Anti051
Anti051
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- Anti051
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It's silly to me that DbD mobile offered a toggle, but there's none here. Also reminds me of how gen tapping was kept in the game earlier on because some dev "thought it was funny."
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@vol4r said:
It just feels like killers get what they want all the time.
They wanted dead hard nerfted? They got it. Spine chill, Shane's perk? got it.
Deliverance, sprint burst, vigil? Got it
Soon shoulder the burden, lithe, resilience, balanced landing will be getting nerfs, because of killer complains and spreadsheet will show that those perks are overused.We had anti-tunnel system implemeneted - killers feedback made developers scrape the idea, they got rid of it.
Now killers tunnel and feel good about it. Can't say that about surviviors. They automatically lose a game because killer found the "weak link".
Atleast they nerfed ONE slugging perk, let's be happy.Surviviors feedback about problematic killers doesn't seem to matter for a long time now.
Nurse, Kaneki and Jason destroy lobbies without a problem.
Well, atleast they nerfed blight and wins aren't that free anymore. We should be happy.Basekit BT is being shortened - something that helped us a lot when killer went for immidiate tunnel.
We could make distance to a better loop, giving us a better chance.
Not everyone was using that offensively.Solo queue? Who cares, right?
Find friends to play with just so we will slight chance to get escape sometimes.Surviviors are DCing, giving up against their disliked killers. Making everyone have bad experience.
But we still didn't decide to think why that happens. Why would a survivior DC against their 5th overtuned jason in a row?
Or ghoul that doesn't really care about anything, bringing 4 slowdowns and 2 addons that literally act like perks.
Why don't we do something about that? Why don't we make survivior experience a little bit more enjoyable, so maybe those people will start enjoy the game more?Why are surviviors giving their feedback and nothing is being done about it?
- Less than 4 minutes from the word 'go' to do something real enough to stop survivors.
- Extra added safety to make playing M1 killer even worse than it already was.
- A gimmick "power" that grants minimal assistance in chase and doesn't even work correctly to begin with.
- An experience so doctored up with 'endurance' that it's barely a game anymore.
Yeah, it's a real fine bowl of diarrhea I get to feast on, could you pass the salt, please?
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The Ghostface experience is currently sitting at dog-water status so I'm down to see anything positive related to improving the worst killer kit in the game.
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@PhoenixGamerX said:
im so tired of being slugged and tunnel most of the time, i get off hook someone else is CLEARY there but no i get chased AGAIN instead.
just bring it into the game it will make killers acually get better at the game and learn rather then slugging and tunneling just to win.You should play killer.
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Rocketing off into a forest of safety the moment you feel threatened is one of the lamest features in the game.
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@HexSlugged said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4096842#Comment_4096842
typically in pvp games and competitions in general you dont go easy on your opponents because they are playing poorly.
True, but this community is slower than molasses in an igloo when it comes to taking the fact of the matter into account.
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@Carnib9 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4096564#Comment_4096564
We already have stats for pubs and in general, which indicate it's killer-sided. The stats I posted just show that the closer you get to the top level, the more survivor sided the game becomes. Basically, DBD is balanced around players playing casually, as you say, but breaks at the top level.
it's not really "lawless" if we are banning killers and preventing repeat killers, is it.
Without bans, it's just going to be the same killer every match. As shown in the data, the top 5 strongest killers are already being played in almost every match.
Not to mention map rng and the like can vastly impact a match for survivor, it's very different if it is predetermined.
I think having the maps pre-determined reduces RNG, and the maps played were already killer-sided on average.
Sad part is if you make it a regular habit to play DbD or decide you want to get good and you practice at it, you're doomed to eventually get stuck in the monotony that is 'advanced' DbD (The same META perks and killers on repeat due to the strange refusal to perform any balance changes through the lens of what advanced players are capable of).
It's like a loaf of bread that's perfect at the beginning, fine in the middle, but incredibly stale at the end. The more anybody plays, the closer they get to that stale end.
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@THE_Crazy_Hyena said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4088426#Comment_4088426
To be fair, 4-man slugging isn't skillful at all. It is abusing a mechanic that is in most cases completely uncounterable.
I mean, who are always running things like Unbreakable, WGLF, Made For This, etc.
It is not very common at all. Most survivors I see nowadays are running the usual SB+Vigil, Finesse and chase-oriented builds. Maybe the odd Deliverance or Shoulder the Burden, but I hardly ever encounter anti-slug in my games.
So this is clearly abusing a pretty uncounterable mechanic, that is really unfun and uninteractive to play against
Oh, okay, then get on some M1 killer and go do it against folks who aren't noobs. Good luck.
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Wouldn't need any god mode protection if my teammate didn't mindlessly dive my hook when the killer hasn't even walked 20 meters away yet.
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4085309#Comment_4085309
I'm well aware of the issues of SB. I just made a post about myself a few days ago. Vigil definitely needs to be changed. But this is still the same issue on both sides. I've used aura for most of my time playing killer. Consequently, my macro is not great. I just follow the info. But I also don't ever use SB, Windows, or Vigil as survivor and I've yet to become good at chase, even with a good amount of play time. Not using certain perks won't make you great.
You're also assuming everyone wants to improve. People on the forum probably take this game too seriously. The average player just sees it as some occasiaonl diversion, not an Olympic sport.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4085303#Comment_4085303
There's more than one way to perform in this game. I don't like chase as survivor and try to avoid it until I have to make myself known for my team's sake. Otherwise, I work behind the scenes, and if the one and only time the killer sees me is when I'm walking through the gate with my team, that's the best accomplishment to me in this game.
Killers often defend certain unliked tactics because "diverse playstyles" and "choice" but will expect survivors to all play the same way and try to strip away at perks that encourage that. I see way more diversity in survivor builds and tactics than i see in killer ones currently and I'd like to keep that diversity. If killers all want to bring anti-gen instead of perks that help in chase, than they should expect survivors with chase perks to often outdo them.
The ability to cancel out a chase the moment it starts is not a tactic, it's bullshit.
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@cogsturning said:
Both sides are equally boosted by perks, and the meta should be obliterated on both. I've won many killer matches solely because of my build. Almost everyone is perk dependent. Very good players play without perks. Until you do that yourself—and win—you have little argument.
But you're also saying someone was boosted even though you beat them. So how effective was the boost?
Can't ignore what was said about players who have better awareness using the same sort of thing, it's true that they do become relatively untouchable for the lower tier M1 killers. Sprint Burst and Vigil are far too powerful. It's fine to have perks that assist your performance in chase, but you can't have perks that pardon you from needing to perform at all.
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@OSU__Player said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4085081#Comment_4085081
The difference is that each hook stage only lasts 60 seconds, and the hook actually progresses the game towards its end.
Being slugged lasts 4 minutes, and you literally can't do anything but crawl. You are forced to not play for 4 minutes. On the hook, you can at least attempt to escape or miss skill checks to sacrifice yourself and next out of a toxic match. When slugged, you don't even have the choice to die faster, and if you leave the match, you get a matchmaking penalty—unless everyone is already dead or downed.
Besides, slugging stalls the game completely. Rescuing someone who is slugged can be suicide because survivors don't get a base-kit Endurance (borrowed time) effect when picked up from the ground. The killer can just instantly redown them. You are quite literally a textbook hostage if the killer decides to play that way.
Your health bar depleting also progresses the game towards its end.
You're only waiting 4 minutes if nobody comes to get you, it's the same as dying on hook if nobody comes to get you.
Knockdown strats do not stall the game out completely, the game is not being prevented from ever ending (which is what being 'held hostage' actually means).
In fact, full-team knockdown strats are high risk, macro-intensive stunts.
It's very unlikely that the killer knocks you, stands over you and doesn't continue building pressure to stop the other survivors. If the killer does decide to play that way, standing over you, not moving, then the gens will be demolished and the killer will lose the game.
It's very likely that you'll receive more than the standard 3 chances to play before you're dead if the killer does use a knockdown strategy, which isn't something you should be unhappy about (I imagine the issue has more to do with not benefitting from all the busted effects tied to getting unhooked).
Also, think about it a little more: Let's say the killer knocks somebody down at a pallet (happens a lot if they actually win the micro-game on a tile). There's another survivor nearby so the killer can't pickup lest there be a pallet/flash save, so the killer had better chase that other survivor. The knocked survivor under the pallet hits max recovery and gets picked up mid chase into your proposed free god-mode effect, body blocks the killer with it and both survivors in that encounter proceed to get away. This whole process can rinse and repeat for the entire match. This is already the way it currently is with WGLF/MFT, but you want to go ahead and make that sort of thing into a base-kit feature….How is that not complete BS toward the killer?
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What's the difference between sitting out on the ground vs sitting out on the hook? Last time I checked, somebody has to come tag you back in either way.
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@Aven_Fallen said:
And the goalpost gets moved further and further. Killers know that if they complain enough, they get more and more from the Devs. Now Sprint Burst is the target, once this is done, we will see people calling for Lithe-Nerfs.
You dont lose games because of Sprint Burst. You lose games because you are not as good as you think you are. Try to improve instead of getting everything nerfed.
Feel free to downvote, this is also easier than trying to become good at a game.
You can have something that assists your performance in chase. You cannot have something so powerful that it pardons you from needing to perform at all.
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Same deal with Huntress hyperventilating in lobby.
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@SoGo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4084201#Comment_4084201
Exhaustion reducing movement speed was a thing BHVR thought of doing, but decided it'd be too much.
I think they were right.
It'd be fine with the current pallet spawns.
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Get real, man…
All gens can be completed in under 4 minutes, therefore getting focused is not unfair. The game is not all about you, especially in an asymmetrical multiplayer setting. There is no time to facilitate extra safeties, guards and water-wings just because you wanna be up in your feelings about not getting your way against smarter killers.
Most of the killer roster is barely played due to years of cumulative scrub-service and I doubt that things should be taken and made even worse in that regard just because selfish players refuse to acknowledge the full picture of how the game flows.
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Her power ought to work like the Oni.
She should start as a 115% M1 killer that cannot blink while Spencer's Last Breath charges up through various in-game events like scoring a hit, getting stunned, getting blinded, a generator completion, a hook/unhook, etc, until the power is fully charged.
The Nurse activates her power, is reduced to 90% movement speed and can then blink for the duration of the power timer which can be extended through the same events that initially charge it, but at a reduced rate.
The balancing bottleneck that the nurse causes in this one-size-fits-all system has been a problem for all the other killers for long enough.
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Toba can have that exact same window spawn problem as well.
On a deeper sidenote: The dev should probably look into having map safety spawns depend on what type of killer is present.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4083281#Comment_4083281
Compare old dbd with current dbd in every single aspect and say that again.
Which version?
Currently there's so much endurance that you have no idea if the match is going to be a true contest or turn into an invincibility cheese-fest. Older versions of DdD may have had their issues, but at least god-mode perks weren't serving up BS escapes like an all-you-can-eat buffet.
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@radiantHero23 said:
The pursuit of balance has done more harm than good to dbd.
The devs haven't pursued balance, they've pursued pleasing game-scrubs to make more sales.
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@ThatRyanB said:
Hey folks, let's make sure to keep the conversation civil in here.
Pallet density and distribution is inherently a topic that lends itself to differing opinions per role, so I want to make it very clear that when we bring feedback back to the team, we strive to present both the Killer and Survivor perspectives.
If you're ever feeling concerned or questioning about a specific situation where balance feels off, like in the example of this thread, don't hesitate to flag it with any footage you might have, so it's on our radar. That way, it's also easier for us to keep our eyes out for corroborating evidence.
More of the team ought to actually play the game beyond a casual level, especially as the weaker M1 killers, then you'd experience exactly what a lot of us are trying to get you to understand.
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One less way to spam loud noise notifications at the killer.
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@BubbaLuvFacecamp said:
The few buffs they gave him still isn't enough to move the needle from bad to alright. They really have to give him more than that.
I'm not sure if those most recent tweaks were just a "we know, but here you go for now" type of thing (certainly hope so), but Ghostface definitely needs serious help, especially with the current pallet spawns and frequency of endurance.
Even with perks like 'Play with your Food,' 'Coup' and 'Bamboozle,' he still can't catch anybody worth a damn in a timely fashion, it completely sucks to play his kit right now.
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@RpTheHotrod said:
Ghostface really needed that kind of mobility. :/
Ghostface needs everything.
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@Reinami said:
Can i ask you a serious question?
Why do you hate slugging so much, when it is essentially the same as being hooked, if anything you have MORE agency while you are slugged than while you are hooked.
While hooked you:
- Cant do anything to meaningfully progress the game.
- Can't move.
- Must be saved by a teammate
- Will die if left alone for 210 seconds (3 minutes 30 seconds)
While slugged you:
- Cant do anything to meaningfully progress the game.
- CAN move, but very very slowly.
- Must be saved by a teammate
- Will die if left alone for 240 seconds (4 minutes)
It basically seems that, while slugged, you take 30 seconds longer to die, but you can move (even if very slow).
So functionally speaking, both of these actions remove your agency as a player to really do anything. So why is it that you hate being slugged so much more than being hooked? I don't mean this as a "gotcha" or some kind of trick, i just legitimately want to understand your perspective and emotional standpoint that makes being slugged so much worse for you than being hooked.
It's just the truth.
Getting hooked is fundamentally the same as getting knocked with the exception of two key points and one trade-off.
1.) You deny hook-based bullshit perks that most of their "gameplay" hinges upon, they hate that.
2.) You continue pressuring immediately instead of poking giant holes in your pressure periodically, they SUPER hate that.
These two key points agitate the videogame-scrub mindset that most survivor players unfortunately possess. If there's any confusion about what a videogame-scrub is, please refer to this link - https://www.sirlin.net/ptw-book/introducingthe-scrub
Trade-off: While eliminating the stress of putting up with some of the most annoying and game-breaking perks that exist, the killer must accept that they'll be playing a heavily macro-dependent version of stab tag attrition where each survivor will likely receive more than 3 chances at getting caught.
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@random1543 said:
Do you enjoy the current speed and pace of DbD? Do you think there is a place for slowing down the pace of DbD so that methodical and long-term planning actually means something again?If we want to slow down pace of the game basically all mobility killers will need to be nerfed OR their needs to be different rules for high mobility vs low mobility.
We have Ghoul swinging around the map getting lock on into mending at high speed, meanwhile we have hag in the same game that waddles around slowly and has to set up traps as a power. Its impossible to have a balance state that works for both of them if the game rules are the same for both of them.This. x1000 This.
There needs to be different match rules depending on the selected killer, trying to push a one-size-fits-all format does not work any more.
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Ghostface.
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@Royval said:
I would love to see any dev that works in dbd play against this killer and show me any types of counterplay. A killer needing comms to be tolerable to face is not healthy for the game. Please nerf this killer. It’s extremely boring and dull going against the auto-aim spit too.
If a killer has easy counter-play, then it's not dangerous.
If it's not dangerous, it's not scary.
If it's not scary, it's not horror.
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It's about as balanced as a fat guy on a unicycle.
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If you play a killer character that has weak chase potential, you're not helping your pressure by hooking.
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@Jejune said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4078613#Comment_4078613
I never said that exposed is unbalanced, it simply too common and it never feels good to be hit with and on the other hand it doesnt feel good if you dont hit the survivor with 1 hit down.
Killers like ghostface, myers, billy, bubba, oni are boring to play against but cool to play as when you get 1 hit downs. When I play against them it feels like a waste of time. Kaneki is more fun to play against even when i get the succ through a boulder or a wall.
I never run vigil because there are more interesting choices, like literally any "press a button" perk is more fun to play with than passive that helps 5% of the time.
Sure I can run sprint burst with toolbox and mow through gens as fast as possible but whats the point?You seem confused:
Playing survivor is not about what feels good, it's not a neck massage. It's supposed to be about overcoming the challenge that each killer brings to the table, and frankly, it'd be swell if folks like you would quit attempting to bastardize that.
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Entitlement and main character syndrome has been an issue since launch.
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Pallet and window spawns should depend on which killer it is. Dropping ghostface into maps with enough pallets to combat the Blight is just awkward and thoughtless.
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'Ghostface taking no skill' has to be one of the most absent-minded takes I've ever seen after 8+ years playing the game.
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@cogsturning said:
All that's happened to base gen speeds is that they've been increased from 80s to 90s.
Ruin and Pop were recently both buffed. Turn Back the Clock has been a very popular new regress perk.
Diminishing returns has nerfed healing builds.
Survivors have to learn the counterplay to a new killer every 3 months, while killers can play their main forever with little change.
Thinking the most braindead autopilot killer in the game was "gutted" is a hell of a take.
Increased to 90s and the game can still be over in less than 4 minutes.
A couple of regression perks were buffed with another decent one added, but what does it matter when you're not allowed to defend a gen after 8 regression events?
You can't heal to full in a few seconds? That sounds so rough.
I've been playing Ghostface for 6 years and it's only been getting harder as time goes on. From Vigil destroying status effect timers to the game virtually playing itself through Sprint Burst in tandem with story-mode-difficulty pallet spawns, survivor players have had the game altered to their benefit so severely and still try to act like it's nothing but nerfs for them and buffs for killers. This false narrative junk is so stupid, man.
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@Valuetown said:
Unfortunately as expected, your post will be downvoted into oblivion despite Nemesis and Oni being one of the most prevalent combos this 2v8.
But yes, Nemesis is not fair. Neither is Oni. Downvotes with no discussion just proves that killers don't want to work for a win.
The only thing that seems to be consistently proven is that a lot of survivor players want to push something off the table as soon as it interrupts their cakewalk.
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@MountainMine745 said:
Please fix anti camp and make it stay during endgame, there are so many matches where as soon as endgame happens and the anti camp goes away I get face camped if I get hooked and there is no way for me to get off.
You're aware the game isn't all about you, right?
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It should be base kit that it takes double the time (3 seconds) to reveal if you're on a hook or downed.
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@JesterVittorio said:
I want to start this post off by saying there has been a rampant trend among killer players refusing to hook in matches of dbd on youtube and on twitch and encouraging others to do the same. These people prop up straw man arguements about how slugging bypasses survivor perks to win games. Not only is this just a flaw in game design but it promotes a more and more toxic community. I've attached pictures of just a few of the videos that come up when you search "dead by daylight" on youtube. These were filtered to show only the last months videos but video after video is the same subject. ALOT of these videos try to explain slugging as a strategy but end up coming off as insulting or entitled towards feeling owed a victory
https://us.v-cdn.net/6030815/uploads/7MXPLQVD0J90/screenshot-20260502-143901.png
https://us.v-cdn.net/6030815/uploads/NML81WLM7MCK/screenshot-20260502-143930.png
https://us.v-cdn.net/6030815/uploads/2ZZ4LVUVFH1V/screenshot-20260502-144007.png
https://us.v-cdn.net/6030815/uploads/VT1YVE0L75HR/screenshot-20260502-144026.png
The comments of said videos are all filled with players saying survivors "deserve" this or its "punishment" for bringing certain perks. But after the last match I was in where the killer slugged everyone they entered the chat and said "You can all just leave your angry comments on my steam page" and then left. This was a player using the "slug build" not play for fun but to try to mine salt for some weird personal reason. There is no sound logical explanation for waiting in queue for upwards of 10-15 minutes to enter a slug match that lasts 3 minutes +4 for the slug out timers and say the 13000 bp points was worth the time unless you are intentionally trying to ruin the experience of others. Some survivor perks are strong and can be stronger in a group that is coordinated, BUT no survivor strategy in the game refuses to play the role they chose to play as and is able to bypass the primary objective to get to the goal of all 4 getting out.
Survivors cannot skip doing gens unless 3 others die and only hatch is a option. There is no 4 out no gen strat.
So why should the killer role have such a glaring hole in the games mechanical design?
Yes there are anti slug perks in the game, but unless you have a full anti slug build that offers endurance when you pick yourself up when the killer is standing over you alot of those perks mean nothing. When the slugging killer knows you have antislug you just become a bigger plaything to them when everyone else is already on the floor.
The only thing I will say in favor of the killer role is maybe there needs to be a more defined definition of what is a "win" for the killers. Alot of them only see 4 dead survivors as the only means of a win and that is part of what has lead to this epidemic of slugging.Need to point out two things:
1.) The primary goal of the killer is to stop the survivors from escaping.
2.) Whether you're sitting out on the hook or sitting out on the ground, you're sitting out either way
The killer is not bypassing their objective if they stop the survivors by primarily knocking them down, especially if the killer character being played is extremely weak in chases. You cannot hold every killer character on the roster to the same standard as the S-tier characters. It's fine for it to be difficult to stop the survivors through hooking. It's a different story when going for hooks becomes more beneficial to the survivors than it is to the specific killer character being played.
For example: Let's say that everyone in a group is running 'Dead Hard,' 'Decisive Strike' and 'Shoulder the Burden.'
In this situation, the stopping power of the Blight is stifled, but not extinguished, the Blight (if played well) can still stop and kill most of that group through hooking because of his immense chasing power. The stopping power of a killer like Ghostface in this same situation is completely extinguished if they try to stop the survivors through hooking because Ghostface does not possess anywhere near the same chasing lethality (or lethality in general) to contend with the empowerment and control that hook-related perks grant the survivors, hence the pivot to an approach that renders a better chance at success.
If hooking is the demanded approach to stopping the survivors, then hooking cannot be allowed to be manipulated into triviality.
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- Comically safe maps.
- Quick gens.
- Most killer kits can't push enough threat to make a difference.
What did you really expect?
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@Raptorrotas said:
https://us.v-cdn.net/6030815/uploads/HXVMSJX6057L/grafik.png
Well then you have 3 Survivors complaining about you being a tunneler and 1 Survivor calling you boring.
The accuracy is hilarious
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Maybe you should slow down and think a bit more about why hooking isn't an attractive option.
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@BongoBoys said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4075322#Comment_4075322
Ghoul exists so yes but fr though I've been seeing a pattern where new killers and reworks designs are very easy where the skill floor is significantly raised and the ceiling low.
The next problem is Devs ain't gonna do anything about it because since they see no problem with this since they confirmed they ain't gonna do anything about Ghoul and even though his pickrate is astronomically high since his kill rate is "okay" they don't care even when majority agrees Ghoul is miserable to play against.
Now Myers since he has way less pickrate and even less Kill rate Devs ain't gonna bother at least not for a year or 2 since they see the rework as a success.
Can't really listen to the majority when they label anything that can push real threat as "miserable" in an effort to have it nerfed into submission.
It's not much of a cat & mouse game if the cats have been declawed and drugged to the point that tired, drunken mice can get away with minimal effort.
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@SoGo said:
From the POV of devs, probably yes.
If that wasn't the case they'd do something more with him.
Having only a handful of killers that can push real threat, while the rest virtually push fake threat seems like a really bad idea.
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2 seconds off the nightshroud cooldown does absolutely nothing to help Ghostface in modern DbD. The same can be said for the other killer tweaks, they did nothing palpable to actually improve those killers, so seeing the same stuff you've been seeing makes a lot of sense.
Unless they're a specialist, why would anybody pick killer kits that suck and aren't fun to play?
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Certainly seems like there are a lot of dickish moves toward killer players lately.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4075245#Comment_4075245
To be fair, looking at that first scenario, I think it's fair to say it's more pressuring to have all those survivors on a hook instead. At that point the match is over because you won.
I think people mistake what makes slugging appealing at the moment. It's not that hooking is weak (there's especially no real evidence for this), or even that slugging itself is just flat stronger… it's that slugging has a low barrier to entry and also tends to catch people off guard.
A team, even just a team of good solos, who prepared for aggressive slugging at the loadout screen can absolutely demolish it. Hooking, by contrast, is a lot harder to flat out beat at all, and requires a lot more than just equipping one or two perks to even substantially weaken.You can only get the first result if you do not pause the pressure of the rampage to initiate the hooking process.
If you down somebody and can get even more damage or another down shortly after, you should, if not, then hook.
If you go ahead and use a more knockdown oriented playstyle for awhile, you'll find that generators do not fly anywhere near as fast so long as you're winning chases and keeping the team against the ropes with injuries and downs. The evidence you're overlooking lies in the perks commonly used that activate from being hooked as well as the time it takes to stop, pickup a player and successfully hook them.
