Disco
Disco
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Also love the new genetic limits cus I hate exhaustion perks
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I want to say though, the new deerstalker is so fun and good. Wish it didn't apply to hooked survivors tho, kinda like whispers
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@ShanoaLegendaryPlz said:
Which killer are you struggling with in R.P.D? As some killers are much better on that map, like skull merchant/trapper/wraith/hag
Wraith and Legion >.< The 2 killers where holding shift w is most effective… so I guess it's my fault for playing these low tier killers but still. Luckily I bought Ghoul though he's much stronger
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@MoZo said:
was playing with my duo yesterday for about 6 hours straight and i’m not even trying to be funny when i say this - every single game the killer was either hard tunneling or hard slugging (with perks to help like infectious fright and forced hesitation). It got so bad to the point where i had to start bringing babysitter, BT, and STB just to give my other teammates somewhat of a chance against the turbo tunneling killer and my duo had to bring unbreakable to counter the potential 4 man slugs.
I said it before and i’ll say it again. They should’ve waited until the day before the new chapter or on the same day as the chapter release to tell the community that they’re delaying the tunneling and slugging reduction systems. The amount of tunneling, proxy camping, and slugging ever since that announcement has skyrocketed. It’s not fair for the survivors and i don’t see how it’s fun for the killer doing the same hard tunneling and proxy camping every match.
Apologies my dear survivor, i'll run to the opposite side of the map and let survivors unhook for free when I get my first hook after 2 gens pop
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@CreeRoyalty said:
I've been playing all day today since I'm off work. Mainly been playing survivor. Every single game today as survivor, the killer has tunneled. If it's me, I had to switch to an anti-tunnel build just to buy some time for the others so they only get a 1K. If it's not me, I'm left with unhooking and trying to body block, or just letting them struggle. The killers will run off and start chase with someone else, then break chase and come back after a few seconds to check on the hook. Or you'll have someone like a Ghoul or Blight get out of anti-camp range but stay in line of sight so as soon as they see someone coming to unhook, they dart straight for the tunnel. I know I know. It's a survivor and killer debate. Someone like Alien, Springtrap, or Demigorgon just TPs right back (I know Alien doesn't tp, but you know what I mean. If survivors don't escape, they cry. If killers don't get a 4K , they cry…
But I'm telling you. This is getting old. Soon enough, if Behavior doesn't actually implement a decent anti-tunnel, more and more survivor mains will leave. Every friend I used to play with has left because that strat gets frustrating and old. I've even deleted the game a few times, but I've been playing since early 2017, so I do love the game at face value. I think that Behavior focuses more on new content for you to buy, as opposed to balancing the game for all sides. New perk after new perk after new perk…you can't balance the game if you're pathway is release content, release content, release content. And I'm aware about the rework on PTB. I think it was a little much, but I also think that the outcry from killer mains makes the point. The killer shouldn't be aware of an unhook. Perks like DS shouldn't run out so fast, and shouldn't deactivate if you decide to heal or get on a gen. There's a ton of ways to go about balancing. Instead, they introduce crazy mechanics. I just know that out of 20 or 30 games today, every killer has tunneled. That's wild. 2v8 got old fairly quick, but at least it was a nice escape the reality that is tunneling.
And just for clarification, I do think that the game can be killer sided at times, and survivor sided at others. Maps, OP killer, OP builds on both sides, solo que vs swf, etc…….I get it. I just remember when killers actually used perks like BBQ to get 12 hooks with max points and actually earn a 4k.
Anyways, just me venting. I know I'll have some negative comments. I don't read any responses to my posts here, though, so do your worst.
As a killer main who occasionally plays survivor too, I get it, it's frustrating, but when 2 gens pop during your first chase you really need to capitalize on any and every mistake that survivors make or even play optimally by not letting them unhook for free. If I'm playing an m1 killer against good survivors on a big map especially it basically becomes a necessity to camp and tunnel because every survivor will use exhaustion perks and start running as soon as they hear my terror radius so it'll take 40s+ just to catch up to them and force them to play around a loop instead of holding shift w and pre dropping (vs waiting near the hook where you can get a free hit when they unhook).
I have thought of a solution to this but it may require more balancing from the devs and I doubt they'll even read this but whatever. They've probably already considered it even. My idea is either a perk or make it default that when a survivor gets hooked they automatically get sent to a sort of holding cell separate to the map entirely where they have to wait for 1 min. In this holding cell they can't do gens or play at all basically but after the 1 min they spawn somewhere outside the killers terror radius (or if it's a stealth killer minimum of 40m away from the killer). Imo they should spawn back in healthy because 1 min is a long time and they'd be easier to find if they were injured. Also, what could be nice is letting the 'jailed' survivor spectate other survivors while they wait. After the 1 min is up the survivor loses a hook state and the killer should still be able to proc perks that rely on hooking survivors.
This would encourage the killer to look for other survivors to chase while the one he just hooked is in jail and as long as the killer isn't completely mismatched he should be chasing a survivor when the one he just hooked gets out of jail making tunnelling much trickier/ less effective. You might argue tunnelling is still an option for the killer with this idea but it'd be much less effective because he'd have to waste a lot of time trying to find where the survivor he hooked spawned back in.
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@AmpersandUnderscore said:
So, the killer is the only reason survivors have to do anything other than gens. If you see someone on a gen, going after then means that gens progress stops. So going and pressuring them means gen progress slows down automatically, and you are already pursuing your next hook.
by the time I got to one of them someone else could get a safe hook save
So, this, to me, is looking at this backwards (and I feel a lot of killers do this). Let them unhook. You already know that a survivor is going to have to leave a gen and unhook, and you really don't have to be there to monitor that.
The reason this is backwards is that you shouldn't care one bit about a "free unhook" because that's the whole reason that chases are pressure. This is one person in time out on hook and another is forced to come rescue. That's just how it works.
The real question here, is why should the survivor get "free gen progress" because you're waiting at a hook, supervising a survivor who already can't work on gens, or waiting around for a second survivor who also isn't doing gens.
Camping here, especially when you have another survivors location, just means they can do gens "for free" while you do effectively nothing near a hook.
Instead, if you go chase, you automatically punish if they try to "greed" by waiting to unhook, and can possibly even have two survivors hooked at the same time (which, is a scenario that either forces then to stop all gen progress entirely or basically snowballs you into winning right there).
Also, 30m is less than 8 seconds travel, assuming you simply walk and aren't in a killer with any kind of travel ability. Less, since you can hear gens being worked on, and, since you also just finished a chase nearby, should have seen either a gen with progress, a survivor who was working a gen, or scratch marks.
I know you're right about camping being a waste of time usually the only problem is if I go looking for survivors 50m from the hook, can't find anyone and they get a free save and disappear - that's tantamount to losing the game
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@JPLongstreet said:
You mean a hit during his tantrum? Because that does need to finish before you could hoist up a surv.
Any time u land a hit with his power the camera stays locked vertically for atleast 5s preventing you from seeing the downed survivor
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I'll try rebinding the attack button from left click to my side button
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@TheArbiter said:
I could be wrong but this sounds like your mouse is missclicking? When i had a broken mouse it would double click quite a bit
It's possible but it only happens like 10% of the time. Idk guess I'll have to buy a new mouse and find out unless it's a known issue
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3807357#Comment_3807357
personal repair speed perks punish killer for not focusing you down. the opposite of chase perks and anti-tunnel perks which rely on killer focusing to be relevant.
Yep that's why i'm gonna use them. No point using exhaustion perks, windows or any chase perks when the killers don't chase me anyway. Let me run prove thyself, resilience, deja vu and Bardic when I unlock it so I can tunnel those gens and get to another match where a killer might chase me.
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@Sngfun said:
I mean, how many killers can consistently down survivors every 30 second against a proper team?
I would recommend you run deja vu since it does what you want your perk to do already.
Yes looks like Deja Vu & Resilience is back on the menu
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@D0NN1ED4RK0 said:
You can try using monitor and abuse
it increases your FOV and decreases your terror radius by 8 meter giving you the default killer terror radius
or
if you run info perks (UW, lethal, BBQ,NWTH) just use your dashes for distance and pair it with the leather gloves addon for faster recharges
Yeah that's what I tried and had some success also cut down on using my power in chase unless i'm certain i can get a hit with it so i can blood lust them.
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@adam1233467 said:
Deadlock is a perk that any time a gen is finished, the gen with the most progress is blocked for 30 seconds
It's a simple perk and functional but hear me out, this perk has 0 skill to use, because it's very simple, you have to do nothing to get it's value, you can go afk and you would still gain it's value
Another fact is, every killer that uses deadlock just hard tunnel because they have more time doing it because of deadlock, survivors are punished for doing the objective, and imo this is not okay
I suggest put a token system in this perk, like No way out, my nerf would be like
Deadlock blocks the gen with the most progress for 10 seconds, however, any time you hook a survivor for the first time, gains a token, each token increases the block duration for 5 seconds (This is tier 3 btw)
This perk would basically be the same, but having a skill requirement would be the best ideia to balance this perk!
I'd be okay with Deadlock being nerfed if adrenaline gets nerfed too. Something like adrenaline only heals you if you haven't taken a protection hit and, if the killer is currently chasing you, you don't get a speed burst. Also, make it not heal hooked survivors.
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@dance said:
https://us.v-cdn.net/6030815/uploads/J8MQ2RTXPDGQ/disturbed-ward-crotus-prenn-asy-1920x1080.png
We're kicking off a Map check-in for you to share your thoughts and discuss a specific Map with fellow community members!
So tell us, how does the Disturbed Ward make you feel?
I really enjoy it when playing Wesker and other 116 melee killers but despise it when playing Deathslinger and Huntress. The map you really need to look at is Mother's Dwelling imo. Specifically, the main building is too strong. Even with bamboozle the 2 windows and 2 pallets can be abused way too hard and make good survivors literally uncatchable if they run there. It's so bad that if i'm trying to win I just don't chase survivors if I can tell they aren't bad and run to main on that map.
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@HugTechLover said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3603301#Comment_3603301
Ok then don’t complain. Nobody is “forcing” you to wait 2 minutes. You literally have all the power to push them out.
No i'll still complain thanks. It's a ######### thing to do to wait at gates tea bagging to gloat
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@HugTechLover said:
Push them out. That’s your forfeit button.
No thanks
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@Chocolate_Cosmos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3599388#Comment_3599388
Yes, but do you realise just by equipicking this perk on any good Killer makes 5 gens ---> 6 gens by default every game and then you are on mercy that the Killer didn't bring any other of the strong regress perks and you also hope your teammates can last in chase longer than 30 seconds.
Yeah and against any good survivors equipping this perk will have no effect because they'll sabo all your scourge hooks or be so strong loopers that you don't down any of them near a scourge hook. Skill issue
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@solarjin1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/399326/styptics-should-be-removed-from-the-game
The new blood always keep it entertaining around here man. You could play legion for a little while if u really don't wanna deal with the endurance.
I've been playing Legion.... gets boring when people stop you from using your power by body blocking though
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@GentlemanFridge said:
Are you on the most recent version?
Is is still happening when you try to queue again?
Turns out I wasn't on the latest version didn't realize there was an update!
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@GentlemanFridge said:
Are you on the most recent version?
Is is still happening when you try to queue again?
Yes & yes I checked and it's 100% to survivor queue now though
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@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/399360/queue-times-bugged
I've seen nothing but 100% for Survs ever since Chucky came out. What region?
Nvm it's 100% to survivor now EUW
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@dance said:
The Good Guy has arrived and he's ready to be friends 'til the end! We'd love to hear your feedback playing as, or against, Chucky.
You can read more about Chucky's Power and Perks in the Update 7.4.0 Patch Notes.
Tell us below what you think of The Good Guy below.
My main issue with him is that he's just way too small so getting "mind gamed" by him at loops feels like #########. Like congrats you got that hit on me you really outplayed me there... if you were playing any other killer I'd be able to see you and you wouldn't get that hit. I think if he just had his scamper and the ability to go undetectable he'd be strong enough but the fact he can charge after you for a free hit basically after sneaking up on you to get his first free hit just feels realllllyyy ######### to go down to.
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@moulesfrites said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3600132#Comment_3600132
This perk deserves a nerf then.
As a killer main I think it's okay all it really does is even the playing field between survivors that know the maps and people learning the game. I'd much rather they had windows than an exhaustion perk, dead hard, ds, otr, adrenaline or hope
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3597325#Comment_3597325
Forums have a selection bias and I do think they draw out the worst killer players. Lots of forum killers are myopic or have an inflated perception of their own skill ('I am T O P M M R'). That's not to say there's no absolutely horrendous survivor takes either, but there's a lot of other 'survivor mains' that'll happily smack those down as well.
That aside, I gave 2 good examples of carrots that work. Pain Res and Devour Hope. If a carrot doesn't work, it doesn't mean carrots don't work at all. It just means it's a bad carrot. See Grim Embrace as an example.
Neither of those work though. Pain Res has been around for a long time and hasn't really done much to deter tunnelling, and Devour Hope has a very low pick-rate.
What has provably worked though, is DS, but that got absolutely gutted for no particular reason.
We've heard this 'carrot vs stick' argument a great many times, and it's not a solution. Whatever you'd want the 'carrot' to be would have to outpace tunnelling, camping, slugging, 3-genning for effectiveness, without also bolstering those tactics. Currently, the overall game balance is in a good state. Killers are -slightly- more powerful on average, showing more wins than losses, and your solution to fixing exploitative tactics is to very, very, -very- severely buff them.
Do you see the problem I have with that?
The reason why pain res doesn't deter tunnelling is you're not guaranteed to be able to hook someone on a scourge hook because they can all spawn on one side of the map. If it worked on any hook i'd tunnel less
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@moulesfrites said:
Before you jump the gun, yes, there must be proper adjustments and fine-tuning made to other terror radius perks. It'd be hell if you face Distressing + Coulrophobia.
Would you be against it?
If you're not sending yourself to a small map like The Game or Midwich when using distressing then you're doing it wrong anyway.
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@luvcraft said:
I hate getting tunneled when I play as survivor, and I'm sure everyone else does too, which is why I always try to be nice as killer and go out of my way to NOT tunnel. And I appreciate other killers who do that too. But it occurs to me that by being nice we're being counterproductive; if tunneling isn't constantly happening, then survivors aren't running into it and complaining about it as much, so the devs aren't pressured to fix it. Whereas if EVERY killer was constantly tunneling, the survivor players would all be up in arms about it and something would get done.
The devs have already done something about it by making BT base kit and giving you haste after getting unhooked. You should be able to guess if the killer will return to hook and play accordingly rather than be greedy and always heal under hook. For example, if the killer hasn't started chasing someone else after hooking you and your team mate unhooks you just 10s or 15s after you got hooked then ofc the killer will return to hook and you should blame your team mate if you get tunnelled then especially if he doesn't try to take a hit for you. The devs have even created multiple perks to combat tunnelling and if i'm playing to win I always use one; either ds or off the record and so should you. If you're a decent looper you can waste SO much of a killers time if you take either of those perks and they try to tunnel you. It's actually partly why I don't tunnel much because many survivors will use those perks and the base kit BT and haste means it's often just as good to go for the unhooker.
I think the only thing they should do is enable you to press shift to stop someone from unhooking you at a bad time.
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@Nos37 said:
The killer either foregos the regression, or they spend a lot of time* kicking the gen while the survivor gets away.
Either make gen-kicking mid-chase instant for the killer, or make the gen-kick penalty stronger.
(* A lot of time, relative to the instant-speed at which survivors can stop the regression.)
You shouldn't really be kicking gens unless you have a gen kicking perk anyway and if you had a gen kicking perk you wouldn't be worried too much about them tapping it.
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@Monlyth said:
I just had an Oni patrol the hook for the entire duration of his power. When I couldn't wait any longer to go for the save, I ran up to the hook. The Oni spent a good 10 seconds within kissing distance of the hook as I ran him around it. And he still had time to down me, pick me up and walk away without the anti-facecamp triggering. Then my teammate died to the hook timer.
So... what exactly am I supposed to do here? Seems like just the sort of "no-win" scenario that the anti-facecamp was supposed to prevent.
Yep I got it against a trapper that put me in the basement this morning. Sounds like you were preventing the anticamp from filling because you were too close to the hook
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@CookieBaws said:
Like, REALLY. I have no problems with 2nd floor windows. But 1st floor are busted af, these builings are semi infinite, even if you exhaust one window, there is 2nd.
Was it really nerfed???
All I know is if you're an m1 killer and they take you to the house in the middle of the map with 2 window vaults next to the hedgerow don't chase them because that's a legit infinite. I had a match as clown with bamboozle and wasted so much time chasing 2 survivors that kept taking me there because I didn't realize bamboozle only works on 1 window at a time so it was pretty tilting.
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@BenSanderson55 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3587971#Comment_3587971
It's more the skill reward ratio. Looping for multiple gens takes a lot more skill than tunneling or camping. Evidence: Baby killers camp/tunnel all the time, baby survivors dont loop multiple gens.
All you have to do if you're getting tunnelled is pre drop every pallet. Chances are the pallet will be safe and the killer will have to break it which will give you another 10+s to get to the next pallet which you should loop around a few times until the killer is slightly further than a lunge away then pre drop that pallet. Doing this doesn't take much skill but would most likely lead to all the gens getting done before your 3rd hook and if you're running OTR or DS you could even escape.
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I think just making it so no survivor within the SWF can use the same perk would make it a lot fairer
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@ARTRA said:
Depends, if you are in a corner and survivor stunned you while in that corner, chase, try always to make that you are in the good position.
Also, try bait. Go close to a pallet and look down, survivor could think you are breaking it and run so you can react to it.
Also depends of the killer you are playing.
Usually who do you use?
I've been using Wesker mostly
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@StarTheBabe said:
The only time I give up in beginning is if it's skull Merchant or the killer comes back to hook to tunnel at all. If someone wants to be stinky at 5 gens then I would rather go next. Trading hooks or watching people get tunneled is boring. Not worth anyone's time. Idk if that's the case but there are so many reasons as to why the players don't feel the match is worth their time. I don't feel like anyone should be forced to stay in a match that isn't worth their time. Also it's a free kill for the killer.
Consider you are the killer and just hooked someone and 10s after you hook someone before you catch sight of anyone else the survivor gets unhooked... It'd be really stupid not to return to the hook cus you could spend over a minute looking for the other 2 survivors or return to the hook in 10s and find 2.
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@aeco20 said:
Simple, let me ban a killer I don't want to play against. That is all. If I don't want to play agaisnt a Doctor I shouldn't have to be forced to play agaisnt one. The only reason I dc or kill myself on hook is because I simple hate and despise playing agaisnt certain killers. Doctor matches are not fun, they are annoying, frustrating and give me a headache, so yes I will continue to dc or kill myself on hook everytime I get one.
I'd allow it if the killers get to ban an equal amount of perks that the survivors aren't allowed to use against him
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@GoodBoyKaru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3573175#Comment_3573175
I'm ngl most everything I'd have said is here already. Range addons are goated, I'm All Ears + Lethal my beloved, etc. Only a couple things (a 50 point list) I haven't seen really
- pgtw may not seem good on him. It is.
- do not overcage. Save your torment for a good moment to turn the tide of the game and instead get hook value when you need to.
- don't go for funny shots if you're trying to win. I don't play to win so every single match is me throwing for a funny haha but if you genuinely want to win don't go for them much if at all
- aim slightly to the left/right of a window/pallet if you think you're slightly too late. Depending on the loop a lot of the time that can fix a mistake and still get you the hit.
- it's okay to fake your power to make someone leave the loop and get a free hit. It isn't fun but it's very effective.
- deadlock my beloved.
- dont use your power if people are shift w key ing. It is very good at shutting down loops so use it to shut down loops. It's worthless at making distance so don't use it to get distance, yk?
- i still don't think you should break most pallets
- learn every map inside and out. They all have special terrain quirks, so know where you can and can't shoot (like on saloon, the top floor of main building can't be shot through, but the one side curving from the gen to the back window not going via the stairs has that little landing that extends all the way to the wall so you can get a lot of cheeky hits there for example)
- don't tunnel. As a general rule but also if you aim for a 12 hook 4k with no camping/tunneling with exceptions (such as being forced to hit BT/otr) and 0k 8h a lot you'll generally rise through the matchmaking slower than if you tunnel and get 2k 6h meaning more time to practice.
- DO NOT PRACTICE AGAINST BOTS. You cannot get any hits outside of animation locks with his power vs bots because of 0ms ping. They can react to everything.
- practice makes perfect. He's very mechanically skilled and doesn't have that many transferable skills due to his kits innate clunk. Simply play him more and you'll get the hang of it all.
Thanks for all the tips :D. I've been using pop and rarely caging mostly just using Final Judgement and feels much better. Some maps like RPD are so painful but i'll keep at it
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@RoastedGarlic said:
something needs to be done about the bum teammates who let their teammates die on the first hook first before we can even address the situation on why people gave up.
did they give up because they went second stage and no one made a single effort to save them until they went second stage? if so then the team doesn't deserve a bot. if my team ain't going to help me until that point then, i don't feel the need as to why I should stay and help them. I'm going next.
if my team just can't get the save I understand that. But a lot of games you just see 3 people on gens and don't make an effort until the killer pushes them off a gen or you go second. or you know they don't even try even at second and just let you die on hook.
Bro that never happens in my games both as killer and survivor. It's way more likely that 3 people will try to save 1 person than no one will come for the unhook.
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@Mushwin said:
A luxury Killers have is, they don't have team mates who can ruin things and mess things up for you, and some do it on purpose as well, esp if you are solo in a swf match, is like yeah gee thanks team for leaving me on a hook, not bothering to help and just ruining things, I am all for having fun etc, but comes a point at times that survs take the piss, I miss my swf squad!
This is what makes me play killer sometimes. But then I've become good enough on killer that I often face strong swf which are 10 times better than the survivors I get on my team when I play survivor.
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@MimiDBD said:
https://forums.bhvr.com/dead-by-daylight/discussion/394650/how-to-play-versus-alien
This is not making sense to me.
So he was able to body block during/after the tail attack preventing you from vaulting. Sounds like he was in a good position just to m1 and had no reason to even use the tail attack. You should have been hit regardless? Not sure where the no counter play is coming from. Wraith could have did the same thing.
Honestly if what your describing is true every killer on the roster should have hit you.
What happened was he was slightly further than a lunge attack behind me so if I vaulted the pallet it would be an easy tail hit for him so instead I dodged it but I couldn't vault the pallet afterwards because of the dodge.
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@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/394622/does-distortion-work-vs-ultimate-weapon
Ultimate Weapon triggers screams. Distortion only blocks aura reading, not screams. You'll have to use Calm Spirit for that.
Will calm spirit be enough or do i need to use distortion too? Seems unfair that I need 2 use 2 perks to counter 1 if that's true... UW is so OP seems P2W to me (and i'm a killer main)
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@[Deleted User] said:
What do you mean? You gain bloodlust when not even in chase? If you mean that, Nah.
Ooops to be clear I couldn't catch sight of them despite following their scratch marks (chasing them) for over 30s because I was using such a slow killer so I could never catch up to them because they would run as soon as they heard my terror radius