perks was an actual deterrent.
The only reason why tunnelling is easier because majority of teams are disorganized and game don't know how to fix it.
This is just a loose assertion, though, with nothing to back it up, and I'm not convinced it's correct.
As soon as u see good team that knows efficiency tunnelling is a gamble and investment as well. So, the issue is responsiveness, isn’t?
So again - we should have more good teams and encourage efficiency on both sides maybe? Now survivors aren't encouraged to play safe and good. No matter how u play . If your teammate is sandbagging, it is your fault. So this system literally dicentivise any motivation to play effective on survivor until u not playing some SFW?
The only way tunnelling doesn't work as gamble and highly risk challenge is the way how your opponents literally play. And what conditions your opponent have. If u are suddenly deprived of this convenient conditions and all survivors suddenly have fair RGN and can play as good as you - it is harder. If it's not blind run off the hook to the killer hug, careful play and healthy altruism along with focus on main objective - tunneling isn’t exploit anymore. So, maybe it wasn’t exploit since the start? So, just maybe, game have to provide such conditions for solo instead of 30 sec of MR invincible play?
I played ptb myself, witnessed everything and just realized it was a way to flip coin on other side and that’s all. Nothing about balancing when u blindly believe in power of heavy nerfs and number tweaks. Look at the rework of “made for this” From blind % haste to a tool to encourage team play and heal meta use. Maybe whole game should look like this?
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4003563#Comment_4003563
Except these rules aren't new at all. Hiding has been in the game since its inception.
'Complete disregard for objective-based play' - How? Isn't it part of the objective to stay alive? I can't work on gens if I'm dead, can I? If I can cost the killer precious time by hiding, why should I not be allowed to do so?
There's no interactivity in a game where players studiously avoid interacting with generators or chases
No one said anything about not interacting with generators. And chases will come if the killer manages to find their target.
By the way, can we get back to the post, or is this turning into a major off-topic?
It's a response to an argument -you- made:
https://forums.bhvr.com/dead-by-daylight/discussion/456900/recall-of-ptb-and-tunneling-issue
Why we should discourage to play effective? Because average survivor player didn't learn how to play effective as well?
Stealth can be effective, and it got ripped out anyway. So you can't really argue that tunnelling shouldn't be nerfed because 'it's just playing effective'.
It's just showing that you're arguing something that the game has already moved past.
The issue with stealth and tunnel comparassion how u push it is because the only way stealth is unviable is perks. Stealth never were base kit, it was an approach as well, but their nerf was pushed by optional gameplay of using perks. + some “base kit” as lighting rework. U still can commit to it, but good players or perks can punish you.
What about tunnelling? Absolutely same. Side nerf for base BT/face camp scale + more antitunnel perks as optional play. U still can commit to it, but good player or perks can punish you.
My whole post literally was about “it's fine to make tunneling harder. But not by blind number tweaks”. The only reason why tunnelling is easier because majority of teams are disorganized and game don't know how to fix it. So, survivors should be buffed by information? More free comms, the best possibility of perks synergy, better RGN, rework of the approach to killer powers with removing lazy creep mechanics? Effective play counter tunneling, so it’s not some exploit on its own. It's just showing the need we need to encourage for more effective play by buffing effective approach, alongside with fixing specific killer powers
The issue with question “what makes tunnelling special” - because it isn't in any way. It's just an optimal approach. Telling it’s uncounterable so have to be nerfed - is what makes it actually “special”. In a really bad way
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4003563#Comment_4003563
Except these rules aren't new at all. Hiding has been in the game since its inception.
'Complete disregard for objective-based play' - How? Isn't it part of the objective to stay alive? I can't work on gens if I'm dead, can I? If I can cost the killer precious time by hiding, why should I not be allowed to do so?
There's no interactivity in a game where players studiously avoid interacting with generators or chases
No one said anything about not interacting with generators. And chases will come if the killer manages to find their target.
By the way, can we get back to the post, or is this turning into a major off-topic?
It's a response to an argument -you- made:
https://forums.bhvr.com/dead-by-daylight/discussion/456900/recall-of-ptb-and-tunneling-issue
Why we should discourage to play effective? Because average survivor player didn't learn how to play effective as well?
Stealth can be effective, and it got ripped out anyway. So you can't really argue that tunnelling shouldn't be nerfed because 'it's just playing effective'.
It's just showing that you're arguing something that the game has already moved past.
The issue is - u can still do stealth, but it seems somehow it were “gutted” away as soon it was unviable in terms of long ignoring objective and making match even more long.
I’m up to changing some aura read perks again (why u all ignoring this part of my comment) - but answer me, since when I should find stealth completely killed when I use it in game myself? Because I am playing for stealth when play survivor. It is harder now, yes. Tunnelling is also became harder, since introducion of base kit endurance, new shoulder the burden and simply more survivors playing better than many years ago. Both killers and survivor stuck in this anti - tunnel and anti-stealth meta as well to counter each other meta. But again, nothing were “killed”. U still can do this, it just requires more conditions and the actual issue game doesn't show it. Game doesn't teach and u have to spend thousand hours to distinct every perk and counter it. I’m up to changing it as well
Would u be satisfied if some aura read perks on killers with high mobility or range would be banned? Can we find some compromise on this topic or it always had to be definite “u are wrong”?
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@I_Cant_Loop said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4003547#Comment_4003547
How is someone supposed to provide a “direct answer” to a post that is like 35,000 words long?
Take a take u are displeased with at least, and not creating off topic with stealth aspect of the game, along with question u already have your own answer for
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4003566#Comment_4003566
You're the one who wrote an essay, then couldn't answer the first question posed to you.
I gave you at least 3 chances. You just don't like the correct answer in this case.
Who are u to give chances, excuse me? Am I asked for some chances here, xd?
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4003562#Comment_4003562
I'll answer my own question then:
Tunneling is special because killers refuse to adapt. You can't even imagine playing the game any other way, and feel entitled to nearly everything.
Because even when pressed on one simple question, you can't stand up to your own words.
Hiding used to be the marketing for DbD. It is so marketed in some places as a "horror hide and seek", and yet, we have aura read that can't be reasonably countered, distortion nerfed, and they had no problem pushing live (against feedback) the crows that deleted it entirely.
So when it comes to tunneling, suddenly this is holy ground, where you can't help but quite an entire essay defending it, and yet it has the same pitfalls: negatively impacts the match for 4 people when used excessively, but apparently we aren't allowed to touch it.
This entire post from you is just further propaganda to remind the devs that they aren't allowed to touch tunneling. It isn't about "incentives", because they tried that too. It's just that some people don't want it to change.
That's the only reason tunneling is different, that's the answer to my question: tunneling is special because you want it to be. You just can't be honest about that.
"I came up with the question myself, I found the answer myself." Perhaps it's worth creating own discussion for such cases.
I've been following your comments for a while now and I've noticed that you're a big fan of talking to yourself, because as soon as your opponent doesn't indulge your tribalism, it's very difficult for you to engage in a discussion with real arguments, and we reach the stage of "git gud, you're just too lazy to adapt." Without even realizing it, this phrase can backfire and apply to your own position.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4003554#Comment_4003554
Because hiding was an avoid way of any interactivity on a trial where two sides that are supposed to interact.
That's not really true, though. Hide and Seek isn't a game of 'no interaction'. It's just one that killers don't like.
I played such hide and seek games on both sides in custom matches. All it represents is new rules within a completely different game, and a complete disregard for objective-based play. There's no interactivity in a game where players studiously avoid interacting with generators or chases, even though the game assumes these are central to the experience. It's a good idea for events or private games, but not for a typical 1v4.
By the way, can we get back to the post, or is this turning into a major off-topic? In that case, I might suggest you create a separate discussion if hide-and-seek is such an important topic for you
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4003554#Comment_4003554
So, just to be clear, doing so situationally is a "strategy" and good, effective gameplay. Yet if someone is doing that strategy "excessively", which impacts not just the match, but the overall gameplay for 4 other players, we need to address that immediately.
I think I have that right. Especially since the live version of crows was grossly overtuned and deleted stealth completely, and now we just have significantly nerfed stealth.
So, how, exactly, is tunneling special?
Because: doing so situationally is a "strategy" and good, effective gameplay. Yet if someone is doing that strategy "excessively", which impacts not just the match, but the overall gameplay for 4 other players, we need to address that immediately.
U ignored other stuff as well
— I admitted stealth aspect should be tuned and aura read have to be balanced on specific killers
— I never said tunnelling is special, u just put it out of nowhere and put this question as rhetorical
— I said stealth were affecting badly not killer, but teammates also. So it were affecting badly your own side. It’s not just “4 people in a trial”. It’s other 3 where u who u were supposed to help
— U completely ignored comment about interaction issue
I won’t respond on any of your comment anymore, just because it seems u have a great joy of selective word extraction, twisting it to suit your own purposes, because apparently responding directly to the post is too difficult, and we need to come up with additional questions to derail the discussion into meaningless tribalism. If you enjoy such dialogues, go ahead. I'm not going to invest in it.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4003554#Comment_4003554
So, just to be clear, doing so situationally is a "strategy" and good, effective gameplay. Yet if someone is doing that strategy "excessively", which impacts not just the match, but the overall gameplay for 4 other players, we need to address that immediately.
I think I have that right. Especially since the live version of crows was grossly overtuned and deleted stealth completely, and now we just have significantly nerfed stealth.
So, how, exactly, is tunneling special?
Because: doing so situationally is a "strategy" and good, effective gameplay. Yet if someone is doing that strategy "excessively", which impacts not just the match, but the overall gameplay for 4 other players, we need to address that immediately.
Crows were fixed as soon as people started to complain.
Are we using as argument stuff that were admitted as problematic and turned off? -
@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4003547#Comment_4003547
Why we should discourage to play effective
See above. Hiding was effective play.
So why is tunneling special?
Because hiding was an avoid way of any interactivity on a trial where two sides that are supposed to interact. Clear answer here. And because it was as well the way to keep players hostage. Or selfish plays where people were using it for waiting whole team to die for getting simple hatch. Hiding were able to harm both teammates and killer. That’s why it was highlighted as issue.
U still can hide in the trial, but u can’t do it forever, by the way. Want to see examples? Watch KnightLight solo q streak rn. As well as when survivor provides anti tunnel perks, killer provides anti stealth. Listen me up. I’m distortion user. Still, despite its nerf. Maybe it would be nice to have +1 token from the start, but now already it’s pretty balanced.
I’m up to reworking aura perks, actually. I’m even up to ban aura read on specific killers like nurse. But again - your comment isn’t about direct response on my post. Is another whataboutism and tribalism contribution. So, I will wait until u’ll give actual response rather than forcing other people to answer on your questions only. Stealth wasn’t mentioned in this post. U just pushed it here in attempt of “but what about this”, and that’s all. Try better next time -
@AmpersandUnderscore said:
Why is tunneling special?
Hiding was easy, and also survivors "just surviving". It got nerfed from several directions, with distortion getting deleted, aura read is so prevalent and varied that it has no reasonable counter, and yet they still went the extra mile to punish players for doing it.
All I see from this is that actually, meaningfully addressing tunneling would require killers to adapt and try something different. That is apparently unconscionable for most people, and they will, apparently, say or do anything to avoid that at all costs.
And this includes not only writing a novel about it, but disregarding stats, and trying to divert to literally anything else other than the actual issue.
I would like to see direct answer on my post rather then a rhetorical question about the specialty of something
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@TheGoone said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3986304#Comment_3986304
And I'm telling you it's not a core issue it's legion himself he's to strong of a support killer and needs more tweaking and besides it's just legion acting like its some great loss he gets nerfed
I’m not acting like it’s a big loss. I’m acting like half of communitiy here doing same mistakes over and over asking for simple nerfing like it ever actually worked and didn’t make stuff more broken/dead
Just be honest. It’s a sentiment and u don’t want to see this killer at all. U wants him dead as playable character to narrow already small pull of killer options. U don’t even hide it directly because asking for SM treatment
Hate over rationalism just least think I would like to respect when game in such poor state -
@TheGoone said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3986302#Comment_3986302
Legion is definitely busted and nerfing him more will make more tolerable he shouldn't be able to keep the whole lobby injured
I’m telling again
nerfing ≠ balancing
U need to find core issue and work on this before.
Otherwise u’ll get fog vials and SM. If u are asking, then propose. Otherwise u’ll get fog vials and SM again.
What’s the point of asking to repeat same mistakes… -
@TheGoone said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3986290#Comment_3986290
Disagree he can definitely receive more nerfs to keep inline
People will keep complain as some still DC because of SM in match
U’ll never able to please audience by nerfing stuff to the ground. Fog vials and SM are example. Not the killer, not survivor are happy with their changes
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I don't understand what's stopping them from adding original killers, but the person above explained quite well why absolutely all killers are unavailable + queues will never be ideal
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@sinkra said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3986273#Comment_3986273
If you played the 2nd 2v8 you would see how much a difference, there werr pallets everywhere. But killers complained that it was soooo unfair and devs removed them.
The biggest irony is that devs released stats for that 2v8, 55% kill rate. That's not enough though for killer mains, gotta be 70% kill rate for it to be "fair" in their view. And the devs have noclue how important balance is in a pvp game, they just obey the killer main streamers because gotta keep it ez mode for views.
Yeah. Blame killer for everything. They are the main evil here…
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@sinkra said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3986273#Comment_3986273
If you played the 2nd 2v8 you would see how much a difference, there werr pallets everywhere. But killers complained that it was soooo unfair and devs removed them.
The biggest irony is that devs released stats for that 2v8, 55% kill rate. That's not enough though for killer mains, gotta be 70% kill rate for it to be "fair" in their view. And the devs have noclue how important balance is in a pvp game, they just obey the killer main streamers because gotta keep it ez mode for views.
I played. We have whole class for restoring pallets, and when I played as survivor I didn’t struggle at all? Yesterday I played on Greenwil, a lot of pallets even on the edge of the map
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@TheGoone said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3986268#Comment_3986268
Devs just gotta Skullmerchant treatment Legion in this mode yeah he won't be fun or fair but it's for the sake of getting Survs to play this mode
He is unable to get SM treatment. His issue in 2v8 in core mechanic. No one removed drones from SM, so no one will remove frenzy from Legion
The only way to prevent him being unbearable is first survivors not allowing him continue his chain. Personally I always running to bodyblock him being in deep wound to prevent long chain of hits
But that takes risks being downed in chase later…
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@MDRSan said:
Not to jinx myself but I haven’t seen any Legions so far in my 2v8 matches - most common have been Weskers for me. I do see how they’d be pretty miserable when paired with a second killer though, especially an Oni.
I was wondering earlier though - are there any reoccurring survivor oriented events? The Halloween one maybe because it gives you more map space? Kind of a meh advantage but it’s the closest I can think of that at least doesn’t give killers something that greatly surpasses it in advantage.
Maybe next blood moon event will be survivor sided? Idk, for me 2v8 is still better than masquerade for fairness
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Did they actually removed half of paletts? I didn’t notice that. Do u have some way to prove it?
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U are able to play? I had only two games. On killer and on survivor. After this my server just cooked
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Other support killer just too weak. Like Ghostface? His exposed doesn’t work on half of killers, yet he doesn’t have bonuses to pressure people who is marked
DeathSlinger and Nemesis weak on their own
Spirit not that strong to pressure 8 people, despite having strong 1v1 + sound bugs (still) and silent rush
It’s just unattractive to play someone else except Legion, Wesker, Oni and Huntress maybe. Maybe Blight and HillBilly, but u need to be good player on them (which is hard)
Probably it’s only one mode, where Legion can shine -
@CrypticGirl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3986116#Comment_3986116
To be fair, how are they supposed to test it? It's not like they have millions of players on their dev team, and they probably have private servers for play testing
Usually it can be tested through some kind of virtual machines that imitates high load out or other circumstances
IDK, probably BHVR doesn’t have such technology. U also can use bots on private servers butsuch a way can neglect really important things such as CPU loadout or network performance. Maybe that’s why is so bad…?
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@cogsturning said:
It's crazy how everything they do, even when it's a repeated event, is messed up.
My friend just completely quit the game because of this. He found other assymetrical one and constantly asking me to go there as well. I just stopped to play dbd as killer for last week, if not considering custom games… yeah
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@UnicornMedal said:
Remaking the game from scratch is still just as crazy it ever was. Not from the standpoint of the game's health because it is desperately needed, but from the standpoint of revenue and investors. The game is basically stuck between a rock and a hard place forever. I think even if they did offload manpower into developing a new engine, we'd still hit the same wall in the long run.
Still, I just feel they need completely rebuilt their game for technical terms…
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@radiantHero23 said:
All I can say is, that if they want things to improve, they really have to step up this time.
I don’t mind playing normal mode without any events with half of killers being killswitched, if it’ll guarantee actual focus on fixing problems. No point in new content if it’s broken
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@thrawn3054 said:
How he hell is there already a P100 Springtrap running around?
Since Springtrap release I prestige about + 80 on different characters in total. I wasn’t attending event a lot even and didn't farm.
with new bp spending system it's 10 times easier to get 100 p
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@Jeonn said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3985686#Comment_3985686
It should be mentioned for future readers that the reason getting the first hit as ghoul is so much easier than wesker is because the leap is actually hitscan and has autoaim. In practice this means that even if you miss by just a little bit, you get the hit, as well as you damaging the survivor even if they manage to run behind cover in the time between "getting hit" and actually taking damage after the leap animation
I assume this hit scan works with same principle of ghostie and Myers stalking. One pixel of body is enough to detect whole survivor






