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Bwsted

Bwsted

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Bwsted
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  • @C3Tooth said:

    Is this charm code still available? This charm should not be time limited.

    https://us.v-cdn.net/6030815/uploads/CP7IPLN8BXZ8/img-0880.png

    We all need to equip this as memorial.

    Even if I left the Fog, I'll come back and do it.

    I can't find words to express how sad this news makes me. So, absent words, at least I can honor him like that.

  • so slow and bad on large maps

    The 0.2 m/s is basically irrelevant for map traversal. It's a 2 second increase over a 200m distance.

    The speed difference is meant to balance their powers in chase. Map size is an insignificant factor.

  • Getting easy trades is part of the issue with the hook system, which survivors cannot fight without any form of BT, unless at least half the team just shows up and throws the match.

    Therefore, if they use their BT to deny the 1-for-1, it seems to me like the mechanics is working as intended.

    They should avoid it only if unhooker is healthy, but simply because it's a self-sabotaging play which can easily be followed, as stated, by a direct tunnel, ever since DS got nerfed into irrelevancy. Which also makes the whole complaint a complete nonissue, at least for killers.

    Not to mention that, if it's a killer who can 2-tap fast, then even if the unhooker is healthy then survivors are forced to take turns taking hits for each other exhausting pre-down health states, in order to even have a chance at breaking the trading carousel.

    Of course, some killers won't be content until they'll be able to play re-hook simulator, just like some survivors won't give up asking to be able to hold m1 on gens undisturbed and then leave through the gates.

    P.S. insert 'you're an entitled [ROLE] main' comment.

  • The point of contention is not that if you're more skilled than your opponent, you should win or not, or that there should be a cap on how often you win.

    The point of contention is that at menu screen you can select a certain level of power to bring into that match, that with a modicum of proficiency allows you to win DESPITE the relative skills of you and of your opponent.

    The fact that you can have a 1000 ‰ win rate is a symptom of a dysfunction that cannot be ignored and the root cause addressed and fixed.

    If this conversation was handled stupidly, as you said, then allow me to tell you that you haven't done much to raise the bar.

  • I hope my soccer team hires OP, because with how fast he/she has been able to move the goal post in this thread, we might actual able to finally score a point if they do the same on the field.

  • @Steakdabait said:

    blights addons have needed to be nerfed basically since his release

    Heard loud'n'clear, buffing AdrenaVial again as we speak.

  • @woundcowboy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3406908#Comment_3406908

    Nah, this is on you. I played survivor for 8 hours the other day and I died 4 times. Solo q, no exhaustion perks. Not everyone is struggling.

    8 hours dying 4?... I don't think playing survive with bots counts toward survival stats...

  • @thrawn3054 said:

    My guess is because Victor is technically not a killer. He's the power so he doesn't follow the normal rules for killers.

    This is correct. However, there would be zero harm done in making his shrieks count as a lullaby for accessibility purposes. No game mechanic would be broken.

  • Negative feedback =/= review bombing.

    If I had a restaurant whose specialty is pie and suddendly I started feeding ######### to my customers, do you think the backlash I'd get on TripAdvisor would be review bombing, or simply rather the dissatisfaction of my paying clientele as a result of my stubborness and poor judgement?

  • Customers aren't allowed to voice their discontent, because if they do it's an overreaction.

    Source: OP.

  • @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3406652#Comment_3406652

    Yup, someone on FB was complaining about people quitting their SM games and when people pointed out how long they're dragging for, that person said something like 'but some of us like long games? We should be able to play long games if we want.' Like yeah, sure, but others aren't chain-tied to your game and are free to leave if they don't want to play for 45 minutes lol

    I'm always torn between awe and hilarity by the lack of self awareness of those people that make the kind of of complaint you're referring to, people who then completely fail to see the flawed double standard in their own reasoning even when directly pointed out to them.

    • "I can play as I want! I paid for this game and I'm not responsible for your fun!"
    • The other players in the trial naturally proceed to do exactly the same thing.
    • Surprised Picachu face ensues into "Hey! You can't to do that! You're supposed to stay in the match and CATER to my fun!"

    It's not hyperbole when I say DbD has the most glaring case of cognitive dissonance mass disease of any game I've ever played.

  • Good ol' uncle Bwsted told y'all within 5 min of the Dev's post that the changes to the Boredom Merchant would do exactly ######### all to reduce hostage taking potential and pointed out exactly how to play her 2.0 kit to 3-gen as before.

    Should've listened to good ol' uncle Bwsted.

    In the meantime:

    Did you have fun.png


  • @Yoshirama said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3404782#Comment_3404782

    Or maybe I'm wrong, because I was running when the killer hit another person and I made a noise like when you do when you fail a skillcheck while healing and the killer came after me for that

    The killer doesn't get a lound noise notification (the bubble explosion, to be clear). However, they can still hear the sound of the failed skill check if they're nearby, just like you or other survivors can.

  • @tippy2k2 said:

    If someone is struggling so badly that they're getting bloodlust and they are whiffing hits, I don't think that punishing them even more is doing anybody any favors.

    If someone is struggling so badly that they're whiffing hits with bloodlust, handholding is not doing anybody any favors.

    Bloodlust puts you in a built-in advantage to land a hit overriding bad rng. If you whiff, that's entirely a skill issue. And a bad outcome should follow a bad play.

  • After EGC starts, you can bodyblock them until the end of the timer, if you wish so.

    Before EGC starts, you can't keep them there at your whim. If you corner them while waiting for your power, or things like a hook rescue to get your Devour Hope stack, that's perfectly fine. You have leeway. However, if you just stand there for an extended period just so they can't do anything, you'll become reportable eventually. There's no set amount of time when that turns to griefing and bannable, it's up to whom who reviews the report and the circumstances.

    Takeaway point is that it can 100% become bannable and there are people out there who record their games and will submit the tickets if that happens. I would know, because I got a 2k+ hour player banned for that (yeah, I ran in one of those stupid dead ends on Gideon 1 min into the match. And there wasn't even a map offering).

  • If you want to go down that path, 5 min is still far less than watching a NPC pinball between 3 gens to compulsively press spacebar for 40 min. I'm sure many won't mind.

    And yet, you can still stack 4 slowdowns anyway. They're just going to be Deadlock, Jolt, Sloppy, Thana, GoP, Pop, Dead Man [insert "these perks all suck, not my killer skills" incoming).

    Moreover, CoB+OC is still 210% regression at the beginning and can flatten a gen no problem like old CoB on its own could already do. You're just too used to the overkill of overkills where the gen perk combos made it next to impossibile to break the 3 gen and you could have the tutorial bot chase skills and still win.

  • No, I think that if you go Frenzy speed with an instadown you should definitely be careful how you steer.

    The only grievance I have is with how deceptive certain environmental hitboxes are.

  • It's pretty simple once you realize that you're the only one who's putting the pressure on yourself.

    I stopped pressuring myself and just enjoyed the game. If I lost there's always another trial in queue, the world doesn't end.

  • Well, wasn't the argument for the ptb version that it encouraged the tunnel anyway?

    At this point, I mUst camp and tunnel is the default cop out for everything and its opposite.

    A change is made ---> it makes me camp and tunnel to counter it. The opposite change is made ---> it makes me camp and tunnel to counter it.

    It's always something else that decides, never your volition.

    You create the catch 22 in your head and then ride it to justify yourself.

    If you want to camp and tunnel, just do it and take responsibility for your choices. Trying the most sideways arguments to rationalize it because you want to feel validated with yourself and others it's just an exercise in futility.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392291#Comment_3392291

    I was expecting an actual heavy nerf, like the gen kicking regression perks got. I expected nerfs so big that the perk would be garbage…. Just like how the gen kicking regression perks are now garbage.

    And yes, it means I’m still encouraged to proxy camp and immediately hit people off the hook, because that will still be the only real counterplay for most killers.

    Guess what, you were granted your wish. No reason to complain about it.

  • Regardless of the various points of contention, it's pretty clear they don't have a clear way to balance the perk with its current effect. It should just be reworked to do something different and call it a day.

  • Tiny... You literally don't have it for your first chase, hope the killer just doesn't smack you off unhooking and you still have to hit the timing. And it's usable only twice, provided you do get unhooked.

    What were you expecting, that pressing E made the survivor explode in a burst of confetti and be removed from the trial?

  • Tunneling will go up because it will be easier to force stages, as for a successful rescue the killer can force 2 hits and the reset takes too long vs the hook timer.

    Assume hit'n'run will make a comeback and if the killer has spread even a little pressure before the first down, the person on that hook is as good as dead.

    That and bodyblocking for the tunneled person is nerfed into the ground as well.

  • You should play the way you want and not care about those who act like douchebags and let them dictate what you want to do with your game. Because douchebags gonna be douchebags regardless and they don't show consideration toward an act of kindness. As such, paying attention to them is a waste of time. Better to just remove them from your mind.

    If you want to play fair, just do it, and disregard those who won't appreciate it. You're not doing it for them, after all.

    On the other hand, if you want to play like an orifice, again by all means do. But then don't expect or demand others to change the way they play in order to accomodate you.

    Glhf.

  • Does it count if I normally play addonless?

    It's almost an existential question.

  • @Bot_Salvo88 said:

    The survivor most likely had 1 flashbang in the hand and the other one ready. All he needed to do was to use 1 flashbang, jump in and out of the locker and grab the other one. That's how you can have 2 in a short amount of time

    Either this^ or the old bug is back.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3385944#Comment_3385944

    I'm expecting deadlock, sloppy, noed, no way out, or some other variant of end game perks, with an extreme amount of face/proxy camping and hard tunneling. Especially if the healing changes all go through.

    Survivors are forced to give the killer 2 free hits to perfectly save from the face camp, and then they have to spend 60 seconds (a full hook stage) resetting before they can save the next hook.

    It's low effort, super effective vs solos, and basically a win-win unless it's a full 4 stack. Oh, and don't forget 'gens fly' so the killer is 'forced' to tunnel.

    Edit: autocorrect

    You're exactly right.

  • But many of those Blight addons are used. So, the graph looks nice and smooth on the Excel spreadsheet.

    Otoh, Billy has like 3 non-useless addons. Those make a huge spike in the graph that looks ugly and we can't have that.

    See, it's all a matter of aesthetics. The numbers have to look pretty.

  • @Firellius said:

    And then a survivor heals like 6 seconds faster than normal after killing two teammates by resetting their heal progress and Autodidact gets nerfed to crap because 'wow, that's so broken!'.

    This video reminds me of that clip of a survivor doing a quick gen with 27 stacks of Fast Track... and all teammates dead.

  • Don't worry, it's even more bugged in the ptb. It regresses gens with every skill check you hit and if you don't miss they keep coming and keeo the gen to 0%.

  • The most effective way to play her is the most boring one for all 5 people involved.

  • @TheNTT777 said:

    Have they fixed Evil Incarnate? There was a time where the fourth sacrifice / kill you made by any means just didn't count for whatever reason, and it affected this achievement. No idea if it's still lile that, though.

    Other than that, Skilled Huntress is the sole achievement / trophy that kills my motivation for 100%. At least on PS5, the requirement is 100 downs, which is a ridiculous amount. Any tips for that one would be appreciated (for example, an easy way to gauge how far 24 meters is supposed to be).

    Evil Incarnate is not a bug, just unclear wording in the description. You have to tombstone the survivors, no other method counts.

    @Aven_Fallen said:

    Currently missing 5 Achievements. The 3 Adepts from the latest Chapter (did not bother with those), Thrill of the Chase, where you have down 10 Survivors who got exposed by the Lock-On mechanic and Skill Huntress.

    And I know that I will take ages for Skilled Huntress. Because I am not a skilled Huntress.

    There's a lot of clutter in maps nowadays which doesn't make Skilled Huntress any easier. Glowing Concoction with Lethal Pursuer combo is your saving grace.

    Usually survivors like to play the hatchet dodge game inside the exit gates and you can get a bunch of progress.

    Or, you can wait for an unhook with a Iri hatchet fully charged, like a certain dev who shall not be named did on stream. Bonus if you use Floods of Rage and Devour to know you're a the correct distance.

    There was also the method of just waiting for a slug to get picked up at the edge of Nurse's Calling range or Deerstalker t2.

    Probably not the most engaging, but sometimes you have to save your sanity.

    @Gylfie said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3385320#Comment_3385320

    I love this! Congrats on getting them all!

    I would love to hear your advice for Rescue Mission (5 pallet saves), Outbreak Breakout (did you have a special build or strategy for it?) and Expert Generalist (which two perks did you take?).

    I luckily got Left for Dead a long time ago when a friendly Billy decided to let me go!

    Hi! Thanks!

    I did Rescue Mission with Power Struggle/Unbreakable. Probably not going to be super useful with the upcoming update, given how long recovery will take to trigger PS. And my solo teammates often wasted my pallet. You can still try that, especially if there are flashlights in the lobby, which will buy you more time on the ground. Otherwise, it's going to be a little bit of a pita and also involve a good deal of throwing, but I would probably use Background Player (speed boost so you can wait for the pick up in a good spot) Empathy (to know where the rescue needs to happen) and Windows of Opportunity (to ascertain if they went down in a pallet without wasting time. Plus, it's a nice perk).

    Outbreak Breakout, I used Sole Survivor (exit gate open) Spine Chill (really made the difference to monitor the patrol and know when to go for the gate switch) Self-Aware and Inner Healing (keep it in the pocket until the end, see next point) and a medkit. Low Profile didn't work that well, because I kept running into killers who slugged for the 4k and then also camped the hatch for a good amount of time. So, having a way to heal myself in the endgame was more important. I found Wake Up to be redundant and the math confirms it. I suggest you familiarize yourself with the exit gate fixed locations in a bot match and with the paths and hiding spots. The gate that is not the main hall one is often the better choice.

    Expert Generalist is a rework that didn't exist back then. However, there are likely a handful of combos that would work. I'd probably use Self-Aware and Lightweight. It's one total generator. So, that can be split across multiple ones. If you just work solo (no coop) you know you're gtg when you got 1250 bp in the objective category, provided you didn't do anything else.

    Glhf!

  • Spreadsheet says engravings are used a lot. That's it.

  • Yeah, just saw that. No comment.

  • Technically, they've increased the charges of a heal state from 16 to 24. So, unless they've concurrently increased recovery speed (charges per second), then yes, it's going to take longer to fill the bar by yourself. The healing from another survivor is definitely going to take 24 sec by default, that much we know.

    I guess we should wait and see.

  • Hi. I have all the achievements and the survivor ones I did in soloq. Feel free to ask me anything if you need tips. Some missions have changed for the better, especially with the hatch rework and the retiring of Stranger Things. So, when I did them they were on hard mode compared to now and what I went through might not be so relevant anymore.

    Most of the killer ones can be farmed, if you're really having trouble with them. Although, I did them the hard way. So, I can help with that because there are many spicy ones.

    I'd say the most obnoxious achievement out of the recent ones is Outbreak Breakout.

    The most difficult one in general, especially in solo, is Left for Dead.

  • The interesting part about this topic is that, a while back, they said they wanted to make slowdown perks to be more impactful individually, but have less synergy. Then they went ahead and made it possible for regressing and blocked generators to be able to be damaged via perks and made a bunch speed regression that stacked.

    Cognitive dissonance at its best.

    The only thing that survived was blocked gens paused regression. Although, that was bugged for a while and they still regressed.

  • It's gonna be as alive as nerfed PR.

  • It favors (mostly) the lower ping at pallets. It doesn't mean that buggy situations won't happen.

    It's non-functional for anything else. The setpoint, whatever it is, is higher than the ping you'd get by vpn'ing to the opposite side of the world. It's basically there only to stop extreme lagswitching. If it hits on the killer screen, the hit is green lighted.

  • Only for SWF.

    Solos will look at the aura of the injured survivor in the boon area, then at the HUD and they'll waste 30 sec trying to figure out if they should go across the map for the heal, if someone else actually did, only to realize no one actually did or more than one person actually shows up. Meanwhile the injured person needs to stand there wondering if the cavalry is coming.

    If you want to encourage resetting you're better off running Autodidact, Emphatic Connection, exhaustion and a utility perk.

  • Survivor is not ez mode and will absolutely not be ez mode. This is not 2017.

    Having more or less downtime due to the asymmetrical nature of the game =/= difficulty.

  • Billy: 3 decent not great addons, 2 used the most, thus 'overperforming' over the remaining trash. Result: nerfhammer.

    Blight: 72 busted addons, but all used equally, thus none performs above the other. Result: move on, nothing to see here.

    Bhvr's logic.

  • @SunsetSherbet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3382429#Comment_3382429

    If someones fun is my responsibility, then that is called a job. What is my salary?

    If only having responsibilities = job and money. We'd all be richer.

  • Yes, hopefully some popular quotes from Brazilian dark mangas.

  • @[Deleted User] said:

    There's no rational explanation for it. At this point I wonder if the balance devs are under some sort of advanced hypnosis or spell that prevents them from noticing Blight while causing them to hyper-fixate on and nerf killers that actually need positive changes like Billy. It's still impossible to tell what their balance target is or who they're balancing for.

    My guess is this is just a failure to parse big data into the big picture.

    They seem to have this very simplistic approach of overuse=overperforming=nerf, with complete disregard for context.

    In the specific instances, Billy has very few useful addons. They see Engravings are mostly used and they assume they're overpeforming without realizing that they are fine on the strength scale and it's exclusively all the other addons that are UNDERperforming.

    The converse for Blight. He has many strong-to-busted addons. They're all used. So, there isn't anyone in particular that stands out in the Excel spreadsheet and thus they all collectively fly under the radar, because they're all 'performing' just right in the stats.

  • This would fit the Padme meme perfectly.

  • Unironically, they indirectly improved soloq MM with the upcoming healing nerfs, because there won't be anyone left in soloq but likeminded masochists.

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