Avatar

xltechno

xltechno

About

Username
xltechno
Joined
Visits
0
Last Active
—

Comments

  • In fact, everyone is thinking about this idea. The reason to refrain from doing that is because, as mentioned above, it will just be a survivor buff.

    And if you've been playing for a long time, every all know that 3 survivors is a disadvantage, but at the same time it doesn't mean every can't win.

  • Trickster has been nerfed for existing players and buffed for new players.

    Novice Tricksters will gives fear more for Novice Survivors.

    Advanced Tricksters resent the limited tactics available to Advanced Survivors.

  • Agree. However, since it is difficult to add anything to the system, I think it is appropriate to include it in the reported cases.

  • This game basically depends on how much you can improve the situation of the survivors until there are only 3 survivors left. So it's no wonder you give up.

    On that note, there was a time when me and another soloQ defeated a region opponent with only 1 gen left and 3 gens crowded together, and we both escaped.This was the result of the survivors trying not to make any mistakes, and it showed the limits of the M1 killer.

    Even if there is not such a reversal, the game quality is maintained even with two survivors. You might as well try your best.

  • I am always soloQ and often play matches with soloQx3, sometimes I win and sometimes I lose. By the way, I have never won the lottery. (lol)

    The only difference with SWF is that it is often influenced by the inferiority of MMR. A decent soloQx4 has an advantage over the M1 killer. Teamwork exists.

  • no. Surprising other survivors is much more effective than camping or tunneling, so everyone who understood the game did that, right?

    What's interesting is that the players who usually play Killer were the ones who enjoyed Lights Out the most ``as a survivor''. The harsh nature of the game is one in which only the survivors who remember the map, are careful in their pre-positioning, and are not full of gaps where they can easily allow one hit will survive, and this is a content that will touch the hearts of those who have overcome the killer playing that is more severe than usual. It seems like

  • @Dream_Whisper said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3663697#Comment_3663697

    Exactly.... Survivors would scream and whine about being tunnel, yet they instead abused their limited time Endurance protection and bodyblock the killer when they are focused on trying to take out the injured or rescuer whom is vulnerable and possibly a free kill, especially during Endgame. They should just simply scrap Endurance Status effect all together and make it so that Survivor gets no Hit/body Collison at all for like 30 or so seconds, and make them vulnerable to hits and bodyblocking as soon as the time expires or if they did any conspicuous actions like taping a generator/rescue a teammate off hook.

    Those who deny tunnels must agree with this.

  • This game favors killers for low rates and favors survivors for high rates. A problem that has recently been recognized is that low rates are often incorporated into high rates.

    If it's obvious that the other survivor's ability isn't up to my standards, I will purposely go along with them without going to the tunnel or camping. The most memorable part of these matches was that I intentionally dropped a survivor on my shoulders to show them my intentions and offered them a chance to escape, but at the gate they gave me a full course of bagging and flashlight clicks. I had a feast.


    Survivors are always the ones who make killers so ruthless, but they don't realize it. I am still tolerant of survivors who choose to surrender.

  • @solsol said:

    They ran an experiment a while back where some players couldn't see other players' prestige level - from what I remember it had quite conflicting feedback.

    The main issue lies with the concept of prestige, which tends to be that people want to be able to show off, which the change of hiding prestige levels prevents.

    I think ultimately the solution wouldn't be to do things like you suggest here, increasing the prestige level cap just pushes the same problem forward into the future and it would have to be increased over and over which really isn't worth it.

    What in my opinion would be a good solution is to make players have an option to hide it, or perhaps 'mask' it.

    Hiding it speaking for itself, those who want to show off can still show off so it keeps that kind of player happy.

    To elaborate on masking prestiges; It would be a setting that would randomize your displayed prestige to a level below your actual prestige, this has the benefit of players of either side not being able to distinguish you from any other player (basically they wouldn't know you are not actually that prestige level), unlike with the hiding idea where they would be able to tell you've hid your prestige.

    I think something similar to the masking concept is probably what would ultimately help players like yourself the most. Hiding it entirely just kills the concept of prestige for a lot of players. It's not worth the cost and prestiging would end up losing its prestige (hah a pun)

    I also believe that the correct answer is to let each player set whether or not to hide it as an option.

    However, if I say this, I will be suppressed by negative comments such as "You won't be matched because of your prestige display, so stop it,'' and "You'll get a killer who drools when he sees you, so stop it.''

  • @TheNameIsGilgamesh said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3663688#Comment_3663688

    Like that lights out gamemode where both sides complained to no prevail?

    Lights Out was well received by advanced players in Asia. Players who don't rate it are probably not enjoying the game, but thinking it's party pizza or something.

  • If you still insist that tunneling is uncool, that's fine. But that's no way to cover up something uglier. Even if you present the second worst thing, it's obvious to everyone what the worst thing is.

  • @Atom7k said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3661964#Comment_3661964

    Are tunnel people cool? Please cultivate an objective perspective. Your statement is too subjective

    Tunnel has no choice but to do it if he needs a killer, and he's in the game. DC doesn't need anyone and is abandoning the game. Please don't ignore that premise.

  • @Atom7k said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3662644#Comment_3662644

    They way you describe it may work with swf but 4 individual survivors do not have to possibility to coordinate map wide. They can't communicate so they cannot "counter" anything. The killer is the surpreme force of the game and each match contains 2 very different power dynamics. The killer and the survivors. While it's true that survivors have to play as a team to win against the killer they do lack the ability to do that.

    Aside from the hud info nobody know about the whereabout of the other survivors, their perks, or what perks you spotted on the killer. So because of that playing as a team in solo-q is quite a lot harder.

    No swf required. Experienced survivors can practice soloQ. Of course there are matches that don't go well, but I've also experienced many matches that didn't.

    Most players who have progressed in this game should have experienced it. If you say that it can't happen or that the probability is too low, then your environment and mine are too different. I don't want to believe it.

  • Wasn't it on the roadmap? If not, I will also direct you.

  • I don't think there is any need to change it. Unless Killer Instinct is disabled, Killer should choice different perks.

  • Honestly, I don't think killers want such buffs. This is because the reason why the killer wants the chase to end quickly is because of gen management, and the survivors hate it when the chase ends early and demand killer nerfs from the management.

    These interactions are fruitless, so personally, if someone enters a chase time, I wish there was a 10% debuff on gen completing during that time. This gives the killer more time to pursue the survivors, and the survivors become more valuable in hiding.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3662829#Comment_3662829

    But this does not do anything to stop the killer from tunnelling, does it?

    Yeah, it's going to take a bit longer for the killer to get the re-down, but with so many survivor resources invested in buying that extra time, they can afford to.

    Still, one survivor can repair the generator. If anything, he can also participate in the body block. If you body block until the one of first two people fall, the tunnel target will almost certainly escape.

    You think they're doing something stupid? No, this is actually what the survivors of the semi-official tournament winning team did with SoloQ. There were others in SoloQ besides him, but because all survivors understand what it takes to win, another person joined in.

  • @Commander_Nefarious said:

    i faced a sabo squad so i couldnt hook. i slug and they have unbreakable, then when they get picked up , buckleup. then heal up and activate bloodpact. they knew my every move because of wiretap, then knew where my noed was. i managed to bleed one out and one got away because of buckle up and the other one i was chasing was given the hatch. and to top it all off, i got a entity displeased. what a f@%#%^# terrible experience. now i dont care if survivors get mad over camping and tunneling because survivors can be just as evil and dont give u a break, so neither should you.

    Even if you have a high MMR, the MMR doesn't work too well, so the so-called "skill gap matching" maintains the killer's win rate.

    Your impressions are probably talking about a pure competition of ability, aside from the carnage that cannot be called such a match.

    This is a difference in perception towards the game, at least I agree.

  • Everyone knows that prestige doesn't match skill, and everyone knows that raising a survivor's prestige is easier than a killer's. What the killer is afraid of is that if all the survivors are Prestige 100, their SWF rate will be high.

  • Ask him if he held down the Shift key.

  • I think those killers simply came here because of their strength. This indirectly proves your high level.

  • It's going to be interesting, so I'll just observe everyone's opinions without giving my personal opinion. I thought it would be a good opportunity to learn about the skill level of international survivors.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3662582#Comment_3662582

    My guy, you suggest giving the killer up to three free hits, one of which would be a free down, and then say that it's the survivor's fault if they're still getting tunnelled.

    You're basically insisting that survivors should hard reward the killer for tunnelling, and that it's their fault if the killer decides to tunnel in spite of all that.

    The rescuers only have a maximum of 2 hits before they escape. If two survivors come to the rescue, three survivors will be born with one hit, and one of them will do his best to chase. Even if a tunnel were dug, the target would be quite far away.

  • @zarr said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3662663#Comment_3662663

    Eh, that might be your region, but good players here basically never have matches where they stand no chance, M1 killer or not. I have legitimately never seen the good players I watch lose a killer pub match in which they were actually trying to win. They can and do have winstreaks of hundreds of matches even on "M1" killers (whatever M1 killer means). The very experiment I referenced shows people winning 90+% of their matches (note: the ones they didn't win they didn't necessarily lose, either) with the most M1est of M1 killers (that is, literally refusing to use an ability), while also refraining from camping and tunnelling.

    I also don't subscribe to the idea that an M1 killer can only win if the survivors make a lot of mistakes and they none. Which is an ungraspably vague concept anyway, the decision trees for both sides are so vast and a thousand things may or may not constitute a "mistake", there would likely always be a better choice to be made.

    Doesn't mean I think Legion is perfectly competitive against an equally high-skilled 4-player SWF with voice comms, 4 BNPs and whathaveyou, but not only does that simply not happen, but it can still be possible to tunnel out one and in the endgame camp another survivor. I also think the balance changes drastically if they don't have comms, to the point where even the comparably weaker killers stand a perfectly good shot to get at least 6 stages/2 kills, which much as it may not feel good is literally a balanced outcome. With the comparably stronger killers likely on average outperforming survivors notably in that setting. Tunnelling and camping are nigh-mandatory in a setting where the survivors are comparably as skilled, experienced and trying as hard as the killer, and that's something that could warrant rebalancing, although I for one think tunnelling and camping are integral part of the game that should never be sought to be removed entirely. Just nerfed a bit, with compensatory buffs for killers in other respects.

    Even in my area, there are many people with kill rates over 90% for all killers. For certain killers, it's over 95%.

    One of them said, ``Survivors should just take it easy. Killers are working hard, but they should just ask the management for survivor buffs.''

    Another person is a regular winner at local tournaments, but declares, ``Survivor is just making mistakes.''

    No one said he would struggle. However, this trend of thinking is common in our region. Everyone who knows dbd is based on this perspective.

    If you think it's a lie, please see X on dbd official jp. It is full of comments from all the players due to the official's many famous quotes. Officials are busy sending out biased "cheers" to killers, and complaints flood in every time they propose an adjustment plan. This is the exact opposite of the american official.

  • @Dreamnomad said:

    I think they did a good job with the Billy rework. He feels good. I also think there are a number of killers out there that could use similar treatment. With that said, I don't think the goal should even be to make it so all killers are "equal". For one thing, it is an impossible goal. For another, there is a large difference on certain characters between their skill ceiling and floor. Nurse is a perfect example of this. If you were going by overall kill rate, she would be considered underpowered. But anyone who knows this game, knows that at her skill ceiling she overperforms. How do you balance that?

    MMR just needs to learn the job. In fact, everyone who knows about Chase and the generator repair tactics against the nurse, including me, has either won or lost against her. Quite strong, but not overly so.

    Because this game is for survivors to complete the generators and get out of the gate. This can be accomplished by simply, dodging a couple of blink attacks and be downed at out of the way of others survivors.

  • @woundcowboy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3662480#Comment_3662480

    Yes, it’s well known that most people aren’t good at the game. When people who don’t know how to play are against each other, it favors killer. When each side knows the game, killer is at a massive disadvantage.

    Just ask dbd Japan's official That fact and the kill rate indicate that the median MMR is filled with beginners.

    All of the skilled players here will be able to break into the top tier of MMR.

    I find it very strange that there is a disconnect between their ability and the attitude that calls for killers to be nerfed.

  • Since the gen kick has improved, we may not have to go that far. Survivor has a 2.5 advantage after deduction, but oh well.

  • @SuperCop said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3661970#Comment_3661970

    Perks that are stuck behind pay/grind wall for many new survivors.

    Just play as a survivor with the perk. What if a trapper wants Blink? Would you give it to him if he was a beginner? No, you definitely won't.

  • @Mandy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650064#Comment_3650064

    That's not the case I'm afraid - the high mmr bracket is one of the smallest percentage groups. Majority of players are in the average MMR bracket.

    What everyone wants to know is what indicates the majority of players. For example, the average chase time, the average number of hooks rather than the number of kills, and the statistics that are not "intentionally avoiding the MFT era and the 3 generator system period and receiving a kill rate buff from Lights Out" is.

  • After all, the number one reason killers dig tunnels is not to harass survivors, but because they fear the gen will be completed.

    Let's say a rescued survivor receives 80 seconds of OTR, and in return receives a 30% debuff on all actions during that time. Survivors who were hit on behalf of their allies would receive a 6% buff from repairing generators unless they healed their wounds. What should the killer do? Most killers will probably not attack both Survivors and instead go for another Survivor, or try to hit the Survivor they rescued twice. In any case, survivors who get off unhooked can escape.

  • In the past, BP was depleted and everyone wanted it. Not so much now. Survivors who do not want bagging and flashlighting will prefer to leave once they have confirmed the safety of other survivors.

  • @zarr said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3662586#Comment_3662586

    The problem definitely sits majorly with the matchmaking. That simply is the reality of the game, though, and has been for years and years. If you are a good killer player, you can handedly win the vast majority of the matches the game gives you, regularly even without camping and tunnelling.

    Some rebalancing is still in order, but a better (stricter) matchmaking is much more important.

    It depends on the time of day I play. And while it's true that there are matches where there is a skill disparity that almost never ends, there are also many matches where the opposite is true. As both a killer and a survivor, I have experienced many matches where the killer had no chance. This is not a skill issue, but a theoretical value.

    Players with many years of experience, both survivors and killers, say this in unison. "Why did the Survivors want to lose to the M1 Killer in this match? It's because the Killers made almost no mistakes and the Survivors made a lot of mistakes."


    I totally agree that MMR is the worst thing ever. But this is the responsibility of the developer.

  • So long as everyone sticks to individualism.


    To reiterate what I have said several times, this game may feel like a survival game for survivors, but the core of the game system is tower defense for the killer, and the survivor would rather limit the killer. Sirvivors an attacker.

    Each Survivor is weak, and their performance is about 1/2 that of the Killer. Even so, they can't be defeated by killers because they use their superiority in numbers to attack from multiple angles. To subvert it, the killer hooks survivors, sometimes camps and tunnels, and sometimes patrols near Gen. Survivors counter it and regain advantage. That's where the bargaining and tactics comes into play.

    If every are selfish and give up your numerical advantage and bungee jump from an advantageous position, you will naturally lose. Play style is free, but cooperation is a prerequisite. If you don't understand this, every will never be able to play this game well.


  • @Krazzik said:

    I mean if you're the first survivor that the killer finds and he decides to tunnel you, it doesn't matter if you last really long in chase, you're usually going to be killed before the gens all get done and you can escape. Yes, lasting a long time can give your teammates a better chance to all get out but for the one player getting tunneled that doesn't really matter. They're being forced into back-to-back chases with no time to do anything else and especially if they're in solo queue, they don't even know their teammates so it doesn't reduce the sting of having their game 'ruined'.

    Also, in solo queue at least, you can last ages in chase and your teammates may just not be doing gens efficiently and thus when you do eventually die, the killer is likely still gonna have plenty of time to get a 3k or 4k.

    Unless there's a big disparity between skill levels, if the killer wants to, they can tunnel someone and guarentee they die and there isn't anything you can do about it.

    Unless there's a big disparity between skill levels, if the killer wants to,Unless there's a big disparity between skill levels, if the killer wants to, The killer will promise the escape of 3 survivors in exchange for one survivor. Maybe the other one will be called into the Entity. 

  • @hermitkermit said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3661981#Comment_3661981

    Absolutely, I agree. Right now the killer doesn't have enough incentives to go out of their way NOT to tunnel. And I don't belive that BP isn't enough either. I don't think killers need to be nerfed, but tunneling should no longer be the most optimal way to win. I think that gen speeds should reflect tunneling. If a survivor has been hooked consecutively, gens get a repair speed buff. If hooks are spread between survivors, gens get a repair slowdown. Both stack, so if the killer has 3 hooks by tunneling someone out completely, that's 3 whole stacks of a repair speed buff, making them go faster. If the killer gets 3 hooks by different survivors, that's also 3 whole stacks, slowing down gens. This doesn't take the killers ability to tunnel away, but it is no longer the best way to win, and it gives all survivors a chance to actually play in the game.

    I think that's exactly what should be done, as a direct function of the game system. If not digging a tunnel is a condition that leads to victory, the killer will not need to dig a tunnel unless there is a reason such as harassment or archives.

  • @zarr said:

    If you are good enough at killer, you can even go out of your way to play nice and still win most of your matches. I refrain from camping and tunnelling most of the time, not seldomly even going out of my way not to despite knowing it would be "optimal" in the moment, and I rarely have trouble in my matches. The MMR cap and lax matchmaker simply mean that once you pass a certain skill/experience/knowledge threshold, many or most of your matches will be relatively easy (as killer or in 4-SWF with 3 other such players).

    Proof that it is possible has more than once been provided by good players going on 90+% winstreaks without camping, tunnelling or slugging, and even without using a killer ability altogether (https://twitter.com/HensDBD/status/1688640900677652480). And of course, you don't have to "win" (kill 3 or 4 survivors) 90+% of the time to play this game, you can still have a fun, engaging and worthwhile time getting stages and 1-2 kills in some of your matches.

    I've seen the video, and even from the clippings of the short story, it's clear that there is a skill disparity as survivors who are hit run in the wrong direction to avoid being chased, or are caught in the killer's simple feints. I'm not interested in a story that assumes MMR is not working. If this happens all the time, the problem is not with tactics or game balance, but with MMR.

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3662181#Comment_3662181

    I was explaining why tunneling pre 6.1.0 alot harder than today.

    But hook trade and everyone go unhook...not related to the tunneling part.

    https://us.v-cdn.net/6030815/uploads/9TUDH6JF2JN4/image.png

    Please read until the second half. If you want to prevent tunnels from occurring in the first place, you should buy time even if the survivor who successfully rescues you takes two hits and goes down. Survivors who are trapped in a tunnel cannot escape because there is not enough help from those around them. There just isn't enough effort between the survivors.

  • @Mr_K said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3661494#Comment_3661494

    How about the issue survivors have with OTR? The killer can hit the survivor soon after the unhook removing the OTR protection.

    It allows the killer a local advantage once the survivor is hooked. In order to overcome this, the help of the survivors around all is essential. Survivors need to understand that even though playstyles are free, individualism is not at the core of the game system.

    @solarjin1 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3662235#Comment_3662235

    They don't run them because both perks fail horribly at actually stopping tunneling. Yeah a great survivor can make use of DS but it just not feasible for most. Background player & ftp/buckle up do better job at stopping tunneling.

    If the DS skill check is the cause of failure, it doesn't matter whether every are a beginner or not. If the chase after getting out is a problem, it's a skill issue.

  • @Paternalpark said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3662131#Comment_3662131

    Doing your objective and being rewarded for it is called FREE. Your not going out of your way for value. That's free.

    You say adrenaline is free, flash grenades are free, everything is free. That's just sophistry. Please think mutually.

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3661602#Comment_3661602

    I think I may need to explain why tunneling is more effective than the past

    Pre 6.1.0

    1. Hit to injure
    2. Stronger Dead hard
    3. Hit to down (1st hook)
    4. Hit on teammate's BT
    5. Stronger Dead hard
    6. Hit to down and eat stronger DS
    7. Hit to down (2nd hook)
    8. Hit on teammate's BT
    9. Stronger Dead hard
    10. Hit to down (3rd hook)

    After 6.1.0

    1. Hit to injure
    2. Hit to down (1st hook)
    3. Hit on basekit BT to disable DH and OTR
    4. Hit to down and eat weaker DS (which most people dont use)
    5. Hit to down (2nd hook)
    6. Hit on basekit BT to disable DH and OTR
    7. Hit to down (3rd hook).

    Sure back then it requires all perk slots for those 2nd chance, doesnt mean tunneling were stronger. If hitting off hook is "harder" than the past...

    Remember Pre 6.1.0 had these happens in the background when you're tunneling a survivor in pre 6.1.0

    • 3 health state medkit
    • 16% extra distance on hit.
    • 16sec self healing speed.
    • no extra 50sec of Gen time
    • broken Coh that teammates can constantly taking turn to body block
    • old BNP

    Perks have no effect unless equipped. Words from DBB official. Please do not remove DS from the conditions without permission. It's up to you, please equip it.

    Second, the removal of hook grabs has made hook trading extremely easy. All survivors please do this.

    Will it still be tunneled? Please go to the rescue together! The first person gets hit during the rescue and leaves. The second person makes a successful rescue and take one hit. Even if the first survivor return and makes a body block and is knocked down, the person in need of rescue will be protected. If you get tunneled even after buying this much time, you're clearly not good Survivor. Survivors are losing to killers in everything. It is natural that you all will lose survivors life.

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3662131#Comment_3662131

    It's free because hooking survivor is only first requirement. The other, you need to force survivors leave the gen. If your other perks are doing that for you, then there is problem. This perk is so strong for stacking with other perks.

    If the presence of DMS is discovered, there is a way to temporarily stop repair gen and see what happens before hooking up next time. If survivors respond flexibly, it will not be such a threat. Of course, there is some pressure involved, but it is the result of the killer taking advantage, and vice versa.

  • It's not free because the killer needs to hook the survivor. It's a reward for work.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3661602#Comment_3661602

    The base kit makes tunneling more difficult than in the past. That's wrong.

    Except it disables OTR, and DS got demolished, so it's one partial sprint burst (Which also got nerfed in 6.1), and then it's free reign. That's better than a five second stun.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3661583#Comment_3661583

    I don't think so. Everything OTR/basekit did, DS did too, except it added the full duration of the pick-up animation (Which also opens you up to saves from blinds or pallets), then dropped a five second stun. OTR nor basekit do this, and those two are mutually exclusive.

    Even if you don't think so, there are many survivors who make it through the tunnel. Or, if they fail to escape, other survivors are promised escape.

  • A match between a standard M1 Killer and 4 survivors will usually end in 1k or 2k if both are talented. If you've been playing for a long time, you'll often play with the same players, sometimes as allies, sometimes as enemies, so everyone will have that experience.

  • @Vorahk08 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3661971#Comment_3661971

    People can feel free to call me petty for crawling away, but I'm still going to do it too. After recovering for BP, it's all a slugged survivor can do. Also, if survivors who crawl away are petty, then what are killers who slug for the 4K? A 3K + Hatch is just as much of a win as a 4K, except that 2 people got a favorable result instead of 1.

    3k and 4k are treated the same unless there are survivors who bagging killers or flashlight clicks on the hatches. Please blame them for not allowing 3k.

  • @devoutartist said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3661189#Comment_3661189

    this tough is a cultural thing what you're talking about has the same issue with a game called yu-gi-oh the west outside of it's hardcore fanbase don't like the state of the game in mordern yu-gi-oh a turn can take no jokes around 5 to 10 mins a turn the average turn per game is around 4 turns where you have to play around a ton of effects and negates ppl that are involve into yu-gi-oh are all like the game is fine it's a skill issue ect but in reality the game is suffering konami is losing player year over year including revenue where it's to the point that there only make small margin in profit and the big wigs at konami had to acknowledge that it's a problem they can't keep new player because of the issue and only the hardcore is left and there still bleeding players

    in Japan if you complain about the state of the game or quit because a turn can take a long time knowing you're losing its heavily frowned upon while in the west it's completely different

    this right there should be a good indicator about dbd in general that they should do something about bad mechanic because you'll never get that reaction in Japan because of there culture

    Even so, I would like to point out that casual players are aware that they are responsible when things don't go well.

  • @[Deleted User] said:

    STBFL did not need the additional change. The percentage nerf was enough.

    It's all true.

  • @hermitkermit said:

    Tunneling doesn't just effect that 1 singular survivor though. If it did, killers would never do it because it wouldn't be a winning strategy. Tunneling is so effective because while you take out 1 person from the game completely, you've made the game much more difficult and less likely to win for the other 3 players, and much easier for yourself. I don't understand this mentality behind, "Yeah, it sucks for that 1 person, but do gens and you will be fine" When if it were truly that simple, then it wouldn't be as successful as it is at winning games (as in 3k-4k) so we wouldn't see it as often. And that's simply not the case.

    It is successful because it doesn't just suck for that one person it sucks for the entire team- and that's the point. The killer wants to win and making the game as difficult as possible for survivors via tunneling is the easiest way to do it.

    That's true, and I've heard many times that the solution should be some kind of incentive to make doing something different rather than tunneling. Every time, the survivors say, ``Killers don't need buffs, just nerf them.''

    What if flashlights and flash grenades were taken away from the survivors? They will all try to go down only under the pallet. What if we lose the means to seal off gen for the killer? There will be more tunneling. There is no material that can deny that.

    What is the killer's reward for letting an unhooked survivor escape? That's what everyone needs to think about.

  • He just says that those who can't solve the skill issue should rely on perks.

  • @Atom7k said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3661120#Comment_3661120

    Tunneling never was "controversial". It is normal in tournaments but has always been hated in normal dbd.

    Comparing these two doesn't contribute anything to the original topic. Maybe you should leave your hate towards dc's somewhere else? See how that last sentence doesn't make this discussion any better?

    Are DC people cool? Please cultivate an objective perspective. Your statement is too subjective.

1 … 10 11 12 13 14 … 20