90bubbel
90bubbel
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- 90bubbel
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still no fix lmao
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@KatsuhxP said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4025379#Comment_4025379
If I don't forget any new perk that can do this, then only in freddys power or as an event power was this ever used (of which freddys can't even stun outside of the one funny bug). I really don't think you want palettes like this to spawn on maps already lacking palettes.
Even if they didn't break and just stunned the killer for a shorter time it would make some loops unplayable even if you played the drop perfectly. The metal ones would take that the other way around, maps with a lot of palettes would be absolute hell. Especially for m1 killers.
PS: Don't worry, it's just almost 2 years haha xD
you forgetting a perk then, i cant remember its name but it allows you to build fragile pallets after looting x amount of chests
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this is just objectively false
@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3991379#Comment_3991379
3 generator can easily be finished by the times you get 6 hooks and, 2 generators with 2 people with gen repair speed is FAR from impossible to handle
Normally, there's one survivor in chase, one on hook, one on rescue/reset. If one survivor's dead, it doesn't matter what the repair speed bonus is, because no gen gets done.
and the killer gets regression sure but its not free as you need to actually do work for it
Oh yes, it requires you to do the thing you do anyway already. Labour intensive.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3991328#Comment_3991328
No, you insist that it's something the killer has to juggle or worry about, when it really isn't. Even in the example you mention, it doesn't come into play. Remove one hook, and you've got an early kill that practically no repair speed can compensate for, and that's only -if- you decide to kill them, which you don't have to do.
This isn't something you have to worry about at all. In that example, you get FIVE instances each of free regression, intel and haste, but the ONE undisclosed repair speed buff is going to spiral your early 1v3 into a disaster? Come on, dude. This is just complaining for the sake of complaining.
3 generator can easily be finished by the times you get 6 hooks and, 2 generators with 2 people with gen repair speed is FAR from impossible to handle,
and the killer gets regression sure but its not free as you need to actually do work for it, and i can guarentee it will have a time limit on it aswell while the survivors get boosts for merely getting caught. Should the survivors get exposed if they complete x amount of generators before the killer has hooked them?
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3991320#Comment_3991320
If they're doing stealth, they're not doing gens. You're still getting a win handed to you!
isnt it funny how fast you went from its only for people tunneling to Itss fine even if the killer isnt tunneling
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3991307#Comment_3991307
you literally get punished if you bounce between 2-3 different people, you need to hook 3 people twice each before killing anyone to not get punished for it,
Incorrect! It only kicks in if you kill -before- 6th hook. You're talking about killing on the seventh hook, but you can kill on the sixth. You need to have five hookstates between four survivors before you can kill. And along the way, you -will- get bonus regression, movespeed, and intel.
This is super avoidable, and if a survivor throws to try and get the bonus, take the free win because there's no way that repair speed bonus will compensate for the loss of one survivor.
ok remove one hook then, its still not tunneling and im still getting punished for it, It may be avoidable but it shouldnt have to be, why should i need to actively ignore survivors to make sure i hook others a certain amount of time, even if im not tunneling anyone
hell what do i do if any of the survivors are doing a stealth build?
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@Firellius said:
All of it can be avoided if you just hook survivors and then go for anyone but the person you just hooked. It's not hard.
you literally get punished if you bounce between 2-3 different people, you need to hook 3 people twice each before killing anyone to not get punished for it,
for example
lets say that my game has a nea-steve-claudette and david
1-i first down claudette and hook her,''
2- i then find and hook david,
3-i find steve and hook him
4- then i stumble upo n claudette and hook her again,
5-i find nea and hook her-
6-and i find claudettte for a third time and hook her,
now im getting punished for tunneling? how exactly is this fair?
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3991170#Comment_3991170
You can tunnel all you like in end game, or after hook 6.
Or right away, for that matter. There just might be consequences to that now.
This system is designed to help alleviate the actual problem of "even if you bring an entire build dedicated to it, you still will likely be eliminated from the game immediately if you are found first" meta that is 9+ years old.
do you understand how much 6 rotating hooks is? its incredibly common for 1-2 generators to pop within the first chase-down and hook, and you are now forced to hook atleast 3 people twice before killing anyone if you dont want to get actively punished for doing well no matter how stupid decisions the survivors make.
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@hermitkermit said:
The reason tunneling is so prevalent is because it’s easy. Why is it easy? Because the effort you put in compared to the reward you receive isn’t balanced, the reward exceeded the effort. These changes have helped to adjust that balance of effort vs reward. Yes, going for new fresh hooks is harder, but that’s the point. Because going for an unhooked injured survivor was too easy, which is why it was a problem. But because going for new hooks is harder, rewards are now in play for the extra effort, which is great.
its prevalent because its the only actuall playstyle that is consistent in creating map pressure, hit and run killers are completely useless with how strong healing is which also completely invalidates slugging,
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@OrangeBear said:
I mean yes it looks disproportionate when you put it in a list like this but practicality is important in a asymmetrical game such as this.
Also, we haven't seen the perk changes yet, which are very relevant.this is objectively untrue which we have seen over and over again with other defensive buffs survivors have gotten,
older decisive strike-force killers to pick you up
borrowed time and off the record-use it to bodyblock the killers after unhooking
these new changes will absolutely be abused.
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except thats not what these changes do, these changes forces the killer to spread hooks no matter how much the survivors mess up or play cocky, if you dont make sure to hook 3 of the survivor twice before someone dies you actively buff the rest, for merely doing your job
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@Coffee2Go said:
Generally speaking killer still has the power role here its the killer that decides if the survivors will get ALL of the mentioned effects, elusive is only applied to the unhooked survivor that will probably be adjusted if they do any action such as picking up item and using flash light, fog vial this will remove elusive.
Nothing is carved into stone and fully locked in.
From the notes we got the killers get rewarded in the start of match upon hooking, then only then if they hook 2nd time on same player the things will be in favor for survivor.
Again as mentioned some of these stuff is not properly clarified what if the survivors self sabotage, i can promise you right now the devs wont let this be ongoing thing since many players even in solo q sabo by going afk not hitting skill checks on hook and dying making it 3v1 without killers decision.
except that this isnt the case, even if the survivors reset and heal after unhooking someone (which you wont even get to know in time) if you randomly run into the same person that was hooked earlier you now need to actively ignore them to not cripple yourself
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@Jacknalls_Paw said:
"If the Survivor that was last hooked is Sacrificed or Killed, generators cannot be regressed or blocked."
I may sound stupid but I don't get it, what does this mean?
It means that if you for example hook the same survivor twice in a row and they are sacrificed you can no longer regress or block any generator progress (Like kicking/ruin etc)
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@100PercentBPMain said:
my bet is that trapper gets his 2v8 buffs.
as someone who never plays 2v8 what is those buffs?
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holy hell, How is it STILL NOT KILLSWITCHED; whats the point in a killswitch when you refuse to use it when needed
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or you know, nerf vigil
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Trapper, if one survivor follows you around you have no power the entire game
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then also make killer hooks count as several if the killer has under a certain amount of hooks before 4 gens are done
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good, maybe you will stop dcing and ruining other peoples game now
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Im going to say bs, i refuse to believe you had trail of torment 29 out of 32 games, the chance of this is basically statistically impossible
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she just feels really uninteresting imo
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this doesnt add up, the time it blocks you from playing depends on how many times you dced within a certain amount of time, for you to reach 24 hours you would have needed to dc probably 5-7 times within a relatively short time
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i thought i was going insane playing the unknown and being stunned from like a meter away when im trying to shoot
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Except what happens in this video is not what you claim, the actual projectile of the unknown never has and still does not do damage but only applies a hindered effect, what is done here is running into the projectile so it the blast goes behind you
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its a hex, hexes are generally not worth using if you dont make your entire build center on it as they can and will get cleansed 10-20 seconds into the game
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@kaneyboy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3829718#Comment_3829718
when released you used to be able to counter the hit by catching the centre of the bubble as it was only the surrounding of it that damaged you
dude what? this has never been a thing,
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@Fluffyxox said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3820999#Comment_3820999
my top 7 most played killers (around 25 games played each) sit at 80% kill rate. Across all games 50% are 4K, 20% 3K, 10% 2K, 8% 1K, 5% 0K. However similar to how I don't find BHVR's kill rates an objective indicator of killer strength due to how prevalent giving up is, I would consider my stats only semi reliable. We're effectively only capable of discussing subjective trends felt from playing the game because of how unreliable kill rate is for measuring role strength, like @Rulebreaker mentions. Do you disagree with that, and consider kill rate indicative of role strength?
So you are basically admitting you play low mmr then right? as every killer have unique mmr (to a certain degree) and this also means you have played less than 200 killer games in total,
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have they stated why? seems like such odd addon to remove
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3812714#Comment_3812714
I don't think either are going to end up bannable, but either way they're not directly comparable.
Teabagging at the exit gate wastes less time, and the killer can actually prevent it by pushing them out. There's also some pretty serious implications from "humping" a downed survivor. You can't do anything about it as a Survivor as well, you have to wait it out.
For the record, I am absolutely not a fan of either. I think there should be a way to force Survivors out remotely if the killer wants to concede the match at that point, so they don't have to deal with the whole BM thing.
However, bleeding out and especially humping are far more egregious forms of BM than teabagging at the gates. That's just fact.
Ideally there should be methods to prevent BM like this without swamping support with more reports, it's an inefficient way to deal with things like this, and if possible the fix should come at a gameplay level. Make it impossible or lessen the effect it can have instead of handing out punitive measures.
Teabagging has as serious implication aswell, teabagging literally comes from putting your balls in someones mouth like a teabag
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Legion, and suprisingly not because of mending, legion breathes heavily in chase which stresses the ######### out of me
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you:- I pay for ps plus to play and can’t even play for more than 3 games before getting a 72 hour ban because the timer never resets
thats because you apparently dc a shitton, seriously as someone else mentioned ,that like 8-9 dcs,
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yep, its getting really bad
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how we feel? horrible, if this goes live the knight is truly dead, all of this just amounts to a massive nerf lol
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yeah i agree, i have played 10 games and 6 of them had someone bring a map offering
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This just sounds like excuses, most of the time killers wont be bothered to search up and streamsnipe a ttv, do you have any idea how many ttvs that appear every day? i get atleast 4-6 every day
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yep, just had the same person twice use rpd offering with full antislug build and teabagging in blocker corners
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@BlueHorkew said:
https://forums.bhvr.com/dead-by-daylight/discussion/366945/wow-make-your-choice-makes-no-sense-now
I mean they already confirmed some of screams changes aren't intended.
Also, you have the giant explosion you hear when someone unhooks, so you still know where they are and when they did it. Don't really know how the screams are now, if you can't maybe identify the survivor or anything, but besides that, i don't see the problem.
And it's probably a bug that will be fixed, since screams are kinda weird right now.
make your choice is only usefull as you can hear on the scream what survivor unhooked, no longer possible, also now infectious fright is essentially limited to 19m
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Sometimes i really wonder whats going on in the devs heads, there is literally noone complaining about the screams. NOONE
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2549057#Comment_2549057
So many people are saying the system is good, you might be in the minority on this issue.
like who? i have not seen more than 5 or 6 people actually like it, all streamers and youtubers/high ranked people absolutely despise it
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2548979#Comment_2548979
I know for a fact it's not a lie, cos I was part of the testing process, as I'm colour blind myself.
sure, they just ignored the issue until it blew up by a couple of journalists how almo essentially talked down to the colorblind
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sure, if they fix the hex totem spawns
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i would assume loss, from my understanding its
1 kill + mmr
1 escape -mmr
so if you kill one and 3 escape you would get more - than +
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@OrcLuck said:
I find that an honest response is the best.
No need to give them crap for being honest. If the system was a mystery before, now you have the knowledge you need to decide what a win is.
how about not putting in the ######### system instead?
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HELL NO
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2547793#Comment_2547793
nobody was bullied into anything. Prior to the announcement that we'd made about colour blind options being added - it had been worked on internally for some time.
we both know thats a lie
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/2539967#Comment_2539967
I mean, overall, I think they are fine, their effects arent nearly powerful enough to be compared to hexes.
The only change they need, IMO, is being the gateway to naturally reviving hex totems. If survivors cleansed a hex totem but have a boon totem up, they are at risk of the killer going there and reviving his 4 stack Devour Hope.
yeah ikr, making a survivor blind is so op compared to heal 100% faster and no tracking works
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i see it as the devs simply not caring about the killer side
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well as a killer main, if the boon totems releases in this state im never coming back to the game

