xltechno
xltechno
About
- Username
- xltechno
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
@xEa said:
Played today with 2 less experienced people. They got tunneled out every single round. It was so much fun, they could not wait to press the uninstall button. Both of them.
BHVR, people are sick of tunneling and overpowered killers. I can barley convince anybody to play your game for longer then an hour.
It's not the tunnel's fault but their inexperience. And by taking the initiative and taking on the first chase, a talented survivor will be able to greatly reduce the burden of tunneling for other survivors.
-
I think the reason why hallucinations are not erased with soloQ is a problem of awareness among survivors, so please do your best to share knowledge and spread the word so that everyone can erase them. Basically, if you see hallucinations while moving, you should delete them.
UVX has been a controversial things, but perhaps the developers did not anticipate that so many survivors would be beginners who no look behind. In reality, due to obstacles etc., it is often possible to reduce half before the next bomb. It may be necessary to make changes such as increasing the overall required number of seconds and then reducing the required number of seconds at 1/2 speed as time passes.
However, this assumes that Unknown is good and survivors are not good, so if Unknown is not good, Unknown will often miss the target of UVX.I haven't taken that into account. Originally, we should proceed with the story on the assumption that the killer and the survivor have the same skillish. Otherwise it would be strange.
-
basekit gen regression will not be necessary. I don't like the idea of simply replacing the mechanics of a game with a base kit. Instead, it's better to reward appropriate behavior.
It seems like a lot of inappropriate behavior can be seen with adjustments to this game...
-
@LeFennecFox said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3676313#Comment_3676313
If you're not looking behind you 75% of chase then every killer is harder to play against
That's right. So too many survivors fall like dominoes without a safe loop.
-
I feel that the reason for the discrepancy between win rate and kill rate is that Survivor's winning pattern is often 3 people surviving, whereas Killer's winning pattern is simply 4k. There are very few patterns in which only one survivor escapes.
-
@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3676745#Comment_3676745
A lot of those mistakes the teammates make are not from them not being provided enough info. It’s almost always just poor situational choices that they hopefully learn from.
I actually liked matchmaking much more before mmr as well. I think mmr was a failure and the old rank system was way better.
I actually disagree with Otz on a lot and that’s okay. We want the game balanced for different things.
Yes, I truly believe that. The important thing is to learn from your mistakes and develop a theory. That prevents mistakes. I think too many survivors don't understand why they died. That's fine, but before blaming the killer or game or be soloQ, for something they don't understand, I want them to think about the cause.
-
The developer promised to put soloQ in the same position as swf and then buff it to killer. Since installing the HUD, we have also buffed the killer, but there are also nerfs, so if you look only from the killer's perspective, it is difficult to feel the benefits of the buff because soloQ's cooperation has been increased. From these examples, it has been proven that simple nerfs and buffs will cause complaints from one side or the other, and will not balance things out.
What is necessary is to make options other than tunneling and camping more useful for the killer, and encourage them to choose those options. On top of that, it would be more appropriate to introduce an anti-tunnel or anti-camping system.
-
When Wesker arrived, two voices spoke up. "Why isn't Nemesis like that!?" "Do that for the Doctor first!"
-
Requirements for upvoting:
Option to avoid matching anonymously
Option to avoid matching with people who have a history of bans and vac violations on their Steam account
Option to only match with players with very close MMR
Option to avoid matching with item owners (even as a survivor, there are times when I want to avoid with flashlights, as they will skip gen completion)
-
@adsads123123123123 said:
There's literally pallets everywhere. A survivor drops 1 pallet and it only takes 5 seconds to run to another one. It's has more pallets than the Game and Shattered Square. There's also Shack and 2 jungle gyms in the centre of the map giving survivors easy access to strong tiles.
At the time of PTB, everyone knew that. Each short loop has a relationship that allows them to interpolate with each other, so it is powerful to think of multiple loops rather than just one. There should be walls passing killer's stains. Even with an existing wall structure, the loop can be made safer with slight differences. Sometimes there is a loop next to the cabin and it becomes a strong loop.
Everyone understands. If those who understand.
-
@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3676589#Comment_3676589
In 10k hours it’s not luck, that’s a large sample size. It’s learning the game and taking accountability. These aren’t lies. It’s just not taking the easy way out and blaming teammates every time. It is a team game but that doesn’t mean you can’t have a huge sway over the outcome. Many other survivor mistakes are salvageable from other players making good plays.
In fact, there are many streamers who lead their teammates this way. You are probably a talented person with the same mindset and experience. However, I think that the importance of each action will not be conveyed to people who have not reached the level where they can logically understand what you are doing. It's also a skill issue.
-
@ReviloDBD said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3676434#Comment_3676434
I thought about this as well, but then I feel like they should have released a Survivor with 3 Invocation perks like they did with Boons, so that people can pair them together and it wouldn't be so useless as it is alone.
If I was thinking of something that would be useful as a single item, I think it should have worked on something else instead of gen. There is still a use for it at this point, if survivors complete the gen on the cabin side and lose the value of stopping by Killer, it will still be useful. However, it is more beneficial to participate in regular gen battles.
-
@SAIKURON said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3676398#Comment_3676398
Time is almost always on the survivors side before the endgame collapse. While you waste time and chase a single survivor who takes their time to loop you on every pallet, the others will do the gens, eventually making you lose. It's not Legion's base movement speed that is bad, it's their mediocre power that almost never happens to get even the slightest chance to be used decently and, moreover, give you a down.
There's a reason why loops buy you time. And any overlooking the slight effects of haste, including dev. It is common knowledge among most decent players that Legion is currently a low-ranking M1 killer. And I haven't mentioned anything about it developing into Endgame. I'm just talking about the pros and cons.
-
I think the developer is probably assuming that multiple things can be used together in the future, similar to boon.
So please forget it for now.
-
If you are tired of encountering him, please entertain everyone by taking on the role of a killer other than him. If everyone does that, you too should be able to enjoy the game with someone other than him.
……what? Why not? Oh, I see, so it's only natural that others don't want to do what you don't want to do, right?
-
It can only be called unfortunate that many of the survivors are no longer players, but have been replaced by hooligans.
-
What if Legion's only buff was 4.7m speed? Personally, I agree. In the first place, this killer is ultimately M1, so unless the survivor makes a mistake, they will inevitably lose time.
-
@Xernoton said:
I think what he was trying to say is, that they don't balance around super coordinated teams and you can kind of just do your own thing and still get out. Which is not completely wrong but it's also not a good mindset in my opinion.
For survivors DBD is a team game. That means all 4 survivors have to carry their weight and work together or they simply lose. Especially when it comes to working together, solo survivors have a lot of trouble. Sometimes because players are selfish and sometimes because they cannot coordinate well enough.
While there are perks to help coordination (like Bond), it is true that seeing other survivors' perks could help a little. It won't fix solo queue because let's be honest, the Meg on your team that runs 4 meta perks and hook suicides immediately isn't going to be any more useful just because you know each others perks but it allows for some perk synergy across multiple builds.
What would really help solo queue though is better matchmaking. Most solo games aren't ruined by the killer but by other survivors. Take the Dwight that's hiding in lockers all game or the Meg that suicides on first hook for example. Or the Claudette that self-cares in a corner. Or the Nea that is way too busy running after the killer and click her flashlight to do gens. Sometimes it's just one team mate that is in way over their head and simply doesn't play on the same level as everyone else, that ruins the match.
Yes, that's true. Barring matchmaking glitches, soloQ is much more decent at this point than it was before. If I have good Survivor friends, I won't keep losing even against Nurses unless the map is bad. we does a minimal chase and gets downed in the right spot. If everyone just repeats this, there will be no 4K in 4 minutes.
Well...I'd be prepared to die if I heard her scream in elementary school.
-
My argument is that even if we save some killers, it doesn't necessarily mean that others will be saved. I would argue that what is needed is a complete rework of the map, not a direct buff to killers.
Reduce the number of safety loops that can be permanently reused, increase the number of pallet loops that can go around an extra round if you win in a reading exchange with the killer, and review the loops that can be mutually stored, and make sure that there are loops that are intentionally prepared and those that are accidentally generated. Clearly distinguish.
-
@LeFennecFox said:
Huntress:
- faster with less arc when charged some
- 10 hatchet basekit
- guaranteed health state if you land it with pretty generous hitbox
- basically no cooldown besides reloading
- 110%
Unknown:
- 7s cooldown
- does no damage unless you've been hit once
- 3 second window to land the shot if they're looking at you
- slows you down some
- 115%
- very occasional teleport without too much control when it's placed
Yea I'm sure unknowns power is too op because you can't turn around
Well, actually, I don't think there are many people who can afford to turn around during a chase. Only when we can do this will we be able to stand on the stage where we can fight against the Unknown, but the hurdles may be high.
-
In the first place, the killer can determine the survivor's position to some extent from his or her starting position (because there are rules). If you want to make effective use of distortion and CS, leave the scene immediately after starting. Hiding self from the beginning is the biggest mistake in making the most of these Perk.
-
Either way, now that you know how to deal with it, all you have to do is put it into practice with basic loop skills and knowledge. Unknown is a slightly strong killer, but not unnecessarily strong.
-
I really want something to be done about this kind of bug. It looks like the Cenobite are still the same.
-
This game is a horror game, so I think survivors are the ones who will enjoy the thrill. So I think it would be much more interesting for survivors to make it impossible to tell who the killer is!
Maybe you said this, in a different capacity.
-
I'm still surprised that Ghostface is still spying on me!
-
Yes, I agree too. I would like to see it implemented, but the devs strongly dislike this type of specification, so it will probably never happen.
-
@Man_of_triangles said:
Mass slowdown is mandatory if you want to play without camping and tunneling against decent survivors, which is why I use them. Of course, most will still do those things because it is the optimal way to play.
In the first place, the decent survivors wouldn't let the killer easily tunneling or camp. If you do that, gen will be completed, right? Because they threatens killer.
-
@mizark3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3675232#Comment_3675232
From the below sources, 1600 is the top skill bracket, where if you lose, you don't lose as much MMR. People are also dragged up into high-MMR matches when a match can't be found quick enough. Anyone within this 'drag' range is within the same matchmaking potential, and thus 'Highest-MMR'. This effectively is 1400-2100 (since they lowered the 3000 hardcap down to 2100 in October).
All of this basically means that you get funneled into higher ranked matches. A far larger group is actually found within 'highest-MMR' than reported. Since MMR is adjusted based on your opponent's MMR, those high MMR losses don't hurt your MMR as much. Even when you are at the lower bracket, you lose even less to keep you in sweatier matches.
Not only that, but the dev behind gaming MMR (an adaptation of Chess ELO), basically said modern MMR is broken. The original MMR is supposed to intentionally put you in above, below, and at skill level matches in some quantity. The stomps aren't great but forgotten fairly quickly, the times you stomp are fun and also forgettable, and the close matches are highly stressful, thus not good all the time. Modern MMR ignores the designed free wins/losses, and only aims for the high-stress 'even' matches. The insta-losses and wins are meant to be a palate cleanser for the stressful matches, but aren't used in modern gaming enough.
https://www.youtube.com/watch?v=orkzXTuIzwU
https://deadbydaylight.fandom.com/wiki/Skill-Based_Matchmaking_Rating#October_2023
Finally here is another (somewhat outdated, but mostly relevant) video that also explores aspects of MMR (in its first ~4 minutes). The issue is even though they reduced the maximum MMR, that just means the same number of players in that upper range regardless, just with 2101-3000s at 2100 instead.
https://www.youtube.com/watch?v=2kCWtRRVfx0
Personally I trust the dude who actually created the framework of what we call MMR more than anything else without transparency. Sadly DC rates were not shown in the last kill rates, nor was it broken down by MMR. That means I can't trust BHVR as much as I'd like to, as they hide too much information to be trustworthy.
I personally agree with this as well. After all, many players are now unable to play a proper game because they encounter opponents who are not up to their level. I also saw that for a time, the opponents that top players faced were filled with people who were not worthy of the competition.
-
Already great survivors are practicing how to use loops to prove the survivor side of the map. Did you extend the loop wall a little bit to avoid being found out? Everyone has noticed! The loop of alternating rocks and pallets is clearly from the Survivor side, and even though it is a short loop that is weak on its own, there is another loop that complements each other.
Everyone says it out loud. “You said the map was too wide so you made it smaller, but dev made new map wider again!?”
-
@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3675142#Comment_3675142
I regularly watch otz and hens and ayrun play regular matchmade games all the time and make videos out of it, often together. I honestly don't know what it is, but i was in a thread before where it seems clear to me that when you, and otz and others stream killer games, you are for some reason not going against the same caliber of survivors that i often see. You can actually tell the difference just by watching how they play. I have no rational explanation for it, nor proof, other than when i watch you guys i see the survivors make TONS of mistakes, but the ones i play are on a different level.
I plan on doing an experiment soon where i play at different times and record/post matches to see if maybe its a regional thing, or a time thing, or what.
I think what is truly needed on this forum is a thread can dig deep and exchange opinions on what was good and what was bad in both survivors and killers using a video that shows an all of match. Perhaps that's where the differences in people's perceptions will become clear.
-
I think the new killer is pretty fun. However, anti-3gen sometimes causes problems even in normal matches, and the additional maps are still advantageous for survivors. However, if you're dealing with survivors who don't notice the interrelationship of pallet loops, or the change in pallet wall loops that imitate the existing one, but the walls are slightly longer, it's no different from the old map.
Above all, it is very boring that rescue is boring and has become just another task. There is no need to think, and there is no sense of urgency. I think the current DBD has stripped away too much of the fun in order to make it more casual.
-
I would like to embrace Regression and avoid blocking as much as possible. I'd rather enjoy the back-and-forth battle than not being able to do anything. In the first place, the blocking configuration became popular because there was a limit of 8 regressions, and without this, we would not be in the current situation.
-
Your lament is greatest. I've seen many times that these kind of child-like people who aren't participating in the game and are just disrupting the game are screaming 5 gen tunnel. The reason they can't realize that they're a nuisance to their fellow survivors is because they aren't enjoying the game. For them, games are not something they enjoy, but a tool to enjoy other purposes. Of course, the purpose is not related to the game, it's childish and embarrassing.
-
@SrNinguem said:
I mean camping and tunneling is toxic because it gives no chances for the survivor, yea ik dbd is a game for killers but still survivors need to have a chance for escape, so when there is 5 gens and the killer tun someone so the game stay with 3 survivors and 4 gens there is no chances for escape so for me the killer was being toxic.
About the video u can see how freddy make a moon walk and dont get stunned by the pallet and in the whole game he was revealing the aura of everyone, i was healing my self in the basement and my friend only watch he walks for the basement like if he know i was there and when the match is over he didnt even have nurses call or something but he still come for me...
Btw if you are saying this is not toxic, you'r probably doing the same thing as this:
I saw the video and there were two survivors who came to recover, so they should have covered you. That's definitely the skill issue. And if possible, you might have made it in time if you headed to the gate without wasting anything within the time limit. First of all, in this situation, I should have gone straight to the gate instead of building up my recovery gauge. Your survival rate will vary greatly depending on whether you know the theory or not.
-
@Hexling said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3675074#Comment_3675074
It depends if you aim directly down you can use it pretty close I've gotten it where shack isn't very playable against him.
Sorry, I may not have checked that thoroughly. If so, it's my mistake. However, it's good to keep in mind as an option, as it can be very effective when maneuvering back and forth between pallets.
-
Certainly, there will be no one who will have trouble with it, so it seems like it would be a good idea to implement it.
-
He is a killer similar to the Executioner who cannot escape normally when using his ability. Survivors fleeing must have map knowledge to keep looking behind them, and avoid the killer's abilities by listening to the sound of the killer's ability use and moving away to avoid the blast through walls, and sometimes evading the killer's ability by rushing towards him. Killer abilities cannot be used in close quarters, unless you use an obstacle.
-
Looking at the measures taken so far, it is safe to assume that it will not be implemented, as the majority of players and the developers probably do not want it. As a recommendation, I think a reasonable implementation range would be to get a system to BP bonus by dispersing each perks use.
-
@HerInfernalMajesty said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3674452#Comment_3674452
Wow I loved the video thank you for sharing 😊 The little music at the end was so cute and funny lol 😂☺️
thank you for having interest!
-
@Spare_Them_Mori_Me said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3674612#Comment_3674612
You forgot to insert 'skilled' in front of 'player'. A skilled player can get out of a tunneling situation. MOST players can't. And you can discount and ignore these things all you wish. Until a point is made that makes everyone happy, we'll just be going back and forth.
I'm for most of the players enjoying the game. Adamant tunnelers are not, they are here for the W. Nothing inherently wrong with that at all, we all play for different reasons. Doesn't mean we won't react accordingly. Tunneling makes the game unfun for both sides, as both sides have stated. It is simply the most optimal plan since MOST of the player base can't figure it out. And Im not discounting Solo'q. Its even harder, almost impossible to escape it in Solo'q.
Not your problem though. Enjoy your games :)
If you say "skilled" is intermediate or above, then most people aren't even intermediate, right? If that's the case, I agree with you. The player in this video is special, but what he's doing is nothing special and is something that any player at intermediate level or above would do. Let's end the story.
-
In fact, the contamination of the game by cheats is so severe that it seems that there are an increasing number of cases in which applications are not processed even if they are submitted with video evidence. Devs don't like it, but if it's Steam, it would be wiser to apply on Steam. That seems like a more honest response.
-
@Spare_Them_Mori_Me said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3674514#Comment_3674514
Well, ofc? A strong team will not fear anything the killer throws at them. Thats why they're 'strong'. Now if you're trying to make it sound like Im saying anything but 'Tunneling is bad for the game*, its unfun, and is boring.", then I'd disagree. But sounds about right!
I agree with your example scenario as well. However, even if you did find a few more videos, this one in particular is in no way normal gameplay. This might be upper 20% of players? So again, it doesn't even apply to the 'Tunneling meta' discussion. People like quoting top 1%/5%/whatever%, but top 20 is a good chunk of players. Once you're up in that MMR with killer, tunneling is a bad choice right? Most teams can chew through that strat like nothing. Because their strong.
New players, SOLO'Q, and most intermediate players can't combat tunneling, and all thats said is "Its a viable strat.' 'Get gud.' Etc.
If a game is boring and unfun, why would people continue to play it? Thats where dbd is currently imo.
Maybe Im just not getting it. But I dont know why we want to ruin the fun of this game for each other. Even in the name of 'I want to win', its still just gross imo.
*: There are situations when the killer should begin tunneling. It is not at the start of the game outside of a tournament scene.
And if the examples I bring up are ``special,'' then the many killer winning streak cases and NO tunnel camp winning streak examples provided on this forum are also ``special.'' In that case, all you have to do is aim for that specialness and play together. And if you can't see that OTR is so helpful and that the player would have escaped unless he dared to act like he was being chased by the killer, then you haven't learned anything from this video. You're overlooking the fact that unless the player refuses, there are many times when the player can escape from being tunneled.
-
Until now, Pig has established itself as the perfect killer to practice with the M1 Killer. This is because she has a slight spice to her chase ability and stealth ability, but her basic ability is an M1 killer, and she has the ability to delay the completion of gen with her own ability. This was because it was perfect for making matches a little longer and gaining experience points for the game as a whole.
That unbalanced adjustment is stupid to say the least and diminishes the appeal of RBT's "game-dominating" killer.
-
@Spare_Them_Mori_Me said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3674452#Comment_3674452
Nice! Now find many, many more examples we can watch. This one in the fields of tunnels is merely a good team outplaying the killer. If this is an argument to simply allow tunneling as is to continue, I think you might be disappointed.
Tunneling needs to be kneecapped and hard. Its not about viability or fair, its about making the game fun again. For both sides. Most killers who openly admit to tunneling express it is indeed boring. But its their only option to win? Then more practice is needed.
"If you hate tunneling, maybe you should practice more!" I do hate it, but Im happy to take the heat in a tunneling scenario. You'll get one kill, I guarantee it. But I cant say this for MOST of the player base. Thats why its an issue.
So you're admitting that at least as long as the survivors are stronger than the killers, there's no need to fear the tunnels? That's fine then.
Even if the chase time were halved, judging from this example, there is no way it would end in 5gen. In particular, one game shows an example of completing 2 gen in 120 seconds, as I mentioned somewhere. There were some matches with the opposite pattern, but they bounced back from there and were able to complete gens all at once. This may seem unusual to you, but I want to make it clear that this situation can easily occur in matches between intermediate players, both Survivor and Killer, even if they are not advanced players. If not, the survivor is probably using the wrong method to win the game and neglecting to complete the gen. Based on my values, I wouldn't call such a person an intermediate person.
-
@I_Cant_Loop said:
Also LOL Bond, Unbreakable and WoO should be basekit for survivors? And also "guaranteeing escapes"? Have you ever played killer? I started playing this game a long time ago but I remember how frustrating it is being a new survivor. Brand new solo queue survivor is probably the most miserable position to be in. But you cannot buff all survivors just because of how difficult it is to be a brand new player. As killer, I usually play against what I can easily tell are experienced survivor players. They all know the maps and know how to loop and mindgame. It's already hard enough to beat these players, especially when they're coordinating perks and talking on comms. Giving these players a bunch of free perks means killers will just get stomped even harder.
When you're a brand new player, you just need to accept getting stomped on both sides. I can't think of another online game where this isn't the case. That's the way that I and every other long-time player had to tough it out at the beginning. I'm a very casual, average skill level player and yes solo queue sucks sometimes, but I also have some very fun matches where I and my teammates are able to easily beat the killer. If you're losing every single game badly, it's probably more of an individual skill issue.
I know this voice will not be heard by anyone in this forum. That's really unfortunate. People who say something reasonable are always viewed with suspicion and are not evaluated fairly.
-
Not much has changed since before the rework. What did dev want to do with this map? That's what everyone is thinking.
-
@MaTtRoSiTy said:
Best idea is just assume every lobby is a 4 man SWF but remember that 90% of survivors are terrible at the game and being in a SWF still wont carry them
So the top 5% of this game is just the top half of all but 90% of them, right? Yes, I think so too. In that case, the escape rate of the top 5% should not be used as reference material. This is because even within that 5%, there are considerable disparities. I think the stories of those who have experienced that world and those who haven't will probably not mesh well with each other.
-
Examples of how weak tunneling is, how strong OTR is, how the new map has many loops that are beneficial to survivors, and how survivors can be gen powered in 10 minutes even if there is a slight mistake on their part.
https://youtu.be/CQKl9Bh23B0?si=J3bOET-b78YVDAjMOf course, it was a match where the survivor's skill in chasing shined, but it also proved that even if you make a mistake, a survivor will not be sacrificed in 5 gen just by being tunneled by the killer. Unless the survivor is playing around, the gen will definitely complete.
-
The main room can never be called a dangerous area due to the loop that uses the windows on the second floor and the windows below, and the chase routes are diverse, so the survivor is always in control. Unless there are survivors who complete their gens in the wrong order, most killers have no chance of winning. This is a map where stealth killers can play an active role.
-
This map is a paradise for certain killers, so I'll take that into account and vote it as a balanced map. If the usage rate of nurse was low, I would have declared survivor to be advantageous.