trapners
trapners
About
- Username
- trapners
- Joined
- Visits
- 206
- Last Active
Comments
-
@Shinkiro said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3834417#Comment_3834417
If you actually read, im explaining why they should AFK and let themselves bleed out rather than just take the DC penalty. If they already waited 2 min they can just do something else for the remaining two.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3834418#Comment_3834418
I play both sides actually. I don't know where you're getting your condescending argument from, at no point did i say no one slugs, i said its not an "epidemic". Anything to justify your opinion i guess… Consider that maybe your MMR is so low that you all give killers the opportunity to multi slug in the first place.
Using comp DBD as a standard for anything other than comp is disingenuous, its essentially a whole other game with self made restrictions.
I get normal games with normal amounts of tactical slugging, the same as the vast majority of players. Hell the only time i ever get to multi slug as a killer is when they basically throw themselves at me.
Sorry if it was condescending, my diction doesnt match my meaning, I was trying to use comparison but yeah re-reading i see how it definitely did come off as condescending
I mentioned comp dbd because for some reason killers use it to justify how sweaty swfs destroy them, as for slugging its annoying because anti camp and tunnel perks get nullified from this, and i cant run every anti perk as theres just not enough slots and really the only thing i can do is pray the killer doesnt proxy camp the slug, which at that point the game is over for you, regardless of how your teammates play.
Ive also begin to run unbreakable, but i usually only have 2-3 swf and as luck would have it usually the random gets slugged. To their credit some have unbreakable but it isnt long lived without soul guard..
For multi slug i think we have different definitions, you only slug when theres a abdudance of players by you which is valid, but when i am multi slugged regardless of how safe it might be the killer just bleeds out
-
@bubbamain_0230 said:
I like games that come down to the wire. In my opinion those are the best kinds of games. Not knowing who’s going to win.
but recently when I play killer I win within the first few minutes. And it’s not really enjoyable. Yes I like winning but it’s not fun when the survivors just stand still and wait for me to kill them.
I’m serious when I say they just stand still and don’t do anything. I like the chase. I like being chased and I like chasing survivors. It helps me when I play survivor to know what to do around loops.
but like I said before every game is just a 4k win without any resistance from the survivors.
should I even be complaining? I don’t know weather to be happy or frustrated. It’s just getting old now, and it’s not fun really.if its not a problem with mmr then its your gameplay
No survivior likes to have 1 teammate dead at 5 gens, and no killer likes to see 5 gens pop in 1 chase
If you see your doing overheleming well, feel free to play around with the survivior for some funny clips or chill on the pressure a little
-
@Shinkiro said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3834365#Comment_3834365
Yeah.. because survivors ever care about the killers fun, you all seem to forget its a two way street.
The DC penalty needs to be more severe if anything, what they need to do it remove any possibility of killing yourself on hook by remove unhooks that arent 100% and stage 2 skill checks. Survivors can't be trusted to have interactivity with their hook states so they need to go, its simple really.
There's no epidemic though, thats just what people preach to try and get basekit buffs
Lmao, your still mad you cant hit surviviors off hook?
Maybe your to killer sided to realize your survivior mmr is so low you dont notice it since you never pass the middle mmr brackets, just a thought
Also you can watch comp gameplay, really eye opening how slugging is the norm. Its as if people truly do slug!
-
@Shinkiro said:
Because you abandoned a game prematurely? I think its pretty obvious why.
You're only wasting your time if you're sat there watching the bar go down for some silly reason. Go be productive, get a drink or snack or literally anything else and let everyone else waste their time instead.
”your leaving dead game prematurely go do something productive”
As they literally leave the game to.. do something productive???
-
@OmegaXII said:
For some reason slugging for 4 Kills is deemed absolutely evil and bad, while rescuing last Survivor for 4 Escapes in EGC is perfectly fine. The double standard these days…
Honestly why should Killers NOT slug for 4k at first place? It contradicts with what Killer should do, 'Kill'. You can't expect every Killer to be merciful, just saying.
Because a rescue in EGC is literally almost always a blunder if the killer simply doesnt make a mistake. Alternatively its more like for the killer to get kills from EGC so im not really sure where you got your “comparison”
@Crowman said:
If people actually care about the solving the slug for 4K, they would be asking for hatch changes. This is nothing other than people wanting to remove a fun thing killers got.
Because slugging just doesnt apply to the hatch, look at the person above me who literally recommended slugging at 5 gens. Slugging itself is to oppressive for the benefit it gives whilst lack of a risk, camping a slugged secures they bleed out with no way to defend themselves. And any survivor who attempts to join will join that pile
-
@Akeeno said:
i keep seeing nonstop posts about this, but its just a placebo. killers were slugging for the 4k waaaayyyy before this change.
i hate to say it, but it truly is a skill issue. most players are bad, especially survivors, it takes about 8 minutes for 1 gen to pop, and they cant loop at all.
but against stronger survivors a generator pops within 45 - 50 seconds, and thats not an exaggeration.
the game needs to do a better job of teaching survivors how to survive better, without resorting to outside media.
Because unfortunately most survivor’s are soloq, even less swf players are 4 man swfs, and even less of those are consistent 4-man swfs who are hell bent on winning.
There should be no reason why you are expected to have 2000+ hours with 3 other players just as skilled to counter slugging and actually win.
And yes, we complained because back then the issue was told to be given a solution which was WGLF, which ironically came with the patch of moris which overall just helped with the issue rather than diffuse it..
Lmao, using the top 1% of players as a excuse to justify slugging and the like is insane, especially when the 1% still ends up losing against killers
-
@Dbd_fan_helpfull said:
first word: Antivirus
Killers are also like viruses, so we should act against them, why don't they do it themselves?
The way the killer moves will be reversed, the forward button will make you go back, the right button will make you go left. Perk duration 4/8/12. The activation method will be activated when you bail out of the hook or someone else bails you out and it will stay active for one minute.;)
i can help to your games trust me
Your reply to my message will create energy maybe?
”ah, they finally got the unhook. Cant wait to end this chase”
“Wait, my keybinds inversed, ill just stall for the 12 seconds, this ada healing, whatever ill just wait it out.”
“Finally the effect is over, being punished for hooking is insane! Oh wait the unhooker activiated it this time, oh wow now the fully healed ada is leaving chase”
repeat scenario 8 times
-
@drsoontm said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3833250#Comment_3833250
Even with Nurse, you don't really get 11 hooks at high level. Especially since against these, slugging is currently better than hooking.
which is why…you would be rewarded with a mori if you attempted to go beyond
PLUS ULTRAAA
-
@Memesis said:
My proposed nurse changes,
-Nurse can no longer blink through or over solid objects (pallets, walls, windows).
-Nurse now moves at 4.4.
-Nurse can hold 3 blinks basekit.
Nurse will still be strong in her ability to traverse the map and receive a new form of chase power, being able to blink around a loop quickly. Can be balanced by changing fatigue duration, blink charge speed and distance, token recharge rate, and number of blinks if needed. With this rework Nurse will now have to adhere to rules that all other killers are required to (chasing around survivor resources) while remaining a strong killer.
What do you guys think
i would just lower the distance nurse would of traveled if the phased through a object
For instance, max phase without going through objects could be 26, and going through a object could lower the distance to 18
-
@TheLonelyHarlequin said:
with maps being made smaller, hooks every 5 feet apart and now the ability for dead hooks to respawn, survivors have next to no chance to wiggle off unless every other survivor kills themselves to allow the carried survivor to get off.
wiggling mechanic is when a killer successfully wins a chase and prevents and flashbang or pallet saves. This should be the safest interaction for them
As is, perks and items can spot hooks,sabotage hooks, and increase wiggle time and the effect of the wiggle, usually it only takes 2 people if both have common game sense to pull a successful wiggleout
-
@Royval said:
what should the killer do? Hook the 3rd survivor and gamble the last person finding trap door and tbagging? Honestly. If the killer doesn’t slug and find the trap door there’s still another chance an survivor gets to escape it’s bad design the trap door has to go.
The hatch was implemented to prevent stalemates. If slugging for the 4k becomes widespread, survivors in response will simply go afk until you find and close hatch,(which, they already have)
Youve already won the game, why go the extra mile?
-
@I_Cant_Loop said:
We've seen a few examples recently of some seriously mentally ill people creating some very evil posts on the forum. What can be done to help prevent this in the future?
I hope the forum moderators are considering solutions like having a minimum number of previous forum comments before being allowed to create a post, a minimum amount of time after creating an account (maybe a week or two) before being allowed to create a new post, etc. Also, seems like there should be a way to hardware and/or IP ban these people so they it's not as easy for them to create a new account after they're banned. I know with these kinds of things there are always going to be ways around it, but it seems like it's still too easy now for sick people to make a mess on the forums.
calling people “mentally ill” is a bit to much…
Anyways, these rage posts, which no one takes seriously usually just taken down same day, and often the people who make them get banned for a month or so
But your not even a staff.. why are you acting like faculty on a game? Not here to talk about the game or discussions on it, just pure on enforcing rules.. you might be the “mentally ill” that you previously described.
Seriously. This forum is just a extension of the game. No need to take it so seriously as if your being paid
-
@this_aint_h00die said:
Its a bit unfortunate, there's a Texas chainsaw massacre that follows the four players vs a opposing side, not to bring other stuff in just saying if your interested
Looked at it and liked the price difference, only complaint would be how thin the characers were made, if i ever get into that game ill definitely play that.
-
@PreorderBonus said:
the escape rate of iri-1 -swf-4 survivors is 48%, anything below this exponentially depletes the escape rate
The kill rate BHVR is aiming for is 60%, which the stats show has been met. High MMR SWF groups are breaking this balance, but everyone else isn’t (Solo - Duos - Trios Escape Rate: 40% OR 60% Kill Rate for the killer, which means things are working as intended). There’s no "exponentially depleting" going on with escape rates, you’re misusing the term. The escape and kill rates are in a balanced state, aside from High MMR 4-man groups escaping more often than intended, according to official stats.
The highest survivor escape streak is around 50-60, yet killer streaks with competent people get to the 3-4 digits
This is just inaccurate. Hens holds the highest escape streak with 200 consecutive 3-man escapes against some of the best killers in Europe. Killer winstreaks tend to get higher because killers can go full sweat mode solo from the start, while survivor winstreaks rely on four people playing at peak performance, including randoms who might not even care about escaping. Coordinating four people? That’s always tougher than just one.
Survivor "second chance" perks are conditined whilst killer "second chance"are mostly passive and promised value
Do you even play DBD? Both sides have second-chance perks, some conditional, some guaranteed. Even then, considering that the Killer can bring 4 perks while survivors bring a total of 16, it would make sense for Killer perks to guarantee value more often. But that's not even the case.
Killers will complain survivors are to oppressive with flashbang, toolboxes, exc exc but they themselves will slug,tunnel and have access to addons.
Players from both sides complain constantly, so it’s a pretty weak argument if you’re saying the game’s killer-sided based on that. You opened your post by griping about slugging and tunneling.
but the escape rate practically provides with us at best; surviviors can tie whilst a killer is expected to get a 2k at worst, and with some skill a 3k
A 2k is the balance point in DBD. It keeps matches from being too easy and letting everyone escape every game. A 2k is a draw, not a win, for killers, and that target 60% kill rate is supposed to bring the average up to about 2.5 kills per match. For anyone who’s not biased or just trolling, this is actually a healthy number. If we’re going by stats like you are, then the game’s balanced at all levels, except at high MMR with survivor squads, where they’re escaping more often than intended, making it survivor-sided at that level.
yes, you caught me at the fact i assumed a 48% at iri 1 with a 4 man swf is interesting, i didnt claim it was to high i claimed that even at the best, killers still have the advantage, not including high performing killers who at higher skill level, probably perform higher.
As for killstreaks sorry about hens, i dont watch him as much but regardless his streak ended at 200, this doesnt change the fact that killers streaks are higher. Unless hens streak is still alive it doesnt change the matter of it
Regarding what you said about perks, list examples of surviviors second chance like ds, dh, adrenaline and suddenly those perks have heavy conditions that can be countered by killers gamestyles, whilst killers have perks like noed, deadlock, coup, which reward the killers for passive gameplay or losing? Regardless of the fact killer perks should be stronger, is it not a weak game mechanic these perks get value from poor gameplay
As for what i stated about slugging and camping i just wanted to fully address that first so nobody immediately yelled about gen rush squads and the like
-
@Devil_hit11 said:
The killer Power:
Stats: 110% movement speed
Terror radius: 24
Height: Tall
Killer power:
Dark Bond: Survivors hit by the Killer become marked. Survivor share the dark bond linked by the entity.
Dark form: Press activation button. Survivors that are linked by Dark Bond struck by the killer will all simultaneously share the pain of each other. Survivor who are healthy will become injured and injured survivors will become broken for the duration of dark form when hit by the killer. Survivors who are marked share a link an aura between each other and reveal their aura to the killer. During dark form, The killers movement speed is increased to 115% and terror radius is suppressed. Survivors who are marked must find a an objective(Freddy clocks) to remove the killer aura reading. When all bonds are broken, Dark form will disable. The killer must have at least two survivors marked in order to enter Dark form and stay in Dark form.
Inspiration comes from the perk Aftercare creates a link aura between two survivors. I think this could be an interesting power-up stealth killer that has setup time similar Oni but gains very powerful stealth capacity for short period of time. I am not sure what would be good artwork model for this killer, I'd recommend something like a Vampire or anything that has "Weak state" and "Strong state".
honestly a great killer concept, glad its not a deprivation of any others and the concept has tons of visual possibilities plus addon effects, though i do think a m2 would be more effectively in marking surviviors, though the concept so cool i dont care about that
-
@LordGlint said:
I'm always annoyed when ppl use various win streaks as "proof". The reason you don't see high survivor win streaks is because it's harder to organize 4 people getting on than it is 1 single person. As killer, if I feel like hopping on for a random game at 4 am... I can do that and add it to my winstreak. If I try to do a winstreak as survivor, I HAVE to plan it with 3 other people that have the same goal.
Its not used as proof more so example, you saying its harder to consecutively play as sef than killer only helps my point
Not sure if you know this, but playing at random intervals doesnt make streaks die faster.. blight 2k streak also played at random intervals… what is your logic -
@ANURBANLEGEND47 said:
Why do most survivors find it so hard to win in SOLOQ? Is it they're own lack of skill, perk choices, or because they are paired with "bad" teammates? What have I encountered? Well…I'll give you a number list but there is more to it.
The game starts……
- Survivors cleansing totems that are not lit for BP only.
- Survivors staring off into the sky admiring the sky not doing anything really or AFK.
- Hiding in the bushes waiting for the one perfect flashlight blind.
And 4 is the biggest problem every single survivor team faces despite level and is the most important.
4. Survivors roaming the map, NOT DOING GENS. AT ALL. That's it! That's it!
Now I can add more things to the list that may not be all that important, but listen number four is the most important. I've been in games with people who are literally not participating at all! Why join the game if you're just going to walk around and do nothing that has anything to do with the objective - ESCAPE. Look, I expect lower levels to get slaughtered by a killer. They are just getting use to the game. But a team of 2 high level players, should know what they are doing- GENS. If you dont touch a gen until 2 of your teammates are eliminated then you should just leave the game. A bot does more surprisingly. A bot will heal you and then run to a gen. Human players? Watch you in chase,….cleanse a unlit totem. I think if the devs made some big changes to the point distribution system survivors would actually get active or receive barely anything. We all have seen it… people doing "unlit totems" so they can get that 1000bp just for a simple cleanse. I would not reward the most bloodpoints to the players in-game who do not participate in the objective of the game at all. Thats why most of the players who are not trying to win are playing, ….just to get a few points, die off then go to the next game. And do it all again. And it ruins the game for people who want to win but have fun while doing it.
I think players who participate in completing the objective should have the most points rewarded to them after the game ends, not the people who engaged in chase and died fast or unhooked and healed most. Any experienced player knows, GENS matter; its how you win. We can cleanse a unlit totem, it shouldnt reward nearly anything because too many people get away with doing it just to throw the game and die on hook after. A hex totem, now the reward is bigger. Chase should and does get rewarded, but people who do the objective should get significantly more bloodpoints than the players who stand around and never touch a gen once. The points should be reduced big time if your not doing the objective. Healing a teammate is fine. An unhook is fine. But standing around doing nothing until it happens when you can be on a generator with a teammate who is trying to win should be priority. Sadly,….it isnt. I really bet, if players who join with the intent of doing nothing but stand around and flashlight click and watch got nearly no bloodpoints in the end, they might not bother joining at all. Ive done 3 gens by myself with the "built 2 last perk" and a toolbox, alone. Everyone else was running around chasing a killer with a flashlight. A flashlight. Not hiding, not evading then doing gens. Just chasing killers with flashlights hoping to land that one blind. Then they wonder why they eventually, not too long after, get hooked and die. Does it make sense to avoid the killer when the heartbeat is there? Then when he moves away resume gen progress? Make sense huh? I can for sure do 3 gens alone. What are the other 3 players doing? Something, ….something else and dying. They get rewarded for chase. Thats wonderful. But when they get more than the guy who carried the whole team, ….big problem. Generator participation, should take precedent.
The clutch play people was all looking for has been there all along,….it was just doing gens! Thats it. Hiding from the killer and if I get caught and hooked, either heal or head to where I know there is a gen running and finish progress. Chase matters. But generators matter more than chase to me. Both get done, but one is more important than the other. Or get this….it make sense to put players with the same MMR in the same games with each other. High levels with high levels and low levels with low levels. Not one high MMR ranked player with all lower rank MMR players. One player shouldnt be forced to carry a low level team. I mean if we had a need to make sense would that help this issue? Killers with high player ranks against people who have similar levels. Things would go different for all of us wouldnt it? Just saying. What do any of you propose would "fix" the problem? A party system? Where a team or players you worked good with can choose to stay together as a party and go into matchmaking again together against another killer. I mean, wouldnt that help? Your thoughts?
Some concept of communication would definitely work out. Something as little as labels to allow Players to describe themselves so the team could have a whack of what hands they were dealt.Inversely players should be able to in some way be able to put tags on players they’ve previously played with, maybe like color coded usernames so they know what to, and what not to expect.
I always think perks could use a little communication to, such as head on showing locker aura, deli showing some indication that its in use, similar to unbreakable.
-
@hermitkermit said:
Killers are the marketing point of DBD. So it makes sense to keep them in the power role. The game is not survivor sided, nor should it be because the horror icon should be stronger. That being said, it is still a game. And if you want people to be okay with losing a game more often than winning, it needs to be fun. And solo isn’t fun right now.
so if the sales role is suppose to be the powerole,
-survivor’s make up 80% of the trials
-survivors have the most dlc characters
-survivors have the most dlc cosmetics
-survivors have the most in-game perks
-survivor’s have the most cosmetics
By a landslide survivor’s are the games main money-bank, should survivor’s alternative win 60-75% of their matches because of that now?
-
@Botiz said:
High MMR at a killer who can't compete at that level has to single-handedly be one of the most exhausting experiences in Dead by Daylight.
I've played 13 games in a row, of which 9 had map offerings used, and no joke, every single game had styptics or syringes in. Every. single. game. What makes it worse is these aren't even difficult to get in the bloodweb, at the higher levels they appear every other web.
Like, I play Wraith and even running 3 slowdowns isn't enough, when, combined, survivors are running like 10+ second chance perks on top of the styptics/syringes and map offerings.
I don't need to win to have fun, close games where either side wins are fun, but there's literally zero room for any fun when you're getting stomped.
Sure, my MMR will adjust, but then you play at a different time of day or matchmaking expands the buffer and then you win a load of games and you're back where you were before.
I'm tired, and think map offerings, styptics and syringes in particular urgently need addressing because it's getting ridiculous
Ah, the classical mmr favors survivors and everyone brings second chance perks and septics every match.
Yet you always look past how at every mmr,and at every swf group
Killer. Wins. Majority,
The highest iri, with 4-man swfs is still only 48%?
also,regarding items, you also have addons.. and second chance perks? -
@[Deleted User] said:
BHVR has changed Sadako so much that I could not explain to you what her counterplay is. Am I supposed to get a tape? Am I supposed to turn off the TVs? When should I remove condemn? How do the locked-in stacks work? These are all questions I have as a veteran player. I do not face her very often (maybe 10-20 a month out of the 500+ matches) and I haven’t survived against her yet after all of her changes. I always read the patch notes but there is also a lot of change in DBD.
tvs turned off cannot retrieve/return tapes to, so sadoka spams tvs so you cannot get any tvs to remove condemn, this continues until you are moried.
Counterplay is finding a tv at start of game before sadoka tps to it, or stand next to a tv until it turns on
Be warned tho, sadoka who have played more than 5 games will prioritize tvs they think survivors will be at,and often have cycles for tvs to prevent anyone from retrieiving tape
-
@bleep275 said:
The purpose of this is to give each side an idea of the mentality as there seems to be a worsening division and growth in angry sentiment. Explain why you play the way you do, why you react to playstyles the way you do, and where you think this community is as a whole.
ill go first.
I started playing survivor after getting bored of killer after about 4k hours. As killer I play very forgiving. Make an effort not to tunnel or do anything toxic. Usually let one or two out if they make me laugh. I just wanna have a good time and meme. Usually results in some pretty funny post game lobbies.
However, switching to survivor has been rough and very unenjoyable especially without friends. With friends its only tolerable because were prone to goofing off mid game. Like running chest perks to pile as many items in a spot as possible. But its been bad even in Halloween queue, which to me should be about letting loose and Halloween cheer. I just had four TTV players in a row, 3/4 played via tunneling and heavy slugging even at 4-5 gens. Its been so bad lately, not just today that I've had to run full anti slug and anti tunnel builds.
My perspective on tunneling and slugging. I get that sometimes its necessary. Sometimes a dude goes down in the open and you got several flashlights swarming you. I get that with tunneling ya gotta get out that toxic player that's ruining it for everyone, which is a common excuse to tunnel. But by doing those actions outside of when its necessary, you're just as bad as those toxic survivors and bully squads. You are intentionally playing in a manner that you know is miserable, unfun, and creates hostility in the community. For example the last match i played against a streamer it was a huntress. 4 slugged all of us to let us bleed out. Kept letting us wiggle of to drag it out. We gave up but it kept happening until all but one bled out, then it was a mori. Before that, the streamer proxy camped and tunneled as Leatherface at 5 gens.
so I need to know. What is the mentality of intentionally playing in a manner that is problematic? Why is there the sentiment of "Im not responsible for your fun", yet get mad when toxicity happens to you? To me its just a circle of toxicity that's really killing the vibe of the game.
killer ill play to win but i wont go to 10 hooks at 5 gens, i usually end up farming once everyone is deathook and everyone leaves happy.
Survivior killers suck but my teammates are usually competent enough to get us a win or at least die trying, unless its a bad killer and they dc
I dont tunnel or camp but i can see why in some cases, like sabo squads or people using their hook endurance to take a hit, unless its for a good reason its extremely boring.
Slugging is middleground, i hate it but i cant blame killers because theres more incentive to slug than hook, i cant really get mad at killers for playing efficently
-
yes because the game died when almost every loop was a infinite,
or it died when bugs were practically expected every game
Or the game died when insta-flashing was a thing
or the game died when queues were insane
or it died when everyone had free dsor it died when dcs didnt make bots
or it died when 3-genning was at its prime
The game isnt balanced, it never will be, theres not really a way to balance a game where the win condition and people on each team are different, if your killer and notice survivors falling behind, be a little lenient. And if your survivor noticing killer falling behind, be more interactive instead of on gens
Personally, i think the only thing the game needs is empathy more than anything else
No reasoning on playing purely to win if the game you played itself is horrid
-
@MrDardon said:
I've seen a video recently and found it quite interesting. Wanted to share my personal Tier List.
https://us.v-cdn.net/6030815/uploads/NM914HHCFOEP/image.png
Would like to know your personal opinions.
Edit: Just seen that Dracula and Vecna aren't even on it. I'd put them both in fun.
surprisingly i dont hate most oppressive killers because their power is usually engaging, i dont really mind going against any killer as long as its not below D tier

