ForTheEntity
ForTheEntity
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Jeff.
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Only Balrog in my DMs D:
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I think it stems from the challenges and the new ritual item. People need their Rift fragments and they'll do what it takes to get them. Searching several chests and doing the ritual while the gens don't get done.
Survivors got buffed by giving all of them items and not just the torchbearer and it's not like Xenomorph is some amazing killer.
The matches I've been in haven't been killer stomps most of the time, I do well enough in my 1-3 survivor 2v8 matches per day I've been playing just to get my dailies done.
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@cogsturning said:
It should be saved but why would they archive a decade of criticism that can be continuously accessed and referenced when they can just nuke it? It lines up with how the forum has been. A lot of great contributors were banned over minor infractions after years of engagement. Many others simply stopped speaking out of fear. Threads were deleted too. Many, many comments as well. They clear weeds with a flamethrower around here, and it'll finally be nothing but scorched earth.
Well said.
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At this point all we can really do is vote with our wallets. I seriously doubt the upkeep on this forum is anywhere near the income they've generated from the few players that do actively post here.
For now I will continue to play but I will no longer pay.
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This hardens my heart. Not another dime will I spend on anything made by BHVR.
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@Yamalive said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4119487#Comment_4119487
People told killer players an infinte of times certain things and nothing changed. Theyre just too biased to have ALL survivors killed no matter why and how. It doesnt matter to them if 3 is enough or not.
Where and what?
You are assuming it would have absolutely no change whatsoever.
But still would it have a negative effect on the game if they made this change?
If there is no negative effect to the change, why not try it?
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I know I'll miss this place and the people here. There is only one person I think of as a troll on this forum and they are still way better than the average troll on the other platforms.
Before I joined I lurked here for years and it was the only place I've come aside from Youtube to interact with DbD outside of the game.
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I really doubt that something as far removed from the natural world as a video game being played in a virtual world would follow normal distribution curves. There are a lot of crazy factors in play in DbD that are hard to quantify, especially on a single curve. If you had some real data graphed, then maybe it'd be worth entertaining such a hypothesis.
Nothing is consistent about DbD or its player base.
I think player churn accounts for the poor performance of DbD's player base. It's not like everyone who buys DbD follows a predictable skill curve. How many players actually get to >1k hours and actually get decent at the game before burning out?
The end result, by stating that "the average survivor is bad" you are arguing that it is more difficult to do well on survivor than it is to do well on killer, thus you are arguing that survivor is the harder role and killer is the easier role.
I disagree with this conclusion. I don't see how saying the average survivor is bad means survivor is more difficult than killer.
The average survivor AND the average killer is bad.
It is easier to handicap yourself as survivor. Queue up for a match as a SoloQ with a non-meta build and yes, it is harder to be successful than if you play killer.
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I think that @NeverSolus fellow is all right.
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@Crowman said:
You are playing the role of the killer. Most people are going to try to kill all 4 survivors not just aim for a 3K. It doesn't matter if BHVR states that a 3K is a win. People will still play to kill all 4. The only way to actually fix the issue you are identifying is to change the game so that the reason killers slug for the 4K. That reason is how hatch currently functions.
You are speaking as if you speak for all/most players when you don't. Some players will see the game telling them they won at 3K and change their playing patterns and some won't. It is certain to have an effect.
As I have already said I suggest this to slightly improve the situation and that it never was a fix.
Whatever they're deleting the forum next month anyway so what's the point?
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Too cheap to maintain even a cheap forum. That's BHVR.
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@Crowman said:
If you want killers to slug less for 4Ks, then you need to make changes around hatch which is the reason slugging for the 4K exists.
I disagree. Some killers play under the assumption that they haven't won unless they kill everyone because the game doesn't tell them they won. This suggested change would help with that.
@Yamalive said:
Wont change anything at all.
As far as the game itself, you're right nothing changes except a few words. But I think it would have an effect on player behaviours. The effect might be small, but it would be positive. Just because it might not change your behaviour doesn't mean it wouldn't change someone else's.
I don't understand why people are against this and are downvoting it. Seriously what would be the downside to implementing this?
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This is just a recreational video game. It doesn't mean anything if you win or lose, unless you're trying for an adept or a particular challenge and even then if you fail you can always try again.
For your average games you can go in thinking "I want to try to have fun" rather than "I want sweat hard and try to win." I find that really helps me have a clearer head and a more enjoyable time playing DbD. As survivor if I have a good chase, just one good chase I've "won" even if the killer sends be into the Entity's claws. On killer if I get 6+ hooks or pulled off something cool I've "won" even if I don't get a kill. We all end up back at the campfire no matter what happens.
It's like playing cards or a board game with family and/or friends. It's something to pass the time, entertain everyone and it doesn't matter who wins as long as everyone has fun.
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I agree with this. Shoulder the Burden should not be a wasted perk slot if you bring it and someone else brings it and uses first.
Something like once StB is used the other StB users get to see the aura of the generator closest to them or something. Nothing major, just something.
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@HoodedWildKard said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118910#Comment_4118910
Idk it's nice to see if everyone's running bp offerings. Sometimes I might do a farming game if that's the case.
It's not like the days of old when the offering screen was essential as the only place we could see what offerings were used.
Now it's not essential as we can press TAB and see who brought what.
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@HoodedWildKard said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118836#Comment_4118836
Good change imo. Allows for a bit of mindgaming and guessing. I always hated it when hatch offerings in particular were open, made the endgame a joke unless you had a key. Ample secret offerings makes it more interesting.
I agree it's a good change but I think it has made the offering screen itself not worth showing anymore. Anything that actually affects gameplay is hidden and only bloodpoint offerings are shown. The only exceptions are luck offerings the whole survivor team can use which some players use very questionably, but I doubt we'll have luck offerings at all by 2027 as Slippery Meat is already changing.
I'd honestly be fine with the offering screen not being shown at all and having every match start loading a few seconds earlier. But that'll never happen beacause they have to show off their temporary event offering animations.
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When I play killer I just default to checking at shack for hatch first, regardless of offerings.
It used to be there were only a few secret offerings but now it seems like most of the non-bloodpoint offerings are secret. Even coins are secret offerings now.
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Is this a bait question to get people to break forum rules? Because I am pretty sure anyone saying they use luck offerings to go next could be construed as advocating for unsportsmanlike conduct. It's worse than DCing, because at least the bot won't quit.
I imagine it's only a matter of time before they retire luck offerings. I am kind of surprised they didn't retire them along side the Slippery Meat rework that's going live this patch. I'd argue that half of the luck offerings are worse than Slippery Meat because they let the whole team attempt to kobe.
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@Rokku_Rorru said:
What it needs is it to still work if even at a reduced rate when one survivor is nearby so that randos who dont understand it, don't ruin it for solo Q'ers.
Do you think it would be better to educate newer survivors about the mechanic using tutorials and/or tooltips rather than changing the mechanic just because they might not know?
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@FerrousFacade said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118658#Comment_4118658
Is three genning weaponizing the fact that the match is going to come down to three gens left? (and is far more in the killers control than some players are willing to admit). The killers skill matters because you can't balance a mechanic around brainless drones making idiotic plays. People claim survivor is balanced around brainless drones but any decent killer stomps all over those players.
I think you have strayed too far off topic.
The current anti-facecamp range is 16m and it does its job of preventing facecamping until the gates are powered. Increasing that range to 24-26m without making other changes to the system would create major problems.
- Area of a 16m circle: π16² = 804.25m²
- Area of a 24m circle: π24² = 1,809.56m²
Anyone else see a problem here?
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@FerrousFacade said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118632#Comment_4118632
And what about this video makes you think these are skilled killers being tricked so egregiously? The fifth time one fell for pebble?
I do think anti-camp is fine as is.
What does that matter?
What matters is that they were able to weaponize the anti-facecamp system to be able to unhook themselves. This is certainly not an intended feature of the anti-facecamp mechanic.
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@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118519#Comment_4118519
They are contributions you just don't like them lol
Their contributions added nothing to the discussion and put words in my mouth and uses nearly worthless analogies.
Where did I call for chests to be made worse? Nowhere, that's where.
I am just calling for a chest-centered perk that is getting buffed to have its buff slightly tempered, that's all. It would still result in a significant indirect net buff to chests.
@esarraf comes in here and many threads I post in and gaslights trying to make me look like I'm being unreasonable when I have never seen him actually be reasonable himself. No, I am not insulting him like you or others may try to accuse me of. I am just objectively stating my observed experience about this particular forum member.
Whatever. At this point I rescind my own suggestion. As long as Pharmacy has a less than 1% pick rate who cares?
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Sole Survivor used to be a perk that gained tokens for your teammates dying, so it definitely makes sense to move away from that. It also rewarded ratting, something BHVR now appears to be against.
But this rework isn't it. It used to be a trash rat perk. Now it'll just be a trash perk.
I wish they would have taken it in another direction entirely and made it a useful tool in the 2v1 scenario that generally sucks. Something like a +100% gen speed bonus to both survivors so they could actually get the gens done and have a chance of both of them getting out instead of the scenario we have now where both survivors often opt to rat. And perhaps another effect that comes into play if the killer slugs for the 4K.
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It's been demonstrated that skilled survivors already can abuse the anti-FACE-camp mechanic the DbD currently has.
https://www.youtube.com/watch?v=n4b6HSI9XzUExtending the range would just lead to:
- more abuse of the mechanic like this,
- punishment of entirely innocent killers, and
- slugging.
So how would it improve the game?
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@esarraf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118509#Comment_4118509
Dude, your complaint is on the same level as saying draumaturgy is broken because it can be used to farm items. No one could possibly take this seriously.
Again, thanks for your excellent (non-existent) contributions to this thread. We should definitely take you seriously.
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@Brokenbones said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118469#Comment_4118469
Care to explain how?
Because if a Legion tries to tunnel someone off hook, they'll deep wound them then usually end power quickly so they can normal M1 or they'll try to bodyblock them first
They aren't gonna benefit from their deep wound being automatically gone in 30 seconds
If anything it could help counter killers who can eat through unhook endurance quickly by letting them have access to perks like Dead Hard if they can survive for 30s.
I take back the "easy" part.
Here is the sequence:
- Unhook happens.
- Legion in frenzy hits the recently unhooked Borrowed Time equipped survivor first while their Endurance is still up.
- Legion frenzy hits the unhooker.
- Legion runs off and frenzy hits a third survivor.
- If 30 seconds has passed since the first hit the recently unhooked survivor is automatically mended.
- Legion returns and hits them for their 4th and 5th frenzy hits, downing them.
I didn't look at frenzy duration (default is 11 seconds) before making this post and I realize that it would require using most of the frenzy meter before getting the 2nd & 3rd hits and Killer instinct on the Borrowed Time user would come near to the end of the frenzy. Given that no one is going to be assuming someone is running Borrowed Time this is a very unlikely scenario. But if the Legion runs addons to extend the frenzy which are Mischief List (+1s) or especially Never Sleep Pills (+10s at the cost of frenzy movement speed) it becomes more likely.
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@esarraf said:
Bro is actually asking for chests to be worse. I can't even make this stuff up. Someone in 2026 is asking for a chest perk to be nerfed.
Bro actually doesn't see a problem with practically infinite items or someone spending all match opening/rummaging chests. Might as well have left the infinite Streetwise bug in the game as it's close to the same thing.
Thanks for your excellent contribution to this thread. You never fail to disappoint.
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This perk makes it easy for a Legion to tunnel a Borrowed Time user. That really goes against the spirit of Borrowed Time, one of the OG anti-tunnel perks.
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I don't mind this nerf to StB, however it needs a secondary effect that becomes active for other StB users once someone uses it.
Maybe give it +10% vault speed since that's been handed out like candy. /sarc
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@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118137#Comment_4118137
Self care + Botany are way better, you can heal others faster and heal yourself, it's worth the 2 perk slots.
Need to stop complaining and assuming the worst lmao.Where am I making assumptions? And where am I complaining? Are you sure you're not projecting?
I think Bond is better for getting heals than using 2 slots on Botany + Self-Care. I also think there are much better perks to fill those 2 slots with. I'm not stating facts with this just my own (worthless) opinion. I know many Asian players love Self-Care and disagree with me, and they care a lot more about surviving a match than I do.
I already know what the worst with Pharmacy will be and I am not assuming it. I will be living it. I'll be that guy running around opening and rummaging every chest on the map searching for a purple item that makes me want to escape with it. 3 charges on Pharmacy would at least limit me a bit. Why? Because it's way more fun than doing the objective.
I guess I have assumed that other players will see the same value I do in Pharmacy. Pharmacy should take a bite out of Appraisal & Self-Care usage with these changes, but it doesn't mean it will or will be a significant bite if it does.
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@dangersmymidd1ename said:
This was all possible previously - Pharmacy was the only one of the chest perks that had the disadvantage of no rummage. If I bring a key, shiny coin, streetwise, plunderer's, ace in the hole and appraisal there are going to be plenty of items. But I've just spent a whole gen's worth of progress doing it. That's why a whole SWF of coins and keys doesn't happen.
But it doesn't take all that to be that valuable. We're talking 1 perk, 1 item and one offering can provide immense value to the whole team without even stacking on more item perks.
Time that can and will be made up for because Sable can see that medkit over there on the ground from the hook so when I unhook her she can go heal herself so I don't have to and I can get the generator done.
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@DodoSwarm said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118148#Comment_4118148
I get what you're saying but overall the game hasn't changed. there's been QOL stuff for sure, and I am not trying to pretend like BHVR does nothing at all, I remember a lot of fixes that moved the game in the right direction from accessibility changes to important gameplay changes BUT the actual core game design is unchanged, entirely so. 8 generators, 12 hook states. nothing new to interact with, pallets/lockers/vaults/chests. no new meaningful objective for either side or game twists. it will take something like that to shift the meta.
If anything it's actually changed for the worse in a lot of ways regarding the overall state of gameplay. DBD has totally lost its horror game feel in favor of a pure game of cat and mouse, the few characters left that do provide a sense of horror do so through gimmicks like scratched mirror Myers (which people have just started to abuse for free mid MMR Solo Queue wins TBH) or the ever rare and once beloved Insidious Bubba.
People have learned what's most efficient to win in the current state of the game, changing perks won't change the practice.I am not sure how to reply to this. We're not disagreeing.
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It's because it feels cheap.
If it happens once in a 2v8 match it's whatever. Twice, ooooookay, it's frustrating but I can get over it. But when both killers make a point to double-team tunnel my butt out of the match and it happens 2 matches in a row… I had to bite my tongue to not leave something acidic in the chat box. That happened to me yesterday.
I logged off and played DRG. Rock & stone!
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The 6.1.0 patch actually was a major meta shake up because they nuked the meta at the time on both sides. Not just perks but with basekit changes to the game we've all been enjoying for 4 years on now. Looking at the list of changes they made in 6.1.0 is insane now. What a game changer it was.
10.2.0 is just a bunch of tweaks to mostly mid-range perks and the meta is practically untouched. The most used meta survivor perk, Lithe, got indirectly buffed now that Windows of Opportunity and Spine Chill both will buff vault speed.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4117988#Comment_4117988
In that day we were forced to look for survivors because we didn't have the tools to easily find them. It was a time before close range aura reading or killer instinct that lead to downs.
Yeah, that's the exact problem.
Intel got powercrept to hell and back and now everyone's acting like the game's non-functional without killers being given permanent, direct access to survivors' exact locations 24/7.
It wouldn't kill you to look. It didn't kill them, either.
You are remembering those days with rose-colored glasses. Returning to hook was just as prevalent back then as it is now.
Looking for a stealth survivor with no hooks and no clue to help find them?
@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4117988#Comment_4117988
This person wants 15-20% haste instead. That's what I'm replying to.
My bad. I skimmed this thread too quickly as I often do. 5% is fine and 15-20% is absurd.
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@DodoSwarm said:
https://forums.bhvr.com/dead-by-daylight/discussion/472406/pharmacy-should-have-3-charges
there's definitely a ton of counterplay for items and chests in general… and regardless… if a survivor is running to a chest location to self heal they're not doing their primary objective.
A high percentage of Killers run Nurses Calling anyway (NiteLite shows around a 12% pick rate) and other kinds of aura reading are at an alltime high, not to mention Sloppy Butcher is still decently popular.
If this perk in its new state becomes popular why not just run Franklins + Weave Attunement. most people who run it go to the basement for a guaranteed chest anyway, so when you see them drop an item to rummage another one just go get a free down in the basement…Medkits are mobile, which counters a lot of your examples of counterplay. The Pharmacy user can easily place medkits in central or at least easily seen locations for their teammates. A survivor picks up the medkit and runs to a safe area preferrably where there are no gens or at least non-progressed gens and all of a sudden they are out of range of A Nurse's Calling and the radii of items giving Weave Attunement auras. Sloppy Butcher just means it takes longer to do the heal but that doesn't matter as much when only one survivor is doing the heal.
I think you are underestimating how much time having tons of medkits can actually save the team, that's why Boon: Circle of Healing allowing self healing was removed because injured survivors could heal themselves while the other survivors didn't have to waste time healing a teammate and could quickly get back on/continue working on generators.
Also, being able to unlock/rummage 125% faster is incredible. The Pharmacy user can get the medkit and the chest rummaged in the same amount of time as a normal chest opening. It gets worse with a Key. Getting lucky and finding one Commodious Toolbox would also make up for a lot of the time spent traveling to and interacting with chests.
@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/472406/pharmacy-should-have-3-charges
I'm sorry but, you're complaining about this when self care + Botany exists.
This is just a nice way for people to run item builds for once.Self-Care + Botany is crap compared to this. That takes up 2 perk slots to do what Pharmacy will be doing with one and chest spawn locations are predictable and easy to find. Not to mention this'll be a great use for all the keys clogging up everyone's inventories. Even if you only plan on only opening one chest that's a great use for a key and if the match goes south as they often do they're will be a key available to open the hatch.
Even if they do my suggested adjustment I am going to be running Pharmacy, bringing a Key and using an 8th Year Anniversary offering which makes another chest spawn every game. It's going to be awesome.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4117475#Comment_4117475
Back in my day, killers used to actually look for survivors…
In that day we were forced to look for survivors because we didn't have the tools to easily find them. It was a time before close range aura reading or killer instinct that lead to downs.
@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4117836#Comment_4117836
At this point there is the question what playstyle Survivors should (or are allowed) to do. Stealth is obviously not wanted, considering they obliterated Distortion (mainly due to outcry) and nerf Self Preservation. Looping is also iffy, considering that structures get weaker and weaker over time and Killers just get stronger, with the classical looping Killer not really being played anymore (I mean, you barely hear Judgments Chase music for example since you get sniped while not even being in chase with her). But buffed Knockout makes playing weak Pallets impossible, since you either get hit or leave the Loop and get hit.
Doing Gens is also apparently not really wanted.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4117854#Comment_4117854
True, but Killers also had to use some form of gamesense. Or were looking around Gens. Nowadays you just slap on Aura Read and know where to go, since outside of Lockers, there is not much against Aura Read. Plus most Killers have some form of Killer Instinct, which is uncounterable.
When one plays killer what's more fun searching for hiding survivors or chasing survivors? I know I'd rather take the nastiest bully squad rather than a pack of coward Claudettes because with bullies at least the game is engaging. For this reason I can see why BHVR has developed a policy against longer term stealth plays.
But there is still room for shorter term stealth plays such as with Bite the Bullet or Quick & Quiet + Head On, spots where you can make the killer lose a chase or trick them into a stun. This is fun and engaging and should be encouraged.
But having one or more teammate(s) hide for a lot of the match and never get hooked while the rest of the team assumes all the risk and damage is something that should be discouraged. If people want to play Hide & Seek go play Prop Hunt or something, DbD is a chase game.
@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4117901#Comment_4117901
So free, uncounterable information and a massive speed boost that will still be used by A and S tier killers? Thats an awful lot of free value just for existing.
Uncounterable but very imperfect information and 5% haste while never in a chase for the cost of a whole perk slot? Seems like a fair trade to me. At least a perk slot occupied by Whispers is a perk slot not occupied by an aura or slowdown perk.
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@Mandy said:
We don't give much information on how this impacts MMR as we don't want MMR to be the focus here. The player stats also will likely take some time to update as they're going through their own UI related things, given the way things are represented in the game and the Stats page doesn't take from in-game data but from the game's UI.
I believe the change in wording to Surrender definitely indicates that this is losing a match overall.
Sigh.
I just want to know that the system works or at least is intended to work like it is supposed to, i.e. if a survivor surrenders they take an L on their MMR and if the killer chooses End Trial their MMR increases if it hasn't already. Players should know that whether or not they stay in the match it doesn't make a difference to their MMR because if players think they have a chance to manipulate their MMR they will try to do so.
I am beyond exasperated with this ambiguous approach BHVR has to communicating with players.
For example why not just tell killers on the post game screen that they won in identical fashion if they get a 3K or a 4K? That simple UI change alone would lead to a reduction in slugging for the 4K, a scenario I have yet to hear anyone speak positively about.
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They're annoying, but they don't need to be hard nerfed. The first change I'd like to see is them being made more susceptible to flash bangs as it's far to easy to waste a flash bang on a zombie and not get a blind because it flicks briefly to another target or does something buggy. Just giving them a wider flash bang-only blind angle would be enough. I also think they should add a Head On class that could kill zombies.
I've had it happen where I've been able to keep 3 zombies busy just chasing me which is a great help to my team. After a while the killer(s) usually recognize this is happening and one or both of them go out of their way to chase me and/or kill 1-2 of the zombies. I think this is kind of fun.
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I don't agree with it, but I can see them not wanting Borrowed Time to extend endurance and elusive. But this rework is dog water. It's like they couldn't come up with any sort of decent ideas for a rework or are content for this perk to stay unused in the bloated sea of survivor perks that only keeps growing.
With this rework I can only see this perk being paired with Dead Hard.
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I feel like this is all a set up for an upcoming pallet-focused licensed survivor perk (so we have to buy a character or wait a year for it to appear in the Shrine) that is going to power creep Five Moves Ahead and possibly Any Means Necessary. Will Terrifier come with a survivor? Five Moves Ahead is getting a pretty harsh nerf with nothing to compensate for it, it's worse than pre-5.3.0 Windows of Opportunity now. Getting to move 50% earlier is good for what, 2-4 meters distance? Has anyone measured that?
Maybe BHVR will give Five Moves Ahead something when it goes live but I know better than to get my hopes up. SoloQs need a good pallet information perk because how are we supposed to know if Meg dropped all the pallets in that third of the map on her first chase?
Windows of Opportunity was long overdue for a nerf. It was practically 2 perks in one, was always on, has been meta since 5.3.0 and >20% usage rate for 4 years. And since it got 10% vault speed bonus that will work for medium & fast vaults while healthy or injured, it is going to stay in the meta. I'm sure many killers are going to love chasing survivors who'll be vaulting 25% faster when healthy (WoO+Finesse) and 14% faster when injured (WoO+Resilience).
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I can understand the Self-Preservation nerf. Most survivors probably used a strategy of pre-running from their generator and vanishing like a fart in the wind resulting in killers just kicking the gen and returning to hook. As killer it's better to return to the hook than wasting several seconds checking behind every tree and rock while the unhook happens for free.
With SP now lasting half as long it doesn't completely counter Nowhere to Hide and perhaps a clue is left for the killer to follow in the distance. And it does allow for some skill expression from the survivor because they can run until the elusive runs out and then walk and be rewarded for their stealth, especially if they also have a pebble to throw. It's just not free anymore.
But they may have over-nerfed it. We'll see.
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I read all of the perk changes in patch notes and I like almost all of the changes. A lot of weaker perks have been buffed, perk tiers don't matter as much now and some things like Insidious might be more fun now. But aside from Thrill getting reworked, WoO & 5MA getting nerfed and Pharmacy becoming THE item perk, the meta hasn't shaken up much.
I think Pharmacy should have 3 tokens though, so it can just generate 3 rare medkits and 3 rummages and that's it, but still retain the faster & quieter unlock rummages after the tokens are gone. Pharmacy combined with coins is a recipe for unlimited medkits and way too many items.
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I hope there are no more quests involving them as they are terrible when people are just trying to complete their quest. They need to either be used well or ignored. They are a massive negative for the survivor side when people are hiding in corners doing them solo and/or when people are wasting time hiding them.
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Mostly my pet peeve now is playing DbD and not having fun, which is most of the time. Other players can do things that make it worse, but it really doesn't matter when the sparks of fun are already so few and far between for me now.
As for Fog Vials, I think they're almost useless in chase. They have a very low success rate. But you get 150 Survival points for using one, so whenever I see a Fog Vial, usually in a chest, I'll immediately use it and put in back just to get those bloodpoints. I can definitely understand people misusing Fog Vials as I rarely try to use them "properly."
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@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4116653#Comment_4116653
Nice try. You just hate Nurse and appear unable to apply logic in a discussion about her.No one forces you to engage with people on the forum if you don't think its worth your time, but if you're going to respond to someone it should actually include some type of response and not just avoid what they typed.
He's guilty of replying to several long posts of mine and others with one or two liners that add nothing to the discussion so I am just giving him some of his own medicine.
I'm not sorry if I offended your delicate "neighborhood watch" sensibilities in doing so. At least the rest of my post that you're whining about added something to the discussion.
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@Arcturus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4116636#Comment_4116636
Have you ever watched comp DBD? Obviously pubs aren't going to play out the same way as a comp match, but I think the way that comp matches are played against Nurse is a testament to how deadly she is to even the most skilled survivors.
The strategy they use against Nurse is to have designated "death spots" that they would run to and die at to take the Nurse away from gens being done on the opposite side of the map. Often times they don't even bother trying to run her and just go there immediately, instead of "last for 30 more seconds" or something it's literally just "well if you're dead already then at least do it in a good spot." Most chases, even against these extremely skilled players, still are very quick. The strategy works a bit better on bigger maps, but in general the survivors are completely expected to lose.
There is a reason why, unless you have seen a tier list different from all the ones I've seen, that every tier list without exception has had Nurse as number 1 since 2016. A decent Nurse is already A tier, a master Nurse is uncounterable. This is why in my original post I mentioned that I do not think Blindness when she is Blinking would be enough, as good Nurses don't even need aura in the first place and often don't run it.
It's pretty well established that DbD cannot be balanced around comp where you have players who are in the top 0.01% of the skill bracket and there are Nurse's who can blink with pixel-perfect accuracy. How many Nurses do you encounter that are that good in public matches?
Tier lists are generally based on potential. In the right hands the Nurse has the potential to be S-tier. But in most players' hands who miss a few blinks they quickly find gens getting done and gates getting opened and that's why she has a kill rate <50%. That's why BHVR keeps leaving her where she is despite continuous whining from the community and her continued placement at the top of tier lists. Tier lists are opinions, unlike the stats.
@esarraf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4116636#Comment_4116636
Lol, okay you want to talk ######### then we can. Nurse straight up ignores any and all mechanics survivors have that no other killer can besides maybe Judgement. Playing Nurse is extremely easy to do so and saying 'ooh what if you stop playing the auto win killer and get rusty' is not an argument it's just nonsense you made up to try and defend a broken killer. Nurse fundamentally does not work and ruins the game for everyone else by existing. You want to know why most killer perks are bland and boring as hell? It's because Nurse. When one specific killers existence is so bad that the devs have gone on record saying they can't allow perks like Awakened Awareness to exist because nurse there's no defending her. Feel free to call me a troll if that's all you can come up with, I understand if you are having such extreme difficulties in comprehending why nurse is bad for the game then I don't think you'll come up with any actually good insults.
Nice try. You just hate Nurse and appear unable to apply logic in a discussion about her.
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@Arcturus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4116561#Comment_4116561
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4116584#Comment_4116584
Whether or not @esarraf has played Nurse or not that is a pretty accurate description of Nurse. I have about 6 hours on her according to my stats page and it's incredibly easy to win on her. Half my hours on her I was trolling with half my build being Bamboozle and Superior Anatomy yet I was still able to win most my games.
The reason Nurse's kill rates are so low is because she is completely free and unlocked to all players. Brand new players that have no idea how to play the game will try to play her and have no clue what they're doing. With Trapper or Wraith they can at least just walk forward and swing, but Nurse is slower than survivors so she quite literally is required to Blink. Nurse is not a killer you can pick up in a single game and already be pretty good at, but it only takes a couple hours of playing her to get decent with her power, and it's strong enough that decent is all you really need. A lot of players probably never go past the first few matches of playing her. Nightlight and the official kill rates take into account the babies too, and if they're all getting 0-1 kills that drags it down quite a bit.
@esarraf is always a troll when it comes to talking about Nurse. They can't actually come up with a good argument as to why the Nurse is actually a mad dog killer who is problematic in DbD. So they come up with some ridiculous analogy in a one ore two liner, without actually adding to the discussion. I have tried to have this discussion with them in another thread and this was their modus operandi with every single post.
I still think the Nurse is balanced. I have more fun playing against Nurse than as Nurse.
Playing Nurse is not an automatic win. If she was, more people would be playing her and she's have a better kill rate. If she doesn't land her blinks and get those hits, the fatigue is really punishing. She has the worst map traversal in the game thanks to her fatigue and her movement speed. And Entity help her if she gets a survivor as good as me on Lery's.
The Nurse has a high skill floor but once a player gets decent with Nurse she doesn't become an unstoppable powerhouse as people like @esarraf would have us believe.
And another thing with Nurse is it is incredibly easy to get rusty with her. Yeah, if you're a Nurse main and play her nearly everyday you'll do quite well. But if you spread your playtime across multiple killers and/or don't play Nurse for a week, it's quite easy to eat dirt for a couple matches until you get your mojo back.
It doesn't surprise me that others in this thread are calling for her movement speed to increase to balance her, which I think would be a massive buff no matter how much more punishing her fatigue would be.
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@esarraf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4116561#Comment_4116561
Hey real quick, let's say they released a survivor perk that was a little hard to use but after a few hours anyone can realistically use it and when you do you automatically win the game. Because that's what you are saying classifies as balanced right now.
Oh go away troll. You have never even played Nurse.
