xGodSendDeath
xGodSendDeath
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Legion is only annoying to face because the survivor playerbase is casual and doesn't understand how to play against them. I have people (not bots) non stop teabagging me to get healed only to instantly get hit by Legion again
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They're pretty much going to have to add in a bunch of basekit bully stuff to entice people to play survivor. Basekit flashbang, head on, blast mine and maybe even a way to kill the killer if all gens are done with an invocation done or within a boon area or something
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@ObsidianButterfly said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3882561#Comment_3882561
So we just aren't allowed to have interesting or complex killers because a bunch of people don't want to try or don't want to bother reading?
I'm sorry, but making 50 variations of Blight or Billy or whatever dash killer people might not despise at the moment is not a good or healthy design decision. At this point you might as well delete the entire roster and give one killer a million skins that change it into the other characters because that seems to be what people want.
No variety, no thinking, no effort.
Pretty much. It's similar to the reaction when killers complain about gen speed. The go to isn't to nerf gen speeds it's "give the survivor's another objective because sitting on gens is BORING!!" then when they do that with Onryo, Pinhead, Skull Merchant, Thrill of the Hunt, etc. people go NO the survivor base is too casual/stupid for that!!!
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The tail is hard to aim on console and sometimes it'll prioritize hitting the environment even though you clearly were on point (auto aim). It's not fun constantly getting stunned out of your power. Sometimes you get tunnels that are nowhere near objectives similar to Dredge have no lockers near gens.
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The one I really can't wrap my head around was nerfing healing speed and Medkits to slow the game down and make injuries more impactful, but then giga buffing Resurgence so you can heal yourself/get healed in 2 seconds again
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@Rokku_Rorru said:
As a killer player I still feel like Blight/Nurse need dealt with before we can see any meaningful changes to DBD to make it better for all killers, Hyper mobility is a plague to this game, the servers can barely keep up and it's so funny to see how quick it was dealt with but the obsession to keep Nurse the way she is and Blight too, and how easy it is for them to slug because of such.
Deal with them.Because the vast majority of players aren't playing Blight/Nurse at anywhere near the level where they're actually problematic. They're exceptionally harder on console which is the majority of the player base. Just because MomoSeventh and LilithOmen exist doesn't mean these killers are a problem. It's the same argument people make to defend 4 man death squads. Somehow it's okay to leave sweaty SWF untouched because "you barely run into them" but any killer that can remotely compete with them player at their top level means they need to be nerfed. Okay then. You're barely ever running into god tier Blights and Nurses
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The purpose of these perks is to help you enter a chase faster and end chases faster to balance against how fast gens get done. This would defeat the purpose of that. The game isn't a 1v1. In fact, I think the game already gives survivors way too much info about what perks the killer is using
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3882157#Comment_3882157
The actual real issue, which is what you are getting close to, is that the game is balanced around SWF.
The game used to be balanced around Solo Q with all the absolutely wild ######### you could have/do. Over time, that has dwindled. Now, Killers are built to deal with 4-man SWF's. Solo Q has been left in the dust due to these changes.
Solo queue gets to eat it because whenever we suggest targeted nerfs at SWF everyone says we can't punish people for playing with their friends so solo queue gets to suffer!
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It's back up for me, able to play DbD. Chicagoarea
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This is giving me flashbacks to 2011. I hope we don't miss RE 2v8
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Resurgence is really strong. The devs nerfed Medkits and healing speed because they wanted killer injuries to be more impactful and slow the game down more. Then for whatever reason they buffed resurgence so you can heal yourself/get healed in 2 seconds again
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Saying that hooking is no different now than years ago is just outlandish. All the strongest meta survivor perks are proced off hooks. OTR, DS, Shoulder the Burden, DH, Resurgence, We'll Make It, Deliverance, Wicked etc etc
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Hag and Twins are definitely noob stompers. Don't get me wrong, solo queue is cannon fodder for killers due to the existence of SWF, but these two killers are particularly rare that casual survivors will not know how to play optimally against them
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I played a lot of Blight recently and tried to avoid bouncing off survivors. Good thing I suck with him and most games ended in a 3e for the survivors
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To me a bully squad isn't just a team running full meta and trying their hardest to win, that's just a sweaty SWF. I think a bully squad doesn't care that much about winning and is intentionally trying to make the game as miserable and annoying as possible for the killer. Coordinated builds to run the killer into multiple head on stuns, power struggle/background player uncounterable pallet saves, double locker flashbangs or abusing audio occlusion on bangs with indoor map offerings. Sabo squads sending you to Eyrie etc
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I just came back to the game, and I realized that I can't Dead Hard for distance, there aren't any infinites anymore, and my insta heal didn't heal me immediately. Don't tell me that Mettle of Man isn't a free health state anymore too?? This game sucks!!
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Is there any reason to use the fake pallets? I played some Freddy tonight and did not feel compelled to use the dream pallets at all after I read that they can stun Freddy. I liked using the snares even if the cool down seems a tad too long. Those felt a lot better to use than the old version
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@piplup55 said:
because the only thing that "defines" a win condition is the mmr system.
but the game doesn't tell you how to win. it just tells you what you are there to do: survivors repair gens, open exit gates and escape and killer interrupts survivors, downs them and kills them.
i can get that, in the enclosed scenario of a trial, 4 survivors escaping is a win for the survivor TEAM and killing all 4 survivors is a win for the killer because they are the opposite ends of what the outcome of a trial can be. i might accept those as a definitive win condition, even if nothing proves it. but, everything in between is hard to classify because mmr says that a survivor escaping alone is a win for the survivor, and killer should at least get 3 kills to "win", even if there is nothing other than mmr to indicate it.
but is it really a win for a survivor to just open the exit gates and leave without staying behind to help, turning what could have easily been a 4-man escape into a 1-man escape and 3 deaths? is it a loss for the killer to get just 1 kill but the 3 others survivors escaped on death hook, injured and almost didn't make it to the exit gate at the end? there's nothing at the end that tells you that you "won" or that you acquired a "victory" other than a phrase that reiterates your fate in the game (you escaped/got killed/got sacrificed or you fed the entity well/the entity hungers…).
people take this game too seriously, especially killer players. altruism is normal between survivors because a lot of people play with their friends and want to escape together for fun so it's not sweaty to stay behind when they can already escape to try to help a friend that's in trouble. they don't do it to get a "win" against the killer, they do it so their friend doesn't feel bad for getting killed (getting killed too many times in a row really mines up one's morale you know). on the other hand, killers do slug the second to last survivor for no other reason than catching the last one and mori one of them in the end, which is sweaty af. the hatch mechanic is there for a reason, just let it go and let the last survivor have a chance at their escape, you already "won" anyway according to mmr…
That's interesting that you noted a survivor player that dies multiple matches in a row can suffer from low morale, but don't really consider this a possibility for the killer player. They just take the game too seriously. I think a lot of killer players just end up sweating hard to secure wins so they don't feel any negative emotions from being judged/BMed by a group of survivor plays. It's not uncommon to play in a super chill way, no tunneling/camping, going for 12 hooks, and if you lose because the survivor team was just efficient or you played your killer's power poorly, you're usually getting teabagged, clicked at, told gg ez, etc.
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I'm U.S. Midwest, and I've had plenty of nights where I'll get matched up against the same team multiple times. It's getting ridiculous with the Azarov's Key/MacMillan Bones. I had four straight games tonight where the survivors burned those offerings. On the fifth game, I got some variety when the survivors decided to bring an Ormond offering. Then I finally had a match with no offering, and we got Garden of Joy. That was a bad string of matches there
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Beast of Prey still won't be a good perk. It will be hard countered by SWF. It should just get bloodlust faster or do something else.
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Judging by how many survivors make me walk over and watch them leave and how much they teabag me before they go, it seem the survivor win condition is just to get the hatch
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I don't think Blight needs a nerf. Most people that play Blight are average to below average, especially console players. The God Blights that never miss and know how to play every tile are so rare that they aren't worth considering.
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I don't think you can. I'm terrible at survivor and play mostly solo queue. I rarely ever escape, but I still get matched against P100 Blights, Onis, and Weskers that 4K/5G
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@kit_mason said:
https://forums.bhvr.com/dead-by-daylight/discussion/437336/swf-is-op-because-they-have-no-weaknesses
Altruism. Their weakness is altruism.
If you got outplayed by multiple players in a row, you should take a huge hit to your outlook of winning the game for it.
People always say this. How do you "exploit their weakness of altruism" when they all stack styptics, insta-heals, Unbreakable, DS, Shoulder the Burden and have sent themselves to a map with a pallet every five feet like Autohaven, Badham, Garden of Joy? Do you advise tunneling the "weak link" out? What if there is no weak link? Isn't tunneling toxic and only bad killers do that?
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It bothers me more than it should that the map offering to go to Midwich is Mary's Letter and not Cheryl's Sketchbook
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I don't know why more people haven't put it together that SWF existing the way it does without any nerfs is the main reason why solo queue is so bad. Back when the game was more survivor-sided people literally just wouldn't play killer and the queues were 10 - 15 minutes to play survivor easy. The devs had to start buffing killers and nerfing survivor to bring SWF and killer closer together or the game was straight up going to die. The best thing to do would have been to do targeted nerfs at SWF to equalize being able to stack perks and communication but everyone cried that was "punishing people for playing with their friends" so now solo queue just gets to eat it and be cannon fodder
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I think the game starts forcing you on terrible maps for your killer if you win too much. I've noticed that I get a ton of indoor maps when I play Hillbilly, Huntress or Wesker when the survivors aren't sending me to Badham or Eyrie.
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It's quite some cognitive dissonance where people will readily admit the MMR system doesn't really even work, but at the same time will tell killer players to stop tunneling/proxy camping/slugging so they don't get put in an elevated MMR bracket. If you're even remotely competent at killer, you're going to run into the buzzsaws that throw the game balance out of whack
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These ideas seem like a great way to shift the balance heavily in favor of the survivors. What buffs will the killer players be receiving?
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@xCakeStick said:
It's funny you're watching Tru3Ta1ent and thinking anything he says is good, he is literally one the worst killer and survivor players I have ever seen. I have also gone into streams recently, and saw him just setting a poor example of slugging or tunnelling in his "high mmr" lobbies, but it's odd, when he goes against people that are better than him or aren't bad at the game suddenly he's playing damage control, complaining about either killer or survivor, which he's claimed "he doesn't like doing on his Streams!", but spends 95% of the time doing, as if anything he says is correct. In this one match, the survivors were picking each other up quickly, doing the generators and resetting. Cause Tru3 spent all his time on one survivor that looped him around strong tiles, and continued to chase them to not hurt his ego. And afterwards, complained that they were all a SWF, most likely stream sniping and using "OP" survivor perks. Ignoring the fact, he chased them for majority of the game and got outplayed. He's a literal potato, only posts the good clips from his streams.
It sounds like you'd make fun of him anyways even if he did appropriately drop chase
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We're never getting any console quality of life improvements. It's best to let it go
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I think they're trying to encourage BHVR to resolve the problem by making hooking more beneficial for the killer player. Right now, it's the opposite. You can bypass a bunch of strong survivor perks, save time by not walking to a hook carrying a survivor, and you can avoid all forms of flashlight/flashbang/pallet/sabotage saves all by just slugging everyone. It's even more encouraged right now because of bugged flashbangs that survivors are abusing.
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@apathyinc said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3873803#Comment_3873803
A bleed out doesn't count as a kill in any other aspect of the game, why would MMR be any different? The game even tells the player this right when the match ends. Also, check out streams of players who habitually bleed out survivors, you'll see they play mainly against beginners.
I don't think this is accurate, but providing a streamer as a counter-point would violate the forum rules
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3873840#Comment_3873840
That doesn't make that much of a difference to this principle, outside of making chases generally longer.
Even if the survivor you're chasing after getting a hook immediately runs to a safe area, you're still occupying three survivors at once. That chase being difficult isn't like, good for you, but it doesn't change the value you'd be getting from the hook to begin with- just means you're less likely to have the chase finished before the unhook, especially since most survivors like to save sooner rather than later.
While you're occupying that survivor in chase, the hooked survivor gets unhooked and either stays injured or heals in 2 seconds with Resurgence or We'll Make It. Those two then tag team the nearest generator and finish it quickly. You'll have already lost 2 or 3 gens at this point against good survivors. You're better off taking a pallet or two from the person you're chasing then being a back to the hook Harry. The pace of efficient survivors is too fast for what you're describing
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3873830#Comment_3873830
To be fair, the good option here is to already have someone else in chase, ideally already being carried to the hook, when the unhook happens. You don't actually have to care about any of these tools if you're already generating more pressure to keep the team on the back foot.
We'll Make It and Resurgence are good - very good even - but they aren't so good you need to deny the survivors any ability to use them or you'll lose outright. Ultimately, you should probably expect survivors to be healed when you next chase them after an unhook, so all you're "taking" here is a few extra seconds on generators. If you're already in a chase and close to getting a hook by that point, you can make up for that by dragging survivors off generators again pretty quickly.
The thing you need to be doing is forcing reactions, you can have ultra fast chases but if you aren't actually using them to generate pressure like that it won't help as much.
That's a lot to ask of most killers on the roster given how safe most maps are unless the survivors are seriously outskilled. Most maps have an overabundance of pallets and easily chainable strong tiles.
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Why is it the killer's responsibility to ensure that the survivors get to have fun? At no point have I ever felt that the survivors had the killer player's fun in mind. Teams taking advantage of audio occlusion bugs with flashbangs. Teams that contest every single hook with threats of sabo and flashbangs. Teams that bring a bunch of Styptics and Insta-heals. Teams that burn map offerings for Badham, Garden of Joy, and Eyrie of Crows knowing that they're the most survivor sided maps in the game. What do the survivors do to ensure the killer's fun is considered?
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I'm having the opposite time. I must just have very bad luck. I keep getting absolute trash perks while my opponents are getting a bunch of meta. Trying not to hard tunnel and getting stomped over and over is rough because the gens are just flying
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I had 1,224 killer games played. I play every killer in the game to varying degrees on PS5, and I averaged out to about 7.5 hooks per game. I think that's pretty great overall. I'm happy about that.
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As a console player, almost all of the high skill ceiling killers like Blight, Wesker, Oni, Nurse, and Chucky. They're too difficult to play effectively on controller. I would also like to play Spirit more because I love the character and cosmetics, but Iron Will is too meta that I get frustrated too much.
The biggest one for me though is Pyramid Head. I'm a gigantic SH fan, but I just find him too clunky to play. The range attack is extremely easy to dodge for good survivors that I have more success just constantly faking the range attack with isn't that fun. I also don't enjoy hardcore tunneling which he's the king at
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I've encountered a couple of flashbang teams burning indoor map offerings specifically to exploit the audio occlusion bugs
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The best thing you can do against a survivor running this combo is to tunnel them off the hook so that they can't heal. That effectively removes half their build. There's no reason to let them heal and get their Finesse and DH for distance back
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As a console player, I think Chucky is really difficult to play well, so I think that has an impact on the lower kill rate. I find him unplayable without Rat Poison, and even with that, I think survivors dodge the Slice 'n' Dice pretty well. I think they might need to design a new power for him if they can't find the sweet spot for Slice 'n' Dice.
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If you see an Ormond offering in the loading screen, you already know what kind of game it's going to be. The sweatiest tryhard SWFs are always the ones that burn them. At least with Haddonfield, sometimes it's just a guy that wants to make sure he can use his balanced landing
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It sounds crazy!
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I honestly think he's the worst killer in the game. He needs an overhaul for sure. His teleport sounds need to go and his feet need to go silent in undetectable. He also needs some add ons that actually do something
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I actually hung in there all the way to the end and wow at the last sentence. Isn't that a little over the top?
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@Zeus said:
https://forum.deadbydaylight.com/en/discussion/comment/1670516#Comment_1670516
1. It's your fault for playing deathslinger. He's too strong and unfun.
2. It's your fault for playing Freddy. He's too strong and unfun.
3,4. It's your fault for playing nurse. She's too strong and unfun.
You should have played no addon no perk clown. Oh, and they'll still DC.
Clown is a fun killer!!!!
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I know it's a bit off topic, but it really irks me that he's called THE DEATHSLINGER
That name is so cheesy. They should have just called him THE OUTLAW and that would have been 10x better
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@PigMainClaudette said:
Bit more of an advanced question for you to test you: what's a good killer for a CONSOLE player to rank up with quickly that can be played without add-ons?
My rank slipped a bit because I focused on Survivor archives and slaughtering Rank 20's who literally have no clue just isn't fun. There is no thrill because there is no hunt.
If you really just want to rank up and take advantage of the emblem system, play Legion. He's really easy to rank up with and is definitely playable on console. Just be really careful with your first frenzy hit because of all of the spins. Getting knocked out of your power for a miss on the first swing is ridiculously punishing
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Well then she needs to be The Spirit Face