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fluffyloki64

fluffyloki64

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fluffyloki64
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  • I agree, it's exhausting but unfortunately, I see it in all of the pvp games that I play. I feel like this is pretty much just how the world is now (as pessimistic as that seems) and I see so many people that don't take other players into consideration when they make their comments. I've also seen posts where the discussion starts on one topic and then gets dragged into another topic entirely.

    As for myself, I often come on here after a series of frustrating matches and try to see if anyone else is having the same problem and I will admit that that often skews my view on things. Lately, though, I've seen an increase in the toxicity bleeding into the in-game chat as well. I think I've been told to off myself 3 times in the last week for doing things that are fairly normal in games like trying to block LOS on a huntress in chase and trying to take hits for a survivor that's obviously being tunnled.

  • @Predated said:

    Yeah, I was kinda hoping the 8.0.1 patch made the insta hook require 2 tokens instead of just 1.

    I hope that they will either have fixed tunnelling or nerfed that ability before next year/before they release a perk like that. Bypassing DS, pallets and flashlights is insanely powerful for a 30 second cooldown.

    I would also love this to be a thing (potentially even disabling it on a death hook survivor). Seems like BHVR thinks that killers are weak and consistently need buffs because they are unable to play so I doubt that survivors are going to get anything for awhile or until they start to see numbers drop.

  • @TragicSolitude said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3745048#Comment_3745048

    It's much easier for survivors to choose what gens they do than for killers to choose what hooks they use. When I'm playing killer, I have to take the nearest hook to where the survivor has decided to run or it's a huge risk of of me getting stuck on the environment and them getting off my shoulder. As survivor, if the killer is staying in the same area usually one of us can distract him and still manage to get one of the gens done.

    …. You do realize that killers get hook auras revealed to them when they pick up a survivor right? Survivors don't get to see generator auras at basekit and hooks don't tend to spawn that far apart. I've taken survivors to farther hooks and have been taken to farther hooks without any carrying perks. On the survivor side of this, it is almost entirely up to the killer to chase a survivor or to protect a gen. You should be able to carry a survivor to a hook that isn't the closest hook and pay attention to where your hooks might be. As Killer, hook dead zones are RARELY a problem. Maybe I get better RNG as Killer, or maybe I just avoid those situations to the best of my abilities.

  • @I_Cant_Loop said:

    https://forums.bhvr.com/dead-by-daylight/discussion/417125/ridiculously-killer-sided

    First of all, serious question - do you play killer at all? If not, maybe actually give it a try for a while and then form your conclusions. There are so many people on the forum that say the game is skewed one way or the other, and most of them have probably never played the other side. I really don't have any respect for those opinions.

    2nd, you say that you are "making my own builds, trying to just enjoy a game the way I want" - well, that's another problem. Just trying to play chill and not consistently using the better perks means you're probably going to win at below average rates, so it sounds like some of this is self-inflicted.

    3rd, you're not supposed to escape all the time. Killer is supposed to be the power role and it's supposed to be hard to escape. Escape rates for solo survivors are around 40%, which is exactly what the devs consider balanced. If you're consistently getting way below that, then that means you probably need to improve yours skills. That's not meant to be insulting - the same holds true for all players, including myself. I play a lot of solo queue and as long as you don't have complete potato teammates, it feels like I have a chance to escape in a good percentage of my matches. I used to be a lot worse and would go down pretty quickly in chases, but with more play time I've gotten better at knowing how to play loops, how to string tiles together, etc. Also, playing killer helps you better understand how to counter killer strategies and learn what parts of maps are strong for survivors.

    Hey, someone who plays both sides here. I've noticed that it's really easy to play Killer right now and Survivor is miserable. I see 4ks almost every game no matter what side I play. It's gotten to the point where I feel bad just for playing killer and I usually let the last one go. It feels like you can run any build on the killer's end and win as long as you're not against a sweaty swf. And before I get told I'm a bad survivor, I can pretty consistently get 3 gen chases but I can't do much against getting proxy camped and tunneled as soon as I get unhooked. I very rarely get teammates who can run decent chases and I feel like I can't have fun on the survivor end.

  • Not to be that person but this feels like multiple conversations shoved into one.

    The sabo thing I haven't personally experienced a whole lot so I'm not going to touch it.

    DBD has always been a guessing game of what the other side is going to be running and sometimes your build just doesn't work (especially on the survivor end where certain killers can counter an entire build but I digress). There are plenty of things you can run/do against a gen-focused team like sending them on "side quests" or you can just try your best and move on with your day. You're not going to win every game, and if it's frustrating you enough that you're falling back on the same unhealthy strategies, maybe take a break for a little.

  • @HexNo3_D said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3737348#Comment_3737348

    Intervention – Mechanic

    Hooks -

    1. For every 2 survivor's you hook (Can be the same surviour) you gain a stackable 5% to your base 5% base regression,
      this stackable 5% would stop when someone is sacrificed moried or has bled out and would revert to about 15% to keep the rest of the match fair for both sides.
      (Side note made the 5% base a thing to help balence it out towards the end and at the end of the day, this is just something i quick typed up).
    2. SBMM (Skill Based Matchmaking) No longer goes up or down from the outcome of how many survivors you sacrificed.
      Or for the survivor side how or if you escaped, instead there would be a separate emblem system and it would total all the progress you had in a match towards your mmr score rating.
      Iri, Your mmr goes up significantly, Gold, mmr goes up abit, Silver, Ur mmr stays the same and finally Bronze, Ur mmr goes down,
      All the info from the game you just had would be signifyed into one single emblem
      (This would show ur mmr emblem where it shows on the first sceen when you come outta a match next to the bloodpoints and would be called ur (MMMRE) Match MMR Emblem).
      Also, there would be an extra screen in the dbd lobby where your survivor grade is where you could view where you are on the mmr point's system.

    Survivor's Generator's Interaction's -

    1. Once a survivor has either done : Two Safe Unhooks or Cleansed Two Totems they gave a 5% gen repair speed for 30 second's this will not stack with gen progression perks nor will it stack with other people on gens.

    The Endgame Collapse –

    1. The endgame timer will move from 120 seconds to 90 seconds instantly with an audio cue from the entity as soon as someone goes on a exit gate to add more pressure upon the killer and survivors at endgame and really make for some intense moments (this is an idea I was toying with for awhile right at the end of the day might not be a good idea but still just an opinion)

    Tunneling -

    1. When a survivor is unhooked for the last time (one hook away from death hook), if they enter a chase within 10 seconds after being unhooked and are in that chase for more than 5 seconds, Entity's Barricade Activates,
      you have a 15% haste for 35 seconds, Endurance, for 30 seconds and BaseKit Unbreakable for 45 seconds.
      (this would be to discourage killers from tunneling with also a penalty or loss of base regression reverted back to 15% once a surviour is out of the game)

    This whole system would be a massive overhaul and a huge QOL Change for so many people in the dbd community, and for gen perks for killers and survivors anymore than 1 you bring with you will be useless and won't be able to stack.

    This was a lot and would probably come with a hefty variety of balancing issues but lemme know what you all think?

    Not entirely sure why you quoted me in your post here but ok. My problem with the killer's gen regression/damaging/etc getting higher as the match goes on is that the killers generally get stronger as the match goes on because survivors start to lose resources. I almost think it would be better in reverse where the killer loses gen regression/damaging/etc when they take someone out early encouraging them spread their focus early in the match. I tend to notice that punishments work better than rewards (anti-camp feature being a prime example here)

  • @Junylar said:

    Since going back to the hook to tunnel the unhooked person has always been meta, it's definitely necessary and killer mains will miss the feature if it ever gets removed.

    If this really was the play you were going for, you could always pay attention to the HUD and remember where you hooked people. It just feels like an unnecessary thing at this point that encourages newer killers to adopt this strategy from the beginning.

  • Disclaimer here before anyone starts dragging me: I tend to play with the Bloodpoint bonus which lately leads to me playing more Survivor but I do enjoy playing Killer as well (Wesker being my favorite).

    I agree with pretty much everything here except for the gen times. I have games on both sides that go both ways and feels like it's largely based on the collective skills of both sides. Sometimes I have games where I am on a gen as much as possible and we don't manage to finish a single one and others where I am off doing a stupid tome quest and still manage to complete all 5 and get out.

    Tunneling is definitely a problem. I have started to bring an anti-tunnel build when I'm in SoloQ (DC, OTR, Second Wind, Sprint Burst) just to try and last a little longer if I am getting tunneled while still providing some value if I don't. The problem with this build is that 3 of the perks don't come with the base game and because I don't currently own the Stranger Things DLC, I can't use this build on all my characters. Even so, because DC is a one-time use, I often end up tunneled out anyway I just last a little longer. There should be some kind of base-kit anti-tunnel even if it's just extra endurance if they've been hooked twice in a row with no one else in between or if it's some kind of mini DC. I'm not sure either of these are a viable option but there should be something.

  • Not to mention that there's a pallet spawn where the killer can just walk next to the pallet when it's down rendering the pallet useless. This map feels like it wasn't put through enough testing before it came out.