xltechno
xltechno
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No matter what, there will always be people who complain.
Fortunately, if the killer sees a group in a bad mood, he can escape before the count runs out.
Don't forget to prepare to press the Esc key.
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Someone may have said that this game is a horror game.
In fact, the management is completely unaware of this fact, but this game is a tower defense game in which the main character, the Killer, continues to protect his home by himself, similar to Home Alone, from bandits named Survivors who invade seven bases.
@Hex_Ignored said:
Just out of sheer curiosity: Which perks from Jill and Ada are "powerful" in your opinion?
You are probably referring to wiretap and blast mine.
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I don't like match vs Ghostface. My dislike for him is quite serious.
On the other hand, it is very rewarding when a nurse who is at the same level as me comes to me.
Because skill, knowledge, and psychological warfare are important, chases are serious competitions that are satisfying whether you win or lose.
However, if the map is not small, survivors have an advantage even against nurses, so it seems rude to the opponent if more than two survivor survives.
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@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557187#Comment_3557187
So if the question is: "Is sloppy too powerful?"
Yeah, it probably is. As a killer you are basically guaranteed to get a lot of value out of it, it doesn't require any particular playstyle, and interrupting a heal can be devastating to the survivors. Given how frequently it appears I'd expect it to be in line for a nerf at some point down the road.
One of the reasons why treatment is hindered in the first place is because the place you are standing is too bad. Let's change the position.
Secondly, there is no big problem if you are chased before your injury is healed.
Make preparatory moves before entering the chase to loss the killer's time as possible before he takes you down, and even if you do go down, you can pull him away from key positions.
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@Tsulan said:
Kill rates per se are pointless. A Basement Bubba who got 4 kills with 4 hooks would be considered stronger than a Huntress that got 9 hooks but only 1 kill. Even though the later was obviously more skilled.
This is a great example of how lining up survivors on average and taking them onhook in order is a bad idea.
But the Survivor would rather the Killer be an Acrobat than a cruel monster that takes away lives.
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@RpTheHotrod said:
This pretty much sums up the mentality of players who complain about getting tunneled when doing everything they can to beg to get tunneled:
I would like to ask you one question. I'm not sure, but does this represent the average survivor skills across the country?
It looks like a scene from hell to me.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557877#Comment_3557877
If he won, he most definitely don't use M1 killers, because he does not know how to basic loop (to highest level).
I am not saying the person can't be cracked nurse or insane blight or unbreatable spirit, but from the video you provided it's pretty clear he didn't master basic M1 killers.
I even specified where are his biggest gaps and provided video of person that showcases how to fill those gaps. Check my post again - you will see the huge skill diff between those 2 killers. (Also just because someone is strong on 1 killer, it does not mean he's strong on all killers)
he makes a feint when chasing in a hut, if the survivor takes safety measures and moves so that he won't get hit unless he makes a mistake, if the other person shares pallets information and follows each other.
If you are not aware that it exists, I have nothing to say to you.
But, most of the feints were aimed at an upside, and half of them were his blunders as he took a gamble.
As I've said many times before, this is what happens when a killer tries to play for fun.
If we had built the park configuration from the beginning with the intention of winning seriously, this situation would not have arisen.
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@Devil_hit11 said:
i was under impression that asia just uses self-care with med-kits. i didn't think they were actually healing for 45 seconds....
Doesn't killer just win for free by equip sloppy butcher in asia? that must be very easy to 4k in asia playing killer.
Asia is surprisingly wide-ranging.
At least in Japan and Korea, selfcare and botany are used together quite often.
The reason is that it is essential to counter high-tier killers.
And Botany shows its true value not only in self-care but also in treating others.
When playing against high-tier killers, each Survivor needs to constantly switch jobs, and they tend to be required to be highly versatile talents rather than being specific specialists.
For this reason, selfcare botany is preferred for its versatility.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557440#Comment_3557440
Well first of
a, killer was definitely not as experienced in this case as were the survivors. It was classical windstorm wraith that just tries to block windows/pallets and that's the main gist. Survivors were trying to mindgame and were actually lucky quite a lot of times (I would say they got about 80% of 50/50 right which means they were pretty much in killer's head).
b, the game took long. 13 whole minutes. Also survivors were chasing a lot of time next to someone who was going for heals. They did help each other, but they did nothing spectacular that needs SWF. I have seen better solo players and I would absolutely not say with straight face that they were SWF (it's fully possible, but they 100% didn't need to be). What I know is, that they 100% were not a "swat team" just by the fact that they chased in a wrong places (going next to teammates that were healing or going where there are generators nearby).
c, killer basically cleaned up whole map. Every pallet dropped was pallet that got destroyed. Even one that got chem trap on it (which was SUPER visible). A better killer would try to mind game these loops - which brings us to next point
d, killer barely even mindgamed anything a little bit more advanced. Sure, there were basic things. It's clear that we are not talking about brand new player with 50 hours, but all these mindgames were very linear and predictable (no hiding of red light, no messing with timing around loops, no double/tripple backs - everything could have been directly read by red light alone).
e, but killer wasn't bad either. He chose his chases. He was willing to slug for a short time and he tried to spread the pressure. Macro play wasn't really terrible. Also start of the match was very very much in favor of killer. Then suddenly a bad (and stubborn - if you can't catch someone for this long, then forget him) chase erased everything that happened until that point (where end game just cemented everything that happened mid-game).
Overall it wasn't bad match. Considering killer was wraith with totem build and no slowdown + considering skill level on both sides, the game looked just about right. To be frank the only surprising thing in whole match was the very strong beginning for killer. Survivors also took good perk builds, but nothing OP. It's just standard self-care botany with WoO. Nothing crazy.
An example of much better wraith player (with said mindgames directly demonstrated in video) - is for example this one with Scott:
https://www.youtube.com/watch?v=2RrmPRe-vQ4
Just ignore first 30s as that is really cringe part. But the rest is nice presentation how to play it even on a map like Borgo.
But you can see also how Otzdarva plays him (if/when he plays him as he's a generalist and absolutely does not specialize in wraith - but he knows looping basics really well and can force survivors to be way off by little tricks he does on basic M1 killers - and wraith is basic M1 killer on steroids in chase).
I am pretty sure you can find even better examples with somebody who mains just and only wraith and nobody else.
Hope this helps.
Also the video that @Archol123 mentioned above is this one:
Already watched it.
Oh yeah, I forgot to mention that he has experience winning a world championship :)
If you can say that having him doesn't help because there are better players, then someone should try to win.
I might add that he wasn't serious at first.
At this time, perks were a totem concept for him, so he was just trying to enjoy them.
However, that was a minor problem, and in one scene of this live broadcast, everyone including himself agreed, ``There are limits to how much you can win against SWF with the M1 Killer.''
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@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557518#Comment_3557518
If someone gaps the gen, knows your coming, hides, then you're punished for trying to flush them out. Remember, a nearby survivor doesn't disable the unhook progress, it merely sloes it. On the other side, a survivor could have tapped the gen fled - you might not know if someone is around or not. On top of even that, not every killer can viably kick a generator. If a generator is making progress and no one is around you can see, there's a good chance someone is hiding nearby.
With a hooked survivor near, you pretty much have a "no no" zone you have to abide by, and the generator is free for the survivors. It's silly that killers will be discouraged from hooking survivors on nearby that are available and instead be forced to carry them much further risking all sorts of potential ways for them to get off your shoulders.
Someone's comment below is also incredibly accurate.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557556#Comment_3557556
As I repeat many times, I use situations used by other people as the subject of the story.
If your story is the subject, it will be easier.
Killers take this action because they are likely to lose.
In other words, depending on the number of survivors, the killer can be brought in to forcefully protect the generator or prevent on-hook survivors from being rescued.
If you can't understand or carry out the situation, it's a matter of your skill.
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557565#Comment_3557565
Survivors are still going to have to rescue their buddies if they aren't being facecamped as there's no guarantee that survivor will be able to unhook themselves before they die unless the killer is sitting right next to them.
What I have shown you is the case where there are survivors at 16m.
The correct answer is that he, should do it, so why not?
While the killer leaves, he repairs the generator, which is about to be repaired, and then rescues him. That's all.
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@leviivel said:
You read the title, the new anti-camp system (which i think is good) is releasing live in a few days. But i was wondering why hook grabs are still gone then, it was basically just a bandaid fix, why not bring them back? (Although if you have a counterargument i’ll be happy to hear)
This is because the management decided that the adjustment should be based on survivors with insufficient skills who cannot be rescued even though they do not have a hook grab.
There's no way they'd be satisfied with just AFC, right?
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@Atom7k said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557449#Comment_3557449
I have honestly no idea whats exactly happening as I can just talk about my experience. I started to check on the profiles of the survivors before the match starts a while ago and lately I saw a lot of people being from the same country having a rougly equally amount of hours in dbd. That leads me to think they play together though its no absolute proof.
As every killer has its own mmr score I can tell you that in 6 out of 10 games with blight I had survivors from the same country with summed up 10 k - 12 k hours in dbd. Once even met people with 10 k each. This doesn't happen with clown for example though I have won every game since I got him (maybe because Im simply better at him idk) but it also started to happen with huntress and nurse after a while. I know that your mmr gets higher when winning so it makes sense you get better survivors after time but it didnt felt like a steady rise more like abruptly batteling greek gods after just playing in the backyard. It simply wasnt adding up to me as the skill gap was all of sudden significant.
I do not claim to be a top tier god killer but I know that I am not that bad. Thats why I was getting pretty concerned after loosing 25 games in a row (using the killers I talked about above) but then kept winning when using killers I haven't played that often.
My conclusion was that either it all is a coincidence and I reached my peak at these killers and rng and mmr just gave me bad 2 weeks or these survivors who all were from the same country actually were playing as a team and annihilated me.
That beeing said I do not care loosing a match. Heck I often let the last one go but getting destroyed that hard in a row makes you question your skills. I know it sounds like I'm making a fuzz about not being able to slaughter beginners anymore but I can reassure you, that this is not the case. The survivors I faced in the last 10 day were not just strong, they were simply insane. Absolutely nothing worked and started to question how I ever won a match.
First you need to feel safe.
Some people compare the killer plays of some top players and say, ``Killers can win normally, it's a matter of skill.''
In fact, top players themselves admit that we live in an era where you can't win with the M1 Killer.
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A lot of the reason Self-bota is used is because many people think it is necessary against top tier killers.
In the past, practicing self-care was seen as a sign of being a beginner and was ridiculed. Nowadays, if you don't bring it as standard, you tend to be treated as a beginner.
The number of killers who are dangerous to repair generators while injured has increased, and we compared the loss when working with allies to treat the survivor and the loss when moving to the appropriate location and treating on your own. Because the latter is more advantageous.
Currently, an effective strategy is to always have one person or more repairing the generator.
Self-care is great because it doesn't get in the way of that.
The problem is that many survivors cling to self-care practices even when they are not in a situation where they are doing so, making the situation worse.
I too wish that all survivors were able to utilize the HUD as you say.
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557552#Comment_3557552
If you are on the edges of the 16m area, the bar won't charge before the survivor moves onto the next hook state. And if there's another survivor in that area, then the bar moves so slow that the survivor will die first.
You absolutely can protect gens near a hook and patrol around the hook, especially if you are moving in and out of the area.
I never thought that once AFC was implemented, it would degenerate to the point where other survivors no longer rescue each other.
I was thinking that I should just repair it for a few dozen seconds and then just help the person in need of rescue, but are they going to neglect that anymore?
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@kizu04 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557010#Comment_3557010
If this is to be overcome, measures should be taken to make it harder to camp only in Canibal. Are there only canibals in your match?
Moreover, AFC is completely useless against the cannibal that is synonymous with FC. Rather, it gave him a firm position as a hero who can still continue playing FC.
There is no longer any need to argue that the countermeasures are not working, but the current situation is that everyone is wondering, "What on earth was the management doing?"
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@RpTheHotrod said:
Some great changes to the antiface camp, but there is still a glaring problem. Survivors do gens. Killer downs someone near the gen (there's a reason jolt is reliable - happens a lot). Killer hooks the survivor on the nearest hook (often next to the gen). The killer at this point "isn't allowed" to protect the generator? Just has to walk away and let survivors work on it simply because the game is deeming being near the gen as face camping the hooked survivor? Even if survivors are not nearby, killers still have to patrol the generators to find survivors all while getting punished by the hooked survivor getting free unhook progress and the killer losing that hook pressure.
Even if a survivor is waiting nearby, if you can't find it, you'll have no choice but to leave, fearing the AFC's actions.
The indicators that determine whether the killer is nearby are not visible to the killer.
After the Killer is gone, the Survivor only needs to repair the generator that was kicked back by a few seconds before rescuing the On-Hook Survivor.
Even if someone tells you to be an idiot, you have no choice but to accept it.
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3555847#Comment_3555847
I think regular players would disagree, this game is also made for regular people without too much skill.
So preventing the Killer for making forever games, would be a good rule to have in the background, even tho it does not happen often.
The opposite of survivors without too much skill is always a skilled and experienced killer.
I get tired of this example every time.
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This is a very good transformation.
Does not have excessive penalties with nerfs in the direction of increasing tasks without losing existing effects.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557369#Comment_3557369
I don't see what that has to do with the price of fish or are you just one of those people just always think you are going up again elite SWF teams.
How about share some game footage so people can see if you need tips on how you can improve or if you really are going against SWF teams that just can't be beat no matter how good you play.
There may be a language barrier, but this is a great reference material.
https://youtu.be/TZv4oa4cXm4?si=1XHocuXniDOy-GdSThe purpose of the video is ``survivors incite before balance, so killers don't increase,'' but it's also a good example of how much SWF is causing the collapse of matches.
Survivor is certainly good at this match, but Killer is in the top class and has several levels of skill above them.
Even so, this is an example of how the killer side ends up unable to win no matter what.
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It's interesting, but when you do that, a possibly harmful survivor will Tback-duck inside the gate and continue to shower the killer with lights.
The killer who screams at the slug will instead nod and keep spinning around.
It's a thorny issue, but your idea still needs some consideration.
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There is already so much good advice out there, you don't need my opinion.
The only thing I would add is that you should improve your basic skills in order to take advantage of their advice.
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@zarr said:
Singularity is a pretty stellar design. The effort required to play Singularity well is only "off the charts" if you are a casual player that isn't looking to challenge themselves, and EMPs do not undo all of that effort. Not even indoor maps are as much of an issue for Singularity as people make them out to be.
It's obvious Singularity is not going to be a popular killer because it does require a fair bit of effort to play. Most players are casual and would rather play Legion where all you do is click M2, go fast and get free slashes, even if Singularity is much deadlier than Legion, with much more potential. Singularity requires fast, reasonably advanced decision-making and multi-tasking, as well as getting used to the mere mechanics of setting up pods, switching into and out of them, tagging survivors, teleporting to them. Even just keeping a sense for orientation with the constantly changing points of view can be challenging for people. But for players that actually look to have engaging playing experiences in their games, all of these things are a plus, and learning, getting better at and mastering a more complicated skill set is gratifying and rewarding. Once you get really good at these things, Singularity feels downright oppressive, and you will be engaging survivors so much that they won't be able to keep up with EMPs. Plus mid-chase EMPs really don't hurt much at all, re-tagging survivors is a matter of seconds for any competent Singularity. Which holds true on indoor maps as well, where you can also still use pods arounds gens.
My tip for anyone learning Singularity is to first only concentrate on chases. Don't worry about placing pods around gens and keeping tabs on them throughout the match. While that is objectively optimal gameplay, most players will just be overwhelmed with the multi-tasking aspect of keeping track of pods around the map, tagging multiple survivors, deciding who to pursue and when. It will also be much more frustrating to have pods disabled by EMPs, and if you are not yet good at these things, it will be detrimental to your performance as you will be wasting a lot of time setting up and checking on pods without it getting you much of anywhere. So for a very simple playstyle, simply commit to any chase you get until you down that survivor, only setting up pods mid-chase to tag that survivor or teleport to them if they are already tagged (if you can't teleport by simply shooting them, obviously). This will make you much better at using your ability in chase both mechanically and in terms of deciding when and where to set up pods, teach you what your ability can do, which hits you can get, giving you a sense for which chases to commit to. You will then also be much more comfortable in the future to do other things mid-chase because the chase gameplay will be much more honed in. STBFL is good for this, but Enduring plus Hubris is also a pretty good chase combo for Singularity. Zubat has played a lot of that, you might learn a thing or two if you go into his twitch VoDs.
To get more familiar and comfortable with some of the macrogame aspects of using the ability well, I would advise 3-genning. Set up your pods around 3 gens, this makes it very easy to know when to check on them, to cycle through them, to get tags and teleports, to convert them into hits, to replace pods should they get EMP'd, and just to get a lot of pressure going on the survivors without having to keep up with things across the map. A good build for this would be something like Sloppy, Eruption, Nowhere To Hide, and then either Jolt or STBFL.
Only the best people in the world can survive the Singularity. If not, don't ask killer that.
And those people are more expert against other killers and more powerful when using other killers.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557347#Comment_3557347
Just look on Twitch at regular players that are in SWF and on comms. You'll quickly see they usually aren't that great and 99% of their chatter while playing isn't even about the match they are in. Most aren't these elite squads calling out every move of the killer.
Just look on Twitch at regular killer players . You'll quickly see they usually aren't that great.
If this doesn't seem to be the case, then it means that the current killers are all experts and don't use the privilege of being beginners to claim preferential treatment for additional base kits.
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Survivors with legitimate abilities will give up on recovery if recovery is difficult, cut the risk, and then work on repairing the generator.
They have solid preliminary movements, so they won't easily receive a killer blow, and they will lengthen the chase time, choose a place where they will be down, and try to hang in a place where they won't get in the way of other survivors.
This is an effective method against Sloppy Butcher, and anyone who understands the game remembers it as an option.
This is because survivors will be more likely to go down without recovery, but the generator repair speed will not decrease.
If it keeps knocking you down, it's either a skill issue or someone had a chance to heal while being attacked and missed it.
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In the first place, even if you know your opponent is a knight, taking a position with no escape is a matter of skill.
Preliminary movements are a basic skill for survivors, so be sure to remember them.
Being chased and forced into an enclosed space is a result of the game, so it can't be helped.
Even if you onhooked, if you can extend the chase a little and buy some time, that's a huge success.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557269#Comment_3557269
Very nice us vs them.
Problem is, that both sides can do both things (like you are complaining as killer right here right now) and I can specify nice example for every single case (not literally, killer indeed can't suicide, but he can go to corner to speed it up - on the other hand if killer decides to slug, there's no suicide option for survivor).
No need to worry. unbreakable will soon be included as a standard base kit.
If mass production of slugs becomes popular after AFC, the management will implement it as soon as possible!
The management is smart so there are no surprises.
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Killers should not be discouraged if they cannot sacrifice anyone, but survivors have the right to object when they are easily victimized.
The killer is not allowed to abandon the match even if he knows he will lose, but the survivor is allowed to suicide if he thinks it's not fun.
That's because the murderer forces him to play a boring game and curse his own misfortune for having to commit suicide.
If Killers are forced to play boring matches with Survivors, we shouldn't blame them. Removed from important list.
Killers who forget the above will be condemned as bad players.
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@timetodohottakes said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3556655#Comment_3556655
The pick up is 3 seconds so the extra 2 is only for sabotage after that, it's not a big deal.
Those 2 seconds include shortening the time to body block the hook and start sabotage. Don't forget.
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The reason this Perk change was criticized in the first place was because it was a stealth Perk that only activated during pursuit, so what was the point of expanding the area of effect?
While the rework itself is welcome, the general consensus is that no one will adopt it because it only takes effect when obsession is onhook.
Personally, I think 5% haste should be activated even if it is not obsession.
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As a side note, opinions regarding the update in Japan are summarized as follows.
Skull Merchant should want be as strong as Sadako when it is actually used, but otherwise it is backwards compatible with the Legion.
I'm just disappointed as to why AFC didn't do this from the beginning, and it's strange that they implemented it before they improved on the fact that it was affected even if the hierarchy was different.
Trapper was finally able to obtain citizenship and was promoted to civilian status.
Even if Borgo's changes involve reducing the number of pallets a little, the survivor's advantage will not change.
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A killer must always be perfect.
Don't blame the survivors no matter how many generator tunnels they dig.
Just because a survivor can't replace the on-hook even after removing the hook grab, don't criticize it as a bad thing.
And if anyone uses his Face Champ from Cannibal as an example, he affirms AFC.
If the survivors escape from hook in the basement, don't let them face the fact that the cannibals can use a small add-on to defeat the survivors before they can get out of the hut.
Their confidence that they are right is shattered.
Survivors are important customers, and management is God. Killers are workers and concierges, so you need to treat them as well as possible.
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Management sets the killer's abilities on the assumption that the killer is experienced.
Management will implement AFC keeping in mind that survivors are solo and beginners.
Killers need to be experienced to make use of their abilities.
Even though the hook grab has been removed, the survivors are unable to rescue onhook survivors, but that is not a problem; they can change the system itself by clinging to the management without any effort.
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@Pavel_Ch said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3555690#Comment_3555690
You don't have to write so much nonsense. you know that players in tournaments limit themselves to the rules, and when I watched “Asian tournaments” I didn’t see anywhere near the level of trauma or eternal. pick on your like-minded people with your exploits, boy wesker
it matching have limitations on survivor, and bright have an adrenaline vial. You probably never imagined it.
Even in this state, Survivors can achieve victory against Blight with their cooperation and ability.
Of course this is just one example. But it can help you unravel reality. Although you are free to not accept it.
Bright isn't currently great enough to warrant a major nerf.
But a balance adjustment will probably be required.
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@Venusa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3555749#Comment_3555749
I'm pretty sure prestiges will remain hidden and OP's suggestion won't ever make it to live since it's laughably entitled and you wouldn't hear of this demand on any other game community. So it's not worth it tbh.🤭
There are some games that have it implemented without even asking for it, right?
It is that game that is being compared. There is a demand because it is not being met.
Naturally, it is up to management to decide whether or not to implement the measures, and we have no choice but to abide by them.
The problem is that the management does not clearly state the reasons for not implementing the requests, treating them as non-existent.
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@adaw0ng said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3556373#Comment_3556373
Then instead of trying to punish people for playing with their friends why don't you bring up the possibility of the creation fo 2 queues, one to rank up in a ranking system so those who want to "sweat" can show off they do it in a competitively designed queue and another casual one? There could be restrictions in perks, addons and stuff for one or the other (most likely the rank one). Or push solo Q to be to the same level of swf like they've been doing with the latest changes (HUD, etc.), so you can expect most teams to be coordinated enough.
Understand for once and for all that you can NOT punish people for playing with their friends in any game, ever. Adding this feature will make groups of friends wait in lobbies for 20 minutes out of fear of "what if they are one of those?" and killers thinking those games will be harder, and then they'll get smashed by solo Q and we will hop onto complaining about solo Q, and it's a vicious cycle. And please, if you are thinking about it already... don't bring up TCM doing it, because it's literally a team vs team game where BOTH can do it so nobody has the upper hand, with in-game comms and chat, Dbd has nothing in common with TCM.
I agree with you on the last one, I've always pushed for an idea like that! Pre-match lobby is such an outdated feature imo and doesn't serve any purpose with how they're trying to push the game (avoid dodging and targetting).
The difference between those who want to sweat and those who don't is basically proportional to their gaming skill, and there is a skill rating to distinguish between them.
If it's not working, it's an honest reflection of how much people don't want to play killers.
We've already mentioned that killers, like survivors, often just want to have fun.
But this is always ignored by the obsession that survivors should feel good, even at the expense of the killer.
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@Venusa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3555737#Comment_3555737
I read what you wrote several times and I still don't understand how any of what you said so far relates to what the discussion is about or how it's a counter-argument to what @adaw0ng has said...
All visibility has meaning and does not need to be simply hidden.
One day, the three survivors and the SWF team had a match, but we kept making mistakes and found ourselves in a difficult situation. Even though I sacrificed myself to help them, they abandoned me.
It's clear from 5,000 hours of play that that's not the case, but sometimes that's the case, and even survivors want to avoid SWF.
And to get back to the important point, it would be fair if displaying the SWF turned into a game where you watch a bonfire.
If there's a problem with that, it's that the game itself is the cause of this.
It is not justified to say that it is no good to display it without pursuing it.
However, there is nothing wrong with expressing it as an individual's claim or desire.
Because free speech is also fair.
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@adaw0ng said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3555668#Comment_3555668
Nobody should be able to see nobody else's prestige in a pre-match lobby. It's been proven that prestige affects both targetting and dodging lobbies, so there is really not a point in showing it since it affects the mindset of players prior to the match and for those who dodge lobbies that often, MMR and matchmaking gets affected. Stop being obsessed with overloaded information before matches and just play the damn game.
I understand your opinion. So let's answer what the killer would do in a world where things were implemented the way you wanted.
First of all, a murderer will never use a killer who has little chance of winning, even if it's just for fun.
This is because if you know that your opponent's prestige is low, you can afford to establish a match, but even if that is not the case, there is no point in using a weak killer if you have no choice but to accept.
Next, the killer will use add-ons liberally. In other words, only add-ons to make the killer even stronger.
Since you can't estimate your opponent's ability, there's no reason to cut corners here.
And of course, he don't compromise on the use of his offerings.
Stealth killers will always specify favorable maps and otherwise take Memento Mori wherever possible.
"If you do that, your BP will run out"?
Don't worry, Killer will now earn the missing BP by playing Survivor. It's much healthier than earning BP while stressing out with an unfavorable killer.
Killers aren't always trying to hunt down their opponents with all their might, just as you claim survivors aren't.
Sometimes you just want to play a trapper who sets traps in unexpected places and makes you laugh and ask, "Why is there a trap in such a place?"
The killer may decide to remove an addon because the opponent's prestige is too low, or change the perk to something more interesting based on the concept.
The world you want is one that deprives them of such opportunities.
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@adaw0ng said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3555737#Comment_3555737
I am going to be honest and I stopped reading after the first line since I don't like the spot you're taking this discussing to. You're assuming I only play survivor and I only talk from the survivor POV but jokes on you I enjoy my killer games more also ever since I got the test to not see prestige in lobbies. I play one side as much as I play the other and the lack of overloaded information helps your mindset tons in order to enjoy the game more. Killers don't need extra information the same way the survivors don't either, that's why they don't get it. Imagine if survivors could see what killer they're about to face let alone the prestige level. In your wildest dreams you'd think you'd get in a lobby playing Nurse over prestige 2.
Prestige does not equal skill AT ALL and have no connection whatsoever. Prestige does not need to be shown in pre-match lobbies to anybody, nor to your oponent nor to your team mates. Do your own thing and again, just play the damn game. Stop turning everything into a biased debate and be serious for 2 seconds. It's not that deep bro.
Indeed, prestige is not directly tied to a player's skill. Actually, I completely agree with that opinion.
I've said this on other topics as well, just on an individual basis.
So why did you agree to hide prestige?
You should have said there's no need to hide it if there's no meaning to it.
This is a very strange sight.
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@adaw0ng said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3555668#Comment_3555668
Nobody should be able to see nobody else's prestige in a pre-match lobby. It's been proven that prestige affects both targetting and dodging lobbies, so there is really not a point in showing it since it affects the mindset of players prior to the match and for those who dodge lobbies that often, MMR and matchmaking gets affected. Stop being obsessed with overloaded information before matches and just play the damn game.
I understand your opinion. So let's answer what the killer would do in a world where things were implemented the way you wanted.
First of all, a murderer will never use a killer who has little chance of winning, even if it's just for fun.
This is because if you know that your opponent's prestige is low, you can afford to establish a match, but even if that is not the case, there is no point in using a weak killer if you have no choice but to accept.
Next, the killer will use add-ons liberally. In other words, only add-ons to make the killer even stronger.
Since you can't estimate your opponent's ability, there's no reason to cut corners here.
And of course, he don't compromise on the use of his offerings.
Stealth killers will always specify favorable maps and otherwise take Memento Mori wherever possible.
"If you do that, your BP will run out"?
Don't worry, Killer will now earn the missing BP by playing Survivor. It's much healthier than earning BP while stressing out with an unfavorable killer.
Killers aren't always trying to hunt down their opponents with all their might, just as you claim survivors aren't.
Sometimes you just want to play a trapper who sets traps in unexpected places and makes you laugh and ask, "Why is there a trap in such a place?"
The killer may decide to remove an addon because the opponent's prestige is too low, or change the perk to something more interesting based on the concept.
The world you want is one that deprives them of such opportunities.
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@Pavel_Ch said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3554976#Comment_3554976
3+ years to find out his strength. are you serious?
Certainly his record is excellent. However, in reality, if one survivor takes on the chase and endures for a while, the generator repair will be completed.
Bright is also a killer who cannot escape his fate.
Once upon a time, top Japanese players who regularly won tournaments invited Bright, who they considered to be the strongest player in Korea, for an exhibition match.
The bright was really good job and strong, but as a result, the repair of the generator was completed quite normally.
If the abilities of Survivor and Bright are even, it is realistic that the match will take place, even though Bright has the upper hand.
Only adrenaline vial will need to be nerfed.
This is because many players (including blight users) find it too powerful.
Other than that, he is not strong enough to reign as a top killer.
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Interesting idea!
Since you can only specify one location, the effectiveness may be low.
On the other hand, it's a good thing because you can express your wishes without greatly affecting the balance of matching.
And, it is reasonable because the current offering that cancels map designation will be changed to the effect of canceling map ban.
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@adaw0ng said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3555459#Comment_3555459
Why do you talk about playing killer like if it was the most oppressive experience anybody could have in their lives and you prejudice me and try to bet what I play in this videogame or not? Like what in the psycho analisis are you trying to pull off with that?
I play both killer and survivor, and I have fun with both, something you seem not to do and that sucks for you, but that's not a reason to try to ruin it for the rest (trying to make people who play with their friends get a worse experience that can tend to no lobbies for them). Think twice before talking, please.
Let me confirm one thing with you.
Some people on the survivor side say that even the possession of items and prestige should be hidden from the killer.
If the management accepts such endless requests, the destination will be automatic matching.
If this were to happen, would you accept it?
If not, please tell me the reason.
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@adaw0ng said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3554968#Comment_3554968
What are you molding about…?
It will be used to dodge people for one reason or another. Horrible idea to add that. Queue times would take forever and lobby shopping pushed x1000. Big fat no.
If so, correct this habit by becoming a killer yourself.
Don't ask others to do what you can't or don't want to do.
And please think calmly about why you are being asked to use a bonfire looking simulator.
That's exactly because players like you never play kliller but demand to play survivor.
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It is a good idea to reduce the startup time of Antidote.
However, the excellent Crown still makes good use of Antidote, and if it becomes effective just before the chase, the attack will almost certainly hit the survivor when used in combination with purple bottle, so be careful not to strengthen it too much.
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@adaw0ng said:
More like a QoD (Quality of Death) change for the game. They are trying to remove pre-match over information, why would they add this when we all know killers would use it as a "nope, dodging this. not playing against more than a 2man. i don't want to play these little toxic swfs they make me sick." Why would people get punished for playing with their friends? Like people just don't think about this when they suggest this kind of things or what? What game will ever succeed if you punish your players for playing with friends?
I really hope they never add that. Every match should be gone in fully blind, not even items should be shown in the lobby in my opinion to prevent people from dodging key users, killers dodging anything and everything, and so on.
If you play killer, everything will be resolved.
If you don't, you're not doing anything to improve things, so don't ask existing killer players to do it.
Many who play Killer also play survivor, and even if SWF were made visible, they would accept it as survivor.
Those who know both survivors and killers agree that if that's what's needed, that's exactly what it should be.
Of course, the management's intention is to protect survivors, so they will no longer take measures that are disadvantageous to survivors, even if they are justified.
So don't worry.
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@rvzrvzrvz said:
Probably nerfing toolboxes and gen speed from resilience, you can't increase global gen speed without ruining the game right now, killers like nurse/blight can already win 99/100 matches with 90 seconds gens
Nurse and Bright, who have a winning rate of 99/100, are only players who are in the top 50 on the leaderboard, even if you estimate it a little.
If you're losing 99/100 times to people who don't, it's time to improve your skills.
If your opponent is a nurse, you can waste about 40 seconds of your time by failing at least two blink attacks.
Considering the search time and on-hook time, all survivors will do this in turn, and by the time one person is sacrificed, the gate will be energized.
In most cases where this is not the case, either the opponent is a Goddes Nurse user, or one of the survivors was knocked down in the wrong spot.
For survivors at a level where they can properly choose where to chase and where to be killed, having a nurse as an opponent isn't too difficult of an obstacle.
At least if you and the nurse are equally skilled players and your goal is to energize the gate.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3554554#Comment_3554554
but is it that bad? I have to admit I didn't play this PTB so I don't really know specific implementation (but I saw videos and it looked fine on a first look - but sure I can be wrong).
But if you time it correctly and give some leeway for killer "to be allowed to camp for a short time" (which IMO is perfectly fine - securing hook stage and checking if survivors are hiding next to a hook is perfectly valid - problem is if killer facecamps for a full hook stage without ever leaving said survivor), then I see absolutely no problem with keeping everything the way it is (again - provided killer has enough time/leeway to be close to hook for any reason).
And to answer your last sentence -
There is always a specific player called as a commentator in the tournament, but Cannibal can completely disable the AFC system underground and instantly create tunnels with one time of chainsaw. Verified and proven by players.
The person laments why management failed to discover this level of truth before starting AFC.
AFC is not grasping the essence of the situation and is acting in a direction that is contrary to AFC's implementation objectives.
Either they are ignorant or they have no intention of abolishing FC.
If we really want to remove FC from the game as malicious harassment, we need to rebuild the current AFC from scratch.
FC should not be judged by distance and time from the hook.
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@Hanuka5 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3554532#Comment_3554532
If he does that its easier for killer^^ Because if im not in a chase or anything i will be there in the last 10seconds too and try to make sure that he pops the next hookstage before hes getting rescued
I have confirmed that you do not have the basic skill of on-hook exchange.
You need to retract that statement in order to claim that you are neither an ignorant newbie nor a lazy player.