Archol123
Archol123
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@MikeStev said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3752199#Comment_3752199
limit the aura so that 6% is not permanent, it makes no sense when survivors don't have to do anything but get +6% repair speed continuously. OR keep permanent aura but remove 6% repair speed.
give a cooldown to WindowsOfOpportunity so that survivors have to try to memorize pallet or window on the map or if survivors don't like this nerf, this becomes their motivation to change perk, which is my real purpose. 20 seconds cooldown is the old version of WindowsOfOpportunity, it won't kill the perk, it will only make survivors better (i believe so).This will put both perks back into the worthless category... Back when they were like that nobody ran them...
6% is really not much... Saving 4 seconds on a gen is nothing... You will save more overall time if you bring we will make it...
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@hermitkermit said:
Gen-rushing is another one of those buzz words like tunneling in DBD that I feel is said way too often without having anytthing to do with what happened. I was under the impression that originally, "gen-rushing" referred to old DBD, when a 4 man swf used brand new parts and specific perks to complete generators extremely quickly, back when brand new parts didn't have skill checks, using a dedicated build with perks like old prove thyself, streetwise etc. and back when BNP completed the gen in like 20 seconds. Since then, both BNP and generator times have been adjusted, along with nerfs to certain gen related perks. I've also heard that gen-rushing refers to prioritizing generators over all other objectives, like ignoring hooked teammates or not healing, essentially never getting off a gen until you're forced of it, even if a teammate dies on hook in the process.
I'm curious about what people consider gen-rushing today. I believed gen-rushing required a coordinated team with specific items and perks focused solely on generators. This would be the "extreme" example, just as tunneling should only refer to targeting one survivor until they're dead. If a killer hooks someone twice, then switches targets, that's not tunneling, right? So if gens get completed without BNP is it still gen-rushing? If they get completed by 4 randoms is it still gen-rushing? Is it dependent on a specific build? If just one person has a gen build in solo, is that gen-rushing? Is the only requirement for gen-rushing being if the gens got done quickly? Regardless of items, perks, solo or swf, map pressure etc. So if one person is looping the killer and they're doing it long enough for 3 other people to get gens done, is that gen-rushing?
The terms tunneling and gen-rushing are often used so broadly that it seems people don't fully understand their meanings and use them to excuse their own mistakes or misplays. I believe tunneling is only when the killer targets one person consecutively until they are dead before moving on to another. Anything else is often confused with it. So, what truly is gen-rushing, and what is simply confused with it?
Thank you!
In my book it is doing gens over everything while not caring whether or not it impacts your team negatively like letting someone die on hook to finish a generator, while there are still 4 left or so... Basically just having tunnel vision generators without caring for the consequences.
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@MikeStev said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3752096#Comment_3752096
Borrowed Time and Babysitter work differently and both can be stacked.
Why would you run both of them? Quite the overkill, and when they have such a similar effect then people will probably prioritize babysitter. I think 30 seconds of bonus haste is better than the borrowed time effect. And running both only adds like another 5 seconds and more endurance, so the question at this point is do you get hit right after aunhook or only after the killer caught up to you, and unless it is a high mobility or range killer then you will probably get more value out of the 30 sec haste.
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@MikeStev said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3752095#Comment_3752095
6% permanent generator repair speed is called okay? Provethyself need other survivor to work, Overzealous need to cleanse/blessing totem, friendly competition need to complete a generator with other survivor and only last for 75 seconds.
Windows of Opportunity should be nerfed, survivor too dependent on this perk and it's not a good thing. "If I don't bring this perk, I can't play survivor"6% is like 4.5 seconds or so for the entire duration of a generator, that is really not much, I don't see a reason to limit the aura reading duration either way…
Windows helps because often times visibility on maps is low so you cannot tell where the ressources are and there is basically no other way to know which ressources already got used, has nothing to do with being reliant, it is just that you have no other way to know whether or not your team used ressources.. How about we turn the effect around, it only shows windows and shows pallets in red that have been kicked?
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3751786#Comment_3751786
yes. it is because every single perk is an object in the game. this game has 264 perks. 264 perk x 3 level is 794 objects. it would take them ages to delete. they'd spend a long time to delete and rewrite code. the levels are also closely link to blood-web so they have to rewrite the blood web code as well.
Oh no they actually have to work to make the game better...
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@JamesSnail said:
I would love it if we could use other killers’ music. I main Wesker but I’m getting kind of bored of the same music every time. However, I love Pyramid Head’s music. If there was a way to customize what song plays, I would love to see that!
Sounds great, should have been done long time ago, thenthen people wouldn't be as annoyed if they introduce another washing machine garbage sound track... The game needs more customizable options.
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Why would you run borrowed time over babysitter with the upcoming buffs? I think this perk should just get a completely new effect.
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I don't think deja vu needs a nerf, the perk is okayish but nothing more...
The same goes for Windows of opportunity... It only helps with bad visibility of tiles on certain maps and let's you know which resources your team already used...
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@PreorderBonus said:
And running to the killer to get hooked and suicide right away should be bannable.
That's it. Stop letting entitled players ruin everyone else's games.
"But… It's Skull Merchant or Billy downed me in 15 seconds with Lethal!!" Then stop playing the game. Easy.
Nah, I think they should just make it so there is no easy way out anymore, so no killing yourself on hook and no 4% so they need to stay in the game for some time, maybe even get rid of the DC penalty to some degree, make it apply only after x dcs per day, while showing you the amount, so people get incentivised to not DC on every occasion but are still able to get out of games against hackers and so...
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@Justinradtke14 said:
Straw men arguments.
Did you just see other people use that word but never really knew what it meant? Because by the way you use it here that seems to be the case... So let's go over those posts and see if you are correct...
- Questions how often the issue happens in general so that there might not necessarily be a reason to act if the issue happens not often as well as how to prevent it from a technical standpoint without punishing players that don't fall under that category. Both of them seem to valid arguments against your standpoint.
- Kind of agrees with you, so I guess this one is excluded, however does not provide anything but their own experience.
- Ironic/humorous comment that does not provide anything of value for the conversation.
- Ironic comment about possible reasons as to why people DC. While it may be a possible cause we cannot be for sure, however from a logical standpoint it seems reasonable to assume that, we would need to have a comparison to before or after the event to know for sure. But it is still on topic and therefore fine.
- Basically going into detail about the before presented argument for it being tied to the event currently and player expectation based on offerings... Reasonable given a mori or strong map offering usually imply people wanting to win.
- Basically reffering to statement 1 that from a technical standpoint it might be rough to not also impact players you don't want to impact. As well as a reason why the issue might be non issue, basically you don't lose much and not every team will DC on you for that, so while it might be an inconvenience it might not be too bad.
So overall I would say your statement is false. While they did not agree with you, they showed why your idea might be
a. Problematic from a technical standpoint because it also potentially influences players it is not supposed to influence.
b. Linked to the event, so only be a temporary issue.
So I fail to see where the strawmen arguments are, they explained why your idea is problematic without necessarily ignoring your arguments.
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@KateMain86 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3752034#Comment_3752034
You just proved my point. The category is the problem. Not the player. There is no argument to be made that makes any sense for a survivor to stop doing a generator and run to the killer just so you can hide in their terror radius for points in a category. In fact that is gameplay sabotage because getting Evader points in this regard does nothing but put the team at risk of being eliminated since its one less survivor progressing the match. Like really think about what you're saying here.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3752033#Comment_3752033
Gens are necessary. Altruism is necessary. Unbroken happens naturally from literally avoiding the killer, and then Evader punishes you for it. It makes absolutely no sense at all. There is no logic or reason to hinder match progression to gain points in Evader if I just so happen to not have the killer chase me during the match. Perhaps in these situations, progress in the other emblems should count towards progress in Evader. Even still, altruism doesn't always happen a lot for every survivor. The point is, this emblem's progression is problematic and forces survivors to play the game in an unnatural way in this situation to gain progress.
You kind of misunderstood my point... You should have to earn the category in a match that is not necessarily easy, if you just roll over a killer and he gets 0 hooks, you should not pip from that, because it was clearly not a balanced match. The match should provide some form of a struggle for both sides, meaning the survivor side should be put under pressure in the sense of being at risk of getting caught while being stealthy but barely didn't get caught or should lead the killer on a chase. And that is exactly what the category does, so no I didn't prove your point... Your argument was basically that you should not have to cheese the category, which you don't have to, because in a normal match that is not completely one-sided you will eventually get chased, because you need to get the killers attention to protect your teammates who are on death hook, whether you get chased for a long time or get rid of him by pulling a stealth play is your choice, you can also try to get him in your direction and make him waste time trying to find you, but you should be required to interact with him, it is not a single player game and you should not be rewarded for not interacting with the killerplayer at all...
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@Djugekb said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3751857#Comment_3751857
The perk works even if you just put it down and it has charges. It also works if you just opened the chest.
Which is why you can put it down in a specific corner of the map... While this perk works well on smaller maps a perk like BBQ does nothing and the other way around on big maps.. The survivors are fully in control to where to drop the item and give the killer vision and the killer has to use two perk slots for it... The perk is fine.
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@Marc_123 said:
Even if it tells you - very very strong perk at the moment.
Also in chase you can´t pick up every item and you don´t know every item another player dropped.
But the player who dropped the item knows and can take care of it...
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@KateMain86 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3752024#Comment_3752024
The problem I have with the Evader emblem is that its too situational and circumstantial to be an emblem category. If a survivor has a match where they don't interact with the killer very much they shouldn't lose out on points because of that. The evader emblem should probably be replaced with something else or be reworked to gain progress from other ways than just killer interaction or being near the killer. Survivors shouldn't have to follow the killer around to be in their terror radius for points when its more valuable for the team to be progressing the match.
But you also should not get points for doing absolutely nothing when you did not even see the killer the entire match, the category should not be a free pip when you did nothing to achieve it, I think the basic idea is alright... Hide or get chased.
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@KateMain86 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3752017#Comment_3752017
Survivors should be rewarded for surviving. Its very hard to get a pip once you get into red ranks. You can have a very long match and not even get a pip its so hard. Its really frustrating to go through a match like that and get nothing for it other than BPs.
Isn't what you are asking for already in the game? You get points towards the emblem system for being in the killers terror radius? Is it just about the amount?
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@jezebelthenun said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3751555#Comment_3751555
Id much rather have gameplay, even if I'll lose no matter what. Chase people, down them, hook them, repeat. Play the actual game, not main character simulator. How do people not understand the fun of the game. And no, it's not subjective. It's a game where 5 people want to play. Removing that ability for 4 people as quickly as possible isn't strategy, it's selfish egotism.
I'm not arguing if it's not technically BMing or considered reportable. I'm not arguing that it exists in the game so therefore it can be done. I'm arguing that it is objectively reprehensible to be that much of a jerk on purpose because your BP and score are the only thing that matter to you.
Playing to win doesn't equal being the only one allowed to have fun. People need to grow up a little.
If it is effective towards winning then it is a strategy... I don't think it is selfish to play to win. Also typically for the killer it is not fun to drag out the game for no reason..
I don't think that the killer has any obligation to provide you with a certain length of a match or the opportunity for you to enjoy the game, that is basically fully your responsibility...
I really don't see your point... If that was the most effective thing to do that moment to win, then why should it matter whether you guys has fun during it? He is just doing his job in that sense...
Also telling people to grow up while demanding they play the way you want them to because otherwise they are selfish is peak irony ;)
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@KateMain86 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3751928#Comment_3751928
This makes no sense at all. And what if everyone isn't dead on hook? Again, this is about having to force myself to interact with the killer regardless of the situation just to get points in evader. If I remember most of us escaped that match. I had no need to do this.
I was just describing a situation where you are basically supposed to do that...
I don't think every game needs to give you a pip depending on how it went...
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@KateMain86 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3751599#Comment_3751599
Stealthy? I was just doing gens the entire time while the killer was chasing everyone else. What am I supposed to do? Run up to the killer and hope they chase me instead? As I said, I shouldn't have to FORCE an interaction with the killer to gain progress in Evader.
To some degree you should, if everyone else ist dead on hook then you should take two hook stages to prolong the game turning into a 3v1…
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@Anti051 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750216#Comment_3750216
With the weird levels of BS put on killers recently, it would definitely be fine. You don't need to worry about balancing what is essentially a consolation prize.
I would remove the whole hatch mechanic and make it so people have only one way of winning, by opening the gates after all gens are done… However I don't think we need to adjust anything about current hatch mechanic, I guess it is the best we can get out of a bad mechanic.
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@SolidRazo said:
gonna keep it short, these changes are logical and are meant to buff a certain aspect of these perks that hold them back from being used despite them being technically “fine” I want shed light on these perks and throw my idea out there again since 2 of my suggestions have actually made it into the game so far (background player and empathic connection)
With that out of the way my ideas:
Gadget perks:
+Flashbang: You create tokens when reaching 50% of a generator, every token allows you to create a Flashbang, Flashbangs can hold charges up to 3 when collecting or creating Flashbangs
+Chemical Trap rework: you create tokens every time you reach 50% of a generator, every token gives you a trap to use, the trap timer is separate from the perk and is shown underneath the perks when in close proximity of the trapped pallet to yourself and you’re teammates, You can use chemical trap on breakable walls as well as pallets
Exhaustion/chase perks:
+adrenaline: lasts for 5 seconds again
+rework Blood Rush: instead of requiring to be on stage 2 hook, you start off the game with blood rush activated, once used it will deactivate, when the exit gates are powered blood rush activates to be used again (basically works like plot twist)
+Smash hit: speed boost lasts for 5 seconds, works on any stun you inflict on the killer
+Dramaturgy: either, reduce exhaustion cooldown to 20 seconds from 40 Or You can use this perk while injured
Support/Utility perks:
+rework Better then new: when healing another survivor to full health they gain 9% speed to vaulting, gen repair, and 25% to healing, unhooking, unlocking, opening gates, cleansing, booning, and sabotaging. These bonuses are reduced by 9% when they are healed from the dying state, all bonuses are removed when taking damage
+We’re gonna live forever: additionally to its effects you mend deep wounds 100% faster (for both yourself and teammates)
+Technician: instead of increasing the penalty, decrease missing skill check penalty by 8%, all other effects remain the same
+This is not happening: Success zones get 50% bigger while injured, and increased great skill check reward to 5% bonus progression from 3% on generators
+Leader: increase bonus to 40% from 25%
Boon Perks:
+Boon: dark theory: increased to 3% haste from 2%, additionally if you and the killer are in the boons range you see the killers aura till you or the killer exit the boons range
+Boon: Circle of healing: medkits are now affected by COH and stacks with them, increased healing speed to 125%
+Boon: Exponential: along side its effects, increases crawl speed by 50% and you can recover while crawling
+Boon: illumination: additionally to its effects reveal survivors auras when in its radius and when the killer snuffs you’re boon they have their aura revealed for 2/4/6 seconds to everyone, removed the percentage bonuses
-/+Boons: Boons should be slightly quieter and booning speed is also faster, when a killer snuffs a boon 2x the totem breaks and the killers snuffing speed is faster as well
Survival/stealth perks:
+Deliverance: You can unhook you’re self in 2nd stage you can only use this perk once, additionally there will be a deliverance indicator underneath you’re character telling you’re teammates you have deliverance
+Light-footed: additionally to you’re footsteps being silent, when falling you’re stagger duration and grunt volume is reduced by 25% then this perk goes on cooldown for 20 seconds, no longer has a health requirement and no longer goes on cooldown when vaulting
+rework No mither: start off the game healthy when you become injured gain all of no mither effects, the broken status symbol isnt revealed to the killer
+Made for this: Increase movement speed to bonus to 4% from 3%
This is not happening does not have 3% bonus on greats… Great skill checks on generators only apply a 1% bonus, everything beyond that would be really busted..
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@Sudoxxed said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3751818#Comment_3751818
You can get event items from the bloodweb for 2k bloodpoints and you can buy Iridescent addons and items with the bloodpoints you get from bringing a cake. There is genuinely no excuse to not use cakes during the event.
No excuse? So it is morally wrong not to bring cakes oh no how terrible… That is even more ridiculous than before, you don't need an excuse to not bring an offering, you are free to do what you want, so don't try to paint this as some sort of an obligation.
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@Sudoxxed said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3751852#Comment_3751852
This isn't about having cakes, it's about the 540% bonus bloodpoints everyone gets if all 5 players bring a cake, which doesn't have outside of anniversary events. I'll have enough cakes to have a cake for the next couple hundred matches but why not take advantange while cakes still spawn in the bloodweb? And I don't think having to grind after the event ends because you wanted to use a white ward, brown offering, or a YELLOW ESCAPE CAKE during the event is fun, not to mention they still get the bonus while the other players who brought cakes get nothing.
The people who brought the cakes also get the bonus… This is such a non issue… You do realise that it does not matter if you get 400% now and later on 200% bp or 500% now? It is overall still the same amount and you will not be able to burn through all those cakes anyway… If you are offended by that stuff I really cannot help you, because that is absolutely nothing that is worthy of any change. Let people run whatever they want.
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@Sudoxxed said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750070#Comment_3750070
Good take, I forgot that items don't apply to killers lol, but it takes like 2-3 levels max to get a cake in your bloodweb if you're REALLY unlucky; most just keep them for when the anniversary ends, which is bad because the bloodpoints they will get from that cake will not be able to be used to buy even more cakes, and I think that's the most devastating part about cake hoarding.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3751547#Comment_3751547
I clearly mentioned in my original post that after the event, everyone should get the bloodpoint bonus, because you can't get cakes after the anniversary event ends (ofc).
As soon as the anniversary ends, that should no longer apply, so players can bring cakes and everybody benefits from them after the event.
I think people that don't bring cakes during the event just to hoard cakes for after the event ends is boring, unfun, makes the grind for everyone longer, and there will be less cakes after the anniversary event ends because everybody who cake hoards leaves less bloodpoints during the event for more cakes.
For example, today I played a match as survivor where 4 cake offerings were brought and ONE (1) White Ward, and at the end of the match, it was revealed that the survivor who brought the White Ward didn't even bring an item.
That example and others who bring Survivor Cakes and brown offerings shouldn't receive more bloodpoints for trolling people who try to reduce some of their future grind like I am. That's what this whole thread is about: trying to lessen the grind and have fun during matches.
Trying to have fun by forcing players to do something... Just let people play the way they want, you get enough cakes anyway, more then you can ever use... I played for 20 h and have 200+ cakes, I will not use them within the next year... Because that is on a single character... There is no need to be greedy about it... You will have enough cakes either way.
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@AggressiveFTW said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3751786#Comment_3751786
"causing a ton of unrelated bugs in the process" they already do that without the removal of perk tiers, so that makes no sense.
Cough cough female vaults cough cough...
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@Archael said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3751698#Comment_3751698
True. But iirc Devs stated that stealthy playstyle is and should be one of valid gameplays. Just like valid technique is camping and slugging, which are actually more harmful than stealth.
But either way, stealth is valid way to play a game, unless until BHVR decide otherwise.
And if Devs wants stealth being valid, then maybe evader emblem would really benefit from being stealthy
The emblems only work towards BP every month, so I don't think it matters too much...
As for what the devs say, we'll they have weird ideas all the time, their status does not make it so they are unable to be wrong, it just leads to no change despite them being wrong.
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3751687#Comment_3751687
Better idea is the perks disable if they're healthy. The problem is not they body block with endurance, its they body block being healthy and with endurance.
For now, if survivors body block with OTR, just tunnel them because they ask for it. Lucky that body block with healthy + endurance are rare.
Not really, they can still ds you then, but they cannot bodyblock at all if their anti tunnel perk is still up, which is Allright.
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@coolgue1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3751603#Comment_3751603
Lul SWF is prob 1 in 10 matches unless u are a killer tha5 can't affordcto loose a game with their MMR boosted so high all their games feel like swf
Well technically it is 50 50 between swf and soloQ. Just not 4 men swf, but swf in general.
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@Rickprado said:
They need to remove collision from a survivor while it has endurance / OTR. That's the a change i think its needed so people don't weaponize anti-tunnel perks.
They should have done that long ago... But honestly these days it is kind of funny, people take the otr hit and then try to get locker grabbed, but because ds is bugged they go down a few seconds later, kind of deserved.
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@Rudjohns said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3751603#Comment_3751603
The game should never be balanced around SWF
I do think it should, but only under the circumstances where solo and swf have the exact same information... If you have the same tools on all players that makes it far easier to balance.
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@Archael said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3751599#Comment_3751599
Yet those perks exist for a reason. Isn't this reason to not being found?
Well I would argue that bad perk design is a thing, perks can be unhealthy on many levels...
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If I would be able to ask them for something and have my wish granted that would be the last thing I would ask for... I would probably ask them to fix their bug ridden game and bring it on the standard for 2020,considering they are below the year of 2003 in some aspects of this game... Like how games back then used to have options for texture quality, grass quality and view distance and so on...
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@Krazzik said:
I'd love for them to remove perk tiers but it's not gonna happen. They WANT there to be a longer grind, not to mention the first 3 prestige levels are tied to the 3 tiers and I can't see them changing that.
The grind will exist as long as addons, items, offerings and so on need to be bought... They can just outsource the grind towards getting characters p100 baiting people with cosmetics or something instead of limiting the playbability for new players.
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@Junylar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3751651#Comment_3751651
Practice tells that if you hard tunnel one person while losing 3 gens, it's generally worth it, because playing 1v3 at 2 gens is much easier that playing 1v4 at basically any number of gens. If you are decent and play as a mobile killer, you will be able to finish the survivor while eating all their OTR's and DS's, that's why tunneling still worked well even with all those perks. The new Babysitter, on the other hand, gives the survivor an unconditional speedhack for half a minute, which you won't be able to swallow anymore. Now the whole paradigm is falling apart, and the only reliable counter against decent SWFs stops working.
You don't have to tell me how the pressure works. I know it well, the highest pressure a killer can achieve is 3 people busy not doing gens. It goes like this: you hook a survivor, chase another one, and a third one is going for unhook and heal. So, 3 people not doing gens. That's how you play once one survivor is out of the game. If the 4th survivor is still alive, they will be pushing gens while you are juggling survivors. And if they are good, they will do it for long enough to finish the gens.
Your example with targeting 2 survivor usually works well, but only against SWFs who are not coordinated enough to counter that. If they are good, once one of their teammate is on the death hook, you will not be seeing that survivor until the end of the trial. They will force you to rotate them, basically spreading hooks, so that the total rotation of 8 hooks gives them more than enough time to finish all the gens. And hiding one dead on hook teammate when you are rotating hooks even just between 2 survivors is much easier than if you are focusing one player, because the dead on hook survivor will not go for unhook and for aggro attraction, you will lose them and probably never find them again until they tbag you at the gates.
If you play a high mobility killer that speed does not really matter, you will catch up anyway and hit them... So while that is an issue for weaker killers it does not go much against for example Blight.
That only works if you do get the weak link of the team, because if you don't then you are in for a rough ride...
That is not really true is it... You still need to take into account potential regression perks, sure there will some progress, but a. It will be much slower compared to when you hard tunnel and b. It will still not be fast enough to win the game.
So you are telling me that hard tunneling one guy works, but finding the death hook guy is absolutely impossible? Despite the guy getting hard tunneled not showing aura or grunts of pain because he runs every anti tunnel perk in the book, in this case OTR? You cannot have it both ways... If this survivor just hides in a corner he is not doing anything, and if he is doing gens you will catch him...this is such a non issue.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3751639#Comment_3751639
It's not that 'not all swf are that good' it's that there's a reality that no one is perfect and everyone is defeatable.
I don't give one single crap about comp DbD. Partly because there are limitations on both sides, but mostly because it's the most boring gameplay I've ever seen. I want fun games, as do most people who play them in their free time.
The people who play games in their free time to win shouldn't be surprised when they start getting opponents who also want to win.
But even at the top, max level, survivor teams still lose. Comp tournaments defeat them, and you can watch hens, team eternal, or other really good teams play public and they're not going to win every game either, even with no restrictions.
The max win steak for 4 man is, I believe about 240 in a row or so. And that was a comp team specifically going as far as they could to set the record. For reference, that's on par with the trapper win steak, and blight broke 2000. So even in public, no holds barred matches, killers are more unstoppable at the top end than survivors are.
More to the point, people who tend to think they're 'high MMR' aren't. They're just going against people with more skill than they are. It doesn't take a lot for some people to hit their peak and blame anything and everything on something else.
You seem to be obsessed with winning, and also seen to be obsessed with the idea that a 4 man swf is completely unstoppable. So maybe you should join the discord and get a 4 man group going. You'll see very quickly how that plays out.
But since that would require you to both play as survivor, and challenge your core belief that SWF is the devil, that will likely never happen.
That comparison is not really fair... The 240 win streak was done by Hens and his friends while having severe perk restriction and only half of them being comp players... Comparing that to the killer slaughtering survivors while not encountering a single comp squad just shows how bad matchmaking is... Take for example KNightlight Nurse streak... He does no perks and no addons and when he started it he explicitly said "OK boys, this streak will only ever get broken if I get a 4 men comp team bringing strong stuff..." he is at 500 wins now and has not encountered a single 4 men comp squad... The issue is matchmaking... If he cannot get a single game out of those 500 with opponents of similar skill then we know the matchmaking is to blame for such enormous win streaks...
Do the same for Hens escape streak and check how comp killers they got...
I don't think it is fair to compare those two things because of those before mentioned reasons...
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@Junylar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3751628#Comment_3751628
Good SWFs can rush gens in a few minutes unless you tunnel one of them out as soon as possible. This applies for both comp teams and ordinary SWFs with good coordination, since coordinated gen spread is not an exclusively comp level skill.
But if you hard tunnel one person then 3 other guys are doing generators, you are intensifying the issue by not spreading pressure... The best thing to do is to chase 2 people while switching between them... Let me explain.
You hook Survivor A, then you go for Survivor B, meanwhile A gets unhooked and healed, therefore two other survivors are busy. You now hook survivor B and go back for survivor A and so on until both are dead and then you basically won the game, this way you don't get affected by anti tunnel perks in the best case and you spread pressure.
If you hard tunnel one person and ignore the unhooker then you will just have 3 people on generators the entire time while you eat DS and OTR like it is a Burger... You also miss the opportunity to go for the weak link. The reason why they tunnel in comp is because anti tunnel perks are limited there, they cannot happen twice, that is however a thing in normal matches, which is why it is not comparable to our situation...
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@Junylar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3751623#Comment_3751623
Nobody is complaining about someone sweating here, you are missing the point. In comp 100% of killer have to tunnel, since it's the only way to win against a good SWF. And in comp all anti-tunnel perks are banned and there are severe restrictions on what builds the survivors are allowed to take, so if they played with public rules without any perk and item restrictions, every comp game would end up with just 0-2 hooks in total.
You still seem to be unable to tell good swf and comp swf apart... That is quite a big deal though...
Also no, not all anti tunnel perks are banned, they are just limited in the amount…
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@Junylar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3751619#Comment_3751619
The whole your argument is "not all SWFs are good", without saying anything about how to counter those SWFs that are actually good without tunneling. So what you are basically saying is that if a killer encounters a 4man with at least somewhat decent coordination and skill level in a public game, where there are no bans for anti-tunnel perks, the killer has no other option but to stand AFK and hope that the next SWF will be chill and won't try to win?
What anti tunnel perk do you deem problematic for you to assume that? It fully depends on the level the players are at, the killer that is in play and the other circumstances, usually players the level of Otzdarva, KNightlight, Hens and so on don't have issues with those kind of swf you describe.. Also I don't think every swf at that level only runs anti tunnel perk... What do you even consider anti tunnel if you run 4 of them? Endurance can be neglected by getting an early hit and then going after them, that also somewhat negates ds, because they cannot locker ds you when in deep wound, therefore they will end up on the floor, that in case you still want to tunnel someone despite knowing their entire load out tries to counter you.
Otherwise just hit into the endurance and then chase the guy who unhooked, then you down and hook him, I fail to see where the issue is.
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@Junylar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3751605#Comment_3751605
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3751608#Comment_3751608
Someone never watched comp games and has no idea about the only way a killer can counter a decent SWF.
You seem to have problems keeping the words swf and comp players apart... So let me help you...
SWF just means a group of people queuing up together for a match, there can be 2 or 3 or 4 people in such a group, they can but don't have to use communication, for example discord and they can but don't have to play super chill or try to win.
Comp players on the other hand mainly play custom games to improve and scrim against other comp players or do 1v1,they barely play public matches unless they stream and barely go into public matches as a 4 men group.
Normal queue is not comp, there are no restrictions for items, offerings, addons or maps and those two groups of players tend to be seperat, comp players usually don't play in public queue as a 4men squad and swf don't usually play in tournaments.
I hope this helped, I am always glad to help newer players understand the dbd terminology :)
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@Junylar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3751500#Comment_3751500
So whenever you play against SWF, you are supposed to stand AFK for the whole trial? Because you can't win against SWFs without tunneling.
Thats too general... You perhaps can make an argument for really good players, but not every swf is a comp squad.
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@fuzzbuzz said:
Me personally? I don't mind map offerings all too much.
Although.. I think it'd be pretty cool to have a offering that rejects a certain map. Don't want to play on the Meat Plant? Bring a anti Meat Plant offering! Just like the offering to reject map offerings, I'd like a offering that rejects certain maps in general.
I think those of us that constantly gets the same map (cough RPD cough) would appreciate that kind of offering.
At that point we should just get a map ban system... The game has 49 maps by now, if both sides get to block like 12 maps (12 killer, 3 on each survivor) that is still 25 maps remaining... There is no reason to force people to play on a map they don't like.
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@KateMain86 said:
Getting pips in red rank as survivor is not easy. If you don't interact with the killer during the entire match you don't get any points in Evader. Well, I "evaded" the killer the entire match and wasn't even hit once. This resulted in me being rewarded with absolutely nothing in Evader. I think Evader should progress based on how long you actually do avoid interaction with the killer. If you escape the trial with little to no interaction with the killer this emblem should always be red. If you do interact with the killer and escape chases you should also gain progress in this category. It should work both ways. Having to force an interaction with the killer who fails to even find you during the entire match isn't really all that fair. I should've gained at least 1 pip for this match.
https://us.v-cdn.net/6030815/uploads/BLX2B6JV6FO6/20240629032033-1.jpg
Nope, I don't think stealthy playstyle should be encouraged like that, it is just the most boring experience ever as killer to have to check for people hiding bushes and what not, especially given that tracking perks can be fully avoided with the right perk layout... Aimlessly wandering around the map without finding anybody because everybody runs distortion calm spirit is one of the worst experiences in the game.
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@Ram0r1an said:
- Nicki Minaj😀 She was added to the COD MW2, why not add her to the DBD. It will be amazing🤩
- Joel and Ellie from The Last of Us😎
- Add skins to Alan Wake of this characters:
- Alex Casey
- Odin
- Tor🤗
If they add Nicki Minaj I'm never touching this game again... Bad enough that such C tier celebrities get attention at all, but also adding to video games is just an insult...
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@TheArbiter said:
While we are at it can we please have a "spend all" option so i don't have to sit there spamming the bloodweb button for every single level
Yes please, it takes ages to spend BP, just so annoying... But I would like to have an option to priorities certain things...
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@RFSa09 said:
I agree, but grinding is not even bad anymore, bhvr is giving tons and tons of shards/bps for free and every single character Costs half of the price too
It still takes ages to spend the BP and the new player experience sucks, as there are just too many things to unlucky before you get something decent or variety in play.
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@Aven_Fallen said:
I dont think the grind is that bad anymore. Getting Perks on Characters is now way faster, there are more BPs, Bloodweb-Items cost even less BPs and there are promotions and weekly gifts.
Less bad does not mean good, and he is right with the reasoning, perk tiers don't really serve a purpose...
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@Rudjohns said:
The finishing mori PTB will never come back. A full team playing together could come to the match with those perks and end the match within seconds. Not that's gonna be happening once every few games but it could turn into a new "griefing" situation that can potentially start annoying killer players
It's time to bring the anti-slug mechanics and ideas back, but not that one
So you are telling me I could load into a game, everybody instantly dies, I get like 6-10 K BP and can go next immediately? Awesome, sign me up.
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@Ram0r1an said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3751558#Comment_3751558
Maybe many tabs will take up a lot of space on the server. COD MW2 have 10 tabs, for example
I don't really see that as an issue though? Even if it was the case, that is something for the devs to manage and find a way around it.. There are other games where I can safe unlimited amounts of pre sets...
How to work around an issue is the job of developers not that of the customers, if the community really really wants a feature it is their job to managed and not come up with excuses... If your boss tells you to get something done you are also not going to be able to avoid doing that just by telling them it is hard and there are issues, he does not want excuses but results, it is the same thing here.
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@Ram0r1an said:
Dear developers, please make 5 layouts for perks and addons instead of 3. Or better 7
I don't see a reason to limit them, if someone wants 300 layouts why not? Name them to keep them distinguishable, make it so they can be used on all characters... Really not that big of a deal... No clue why they limited it to 3 to begin with...
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@Deathslinger1of2 said:
Love the Masquerade, but the matches have been miserable. I get people enjoy winning, but curb stomping and denying basic game play for your fellow players is not cool :(. Like, there were 3 gens, 2 people on hook both stage 2, 3rd player JUST got downed and instead of picking up and giving me at least a chance to unhook, they leave them slugged, teleport(Hag) and insta-down because of the Expose Tryk. I understand that is part of the game. I probably sound entitled. But truly, there are some instances where a little courtesy is nice. The matches end violently quick. Isn’t the point of a videogame to PLAY a game? I personally don’t see how ending a match that quick constitutes a fun gameplay experience. Did you even play at all? Everyone is entitled to play how they want. ALL PARTIES please consider that you are playing with other people that also want to play a game. Best wishes, the Dwight that can’t loop ❤️
The other side of the coin is that it might feel like the killer dragged the match on if he didn't just slug there... You will not win either and the gameplay would feel kind of meaningless, that's basically a lose lose situation for the killer, people will dislike whatever he does.
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@Deathslinger1of2 said:
If someone has gotten a red ring from Sadako, can moving a tape decrease it back or does the red ring stay?
Im fairly certain it be decreased..