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@Choaron said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4025217#Comment_4025217
He is one of the weakest killers out of… 3, yes…
I don’t find him extremely weak, without bugs he is not that bad on middle/small size maps
He has decent skill floor, thats true, and he is ping dependent. Range killers generally harder, especially for consoles players, because aiming still stays as one of the least casual play in this game. You barely can win on such killers without concentration and muscle memory
But I think they can make him better. Adjust add-ons, fix bugs, collisions, and make him able to break pallet during holding person on chain
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@Leon_van_Straken said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4025208#Comment_4025208
As I said, I wasn´t asking for a nerf there. It is just the lingering question in my head "Why him". Why doesn´t Trappers trap give you deepwounds when you escape as an example. "What is so special about Deathslingers abilty to inflict it".
Btw it is kinda stupid that if you hit the Survivor and swing your weapon and miss the Survivor gets away healthy but if you don´t do something and the chain breaks you get the injure XD
I think because Trapper was their first killer, they didn’t have a concept of deep wound in mind at thar period.
It may sound subjective, me personally find the concept of slow down is really essential for him
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@Leon_van_Straken said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4025201#Comment_4025201
But if he gets deep wounds for breaking the chain and for hitting you after he pulls you to him, why isn´t injure enough?
So, first reason — He is 4.4 killer with huge slowdown with need to reload. He is heavily punished for every miss. He also need to inflict some kind of slowdown on survivors then, so if he injured from the distance the player is encouraged in one way or another.
The second reason — System need to distinct break of chain by killer (cancel), survivor (holding on chain), and hit. His chain itself doesn’t hit, ONLY in case of full health state AND if timer of holding on chain was exceed and survivor broke it themselves. Deep wound just adds more clarity to his mechanic. Chain pull were cancelled? Nothing. Chain right but killer can’t M1? Lose health state/get deep wound.
The third reason… he is basically one of the weakiest range killer? He is literally countered by pallets unlike other range killers do, so deep wound isn’t some kind of unhealthy mechanic. -
Some shaders can make killer red stain visible through many textures, so it's kind of exploit. But as I know not every filter do it
But if killer can realise they playing against sfw, it’s impossible to realise do player has shaders. So… that what make it kinda unfair
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@runningguy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4024733#Comment_4024733
wonder if we been matched up…. you seem to play the same time as me and the uk server has limited survivor pool.
maybe, who knows :) I see same people over and over sometime
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I still main phead, pretty happy with my choice. Yet I’m not surprised people changing their optiona
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I played for survivor and it was instant? But on my 6th game something happened. I wasn’t able to queue. I waited around 20 minutes (London servers)
Go to killer - insta
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I started with Ghostface, because Scream was my first slasher franchise. He also was pretty simple and I liked concept of stealth killers before. He is the only character that has multiple cosmetics I bought for him
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I started to play in an anonymous mode to repel more experienced survivors less than usual (have low hours related to them), yet it seems they don't enjoy Rebecca players as well xd
It’s ironical, because next match I pick Quentin, go to the same lobby, they accept it, and they die even faster in match or have shorter chases sometimes. Sometimes people just… dodge
Or another case: I can’t play not anon because people care about my hours too much and even can blame either in being noob, or in opposite being cheater/smurf. And when I play in anon people also have a tendency blaming me in cheats…
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If I return to “regular sessions”, it’s few hours each day 2-3 times in a week
If I doing occasional sessions, it’s more like I’m gonna play for one day in two weeks but it’s gonna be 20-30 matches at least
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@09SHARKBOSS said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4023836#Comment_4023836
valid response to blinding lights
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4023856#Comment_4023856
now I'm seeing hillbilly hitting some wild skateboard tricks then running off with a survivor on his back
xd, but I really enjoyed seeing some flicks from killers. S flick on HillBilly is so sick from survivor perspective
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@KingOfDoom55 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4018325#Comment_4018325
Fair point, just hop they address these issues and how niche certain aspects of his power is
I think it could be nice if they’ll be able to build specific way of play for console players so using joystick is less overwhelming for ranged killers. However I understand how hard working on such stuff for consoles and it’s pretty fair they gave players opportunity to use keyboard and mouse so yeah I hope one day he’ll be updated better. His new rework is about nothing and he even dropped in popularity, so one day he is gonna be forgotten as Twins and Hag lol… He is already close to level of the Artist and Unknown
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4024027#Comment_4024027
Except you could also use the syringe altruistically on a teammate who was being targeted. That was a big benefit.
I think if you noticed any exhaustion from teammate you still can do it giving your medkit? I highly doubt it was the most popular and main use of syringe, people used it for themselves mainly
And cmon, now people have 30 sec of endurance. Can we stop pointing on heal state after hook when you are literally gifted with the highest window time possible to reach any loop…
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@cogsturning said:
This change is hilarious. It's supposed to be an update to help with tunneling and they axed an add-on that can help when someone is being tunneled, but in doing so, buffed exhaustion instead. Hope every killer who cried about healing enjoys those endless Sprint Bursts lol
Frankly, double or triple (if with blood rush) sprint burst is the best anti tunnel ever, especially for survivors who can’t loop for 18 sec for syringe to take effect. Clearly it’s still extremely op add-on you can use as anti tunnel protection. Nothing changed a lot if not became worse
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@CompetitifDBD said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4023948#Comment_4023948
That shows that he himself needs a buff and a nerf to certain playstyles, not an outcry for unfair playstyles
Am I gonna stay crazy, but am I only person who loves idea of basement… and saves?
Personally, I never played it like myself — because I don’t play instadown killers beside Billy (and he doesn’t need it), and Trapper/Hag
Yet as survivor… it’s actually not that bad? It just makes a feeling team have to play as team and rescue and escape actually becomes something like a whole another game sequence. Like you have to rescue princess (sorry for cringe example) or be a princess yourself.I like Trapper’s personally more because it’s not instadown as Leatherface’s, so it’s actually playable. I like idea of basement have high reward high risk.
Finally, if you want to avoid basement trapper, avoid basement and area around itself
If only BHVR made more tools to play around it and more complex. I just love the idea of hook rescuing being an equal part of survivor objective and not generators only, while in current game it treats more like tool for killer and transitional stage for survivors rather than advanced engaging mechanic
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@Rickprado said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4023894#Comment_4023894
To be honest, a patch just fixing these things would be awesome. But Bhvr been tying but they couldn't do that, or at least, not as much as the game needs.
It might not gonna give a high influx of new people, but it might make it more viable and trustworthy for old players. Or keep newer players staying . But they need pause their DLC production for this…
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Just fix the game. Technically. Before doing any balance changes… that’s the only I ask for
Fix client dependency
Fix servers
Fix matchmaking
Fix bugs in killers abilities
Fix rgn on maps
Adjust collision and hitboxes
The games gonna feel way better just fixing what we already have :c
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I prefer something in between, because I’m playing solo. Good competition is fine and I don’t mind to see whatever play style to use, but I LOVE when killer do some interesting tricks even if they not the most effective for gameplay. Shows they want to have fun as well
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It’s really unhealthy to bypass core gameplay and avoid being engaged. I mean, even from the logical point - isn’t the chase the most interesting part of the game? Or you want to press M1 most of the game?
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Stealthing is enough
Last 90 seconds is unrealistic.
However going against non mobility killers with no aura and using simple shift W is kinda enough already to win half a minute, if not the whole minute
Add some toolbox and ez
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I believe you shouldn’t get free kills against new players.
I also believe teammates should share equal skill braces so “weak link” wouldn’t differ drastically in team.
It’s not MMR spoiled this game. MMR simply doesn’t work in DBD.
Soulless effectiveness would be boring ofc, but for this you have to provide new mechanics and more complicated killer abilities, and not some recycled party with dash projectile teleport we have now -
@Dokta_Carter said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4023091#Comment_4023091
Fair assesemnet, and in a way most killer with stealth in their kit have a tell when they are going to attack you/nearby
PIg ambush, a roar
Myers, loud breathing
Wraith, Bell ring
Sometimes stealth killers can more effectively cut survivor ways and do pathing that catches off guard. But it works when survivor not familiar with maps or checkspots
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My first main is ghostface, and genuinely, stealth killers may work well only against players without headphones or on indoor maps. Nothing really “special” about them.
There are can be some exclusions personally for every person. Me for example having accessibility issues playing against Dredge during Nightfall (I’m kinda sensitive to sounds) or Chucky in Hide and Seek mode in loops. But I think people don't massively struggle against them. I mean, Myers literally has loud breath sound, so you still can detect him. It's something kinda specific and minor for each person
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4023024#Comment_4023024
Could you elaborate? I'm not sure I understand what you mean by that first part.
Why I even should try to? I already explained my position above : your idea exploitable and one sided. So it’s just shifting problem and responsibility on other side. Nothing actually “let’s keep agency and no penalties” about here, just an attempt to cover it by brand new cover
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4023003#Comment_4023003
Why would it matter how good they are at looping? You aren't looping them, they're bodyblocking you. They're giving you the hits, you don't have to waste any time getting them.
The problem with Eruption was not that it paused objective progression, there are multiple killer perks that do that which haven't been anywhere near as terrible for the game as Eruption was. The issue with Eruption is that it effectively forced survivors not to play the game at all, because they couldn't interact with anything other than chase or unhooking.
This solution may pause progression, but you still get to interact with the game. You still have real choices to make, you can still benefit from hooking that survivor if you choose to (because remember, you're trying to ignore that one survivor as much as possible), you still have complete agency in your actions and decision making. You just don't get to tunnel someone out for an easy game.There's no need to force a pause of the objective on the survivor side because that isn't currently a problem the way that tunnelling is. The most we have there is that toolboxes are still unbalanced, but you fix that by reworking toolboxes, not changing the system mechanics for survivor.
Why would it matter how good they are at looping? You aren't looping them, they're bodyblocking you. They're
giving youthe hits, you don't have to waste any time getting them.
So, we simply aren't welcomed with concept of proper bodyblocking once, and still thinking something like allowing to tank hits by default is acceptable. No point to discuss it then
If your argument solely based “for survivors it’s different, so you can’t apply this concept for them”, the only thing I see is actual understanding of unfairness of proposals, but a simple refusal to say it out loud. I won’t stop believing if you are touching playstyle and pausing objectives, you have do it for both sides. Otherwise it’s just a tag game
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022991#Comment_4022991
Well, there's some form of anti-slug coming soon, if it works out then hard slugging from the killer shouldn't be much of a concern anymore.
As for bodyblocking, nothing's stopping you from taking one of the two tactics you'd take now - ignoring them or slugging them - and you'd still be able to hook them if they make that very convenient or you have good perks to activate from it.Is there any reason you don't think what I just laid out is accurate? Do you think it'd work out differently in practice?
How it cancel the fact that person abused the system in a way it wasn't considered we’ll keep ignoring, okay…
“Let them abuse, you just have to give more hits and waste more time, even if you didn't tunnel”
It will work different as soon as in lobby will be survivor who can loop longer than 10 seconds. It barely gives any difference between old ptb. It's just It's disingenuous to insist that such a system isn't exploitable. If you literally tell a survivor, "You won't be punished for standing in the killer's face; you'll picked up sooner or later thanks to antislug or another teammate, and if he dares to hook you, progress will be paused for HIM," people will exploit it. Saying otherwise is living in a rainbow world or viewing everything from the extremely one-sided perspective
If tunneling issue is so frustrating, what the most unfair thing that isn't related to personal skill issues and whims? It's the lack of interactivity. The person being tunneled or instanced dies, or spends half the gameplay hooked. As a killer, you're simply patrolling zones without much progress, just trying to quickly hit another second chance. So, kinda soulless effectiveness. Why not then make stage progress dynamic for both terms and relate it to anti camp meter? Instead of self-unhooking, provide a slowdown in the stage if the killer is too close, and conversely, a speedup if the killer moves away from the map point.
Well, sort of... 1) Survivors have more motivation to spread out evenly across the map so they can be ready for a quick rescue if necessary, which already encourages proper gameplay. 2) The killer will be far enough away from the tunnel to give them a chance to reset or position themselves, so chase WOULD BE fun, you won’t be Insta tapped and down if you used that window of time correctly, while killer still have agency and not restricted that much. 3) Survivors are forced not to exploit system of unhooking in last moment, because dynamic stage force to leave gens, and it is natural slowdown of genrush, while not touching newer players who unhook fast and can’t play around stages anyway.
Of course this system requires many changes in the game. Devs have to consider mobility and strength of every killer, adjust slowdown and distance to every killer, maps should finally have proper design of hooks, you have to give actual info for solo survivors, you have to create proper tutorial, you have to finally address endless second chances or actual causes of proxy camp. Finally, you have to build a more developed mechanic around saves from hook. It's harder than just slap “you can’t do x thing” for players and letting do some chaotic changes only to revert them day later because other side will be furious. Devs, oh gosh, would have to actually do complicated testing and not slapping some endurance or handicapping of playstyle because they can’t fix it technically. But if you wanting actual changes of the game not related to some linear prospect, new changes have to force devs to fix already existing technical and balancing issues, not creating a new exploitable area.
Eruption with “you can't touch gen” showed how bad is forcing a pause on objective, even if it was an insignificant second. This game is about time. Why repeat same mistakes but for other side — no clue.
I mean true, your idea have right to exist as everyone else. But it’ll be rational only in case where system will force such pause of objective on survivors as well, as I hinted with my example of old eruption. And something telling me in such case, where this “fair play” hit both sides, no one would be happy.
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So… basically marking a person as “non - objective”.
Which either will lead to hard slug from killer or constant bodyblocking from survivor if they have brain and desire to abuse yet another wonderful idea.
I don’t see any improvements beside literally, lol, forbidding to kill.
By such logic let’s return old eruption with Incapacitated effect of provide absolutely the same system for doing generators as base kit. This is so “logical” to force a pause on objective just because other side is upset.
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I hope more people will push devs to be more clear around this theme
MMR is a mess. I’m trying to avoid abandon as much as possible, no recently I had a huge lose streak and I really felt… I want to press this button. I even pressed it few times because didn't want to waste time on killer hooking everyone, because we let to snowball
This abandon system is extremely unhealthy for me ngl. This bot replacement is straightforward boring experience. Why team just can't give up as a whole and Insta leave in impossibility to comeback, idk… everyone just either have to waste a time, or mess with MMR and rates
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022913#Comment_4022913
Like you said, its repetitive. Imagine doing the same thing for thousands of hours. Imagine having things that used to just be annoying, now you've had them happen hundreds or thousands of times.
More so for me, I've watched BHVR make the same mistakes for almost a decade. I've watched them lie and mislead. I've watched the same piss poor quality get shoved out. I've seen no big changes to the gameplay in half a decade. I see things I predicted years ago come true.
I watch as the game I loved gets further from the state I loved it in. It's difficult for me, personally, to see that.
That’s why I don’t really expect this game to be changed a lot. If they can’t do it with mechanics, they won’t be able do it with playstyle as well
And I played other assym horrors. I don’t expect some playstyles be realistically changed ever
So… I just hope they’ll do new version of DBD. Yet I highly doubt so
I spend a lot of hours in COD myself (it was my first “serious” franchise I ever played, after finishing some companies I played mobile PvP really a lot) so if being realistic… it’s really hard to accept that after many hours you’ll be disappointed in game.Especially in something like DBD, where even me having my low hours being disappointed in them already. Most of the games are’t counted on to be replayed without getting such feeling, however, this is also inevitable
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022908#Comment_4022908
Contrary to your belief, I'm glad you are having fun.
I also think, correct me if I'm wrong, that you're a relatively new player.
Kinda, but soon I’m gonna be close to 1k hours. Within a year. I invested a lot of time already.
And that's just showed me that takes from “new players suffer” is not widespread true?
MMR don’t really exist in this game. I’m constantly playing against people who played more than me. I played against p100 killers with thousand hours before and being dedicated main. I played against 10-12 k hours survivors. I talked with them, had matches together, had kwfs and sfws.
I still don't’ find anything that should make me not enjoying this game by playstyle. Game being miserable pile of broken mechanics? Yes. Style? Not. My issue is not in the way how people play the game and never was.
So… what you are hinting at? I “wasn't tunneled enough” to understand you, xd? DBD is pretty repetitive, people having 1k hours and 12 k differs only from experiencing meta shifts and having more advanced skills. But experience is the same, until you are’t purposefully chasing custom games. Which I also do.
Just to clarify — I wouldn't be on this forum being brand new player who didn't try DBD. I’m not staying on forums not actually experiencing the game.
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@KEYKYNTAK said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022896#Comment_4022896
You can tell someone else fairy tales about a 60% survival rate, but not me.
Do you like it when people tunnel and slag against you? Well, people like you will be the ones playing against players on killers.
I want to play a game where my efforts matter. It's my right to want to play against AI, and I'm expressing that right.
If you have a problem accepting opinions that differ from yours, that's not my concern anyway.
Are u still trying to convince me I’m suffering playing this game as much as you do or what
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022889#Comment_4022889
We do know that DC's affect BHVR's stats. Any match with a DC is instantly discarded, which certainly drives down KR's. We don't know about Abandon, but it seems like it'd be pretty easy to say, "Hey, yeah, we don't use Abandon for our stats" or "Yeah, Abandon is counted as a Kill." They didn't though.
Killer, besides the asinine change to pallets recently (that didn't really fix deadzones) feels exceptionally easy. There's legitimately almost zero challenge left in the role, besides artificial difficulty like no perks or random perks, etc etc. On the rare occasion I did get a good match, it'd be one in like, forty.
On the Survivor side, it's ass. As for the popularity, it will drop off fast. We've had two popular Survivors back-to-back, that's boosting the player counts, plus Krasue being absurdly broken has brought a lot of Killers back around as well.
If it’s ass for you, that's not widespread reality. I’ll be honest, so much complaints about terrible experience I’ve seen only on this forum and Reddit.
I don’t mean by that we should leave gameplay on its own. I don’t play killer that much anymore just because I moved to other servers, and I’ll be honest, majority of my games survivors don’t know what they doing. Or they don’t care, because the lack of empathy towards own teammates.
I believe game need to be fixed technically and maps with rng should be reconsidered. You can’t convince me the main issue is playstyle. This may sound unpleasant to you, but I had a good experience of playing, and it influenced my thinking, so your subjective "not enjoyable" is completely empty to me, because you don't even come close to understanding my own thinking. It's perfectly fair to simply accept that people are different and stop basing your entire view of the game on how the other side plays. Or at least not use that sole argument against people who had drastically other kind of experience
I want changes in this game, but I kinda accepted that they are kinda niche :/
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022887#Comment_4022887
Mandy also didn't say whether or not Abandon matches were thrown out, not that I saw at least.
And that's the problem. They continue to hide it from us, so it allows to throw a whole bunch of speculations for both sides.
We don't have actually clear, trustworthy stats. I mean even if we had the stuff what devs have, it won’t be actually trustworthy game. Because what's lose for specific survivor is escape for whole team
I have “miserable” escape rate. Because I barely DC, don’t rat, trade in endgame, ######### looper. Even in such circumstances I don't have below 40%, and killers I’m playing against usually losing themselves finishing as tie. I don’t know how, but according this forum, people literally playing different games, so I don’t expect any stats be 100% trustworthy or not completely just because it something that suits your sentiment. For actual data they need to change their methods, fix matchmaking and provide new win cons.
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@KEYKYNTAK said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022890#Comment_4022890
Buddy, do you even play for the survivors? During this whole Halloween event, killers are sniffing hooks, tunneling, and slagging as much as possible.
It doesn't matter which killer you're playing against. It doesn't matter what perks they have. In 95% of cases, they'll be sniffing hooks, tunneling, and slagging.
What's the point of playing such a game for a survivor player? So that a noob who is completely unskilled and unwilling to learn how to play as a killer can assert themselves at your expense?
Buddy, I’m 50/50 player, with more hours on survivor, and my escape rate never was below 40% from starting this game. Currently I’m between 45-60% every month. So yeah, believe you or not, some solo survivors genuinely don’t struggle as much as you do. I STARTED as surv main. My noob era was on survivors.
It can be extremely surprised as well, but me personally love to be tunneled, I don’t enjoy slugging personally only.
I always find it funny when some person from this forum blame me in “you are just a killer main only” just because I don't share their vision lol. You are not the first, not the last
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@KEYKYNTAK said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022879#Comment_4022879
Every time you tunnel and slag, you're playing against bots, because players on the surviving team aren't interested in a game where a complete noob on the killer side destroys their basic gameplay.
So you're definitely not going to get used to playing with bots.
What it makes with my personal take not wanting to play against bots — idk. I’ll assume some noob killer offended you really a lot recently and that's all
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022863#Comment_4022863
Hot take: Being designed to lose 60%+ of your games feels like #########. Especially when we know the true KR is higher due to Abandon's and DC's messing with the numbers.
Hot take, but in that message it was told they don’t track it for MMR precisely, they didn't tell it was’t tracked for stats completely.
Mandy told as well that dbd stats website isn’t their actual tool for tracking. It's not to defend them, it’s to tell that this take is kinda one-eyed. They also didn't tell for what kind of track they made such claim, so this message is full of speculations as much as you tick “characters perks are unbalanced”. We don’t know actual true stats, and how exactly they sorting them. They hiding it from us for whatever reason, so using official stats and takes around them for building a whole argument around it is disingenuous.
The last hot take — you won’t be able do 50/50 in assym game. Giving 50/50 for vast majority is impossible. They decided to give 60% on killer because their satisfaction is literally deciding would other 4 survivors be able to queue and their MFT patch showed them what can happen if not. Do you like it or not. Making rate above 40% for survivors never would be so hard in this game if they actually had skill progression and properly working matchmaking here. I already find games on survivors surprisingly easy as soon as I’m matchmaked with people of same or better level than me and if they run some meta. 3 people out on such days isn't sth crazy despite S tiers and tunneling. Tunneling also happening in 40% of the games according their “stats”. But when my “MMR” is screwed over and I have 5 DCes on 5 gens in a row from teammates and some silly farm I suddenly realise why so many people complaining on impossibility to play survivor
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@KEYKYNTAK said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022851#Comment_4022851
Don't twist my words.
I'm saying that developers should give players the option to play against AI killers while still allowing them to play against live players on killers.
And believe me, my young friend, most survivors would prefer to play against AI.
As killer I don't enjoy play PvP game against bots. As survivors… I won’t either. I don't know what level you need to be to enjoy playing against bots, from damn it, DBD.
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@CompetitifDBD said:
https://forums.bhvr.com/dead-by-daylight/discussion/459729/are-non-mobility-killers-outdated
Not necessarily. Singularity for example isn't exactly a mobility killer, more like a short ranged anti loop killer, unless you somehow manage to get tagged by him from a camera, then he can travel the whole map. Twins as well are definitely not mobility killers. Victor is a seperate entity that can't perform basic killer actions, leaving Charlotte ages away from where you unbinded Victor. Both these killers are high A tiers, and they lack mobility in their kits.
I would never say they don't have mobility just because it's chase oriented… I mean, Victor is literally has fast speed, and his separation from Charlotte allow to presence on different places for this killer. Sing as soon as the placement of cameras is right (considering possibly emp) and survs don’t have enough resources literally can easily terrorise whole map without any struggles.
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I’m phead main, I also played ghostie for really long time and now learning Huntress. So yes, most of my matches was on killers without mobility.
I would like to say on current state they are still playable, but lack of mobility can hurt a lot. If you can’t get info, create zones and constantly patrolling, you are kinda doomed and that's definitely not your choice.
If good survivors decided to gen rush, nothing you can really do. If you lose the tempo of quick downs you can easily lose the pressure. If survivors spread up from the start and considerably prerunning, I don’t find realistic gameplay without tunnelling
However I wish to see more killers without mobility or free map pressure, but strong and complex power. And I’m kinda disappointed that your statement is kinda true for devs vision. I mean, the last killer without any form of map traversal is Chucky…Killers without mobility is pretty unpopular, if not counting Wesker and Myers
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We reach the point where players see entertainment to play against DBD bots
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Instead of giving another excuse for BHVR not to fix this problem I’ll prefer to demand urgent fix of their servers and optimization. For me it's just silly, giving an abandon for the case where BHVR failed to properly protect their game from exploiting
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022788#Comment_4022788
With all due respect friend, anyone who tries to claim basekit 30s of endurance, +10% Haste, aura read on the killer, iron will, no blood pools, and no scratch marks as insignificant... while still having their anti-tunnel perks in tact, just sucks at the game.
Sorry to be blunt, but there isn't really any other way to say it.
Nuh, I pretty agree with it. But just to consider, maybe I’m too pessimistic here. I don’t think people who had big struggle against tunnelling from the start will suddenly equip this successfully. For already good survivors, it just makes game surprisingly easy
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Some people finding new changes insignificant. I don’t expect second chances be drastically changed tbf
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It looks more like a collision issue here. Some places on different maps slow down both survivors and killers in random moments without obvious reason
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022476#Comment_4022476
The stats website has no correlation with the stats that we collect internally that work for things like MMR and the stats we periodically show to players.
I don't know about others, but I’m not excited seeing data if they not showing actual play…
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People comparing events and using it as argument probably don't even realise what people mean by separate queues and styles
Honestly, I’m personally exhausted from that “but sweats will go to casuals to ruin their fun”. Just a huge victim card here at first
At second, they are ALREADY doing this even in much more frequency. It's ALREADY happening. Evil sweats in lobbies of casuals. No one even want to reconsider idea that dif-ent mods will help to unload pressure
At third, nothing prevents actually make matches unserious and different in quick matches. That's the point of creating different environments where you’ll minimise presence of “other world”. All that “handholding” stuff for both sides actually can be there without causing mass tribalistic war
I’m already waiting for listening the same song under OP’s post about queue times and unfairness, even if in every other multiplayer game such separation actually helping to solve half of the issue this game have. Queue times in DBD is clearly partly coming from their broken MMR system and I refuse to change my position that this is the main reason of bad queue times and not proportion of players.
Me personally thinking about one thing that prevents doing it. And that's devs themselves. They priorities fast productivity and simply don’t bother themselves to put this DLC conveyor on pause. So they actually don't have time or resources doing this
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022284#Comment_4022284
But do your numbers reflect that? I think this is affecting survivor numbers more than killers. I have an 80%+ KR for the month out of 200+ matches. Almost every single match has a DC or abandon. If they weren't counted I'd have like a 50% KR out of like 30 matches or something.
But I agree, they're worthless. Not just worthless, but false data is detrimental to our understanding of anything.
Killer’s KR affected if they Insta abandon instead of hooking survivors. If killer DC while everyone in match is bots it’s directly reflecting on their KR
So KR numbers on specific killers can be inflicted in cases of
– Massive slug
– Insta give up from the team
If you don’t stay with match with bots you have a chance of losing your MMR
It doesn't cancel the fact of stats being worthless. This game doesn't have MMR and people feel fine with throwing matches for their teammates. Killer never had such high numbers if in game “weak link” wasn't a drastic difference in skill, and bots didn't mean basically being worthless
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022217#Comment_4022217
The fact that just hooking a survivor back to back is considered tunneling is certainly inflating the stats. Especially when there's so many reasons why a survivor might end up on hook back to back without the killer tunneling.
It’s pretty clear they don’t have actual tools for tracking actual slugging and tunneling, and divide it from cases when it happens for example because other 3 were ultimately prerunning, while the only one survivor was always found in the worst spot. Or when your teammate unhooked you for farm in front of killer face
They simply can’t divide when it’s provoked or not, as well as did it actually happen even. So in their reality it’s always killer chased the goal from the start
I’m currently trying to track my own games, where actual tunnel happened (when it wasn'tan opportunity, but sole decision from the killer), and it literally looks like this:
Only in 3 games here killer actually won btw, in every other it was either a tie, or 3/4 escapes
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4021983#Comment_4021983
Hold on, i think you're misunderstanding me. I didnt say wesker had high mobility. I just simply said that if you are in his line of sight you are in danger of being caught. And the way he does this is by charging at you, which IS mobility even if it's not great. I compared him to nurse not because of a whatabout argument but because in terms of mobility they're similar. Nurse in a straight line with just teleports doesn't actually move fast similar to wesker. I'd just put wesker at the same tier of chase oriented mobility using your tier list because outside of chases when it's just used for moving it's not ideal.
You are in danger of being caught having a LOS with any killer in this game… especially range one
Wesker mobility isn’t chase oriented. It’s just dash. Dash isn’t mobility, no one tell that Chucky or Myers has a mobility for a reason. You don't control distance of the dash… I don’t know why we trying to reinvent bicycle with Wesker. Comparing Wesker with Nurse even with conceptuals of mobility usage it's so absurdic…
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@SoGo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4021966#Comment_4021966
Staring at Nurse, Blight and Singu…..
Yes. But me personally remember SM story
Some killers need to have built in limitations for not making perks straight up useless for others. Singu is also not that unbearable as soon as not using 3 gen hold perks or Blight and Nurse not having info around map





