Avatar

xltechno

xltechno

About

Username
xltechno
Joined
Visits
0
Last Active
—

Comments

  • as a result. For Survivors with high Chase skills, this map still favors Survivors, and for Survivors who don't have it, the adjustments have been made to make it feel more for a Killer.

    Although it can be said that the balance is good, survivors who cannot chase cannot move around without wasting pallets, so they become exhausted as the battle progresses towards the end.

  • There is a joke in Japan that this bug is essentially a nerf to the semi-strong killer Cenobite.

    If bhvr feels that the game balance is maintained by this bug, then the bug will remain unfixed.

  • Personally, my analysis is that the management intentionally made the site red in color so that the scratches are not visible.

  • Does this mean that the people waiting at the gate to incite the killers are all idiots, human scum, and should be considered exceptional?

    Assuming that this hypothesis holds true and the percentage is 10%, what is the probability that it is included in the group of four survivors?

    Yes, that's the probability of encountering these malicious survivors, and that's how often killers receive moral harassment.


    Regardless, hypothetically speaking, they're trash that isn't worth dealing with.

    He is an acrobat who performs a series of explosive farts that are meaningless unless you get close to him.

    If you have time to be restrained anyway, don't hang out with them and use it to practice hiding the stain, figuring out the blink distance, and practicing going around the inside course.

  • The problem is that the AFC range is not visible, so the killer always has to be a coward, afraid to get too close to the hook.

    In terms of influence, just as an example. If the killer hangs a survivor next to a generator that has almost been repaired (this is the only option when there is no other hanging location), even if the killer kicks the generator and leaves, It is possible for another Survivor to secretly completely repair the generator and then protect the onhook survivor.

    In other words, the worst thing about this system is that even though it can't be said that it has a huge impact on the battle situation, the killer is forced to have a very unpleasant playing experience. And the reason this is enforced is ``to prevent survivors from being required to have an unpleasant playing experience.'' This adds to the discomfort.

  • This has received quite a response and is generally considered to be a good play element.

    It is good that the system already has it as standard, so it should be implemented.

    There is no particular disadvantage because people who don't need it just don't use it.

  • Even so, it is an unnecessary burden for him as the topic owner.

    People who want to at least show their prestige should have the right to refuse this test.

  • As others have said, sabotage does not guarantee a successful escape.

    And for example, when a survivor is downed in the middle of the map, are you still trying to sabotage them? The killer can go anywhere from there. Survivors who try to interfere cannot block all paths. The killer's movement is restricted at the edge of the map. Let's understand the situation.

    And your claim that there are hooks at 5m intervals has already been refuted. If you've played a killer for any length of time, you'll know that there are many situations in which the hooks used to hoist up survivors are not convenient.

    Did you spend 1000 hours on sabotage? All you need to do is play the killer for 1000 hours and develop the ability to read the killer's reality and psychology.

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3560649#Comment_3560649

    Again. That does not matter. You overtake him. You sabotage hook killer was going for. Killer hits you once and you got away. Now there's nothing more you can do - but killer can still easily go to yet another hook.

    What gives? Sabotaging is just dead. Going for sabotages is now throwing. Because hook density

    Let's bring a tool box. Even after being attacked, you can surely destroy the hook by destroying it again.

    If you bring a Breakout, the survivors who have been carried by the killer can get out.

    If you can't solve it alone, another person should solve it. What are the four survivors for?

    Do not try to solve anything free of charge. You may be beaten by the killer until you fall, and you can get the time for the survivors carried by the killer to get out.

    I know and experienced an example of survivors who have escaped from the killer many times. And it also includes the wisdom comparison with the killer, so if I fail, I am convinced that I am the bad.

    You have the freedom to doubt me, but you can find many precedents on YouTube.

  • @Gandor said:

    Maybe people here don't realize the changes that happened.

    What just happened is the same as if killers got new perk that allows them to fully block windows from distance and instabreak pallets (buff to sabotage, breakout, bg player) - but at the same time survivor was sped up to 120% (while keeping killers at 110/115%). Like why bother with such a new perks when you know there's nothing you can do, because survivor can just hold-W for you to never catch him (in case of sabotaging - killer is able to get to next hook no matter how well you sabotage).

    I really mean it - if we want to keep sabotages THIS BAD, what's the reason in keeping the mechanic in game? It's pure bait of even trying to play for sabotages. It would be more honest from developers to remove possibility to sabotage altogether

    Stand in an advantageous position. The game collapses when survivors overtake the killer from behind.

  • If four survivors are living, that much hardship should be overcome.

    Even if it is not SFW, it can be achieved with a considerable probability.

    You can hate killers only if singularity have a performance that can defeat survivors with a single blow, or if it is very difficult to escape from him.

  • Coal tower is often used in tournaments. From my point of view, this is a well -balanced and very competitive map.

  • I don't play, but in the opinion of the player, it seems that the strong loop point has been changed, so it is adjusted in a better balance than expected.

  • Bring your dejavu or understand the basic generator arrangement pattern.

    Still, there are cases where the problem cannot be solved regardless of the tactical mistake of the survivor, but it is extremely rare.

  • Everything is meaningless, my daughter.

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3560426#Comment_3560426

    Hooks do exist every few meters. Do you realize what 14 hooks on Midwitch with it's 7000 square meters means? What 9 hooks on saloon with 8700 square meter means? That hooks are never directly in the corner? That wiggle time is 16s which means killer can walk for 59m (covering about 10886 square meters of map if we disregard obstacles and map edges). New MacMillans are also tiny so if it's really 10, 11 or 12 hooks, it still means you have "unlimited" access to most of the hooks.

    I will say it again - if survivor goes down under 1 hook, killer does not notice and goes for another hook and that hook gets sabotaged - if killer is still able to get to YET ANOTHER hook, then sabotages are totally and absolutely dead. Because there's no way how to sabotage better. It means killer will always get to the hook no matter what. That's basically equivalent of survivors having safe pallet every (killer pallet breaking time is 2.7s*4m/s of survivor speed) 10,8m. That just means killer has no chance whatsoever.

    This is current state of sabotages for new maps right now

    Understand that the hook is separated from the second floor and the first floor.

    Also, understand that sabotage is not a guarantee of success in brain death, but only a remedy.

    Understand the aim of the killer and predict where you want to hang. Killer wants to hang it on a tactically effective hook, not just trying to suspend survivors on a nearby hook.

    "It's a your skills issue"

  • The only problem for survivors who do not think about the whole game is that killers down the survivors.

    They don't understand how much time it is consumed by then is a much more serious problem with game balance.

    Just because the window used three times is blocked does not mean that they are appropriate.

  • @Archol123 said:

    Making a perk to cover up bad map design would be the typical band aid fix behavior usually does... So how about they just fix windows that are too strong instead of slapping a perk on it and calling it a day...

    I agree with that opinion. So what percentage is the possibility of it?

    I see it below 10 %.

  • saloon 9 (at most 11)

    midwitch 14 (If it is divided between the upper and lower layers, if one layer is 7)

    new rancid abbatoir 10 (at most 11)

    macmillan estate 10 (at most 12)


    Counted it. So?

    Please tell me why hooks exist every 5m.

  • Instead, her hatchets does not pass through narrow gaps compared to the other two.

    In other words, the hatchets is just hitting. In terms of game, it's even and not a problem.

  • If it is implemented, does it look like this considering the balance?


    Use an entity to cover the window by spending a specific time in any window.

    The number of windows that can be closed at the same time is 1/2/3.

    When overwrite, it disappears in order from the old installation.

    The blocked window displays an aura and can be viewed from both killer survivors.

  • Nevertheless, that is not the reason for taking the right to display prestige. Is it wrong?

  • The Raccoon City Police and the midwich have 14 hooks, but almost 9 or 10 on other maps (revealed in volunteers).

    Is this the theory that the number of hooks is large? many? Really?

  • @Hunkulese said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3560340#Comment_3560340

    Sounds like someone who's only gone against bad Sadakos. Most of the time, there aren't going to be more than one or two TVs powered, and you're going to have to cross the map to deposit that tape.

    When fighting Sadako, it is the basic matter to remember the location of the TV.

    Don't take a walk along the map without thinking, and keep a close look while moving.

    And sometimes, if you have time depending on the game, it's important to stay there until the TV is turned on.

    The tutorial videos that have already mentioned such a thing are easy to see on YouTube, etc., so if you do not know how to deal with it, you should check it first.

  • If you have a video, are injured, and your curse gauge has reached 5.

    If you quickly escape to the locker without overdoing it, you can do the bare minimum of work.

    It's not special knowledge, it's basic knowledge, and even beginners should know it.

  • Regardless of the pursuit, survivors will only stop briefly before entering the drone's detection range for the third time. Management is forcing players to perform skits.

  • No matter the situation, even a soloQ gathering. Rescue in this case is possible.

    It would be strange if SWF couldn't do it.

  • Please do not rely on the care system easily, and let as many players as possible acquire general knowledge.

    That was originally bhvr's job, but just as they can't tell the difference between a bug and a spec, they can't tell whether a problem is caused by the system or the player.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3560154#Comment_3560154

    Man, what a bad post.

    The Killer had Agitation and Iron Grasp. I was not even near Basement. And I dont even run WoO, but hey... All to give your "argument" some "structure", eh?

    Killer allocated two slots to implement the perk.

    With Sprint Burst and Deception, you won't let the killer take you down easily, right?

  • Regardless of the issue of balance, even the man who was Michael's number one for a time said, ``I feel like I'm being forced to do something'' and ``I feel empty inside.''

    If that was the aim of this update, where Killers have to empty their brains to match Survivors, it would definitely be a success.

  • @Krazzik said:

    That's very interesting, I'd heard that SC was more popular in asian regions but didn't really know why. Makes sense and it does seem that the community in general has a much healthier view of the game than much of the western community.

    Simply put, it is essential when facing high-tier killers.

    In matches against strong killers, the necessary actions of each survivor often change, so instead of trying to do only what you want to do, actively do what is necessary.

    To achieve this, the number of people who can act at the same time and their positioning are essential.Even if it is faster to treat between two people, one person can do selfcare botany while the other is repairing the generator.


    In Asia, DBD is a generator repair RTA for survivors, and a game for killers who aim to wipe out the survivors in any way they can.

    Both anyone are equal and are competing fairly.

    Of course there are players who aren't, but basically they are bad players.

  • Regarding Bot Jake's ability to flashlight blink before going down in our pursuit, I was impressed with the bot's ability to replicate the actual survivor.

    The management is competent at work, only in these matters.

  • It was provided by the administration as a countermeasure against hate against the AFC system, and it has been generally well received.

    However, it is questionable whether it is necessary to collect traps even for generators that do not need to be seen, and the presence or absence of buffs will be relatively weakened by AFC.

    It is seen as a "this killer that is fun only for now" phenomenon that occurs every time there is an update.

  • The management itself doesn't know how to bring it back either.

    Please wait patiently.

  • Her abilities will change 180 degrees depending on whether she's an assassin from Puppet Combo or an FBI agent.

  • I think the 90 second repair time is reasonable.

    The problem is that the penalty when two survivors repair a generator is too low, or it is too easy for survivors to focus on repairing the generator.

    This can be improved to some extent by preparing a separate task like the Cenobite battle as a base kit for the killer.

    On the other hand, the 30% penalty brought by pentimento seems a little high when there are not enough survivors, so you should consider changing it to an 8% penalty for the number of survivors.

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3559571#Comment_3559571

    Problem with soloQ is totally in matchmaking. Whenever you play soloQ, you will most definitely get at least 1 survivor who will be clueless or outright throwing - that means killer will just tunnel them out at 5 gens and from this point on, you can be Ayrun himself and still loose the game. This presumes your soloQ teammates do not decide to give up on hook after 1st chase or don't decide to leave you on hook.

    I really don't consider communication the important thing about SWF. The actual important thing is circumventing outright horrible matchmaking this game has. About half of my SWF games are without communication and there's not a big difference between the 2 (like sure communication helps, but it's so negligible in comparison).

    Even if communication is not possible, who has which park, are they highly conscious of power generation, are they good at chasing, and are they proactive in rescuing their allies?

    Just by guessing them, SWF is getting a huge boost. Just don't forget that.


    Regardless, I agree that the disparity in player skill in matching is a problem.

  • Why doesn't he regret his mistake of being left alone?

    And just because someone is found doesn't necessarily mean they will be executed.

    There must be something that can be done earlier or from there.

    Don't try to get a huge opportunity just because you're in a pinch due to lack of effort.

  • Being a soloQ is not that big of a problem, in fact, HUD has made a huge contribution to preventing that from happening.

    The problem is that the overall level of survivors is very low. to the point where AFC is necessary.

    And due to the oversupply of survivors and the explosion of SWFs, the number of matches between people with different skills has increased.

    If soroQs who can see the HUD like a map rather than a code gather together, being soroQ will not be a problem at all.

  • When you get be slugged, hold down the shift key. You may also want to prepare your own weights. That will solve it.

  • People who underestimate Deja Vu underestimate the time-saving effect of rushing to the generator to be repaired without hesitation.

    People who play both Killer and Survivor don't have such values.

    It's just that there are parks that are comparable to Deja Vu, so the true value is not noticeable.

  • People who don't enjoy fighting with her are basically people who can't find joy in improving in the game.

    Sadako battles are very fun for those who want to become a survivor who can coordinate with solo players, have good preliminary movements, and make good use of pallets and windows.

  • "To earn the right to play survivor three times, you are obligated to play killer once."

    Just incorporating this into the treaty would solve almost all problems.


    The management will never do that, and it will never happen because of the refusal of those who don't do killers for whatever reason.

  • In the first place, if you have "Déjà Vu" and the third generation cannot move, it is a problem of that person's player skill, and you should surrender to the killer at that point rather than complaining.

    And even if the third generation dies, as long as there are four survivors, it will almost always be energized.

    If you can't do that, it's still a problem with the survivor's skill.

    This is a fact that anyone who has played both killer survivors will understand.


    In rare cases, gen generation is bad and you may not be able to conquer the 3 gen.

    However, hate speech should only be allowed in this case.

  • How about introducing one Licker instead of two zombies?

    Everyone has an idea, of course, with such an add-on.

    If you prepare a Demogorgon that does not warp, it seems like it could be a substitute.

  • The ratio of advantages and disadvantages to hanging is already even.

    Anyone should hesitate to immediately onhook survivor just because the ssurvivor is down.

    Anyone can carry survivors almost straight by toggling the side step switch, but the efficiency will decrease. There are often reasons to work on generator management before increasing on-hook numbers.

    If there is a survivor who obstructs the killer's hook work, their allies often try to make the most of it.

    I guess it's his desire to become a slug because he doesn't want to be onhook. Therefore, even if a killer turns someone into a slug, it does not constitute harassment.

  • If I adopt your proposal.

    Killer's perk "Shattered Hope" requires that if you kick a normal totem, those who touch it will scream and appear as an aura for 4/3/2 seconds.

    One-sided bonuses cannot be given in competitive games. Isn't that common sense?

  • Boilovers are often abused. I have faced this many times.

    The first thing I can say is that you should basically not pursue survivors who have fled to unique buildings (unless the distance is shortened).

    And survivors who are trying to buy time with boilovers have no choice but to quickly turn them into slugs and leave them alone.


    There are times when you can't say that.

    Agitation is a good permanent perk that never goes bad.

    However, because of AFC, the killer's essential skill of being able to choose the hanging position is essentially wasted.

  • @WilliamSN said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3558495#Comment_3558495

    Be real here, what realistic purpose does blast mine serve?

    All it really does is delay the gen kick by 3 seconds while giving the killer an eye pain induced migraine.

    Im not saying its a good perk, but a game mechanic that possibly causes real life pain to another player shouldn't be in the game.

    This seems like an opinion that only knows from a survivor's perspective.

    Just to give an example, when there is a scratch left but it is dangerous to kick the generator.

    Imagine what a loss of 3 seconds can do.

    And it can happen often.

  • Those who hate killer tunnels and blocking above all else should be the first to support this proposal.

    Because it makes it easier for survivors to get past the killer!

1 … 15 16 17 18 19 20