xltechno
xltechno
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MMR is complaining that I'm at my limit, so it's a good idea to separate the game modes. Of course, waiting time will increase.
I don't agree with the idea that casual bullies remain. Survivors keep complaining about killers who are stronger than them, even if he are not bullies. It is more beneficial for casual players to have relatively strong players leave as a percentage of the population.
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@devoutartist said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3659474#Comment_3659474
im gonna disagree personally i know how to handle tunneling for the most part but its not the minority of games that happens i mean tunneling
you can say its a resilience problem im gonna say it's a volatility problem with degen strats ppl can be resilient only to a point there diminishing returns when your trying to learn something and you know you're getting single out in a lots of game because you're the weak link that's the experience the game is as it currently stand
it's not a player problem it's a game problem reduce how to game volatility is you solve a majority of the problem ppl will gets better in general more ppl enjoy the game it's really simple that's why i saied add like 20 sec to gens time remove the volatile issues like tunneling that's in the game it will have more back and forth than the same playstyle that happens a majority of the time in matches
there a saying in general in games from any strife that goes if the game sucks right at the beginning why should i stay for the "promise "that it gets better
the majority will always abide by that ^ and then you know you got a game issue
It's a good thing that the remaining three survivors are promised escape at the cost of their own death. If one of his friends had been tunneled instead of me, I would encourage him to do his best, and I would complete the repair of the generator as quickly as possible.
And in situations where a body block is effective, I'll stop the killer just to prolong tonnneled sirvivor life a little while he's being tunneled. Even if I'm down depending on the situation. If that's the case, the targets of the tunneling will survive with the help of their friends. Even with SoloQ it is doable. I've experienced it many times. This is probably true of all people with the same ability as me.
There is no reason to justify suicide. Only those who have tried their best will be allowed to complain.
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It's interesting that so many survivors feel threatened by tunnels and camps, even though they are only one strategy.
I've heard that it's a game that focuses on casual players, but for those who actually understand the structure of the game, it's an EZ game where you can die in 1/4.
But the average kill rate is 60%. This either points to too many novice Survivors having their entire match ruined just by doing a tunnel, or it points to the fact that Survivors are losing out to Killers even when it comes to game content other than tunnels.
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My fun to fighting is Cenobite, Nurse, and Michael.
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@cipherbay_ said:
Dont blame the killer, blame the game, if everyone is slugged on the floor, the devs should add a surrender button where all survivors vote to quit and you still keep your BP you made that match
Just right.
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@SuperCop said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3658884#Comment_3658884
Yeah? So they entity can also block hooks to stop tunneling.
There seems to be a fundamental difference, so you should understand the game mechanism.
This game brings survivor hook progress and sacrifice instead of time limit.
The killer makes it faster, and the survivor is slow. If there is a game negotiations, survivors will gradually run out as a whole.
Survivors should not be chased forever, nor do you refuse to leave. Before that happens, it is a game for survivors to aim to escape.
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no. The entity blocks the window because the chase does not end forever.
Once there was a map design, I tried to delete the development once if I didn't need Bloodlust, but I immediately withdrawn. The players smiled bitterly, saying they didn't do it.
This game needs a tactic for killers to leave survivors as soon as possible and end quickly without chase. Tunnel acts are one of them, but tunnels are not strong at all so that tactics are useless alone.
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@KerJuice said:
Absolutely- I feel like I lose 85% of my games as survivor. I rarely escape, and this has been a thing for almost two years now. I don’t like the whole escape = wins & raise in MMR mechanic. I wish it was based on how well you played, or at the very least- a combination of both. The amount of time spent in a match cushions your drop supposedly, but tunneling by killers takes care of that.
Matches are imbalanced. I get too many advanced players as killer vs. me and my 3 teammates who very inexperienced. And that’s because MM prioritizes filling a lobby quickly over quality matches where everyone is close in skill. I see it all the time when i end up in a lobby with single digit prestige Megs (mask Meg is my favorite), Dwights, and Fengs. The few times I didn’t lobby dodge hoping they were experienced players on a new account or console, I was sadly disappointed to learn they were indeed fairly new players who MM threw me in to play with them. I don’t think there is enough new Killer players to go around.
The existing advanced killer stands on the deceased intermediate killer corpse. They all left their bodies and their soul passed away.
If they can develop a legitimate adjustment that they can return, You will be blessed with a good match.
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@AssortedSorting said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3639548#Comment_3639548
Creates a positive for Killers that perform "negative player engagement behavior" from giving them increased lethality from slugging. Rather see a form of self-pickup in edge-cases so that disengaging with players is a negative and pivots players to at least dribbling to cause a drop stun.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3639725#Comment_3639725
Being able to close the gates once open could allow for interesting strategies and rages. Necessitating the Hatch to be opened without closure once closed to prevent softlocks.
Survivors can open closed hatches with a key, right? It would be nice if the killer also had a way to close the gate. Haha.
If we are serious about it, killer can close the gate for as many survivors as there are alive, and sirvivors would take about 8 seconds to open it again.
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For old-timers, there is enough BP to overflow from an orifice other than the mouth, but for newcomers, this is probably not the case. It would be difficult to allow both parties to stand on the same starting line without compromising their freedom.
It may be okay to have a paid element only in the early stages.
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@TieBreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3658821#Comment_3658821
- Maybe you are at high MMR, most players aren't. Solo players sure as hell aren't.
- I didn't say that there are no valid reasons to bleed survivors out. I didn't gloss over anything. I didn't even say the majority of killers do it. I'm simply saying that most survivors are not running a full SWF that can make hooking impossible. When they are getting bled out for four minutes straight it's purely because the killer player is trolling.
- If you think that killers wouldn't do it for the lulz then you underestimate just how much hostility some killer players have towards survivors in general. I've seen the term "sociopath" used to describe survivor players quite often.
There is no doubt that there are many SoloQs with high MMR, which are being shown in real time on YouTube and Twitch. It is impossible to ignore their presence.
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@I_CAME said:
- No reward incentive to stay. Survivors win less than killers and typically get significantly less points
- You can get a new match that you will find fun almost instantly
- Quick down in most games is almost a guaranteed win for the killer. The first chase is by far the biggest predictor of who is going to win. The chances of coming back from a bad start are not very high. The loss is guaranteed if the killer chooses to tunnel in this situation.
It's very easy to see why people give up quickly now.
Suicide is equivalent to a DC, do you admit that you won't criticize the killer if he throws the match or DCs expecting to lose even a little bit?
If you're really into this game, you've probably experienced how many times in Survivor you've at least come back from a match We thought you would lose and won. Yes, as many times as We like.
There is no reason to commit suicide. In most cases, people who commit suicide are just beginners who give up on games they can win under the illusion that they can't win.
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Will the new hook make that aura look killer? If not, the answer for most murderers is probably "no."
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@Saiph said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3658705#Comment_3658705
I guess we should ask these top players directly but given that half of the matches are just: (1) killer gets a down in 10 sec, (2) survivor DC's, (3) Five painful minutes of cleaning up the 3 remaining survivors - there's a chance they wouldn't mind 10 minutes of queue to not get these pointless matches.
Again, picking the OW2 example that somebody mentioned, top DPS players have 10-20 minutes of queue in competitive, and yet they still prefer to queue in competitive. There's almost nobody who queues in quick play.
It's true.
Any player who wants to compete seriously would be happy to accept a strict MMR in exchange for 10 minutes of waiting time.
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@OneAutumnLeaf said:
I mean if your asking for that then I want to be able to walk through survivors who body block me from getting to hook or leaving a room.....
This is exactly what survivors want.
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For many serious Survivors, the oversupply of base kits was a bummer as it made the game boring and simplistic.
Casual players often don't know how to use tactics, so it may be necessary to give some consideration to them, but I made it boring anyway.
In the first place, asking only about advantages and disadvantages and taking away the strategy of the game will lead to the loss of 20k players.
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@sinkra said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3658766#Comment_3658766
2k would be a draw if the game was balanced for a 50% kill rate. With a 60% kill rate a draw is statistically a loss for the killer. That means if the MMR system is set to account for a 60% kill rate, a 2k game lowers the hidden MMR of the killer even if it's not technically called a loss.
no. It is a concept that only works if all players have the same abilities, skills, and knowledge.
In reality, the player who plays the killer need to do a lot of parallel processing work and has to learn more than the serial processing survivor. There is a difference in experience, but due to the severe effects of MMR, expert killers and casual survivors often meet face to face. Even if this is not the case, bad survivors will be mixed in with good killers and good survivors. I believe that taking these into account will result in a 60% kill rate.
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For now, 2k is a draw for both killers and survivors. If we don't use that as a standard, the discussion won't move forward.
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@SuperCop said:
https://forums.bhvr.com/dead-by-daylight/discussion/405302/basement-hole
I felt this. Not only when killers body block but you also can't run out with your teammate which is ridiculous since stairs look wide enough for 2 ppl. They just need to widen the invisible walls they apparently have in that spot.
Two teammates can body block the killer for the injured survivor! Do you think this is a glitch?
If you think otherwise, there is no need to nerf the killer's non-complete body block
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There are two ways to solve a problem by adding a new mode.
One is to display the presence of survivors with extremely high survival rates and killers with high kill rates when waiting in the lobby. If this means eliminating matching, killers will no longer be concerned about kill rate, and survivors will no longer be concerned only with survival. Only those who truly want to compete will continue to wait for a match. There are no problems.
Another option is to have players choose between two abilities, Modern and Classic, like in Street Fighter 6. This will also be displayed while you are in the lobby. Survivors who don't know anti-tunneling or anti-camping tactics are protected by a rich base kit of modern abilities, but with slight debuffs to generator repair and movement speed.
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@mikewelk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3658236#Comment_3658236
A lot of stereotypes being thrown around here.
In fact, as a survivor, I encounter fellow survivors like that, and they're not doing their job. There are games that don't, and that's a lot of fun.
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@tak47888 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3655774#Comment_3655774
Well it is in a much better state because it is way more balanced now than before. Killer gameplay was unbearable at that time due to the game simply limiting their actions. Survivor gameplay is not broken. In my opinion, it is just a skill and missing coordination issue in most of the cases. Especially in Solo Queue. But technically, all the options are still available to build strong survivor teams. Stats on SWF proove that.
I wonder why Killer is constantly on 100% Bloodpoints during the nighttime in my region.
It's the same in my country. This seems to be related to the overall percentage of players who understand game balance. Any other explanation would be impossible.
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Survivors are not in a miserable environment, but because they hate working and behave as they please, they are simply inviting the situation on themselves.
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Survivors give BP by focusing only on a specific character, but Killers require add-ons and have to allocate BP to all the killers they use, so Killers tend to have relatively lower prestige numbers.
For this reason, Survivors prestige is said to be unreliable, but killers who boast nearly 100 prestige are generally truly talented.
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@jotaro said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3657971#Comment_3657971
Killer has always felt a bit boring for me personally which is why i preferred playing survivor. I used to enjoy being chased and helping teammates, but it just isn’t the same anymore. After the huntress changes and everything else i am done playing survivor, at least solo.
I’ve been playing killer recently (mostly legion, slinger, piggy and nurse) and even though im not very experienced at it, i’m getting easy 3-4ks most games against p100 survivors.. i thought playing nurse would be very difficult but turns out it’s not that bad. It’s relatively easy as i dont have to care about loops. At least it feels rewarding to make successful blink attacks and successful hits as slinger, but most of the other killers are very boring and i don’t feel good for getting downs and kills. It feels almost granted. Killer shouldn’t get 4k that often and that easily.
Where did you see killer players enjoying lights out as a survivor? It seems a bit weird since everyone was saying they just got tunneled every match for not having anti tunnel perks. I tried a few games myself hoping it would be fun and more horror-like and then just gave up on it
Japanese live streamers, mainly killers, were all enjoying Survivor. It is a common understanding internationally that Lights Out has strict specifications for survivor, but in Japan, both Survivor Main and Killer Main enjoyed playing as Survivor because it is a test of one's ability with no mistakes allowed.
Survivor Main is an opportunity to discipline myself for relying on maps and parks, and Killer Main is because I am used to the harsh environment of Killer, where one mistake can lead to collapse, so I can play Survivor in a similar position.
Since it is a simple specification, it is not something that can be played for a long time, but there were many requests for it to be well-adjusted and implemented as a mode.
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Honestly, I get frustrated every time I come across a survivor who mistakes a winnable fight as an unwinnable fight, gets angry at being hooked in the first place, and commits suicide. I don't feel that way about survivors who are just immature.
I believe that people who commit suicide should not be defended because there are not only such matches but also many decent survivors, they are too selfish people.
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@jotaro said:
Welp it’s time to become a killer main. Playing killer is now easier than ever while playing survivor is just too miserable
I have never heard of anyone who made such statements actually turning into a killer and enjoying killer heaven.
On the other hand, the Lights Out event, which was very unpopular with Survivors, was enjoyed by even killer players as Survivors. This tells the whole truth.
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@Iron_Cutlass said:
This post is not complaining, moreso just explaining the mindsets for/against tunneling.
In any game, players will normally take a variety of different paths based on the effort and skill required and the reward; for games that have win conditions, this is, of course, winning instead of losing.
Strategies and tactics exists within a game to optimize the time, effort, and/or skill required to reach a reward. For Killer players specifically, the end goal is killing all Survivors, and reducing the game down to a 3v1 instead of a 4v1 reduces the effort needed to win.
Since it is a path of least resistance and ultimately requires less skill to get the same (if not better) results, players opt into this playstyle; none of this is to say that it takes "zero skill" but it takes less compared to keeping things a 4v1.
The inherent downside to tunneling is that being removed from the match early on can taint the experience as Survivor, which can lead to matches that feel unfair. Obviously everyone has their own sentiment on if tunneling is "fair" or not but any look on social media (and the forums) can easily tell you that the general populous dislikes being tunneled.
None of this is to drag anyone down of course. Since it is simply a game. I personally do not tunnel or camp, I care more about hitting cool clips and having fun and that's about it (other than Bloodpoints since Im still leveling up everything), I personally think there is just a massive gap in misunderstanding that comes from both sides.
But ultimately there are two sides to every coin, and tunneling is simply a result of the game's design, and the easiest way to decrease tunneling is provided new paths with less resistance to incentivize hooking unique Survivors and/or creating more resistance at existing paths to decentivize tunneling.
Any advanced player, survivor or killer, will have no problem tunneling or camping. Because it is recognized as a tactic and can be used weakly or counterattacked.
Even if there is no way to deal with it, the survivor will only die once. For a Survivor who plays decently, it's just a small misfortune in many matches.
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@Basti2k said:
Hello, I have a question
Why does a surv have to take an anti tunnel perk with it?
who the killer can tunnel even without a perk
What I don't understand is why a killer can tunnel without a perk and I have to play anti tunnel to prevent it from happening
It should also be made difficult for the killer to tunnel
because I also have to waste a perk space to avoid being tunneled
Feel free to suggest to me what you can do about it or have any suggestions
"The perk will not be effective unless it is equipped."
Please don't forget the kind words from DBD official!
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Conversely, why would you want to do it in SWF? SoloQ is a lot of fun. In the first place, I don't care about my own survival rate, I just love using my abilities to dominate the game.
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There is a Survivor main who boasts a 60% escape rate, but since he is a former Killer main, this is an achievement that can be attributed to his thorough knowledge of the game as a whole.
From my own experience, the survival rate is not far off from 40%. Although it may be a little low.
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The biggest question on this forum is the attitude of asking killers to have top-notch play skills, while telling survivors to value the casual player. People who say that you should always work hard against killer players, or that a certain live streamer has won 100 games in a row, should also talk about the survival probability of survivors based on top-level live streamers.
As I may have mentioned earlier, one live streamer has achieved a 60% survivor survival rate using SoloQ, and his acquaintance, a streamer who is famous for his DBD commentary videos and live commentary, also has a 70% probability of energizing the gate. He said.
Although this is a statement based on personal experience, it is mostly true. In fact, they have achieved similar results in the stream. However, when faced with inconvenient facts, many survivors either dismiss them as exceptions or ignore them altogether.
In reality, if you are an intermediate soloQ player, your actual escape rate will not deviate much from 40%. There is a gap between intermediate and beginner players in terms of how they can utilize the information obtained from the HUD. The HUD shows survivors entering the Asylum repairing generators, but in reality, too many Survivors enter the Asylum because they don't want to be killed by the Killer. If this action is repeated, all survivors will be wiped out before the generator can be repaired. But they don't realize they made a mistake.
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It's no secret that this game is geared towards casual players, but I get sick every time I come across a situation where people who don't understand the game spew hate at people who do.
Something happened that symbolized everything. The Lights Out event was very frustrating for many casual survivor mains.
On the contrary, many advanced survivors praised it as a very challenging trial mode.
What did the killer main player do? They mainly enjoyed this event as "survivors". This fact dictates that many survivor mains are casual players, and many killer mains are advanced players. There are exceptions, but this is generally true.
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If I'm willing to mislead you, I'm more aligned with Killer in terms of balance. However, this is a modification from the fact that it was originally too advantageous for survivors.
In the past, it was balanced because the survivors didn't have the know-how, but now the balance is reversed and the standard M1 killer is at a disadvantage.
Ultimately, the problem is caused by sloppy MMR's functioning. If the MMR evaluation system counted not only one's own survival but also the survival of other survivors, this would not happen. It doesn't require any effort on anyone's part, as all you have to do is run it in the background or manage it on the server side.
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@Efrost said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3656905#Comment_3656905
They hardly listen obviously. Actions speak far louder
Wrong actions lead to more mistrust. The opinions of those who stop ambulances due to demonstrations are not being heard by anyone. In the first place, PTB is not compulsory and participation is voluntary. Remember why players are participating
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An expert M1 killer who won a 1on1 competition with Japanese live streamers has created a video of a very in-depth strategy regarding the LT wall. It is suitable as a teaching material, and both survivors and killers will benefit from learning it.
In conclusion, the LT Wall is a place that provides enough "risk and reward" for the chase, and players who are better than their opponents can win.
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@sizzlingmario4 said:
They can fix it by making FTP not count as completing a healing action so Buckle Up won't activate. This way neither perk is affected when used on its own but they can't be used together anymore.
Smart idea.
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@Efrost said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3656348#Comment_3656348
This. Their current design pattern is leaning heavy into, we dont want killers to feel punished for making mistakes, which is just astonishing. Huntress gets more hatchets, faster wind up, and movement. Billy is getting even more curving potential and after his rework he can rev his chainsaw so fast that it can be difficult getting anywhere with him already raring it up. And since he gets buffed over using it it compounds the issue further. Like they don't understand what risk / reward means if they keep lowering the risk but leaving the reward the same.
They talk about agency and how the players need it but they only give the killers the agency meanwhile survivors have situations where they have 0 agency and the devs do nothing about it. Gates spawning within line of sight of each other or close enough that they killer barley has to move to see them. This gives the survivor almost no agency in the end game.
That can also be tagged along with the fact that survivors lose perks or benefits in the end game because again killer agency is important. Meanwhile No way out somehow still gets to remain active in the end game collapse which it shouldn't since it again removes the survivor agency entirely.
If survivors are killing themselves on hook it might be because they continue to experience awful rounds against the killer. If every skull merchant is gonna proxy camp the hook survivors are not going to just sit there and waste their time. Its the whole point of why tunnel and camping are awful elements to this game. It removes and respect for the players time and commitment to the game for something that could be addressed but they refuse to do so. So if a killer is constantly getting survivors who do that then there is still something wrong with that killer that players just dont want to play against and the devs should look at what is wrong with them and adjust. Just like if a killer is never selected that means there is something wrong with the killer that isnt fun and the devs should adjust.
no. Just give feedback on the forum after finishing the match. There's no need to commit suicide.
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Among advanced players, it is considered a legitimate tactic for killers to use slug all survivors.
Because they know how weak it is for a killer to hook a survivor. There are many cases where it is better for the killer not to hook the survivors, and it may add up to not hooking everyone.
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@mikewelk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3656878#Comment_3656878
Huntress wouldn't get nerfed. The worst that could happen is a revert and that would be the best, and safest, option. There's no logic for a nerf, most just want her back to how she was or with that +1 hatchet.
In some cases, like Hillbilly, they are nerfed immediately after implementation. You should know that management loves nerfs. Don't deny the possibility.
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@mikewelk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3656856#Comment_3656856
Point flew right past you as well. Another one to the count!
You are free to hate Huntress, and I know that Huntress is too strong. What I have said is an indirect statement of the following content.
biginner: Huntress is cheating! Suicide!
Expert: Huntress was criticized for being too strong on PTB, and management will likely nerf She.
Highest: Huntress is going to be nerfed anyway, so if we get used to the chase now, we'll have an easy game later on, right?
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@Rickprado said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3656579#Comment_3656579
Yes because you can't get Exausted from Blood Echo if someone is hook; being block from escaping if someone is hook while the killer have Blood Warden; lose progress in your gen when someone is hooked in a Pain Ress or downed with Surge/Jolt; or even you can't be healed by your friends or have a blessing under another person boon area totem. (IRONY)
Sorry, its 4v1 game and you can't deny that. Killer just chase one person at time because its the game design. If games were like you are saying, people wouldn't complain about teammates in SoloQ, as the 1v1 aspect would be the decisive part of the game.
And i say that the best survivors are those that notice that being a team player is stronger than being a individual minded good looper.
>And i say that the best survivors are those that notice that being a team player is stronger than being a individual minded good looper.
This is truly the truth. However, most survivors are unaware of this. All advanced players, both killers and survivors, lament this reality.
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@mikewelk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3655705#Comment_3655705
Try to justify the video.
Even if you are an M1 killer in the starting position, you are in a situation where you will be beaten, so it is pointless to ask this question only by focusing on this.
Savvy survivors avoid this situation in the first place, so they buy themselves enough time to do their job even if they are knocked down.
The important thing is not to not go down, but how much time you can buy to stop the killer before it actually goes down.
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@Dreamnomad said:
Of course it is possible. I'd recommend watching Bazazell on YouTube if you want examples. https://www.youtube.com/@bazazell
He runs a lot of different builds but often he runs ones without gen regression perks and does just fine.
I think everyone is talking about whether a 12 hook is possible or not depends on the survivor's skill level.
I've looked at some of the links, but they only supplement everyone's opinions.
If all five players have the same skills and knowledge, the killer should not take advantage of the situation, even though luck may lead to that situation.
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@Beatricks said:
Except it's not, since those "statistics" don't even take into account matches where somebody DCs, so like 10%+ of all matches played are not counted for the stats. Usually, those are much more likely to end up with a loss, so the real survival rate is like -10%+ to whatever BHVR has thrown out to defend themselves from having to balance their game.
I wish this community didn't have the herd mentality this much.
Perhaps that is counterbalanced by the presence of survivors who attempt suicide simply because they are angry that they were onhooked.
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As already mentioned, simply rent the videotape first and then return it as needed.
The management should have taught these basic tactics to the novice survivors, but they don't want to move at all.
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Whether this is possible depends on the skill level of the survivors.
This would be impossible if there were survivors with basic skills and the knowledge to choose when and where to go down. Aiming for 12 hooks against such people is scolded by the survivors as a play is troll.
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People who just choose to die easy without devising a countermeasure or relearning the timing of the loop are going to be cheap on Huntless and have no desire to improve, even if Huntless's buffs are reduced.
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By the way, one player with tournament experience who transitioned from a certain Killer Play main to a Survivor Play main boasts a 60% escape rate.
Of course, this is SoloQ, and the play status is kept private and available on YouTube's live stream.
Even if you are not blessed with talented survivors, if you learn the work you need to do, you will be able to get closer to him.