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MrDrMedicman

MrDrMedicman

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MrDrMedicman
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  • @BlueMoonBRUHMOMENT said:

    1 thing before anything, I know the dbd forums don't encapsulate all players thoughts on the game, but I just want some opinions.

    So I am playing the Billy and near the end of the game (2 players left, 2 gens left) this Claudette hit me with the ######### Best flashbang I have ever seen, it was some around the corner, didn't even hear the flashbang, but it felt fair and it seemed it took some skill.

    And as I down Claudette, I see Ace running away so I decided to go for him, cause ya know. I want the kill.

    So I took literally less than 2 minutes, hooked, and picked up Claudette and bro didn't want to miss skillchecks, so I carried her for like 1 minute. When he died, Hatch spawned on us, but she had wiggled out by then.

    Then in the post game chat she was like "no-one cares about your 4k", "being slugged isn't fun"(which is completely fair), and stuff like that.

    So I just wanted to know if I should "reward" good plays, or just get the game over with.

    Survivors do not care about your fun.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3646260#Comment_3646260

    That would imply that the only way they could win it before the 3-gen change was by locking those gens down for the full 60 minutes, and no, that did not happen.

    Again, the survivor you choose to chase is not safe. Yes, you may lose that last gen in the process, deal with it. If you're just running around kicking gens and refusing to chase, you're not going to keep that last gen locked up either, anymore. And there's a number of killers that wouldn't let you do that, either.

    Lose 1? You're on last gen. They get it and it's gg. At that point, yeah survivors either over dedicated to gens and went down on them, or the killer over dedicated on survivors and lost

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3645619#Comment_3645619

    How are they 'completely safe'? Did they find infinites? Because barring that, there's no way for them to be completely safe.

    You made the choice to prioritise gen lockdown, and prioritise keeping the gens from being done over getting downs and progressing your objective. This nerf is specifically meant to address that. You're not supposed to be able to lock it down forever anymore.

    If you're chasing one survivor, you can't pressure gens. The other survivors are safe to work them. A 30sec chase in a 3v1 3gen is more than enough to end the game. Unless the killer is full meta, insta down they can no longer win 3 gens at 3v1

  • @Adaez said:

    Imagine if tunneling and camping had proper fixes, lights out would be even more fun as this is the main complaint about this mode not being that fun and maybe that generators are too hard to find so maybe a special noise generators make when they are at 0% in this modifier would be great.

    I love the fact that I can run around the map without the killer seeing me and I can plan my next move without a killer coming right up to you second 1 in the game.

    The unpredictability and lack of visibility keep you on your toes and it embodies how playing survivor feel like, exciting.

    Also a really good top for this game mode as survivor is to use the edges of the map, it's the best way to traverse the map and do gens without the killer finding you.

    TLDR: If it wasn't for camping and tunneling and generators not making a noise at 0% think most of the issues people have in this game mode would be gone.

    I think the killers who highlight you in the fog are a MUCH bigger issue. First few games were fun, then nothing but Meyers with no counterplay

  • @TieBreaker said:

    Can we agree that most matches are less won by the killer and more failed by survivors screwing up and not playing well?. They get hit the second they are in chase and go down about 10 seconds later. Two go for a rescue and the result is that two are hooked and the other is slugged. I can't even finish one gen as I have to keep rescuing and healing them.

    I've tried playing aggressive by finding the killer and looping them but then nobody can find or do the gens. Survivors should get 2 or 3 gens done before everyone is dead at a least. Instead I have matches where everyone dies with 1 gen done, and only because I did the damn thing. I thought the HUD was gonna make solo queue like SWF. What happened? I know that SWF aren't getting 4K'd in 90% of their matches with 1 or no gens done.

    I know that if I had 3 teammates that were reasonably gen efficient (as in they could find or repair the damn things) and could run the killer for more than 20 seconds each time we would have a fighting chance. Constantly losing due to the trash matchmaking is not fun. This is what most survivors get to experience playing this game. This is why play most players don't stick around. Losing consistently through no fault of your own is not enjoyable. And before killer players say that losing is fine, I refer you to all the posts from killer players who have lost one match to a SWF and have proceeded to lose their minds. Try that ten matches in a row with no MMR system to help you out. You don't like being cheesed out by perks and I don't like playing doomed matches that fall apart within 1:30 with no hope of recovering.

    At least killers can drop MMR for easier matches. As survivor I don't even have that luxury. If my MMR drops I get even worse teammates, meaning even more losses. It's like solo queue is an inescapable vortex of garbage.

    It hits killers too. 3-4 matches of goobers and the next match is seal team sweat because the killer ate the low tier players so bad. It takes forever to balance out, and I'm not sure it ever really does because of the skill valley

  • Won't ever happen. Bully squads have no patience because they're going for clips. If they're really giving you that much trouble, look up and wiggle from time to time. They lose out on clips and leave asap, then mmr, hopefully but don't hold your breath, puts you in lobbies more your level

  • No. It triggers at 8 hits of ANY gen at ANY time. Survivors just lack most info and keep returning to the same gens

  • @ThanksForDaily said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3645366#Comment_3645366

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3645367#Comment_3645367

    It was very much especially in certain killers. Now you can learn again to play those killers correctly without the crutch.

    It was a skill based buff that needed you to play smart to keep it.on some S tier killers it was broken, on every one else it just brought them up to a good powerlevel

    You look me in the eye when you tell when you tell me Trapper, Freddy, or even hag is good without the power boost

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3641534#Comment_3641534

    Give killers something stronger than tunneling so they dont tunnel.

    Is equal to having Gates powered by default so survivors do totems and chests.

    Please give me free win so I will play nicer.

    It's not about free wins. No other strategy feels impactful. Every thing but tunneling has been nerfed into the ground and can't compete against gen rushing. The problem is constant nerfs, and not just for killers. Survivors don't have anything to do but gens, because nothing else feels impactful.

    The solution is not more nerfs, but wholesale buffs to everything. Give hexes a passive buff when they're broken, take it away with pintemento. Let coh self heal, make the self heal immune to all speed upgrades. Make BBQ, thantaphobia, and monstrous shrine good perks. ######### it, make all heal boosts more powerful, but mutually exclusive so they don't stack. Make anything but the current meta useful, because mechanically, tunneling should be the weakest it's ever been

  • I like the mode. Let's me rock killers I'm not as good with. Jump scare xeno feels fun.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3643863#Comment_3643863

    Hag's interaction with flashlights was removed. Now you can crouch up to them and wipe them away by hand, but can't flashlight delete them anymore.

    So they're even easier to get rid of? Just like the other guy said

  • @EEP said:

    They should bring back the ability to sabotage traps, but only temporarily like hooks. Perma sabotage is in no way needed. Something should also be added like this for the other killers that can place traps.

    There are a grand total of 3 killers who can place traps

    Trapper who's already weak

    Hag who can be ignored by crouch walking, or using a flashlight if you really want

    Freddy who can only trap you in sleep mode


    It's such a niche, and weak, playstyle that it's fine unless the devs go wild and intentionally start buffing things

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3643382#Comment_3643382

    Well, i recently got bashed on this forum for using Distortion and Calm Spirit - It was unfair for the team, and i was pushing chases on them.

    Im open to suggestions if you have any specific perk suggestions.

    I get salt for playing an m1 killer with no perks/add-ons, no tunneling, and giving survivors an "extra hook" with slugs. Play your way because both sides have gotten toxic about it

  • The description is a hold over from when flashlights were drastically different. Survivors abused old flashlights on devs and they got gutted next day. It was fast, numbers were changed, add-ons were reworked, but the wording didn't change

  • @Xernoton said:

    I disagree that the game becomes boring for survivors. I prefer the killer role but playing survivor for me is pretty fun as well. 34 different killers mean, that I cannot tell what's going to happen before the match.

    It could be a Nurse that dominates us, a Trapper that struggles with the basics or even a Hillbilly trying to curve. Against each of them, I play differently. Looping is still possible. It just isn't as straight forward as it used to be. Just because you are behind a rock doesn't mean you are completely safe. This is what makes M1 killers so weak in the first place.

    Smaller maps and more tracking tools mean less time spent doing nothing. The general consent is that doing gens is pretty boring. But that's almost 50% of the survivor role. So it can only be a good thing, when the killer is constantly in chase with the survivors. This is the interactive part of the game. It's what makes the game so addictive. I'm not sure what other part of the survivor role is so enjoyable that you'd prefer it over interaction with the killer.

    With that being said, a different game mode would be nice. I would like something completely unpredictable, random and fun. Perks could be randomised every 2 minutes, the killer could change after every hook and pallets could randomly change places.

    When was the last time you saw the twins? Or Freddy?

    34 killers, but over half of them have had their playstyles nerfed into the ground

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3643368#Comment_3643368

    Considering that Blindness is kind of a garbage status effect that the killer isn't really going to notice or use much, and that it's also kind of annoying to deal with on the survivor side, would it not make sense to remove it from the perk?

    You're kind of repeating my point back to me. There's no reason for the Blindness to be there, it doesn't really help the killer in any meaningful way (and when it does they'll never know because it's not something that meshes with the perk's main use), and the only impact it has on the game for any player is that it'll annoy survivors that try to bring in off-meta aura reading perks.

    Like I've said, this is my point. It doesn't help killers, but it annoys survivors. The player who brought the perk isn't getting anything out of this effect, so it's not like they'll notice if it goes away.

    On the flip side, since blindness is garbage, there's no reason to get rid of it. Besides "it's a minor inconvenience sometimes." It's fine as is, I'd prefer the devs actually focus on meaningful changes and maybe buff the perks no one sees

    THE ARGUMENT OF "IT'S A MINOR INCONVENIENCE" ISN'T ENOUGH OF A REASON TO NERF THE PERK

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3643054#Comment_3643054

    Close!

    The point is that the Blindness status effect is a wholly disconnected freebie that the killer doesn't really have any cause or opportunity to actively use. On their end, the Blindness may as well not exist, it's arbitrary.

    But for the survivor side, they have the annoyance of perks being turned off when they aren't actually relevant to the situation. You say that the only aura reads that are actually affected come from Windows, but that's... obviously not true, all aura reads are affected by this. If I'm running my totem build with Detective's Hunch or a Map, that's affected. If I'm running Kindred, Bond, or Empathy, that's affected. If I wanna bang out a chest-opening challenge with Plunderer's Instinct, that's affected.

    I think the disconnect here is that everyone assumes a survivor screaming means the killer's going to chase them, but numerically, that can't actually be true. Only one of them will be chased, and every other survivor that screamed still has the annoying, unnecessary Blindness to deal with for no reason. Blindness is always kinda annoying in these circumstances, but it being slapped onto a perk that can apply it pretty consistently and that doesn't even benefit from applying it consistently is especially aggravating.

    So, conclusion: removing the Blindness from Ultimate Weapon is a pretty reasonable suggestion. It's not about strength, it's not about "crutches" or "dependency" or what have you, it's just about it being annoying for one side and unnecessary for both sides. It's adding nothing but annoyance.

    Totems don't move, detectives hunch is a garbage perk, you choose when to use maps, bond/empathy/empathetic connection all give consistent info (the survivor you saw across the map 5 secs ago is probably still in that area, same for 30 secs now that YOU have given the killer something to investigate)

    Woo is the only perk that is really consistently denied in a real game scenario. On paper it does all of these great and terrible things, but blindness is kinda garbage. Complaining about it is a zero sum game because all it's going to do is add to the pile of unnecessary and arbitrary nerfs because one side or the other was inconvenienced in a minor way

  • @WolfyWood said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3643333#Comment_3643333

    But when we applied the same logic to MFT and DH killers said the exact same thing.

    Us Vs Them will never be a gotcha no matter how much you want it to be.

    Mft had no counterplay besides committing to longer chases

  • @codyplasterer said:

    During the last winter event BHVR has shown they have the capability/programming to stop tunneling/proxy camping altogether; teleporting survivors who are hooked to a different hook on the map. This would encourage killers to go after other survivors and encourage more interactive gameplay all around.

    Does this seem like a fair mechanic to implement?

    Just let every killer do the pyramid head cages

  • Cheaters have been able to do that for a while. If you're noticing an uptick, it's probably an issue with the hosting service and not more cheaters

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3643009#Comment_3643009

    And I see the same responses in threads about tunneling.

    I'm sorry but you can't spin this particular point your way.

    Well, yes but no. About half the responses on tunneling threads are killers saying they don't need to.

    But also, both the gen rushers and the tunnelers are correct. All other playstyles have been nerfed into the ground

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3643091#Comment_3643091

    Genuine question: Why on earth is everyone acting as though the Blindness only affects WoO?

    Because survivors really only use woo. All other aura reads are garbage

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3642999#Comment_3642999

    I apologise because there's no way for this to not sound demanding, but: I am going to need you to relate that to my point.

    You can see what my point is, I've repeated it a few times.

    The point is that killers don't use it for the blind. Survivors are complaining about the secondary functionality because they have grown dependant on their crutches.

    Uw blind is fine because the perks it affects still work on both sides of the effect. The only aura reads that are actually affected come from woo

  • @humanbeing1704 said:

    If there’s proof of someone doing this intentionally to be an ass then it should totally be bannable

    Sure. Are you going to sit and review the reports? Or are you going to design a program to do it, while making sure not to ban killers who had no other choice

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3642888#Comment_3642888

    I see fairly constant threads about gen rushing, so yes, that does seem to be a constant standard.

    Have you read the threads? The responses are always "what else are we supposed to do?"

    15-20 replies excusing it every time

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3642738#Comment_3642738

    Well, that would go against most of what ive read here in the last months. People using certain characters and sit in their 3gen for 40-60min straight. Apparently this was an epidemic.

    So i think the mechanic dos its job. Same with face camping. These egregious cases are now hard punished.

    Thats good in my book.

    The forums are a small minority of players. The issue is 9/10 survivors not coordinating which gens to do

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3642734#Comment_3642734

    Yes, I slightly misspoke there. The perks I'm referring to would be telling you where your teammates are and some specifics of what they're doing-- like which generator in particular is being repaired, something the HUD doesn't tell you.

    That, of course, doesn't change my overall point.

    Aura reads are a crutch for both sides. They're helpful, but not necessary

  • @mecca said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3642732#Comment_3642732

    I think that's the intention though considering their smug reactions to survivor issues. They want killers to win most of the time which really means they want it easier.

    Just because you don't win 100% of the time with a killer, automatically, doesn't mean a killer is unusable. A few killers are so unbelievably broken beyond belief that it has caused a mindset that some killers are bad. In reality, those killers are a little closer to fair game.

    Smug reactions? They're constantly rolling out nerfs for survivors to try to address survivor issues. Anti face camp, base kit bt, the current gen rework, the current road map is all based around issues survivors have brought up.

    The devs aren't pro one side or the other.

  • @Frizouw said:

    Hi,

    I want to share my thoughts, experiences, what I think could be done about tunneling and I would like to know your opinion about that.

    Lately, I played during the community tournament, which we couldn't tunnel, camp and only slug once per match, it was so much more fun, balanced than what we have right now, it was rewarding good plays for both side. Everyone actually needed to use a minimum of their brain cells, like using the only slug for the right moment, protect the right gens, make good skill shots, GOOD PLAYS!

    If the killers were not respecting these rules, they were loosing a huge amount of points (negative points).

    Today I came back to play with some friends and it was NOT fun, we had a Sadako that was purposely tunneling. I am not talking about like "tunneling because the survivor is asking for it" or "tunneling because it was the end game", she was waiting for the survivor to be unhook, she was ignoring us and was chasing the same surviver again until he died.

    It happens more than once during the same night, different matches, different killers but same behavior. We could notice that at the end the killer won as much points as us and I felt like...there was no reason to NOT play like that.

    I really do think they should work on something to make the game more like a chess and mind game and not a tunneling playground. Don't get me wrong, I know there is survivors who are bullies too, at least there is perks to counter Flashlight/Stun plays, nothing except decisive strike for survivors, that does not really change much because the tunneler just need to continue tunneling after the strike.

    I don't know if there is any devs who are reading the forum for real or if what we are writing here is taken in consideration but: If your goto is "fun", I think you are loosing the track of what is "fun" by doing nothing about people who just want to be mean to others because they can and there is no penalty for doing it. Like they could continue to play like that, IF IT'S THEIR KIND OF FUN, but don't encourage that by giving as much points for just tunneling and makes the whole game miserable.

    Even if people say: No one is playing for BP. I guarantee you, if the killer have 0 or close to nothing points because he played just to make everyone uninstall the game, at some point he will run out of add-ons, run out of offering, find the games boring and uninstall it or change his mindset.

    I love this game, I want it to be more fun :( Please BHVR, do something <3

    Thank you for reading me.

    ---

    EDIT:

    Note, this post is not about:

    • Winning or loosing
    • Changing game mechanic

    It's about incentify not tunneling by adjusting points in regards of the amount of gens left and the duration between 1st and 2nd hook of a survivor.

    It's either:

    • Removing points from tunneling at 5 gens inside x amount of seconds
    • Giving more points to not tunnel
    • Mix the two previous solutions.

    Tunneling isn't the root cause, it's a visible symptom of a few different issues working in tandem.

    The sbmm and mmr systems are terrible. They catapult killers with weaker or non existent skills into high mmr swf and cheaters because it starts them out on a bunch of low mmr solo q and the killer stomps them.

    In high mmr, where survivors actually know what they're doing, the killers, who shouldn't be there, get stomped right back into low mmr where the cycle repeats

    Eventually the killer figures out a 3v1 is easier to manage than a 4v1 and starts tunnelling out in high mmr, with zero feedback for when they go back to low mmr

    Bhvr has only made this worse by nerfing every play style for both teams outside of gen rush for survivors and tunneling for killers. Which is a testament to how much they nerf because tunnelling is mechanically the most difficult it's ever been (anti face camp and bt basekit).

    Tldr: bhvr needs to stop nerfing everything and start rolling out buffs for both sides

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3640653#Comment_3640653

    Because killers 3gen less often?

    Isnt that a good thing? Many people here contained about certain killers starting the match only to 3gen. This should be gone now.

    3 gens usually aren't killer planned. 9/10 the 3 gens I get stuck in are because survivors didn't split gens well

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3642529#Comment_3642529

    Blindness counters every killer aura perk, for one. That's not a case of 'get good', you don't get to use map awareness as a replacement for literally seeing the killer's aura, especially while looping.

    Plus things that game awareness won't tell you, like where your teammates are and what they're doing. That's another thing Blindness counters.

    TL;DR, that statement only works if you're still thinking about Windows of Opportunity after I've already said I'm not talking about that perk.

    And, finally, there's the point of me bringing it up, which is that I'd like to use these off-meta, non-standard perks, and Ultimate Weapon's Blindness makes doing that annoying for no real reason. The Blindness proc isn't something the killer really actively uses in a way that's thematic or appropriate for the perk, so losing it wouldn't actually hurt the killer experience and it'd make the perk a hundred times less annoying to face on the survivor side. It's just an obviously good change.

    The game does tell you what your team is doing. The profiles on the side tell you who's in chase, who's seen by the killer, who's on gen, who's healing, who's doing totems, and who's doing chests. The real important timer ones even have progress bars

  • @mecca said:

    MMR is basically amplifying the problem. An asymmetrical game is supposed to be balanced towards the 4 with RNG elements that can allow it to sway either way.

    What BHVR has done that has ruined the game is making the game easy for killer so new killers can win against SWF. Basically removing the skill expression from survivors so there is not any skill with survivor vs killer. The killer wins no matter what in a 1v1. This is horrible in gaming because nobody wants to play when you know your skill is going to mean nothing.

    Survivors seem to only win if they can coordinate a genrush and the killer is lacking the skill or makes mistakes. In essence, the skill of the killer is the only thing that matters in a match. You see this clearly in solo q. This is very bad and devs are not doing a good job with addressing that.

    I don't think they made it so that killers have easy games. It's certainly a different experience, but the number of broken survivor combos can't be just brushed off

    4 survivors with no coordination are easy pickings, but about 80% of the killer roster is unusable for mid to high skill survivors

  • @PogbertChamperson said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3642230#Comment_3642230

    Calm spirit is realistically blocking one perk and a killer power. Distortion/OTR covers a larger range of perks and add-ons. 6m around every locker sounds great on midwich/gideon, but it doesn't do as well on maps like ormond/swamp/haddonfield. The TR being the basis of your aura reading is more than great when it is active for 30 seconds especially when most of the best killers can travel across the map rather quickly.

    There's a couple of perks that cause screaming

  • Because survivors would abuse the system for fun. It doesn't happen often, but the survivors can, and have, build around not letting the killer hook. The solution is to simply slug everyone and not hook, even when you have all 4

    Banning for slugging will just push killers out, especially after the most recent killer nerf on gen kicking

  • Too many survivors tbagging when I'm obviously going for challenges. They all get the hook

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3637274#Comment_3637274

    "At this point survivors only need 2 more, and have 1 guy in chase, 1 guy downed, 1 guy ready to heal the downed guy and 1 guy on gens."

    As opposed to without DS, where there's three guys on gens. One hit doesn't buy enough time to compensate for that.

    "Why do you think it was nerfed?"

    According to them, it was because DS was originally 3 seconds and got buffed because Enduring affected it, which was since removed.

    Everyone else knew it was because it was a high pickrate perk and BHVR wanted a meta shake-up.

    Hey dude. The pick rate was high because survivors used it offensively. To bodyblock and tank hits for free

    You're forgetting the part where the killer played the way survivors want, and was punished for it. Any buff to ds will result in it being used this way again

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3637267#Comment_3637267

    So what are you talking about then? Because if a survivor tries to bodyblock with it, guess what, they're going to be out on the floor for a very long time, giving you a ton of free pressure.

    Also, no, that's not why it was nerfed.

    They're only going to be on the floor if you camp them. Don't forget this is the era where killers see 3gen pops in the first hook. At this point survivors only need 2 more, and have 1 guy in chase, 1 guy downed, 1 guy ready to heal the downed guy and 1 guy on gens. The ds user will have easily bought them 50% of the last two remaining gens at zero cost.


    This style of gameplay was why it was gutted. Same with instant blind flashlights. Why do you think it was nerfed?

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3637249#Comment_3637249

    I hit basekit BT and let them flee all the time, not a big deal for me. Free 8sec mending for me. If they take double hit, free 30sec slugging. I never be close to a hook to expect a free hook trade.

    Tunneling is never be cut down without nerfing it to death. Tunneling is the strongest tool that being free for killer, making basekit strong as 90% as tunneling still make killer tunnel. As long as tunneling is stronger. No base mechanic can ever encourage not to tunnel.

    Old Eruption era was the proof.

    Basekit ds as described doesn't include a mending stage, and is 1 full min of a free healthstate. You're comparing two unlike things

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3637237#Comment_3637237

    The 'old abuse' was annihilated with the conspicuous actions and disabling in end game changes, which are still restrictions C3 listed and kept, rightfully so.

    At this point I feel like 'abuse' is just 'having the perk actually do anything about tunneling whatsoever'.

    There's certainly been a huge push by people on the forums since 6.1 to delete literally anything that requires killers to think or consider anything other than 'chase exactly one survivor until they're dead'. That includes 'is there a perk that might make tunneling less effective', because at this point there isn't one that exists.

    And I use the term 'chase' loosely here, since most of these complaints are simply 'follow the survivor' without attempting to mind game at any point.

    Which conspicuous action did I describe? Because this was how the perk was used. This scenario is exactly why it was nerfed

  • @Verlaeufer said:

    So tunneling is also largely a problem caused by the survivors themselves. How often do I see in my games (about 2/3 surv/killer) that teammates don't heal themselves, don't take "off the record" or "we'll make it" etc., or do an unhook directly if the killer is still there. Most play perks that help with hunting or with gens. What is the killer supposed to do if the gens are done quickly because everyone loops for 2 minutes and people are faster at the gens. But then you complain because the killer wants to have fun and doesn't want to be in the endgame after 4 minutes unless he plays the top killers.

    It's not entirely the fault of survivors. Everything but fully optimized play got nerfed into the ground because someone complained. Now killers have to find and down a survivor in the first minute or they lose the game

  • Ds user gets unhooked and immediately body blocks for their unhooker (in swf they can do this for anyone the killer chases). The killer either hits the ds so they can path normally, which extends the chase and punishes the killer, or the killer eats the ds and loses both chases at the same time. This is exactly how old ds was used


    If you want to cut down on tunneling, buff gameplay that isn't tunneling. Buff thanatophobia, bbq, and survivor healing perks

  • @C3Tooth said:

    I would make it:

    • 5sec stun.
    • Survivor has no scratch mark for 5sec.
    • A free Sprint burst
    • Killer has Incapacitate status for 5sec (cant M2)
    • Disable with Conspicuous Action
    • Disable if healed
    • Disable in End game.

    This leaves it open to the old abuse and is a hefty punishment for killers who do play fair. The whole reason it was nerfed in the first place.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3637039#Comment_3637039

    Emotes won't solve the issue of relative skill differences between teammates. There's more than one problem in solo queue. But the biggest problem is one or two teammates usually being significantly worse than the other two to the point that games aren't winnable if the killer focuses on the weaker players and ignores the better ones.

    Emotes don't fix that. They'd be good for 4 players on equal footing who are more or less on the same page. But solo queue lobbies often have 1 or 2 players who understand pre-positioning/spacing/etc and 1 player Urban Evading around a rock in a dead zone. Vastly different skill levels and approaches to the game. It would be like calling a play in a basketball game with one teammate who doesn't know what a pick and roll is.

    I bring up emotes as that's a change a lot of solo q ask for. If you kept reading, you'll notice I say it's a stupid idea

  • @Nazzzak said:

    Their reply to solo queue issues in the last Reddit AMA indicates they don't see any way to help improve that experience. Or at the very least it's not of concern to them. Simply put, this game is viable for swfs. Solo queue, you simply get what you get.

    I theorise that the reason matchmaking is so bad in solo queue is because long term survivors are leaving, but they're quickly replaced by newer survivors. So there's a larger pool of newer/inexperienced players, which is why the still hanging on long term survivors with like 3k hours are getting paired with survivors with like 30 hours. They have more than enough new survivors joining every day to make up for the ones that leave, so that's not a priority to them. The ones that want to stick around will eventually join a swf, while the rest are just kill rate fodder until they're over it.

    The real question is what can they add to the solo qs to improve? What's left? The only thing anyone can think of is an emote saying "I'm going for hook." They have that info in the portrait messages. You see who gets off gen. The information is there, solo q just don't have the "this is my friend" drive swf do to play around the info

  • @Akumakaji said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3636496#Comment_3636496

    Most killer mains also agree that DS 3s is utter garbage and should be revoked to its 5s original state, to maintain some impact on the game. The only nerf it needed was that it didn't work in the endgame. And I am as killer biased as they come.

    Not all of us. It was abused by survivors for free escapes. I'm glad it got gutted

  • @mecca said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3636878#Comment_3636878

    Again, you can argue killers using slow down perks is "abuse".

    Slugging could even be considered abuse.

    Kinda. But you're kinda not reading the part where old ds was used as a free healthstate for survivors to punish killers who actually played the way survivors wanted them to

    The killer either ate the ds or lost the chase because of the bodyblock. It lead to a really unhealthy way to play where the killer was punished for playing how survivors wanted them to

  • @mecca said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3636828#Comment_3636828

    I wholeheartedly disagree. BHVR nerfed decisive strike because killers are entitled to winning and devs are oblivious to their game and blindly do what the community (killers tell them). Yes, they do a little here and there to help survivors but this is more of a ---look here, we are doing something ---. Take 3 genning for example. If they are trying to solve a problem of killers abusing a strat, why did they buff killers all over again? The 5% gen regression and increased difficulty of stopping the regression is a huge buff for killer. Another exploit of that non-thoughtout buff will be: how will survivors cope with a doctor that prevents survivors from being able to stop the regression. 8 times x 5% equals %40 regression per gen without any additional perks.

    So why?

    There is complaints everywhere surviving is next to impossible without being in a pro team. Why did devs just make it even more difficult? And, they are allowing a broken combo to go live that will basically prevent survivors from completing gens.

    I would like to be wrong but this sounds like devs are trying to kill off the game.

    The decisive strike nerf was for exactly that. Because survivors abused the hell out of it. The same reason instant blinds got nerfed, because they punished the killers participating in fair gameplay with no real counter besides running lightborn 24/7.

    It was a deserved nerf, but they don't actually understand balance so they only nerf. They honestly need to buff the massive backlog of survivor and killer perks

  • @Dogma_loki said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3636812#Comment_3636812

    Nah man, not buying this at all.

    If you want hard games on survivor side, there is plenty of things you can do to handicap yourself and ensure that you die all the time.

    You and the few others killer mains on here constantly parroting for harder and harder games ( for survivors only, naturally) under the pretext of “BUT KILLER BE SCARY!!!” Is out of touch and way off the mark.

    There is no horror aspects left in this game. That shi* went out the window with all the ridiculous neon outfits and bunny outfits and introducing “killers” such as Trickster.

    People are not going to continue to play and support any game where one side is so blatantly favored over the other.

    I agree. The anti facecamp was a very killer sided change. The 3 gen nerf coming up is also killer sided


    The issue is that both sides are starting to feel powerless. Killers don't feel like they have any pressure unless they tunnel because survivors don't feel like they have anything useful to do but camp gens until someone is on hook. I say the solution is to buff the everlasting heck out of the current perks killers have that aren't getting used. Make hex perks worthwhile. Make anything but slowdown/gen blocking feel useful.


    On the flip side, make boons great again. Give survivors more options than the second chance perks they all run

  • @mecca said:

    This may be a weird take, but I believe BHVR is actively trying to kill their game.

    It's like a worker protesting to a parent boss by purposely making bad food.

    This is why Skull Merchant is like she is. Blight is not being really nerfed despite players being undefeated in the game with him. Why is Decisive Strike nerfed to like it is currently? Blight, Nurse, and a few other killers have no negative reactions to this. They laugh at decisive strike users.

    The best way to cause a game to die is to ruin the balance for the majority (overbuff killers) or ignore broken killers, and allow the survivors be as miserable as possible.

    I'm honestly very surprised the game is still played as much as it is. Tunneling and watching survivors lose all the time is not really entertaining to watch.

    Decisive strike got gutted because players were abusing it. It was added to counter tunneling and was used as an extra healthstate against killers who didn't tunnel.

    Either the killer, playing fair btw, hits the ds blodyblock and loses the other guy, or they eat the ds and still lose the other guy

  • @xEa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3636608#Comment_3636608

    No, it needs the old effect. What kind of BS is the current spine chill effect? It activates when the killer is looking into your direction without LoS blocking. Thank you BHVR, we have eyes.

    It was nerfed because it made stealth play impossible for killers. Ghost face and Myers could not build their powers

    If you want a better version, just throw on stakeout

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