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Conrad16th

Conrad16th

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Conrad16th
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  • On my first day of playing DBD I was thinking it is a horror game at which I am meant to die. I felt like I won each time I got high points for the match. I played with friends and I had no problem.

    Next day some of us actually survived.

    Then I tried to play killer. And first thing on my mind was to kill one of survivors to have better chance for win. It is the most obvious and optimal path.

    A few days later someone told me that tunneling is an actualy a thing.

    So we all start complaining and calling killers tunnelers.

    Now I know that when we spread on gens, 90 seconds to the game we can be on 2 gens left. If we are 4 alive killer is already losing.

    For the killer in most cases is no way to tell if he play against good survivors and did they spread on genes or not. Before you decide to tunnel it maybe already too late. When I play nice as a killer (and I always do) I have matches when I am on 1 gen in 3 min even if survivors have 200 h in the game.


    The problem

    Tunneling hurts mostly when you new to the game and you play solo survivor. When you are an average survivor then the problem gets smaller, with swf even smaller, good survivors and on competive level survivors starting to have no problem at all.

    You can not solve a problem that is existing and not existing at the same time unless you do another game mode with separate rules.

    The game offers a bunch of counter plays that make this game more fun and push survivors to play as a part of a team.

    Imagine unhook. 10s base BT, another 10s of BT perk or Off the record, speed bust after hit, Decisive Strike into The Lithe, Anti-Hemorrhagic Syringe med kit, body block, For the people, die on palet....

    Obviously this is not happening very often but it doesn't mean survivors not trying. Smart killer will give up chase before all chain of event will destroy him. If not.. then this is gg for the killer.

    Whatever you give to survivors to prevent tunneling they will abuse it.

    Some survivors, when slug, they will crawl to the edge of the map and bleed out for 3 min just to prevent the killer from getting points for hook. Survivors are not an angels.

    Base kit BT is not only use to take hits and body block. Is used for unhooking also. If you have two survivors on hook you are not in as strong position as before the patch with base BT.

    Is not nice to be tunneled 3 times in a row I got it. But if my teammates won one of this games I am good with that.


    So where is the problem?

    Problem is in the community.

    And the best prove for that is the fact that there is no non tixic name for winning strategy for the killer. People like to complain - tunneling, camping, sluging.

    Hit and run is not optimal and gen kicking build sometimes don't work with bad RNG and good survivors The killers who use them are called tryhards in post game chat.

    Recently I was watching championships. People on competitive level. The Blight sacrificed 4 survs at 5 gens. Why would you apply any kind of mechanic to punish the killer for quick hooking and wining the game at 5 gens? That was big missplay on the survivors side.

    Another match - The Doctor looses with 0 hooks. How do you tunnel in this situation? Bare in mind that this survivors had only one brown tool box because of competitive rules.

    If you still reading this, when I play the match I have 2 main goals - learn and get decent Bloodpoints. Maybe that aproach will help you. Yes, I am a bit upset if I got tunneled or survivors rush the gens and leve before I get a few hooks. But this is not happening so often to cry about it for years. Sometimes you lose and you getting triggered but thats makes the game more fun and not boring.

    From what I hear even from an experienced streamers, people would like to take from the game tunneling, camping, slugging, gen kicking. Imo, whatever you left with it will be boring by is own. Find, chase, kick 5 palets, hook, find new surv, chase, 4 plaets, hook... The decision making proces is narowed totaly. Realy? is it what everybody wants?


    Conclusions

    This is a competitive horror multiplayer game not adventures fairytale game. Just be ready to be sacrificed and have fun.

    Entity is waiting for you.

  • @martinj97 said:

    Good suggestion. Personally I prefer a "Favorite Perks" feature, for console compatibility and simplicity. Favorite perks could be at the top of the existing perk list, or be on their own tab.

    At some point we will have a lot of Favorite Perks and the problem will come back.

    On top of that we are kind of forced to use not favorite perks because of Archives. As well as the daily task may force you to play a character you have never played. You don't have to do it but where is fun in that.

    Imo, the game has grown enought to get proper solutions.

    1. List of all perks as it is right now - alphabetically.
    2. A few extra ikons to Show by category (ex. Favorite, Gen gegresion, Exposed, Hex , Aura Reading .... Misc. )
    3. and/or .. Much more builds and named builds. Typing and searching on console is not nice but once you named it's one click to switch the build.
    4. and/or a way to copy or share the builds between characters.
      1. ex. I have "My Gen regres." build on The Traper , I click a button, I choose The Plage ; the perks that are unlocked on Plage and the name of the bulid are copied to her list in to free slot.
      2. ex. one shared list of named builds for all survs and one for killers. Open the list; choose the build you previosly created and named ; apply every unlocked perk from the build to the current character.

    Maybe I am asking to much, but hmm ... would be nice.

  • Nice idea but it won't work.

    "It's super underused at higher ranked play because it regresses so much progress."

    Imo, It's super underused at higher ranked play because survs hit the skill checks properly, you will be good at it soon as well I believe. The perk saves lives of new players by not compromising their whereabouts, but should not rewarding them. Thanks to down side of the perk, a new player will learn quicker to hit skill checks.

    "you lost 1 - 3% of current progress upon failing skill checks"

    Say, you have 10 sec. progress on a gen; you are failing a skill check; the penalty = 0.1 - 0.3 sec. It's not enough.

    Above all, the perk have to have penalty because as you said is used on lower ranks. On lower ranks you see many killers using builds around skill checks (ex: Hex: Huntress Lullaby, Distressing, Unnerving Presence, Agitation).

    Imagine, one perk counters the whole build. The killer would be like 😭 ...🤨 uninstall.

  • @Brokenbones said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3360995#Comment_3360995

    From my experience the best time to cleanse is either

    A) Plague is camping and you need a healthy person to save/trade (Most common one)

    B) The last generator just got done and you're not close to a gate (Probably the one most people know about)

    C) As a method of damage controlling for your teammates cleansing - overcleansing to reset all fountains turns multiple uses of red vomit into just one

    D) One surv should be healthy and hidden if there is the Thanatophobia Perk in use. By hidden I mean, he can work on a gen by himself; far from potencial 3-gen.