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xltechno

xltechno

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  • @HatchIsMyMercy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3684204#Comment_3684204

    You're right, but there are those times where multiple, maybe even all survivors might be together trying to open a gate or bodyblocking for an injured teammate not yet knowing the killer has noed. The reaction of the survivors can only happen when noed is revealed, so if they don't know the killer has noed, they can unknowingly put themselves in a very bad position, especially without coordination.

    Speaking of theory, Survivors should keep in mind the number of known killer perks, and if there are unknowns, they should keep in mind the existence of NOED. Also, regarding the movements of survivors in the final stage, they should never crowd to one side, and if one person is opening a gate, the other should go to open another gate, and the other person should move a little further away to see how the killer will appear. Observe whether the gate is coming and take over the task of opening the gate if necessary.

    Is there a scenario where you can go from there to 4K while keeping the above in mind? I can't think of any. Therefore, there is a high possibility that the survivor made some serious mistake that resulted in 4K.

  • @Nathan13 said:

    Seen a lot of survivors complain about lightborn on social media, but I feel like some of them don’t play killer or don’t play enough killer to fully understand why this perk is needed because I personally hate going against 4 flashlights.

    On top of that it’s possible the survivors probably brought in flashbang, blast mine or any other blind perks I mean that gives me a headache.

    You should just leave it alone. Killers have a lot to think about and don't have time to listen to all that noise. Survivors say they don't like losing one perk in OTR, but Killer brings out Light Bone because it's necessary. Since you're spending one perk on something you need to do, there's no reason for your opponent to complain.

  • People who talk about tunnels as if they are illegal are always 5gen then. It's a very interesting phenomenon. The other survivors waste the hooked survivor's first-chase contributions, and the survivor assures the killer that he can safely tunnel without risking gen completion.

  • Corn is no longer a threat. The real threat is the size of the map, with the exception of some parts.

  • When one survivor receives a NOED hit, the survivors should already start taking action. It's impossible for four survivors to turn into slugs unless it's a major mistake on the part of the survivors.

  • She has unique strengths, is tactical, and is a unique and good killer. Although she has weaknesses, her charm lies in the fact that she is not perfect.

  • @mizark3 said:

    They had one, it was Rank based matchmaking. It specifically targeted the unique traits of the game, and more accurately gauged player efficacy on the match than a blind Kill/Escape. Now there were some flaws, such as Wraith chases not counting as chase for the Survivor, but ironing out the errors would have made it far more effective as a measure of skill than blind MMR.

    The other flaw is how lobby dodging is handled. If anyone lobby dodges (Killer or Survivor) for any reason (P100 or bathroom break), the matchmaking is thrown into whack and plugs anyone in the slot (800 [Brown+Yellow] to 1200 [Green] to 1600 [Purple] to 2000 [Red] MMR) instead of old Ranks merely seeking another relevant rank (Purple would seek Red or Green, but couldn't pull in a Brown/Yellow).

    It also gave you a wide variety of matches, even at high ranks, as you could be a Red Ranked Killer matched against sweatlord Purple Survivors, or casual Purples, or sweatlord Reds, or casual Reds. If you were the among the best in the world, you could afford to tune down your level of effort based on your opposition much easier.

    Finally, Ranked based matchmaking pushed hooks over Kills (as you need 9-12 hooks [without camped hook states] for the best grades in Malicious and Devout). As such, it more accurately gauged a Killers actual skill, in instances like 3/3/1(died on hook)/0 as a 3k, compared to 2/2/2/2 as a 0k. Clearly the 2/2/2/2 required more skill, as you had to hook EACH Survivor twice, so the best and the worst in the lobby, compared to turbo tunneling the baby Survs and getting lucky finding the 3rd.

    Still, MMR did a good job from the beginning to the middle. In other words, things got worse along the way. Presumably, this is not because survival/kill the only criterion, but because the way MMR is operated has changed.

  • @nodforkiss said:

    every good killer can stomp bunch of low mmr survivors without tunneling. they are deranking on purpose to get bunch of baby survivors.

    Live streamers don't have that kind of time. So this is simply due to MMR system and dev negligence. Matching with skill disparities is happening on a daily basis, and more and more people are claiming that the opponent killer has an advantage. In reality, they were simply matched with players who had no chance of winning in the first place.

  • @I_CAME said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683865#Comment_3683865

    Plenty of people on Twitch do this and still win 90%+ of their matches. People then start accusing them of tanking their MMR off stream. There is always an excuse and the goalposts always get moved.

    All the videos cited on the forums as proof of this were just showing the survivors playing poorly.

  • Why do I get so many comments just saying that I don't understand tactics? There is already a counter to SM, and it seems that there are many people who run away with nonsense, pretending that it is completely impossible and not being able to put it into practice is just a skill issue. In my eyes, they are only trying to defend themselves because they want to escape but don't want to be seen as weak.

    And this is what I say over and over again on the forums: There are so many people who always feel like they can't get out of the gate because they can't escape the killer, but that's just a fantasy that's far removed from reality. If you truly believe that you are a decent survivor, no matter what kind of killer you are facing, if you can escape for at most 40 to 50 seconds, you should be able to survive more than half of the time. If not, one of the survivors is either slacking off on completing the gen or is just crouching in the grass in fear of being spotted by the killer.

  • @NovaKane said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683240#Comment_3683240

    He's not thinking about a gen. He's mid chase and I'm 199 meters away but his killer instinct makes him leave chase and come back. They tunnel because they think it's a must. He needs to tunnel and get the guaranteed W or else something terrible will happen to him

    A killer who can't think about gen will only get 1k at best. That means you're always losing. Such killers are probably few in number, and if they want to win, they will not miss the opportunity to prevent the gen from completing if necessary. The threat level of the tunnel changes depending on whether the survivor is able to take advantage of the killer's psychology and guide the killer or not.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683528#Comment_3683528

    A sane Survivor probably just leaves and keeps their sanity.

    Rather than walk away, a sane survivor would think, "Okay, how do I stop her from doing what she wants?" This is because there is no need to be negative about things that are not that difficult.

  • @elitehacker1231 said:

    the game isn't "easy" for killers, leave low mmr and step into high mmr and you'll easily out any killer not named nurse or blight. the sad truth is that survivors are just bad, most the playerbase is bad the game is very balanced atm in a messed up way.

    In my personal opinion, the top 5% of players in this game are far from advanced players, and have barely broken out of beginner level. In fact, 95% of the game is what you would call a beginner in other games. 80% of players don't know about the pallet loop that is advantageous for survivors other than god pallets, they don't know the exact waiting position when waiting for the killer at the pallet wall, and they just hear the heartbeat and run away from the gen without assessing the situation.

  • In any case, survivors who cannot deal with SM are invariably lacking in knowledge, and even if it is an SM match, it will not be a long match lasting more than 20 minutes unless something goes wrong. A sane survivor just does what he has to do before making excuses like, ``It's boring to meet my girlfriend.''

  • There is no need to listen to worthless words. If you play multiplayer, install a noise canceling function in your head.

  • I had a hard time making a decision because Billy had become so much stronger, but I thought that Spirit, whose strength exceeds the realm of a simple M1, was still barely above him. Another good thing about her is that she is not easily influenced by the map.

  • On the contrary, even with a normal hook, the distance is so far that it is extremely difficult to hang the survivors from the hook. Well, think of it as a random perks. Therefore, pop is used in combination to avoid being swayed by that.

  • If you have a Steam account and you also have a cheater, we encourage you to report it to Valve. Reporting to bhvr has no effect. I don't know what to do about cheaters on other platforms. In any case, as part of your self-defense, simply avoid matching with anonymous people. Some percent of anonymous users are calling themselves cheaters, and I apologize to those who are anonymous, but matching with them is too risky.

  • @Ryuhi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683166#Comment_3683166

    He actually recently made a video specifically about how miserable solo queue is, and breaks down a lot of the reasons why. its an hour long because it has games that were surprising in the middle of the video, but the start and end timestamps explain his reasoning and the results of his experiment:

    https://www.youtube.com/watch?v=w_ap-rZHoW4

    giving up/disconnecting was as common as 14%, map offerings from one side or the other were 26%, and issues like perks getting hurt by lack of communication (like deliverance or plot twist accidental sandbagging) was 46%. He even advocates for that type of information to be possible without SWF.

    I watched the quoted match from the beginning, and it seemed like Orz was having a hard time caring for him. plague wasn't that good of a killer, and I got the impression that Orz was thrown in to the match plague with three survivors. However, overall, it was like one of the survivors was replaced by Orz in a balanced match, so the match looked good with Orz leading the way to some extent. And since the survivors were highly aware of gen completion, they did a good job. In the end, dbd is a game about how to do everything to complete the gen. This was proof that even in soloQ, survivors can defeat killers as long as they have a strong sense of gen completion and take some serious actions.

  • @NovaKane said:

    I don't know why people keep talking about healing under hook. All experienced players already know that the killer is gonna come back after an unhook 75% of the time. I get healed somewhere safe, then grab a vaccine...wesjer will stop everything he's doing the moment I try to vaccinate. It literally happens 4 out of 5 Wesker matches.

    I understand that there are 3 or 4 killer nails that just wanna have fun chases and won't come rilunning to you the moment u vaccinate, but almost all of them cone running back because winning is mire fun than playing the game.

    How nany of u survivors have unhooked and died, instead of just leaving out the exit. We exist and we need more of us

    All experienced players have a way to stealthily leave Wesker after the vaccine treatment at a distance, right? If Wesker is still sniffing around you, he must be thinking, "Well, no one is trying to complete the gen, so I can just dig the tunnel in peace." In other words, it's your companion's responsibility. In such a dire situation, your friends should show Wesker that they are actively completing gens for your safety.

  • That's a pretty bad adjustment plan. Please adjust the performance settings more carefully.

  • @NovaKane said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3682988#Comment_3682988

    Wedkers stop chase all the time once they get their bogus killer instinct. It needs to be removed

    Understand its characteristics and consider the “risk and reward”. Nothing will help you for free, doing better yourself will help you. In any case, the common theory is that it is a mistake to do anything that takes time nealy of the hook.

  • @NovaKane said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683047#Comment_3683047

    It's not a top 10 perk, it's not 2022. The perk was nerfed cuz it was a top 10 petk. Is there any other exhaustion perk that u can only use twice? It can't even be used cuz everybody is like...if u wanna win, just tunnel. If you've played more than just 5 hours, youll see that killers come back and tunnel 4 out of 5 games. That's fine, i wanna win too. But even when the unhooker does everything possible to take chase, the...I must win no matter what mentality...leaves them slugged and the killer still tunnels you after only 1 gen is complete. Pallets get used, resources are gone. The killer will down you. They are faster, they have an M2 plus a map traversal option. They keep making undetectable and haste killer perks. All killers have some sort of power. Survivors only have skins, a terrible DS, OTR only works if your not hit immediately after an unhook, DH is pathetic, healing without sloppy takes 24 seconds.

    The game also needs survivors to be happy to keep it going... Now there's talks about nerfing adrenaline. A perk that only works after you've pretty much won. It may cause a survivor to escape, how nany games have u played where noed gave the killer 2 extra kills and got them a 3 or 4K? Far more than adrenaline has saved one survivor

    Is there any other exhaustion perk that can just brockeing twice hits?

  • Yes, this is proof that this map favors survivors. Well, people who don't realize how good this is will probably not know how to use it, so if you're dealing with a survivor like that, it's within the margin of error.

  • In fact, I think it would be better to double the assessments and bonuses given to survivors who accept chases when other survivors complete their gens. The current value is not commensurate with the value that chasing survivors contribute to Survivor as a whole.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3682901#Comment_3682901

    Yeah, no.

    Finding something enjoyable doesn't mean you're good lol.

    People H A T E Skull Merchant for a reason. She absolutely epitomizes the worst of DBD. She's not worth playing against for many people because she's so unpleasant; maybe try to figure out why and FIX IT

    As long as you don't think of SM as an uncontrollable killer, defeating her is usually fun for stoic survivors. It's rewarding because there's a lot to think about other than chasing, rescuing, and completing gens. A survivor she can't control can't even beat a meat factory doctor.

  • @Withered8 said:

    A really small and easy change to execute which would be great for reducing randomness and increasing fairness in the game would be to make scourge hooks spawn at maximum distance from eachother.

    This way scourge perks become more consistent and can be balanced around accordingly, and it would be a huge quality of life change that could be added to the next patch and implemeneted in 5 minutes. Some games currently have either extremely limited access to scourge hooks or the side or theres scourge hooks in extreme abundance on the randomly right side

    I think everyone would support this change and it's just something small that goes a long way towards improving game health.

    Unfortunately, bhvr does not have the development capabilities to make this possible. If they attempt it, 4 glowing white hooks will spawn in the center of the map.

  • Many people do not understand the game system, which says that a on-hooked survivor for 60 seconds is safe. If you take your time and rescue the survivor when the killer has gone on an expedition, the killer won't have much time left to tunnel through the survivor, as he will be busy rushing in and interfering with the gen completion. Without even knowing this, there are many survivors who unnecessarily put unhooked survivors in danger of tunneling.

  • If you are chased by a nurse, what you need is knowledge, not skill, so it may be difficult to understand if you are playing only as a survivor. There are limits to what you can do against a really good nurse, but by avoiding Blink's attacks a couple of times and buying more than 40 seconds, survivors can aim to complete 5gen. Pre-positioning is very important for this purpose, and it can be difficult if you don't have the awareness to start from the right position.

    @Star99er said:

    Her pickrate has definitely taken a nose dive since her add-on nerfs. Blight has kinda taken her crown as the strongest killer in the game imo.

    In fact, this is happening. nurse lacks control over large maps, so blight comes quickly and threatens survivors.

  • Do not use the vaccine immediately after unhooked yourself, it is a big mistake. Survivors should be the first to leave from hook unless there is a good reason to do so, and use the vaccine after completing treatment. Unless you're in a situation where the killer is never coming back, leave from hook right away. Survivors should remember that staying on the hook and letting the killer know about it is one of the worst things you can do.

  • The doctor is definitely the one who needs to undergo surgery ASAP. Whether or not the M2 directly causes injury is an important aspect of the M1 killer. He's missing out big time here.

  • If you don't get a chance to save DH, it's the responsibility of the survivors who rescued you, so please pray that they can do a better job of rescue.

  • @appleas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3682403#Comment_3682403

    I mean, if you want to argue that 4ks are more common for you, sure go ahead. The point I was trying to make was that the people talking about how easy Killer experience was tend to leave out a lot of details about said Killer experience. This makes me question if they've played many games of Killer to come to their opinion or they played two matches, got 4k and came to the conclusion that Killer was easy.

    Let's show a one game video to someone who claims that game is eazy for killer, and see if they can explain specifically who made the mistake, how many mistakes they made, and whether it was a good decision. They probably just mention chase time and hook state numbers all the time, and just look at the 4k result and conclude that game is eazy for killer.

  • @tubalcane said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3682897#Comment_3682897

    2 gens after the first hook isn't efficient - it's just an easy mode gimme for survivors.

    I know this because I play killer games myself. However, killer play is also a game where we have to start from there. That's why killers don't listen to the nonsense of ignorant people and use their gen reduction perks generously. There's no need to compromise on outstanding survivors.

  • So you're just supporting my point that the average survivor isn't very decent.

  • People who are non like efficient play shouldn't play PvP in the first place. Please move to PvE. Or ask for custom play supporters on Discord. It may sound harsh, but it is important not to demand too much from the other person what you want.

  • @ratcoffee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3682887#Comment_3682887

    The reason they abandon the trial when they see the killer is SM is Not because they are not able to beat SM

    It's because they do not enjoy playing against her, even if she's totally beatable

    No? You and non decent just doesn't know how to have fun with her.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3682885#Comment_3682885

    We aren't talking about them being decent people, it's about their skill in-game.

    By my standards, or rather by the standards of a ``really decent survivor,'' a survivor who abandons a match in the face of SM is definitely lacking in skill. Because she's a killer that's very very far from impossible to beat.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3682788#Comment_3682788

    There's a lot of contradictions.

    Survivor is easy if you're team is decent.

    Average Survivor it's easy to win on Killer.

    Average Survivors should beat you on Killer?

    Kill Rates show that the game is Killer-sided, literally by design. Now, I don't think that's good design at all; but it's meant to be that way.

    It is an unfortunate fact, but survivors who commit suicide or commit DC in the face of SM cannot be called decent. If you use that as a standard, the average survivor is not a decent person.

  • @ChuckingWong said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3682788#Comment_3682788

    This game is still survivor sided if you're team is decent

    Arbitrary "decent" and keyword in there is team. In SoloQ its just not the case when it comes to your play. Sure you are on the same team but there is hardly any teamwork. And more often than not, you have at least 1 weak link somehow, thanks MMR, in your lobby. It's not like its on purpose either, there are just ... no friggen tools to communicate/coordinate, "hey dont bring the killer here" "dont save right now just push the gens" "do this gen so we dont get 3 genned" "dont bring open-handed.. I already have it..." etc....

    It also doesnt help that NONE of this is taught in the in game tutorial. Laughably, YOU SAVE THE SURVIVOR FROM THE HOOK WITH THE KILLER RIGHT THERE. It teaches you to face save.

    SoloQ mishaps, whether intentional or not, happens even to people that play this as a career such as Otz, where he only had a SoloQ win rate of 39.7% across 260+ games. And that guy is higher MMR than... probably anyone that posts on the forums.

    As for sided? The game is completely killer sided and it has to be, there is 1 of them and 4 survivors. The game would be unplayable if it was the other direction.

    The magnitude of how sided it is though is the problem, and varies between killer(s), their addons, and maps. Most of these are just blatantly broken against SoloQ as they still are barely manageable with a 2, 3, or 4 man ie: Nurse, Billy, Blight, Scratched Mirror Lery's, Double Iri Plague, Tombstone/Piece Meyers, Trapper Midwich... etc...

    Comp SWF teams who are organized that can counter even these archetypes are so rare, even for killer mains with 8k+ hours. You will see these types of matches 2 times every 10 or more games. And even then, have to hope they are at a level of comp/ get map RNG, that the killer will not just 3/4k them anyways.

    Even Hens, a comp and tournament player, ques up in SoloQ and gets absolutely stomped on just like the rest of us. He gets 4 genned tunneled out by a nurse, gets outed by tricksters.. Oni's... Its not like there is some super survivor that can carry SoloQ...

    TCM is a bit killer sided though in regards to ... at least family house. The rest of the maps, I think you have a good shot on the victim side of things. And as previously stated, it allows you to actually have an impact on YOUR game play based on what YOU do, rather than what everyone else is doing, like in dbd. I dont have to go int myself because some meghead wants to go down in 10 seconds and the killer is just waiting for a save. I can just work on the gates/doors and leave if I need to.

    Team play can be established between decent survivors. If you understand the contents of the game properly, when a rescued survivor is about to be exposed to a tunnel attack, they will body block at the entrance of a building etc. and receive one hit instead. When camping, one of the survivors dares to complete a gen that can attract the killer's attention and guide the killer, while the other survivors run to the hook. When attempting to complete a gen, you can guess who is in charge of which gen based on the movements of the survivors you saw at the beginning and the HUD, and then you will be in charge of the gen that will give you an advantage. During a chase, if you can guess where someone might be completing a gen, we can avoid that area and chase from killer, and downed somewhere out of the way.

  • Basically, if you don't need to chase the enemy, leave them alone and aim for another survivor. So it's a tunnel! When someone yells at you, you can simply reply, ``Your companion offered you in exchange for his own life.''

    Putting that aside, the basics of searching for enemies is to guess where the survivors are based on the traces of them trying to complete their gens while patrolling the gens. I passed by here earlier when I was chasing, but when I came back after catching a survivor, I was about 25% ahead. The survivors who were here probably didn't have time to escape far away. You can't silence the sound of his breathing, so listen carefully and see if he's hiding behind that wall. It is like this.

  • @sinkra said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3682341#Comment_3682341

    Here's proof this game is massively unbalanced. Otz is a top-tier player who can go on massive win streaks as killer, yet can't escape more than 40% of the time after hundreds of matches. The devs have ruined this game for survivors.

    https://youtu.be/w_ap-rZHoW4?t=3918

    I think Orz simply isn't blessed with good companions. If he and similar survivors had been together, the story would have been completely different. In other words, it's an MMR issue. And a flood of unskilled survivors holding him back.

  • @Valuetown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3682360#Comment_3682360

    I was not talking about gen regression, I was talking about gen slowdown. A killer is essentially chasing 2 survivors for the price of 1 with ftp and buckle up, and there is still the 66% slowdown because the second survivor is not progressing the game.

    In terms of gen regression, from a macro standpoint, pain res and pop are more effective when there are fewer gens remaining. Survivors have a higher difficulty finishing the final gens, as it is easier to patrol 3 gens instead of 7, and delaying that final gen is extremely easy to do with these two perks. The killer snowballs from there, and having 0 hooks with 2 gens done quickly swings into a 4k.

    Even if ftp and buckle up delay pain res and pop by another 20 seconds or so, 1) the survivors are using more limited resources with pallets and their items, and 2) the game is still 66% slower than if that second survivor would just get on a generator. The time afforded to the killer by essentially chasing two survivors more than makes up for the time lost if ftp and buckle up are used (assuming the killer doesn't just hit the ftp survivor before it is used).

    So both in simple math and in practice, this is correct, assuming the killer is actually trying to win the game.

    I understand that too. What I'm trying to say is that it's not a wasted move, as the cycle of getting the Killer's Hook perk and the Survivor's Hook state progression are also delayed. I have often experienced in actual combat that there is no such thing as a negative result. Of course, it would be a different story if they were doing something similar to stupid things like holding a flashlight and chasing them endlessly, but in that case, SWF is probably using efficient actions that are unique to SWF to reduce losses as much as possible.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3682301#Comment_3682301

    Disagree.

    3K's aren't uncommon, but I've still found that 4K's are more common.

    He's probably saying two things. In other words, hatch escape and solo survivor escape. If you add them together, it will probably be more than 4k.

  • @Valuetown said:

    From a mathematical and logical standpoint, running FtP and buckle up is only hurting the survivors if it's used at any time before the last gen and end game.

    At the start of an ideal match, 1 survivor is getting chased and 3 are working on gens. Most times with FtP and buckle up, a second survivor is running around the map right behind the one getting chased. This drops the total gens being worked on to 2. Using the same percentage formula as the devs do for perks, this is a 66% survivor-induced gen slowdown based on the amount of charges being put into generators. To put that in perspective, tier 3 pentimento is 30%.

    It is also fairly easy to counter the Ftp play before it even happens: just hit the survivor chasing you. It really is that simple. I can understand the frustration if light-footed and maybe even mettle of man are being used in tandem with FtP and buckle up, as you can't hear the survivor behind you, but even even with that in mind, I find it hard to believe there wasn't an opportunity that a killer (unless they look at the ground during chase) would not be able to see the other survivor running after them during a chase.

    Killers often forget that if any survivor wants to make a build that isn't designed for sitting on generators, their odds of winning the match decrease astronomically. Even though a survivor has dedicated their entire build to keeping someone alive in chase, the build itself is not designed to progress the game. In fact, using FtP on a downed survivor gives the killer more pressure than they had before, as after 10 seconds, two survivors are downable as opposed to just one. This requires using limited resources (medkits) or further wasting other survivors' time by having to be healed for 16 seconds once the broken status has expired.

    The issue here isn't the perk setup, it's the disparity in effectiveness a coordinated team vs an uncoordinated team has with builds. Of course the top 0.1% of survivor players will be able to use these perks in ways other players won't, but nerfing perks into the ground for normal players just to make the highest level "even" isn't the best way to keep a game alive. I'd rather have communication tools be added to the game before we make any buff/nerf judgement calls on perks, as shrinking the gap between solo q and swf will help get a more accurate read on the perk's effectiveness if the avenue for communication is mostly the same between the two.

    That's true in simple math, but in reality, killers can't use their hook perk before the generation is complete, or killer give up buckle survivors to prevent the gen completing in the key place. Buckle FTP is fully effective and contributes to the Survivor team's victory.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3682291#Comment_3682291

    Yeah but how much of that is attributable to Killers being overpowered vs. SoloQ survivors not playing well?

    How many times have you seen a random player running around aimlessly for 45s to 90s trying to find a totem to break for Inner Strength or a chest to try to get a medkit, instead of doing gens? Some people are doing tome challenges. I see this kind stuff a lot, and it's only since I've been playing with some pretty high skill players that I've started to notice it.

    If you wanna get an idea of how daft people can play in SoloQ, take Kindred and Empathy, and just watch what people do... it's quite eye opening.

    Really think about it, if the Survivors are making these kinds of mistakes, and not playing efficiently... how weak do you want the killer to be to make it so the 1 or 2 survivors playing seriously can win, when their teammates are making these kinds of mistakes and/or being this inefficient?

    I've faced SWF teams who try to goof off, hit me with sabos, flashlight saves, etc, etc, as a pre-buff Pig and I've absolutely smashed them. I've also played against soloQ teams who were all running perks like Distortion, Lithe, WoO, We'll Make It, Deja Vu, with decent medkits and toolboxes, and gotten absolutely rinsed... even as a Spirit on Dead Dawg, and I didn't play bad... I made no serious mistakes, I was efficient my chases, maybe I wasn't quite mean enough camping hooks and tunneling hard... but I wasn't a slouch... I still got pretty comfortably whooped.

    A perfect article that captures the current situation. The sad truth is that almost no one is at a level where they can realize this. The number of people who only care about the kill rate far outweighs the number of people who can talk about whether they made a mistake or did a good job with each action.

  • You have your own personal nurse in case things don't go well. Anyone who has been a killer for any length of time, should know a little about her for your mind be better.

    in Rant Comment by xltechno
  • It is true that it is better to refrain from using shack palettes as much as possible, but in this case it is difficult to say because there are cases where it is determined that it is okay to use them. However, at least in this case, I feel like the survivor should have body-blocked and take one hit instead of knocking down the pallet.

    This area will be judged based on how much gen has been completed. If you can see that 2gen is coming soon while staring at the HUD, you can use it.

  • Now that the heart sounds are visualized, his heart sounds should be changed to 24 m. With just one change! he will be much better.

  • @Lit said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3681809#Comment_3681809

    3 seconds? It's longer than that even as direct looking - but especially when you are in chase on loops.

    He's an S-Tier killer and requires a nerf to splash damage. Several people on 100+ win streaks.

    It's saying something.

    In reality, the work to release it will continue until about 5 seconds remain. In any case, if you control the next bombardment with a mind game, the survivors will be able to remove the weakening before further follow-up attacks.

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