Nash
Nash
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@KingDeathly said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3505154#Comment_3505154
So what your saying is I should just simply focus on getting better as huntress instead of worrying about how fast the gens are going. Yeah that's a good idea. I feel like the weekends is the wrong time to play killer so after the weekend I'll start practicing with her more,and not worrying about the match till I feel I'm better with her. Like I don't think I completely suck I know how to aim,and hit a survivor,but these survivors were so good they like side stepped lasted minute when I was sniping them,and they did it perfectly everytime like I was facing those bots that perfectly dodge my long distance hatchets.
Sometimes the game is very stressful especially when you are playing a low mobility killer, there are 4 survivors so while you are chasing one of them, efficient team could work on 3 different gens so if you can't get a down quick enough the game will go fast. Also long range shot is extremely satisfying as the difficulty to pull off is very high, pridiction and hitboxes etc. there are many things to learn so good luck mate, hope you can have fun sooner <3
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Maybe you have reached the soft cap of mmr. To play killer requires not just good mechanic also game sense, like if you throw the hatchet you need to identify the survivor skill level first then you can decide whether predicting their dodge or not. Also as a 4.4 killer, her mobility is very bad so kick a gen isn't always a viable action to do.
As a beginner of killer role, try to not consider the game result, insteadly you probably should focus on chases otherwise you will get lost in the 'mmr hell' instead of getting better at the character, you can also watch some killer main streamers who are especially good at huntress (such as coconutrts) if you don't want to stress out. With more experience I am sure you will be getting better and struggle less.
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The game is survivor sided with the survivor team don't make any obvious mistake versing a god tier certain killer player, by saying that whether being a god tier towards a certain killer or playing as survivor without any missplay are both difficult and time consuming to learn however survivor is most likely the easier role compared to killer as survivor is strong in basekit compared to the majority of killers existing.
Solo queue is painful because most of the time teammates are very poor in looping skill and game sense, I have some friends who play for the comp scene can still enjoy the game in solo queue because they primarily focus on chases or altruistic play other than escaping. SWF is strong because mostly it is formed by 4 good survivors.
If you are enough good at killer, you will still enjoy the game and win most of your games as most players are casual and not always play optimally. Personally I don't mind versing swf other than MFT squad because even I lose I can still learn from my failure and improve from it.
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I am still here and I love the game.
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The perk MFT changed the gameplay to a large extent for most killers, survivors equiping that perk can run from loop to loop faster. Many times I just feel getting robbed playing killer by succeeding mindgames but they still drop the pallet or make to the window instead of being downed, the speed haste just grant too many rooms compensating their mistakes so imo relying on a perk instead of playing properly is just unhealthy for the game.
By saying that, just look at gen slow down perks like old OC, CoB combo and the old Eruption, they are the same as MFT in nature. If the person can't play survivor without MFT or can't play killer with busted regression combo it's a skill issue and they are rewarded for letting perks carrying them instead of getting better.
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I already lost the counting to how many times I had the survivor who escaped from the hatch spanming 'ez' in the endgame chat. Some people are toxic and you can't change their personalities so move on and don't let them affect your mentality towards the next game is the right mindset imo.
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It's not an exploit, I smell 'entitlement' and 'skill issue' from that Wraith player.
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Well my advice for you is to play properly as basic m1 killer first, try to outplay them in different tiles and have as many chases as possible, ofc you will lose many games but that is the way to improve. By doing so you will find yourself transform well between different killers, since you have built up a solid fundamental skill set the rest part (advanced techs) is easier to learn as well. To improve and consistently getting better at killer will naturally lose you many games so no need to be frustrated. Wish you going well with your games <3
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For me, I play farily as killers but still they blame me for any term of their imagination, some ppl just want their easy wins or find excuses for failing regardlessly. For those ppl I find one thing in common, they don't play both sides and only follow the one-track mind.
Sometimes when I play survivor, my teammates farm me on hook then blame the killer for 'camping', like what does the killer supposed to do? Or I loop the killer for a long time and somehow we are 'gen rushing'. The 'entitlement' is the real toxiticity.
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@Ivanynakov said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3487837#Comment_3487837
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3487834#Comment_3487834
Slugging would be really bad option for Killer.
- In early game, if Killer slugs and camps slugged player, other 3 Survivors have free generators. If Killer doesn't camp, Survivor will be picked up soon.
- In late game, if Killer didn't kill anybody he is in losing position because 4 survivors 1gen. Just not as losing as it would be without repair speed penalty. Looking after 2/3 slugged Survivors and 3 last gens is pretty difficult and risky.
With fair and balanced numbers for x,y,z, repair speed mechanics would mainly just make less one-sided games and more balance and tense once.
Slug is a very strong strategy to apply massive pressure then snowballing to it. By definition, slugging is to down one survivor bleeding on the floor then chase another survivor, it could be a second down or a hit then the killer will go back and forth trying to get more survivors involved. It's not as effective against SWFs or very coorperated teams but is very powerful versing solo queue and especially at the start of the match. What I mean is with the x%, survivors will be punished from the proper counter play of slugging otherwise they go for the rescue then suffer more pressure from the slugging.
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@Göch said:
99% of the surv players are way to bad in chase for it to really matter. It's the new cope for losing games and blaming a perk instead of looking for your own mistakes. People are already proving that you can win most of your games playing M1 killer without using your power. But people found their new copium and the whining will never stop. When MFT is nerfed there will just be the next perk blamed, simple as that.
So 99% of survivors are bad and mft doesn't work but why they are using mft so frequently in my lobbies along with other meta perks, are they memeing around with this perk? Yeah if you are good enough you can win most games with m1 only, that is called 'huge skill gap'. Please at least don't contradictory to yourself by assuming every killer is at the very top level versing bad survivors only.
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@Ivanynakov said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3487323#Comment_3487323
According to my formula, In this scenario Survivors would have repair speed penalty so you would be able to get more kills.
- Penalty (Repair Speed Nerf) is calculated by Number of Generators Repaired minus Hook Stage Compensation. Can not be less than 0 so we don't have boost.
- Repair Speed Boost is calculated by Number of Survivors dead.
- Final Repair Speed is: "Base Speed - Penalty + Boost"
This mechanic would also prevent tunneling because the most effective way would be to NOT kill survivors but get Hook Stages instead.
So very simplified formula is:
Base Repair Speed - (Penalty from Generators finished - HookStage Compensation) + Boost Speed from dead Survivors = FINAL REPAIR SPEED
Mb I didn't read it thoroughly, although it's an interesting idea but still I doubt it will change much about the current state of the game, something like the new pain res could be better, i.e. only incentivise fresh hooks without much downsides to it. The problem with your idea is if the killer slug to avoid the hook compensation for survivors, so it could be abusable by slugger. Other than that the killer might as well tunnel or camp one survivor out to force a 3v1, and in this case once the killer down one survivor the rest two will be struggling to maintain on gens so the z% is of little use.
Overall if this goes to live it definitely will benefit my killer games but meanwhile the survivor games will be more furstrating. You must have a good mindset to come out the interesting idea but once again those abusable actions I mentioned are same reasons I don't play survivors as much.
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@Ivanynakov said:
PROBLEM:
Big amount of one-sided games without change of leading opportunity. Leads to scenarios when you already lost but need to keep playing few more minutes or DC. Often caused by lucky/unlucky beginning.
SOLUTION:
Having flexible repair speed on generators (based on generators repaired/survivors died/hookstages) would balance SWF, SoloQ and Killer games and make the game reacher.
- For every generator repaired, Survivors would get (x)% repair speed penalty.
- For every hook stage, Survivors would reverse (y)% repair speed penalty up to 0%.
- For every Survivor dead, Survivors would get (z)% repair speed boost.
NEW POSSIBILITIES:
- Situations with 4 gens 2 survivors would be winnable.
- Situations with 1 gen 4 survivors would be winnable.
- Situations with 1 gen 1 survivor, when repairing gen instead of finding hatch is good enough option.
That looks like a punishment for killers that are playing fair. I sometimes get 1k at 6-9 hooks with 1 gen left.
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It's fine in the current meta, I don't really see that in common from my survivor games but it is gonna be awful if you are downed by noed then face camped watching other teammates leaving.
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@Sonzaishinai said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3483942#Comment_3483942
I'm a big fan of maths but it does not say all there is.
If a huntress hatchet is flying towards you MfT won't do anything. Old dead hard could save you.
If you get caught in the basement against a trapper and he trapped the exits MfT does nothing, old dead hard trapped the trapper.
If you loop the killer and suddenly they moonwalk in your face unexpected MfT does nothing, old dead hard could save you.
Any killer that has a speedboost greatly diminishes MfT. Blights Nurses, Spirits all don't care about MfT. They feared old dead hard
I wouldn't even call MfT better then endurance dead hard. Let alone Dash dead hard
You are stating some facts and I can agree on your statement. But imo that's more likely showing how op old dead hard was, it's not really contradictary of functions of both perks (old dh as well as mft), i.e wasting massive amount of time in chase from the killer.
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@Uxoxe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3483701#Comment_3483701
Doesn't this sound exactly like the reasoning for the Nurse to be nerfed?
- Nurse is not an issue for top tier SWFs.
- But she's really good against SWFs.
- Then you have solo-queue, where she's broken.
- If your advice is not play solo-queue, then I can't be bothered to explain more how bad she is.
The funny thing is, everyone on this forum actually says, don't play solo-queue. So, using Nurse logic, don't play those killers if MFT is a problem.
That is a very solid argument, so that's the reason why nurse got her most broken part (addons, perks such as starstruck) removed from her kit, so she is way more balanced than before. There aren't many nurse currently after her nerf, the remaining 'op' arguement imo is that most ppl don't share the equal experience versing her as much as the nurse player has. With that regard the same logic can apply to mft, loop or chaining tiles properly is meant to be a skillful thing to do, just watch those top goated survivors who apply many checkspots to spot the killer position in order to loop for a very long time. But with mft, meh.
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People need to play mindgames as sometimes chaining the tile could result a hit with normal speed, mft killed some part of it. Some loops can be mindgamable, mft killed them. The game have bad rng which can waste a lot of time to the killer, with mft it could be an infinite. So that speed boost isn't fine, for example the midwich hall way takes about 18sec to walk through with hope alone, and about 17sec to walk through with mft alone. 3% is not that small of an effect as it feels to be.
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@Doomsaki said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3485970#Comment_3485970
He could have a "stance" where he uses his gun, the redeemer, like a crutch or a walking stick to help his injured leg. While in this stance, he moves like a regular killer, but can't use his power. Then he needs to take a few seconds to go back to shooting stance where he's ranged capable but slower moving.
Yeah, that sounds interesting. His main issue imo is how long it takes before you have the chance to use his power, currently with many survivors playing smart and optimally he basically have to approach some distance before getting the chance to use the power, huntress will be less stressful dealing with this scenario. Then once you get the down your chasing pressure is lost if there aren't survivors nearby which is the typical strategy against 4.4 killers, at this point he really needs the map pressure i.e. mobility to keep in pace with the game. Otherwise camping maybe? So this change could incentivise a healthier gameplay. Based idea :)
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I think the deathslinger should have a smaller terror radius other than that he really struggles to traverse the map so maybe he could be 4.6 instead of 4.4 while not in chase? I am not certain about the mobility proposal but he really shouldn't have that big of a terror radius which only introduces boring gameplay and causes frustration.
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It's a bad idea imo, the same goes with mft. Also fire up is a fine perk atm, not that strong but can introduce some interesting gameplay at the same time.
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I am a nurse main with about 1.5k hours on her, so my thought is since most ppl in my lobby don't have the equal experience versing her so they naturally will feel she is broken , but just imagine years back I am kinda respected by most ppl and that was when the blink bug is a thing so it's a somewhat complicated topic.
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Hope is never a problematic perk, the thing is MFT grants you higher chance to activate Hope by extend the chase time and not many killers have decent mobility so most killers have mid to weak map pressure, now with MFT the chase pressure is lower so the perk is definitely the problem here imo.
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I get it to some extent, the survivor's hitbox is at the feet so when the killer is close to the window at lunging it will result in a hit but still some hits are way beyond that even when the survivor and killer aren't lagging so I think it could be the server issue. Tbh I heard wesker grab is getting changed to a hit which is nice and fair imo.
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@durag_demon1 said:
It's funny seeing killers complain about mft... when most survivors aren't even that good and die with in seconds of being chase( me included).. its 3% if you’re losing to that.. then you might just suck🤷🏿♂️🤷🏿♂️🤷🏿♂️
Can I rephrase that into 'toolboxes and bnps are not op as survivors don't do gens' ? Also can I say 'blight's compound 33 isn't op as it gives you the hindered effect and MFT gives you the speed boost so they are all balanced' ? If you are suggesting bad players can't play well equipping the perk as a proof to the game balancing then you are biased.

![{Q%KN]X_XY[1%RXR6OT[08R.png](https://forumcdn.deadbyqueue.com/6030815/uploads/PZDHZOAM1YWS/7bq-25kn-5dx-xy-5b1-25rxr6ot-5b08r.png)