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jmwjmw27

jmwjmw27

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  • bump, relevant question. Like many valid questions posted recently here, unlikely to get a reply from BHVR anytime soon.

  • ”Indoor” pallets on several maps are bugged and sometimes don’t spawn. This includes basically every pallet on midwich, and certain pallets on other maps, but it is most common on Midwich. This has been a thing since the “final” pallet density change and I posted examples in a thread that devs saw (same as when I told them about the cheater problem) and nothing has been said or done.

    Holding out hope that a patch will fix it in the midchapter, but I have little faith this will be the case.

  • Agreed but for the exact opposite reason. I like winstreaking and facing winstreakers or tryhard/sweaty players in general. Meanwhile I hop on the game as someone with 5k hours and get this in my lobby:

    image.png

    give me people with similar hour count to me in my matches. I don't want to get backfill lobbies and easy stomps. I want close games. The fact that I got this person (who was in my lobby because they were in a SWF with a 300 hour player, but still) is ridiculous.

  • @Obscura said:

    I have cheaters every second game.
    Are there plans from the devs to do something against it? The game is nearly unplayable.

    None stated so far. I have brought this up to a dev and they saw it, but decided not to respond, which means probably not.

  • A few years ago I would call you crazy as I almost never saw cheaters. But something’s up because I’ve been seeing a lot of them over the past year.

    I occasionally winstreak with friends [one is a streamer, perhaps they get targeted] and have run into two different cheater bots (an Oni and a Spirit) with their names advertising cheats. Per session we see them maybe 2 or 3 times on average. We have gotten them back to back before, the spirit twice in a row before, oni multiple times, even had 4 games with those two in a single session. The bots also equip the dev-only badge and banner which somehow isn’t automatically detected…

    I see blatant survivor cheaters maybe once every week, and subtle cheaters (that I can tell are cheating) once or twice a month. Not as bad, but still too frequent compared to a game like Marvel Rivals where I have never noticed a cheater playing since launch.

    Realistically, I don’t think BHVR can stop people from wallhacking, and won’t be able to put in the effort needed to fully curb subtle speedhacking, but they at the very least need to step up their game with server side validation for some of the more blatant things cheaters can do.

  • Survivor all about looks and sound design. If their injured sounds or cries are annoying to listen to, that’s a no go.

    For killer, a power that is satisfying to play, at least some viability, and probably most importantly some form of skill expression. M1 chase has its own skill expression and fun, but hitting a flick, curve, trickshot, or similar is super satisfying.

  • On survivor, only if I know a person on my team is going to throw/give up/cheat from playing with/against them previously.

    On killer, if the lobby is clearly a backfill one with new players (low hours on steam on everyone, globes with default outfits) and also of course if I know one of the survivors is a cheater from a previous game.

  • Houndmaster comes to mind, there was an add-on for increased attack recovery speed that got nuked because it was too strong with things like STBFL, and that they’d look at it properly later.

    To no one’s surprise, “later” has come and gone and the addon is still useless like many of her others.

  • cough dash cough those two edaters cough cough

    I also see a lot of the same high hour, experienced survivors that suspiciously only dodge me when I’m playing killers like blight or ghoul and always stay if I’m playing something like wraith. I know for a fact current cheats can tell you the name and character of the killer you are facing in the pregame lobby (which BHVR could easily fix btw) and I suspect some of them are doing it.

    If they added a DC penalty after dodging 5 lobbies in a row and reset the count when you closed the game it would mostly solve this issue while probably not impacting anyone unfairly. Also doesn’t help that backfill commonly puts new survivors into a lobby they don’t belong in because it prioritizes time.

  • I played 5 games and got DS+Object in one and Lithe in another.

    Aside from that, my builds were usually “meh”.

    I have noticed from playing both killer and survivor in the mode that an invocation was present in almost every match… randomness can be a funny thing at times.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4045185#Comment_4045185

    The same exact people that complain about gen speeds in this forum defend tunneling.

    A low-hour killer can successfully tunnel a survivor with 10x the hours. The games whole structure is currently unfair. Survivors are expected to have way more knowledge and skill. It's one thing for the killer to have more in-game power, it's another for low hour players to win against higher ones through only one single method because they wouldn't manage against them any other way.

    The notion that something is “unfair” should stem from what is fair play (playing within the rules and regulations of the game), not some arbitrary opinion of what your opponents like and dislike.

    Or you could just decide for yourself to have decent sportsmanship, or notice that people constantly complain about it and it's making the playerbase unhappy. Just because a thing is legal doesn't mean it's right. Most people also think spawn sniping is gross and skill-less, yet it's still within your ability to do it.

    The same exact people that complain about gen speeds in this forum defend tunneling.

    I am sure those people exist. As do people that complain about tunneling yet defend infinites. But you made the claim that “the same people who defend the killer strategies complain about the survivor ones” which is just not true as a whole. When you paint with broad strokes like this you won’t be able to have level conversations with people because everything gets reduced to tribalism.

    Or you could just decide for yourself to have decent sportsmanship, or notice that people constantly complain about it and it's making the playerbase unhappy. Just because a thing is legal doesn't mean it's right.

    We’re already back to opinions by “decent sportsmanship”. How is tunneling poor sportsmanship? Who decided that it’s unfair and being a poor sport to chase and attack someone who just got unhooked? The idea that you have to go after someone else in between hooking one guy is a completely arbitrary expectation set early in this game’s growth when players were bad and you could actually facecamp people to death or mori on first down with zero counterplay.

    Also, who said anything about legality and rightness? You mentioned fair play, this is a term that mentions specifically playing by the rules of the game. Tunneling is not unfair like exploiting or something else would be, they are playing the game as designed without abuse or exploits, and the other side has counterplay.

    And complaints alone should not be used to justify anything, people complain about everything. 2 years ago 1000 survivors were asked what killers (not playstyles, killer powers) they didn’t like to go against. And the conclusions as you can see were that there was an 87.3% chance at least one of the survivors in your lobby would not like going against the killer you picked. A lot of the community complains about Ghoul, for example. Does this mean I’m not a decent sport if I decide to pick ghoul and play a public match, because people online complain about the character?

    https://www.youtube.com/watch?v=gEY438O6ToU

    You are trying to force a completely arbitrary set of moral standards on the way people play dead by daylight. Spawncamping with a sniper rifle is really not comparable, it’s not like a survivor team against a tunneling killer has zero options (BHVR has added several mechanics already to assist you here) or that the killer is exploiting somehow. I think your point of view that people have to play the way you want them to play or that others complaining want them to play or they’re an #########, even if they’re not doing anything that is actually wrong, is the problem.

  • @ShanoaLegendaryPlz said:

    https://us.v-cdn.net/6030815/uploads/QD89U302YUEH/report.png

    Im not trying to shame anyone with this. Just trying to bring up something and ask a few questions. Whenever aura reading perks are being used on killers or survivors, the other side sometimes doesnt even know those perks exist or how they work. This time for example i just had bbq & chili for aura, didnt tunnel, didnt camp, didnt grief anyone or make any gestures. Just played out the round spreading hooks for the myers perk, and after hooking someone, saw the ada with bbq (also the obsession i was leaving for last) and went over to her quickly in head form. She stood there disconnected, reported me and left before the round even ended to see what perks i had. In the past week alone ive had atleast 3 players flatout say they reported me yet ive never used cheats in online game in my life, and never have a reason to grief other players. For example one of them was a springtrap accusing me of wallhacks because i looped him for 5 generators in the "house of pain" on the nightmare on elm street map. He didnt seem aware that springtrap has very loud steps and didnt seem to know other players can reveal him with the doors cameras since they are rarely ever used.

    So i have some questions

    1: what protections are in place for being falsely accused of cheating/griefing when the accused is 100% not cheating/griefing/throwing the round etc?

    2: does someone watch replays of the rounds where reports took place, to make sure?

    3: is it possible to recover an account in the event of a false ban? ( or are the above 2 points strong enough that this would never be necessary?) As ive seen several players on this forum making posts about their accounts being banned saying they dont know why and asking about account recovery.

    1. None. You are basically only protected by the fact that BHVR doesn’t act on reports unless there’s a lot of them or there is more to go on, such as a support ticket report with video evidence, a VOD, the cheater somehow triggered EAC, or someone close to the devs reached out. If you get a lot of false reports you will actually get prevented from matching with “whitelisted” people (fog whisperers and some dbd creator program partners).
    2. There is no replay system for dbd. Devs cannot access replays because they do not exist.
    3. Yes but no one can reliably tell you the odds of that. I personally have been falsely reported many times and have yet to be banned, so I don’t think you should worry about that.
  • no reason to disable anything on the ptb just because it isn’t new. The point of the ptb is both feedback and finding bugs, if you know these devs you know things that were never changed can and do randomly break all the time. Allowing people to play things that the devs didn’t change gives the devs extra QA testing.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4045031#Comment_4045031

    If you're good with a killer and put thousands of hours into learning everyrhing about them you shouldn't need to tunnel. You should want to be able to play fair and be good enough to win by having solid gamesense. That's the ultimate skill expression. Hard tunneling a weak link off-hook isn't. If this is the only way I can win where I'm at than I don't belong there and don't want to be there.

    They are used to playing against these "cheese" strats.

    Then it shouldn't work on them, should it? Yet it seems like a killer can be mediocre and still beat decent players with cheese, which isn't how it should work. I'm losing because all four people I'm playing against are now better than me (and by losing I mean I'm still limping to the 60%). It used to be that a couple might be very good, one decent, and one not great. I could still beat players much better than me, it's only if the whole team is great that I'm losing. The survivors shouldn't all have to utterly out class the killer in order to win, especially with the lack of cordination amongst many soloqers.

    But it is not "immature" to play the game to the best of one's ability and not complain about strats used.

    The same people who defend tunneling and slugging complain about genrushing. People only don't complain when they're the ones using the cheese. Rules for thee and not for me.

    Anyway, I didn't say cheese strats were immature. It's not what you do, it's why you do it. If you alter your gameplay based on other people's actions like BMing or chat, you are just as immature as they are. If you can't handle losing and go off the rails regularly and slug everyone at 5gens because of it you are immature. Taking your anger out on randoms is a response fitting of a mental child.

    The same people who defend tunneling and slugging complain about genrushing. People only don't complain when they're the ones using the cheese. Rules for thee and not for me.

    You are making a sweeping generalization that is not true.

    Killers can tunnel and slug if they want, it is necessary at a high level. And “genrushing” is survivors doing their objective. If they bring perks and items to do it faster, good for them.

    I also disagree with your notion that tunneling is not playing fair. The notion that something is “unfair” should stem from what is fair play (playing within the rules and regulations of the game), not some arbitrary opinion of what your opponents like and dislike.

  • bump. Would love to get comments from devs on this. More server side checks are necessary.

  • The flashlight mechanics were honestly not healthy as killer counterplay shouldn’t be tied to an item.

    Wraith’s lightburn mechanic was completely unnecessary and only made him worse as a killer that already wasn’t top tier.

    Hag’s lightburn mechanic was somewhat necessary as counterplay which is why it was added with the trap wipe.

    I liked nurse’s lightburn mechanic as you could completely deny tunnel outs with it, but it shouldn’t be tied to an item and I don’t see how you could implement it without one.

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4043329#Comment_4043329

    This is such a weird conspiracy that really doesn't make sense if you think about it for more than 10 seconds.

    Cheaters cause people to not have fun. No fun means players quit. Less players means less money.

    They have an obvious financial incentive to prevent cheating.

    And yet they don’t - since the game has gone from peer to peer to server side, the only thing they’ve done on the server end to reject obvious cheat attempts is disable the ability to escape by touching the exit gate hitbox until endgame.

  • If I had to pick, 2.

    1 creates so many niche interactions and potential problems that if I had to pick one I’d rather have the old ones back. Although that would introduce a new problem where long charges = many skillchecks which you can use to bang out gens with perks like bardic, hyperfocus, and stake out, potentially even faster than current by trading speed for better rng.

  • My top 5 on dbdstats are (in order) Blight, Wraith, Demo, Nemesis, Trapper. I’m confident the first two are correct but unsure about the last 3.

    Blight and Wraith are p100. The rest are about even.

    I play ghoul occasionally, but almost never play nurse.

    On the survivor side, I can only say anecdotally what I see most often but it’s usually ghoul, springtrap, wraith, huntress, and legion.

  • I don’t think anyone should get out of game hate or threats for playing a character.

    That said, the annoying part about knight has not changed from his first PTB. If you are not at a loop and within range of another, the knight gets a free hit by farting out a guard and standing still. Which makes the playable area much smaller and like artist, just means you’re shift+Wing for the majority of the chase. You say he’s a weaker spirit, but spirit has a much more interactive mechanic which is what’s important (see: F tier skull merchant).

    After his minor rework, they also removed the counterplay that existed (taking the guard for someone being chased so the knight can’t use it on them), and now there really isn’t any since he can just summon a different one.

    Not saying you should get hate for the character, but definitely not forced. It can be fun to juke the knight with the guard window mechanic or by using knowledge of guard pathing, but sitting at a loop waiting for knight to use his power and walk you down is not fun or interactive.

  • Ngl, ace and co sold your game. First down early, ace found by hook, then both healthy teammates went for save while ace was in chase at hook, it’s basically already gg.

    That said:

    • First chase you need better awareness of what’s happening behind you, after vaulting the window you hear springtrap wind up but stumble around in spots where he could have hit you while not seeing what angle he was taking from the window. You should have, after vaulting, turned your camera to look at him, or use map knowledge to know you can run to the other side window in front of you and he won’t be able to hit in time. Also after he throws the axe you should not have gone to the same side as him, you should know you’re not beating him to that pallet if it was there.
    • After first unhook, you have OTR, you should never be vaulting anything if you can be grabbed like that. You need to use that endurance to get far away to the other side of the map, using a window/pallet if he goes for an axe grab. If he tunnels you, the only way to win is a long chase far from your teammates, and if he doesn’t, you need to heal up far away from him.
  • The problem is there is no real penalty right now.

    You get a few free, and if you play a lot, you have to dc a lot to get a serious penalty.

    If you’re getting off for the night, whatever penalty you have may as well not exist.

    Not to mention, it is way too easy to dodge the system by bringing a luck offering, or going afk. No one is going to go out of their way to submit a support ticket with video evidence AND file a report ingame just for bhvr to do nothing anyway. And we’ve seen how poorly the go next detection did when they tried it.

  • If the killer wants to see you, sure.

    I think stealth can be a pretty big component in this game and it’s kinda lame that blight/kaneki/whoever can kick a gen and stealth no longer exists, but whatever.

    At the very least, please add the “revealed” status effect like 2v8 has so that there is viable counterplay in soloq without nullifying killer aura reading. Same for killers dealing with aura read in chase - they’ve already reworked the blood amber in such a way. Then I don’t have to worry about whether it’s wiretap or a suble cheater wallhacking.

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4039935#Comment_4039935

    It does, though? People quitting the game due to cheaters is lost revenue.

    The suggestion that they just haven't bothered to implement ANY server-side checks in the whole history of the game's development is incredibly misguided. Just because something's serverside doesn't mean it's unbeatable. Not even mentioning how careful they have to be around false positives.

    There were a good couple of years where the super crazy cheats weren't possible like they are now. I hope there's going to be a big release of anticheat measures like they deployed a while ago.

    Is it misguided?

    To my knowledge as a DBD player since 2019, the only changes that have been made in terms of server side validation (aka, explicitly preventing cheaters from doing a specific thing) are:

    1. Exit gate trigger is now disabled until endgame collapse so you can’t escape early
    2. Joining people’s parties now requires a confirmation so cheaters can’t force their way into custom games

    that’s it.

    You can see the gifs I posted here all have this year’s christmas decorations. Cheaters can still instantly start endgame, teleport anywhere, prevent you from hooking, and instantly heal anyone. Doesn’t seem like there is any server side validation to me.

  • A. Some killers will not kill until everyone is dead on hook as a way of playing nice (and/or challenging themselves). When only two survivors are alive, killers might not hook one so they can get the other to avoid worrying about hatch.

    B. Very rare but some killers will let you go (either because they feel like it, they like you, they don’t think they earned the kill, or they respect a play you / a teammate made). That wraith just felt like letting you go.

    C. Killer giving up. In most cases, they accepted their defeat and opened the exits to let everyone out. Some killers that are playing nice will do this (like in games where you are all dead on hook) but most often it is them trying to speed up the loss they think is inevitable. As for why survivors wait at the gate, if they don’t know everyone is safe they will do it to wait and maybe help. If everyone is safe then they sometimes do it as a form of BM to make the killer watch them leave.

  • @Defnotmeghead said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4039872#Comment_4039872

    And while crude, the point was: why play like an ass from the start just to win because you play a killer you dont think can win without doing so, when you can just go and have fun with the killer instead and see where it gets you? If you want to win so badly, why play a killer you dont think can win unless you tunnel at 5 gens?

    Also, what I said was to make DS basekit and make tweaks that effectively buff it. Everything I mentioned would be made basekit. But maybe you read over that bit. My stance in general nowadays is to make DS basekit and rework the perk. It should have been made basekit when BT was made basekit. Then some killers would have been forced into a buff or rework (especially our homeboy Trapper) and the game overall would have been in a healthier state. instead of the mess it is now.

    Why is tunneling necessarily playing like an ass? The killer's job is to kill you. Are survivors ######### for playing as optimally as possible too?

    I don't understand your point of view that if someone wants to win, they should be picking the strongest stuff, but also if a killer tunnels, they are being an ass.

    Also the conversation we had when you replied to me wasn't about your suggestion to make DS basekit and subsequent killer buffs. It was a side conversation that started when jesterkind asked me why a weak killer would care if 4 survivors ran DS, which is how we came to the topic of "weak killers cannot afford to not tunnel in the current state of the game". I actually wouldn't mind making it basekit if it means weaker killers like trapper got buffed across the board.

  • @Defnotmeghead said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4039801#Comment_4039801

    Tunnelling isnt optimal tho. It's only effective due to lack of comms. Optimal is still survivor 1, survivor 2, survivor 1, survivor 3, survivor 1, survivor 2, survivor 3, survivor 1, survivor 2. That's the optimal route for a 4k against any team-up.

    No????

    Trying to hook like you've described is not optimal at all. You do not have time as killer to get your first elimination at 8 hook stages, that's ridiculous. Survivors on comms does not change the fact that getting to the 3v1 asap is most optimal. The fact that hooking 1-2-1-3-1-2-3-1 is not seen in any DBD tournament or competitive event supports this, but it's also obvious if you just think about it.

  • @Philscooper said:

    FYI : they are just on trial version of the anti-cheat

    And i dont think they even did anything to combat cheating this year.

    I know BHVR added certain streamers (like KnightLight) to their "whitelist" this year, where they are somehow separated from being able to be queued with most cheaters, but I can't recall anything nearly as much being done for your average player, or even anything at all. Maybe in 2026…

  • Trapper, skull merchant, onryo.

    Trapper is too slow to start up and can only stomp with niche scenarios dependent on basement and solo queue. He's lower than Hag because Hag requires a lot of coordination to beat, while Trapper really doesn't.

    Skull merchant is basically half a killer until her rework, and even though she's gotten some buffs she's still weak.

    Onryo is probably the worst stealth killer in the game right now, even worse than Ghostface. She is completely reliant on the condemn gimmick that requires a good map and survivor misplays.

  • https://www.youtube.com/watch?v=StME-RBugzs

    Otz breaks down his build he used for his 50 winstreak, it's standard but pretty good. He also explains the build and how Unknown is particularly good with Nowhere to Hide, because the aura reading continues if you teleport after kicking.

  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4039801#Comment_4039801

    But that doesn't really address the issue that @Defnotmeghead is bringing up.

    If a high MMR survivor ran a lot of D tier perks for fun, they already aren't playing optimatlly.

    It would be like a survivor using D tier perks than ratting the whole game and saying 'well I have to, look at the perks I'm running'.

    The fact that some killers are weaker than they should be, just as some survivor perks are weaker than they should be, isn't a reason to prevent healthy game changes.

    The "issue" they brought up is "if you're playing a weaker killer you have an excuse to lose so why tryhard to win". That is not an issue. They are saying that if you are on a weaker killer, you shouldn't tunnel because you're not on an S tier anyway so might as well play for survivors to have fun and then use the cope of "I wasn't bringing the strongest stuff" because I lose.

    Also, healthy gameplay changes for tunneling should be basekit and not buffing DS. If you think that is a healthy way to improve the game you certainly haven't thought very far ahead. That change would just make running the perk necessary. And even if it is becoming free when the Halloween license leaves, requiring a perk be run just to play the game if you don't want to be tunneled is not healthy.

  • Overzealous is actually pretty nice. Fits the same niche as counterforce, you put it on one guy such that if the killer brings hexes, you get value, and it’s only one perk slot if they didn’t.

    Counterforce is usually better for the faster speed and totem auras, but overzealous is also pretty good on a team where you can better control who is in chase and comm totems. 15 seconds saved on a solo gen can be the difference maker.

    That said, anything totem related in solo queue is garbage basically for the reasons you outlined. Would be nice if we could see teammate perks in game.

  • @Defnotmeghead said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4039065#Comment_4039065

    But if you're a weak killer at high levels, then why do you care about winning? You literally have the best excuse for a loss, yet you choose to go for the gameplay that's unfun for everyone involved

    I don’t know about you, but I’d rather play optimally and try to win than play suboptimally expecting to lose because I can make an excuse when I do.

  • Myers’ new power is just a sidegraded leatherface chainsaw. It’s not impossible to counter.

    Slaughtering strike is fast, but does not last long. If you have enough distance or win a 50, you can outpace it and hold W. It also has a turnrate cap of 160 degrees, so he’s more limited than Leatherface in the types of mindgames/flicks he can do in a loop with his power.

    You get more distance against him than Bubba breaking pallets. And unlike Bubba, if he starts the strike you can counter it with a locker without having to worry about a grab (just make sure you can make it to a resource in the next 4 seconds).

    Just like leatherface, strong windows are your best friend.

  • the devs admitted that they intentionally overnerfed skull merchant so people wouldn’t complain while they implement her rework.

    She is still a noob stomper (free undetectable, power can injure) so noobs hate her, and most veteran players understandably think it’s a bit boring to go against a killer the devs overnerfed. (Pulsar already said this, but got downvoted for it, love these forums)

    There is also added sentiment that lingers from when she was insanely good at holding gen setups for 1 hour. It’s not reasonable but people still hate her because she was like that.

  • Not much of a reason, but it allows you to mori if you don’t have tier 3.

    His basekit mori is active in t3 only.

  • Maybe to keep pallet/flashlight saves possible or for animation reasons? I have no idea.

  • @BongoBoys said:

    Yeah all the tiles on shattered square are very safe and strong theres no fillers or 50/50s and the distance between pallets is tight definitely needs to be looked at

    What? There are plenty of filler pallets on shattered square.

    image.png image.png

    Both of these are also 50/50s when dropped.

    There are other safer fillers like the wagon filler. It’s not like the map is full of jungle gyms.

  • IMG_0664.jpeg IMG_0665.jpeg IMG_0667.jpeg

    autohaven was never the blue map. That was macmillan. autohaven has basically always been green.

    IMG_0668.jpeg

    ^ OG suffocation pit. This is blue.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4039065#Comment_4039065

    I've never understood this take, personally.

    Surely if you're playing against a genuinely high level team, you have less leeway to tunnel, because they're the only ones who reasonably can counter tunnelling?
    Ditto for playing an actually weak killer - if it's actually a weak killer and not just a middle of the pack killer, you definitionally don't have much to help you tunnel out a survivor who is already skilled at overcoming the harder chase that comes with being tunnelled.

    Those players are the ones you'd avoid trying to tunnel because they're used to it, equipped to deal with it, and thus harder to actually get a tunnel out on.

    Either way it doesn't really matter- that kind of team is very rare so I'd take that edge case if it means making anti-tunnel stronger tbh

    You need 3v1 to stand a chance against a good team. As long as the game remains in the 4v1 you will be losing gens. This is the case basically across the board and is generally the killer's first step to winning a game "optimally".

    If you are going against a good team, yes, they will be well equipped to counter tunneling, but they're also going to counter everything else you try even harder.

    When it will take you over a minute to secure a down on a single player, doing anything other than aiming for the fastest possible elimination is simply not viable. The best route to victory is therefore aiming for the 3v1 with as little downs as possible, which means tunneling. Even through DS.

    If you have a good team with DS activating twice, you will need 5 downs (2 extra because of the 2 DS usages) to most quickly eliminate one person. And that simply is not possible on a weaker killer in the time you have.

    And sure, a god tier team is rare, but an average one with DS isn't nearly as rare; and is more than enough to make the average player unable to do anything on your average killer.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4038994#Comment_4038994

    I'm not sure I follow your logic. Wouldn't that actually be a slight edge for you if you're playing a weaker killer?

    After all, that four stack is only running three perks each that actually concern you, which is something.

    If you’re playing a weak killer at a high level vs high level survivors you’re not getting a win without tunneling unless they make a ton of mistakes and you make almost none.

  • Kinda pathetic that right after showing the heavily reduced login rewards for this event they also lower the 1.25x bloodpoint incentive minimum to 1.1x. Bloodpoints aren’t even a currency you can buy anyway, why are we being so stingy with them?

  • I like it.

    Freezing gens is a nice slowdown that isn’t overtuned. It’s base kit for killer and not capped.

    The pallet freeze has a really high skill ceiling with the charged snowball throw. As a survivor with distance, you pre-freeze the pallet so it’s unfrozen but on cooldown when you need to drop it. As killer, you use the snowball throw to freeze pallets before survivors can drop them. You can also make pallet saves impossible by freezing before picking.

    Unfortunately, this does result in lose/lose scenarios when distance is little. If a survivor approaches a god pallet you don’t have a freeze angle on, you’re going to have to sit in front of it and wait as they drop and freeze. And if you don’t have distance on survivor and the killer has LOS on your pallet, they will just freeze it and you will die. Both of these scenarios aren’t super fun.

  • As everyone else has said, anyone who has played the TCM game and interacted with the community knows Gun is awful at managing games. They will likely do just as poor a job with the halloween asym as they did TCM.

    Competition is a good thing when the competition is good. If Gun is making it, it won’t outlast or outpace DBD.

  • This would be a fine change in 99% of games, but if you get a 4 stack with 4 ds and they’re good at the game that’s gg for most of the killer roster. I’m also not sure I agree with solving problems with the game using perks as the solution.

    I think they need to do away with the skill check considering it’s about to become a general perk that newer players can use.

  • why are you complaining about a huntress slugging at the end of the game only when all the generators are done?

    If she leaves you alone for 20 seconds a gate is open, it’s the end of the game. Of course she will try to get the best result. Do you expect a killer to just let you go because it’s an event queue? Would you intentionally get off gens to do chests and run around in a snowman to make sure your overall efficiency isn’t too high? If your 3 teammates are escaping anyway (“win”) would you let the killer kill you?

    It’s an event gamemode but it’s still DBD. As long as both sides are interacting with the event mechanics (even if it’s only freezing pallets and gens) that’s more than enough.

  • Honestly, good.

    The fact that the biggest tunneling deterrent was locked behind a paywall was super sad.

    Now that it is a general perk, you will probably see it a lot more in games, most espeically at lower levels where newer players can get it easily.

    New killers also get two fun perks with PWYF and STBFL and a niche slowdown with dying light that are all somewhat usable.

  • If we want to reduce tunneling and improve the game overall, the best idea is to make tunneling no longer the most optimal play.

    To do that, you have 2 options:

    1. Buff killer in some way that another strategy is now more optimal
    2. Add a nerf/restriction that applies specifically when tunneling such that another strategy is more optimal

    The best way to go about it is probably a mix of 1 and 2. But doing just #1 is bad, as although another strategy becomes more optimal, tunneling doesn’t become any worse or any more difficult. It will still happen all the time. And without 2, you’d have to buff killer so extremely that not taking out a survivor immediately (despite easily being able to) is somehow not the best play, and you’d probably break the balance of the game doing so.

    And conversely, doing #2 alone would destroy the balance of the game and make it way too easy for survivors to win at high levels.

    Making pain res base kit just means I have more free slowdown while I tunnel if I’m playing optimally. Nothing is going to change.

  • Both.

    Kindred for when you’re hooked, and bond for every other time.

    If I’m in solo queue and expecting bad teammates, it’s kindred + bond.

    If I don’t run kindred, my teammates either won’t unhook me or will all go for it, even with the UI. Also helps prevent them running a chase into the guy going for save.

    If I don’t run bond, then any chase I take has a chance of running to a teammate who is going to go down instantly. Also helps me know when a teammate is taking the killer directly to me so I can leave quicker.

  • @tes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4037180#Comment_4037180

    Is it me or their RNG system just broke completely

    For real, it’s time to make static spawns…

    I have heard from someone that all indoor maps are broken right now with guaranteed pallets not spawning. Will test and see but I am assuming that is the case this patch.

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