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xltechno

xltechno

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  • @Hanuka5 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3554372#Comment_3554372

    In my opinion "face camping" is not a viable tactic to win the game. You cannot stand 120sec infront of a hook and hope to win the game. In that time at least 3 gens will pop, just so the survivor can be safed in the last second anyway.

    Proxycamping (so staying in that area) is a good tactic especally in the lategame. To stop makeing proxycamping or tunneling not worth it anymore would mean that its not a difference if there are 4 or 3 survivors are in the game.

    I understand what you like, that you should be rewarded for hooking equally every survivor and i agree on the point that it would be funny, but i dont know how a mechanic could be introduced or be balanced. We see how the endurance of the unhooked (thats suppost to be a anti tunneling mechanic) is used in a offensive way. Thats why ideas like passiv DS or something like that wont work very well

     Survivor Genrushing is a problem indeed, I cannot go for 8-12 hooks no more, as I can give survivors too many chances to get their objectives done and speedrun the game so that I do not get any of my challenges/BP for my efforts

    Disagree on that, hooking people is stopping them from genrushing. You have 1 guy in chase, 1 guy on hook, 1 guy is rescuing the guy on hook. So only 1 guy can do gens.

     My past few games as killers or survivors, I either lose the game by either dying by tunneling or... all survivors got away teabags at the exit gates in less then 5 minutes.

    I understand you, but that sounds like a problem of your matchmaking. You are playing against survivor who are better as you, so who can drag chases that long that the other survivor can easily finish the gens. "genrushing" itself is not really a tactic or anything, its the way survivors have to play. Because if they are not doing gens, what else should they do?

    There is one point that should be corrected. The rescuer does not always act like a rescuer, but actually repairs the gen for 30 to 40 seconds before finally getting up and going to the rescue.

    Then, like a fool, he ignores the killer and charges in to pull up the on-hook survivors.

    Because then he can do his job.

  • With a few exceptions, the survival is basically advantageous.

    The exceptions are as follows.


    The killer is a nurse, and one of the most skilled.

    If the Survivor is a novice who becomes obsessed with the chase, tells the Killer the location of other injured Survivors, or prevents him from repairing the generator, and then goes down on the other side.

  • @I_CAME said:

    There definitely needs to be something about end game slugging when the game is already won for the killer. I'm talking about the awkward hide and seek game for the hatch while one person bleeds out. Also bleeding people out for the sake of being toxic.

    There is a very easy way. If there are only two survivors, a hatch will appear when one of them becomes incapacitated.

    Only one survivor can escape through the hatch. The game ends when the hatch is closed by the killer or one of the survivors escapes.

    Since the survivor's side is already likely to lose, it would be a good idea to display "You Lose" on the result screen of the last survivor.

    It would be much better and stress-free to change specifications than being forced to make "slug" changes.

  • @xEa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3551349#Comment_3551349

    That would imply the same to killers with coup. Survivors loop around an object 3 times instead of 2 because of Mft. Killers cut down 3 loops to 2 loops because of Coup. I dont see the difference here.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3551395#Comment_3551395

    The value of 2 people running to the hook is 0. If you send in 2 people for a secue, you simply loose the game (unless gens are done)

    I apologize for any misunderstanding caused by my poor English. As you say, it is basically foolish for two survivors to go to the rescue together.

  • @adaw0ng said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3552715#Comment_3552715

    How am I supposed to do that as survivor if the cheater in question is the killer, sir/ma'am.

    Fortunately, due to the population of killers and survivors, there aren't that many encounters with killer cheaters, and when you do encounter one, it's very easy to spot, so I think the only thing you can do is finish the match as soon as possible and report it.

  • There's not much we can do, but one of them is to refuse to match with players who are anonymous or have a history of bans.

    May be encountered too continuously and may be a tedious task.

  • No one would argue that the Nurse is a killer who kills the survivors faster than anyone else.

    But if you think she shouldn't be in the game, you're making a big mistake.

    When the Nurse and you are evenly matched, you should be able to maintain a chase with the Nurse for close to 40 seconds.

    If you have better skills than the nurse, it will take more than a minute.

    That's enough time to make the match survivor's victory.

  • @Pavel_Ch said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3552281#Comment_3552281

    Now maps are made smaller in size than before. refore the problem of 3 gens arose. lol what are you talking about?

    Don't let the fact that you've become smaller speak for itself.

    Specifically, another aspect of the fact is far more important: how many meters narrowed and how many seconds did the 4.6m walking killer save in moving from one end to the other?

    And you need to read carefully the opinion of the topic owner first.


    The problem when the three generators are clustered is caused by something other than the small size of the map.

    The first thing to remember is to make sure you don't mess up the order in which you repair a generator, but that's just the beginning.

    What really matters is that the survivor taking on the chase chooses the right place to chase and where to go downed.

    Beginners who have not mastered this basic skill and think they are at an intermediate level interrupt someone else's generator repair or give a murderer an excuse to go camping.

    They pride themselves on having lasted every minute and second before going down, and they don't realize the consequences they've caused.

    As a result, there were no pallets around the generators, so repairs could not be made due to injuries, and the generators that were supposed to be repaired broke, resulting in a situation where three generators were crowded together.

  • @EternalRique said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3552180#Comment_3552180

    Exactly! It's wild that they don't see the seeds they are trying to sow..

    If that happens, it doesn't matter.

    Survivors will object to tactics based on the large difference in abilities between killers and survivors, and as a result, adding base kits will become popular, and adjustments that only require changes to some killers may be neglected. In that case, management will have to terminate DBD themselves.

    I just watch that stupid scene from afar.

  • I believe it will be implemented in the not too distant future.

    That's the outlook that is temporarily turning me away from this game.

    With the implementation of many perks and the removal of hook grabs, rescuing camped on-hook survivors has become a tedious task that can be reliably performed by one person. But they are not using it effectively.

    On the other hand, rather than lecture to ignorant survivors, BHVR attempts to improve by taking measures that do not consider the disadvantages of the murderer.

    In my country, survivors make fun of this, saying that they can't ride a bicycle without training wheels and that most people fall over even if they ride it, but in any case, BHVR is afraid of the risk of losing revenue, so they prevent survivors from boycotting it. I'll do anything for it.

    I've been playing as a survivor for 3000 hours, and since then I've been playing as a killer for 2000 hours, but even from that perspective, the killer continues to be fooled with minimal buffs, and the slow poison progresses indirectly. It continues to receive nerfs.


    However, the old environment was terrible due to issues before balance, so compared to that, it's not an environment where you can't play games.

    However, the first half of the years was essentially a PTB, so I have no desire to approve of the current environment based on that.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3549657#Comment_3549657

    Dont worry, some Solos dont work on Gens when someone else is chased. The indicator means nothing to them. And the good Survivors already know what to do when they dont get chased.

    It is not like the UI turned every Potato into a godlike player.

    Killers can't turn into potatoes, but survivors can.

    Under these circumstances, survivors have the right to survive and escape.

    That's what your opinion sounds like.

    If you haven't said so, a match with potatoes in the mix of survivors must have zero escapees, and is the same as an invalid match.

  • I say NO.

    more effective deliveranceand easier to trigger. Rather, the presence of both creates a synergistic effect.

  • Killers tunnel survivors just as survivors tunnel generators.

    Both are equally valuable in terms of resulting in a boring gaming experience.

    However, abandoning what you can do in a game and cutting corners is also not a healthy gaming experience.


    Also, just as survivors know that it is not a good idea to continue tunnel to gen even if the killer approaches, the killer also knows the weakness of tunnel in a brain-dead state.

    Tonnel is effective to do so by encouraging survivors to heal, producing slugs, or interfering with generators in other ways.

    If not, killer will get 3 more repaired generators after just creating 3 free survivors.

  • The generator repair speed itself is normal. The problem is that even with the killer's ability and the killer player's skills, there are various factors that cannot physically interfere with the repair.


    The Cenobite provided a good solution to this. In other words, it is a task that survivors should perform in addition to repair.

    The essence of the problem is that while the killer is chasing other survivors, the other survivors can focus on repairing the generator without thinking.

    The increase in tasks will make it more ups and downs, and the tasks themselves will play a role in the battle between killer and survivor.

    Originally, rescuing onhook survivors and healing injured survivors would be similar tasks, but the current balance is somewhat broken.

    Increasing simple tasks as a base kit leads to good rituals.

  • If there are two or more survivors, the killer will free one of them trying to open another gate at the same time, regardless of the distance between the gates. From a balanced perspective, this is fair.

    If there is only one survivor, there is a hatch, and if the hatch is taken away, the survivor should admit defeat at that point, and should give up on being pessimistic because the gate is too close.

    I feel like this is a fate we should accept since we failed to repair five generators in the first place.


    If the problem is that 2 gates are too close, you should also pay close attention to the fact that 2 gates are too far.

    And the management always tells the killers not to be obsessed with wiping out all survivors.

    In other words, survivors should also enjoy the fact that misfortune sometimes befalls them, regardless of their own survival.

  • If we condemn killers for camp and tunnel, why don't we give them benefits and rewards for pursuing other survivors? It's often a hotly debated question of balance.


    1. Penalty to generator repair for each time a killer leaves from onhook

    This would be the most realistic prescription. Similarly, if you get too close to the hook, you might want to give it a bonus to repair the generator.

    2. Once a Survivor is hooked, the terror radius is removed from the Killer for 30 seconds

    Even if you are a stealth killer, there is a possibility that you can expect certain effects.

    3. When the Killer advances 1 hook different stages with onhooked 4 Survivors, the designated repaired generator returns to a half-repaired state.

    Half-recovering one repaired generator, important to both the killer and the survivors, is a useful blessing for the killer and not too difficult an accident for the survivors.

    4. AFC system does not work while chasing

    When the survivor runs around the edge of the map, killer approaches the in-course, so it may be determined that there is only the Killer within range and activate AFC, but this is extremely stupid.

  • Add Gideon Meat Plant to the list. This is a paradise for nurses.

    Everyone should know that Nurse is not a high-mobility killer on a large map.

    Currently, there are too many wide maps, so Blight is actually more popular because she can reach from one end of the map to the other than Nurse who is strong in chasing.

  • @appleas said:

    1) Decide if DBD is a competitive or casual party game first. Talking about balance before deciding on this is moot.

    If the game is competitive:

    2) Voice chat and Chat wheel for Survivors. Solo Queue is now essentially swf, whether players choose to use it or not is on them.

    3) Balance the game based on swf vs Killer.

    4) Cosmetic/Rewards from Leaderboard rankings

    If the game is casual:

    2) Remove SBMM

    3) Add an AI director to swing things around if either side gets the advantage very early on.

    4) Add other game modes like 2 v 8, get the flag etc

    If BHVR wants the best of both worlds then they will just have to go back to slapping band aid fixes on current problems and come up with even more band aid fixes for new problems created from prior band aid fixes.

    Survivors repair generators at high speed.

    Killer camping, tunneling and slugging.

    Survivors' use of syringes and gears.

    Strong add-ons with killers.


    If you disagree with any of the above, then DBD is a casual party game for everyone.

  • At least once the FOV slider is implemented on Survivor, it will probably be implemented on Killer as well.

  • I've fought against Sadako about 10 times, but I've only been killed by a curse once.

    She knew her countermeasures in advance, but by getting the video 30 seconds after the start and making sure she didn't get hit easily, she was able to win the first match by a landslide.


    On the other hand, many people who feel this is a threat are probably creating situations where they cannot escape because they lack map knowledge and their preliminary movements are too slow.

    In particular, preliminary movements are an important element that separates beginners from intermediate and advanced players.

    Too many survivors are indifferent to this.

  • I do understand that the Nurse is a powerful killer, and that no one can control the Nurse with the Hand of God.

    But don't forget that there are 4 survivors.

    While someone is chasing from nurse, their distance and blink timing is obvious to other survivors.

    If the two people in the chase interrupt someone from repairing the generator, that information will be shown in the UI.

    This means that any survivor has a chance to safely repair the generator, and can do so as long as they are not lazy.

    Nurse attacks by blinking once or twice, but by making her miss twice in total, you can buy more than 40 seconds even if she goes down.

    Calculating the time to search for the enemy and the time to carry and hook survivors, this provides enough time to repair the generator.

    In addition to this, by learning basic rescue techniques, survivors can try to avoid being onhooked continuously.

    From the above perspective, in my experience, in half of the games excluding the top 50 nurses, the gate will be energized by the time one or two people are sacrificed.


    If your opponent is a nurse of God, it's natural that you can't win because your opponent is good at it.

  • @averagemikaelamain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3551625#Comment_3551625

    I've played against a few Nurses with Lethal recently and them being able to kick a gen,then triple blink and have 7 seconds of full wallhacks in a 24 meter range? Ooof. It really also doesnt make sense thematically. It's supposed to be punishing people hiding around gens,not the person you just movement ability'd to in 4 seconds on the other end of the map.

    Requires a large recharge time after triple blink.

    This is effective if your only purpose is to search for the enemy, but it is rather inefficient if you are aiming to knock down your opponent by attacking twice.

    Intermediate and above nurse users will be looking for better options. Because nurses are stronger that way.

  • @LOVeMe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3551731#Comment_3551731

    Thank you for your response. I was quite surprised by your comment. I don't intend to disregard your opinion, but I will continue to provide explanations to support my argument.

    You are talking as if someone is forcing anonymous mode upon others, which is not the case at all! It's purely a matter of personal choice. Therefore, your argument lacks any persuasive power. The word 'unfair' is an inappropriate choice.

    You mentioned that AVOID ANON mode would create an imbalance, but that's not true at all. As I mentioned, they both share the largest group, B. It's like eagles🦅 living in the sky and wolves🐺 on the ground, but they can both drink from the same river!🏞️

    Furthermore, you mentioned that the relationship between Group A and Group C affects Group B, but this is a seriously biased way of thinking. Every DBD player's primary goal is quick matchmaking. It's not about creating lobbies where one player from Group A and one player from Group C are included.

    You seem to have a misconception that the necessity of the [AVOID ANON] mode is solely due to cheaters. While it may be one of the reasons, it's not the whole story. I strongly agree that cheaters and anonymous users are separate issues. However, it's also a fact that non-anonymous cheaters exist, but many cheaters do indeed exploit the anonymous mode. Do you really think it's 'fair' for someone's choice of anonymity to cause harm to others?

    In my opinion, it seems that you may not fully accept the fact that there are players who reject anonymous users. Perhaps this could be due to differences in our gaming environments. We play on different servers and live in different countries. Just as I respect the necessity of anonymous mode, please also consider respecting the existence of players who reject anonymous users.

    I fully support that this is all reality.

    For this to be far from the truth, we would need to prove that group B does not make up the largest proportion of the population.

  • @JoaoVanBlizzard said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3550200#Comment_3550200

    (I imagined someone would have this idea, so I already left an answer for that) The game already has an incentive system to play on one side in exchange for bloodpoints that does something similar to what you mentioned, the difference is that the control is made according to the amount each side plays

    I'm against this idea of ​​forcing players to play on a side they don't like to gain benefits, games were made for fun, devs have to make players have fun and not feel committed to playing what they don't like.

    Abrir no Google Traduto

    Daily is not an obligation, but a small mission and an opportunity to get bonuses.

    No one is forced to do this, and freedom of choice remains.

    Isn't it healthy and fair that more motivated people get bonuses?

  • @Emeal said:

    Its perfectly fine to slug, You can only do it for a short while though or Survivors can get up again in seconds.

    If you feel like your only tool is slugging, you are lacking in other departments of Killer skills to use in a match.

    This means that many survivors need not feel threatened killer slugged all survivors.

    When anyone seeing slugging as a threat, it means that person lacks the survivor skill.

  • no more BP, there's I crave more than that.

    In other words, if we are close to a hooked survivor, the repair efficiency of the generator will increase, and if you move away from it, it will decrease.

    The AFC system has a threshold of 16m, so we should be good to go from there, with a 1% repair penalty for every 2m of extension, up to a maximum of 10% (at 36m away).

  • In My country community, most experts debate the scale of the disadvantages in proportion to the advantages of onhook survivors.

    If you are a killer who reigns at the top, mass production of slugs may be realistic because you can nullify the perk that requires on-hook to be activated.

    For other killers (Example: Wraith), it's useful as a strategy to temporarily try and gain an advantage in the battle, but it's not realistic to do it throughout the match, unless you're better than your opponent.

  • There was a time when I myself suffered from the abuse of power struggles.

    But since he was actually camp to pallet, I realized that just because the murderer was watching, it didn't mean the murderer was camping to he.

    Watching all the time is a fool's errand that wastes time and causes you to lose the game, but watching occasionally gives you a chance to snipe those who come to your rescue.

    Recently, more and more killers are building slug farming factories to accommodate AFC.

    Why not give it a try?

  • @Icaurs said:

    This same idea ahs been suggested many times and I always ask.

    If we agree to this, then shouldn't survivors receive blood points for going against killer adorns.

    SWFs may be harder depending on the group but addons always make versing the killer harder.

    Admittedly, it can be difficult to play against killers that use expensive add-ons.

    However, these add-ons are not easily available from BP alone. As you can see when you actually collect them, you can't always get them by paying a certain amount of BP, and you have to wait until they appear in BW.

    In reality, it is not something that can be used all the time, and there were many times when I could not get it with BW even if I used expensive BP.

    Therefore, there are many killer players who earn BP while saving money with strong killers, and allow weaker killers to use a large amount of BP and buy add-ons.

  • It is true that opinions are divided on MtF. Still, many players, at least those who are experts at both Survivor and Killer, say that most of them are OP.

    This is because many maps, created by bad map designers, have pallet loops that can be safely looped around without thinking, and can often convert distances that are less than one loop into one loop at certain points.

    As a result, all 4.4m Speed killers other than those that could call themselves advanced became extinct.


    Speaking of knights, the camp is no longer a threat.

    Many people who disagree with this are those who don't know the value of having two people come to the rescue, or exchande onhook even though the hook grab has been removed from this game.

  • Return to topic.

    In order to overcome these two sacrifices, there are certain actions that survivors regularly perform.

    That is, tunnels and camps against generators.


    Survivors will not quit repairing a generator when it is one-third of the way through and move on to another generator.

    Unless it is difficult to do so, they will always hang onto the generator until they complete the repair.

    This may not always be the case, but it's a general theory, and I'll definitely do it if necessary.


    The match is advantageous when the survivors tunnel, and they can always sacrifice the generator even if they are not free like before.

    This is not a condemnation and shows that the survivor is smart and capable.


    The same goes for killers.

    Although there are times when you shouldn't do this, tunnel during certain parts of the match is very effective and a smart move.

    This is what I really wanted to say.

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3550913#Comment_3550913

    ??? What?

    I talked about basic stuff. I wasn't talking how they got into that state. Basically only about timing. Chases for killer should not be too long (with length being defined by time it takes to unhook and reset and get to gen again), or he is loosing. Otherwise he's winning.

    It's very simple rule that generally works, but has quite a few exceptions (does not work for kill-addon meyers, or oni, or most likely on plague, or on setup killers like trapper, or....). Also as the game progresses chases will be easier, so getting to (and beyond) that point is also easier. It really does not say much more.

    And the point why I mentioned it was, that @xltechno mentioned 2 survivors are at all times free to do gens - which is incorrect - because if that's the case, survivors are actually winning (no matter how they got into such state and ignoring any snowball killer can get at basically any point of game should survivors make a single big mistake)

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3550897#Comment_3550897

    Sure it's not always the case. But it should be the case on average (less so at beginning and more so as game progresses) if killer wants to win.

    Of course, if the killer wins due to the difference in ability, then you're right.

    I have explained the development of the average 2 Sacrifice.


    So the reason the Killer is winning when it's not is because the Survivor is slowing down the generator by touching useless totems or touching them when it's not the right time to heal.

    This is because two people are required to try if the rescue can be done by one person or if the survivor makes a mistake.

    Killer sighs at this.

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3550802#Comment_3550802

    If 2 survivors are free, you are playing it wrong. When 4 survivors are alive (and not counting very beginning of the game - where corrupt and lethal swing the way to "standard"), it should always be that 1 survivor is in chase, 1 survivor is on a hook, 1 survivor is going for unhook/healing and only 1 survivor is doing gens. If this is not true, that means your chases are bad/too long (and this is also the reason why if 1 survivor is tunneled out at 2+ full gens remaining, it's usually killer's win).

    I understanded already.

    However, it should be taken into consideration that one is not always onhook, other is trying to rescue him, and the other is chasing.

    Sometimes one person turns into a slug, one is onhook, one is chased, and the remaining one goes to the rescue.

    One may be taking care of the chase while the other is healed and soon three are repair the generator.

    If Anyone have been a survivor for a long time, you will realize that it is rare for only one person to work on a generator at any given time.

    Especially as you become more advanced, one person is always touching the generator, so having one or more people involved will improve its efficiency.

    Of course, there are times when this is not the case, such as when moving or hiding, but the killer also has time to lose, so that cancels out the time.


    For this reason, many intermediate and advanced players make fun of the fact that a killer with few special abilities can win only because of a big mistake on the part of the survivor.

    (At least in Japan) This is something to recognize in both survivors and killers.

    If we define a killer victory as resulting from 3 or more kills.

  • @KateMain86 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3550611#Comment_3550611

    It takes far longer to repair a generator than it does for the hook timer to run out.

    Don't forget that there are 4 survivors!

    On average, two people are always free, and the killer cannot protect generator from sirvivors attack.

    Generators are not allowed to escape and are under constant threat of attack.


    Since the conditions are different from each other, it is difficult to compare them.

    However, one thing we can say with certainty is that Survivors can extend their lives by chasing, but the opposite is true for Killers.

    And during the chase, the killer's life is constantly being taken away from him.

    The time elapsed by one chase is enough to repair one generator or bring several generators to the survivor's advantage.


    Therefore, one is not better than the other; killers and survivors are on equal footing.

    Therefore, tunnels have the same value and should be punished equally.

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3550662#Comment_3550662

    Ironically, the ones that didn't learn how to play against her in all this years are survivors. Not surprising, taking in count the amount of them that DCd the moment they hear the first scream instead of gaining that game experience.

    Everyone can find opportunities to learn how to anti nurses on many Youtube channels.

    However, many people become good at DC before they learn how to it.

  • Blindness does not have a very strong effect. Live players who are experts in using bond also mention it.

    However, it may be good to hear the opinion that it is the OP with UW.

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3550620#Comment_3550620

    ??? I don't understand. Did you quote wrong person? I did not complain. Actually I was the one (in quoted message) that explained how to block correctly

    Excuse me, I'm not good at English, so I may have written this with the opposite meaning.

    What I wanted to say is that Survivor players should be understanding about your 1 and 2.

  • @HaunterofShadows said:

    If you remove the basement, you have to get rid of the killer shack. The reason basement is such a powerful spot for killer is because it's under shack which is a powerful spot for survivors. For maps that don't have shack, you'd have to remove one of the more powerful loops if you removed basement.

    I have to completely agree with this.

  • At the very least, it is difficult for many people to defeat advanced survivors by just spending 300 hours as a nurse.

    It could be that the person was experienced on another platform, or that many regular survivors simply don't understand the tactics used against nurses, even if they are advanced.

  • TCM game administrators have announced that on average only one survivor will be able to escape.

    So, if you think TCM is fun, DBD should be easier, easier to escape from, and give you the aftertaste of victory.

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3546793#Comment_3546793

    1, you are probably blocking it wrong. You shouldn't touch the pole of the hook. You should be directly under the hook (meaning a little bit away from pole). If you are touching wood, killer can hook normally

    2, if killer hits you, you indeed loose collision. You can't take 2nd hit that way. A teammate must help instead of you (you can then take 3rd hit). Alternatively if you have any toolbox or saboteur perk, killer can't hook so long as u sabotage. U can use that...

    He explains the basic tactics every survivor should understand.

    Until you understand this, you shouldn't complain about the system or mention balance.

  • Survivors can tunnel the generator at any time and in any way they like.

    Tunnel with two people makes it even more difficult to prevent.


    The survivors strongly object to losing the chase and being captured and hung on a hook, but tolerate the killer's life aka the generator onhooked from the survivors' tunnel.



    If the survivor is suffering because of the killer's tunnel behavior, the killer should take it upon himself.

    So, the opposite is also true.

    What you get is an equal and fair gaming experience.

  • @LapisInfernalis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3550179#Comment_3550179

    Problem is (like a specific TTV who does basement Bubba for a living already showed) that Bubba will just wait on a different location instead. You will get the unhook, but there will still be someone in the basement afterwards. It might even be enough to just stay on the top side of the shack without the timer going up because of how the meter works.

    In such a situation, it is entirely possible for survivors to engage in psychological warfare using lockers.

    It's a very fair game where if you win you get away with just an injury, if you lose you get onhook.

  • In Japan, many live player agree that camping is a tactic and can be dealt with.

    Most of the people who complain about camping are either novice who can't even exchange onhook, or chickens who are simply afraid of sustaining even the slightest injury.

    The above story continues after being evacuated to another location, but survivors should not be forced to respond using the perk, and neither should the killer.


    I have two questions.

    First of all, it is almost certainly possible to unhook without using perks, but the inability to do so is defined as a flaw in the game system rather than a failure of the survivor.

    The second thing is that everyone is ignoring the fact that killers should not be restricted from using perks, but are actually in situations where they have to use perks that don't repair generations.


    Particularly regarding the second point, some people may think that Perk is a personal responsibility because it is a free choice and is not forced.

    If that is the case, survivors should also realize that if they fail to rescue without possessing Perks, it is their own fault.


    Those who disagree with this will argue that it is strange for them to die because it was the other survivor's mistake, not me.

    However, as the game design suggests, this should be a collective responsibility of all survivors.


    And if you're frustrated by the inexperience of your Survivor allies, you should definitely play Killer!

    There are no allies there. You are on your own and it all depends on your play.

    Even in a world where camping is no longer possible, don't tunnels, lead to victory you, and enjoy sirvivor is provoking killer.

  • I would suggest the opposite. In other words, if you play one side for a long time, dailies will be given to increase the task on the other side.

    By doing this, those who play both killer and survivor will benefit, and by following this example you will deepen your understanding of the game.

    If you really don't want to play on one side, you'll have to be content with that since you're already benefiting so much from Rift rewards.

  • I will explain this knowing that people who have never played Killer may not be able to understand it.

    Survivors consider themselves the source of life.

    For the killer, it's a generator. Once the two generators are repaired, the killer will reach the first stage of onhook.

    Then, the fifth generator repaired and gate opened will cause the killer to reach the third stage and die.

    Therefore, there may be few things that directly visualize the killer, but consider that the benefits related to generators are equivalent to making the killer visible and attacking it.

    Think of the equivalent of that being given to the Killer, since the generators are under too much attack and he physically can't save them all.

  • The result of this match seems to simply reflect a lack of knowledge about hug.

    Those who know the art of hug do not go far easily, but rather secure their own base and expand it.

    In this way, they understand their safe place and flee there if attacked.

    It's clear from the BP you've earned that you guys didn't do that, which means you just got caught up in a simple hug technique and lost due to your ability.

    It's not that the knockout is too strong, it's that you don't know hug or she's too strong. That's all.

  • If you feel this way, first call on those around you to ensure that the survivor does not immediately try to unhook himself.

    It is almost unrealistic to try to make a baby who does not know how to walk walk with assistance.

    First, you should encourage your child to grow so that he or she can walk on his own, or wait for the right time.

  • Many killers know that survivors with HIgh-p are far from progressive and may simply be incompetent people who continue to lazily devour BP.

    So hiding it only makes sense for novice killers who don't fully understand it.

  • A lot of people lamented that, at least in Japan, the removal of the hook grab made it perfectly possible for anyone to swap one sirvivor with a survivor on the hook after 60 seconds, and it didn't require any skill whatsoever.

    Unless the killer is a Cannibal.

    Furthermore, tunneling can be prevented or delayed through perks and cooperation between survivors.


    I can't believe that even in this situation survivors are making such a fuss that they can't be rescued, and I really don't understand it.

    Unless the Survivor is too noob, why can't you rescue the survivor on the hook from the camping killer?

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