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xltechno

xltechno

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xltechno
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  • This is just a representation of dbd daily life. The event just emphasized that a little bit. If there are decent survivors, the killer is at a disadvantage and basically cannot win. Buckle FTP is a SWF favorite and some killers bring meta Forced Hesitation. It is also useful for hook trading, so there is no loss.

    @fussy said:

    Everytime i have bad times as killer, I remember that even the best of the best players I watch lose (or at least sweat like the last time) as soon as they go into a match against at least somehow good survivors.

    I'm watching one pretty popular streamer who wins 99.5% of his matches, but idk why he plays 90% of the matches against terribly weak survivors. And when he comes against a good team, the only things that help him are hardcore tunneling and full meta.

    But more than 80% of loses, wow... It seems that I only had this once when MMR was just introduced and worked as it should. I can only wish you patience. We're all in this boat and we understand you perfectly.

    Even in my area, skilled killer cause many impossible matches. My guess is that if the MMR is too high, it will refer to the overflow number and attract bad survivors. Video evidence of forum users shouting that the killer has an advantage only proves how Orz meets so many terrible survivors.

    in Rant Comment by xltechno
  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3681758#Comment_3681758

    I don't see the relevance of any of this for the topic we were at though?

    Blight and Billy are the most mobile killers in the game, Wraith is not even 3rd I think. Nurse is by no definition a high mobility killer... But for some reason people seem to believe that... Go ask Knightlight if she is, he is one of the best Nurses in the comp scene and to my knowledge the last time his answer was "Nurse is an area control killer, as you can sit in the middle of a 3 Gen and nobody can touch a generator without you being able to get a hit on them.

    Self care is a God awful perk that takes ages to heal yourself, being way less efficient than just getting healed by another survivor and even with botany knowledge it is still not really good, only less bad.

    Really good players don't have an issue with staying injured, they are completely fine to not get healed against most killers. Newer players however feel at risk when they go down in one hit, however sometimes it is just way too time consuming to heal so you need to decide what to do... However self care just seems to be the solution for those people who don't want to evaluate a situation and decide whether to heal or not because they can do it alone, but waste a whole lot of time. So no nothing of this convinces me that people running self care are actually good players.

    Besides that you still did not explain why exactly the game you showed was supposed to be high level despite Singularity not playing as ideal as you would expect and why the killer was not at fault for not just making into a 3 v 1...also you still lack the reason why tunneling is a bad strategy but the best players in the game, the comp players, tunnel in every tournament they play... Would you care to give an explanation for any of those things?

    Well, in a high MMR where only Blight and Nurse are always present, how many survivors can complete 5 gen against these two without getting knocked down while injured? If there were that many people, I don't think everyone would tweet about the two major killers as if they were a disaster on this forum.

    And as I thought, you don't seem to be able to read the details in the video, so you probably don't know his skill from the location of Singularity's M2. So no more conversation can take place.

  • Well, people who don't understand the mind game through palettes will never be able to understand it, so it would be futile to ask them to understand it. Eventually, there are even advanced feints that are meaningless for intermediate players but are effective against advanced players.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3681427#Comment_3681427

    As for your example game what kind of weird build is the killer running? Is this supposed to be some weird comp rules? Because otherwise why would you run dying light? But the survivors have perk doubles so probably not?

    I dont know if the Gen spread was bad or if the map is just to cluttered to play like that, but usually when you see singularity in a comp setting he will just pick out a 3 Gen and hold it, and it, at least to my understanding, really hard to break, but I didn't really see anything like that here.

    Some time ago when they released the stats on perk usage everyone was confused about self care being so high, because of how bad the perk is, but then someone, I think it was Hens(?), said that for whatever reason the perk is super popular in Asia... Which might be coincidence but whatever. However at least I Europe people don't really use self care, as it is considered a terrible perk...

    Well, it's true that in the past, even in Asia, players who used self-care were thought to be lower players who couldn't collaborate with other survivors. I think that was fine at the time. In fact, there was a time when injured survivors could get away with it if they met other survivors and asked for treatment without panic.

    Personally, I think the situation reached a turning point after Bright entered the war. He is extremely mobile and his ability to navigate the map is second to none, even compared to Nurse. The only exception is Wraith, which uses certain add-ons over and over again.

    In any case, around this time, the risks for survivors of acting with increased significantly, and because treatment methods were too limited, accidents and situations in which they were left in the lurch by killers were increasing. What can we do to counter it? Will make it? After all, the situations where it can be used are too limited. The practicality of self-care has thus been reconsidered. At that time, the recovery time was still fast, and even if I had someone else treat me, it would be a sacrifice of time for both of us, so it was re-evaluated that it would be more reasonable to do self-care alone, considering the time and effort required to meet others.

    But later, a self-care ice age hits. Recovery time has increased significantly. The survivors thought. I've come to the conclusion that it's time to ditch self-care and that from now on, if I really want to win, I need a medi-kit. For a while here, Self Care regained its name as lower Park.

    After a while, the survivors reconsidered. In the end, there are an increasing number of cases where Medikits alone are not enough. I had to come up with a plan to properly counter the killer. After trying many different things, they realized that botany, which helps others recover quickly, is powerful, and self-care works minimally loss when combined with it.

    Historically, this is why self-care is used in conjunction with botany.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3681427#Comment_3681427

    If tunneling is fundamentally weak, why does every killer in comp just tunnel 1 guy out to create a 3 v1 as fast as possible?

    The reason why the killer's tunneling is generally considered weak is that it is a bad move that promotes the completion of gen for survivors who have not been tunneled. Of course, this depends on the survivor's overall awareness of gen. The balance of power is messed up by survivors who are not interested in gen.

    There are exceptions of course, if a downed survivor simply has a really bad loop movement, in which case the killer will tunnel because tunneling will solve the problem much faster than the gen completing.

  • Well, the purpose of the game is to avoid making mistakes. In this case, Michael should have relented and just hung Survivor and hoped for the next match. Neither of they was at fault, they just did what they wanted to do.

  • There is not a problem with MMR itself, but a problem with dev operations that ignore them for matching purposes. On the other hand, they absolutely hate changes that take time to match, so we have no means to do so. Originally, it would be best to match by battle mode, but many people dislike having the population spread out.

    What I would like to suggest is implementing an MMR tolerance width slider. This is a mechanism that allows players to individually set how far apart they are allowed to match with players who are far apart in MMR. This allows you to narrow down who can be matched with each other without having to separate modes.

    However, if this continues as it is, there remains the problem that ``if the matching width widens over time, it will end up being a mess.'' Therefore, regarding MMR matching, we should introduce a mechanism that matches in a two-dimensional format instead of a one-dimensional format.

    In other words, with the current system, the allowable range is increased after one minute, but for this one minute, only those who have the same slider settings are matched. So what do we do after one minute has passed? In that case, matching is allowed between people who are close to each other even if the MMR tolerance slider settings are not exactly the same. In other words, the MMR slider is like a lane, and after first referring to the heights within that lane, it gradually refers to the adjacent lanes. 

    For example...well, let's assume that the slider width can be set from +-100 to 500 in increments of 100. A person with a setting of 100 will still only be adjacent to someone with a setting of 200 even after a minute has passed, and will not meet someone with a setting of 500. Similarly, people with 500 settings will only meet people with 400 settings. People with 400 settings are likely to meet people with 500 settings and 300 settings. In this way, you will gradually meet people with similar slider settings to people with far away settings, making it difficult to match players with excessively different skills.


    The advantage of this system is that people with a comp style narrow down the slider settings because they want to match people with strictly comparable abilities, so people who want casual and fast matching can distance themselves from them. Another advantage is that people who are not too confident in their ability and don't want to be beaten in a match can also compete with people of relatively similar ability by narrowing the settings. Some people may want to put away a tough game, especially if they've had a bad day. 

    I don't think this proposal is far off base, but there is one problem. In other words, it is questionable whether the dev, which is currently operating so badly, still has the technology to build and operate such a system.

  • If the survivors worked hard to complete the gen without slacking off, the killer would not be able to easily dig a tunnel, but there are many people who refuse to admit that at all.

    It's like playing Rock, Paper, Scissors, and saying, "I only have scissors, so I'm at a disadvantage! You should hand me the paper!" while letting go of the rock. Characteristics of people who complain about tunnels.

  • The killer simply leaves the survivor no onhooked, as he is simply doing what is advantageous in terms of the game. Chasing other survivors and encouraging 0ther survivor to wake up downed survivors will slow down the gen completion more than getting the immediate hook state.

  • @xltechno said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3681260#Comment_3681260

    One match as an example.

    https://youtu.be/M6QCDbsNCME?si=cqAVpNK5jXiuUbPn

    This is a video about how the perk Reassurance improved the situation, but the player talks about how to do his best without being tunneled from a situation where he got 2 hook states and had no choice but to avoid tunnels. At the same time, we are trying to increase the survivability of the entire team. Of course, other survivors behave similarly. As a result, the match went from almost being wiped out to one where the killer was forced into a corner.

    The survivors in this match are at the top level, but you can tell by looking at each of the killer's actions that the killer is at a top level as well. Even if they are not at this top level, if the skills of both the killer and survivor are comparable, it is quite possible for the survivors to strive in the same way even in soloQ.

    Also, pay attention to the results. The majority of survivors who can put on such a great match have the self care and botany perks. Why? Unlike people who commit suicide or DC as a matter of course, they have experienced these reversal matches many times. They know the effectiveness of it.

    Most people who watch this video will probably end up thinking that the match was just a case of the survivor being good at chasing and killer being bad, and thinking it was a match that killer didn't go well. If you can't understand the details of what the survivors are doing to win, you won't understand that the tunnel is fundamentally weak.

    To add more, this is a result of 1k after all, so if I were forced to give an example of 8 hooks, I would have to look for a concrete example, but I think it suggests that 8 hooks are realistic.

    I personally don't remember it happening more than 2 or 3 times, but I have definitely experienced such matches.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3681074#Comment_3681074

    There is no way self care and botany would be used by better players xD

    Besides that I stick by my statement, to 8 hook people is mostly the killers choice, sure you can throw yourself in the way to prevent a tunnel and what not, but he is not forced to hook you, he can just slug you and continue the chase.

    I dont think it is considered a weak strategy, hard tunneling one person is maybe, juggling two is not, but you don't necessarily need to tunnel to not end up on 8 hooks...

    One match as an example.

    https://youtu.be/M6QCDbsNCME?si=cqAVpNK5jXiuUbPn

    This is a video about how the perk Reassurance improved the situation, but the player talks about how to do his best without being tunneled from a situation where he got 2 hook states and had no choice but to avoid tunnels. At the same time, we are trying to increase the survivability of the entire team. Of course, other survivors behave similarly. As a result, the match went from almost being wiped out to one where the killer was forced into a corner.

    The survivors in this match are at the top level, but you can tell by looking at each of the killer's actions that the killer is at a top level as well. Even if they are not at this top level, if the skills of both the killer and survivor are comparable, it is quite possible for the survivors to strive in the same way even in soloQ.

    Also, pay attention to the results. The majority of survivors who can put on such a great match have the self care and botany perks. Why? Unlike people who commit suicide or DC as a matter of course, they have experienced these reversal matches many times. They know the effectiveness of it.

    Most people who watch this video will probably end up thinking that the match was just a case of the survivor being good at chasing and killer being bad, and thinking it was a match that killer didn't go well. If you can't understand the details of what the survivors are doing to win, you won't understand that the tunnel is fundamentally weak.

  • @ReverseVelocity said:

    Overcome should work on an Endurance hit. It'll make it more useful against tunneling.

    This looks the most appropriate. It would be wise to set the activation condition to be a state change and not to play around with the numbers.

  • I sigh that the developers should have realized that they should have separated the matching.

    Am I the only one who seems to be putting off things that are just a matter of time?


    By the way, the top 5% is often quoted, but the top 5% in this game is by no means narrower or more difficult than Master Class 7.84% in Street Fighter 6. In my experience, the top 5% in DBD seems to be at most Platinum (40.25%) in SF6. In other words, the overwhelming majority of players of this game are casual players and beginners. This is because in a fighting game, it's normal to take countermeasures for each major move of every character, but in DBD, there are many survivors who don't even know the killer's abilities, and there are too many survivors can't do anything to the kileer's camps and tunnels.

  • 2 kills is a tie. Well, a tie usually means that the gate gets power after one kill or around the same time. So unless the survivors do something wrong, one or more of them will definitely escape.

  • @KayTwoAyy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3680656#Comment_3680656

    https://us.v-cdn.net/6030815/uploads/85PSQ5HHB3VJ/image.png

    Cleansed one totem, then sat down on this here gen and hit 2 great skill checks.

    ...but I guess I was doing something wrong, because it was mathematically impossible to complete a generator before Adam died.

    Makes sense.

    Corrupt Intervention, Grim Embrace, Pain Res, & Pop

    We can't act like these perks don't exist when we talk about killers tunneling at 5 gens.

    I think I was a little slow in acting because I only experienced skill checks twice at this stage. And at this stage, it is a bad idea for two people other than you to be involved in one gen. If all three players don't act to complete separate gens, the match will play out more in line with the killer's intentions. If the killer comes to the two of you, there will be no one to complete the gen except you, and the three of you will not be able to do your best. It is presumed that such a small mistake led to this situation.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3680764#Comment_3680764

    If the killer manages to 8 hook people that is mostly due to the killer explicitly wanting to do so...

    That's not all. When we have survivors who have a good understanding of what is good and bad behavior in the game, the hook state is controlled by the survivor who takes the gen hostage and threatens to come after me. Therefore, among advanced players, the killer tunnel is basically considered a weak strategy. When the killer reaches a point where it's okay to tunnel, he can finally do it, but the survivors stand around to prevent him from doing so.

    1 hooked survivor is chased, will move away from the area where other survivors are planning to complete the gen, making the killer less likely to pursue them. This is because if killer chase them there, you will lose the ability to stop the gen that has become free. Even if killer get add 1 hook, it will be too late.

    Once survivors get to this level of tactics, no one will wear Calm Spirit or Distortion. These tend to bias the hook state in favor of the killer. Instead, a combination of Self Care and Botany has become popular, allowing patients to receive treatment in time for any situation, and sometimes, due to the flexibility of treatment, to abandon treatment and take the necessary action when time is short. This is because even if survivors are separated, they can be treated later. Of course all actions are for gen completion. This allows them to win and lose matches that many survivors believe are unwinnable. There is no reason to go out of their way to commit suicide.

  • @KeefCheif said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3680700#Comment_3680700

    I respectfully disagree with a practice mode. Let me explain:

    It sounds great in principle because it would allow low skill survivors and killers to "git gud" before they go into real matches and get bullied. However, in reality, I think it would make the game extremely sweaty. Fornite was a relatively casual game. Even when it exploded on the streaming platforms it was still playable for casual fans IMO. What ruined Fortnite for me was the addition of the practice arena which allowed kids to do nothing but practice building for hours without end. This eventually made the game extremely sweaty, leaving no one to play it but the people that sunk thousands of hours of practice into it. I think the same thing would happen to DBD if the devs allowed survivors and killers to practice the same moves on the same map on the same loops without end.

    Complaints about this should be directed to MMR.

  • Crown is a killer whose main ability is an antidote, and the key to success is how long you can continue to obtain haste effects throughout the match. The buff this time is the one who supports it, and he himself has been sufficiently strengthened. It is also important to shorten the chase time by creating a checkmate situation by using purple bottles during haste as much as possible.

    Even so, losing is simply the fate of this game. No matter how strong he is, he cannot make a leap forward as long as he is in the category of an M1 killer. Unless there are survivors who slack off or complain, the majority of matches will not exceed 2k.

  • @Lost_Boy said:

    I've also seen an uptick in questionable survivor gameplay recently. Wallhacks where I can actually see them react immediately to direction changes due to me using a lot of aura perks at places they have no way of knowing which way I'm going to go. Suspect speed hacks & injured survivors going back to full health mid chase.

    I don't record any games, but once you've played this game long enough you just know when something feels out of place.

    More and more cheaters are now acting like, "If you can go around the loop that well, then that shouldn't be your waiting position, right?" They don't think they know what they did. It is true that the number of non-Steam accounts is increasing, and the current situation where we can report to Valve on Steam, but we have no choice but to rely on unreliable dev, is further promoting cheating.

  • I love matches that are evenly matched, and secondly I love matches that aim for a comeback. What made me feel bad about losing was the fight against SWF, who did nothing but make fun of me, even though there was no way for me to win physically.

    However, based on the general posts on this forum, it seems like many people don't like competitive matches. This is because competition is always about winning and losing, but many argue that only losing is unfair.

  • Well, if dev actually implement 2v8 mode, 2 killers will have no way to stop the gen rush by 8 survivors. It would be necessary to change the victory conditions for both sides.

    in 2v8 Comment by xltechno
  • Everyone talks about why the developers have prepared something like this that bashes novice survivors and has almost no effect on advanced survivors, and instead of getting tokens, they get sighs.

  • OTR should be left as is. It's certainly a powerful perk, but it seems like many people don't take full advantage of it. And as long as something this powerful exists, tunneling cannot be unilaterally punished.

  • @KA149108 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3680755#Comment_3680755

    Tbf not every survivor spends 12 hours a day playing dbd and playing like they wanna be on team eternal. A lot of survivors just wanna vibe and get some blood points. Me personally, I like to do gens and get saves. I don't bring flashlights, I don't tbag and I don't run in the killers face saying "chase me, chase me" with OTR. There are some survivors that are toxic and BM and to that I say if they wanna go low, meet them there. But yeh I just wanna chill and not sweat out my butt every game.

    That doesn't mean the other person is either. You should probably play a non-multiplayer game.

  • Even if the hook state reaches 9, one kill is a defeat for the killer, and the hook state management tactics on the survivor's side should be praised. Survivors with skills to counter tunnels manage hook states very well.

  • There is a single reason to tunnel someone out when the game basically just started or when it's only been a few minutes into the game. This is because games are games, not recreation.

    Killers should tunnel in situations where tunneling is effective, since it doesn't have to go against the structure of the game. Survivors say "If you tonnneling the survivor, the match ends with a gen rush, right?" and should threaten the killer. That is the basis of this game, it is not only a competition of strength, but a competition of wits.

    The number of tunnels will not decrease as long as we continue to ignore the fact that tunneling is not simply done, but that survivors' clumsiness encourages tunneling.

  • It is fine to implement it, but the mechanism must be carefully designed to avoid misuse. If I were to come up with one, I would use the following mechanism.


    1. A surrender button will be set for everyone, regardless of killer or survivor. This can only be activated by holding the button for 1 second to prevent accidental activation.

    2. Only if survivors are left down for more than 90 seconds (DS, chase with other survivors, etc.), they can request immediate exit and activate the surrender button.

    3. In response to this, the surrender button will be activated with the approval of all other survivors. A surrender is only allowed if everyone unanimously approves, and the survivor in question will leave the match.

    Note: Even if the hatch conditions are met by this surrender, the hatch will appear after 60 seconds. Survivors who accept surrender require just as much effort to escape from the killer as those who do not.

    4. The Killer also has a surrender button, which is used if the Killer feels it is unfair to continue the match.

    Example: If no survivors are involved in completing gen for a long time and work to light up the killer, if there is no one to open the gate for a long time even though it is confirmed that there is no NOED.

    5. Unlike in Survivor, if a majority of survivors agree to this, the game ends immediately. Even if this does not happen, if the killer does not perform any operations for 90 seconds after activating the surrender button, the surrender will be treated as accepted.



    Every time one of the Survivors concedes, the remaining Survivors and Killers receive an 8k BP bonus in the result. If the killer surrenders, only the survivors who approve will receive 16k BP as well. In a match where a surrender occurs, all players will not lose any pips.

    It may be cramped, but if it's not this bad, it could be abused. Also, downed survivors may be boring, but their existence is valuable and part of the game. In order for the game to succeed, it cannot be easily removed. I offer this as a temporary compromise.

  • Rather than saying that MMR is bad, it's the bhvr's clumsiness in not operating MMR properly.

    And if you want to use it with more accurate numbers, they should also reflect the survival rate other than themrselves when they are a survivor. Even if he die, he are a good survivor if you contribute to your allies. This only temporarily increases the number handled by the server.

  • @WaveyTrey said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3680137#Comment_3680137

    Blood pallets and Blood Snares are the same power though. He literally needs some terrible add on to switch between his basic power. Which should be basekit. That would make Freddy unique, and not as stale as he is now.

    If I were to mention Freddy according to my personal game balance, it would be enough to review the number of simultaneous snare installations and the speed of installation. Dream Palette is a weak ability to begin with, so I think it would be nice if it had an effect that could be used on existing pallets and automatically destroy the rigged pallets in a short amount of time.

  • Freddy can warp to gen unlike Crown. He already has two abilities at the same time.

  • While this may not be a good change, the anonymity feature is actually being abused quite widely in ways other than its intended use. And since the anonymous function is originally a function to prevent people from referring to themselves, there should be no inconvenience even if the user cannot refer to others. Because if you have the right not to be referred to, you will take it for granted that the other person will too.

    At first glance, it may seem that anonymous people are being forced to inconvenience themselves, but on the other hand, anonymous people are trying to unilaterally obtain information about others without their identity being known. This is not fair at all.

    I will abide by bhvr's decision, but it is an issue that they will give some consideration to.

  • @notyarbllewe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3680040#Comment_3680040

    The thing is, it has been worse since the event started. No one is trying to enjoy the event and just have fun. All they want to do is still to just win.

    Well, I guess it can't be helped. Killers and survivors alike are just doing what they have to do.

    Maybe events should be adopted as a separate mode like when lights out. In that case, everyone will be able to enjoy the game by aiming for a different task than the normal victory conditions and not turning it into a struggle for survival.

  • Even if look at just that game and it was a bad experience, every should consider that no one in any field can achieve anything without having at least one bad experience. It happened a few dozen times at most, out of hundreds or thousands of games. we won't be upset about it and will just enjoy the next match.

    On the other hand, there have been many matches where we were able to fight back even when we were tunneled by a killer, and such matches are an experience that can only be gained by playing seriously with each other.

  • Survivors do not have to give up their chances of survival just because it is an event, so everyone will try to survive as before. The best way to do that is to complete gen, so no one has any reason not to do it.

  • It's not anti-camp, it's anti-face camp, so please make no mistake. In other words, it is not necessary for the base kit to deal with the normal camping of killers, as survivors are not physically incapable of dealing with them. At least that's what the dev think at this stage.

  • @Lynxx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3678847#Comment_3678847

    Fully agree - killer has any easy mode reset button in camp/tunnel which is outright devastating especially in soloq since they cannot communicate to the others what the killer is doing. Unless they all take a bunch of other info perks which further limit the perks they'd have to choose from to succeed in other areas - like chases or doing gens.

    Some killers don't even bother to play the game - they just to good old reliable camp/tunnel because it works.

    But you know - as some would say on this forum - it's the survivor's fault doing well against the poor killer who is only trying to eliminate your participation and bloodpoint scoring in the game.

    If there are two other survivors free in addition to the hooked survivor, a rescue will definitely be possible unless you are dealing with a chainsaw. They don't even need a hook trade. It's a matter of whether they have that knowledge or not, and there is no need for communication between survivors.

  • @Spare_Them_Mori_Me said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3678380#Comment_3678380

    Yes, because everyone has this mindset that every game, every group of survivors are SWF gods and everything has to be sweaty. I just dont understand that mindset. Going hard every game is exhausting. And I cant imagine its really THAT fun. But I could be wrong. Anyway, this is applied to public matches, where new players, low lvl players, all kinds are tossed in. Naturally, tunneling will stomp 90% of the players and BHVR now has a problem. Or maybe they dont. Maybe they're fine with this. Either way, even Im getting close to moving on.

    Tournaments becoming more popular to watch has a bit to do with this wave of tunneling and such, I think. But mostly its just humans being humans. As many have mentioned, tunneling isn't required at all, but like water, weak gamers will take the path of least resistance.

    Even though it's a game, it's still a match. In a competitive game, if one team is trying to win and the other is fooling around, it's natural that others won't win. It will continue unless the survivor does something that makes tunneling seem like a worse option.

    So, should killers be worse too? That's not how it works. This is because there are four survivors, so even if one person is worse, if the other three are serious, the match will be successful, but in the case of killers, if one person is worse, all of them will be.

    Therefore, it is unreasonable to tell a killer not to sweat. In the first place, this is the basis of the game system in which a single survivor attracts the killer's attention and other survivors create a gap. And good survivors understand that, so even soloQ can sometimes act like SWF. I love being in that moment.

  • @menacing_goose said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3677967#Comment_3677967

    i mean everyone is currently only playing strong killers who could get some quick downs if we’re being honest, basekit bt is 10 seconds so unless you can make a pallet or window fast vault that’s another down within a 10 second span and altruism will try to keep their teammates alive so they can enjoy the game which is less people on gens 😃. Invocation currently has people not doing gens at all so that could also be more reason for a gen to not be done a lot of factors can go into it either way someone being singled out targeted and killed before a gen or two is done simply isn’t fun 😁

    Survivors are safe for 60 seconds while hooked. If 5gen ends the life of a single survivor, it's clearly not even that time being used effectively. And in such matches, everyone loses the idea that one person must always be involved in completing the gen while playing a staring contest with the HUD.

  • In most cases, it's not a problem, but when a survivor gives up and commits suicide with one hook, or DCs, it's frustrating whether I'm a survivor or a killer.

  • Personally, I think it would be nice if there was a system where bots are treated as provisional surrenders, and if everyone surrenders or dies, there is a system that settles the battle at that point.

  • If I add my personal values to the perk evaluation in my area.

    It is no exaggeration to say that SB and DH are the two major benefits. SB is very versatile and can be useful for completing gens even against hillbillies in places where there are no loops nearby. DH reduces the luck factor by playing mind games with the killer, and the anti-tunnel effect combined with OTR is also powerful.

    Both Balance and Lithe have activation conditions, but the former has stricter conditions, but like SB, it supports the person in charge of dangerous areas. Therefore, the former is more common in Asia where there is a strong sense of gen completion.

    Smash Hit is a perk that is difficult to activate depending on the actions of the killer and is not very practical, and Background Player is a perk that is very often used in conjunction with flash grenades.

  • @solarjin1 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3678269#Comment_3678269

    "and has a reputation for great interaction between loops"...

    You'r slowly climbing the ranks of the most bias posters on this forum which isn't easy. Who paying u go this hard in every thread?

    Of course, it's not easy, but if you're a seasoned player, you can try to take advantage of it. And to a certain extent, they succeed. The results will be very different from those who don't even know this. Just learning exactly how to loop at a rock and pallet double sandwich makes a difference.

  • I don't understand why such selfish people would take such a self-destructive action and deprive good players of their gaming experience. They are clearly not qualified to play multiplayer games. What is surprising is that there is no end to the number of people who do not recognize the fact that "chickens come home to roost'' and make a fuss that it is the killer's fault, justifying themselves, and defending them.

    What DBD needs now is for everyone to know exactly what the game can do without giving up the game so easily. What we need to do for this is to share and spread knowledge through the community or officially, and above all, to get rid of the cowardice that avoids recognizing defeat in a game where there are winners and losers.

  • I never AFK. That's because I'm busy practicing my moonwalk and making sure to aim accurately when blinking and shooting. I don't think there's anything more wasteful than just waiting, so I'm going to spend my time as useful as possible, but other people will be stuck at the gate. It's free.

  • The map is large, has a nice palette, and has a reputation for great interaction between loops, creating a balance that allows Survivors to pick up the pace without giving simple M1 killers time to watch theater screens. Even if there are generators in places other than the theater, it is an environment where the survivors can easily buy time and share the work to complete the gen. Also pay attention to the wall that the killer stain will pass through. At least it's not extremely difficult to complete the gen on this map.

  • @TieBreaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3678042#Comment_3678042

    The problem with Trickster's power is that sometimes there's just no counterplay. Unless you have a loop or cover that he can't hit over you're losing a health state. If you can't make it to a good loop with the burst you get from losing a health state, you're likely to go straight down as his main event is probably available at that point.

    The opposite is also true. Therefore, in order to make the trickster a mad king, you must provide him with an advantage. This can be prevented to some extent through the involvement of map knowledge and chase route construction. The lack of obstacles means it's an open area, and it's easy to detect his approach. If you don't underestimate him and position yourself properly, you should be able to buy enough time before he knocks you down.

  • Brutal Strength is useful enough. Please use it without making a mistake in the direction in which you push the opponent survivor.

  • Palette Freddy is said to be a joke, but I find it more pitiful than laughing that he can't even use that joke ability.

  • If there are people like you who want to commit suicide, camping behavior will become more prevalent in the game. Then the situation becomes worse.

  • It's a match that makes you feel itchy to watch. A combination of clumsiness has led the killer to believe that these are survivors who are easy to tunnel through. The deciding factor was that I applied for treatment on the spot after my first rescue. This gave the killer the intention to tunnel. Even if you're chasing other survivors, if you can walk straight into the area, Billy will naturally raise his chainsaw and charge towards you. You're good at chasing after that, but if possible, you should have used another window to chase in the main building.

    The worst part was a mistake in judgment by my teammates. One survivor didn't know what he was trying to do, but he took one hit for no reason, and in the illusion that he was hiding, he took another hit and went down. From Billy's point of view, this would have led the survivors to believe that if they tunneled like this, they would self-destruct.

    There was also a slight problem with the movements of the survivors as they body-blocked Billy, who was carrying you at the end. Once you were lifted off your shoulders, the survivors should have dispersed, healed themselves, and waited for the perfect opportunity to rescue you. They forced you to wake up, giving Billy a chance to reach the hook.

    You weren't targeted because you had a light. After knocking you down, the survivors' actions made Billy think it would be a good idea to tunnel you. If Billy didn't find any trace of you when he rushed in with a chainsaw, there was a high possibility that he was chasing another survivor. And for that reason, the survivor who rescued you should have taken on the role of decoy.

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