xltechno
xltechno
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We all know that when there are decent players on both the killer and survivor sides, a single DS decision can turn the tide of the battle. The problem is that there are very few decent players on dbd. Therefore, there are unique bluffs that work, and strategies that rely on slugging.
However, since that's all there is to it, survivors use DS without hesitation, and killers are free to choose whether or not to go along with it.
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What immediately came to mind was the perks of teamwork. Currently, it is called the Industrial Waste Perk.
Speaking of killer perks...Fire Up. In fact, I've never won a game because of this. This is a self-satisfaction perk. I think it would be a good idea to significantly increase the correction value when 4 gen is completed.
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@RhysVMT said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3689056#Comment_3689056
Yeah they understood the mistake, doesn't change the fact however that the killer player is allowed to play like he did, slugging Rebecca and bringing her closer to the hook so my bar doesn't go up. But as you can see two very enlightened killer players above your comment appear to have me figured out, I wasn't being camped at all. Silly me.
Before that happens, I should have aimed for the moment Bright carried the survivor and removed the hook. Otherwise, there would be no point in clinging to him at close range. What did you do that for? Is it just to get hit?
This is simply the result of making mistakes upon mistakes. They are losing the game with the killer, not the camp.
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Well, that's a terrible match. they had many chances to rescue you, but they ruined them all. Unless they understand what the mistake was, this situation will repeat itself over and over again. Although someone else already mentioned that it was a mistake.
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Honestly, I thought this idea was possible. However, I think it would be a good idea to make that difference and extend the time it takes to get up a little. He's hard for the Killer to find, but if the Killer takes him down as well, he has some time to spare.
That being said, I agree that DH is a perk that should be used together.
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As someone already mentioned, his strength is average or slightly lower due to the long cooldown. He only good at one time attack and aim for unharmed survivors, his opponent can buy time.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3688484#Comment_3688484
What would you say to someone who tells you that "making a mistake and hanging on the hook for the rest of the trial" is the game you payed for and that you should be enjoying yourself?
If a person is always making mistakes and is always hanging on to the hook, then there is a problem with that person. Also, if he quits after just one or two games, he probably can't play any games. That person should enjoy movies and dramas, not games.
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Players who run away under the excuse of being boring to hide their weaknesses are the worst. Because of them, damage is being caused to those who should not be responsible in the first place. If people who can't follow the rules are allowed to boast by saying that it's wrong for others to not make them follow the rules, then there is no justice in that community.
It just makes the DC penalty heavier. Even if there are complications as a result, it is best to have the bhvr deal with it individually.
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I still have problems with hooks on that map. I slug it and move to next.
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All of the perks you recommend are extremely practical aura reading perks that provide valuable information, but unfortunately they won't be of much use to players who can't judge the situation.
Let's say I'm hooked by a killer by bringing kindred. Normally, it would be fine if one person rushed to my rescue, but sometimes two people come out of their way to help me. There's someone being chased by a killer, but it's only after that person is injured that he comes to unhook me. In that case, I have no choice but to think that these people will lose the match because they are beginners. Moreover, looking at the flow of this thread, it is clear that it is full of people who do not understand the value of dedicating one park. People who want to work on useless loopies have no desire to improve.
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Survivors can bring in a total of 16 perks, 4 items, and 8 add-ons. Killer, on the other hand, has 4 perks, 1 item (which cannot be changed), and 2 add-ons. Light Bone should be quite reasonable as an effect you can get by paying 1 perk slot after looking at the lobby. If you brought pain, pop, and UW, there would be nothing else to kill it, and the chase would be a battle of skill, and there would be no cheating.
It is important to maintain a balance throughout the game and not judge things based on localized scenes.
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@Xernoton said:
I've been saying for months, slugging could be a way worse issue, if it was more common. I did this quite a few times as Doctor on The Game and so far I haven't lost. It's not just solo queue though.
The efficiency of slugging is often underestimated. You save so much time picking up, carrying and hooking survivors and with the right killer and build this becomes insanely strong.
This highlights 2 issues:
- Hooking takes an insane amount of time and kills the killers momentum.
- Slugging is too strong thanks to Knockout.
The reason why slugging is so popular in the first place is due to two aspects.
First, as a tactic, it is better to take down a survivor, chase out or injure another survivor who attempts to complete the gen, and then hook the downed survivor again, which increases the killer's suppressing power.
2nd, As you mentioned, development made the act of hooking too weak in the first place, so people are hesitant to hook easily. Knock out are not always used to prevent hooks, but are sometimes used to take advantage of temporary suppressing power.In any case, when facing a killer with a knockout configuration, the theory is that if there is a downed survivor, the first thing you should do is go to help them. It's a threat against nurses and brights, but honestly I don't feel threatened against doctors. Roles can be divided between the person being chased, the person completing the gen, and the person going to help and wake up. Is it possible to achieve such perfect coordination with soloQ? Not really, even if it's not perfect, survivors can do a lot with just the support of the HUD.
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....No, wouldn't it be better to return to sanity from Madness 3? That's no problem. Also, the Doctor doesn't show much strength in elementary school. If the survivor looks into the hallway and sees the doctor running towards him, all he has to do is run straight down the hallway. That alone can waste a lot of the killer's time.
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@hotbabe95 said:
Why punish survivors instead of looking at the causes for killing themselves?
You can definitely tell if the game is lost within the first minute. Survivors don’t have any chance of comeback. Healing got massive nerfs, gen regression is meta meaning survivors have to do 7-8 gens. All maps are getting smaller with more unsafe loops and pallets. Killers having anti-loop keeping chases short, and let’s not forget tunnelling which happens in 90% of the games. If survivors can’t get at least 2 gens done during the first chase, the game is pretty much lost. It is simply not fun.
It’s better to solve the underlying problem before punishing survivors, because let’s be real, no survivors will continue playing with this idea. They will just go afkOne hook in one minute is still perfectly fine. It's still too early to get discouraged. If you feel despair after watching what happens after that, I understand. If you haven't done any gen completion in the first place. But honestly, I don't think you have enough guts. It's not really suitable for competitive games.
If you are someone who accepts a disadvantage as impossible, or passively accepts something that should be actively made interesting as boring, you will have no chance of conquering, learning, or improving. What awaits you is to become friends with the terrible MMR.
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Agree. He's just undetectable up to 24m and it's much better. He is now reputed to have even his hair nerfed and hidden behind his hat.
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After all, the gen rush perks are worthless if you are not blessed with good friends.
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@ExcelSword said:
If any survivor complains about Xeno while at the same time claiming that turrets are not worth setting up then they are just refusing to learn how to adapt their gameplay.
Parking turrets right next to tunnel entries and gens is Dwight-level gameplay.Stop looking down on Dwight! He is a survivor who understands the most important thing in this game: "We have to work as a team, I need you to survive so that I can survive!"'
All jokes aside, even if they have an effective tools tlose its less value depending on the user.
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To be honest, bots are often much more useful than DC people. If you leave them alone, they will complete their gen before you know it. They can see and avoid thrown objects with eagle eyes.
And click flash light at high speed and bagging at the time. It is fully upward compatible with DC Player, including this aspect.
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I can see why WoO was strengthened once. It's clearly aimed at less skilled survivors, and has been adjusted to ensure they don't go down in a matter of seconds.
It's good, but with both the range increase and cooldown removal, it may have gone a little too far. I think it would be a good idea to narrow the range a little more. The cooldown seems to be more of a bottleneck for them.
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Your opinion is very valuable. There is no shortage of self-proclaimed decent players who fail to recognize themselves as trolls. I think the proposal itself is a good one.
However, if it is realized, I feel that the DC will only increase.
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No changes were required for all perks. Probably both UW and adrenaline will be used less frequently.
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If you bought the killer's hate and significantly increased the gen completion time of other survivors, you are good enough. I would probably feel bad if you were there to provoke the killer and just hasten his own death. Playing is fine, but a minimum amount of work is required. Otherwise, everyone will be easily killed.
I wasn't actually there, so I'll trust your report about what happened.
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The fact that so many killers are still required to take care of DH speaks to its usefulness. I just don't use it because of stability, and when I was using it, it was quite useful. Any player familiar with the game knows how powerful having one more choice in a loop is. It is of no use to those who mistakenly think it is a dead zone perk.
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It's just that it's no longer a perk you can use if you're brain dead. This is a very powerful perk that is exclusive to survivors who can play short loop mind games. Therefore, although it is still preferred by advanced players, it is probably not worth using for beginners.
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Well, I think a lot of complaints would be resolved if sweaty players were matched together. If so, I agree. However, in my area, half of the cases are matched like that.
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@Lost_Boy said:
So tunneling has been like a hot topic forever on the forums and there's always a wide array of experiences people post on the various topics created in the forums.
It can range from I hardly ever get tunneled to OMG I just played 30 games and got tunneled at 5 gens in every game. I think a lot of these claims of extreme tunneling are really down to people making their own rules up as to what constitutes to being tunneled. People often get angry when they lose so it's easier to just say omg you tunneled me than own up to their own mistakes.
Anyway it seems like the most extreme cases of tunneling seem to be coming from the NA servers so I was wondering what peoples experiences are on different regions?
I'm on EU servers and I honestly don't see that much tunneling going on when I play survivor. I do play killer more, but I go through phases of playing survivor more once I start to become bored of killer. I would honestly say I see someone getting tunneled on average about once out of every 5-6 games when I play as survivor. There's been occasions where I do see someone getting tunneled for a few games in a row, but there's also occasions I can go like 10+ games over the course of an evening and not see anyone get tunneled so I've averaged it to around 1/6 games.
It's pretty much the same in my area. And just because it's a low MMR band, tunnels don't get dug that often, and even with high MMR, tunnels sometimes get dug, but countermeasures are taken, so the chance of a match being ruined because of a tunnel is not very high, there are some disadvantages. At least in the high MMR zone, unless you meet one of the world's best nurses or brights, no one will die in the tunnel in 5gen. If this holds true, there will definitely be a huge difference in the skills of the killer and the survivor.
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@ratcoffee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3686785#Comment_3686785
Killer players complain about lots of different survivor tactics. I see complaints about gen progression or "gen rushing", stealth or "excessive hiding", and grasp rescues, body blocking and aggressive play with Head On / flashlights (which all get called "bullying") all the time.
Most of them have counterplay on the survivor side. Like gen regression to gen rush. So I think they cancel each other out.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3685767#Comment_3685767
Not true. I eat as Huntress and Trickster on that map.
Sorry, but I don't remember having any trouble with Huntress or Trickster on this map. Sure, rescuing a survivor hanging in the middle of the road is exhausting, but I've never seen it help increase the kill rate of ranged killers compared to other maps. As far as I remember, I have never given them 4K as a gift.
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@Lost_Boy said:
Other survivors are undoubtedly the biggest problem with solo q, much more problematic than any killers or meta perk in the game.
I've lost count the amount of times people suicide on first hook because they don't like facing certain killers or they don't get rescued within 5 secs of being hooked. A bigger problem is people just not doing gens. It's so disappointing when you take first chase/hook to look at your HUD and see people doing nothing when you've ran the killer for like 1 min.
If there were only people like you, the SM kill rate would never reach 70% in the first place. Too often I see survivors strangling themselves and lamenting that the killer will kill them. They are busy shifting the blame for causing so much trouble to their allies. The proof of that can be seen all over this forum.
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Well, it's a perk so good that it's always used in semi-official tournaments. This perk is useless for people who only care about running away from the killer. In that case, please bring OTR. If you get hit right after being rescued, blame the person who rescued you because he's not good at it.
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@GolbezGarlandGabrant said:
I'd say killer has been getting their hand held for quite some time.
It's only killer that complains about balance.
Survivors complaints are largely about camping/tunneling.
The devs continue to nerf survivor but killers are still tunneling at 5 gens and playing in other unsavory ways.
Survivors are often the only ones who complain about tactics. So there's no point in asking that question. Rather than using off-board tactics, you should gain experience and learn counter techniques even in one game.
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@MaTtRoSiTy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3686715#Comment_3686715
That is not relevant though, that was very bad and this is bad too. Bringing up previous bad thing in the game (the Eruption kick meta was truly miserable) does not justify current bad garbage existing in the game today.
But we managed to get by, right? There was no way I could have kept losing forever.
What about now? I was able to get by even then, so it doesn't really matter now. It's not a harsh environment where even a single mistake is not tolerated. Especially with the removal of the hook grab, rescue work has become so easy that even children can do it. The probability of a hook trade failing is almost zero. In other words, you can be involved in gen completion for even one second longer. With that advantage, it's definitely not difficult to complete the gen in the current environment.
The only times when it is difficult to complete a gen in the current environment are if someone is slacking off when they should be completing a gen, or if they are simply bad at chasing or are going down too quickly against a Tier S killer.
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It is too strong! In that case, it would be better to change hex totems in general to give Exhaustion for 30 seconds when destroyed.
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@MaTtRoSiTy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3686690#Comment_3686690
I have over 4k hours in this game, I know how to play.
I cannot un-regress gens or counter stacked gen builds, there is no counter unless you know something I don't.
If so, you must have experienced it, but was the COB Eruption era better for you? I don't want to go back. There is much more leeway compared to those days, and even if it gets popped, the return value of gen is only 1/4 second. No problem at all.
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@MaTtRoSiTy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3686679#Comment_3686679
Hooks are inevitable in game, a killer will down any survivors and even if they chase too long they will use resources (pallets) making the next chase far faster.
The problem is when you stack full gen builds the regression becomes overwhelming for your average lobby of solos to deal with. It is one thing to have regression and I get the need but what we see now is completely absurd overkill. There is no adaptation to that, you cant physically un-regress the time lost on gens - there is no 'outplay' to this.
If you can't counter it, I don't think you'll even be able to reach the 40% escape rate that official statistics say. In reality, many survivors are coping fairly well. And then they run away or die.
However, I think it would be pitiful if your area was overflowing with suicides and DC people. I can't play a proper game because of my friends who are holding me back.
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Well, this is certainly too strong, everyone says so. I guess it's slightly forgiven because it requires two hits, and it's not a guaranteed kill like Tombstone Michael. Bright himself is a powerful killer, so I think it would be good to nerf these slightly.
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@MaTtRoSiTy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3686670#Comment_3686670
I honestly don't understand what your argument even is at this point?
There is not meritocracy in stacking full gen control builds, you aren't winning based on merit, you are winning based on pure attrition as you wear down your opponent by having them use up resources (pallets) by constantly regressing their progress with perks - not skill - perks.
There is no merit in that.
But to that extent, killers cannot benefit from outside benefits. And since it's obvious to survivors, there's no need to be wary of anything else. And since both pop and pain depend on hooks, the chasing survivor will look at the HUD and think, ``Oh, if I buy a little more time, that gen will be completed, so let's use this palette liberally and down without using the next pallet. ” and so on, you can act in a planned manner. And the other survivors just need to complete the gen as quickly as possible so as not to waste the efforts of the chased survivor. This is that kind of game.
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@MaTtRoSiTy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3686667#Comment_3686667
Well it's also allowing stacking of multiple gen control perks that is the bigger issue here. I can tolerate messy matchmaking but when a killer can get as many uses from Pop as they can get hooks, combined with 3 other gen perks, matches can feel hopeless from the start.
That should never happen just because someone stacks multiple gen perks
As for me, what's wrong with giving our all to each other? That's just what I think, so I think meritocracy is fine. If you want a handicap match, there should be a more suitable game, and you shouldn't ask DBD for that. After all, this is a game where a survivor is about to escape or be killed by a killer, right?
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@MaTtRoSiTy said:
It really is getting tedious I agree, I was just in a match trying to do a gen and matchmaking is so scuffed I am matched with what are obviously inexperienced survivors who go down repeatedly within seconds.
I always try to do the unsafe/mid gens first and having that gen regressed multiple times with Pain Res, then being pushed off with Grim and then Pop... I lose the motivation to persevere in a match in all honesty.
Yes, what is at fault is poor devs by not managing MMR properly. Please hate them.
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If this were a fighting game, you could just say, "Is it cowardly to reduce your opponent's health by half from a restraining attack? That's not the case, right?"
This community is made up of people who love to talk about extremely low buff/debuff debates and kill rates into the night.I tell survivors, ``Go ahead and complete your gen, it's the most effective to killer.'' Then I tell the killer, ``Whatever you do, try to both prevent gen completion and increase hook states.''
Thats all.
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@Neomaster20 said:
Getting increasingly irritated with this game for 2 main reasons; first and foremost, it feels like the survivors are constantly having their hand help the whole time because they seem to complain about everything. Events have led to the BT basekit change, anti-camping, the recent 3 gen change to limit how much you can regress gens...what have killers gotten AS A WHOLE?!? Not talking 1 or 2 killers being buffed here and there. Second thing I hate is how survivors don't seem to know what the word KILLER means!!! I don't give a **** how I have to kill you, whether that's tunneling, proxy camping, camping at end game, etc. my goal and the point of me playing killer, is to KILL YOU by any means...by the amount of people I get messaging after the game or popping into my stream to tell me how "trash I am at the game..." it seems the community and Behavior as a whole have forgotten that 😒
This game attracts a large number of people who think they don't need a license or training to drive a car. They then think that they are good drivers, so they complain about anything that inhibits their self-esteem. Even if they cause an accident, they blame the obstacle, not their own driving skills.
Listen to genuine criticism. Any that doesn't is the sound of fly wings flapping. You see it a lot on this forum, right?
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@TieBreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3686643#Comment_3686643
What about friendly teabags? Some survivors teabag to communicate with their teammates. It's like morse code.
In that case, it can be identified because it is not facing the direction of the killer. There is no need to hide obvious malice as it is different from bagging while looking directly behind you or bagging facing forward.
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It's clearly a saving perk, and I think it's a bit too powerful, but I'll pass it up. In return, we will not accept any complaints against Lightborn.
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@Spare_Them_Mori_Me said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3686509#Comment_3686509
Which means its pretty bad. That scenario seems to never be a thing. Ofc it is, but its not consistent enough to be viable. If the stun time isn't fixed, or whatever other great idea bhvr comes up with isn't good enough, it'll remain in the graveyard.
In other words, you just have to make sure you don't down in the wrong place. It goes without saying that no matter how good a perk is, it will be useless if the survivors who use it do not have the wisdom to utilize it. Why don't you run to your locker?
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@menacing_goose said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3686611#Comment_3686611
people camp and tunnel running pop quite frequently though
When the killer uses the pop perk, the hook is defenseless. There are many timings for rescue. However, if the gen completion progress is slow, the killer doesn't have to pay attention to it, making camping and tunneling easier. It depends on the survivor.
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pop is a no-camp perk that promises survivors that a rescue will occur during that time. There is a limit to the number of times pain can be used, and it only affects the first gen, so if everyone is conscious of completing the gen and spreads out and takes turns aiming to complete the gen, the damage will be less.
Of course I get annoyed sometimes, but I don't complain because it's a killer's right. When I'm the killer, there are times when I get irritated with the survivors. However, in that case, it is the survivor's right.
Above all, these two perks will be revealed to survivors, so we promise there are only two left. Knowing the number and type of Killer's perks is a basic skill for any decent Survivor, but since they already know two things, if a Survivor screams every now and then and gets beaten up by a sloppy butcher, the Killer has nothing else left to do. Since there is no pwyf, you can establish a stable chase time without worrying about extra haste effects, and the match will not be ruined due to NOED.
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@SwampDaddeh9 said:
I'm honestly sick and tired, both as a survivor and killer, of Survivors teabagging and repeatedly flashing their flashlights.
I get it. You're a skilled survivor. I get it, you want the killer to chase you because you think so highly of yourself. But this constant teabagging in the exit area or anywhere on the map and the repeated flashlight clicking is only promoting a toxic behavior that is still going unchecked. They need to put the flashlight click on a long cooldown and they need to put the crouching on a cooldown until players can start learning to play in a civil manner. It's time the game developers start taking charge and start teaching their player base to stop being so toxic.
They are just sending the message that please tunnel, slug, 3 gen, and all sorts of other ways to torment us.
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Yes, so if the survivors do the necessary actions without misunderstanding the system and purpose of this game, 2k or 1k results will be mass produced.
The survivors reduce gen equal to the killer's lifespan, and the killer advances a hook state equal to the lifespan of the killer. If one survivor leaves early, the killer will have an advantage, but if he frees the other survivors to accelerate the completion of the gen, it will put the cart before the horse and the match will end at almost 1k. Therefore, the survivors are required to properly rescue with no their rescue consciousness go out of control and the killer patrols the gen and gets in the way of the survivors until this happens.A little skill and a great deal of knowledge come into play here, making it clear that this is a math tactics game rather than an individualistic hero game.
Therefore, it is known that tunneling is not a very strong tactic, because if the killer knows that he will do it, he will say, "I will die anyway, so I will buy you as much time as possible, so you guys should quickly complete your gen and leave.'' This is because simply doing so will almost guarantee the escape of the other survivors. If the killer is ready to tunneling, the survivors may try to pull the killer back with a pointless immediate rescue, or they may all just crouch by the hook without completing the gen in the first place, or go into hiding from killer. Rather, the other survivors need to show that they are nearing completion of their gen to attract the killer's attention.
If you're saying that survivors are so bad that they need a crutch, you might as well just say that hooked survivors disappear and respawn randomly after a minute, with a 20% debuff on completing gens during that time. Is it not? In this case, the killer will definitely not be able to dig a tunnel for one minute, so there is a point in using the hook, and since it can prevent the completion of the gen, he will actively target other survivors.
In any case, if you can become the killer's stalker while remaining invincible and share the killer's location information with other survivors through aura display even if you are not an SWF, that is too powerful even if one person is out of gen completion.
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@AbsolutGrndZer0 said:
I know Almo (or whatever his name is) used to, but no idea if he still does or even if he still works for BHVR.
That said, it's very likely they don't as most game designers play their game all day for work, they don't generally want to play it in their free time too, they want to play other games. Playing Dead by Daylight is work for them.
I can't help but wish they would do more work, but perhaps bhvr's culture is very lax.
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Just kill it quickly and move on. The only people who will welcome you are decent survivors, and it's best not to expect normal behavior from those who aren't. If your behavior as a killer is recognized, there will be rivals waiting for you to compete with with high MMR.