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Frogsplosion

Frogsplosion

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Frogsplosion
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  • Both killer and survivor should be privy to whatever info they need to do their role, hell give solo queue proximity chat and let the killer hear it too

  • I would be fine with buffing pallet saves, when maps have a hard limit of 12 to 15 pallets.

  • The real issue is maps have way too many pallets

  • @Zaydin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3734409#Comment_3734409

    Tell that to all the times I have picked up a survivor facing a wall or tall obstacle and a survivor managed to blind me at what felt like a 90 degree angle to my left or right when the light wasn't even shining into my killers eyes.

    This entire thread is why I always ran franklins and lightborn, usually on legion with thana for extra rage.

  • gladly, as soon as we also remove adrenaline, free instant pickups, endurance and basically anything that stops killers from being able to hook survivors.

  • @Luckyfer said:

    Revert Billy in general...

    Yeah, like every new "bugfix" or adjustment does nothing but hurt him more and more.

  • Rapid brutality is trash, good luck ever catching someone on maps with god loops like haddonfield when you don't have bloodlust. Not to mention the 150% speed boost on hit + 3% from MFT + the 3 second bladewipe animation basically hard counters your 5% haste immediately. Even with max stacks of STBFL I don't see this really ever being worth taking.

  • I think the visual design team as a whole has been killing it (well, except for skull merchant, gross), unfortunately the actual mechanical designs don't seem to live up to the art.

  • yeah this chapter really offers nothing to shake up the meta for killers the way survivors have benefitted from the last two releases.

  • yeah no sorry but this definitely isn't their best work, visuals are good but mechanics are a disappointment

  • Yeah this chapter seems super underwhelming

  • I don't know how that stupid typo got in there O_o

  • MFT is beyond broken and should be removed from the game

  • @UnknownKiller said:

    So if u use plot twist and get hooked and killers down you and recover by yourself u get up fully healed? The moment ypu get hooked or grabbed or downed that perk should desactivate

    people are going to call it a meme perk but plot twist + power struggle is insanely overpowered.

  • @Clockwork_Enigma said:

    The Endurance status effect is currently being abused to many degrees by the Survivor side who now have just about every type of reason to use it.

    Considering that the Incapacitated status effect was just removed from Eruption for being impossible to counter and resulted in Survivors being unable to progress the game for a long amount of time, the same should be done to any perk running Endurance, as it can be impossible to counter and results in Killers being unable to progress the game for a long amount of time.

    So, these are the perks that need to start being reworked due to providing degenerative playstyles that ruin the experience of players:

    • Buckle Up
    • Made For This
    • Off the Record
    • Soul Guard
    • We're Gonna Live Forever

    And here are my honest suggestions, which actually play into the core themes of each perk:

    • Buckle Up:
      • Buckle Up is reverted to its previous version.
      • Buckle Up now applies the same Haste bonus to the healer as it does to the downed Survivor.
    • Made For This:
      • Made for This no longer applies Endurance.
      • Made For This now applies a 6% vaulting speed increase.
    • Off the Record:
      • Off the Record no longer applies Endurance.
      • Off the Record now suppresses scratch marks and pools of blood when active.
    • Soul Guard:
      • Soul Guard no longer applies Endurance unless Cursed.
      • Soul Guard now grants you the ability to pick yourself back up from the ground after 60 seconds, or if all other Survivors are currently in the Dying State or Hooked.
    • We're Gonna Live Forever:
      • We're Gonna Live Forever no longer applies Endurance.
      • We're Gonna Live Forever now gains a token when stunning a Killer by any means if they're chasing an injured Survivor.
      • We're Gonna Live Forever now consumes 1 Token when taking a Protection Hit for another Survivor while healthy. This grants both you and the other Survivor the post-hit speed boost.

    Just saying, these more balanced and thematically appropriate ideas are here on a silver platter.

    god speed, but also wear a helmet because the ravening survivor bias in this forum is coming for your soul

  • @radiantHero23 said:

    Well...

    I dont mind anyone of them. My favorite killers are already in game. For me, everything new is just a cherry on top.

    I just hope for the game that the alien is not an area denial killer. After 2 and a half I don't think dbd can take one more.

    I hope it has a bit of Stealth, and ambush power. Like a mixture of demo and pig.

    Maybe also a form of infection via eggs or facehuggers could be possible.

    I'm more looking forward to the map.

    Put a bunch of vents all over the map that the xeno can travel through and give it demo's shred, easy win

  • may as well start implementing killer bots too since there won't be any players left

  • @versacefeng said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3504541#Comment_3504541

    I don’t agree with adding a 4th gen, but making generators take two minutes by default would kill the game.

    90 seconds with trash slowdown is already killing the game, just not your side of it.

  • you can have a 4th gen in endgame if we increase the time to repair to 120 seconds from 90.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3484982#Comment_3484982

    but you can moonwalk/look at the floor to keep haste effect while chasing loops similar to very old legion deep wound mechanic.

    A simple fix would then to be implementing a cooldown on the haste effect such as when the chase starts it goes on cool down for 10 seconds and can't be reactivated until you've left the chase for at least 5 seconds or something of that nature.

    Basically what I was trying to get at is that m1 killers like trapper desperately need an "out of combat" travel time boost for bigger maps especially but also just in general given how fast the game currently moves.

  • @solidhex said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3484625#Comment_3484625

    There are literally streamers who proved last week that you can 4k over 20 times in a row without any power (playing trapper without traps and add ons but with Pop+Pain Resonance). I barely lose as killer and i have played this game during times (2020) when i defo lost more games than i won. Killer doesn't "suck" right now, you can win fairly reliable if you play efficiently and use some of the better perks. MMR got gutted so we get shorter queue times, that's the reason. I haven't had this much of a skill discrepancy in my matches since i started playing this game.

    There's a big difference between someone who plays 8 hours a day and someone who plays 4 hours every 2-3.days

  • @Devil_hit11 said:

    why I ever want to set any traps as trapper? the haste is way better then setting traps... I value the ability to counter holding-w way more then my ability to disable pallets/loops.

    Because the haste turns off when you get into a Chase, so you can't actually use it to down survivors it's just a travel bonus

  • @Alionis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3484464#Comment_3484464

    Not sure what wiki you've been using, because the DbD one clearly says that Trapper Sack allows you to carry all traps from the start.

    Yes but it also says that you can't move them anymore once you place them down which is the part I got rid of

  • the game was better when matches averaged about 15 minutes long instead of the current 3-5.

  • or we could just delete boil over and the game would just be better for it.

  • @Shaped said:

    Reminder that pain res is still pretty much meta after the "shakedown" while surv perks are dead and none re-buffed to that level.

    If killer runs deadlock you know they won't leave that first hook and it pays off. At least pain res promotes going after different people I guess but regression is crazy regardless.

    Sloppy after healing nerfs is just a big NO from me. I find it weird how this is acceptable and it is the most annoying perk for me in current game as surv. Unless you have a syringe you can't ever heal yourself or you are throwing by wasting time.

    Now ask me again why people sit on gens and why they use adrenaline.

    Also it's funny how people cry genrush and their main complaint recently is mft and in general always chase perks.

    pain res is trash lol.

  • @JdoHybrid428 said:

    Interesting. Not taking the add-on changes into consideration, I think most of the core changes would be really cool add-ons(but there would be one more obvious broken combo with the current purple bag that allows you to carry all traps at the beginning). Otherwise I think it's definitely a cool direction.

    'A minute later'

    They've made some of these changes to the Trapper already, I believe. (Unless they reverted them). I'm really confused now. Do you actually play mobile instead of the main game? I might be confusing the two trapper versions but I believe the main game got the rework to trapper a while back that changed some of those add ons already.

    I was operating off of the wiki which I kind of just assumed was correct

  • @AmpersandUnderscore said:

    While I have no illusion that this post will actually change anything, I want to express concern over the upcoming feature to add survivor AI/bots as replacement for disconnected players. While I see there are some very minor benefits to such a system, the negatives in my opinion far outweigh the potential gains.

    The positives that I can see are that killers can gain perk value from disconnected survivors (for example, blood warden will activate even if the survivor disconnects when downed), and survivors can sometimes(*) have an extra body for the killer to juggle after a player disconnects. The killer part can be much more simply accomplished by leaving the disconnected survivor's avatar as a motionless body in the world for a short time (30-60 seconds) and then have the entity dispose of the survivor.

    The biggest problem is this: This is a band-aid fix that solves literally none of the reasons why players disconnect. And while, sure, there are a variety of reasons why people might give up on a game, and it's unrealistic to deal with all of them, this solution deals with none of them, and is rife for future problems and abuse.

    The issues that this solution presents are plentiful:

    • This system will lead to more disconnects. I'm personally not one to disconnect because I want to be a good teammate (among other reasons). I don't want to play a PvP game with AI teammates, that's not what DbD has ever been. But for people who don't want to play a match out for any reason, the core game now offers a win-win solution to the problem: that player can leave the game at the cost of only a disconnect penalty, and the survivor team isn't down a member and can play the game out. I don't feel like disconnecting should ever feel like a win-win scenario. (This isn't encouraging, or condoning disconnecting.... this is an observation of human behavior with this system in place).
    • This system is prime for abuse and griefing. Apparently if all 4 survivors disconnect, the killer is trapped in a lobby with 4 bots unless they, too, leave the match. This was my first thought of how the system could be flawed, and apparently this is how it functioned on the PTB (though I am unable to find video that shows this happening). It'll also be possible for killers to just "slug for the 4k" and camp the last survivor on the ground while the bot does gens or is given hatch. It gets even worse if and when the bots have pathing issues or get stuck, which can lead to soft locking the match (nemesis zombies are notorious for this). Which leads to the next issue...
    • Bots are prone to bugs, getting stuck, or getting into infinite logic loops. If there is ever a map geometry issue, it can and will be exploited. There are numerous situations, including hatch or hostage scenarios, where having a stuck bot teammate can unintentionally drag out the match for longer than necessary. In normal matches, if your teammate is bad, or makes a mistake it can turn a match, but you likely won't ever see that player again in your games. If the AI bot is bad, or buggy, or easily abused, you will potentially see them in every game you ever play. You can't avoid them, block them, or even lobby dodge them. The only way to guarantee you won't be playing with a bot teammate is to not play DbD at all.
    • Bot cannot/do not coordinate or strategize. The bots will simply try to avoid the terror radius and try their best to be helpful. But with no other changes, this will severely strengthen the 3-gen style of gameplay, since the bots will just do the gens that aren't being camped by the killer. Essentially, the bots will guarantee the 3-gen is successful and hand the killer map control. With BHVR having stated that "the strategy of camping a 3-gen from the start of the game is not being intended gameplay," I'm unbelievably disappointed that this solution will make that play style stronger. This doesn't even include other situations where the barest minimum of coordination can make a difference.
    • Bot capabilities are also possibly problematic. If the bots are "bad" at the game, then there's little benefit to the survivor team to have an extra warm body. If the bots are "good" at the game, then it opens up a different kind of griefing where survivors teams could "bully" the solo out of the game to "get a better bot teammate instead."
    • Players who want to "spite" the team can still avoid the DC penalty, avoid the bot entirely, and just give up or afk. A sacrificed survivor isn't replaced, so having this solution in place becomes meaningless. (Again, I'm not condoning this behavior, but this is something players already do, and will continue to do).

    While it's subjectively my opinion, game balance is seemingly the biggest contributor to early disconnects. Every game currently feels like a one-sided match in one direction or the other. Killers often feel like the game is over if they obtain their first hook and pressure by the time 3 gens are done, and survivors are very often tunneled out of the game for next to zero BP and little opportunity to actually play a well-rounded match.

    The members of the dev and community teams that post here are often saying that everything BHVR works on takes time and resources, and you can't feasibly work on everything at once with finite manpower. I agree. Though I am sad that something that I consider to be vastly detrimental to the game has taken away from other fixes that the game currently needs, balance included.

    I personally think the potential negatives of this system far outweigh the minor positive gains, and I think this system should not go live. I seem to be in the minority of players concerned about the upcoming bot replacement system, but at least I've voiced those concerns at this point.

    "game balance is seemingly the biggest contributor to early disconnects"

    Yep, but we can't fix that without putting actual effort forth, so we get bots instead.

  • buffing decisive will just make slugging the most efficient way to play

  • hot take incoming: there are no good regression perks left. Pop and PR are trash, Jolt is a sad joke, the fact that people actually use these three perks is an even worse joke. The only perks even remotely worth using are Corrupt Intervention and Deadlock, and frankly even those are starting to lose their appeal when compared to just playing hyper aggressive with devour hope/undying/noed/nowhere to hide. Regression perks no longer really provide enough of a benefit compared to expose/instadowns and instakills to be worth running instead of them.

  • Make it so survivors in a party can't select two of the same perk, item or addon, actually force team play.

  • run pop/pain res/jolt or haunted ground/undying/pentimento/devour hope or undying/devour/nowhere to hide/noed

  • Because killer players are never allowed to have anything nice...

  • @DavidHypnos said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480744#Comment_3480744

    Try playing solo queue - it almost never works out the way you describe. Even the tiniest mistake can be a disaster for you or your teammates.

    I don't disagree, but it's an even worse disaster to balance a game around it's worst players.

  • @DavidHypnos said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480686#Comment_3480686

    Your job is to make sure there aren’t enough survivors for that to happen during endgame. If you can’t do that without camping and tunneling then it’s an issue on your part.

    An efficient team of survivors can pop all 5 gens in under 5 minutes with no speed boosts, almost every lobby I play in now has at least two, usually three or four tool boxes and every survivor usually runs one generator speed perk.

    One hook can take anywhere from 45 seconds to 90 seconds against a competent survivor assuming they don't have any perks to prevent this. Killers need a bare minimum of nine hooks to consider a match a win, so at a bare minimum about 405 seconds or about six and a half minutes.

    A truly efficient team will have three people and three different generators and one person being chased intentionally, trading one hook for three generators in the first 90 seconds of the game. At which point one person can come off generators and start getting chased and hopefully lose the killer long enough to make the unhook just as both generators pop.

    The math is just flat out against killers when it comes to objective timers.

  • @DavidHypnos said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480667#Comment_3480667

    Furthermore, they aren’t consequence free unhooks. You can still injure survivors and if you’re camping you’re probably gonna end up with a hook trade rather than just a save.

    not if two survivors do the unhook, one takes the unhook hit, one bodyblocks, unhooker bodyblocks for both on the way out, basically a guaranteed escape especially with MFT + Hope in play right now.

  • @DavidHypnos said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480621#Comment_3480621

    Removing camping does not remove the killers ability to recover. It removes a ridiculously easy exploit they can use to turn the game in their favor. I’ve no problem with people bringing Devour Hope. It exists as it had before. I only brought it up because the rate I’ve seen it increased exponentially. I’d rather deal with that hex than lazy campers anyway.

    Removing hook grabs is the real problem because all it really does is ensure that survivors can get consequence free unhooks in the end game after the gates have opened.

    I mean how would you like it if we removed the hatch?

  • You don't need anything, with three survivors on different generators and one survivor being chased an efficient team could take out all five generators in under 3 minutes. While yes this is a perfect scenario routinely this will still end up under 5 minutes when survivors have nothing more than a single generator perk and maybe one toolbox.

    The reality is generators still go too fast for the current meta, regression has been gutted and now the game is completely binary.

  • Devour hope and slugging more than likely, when you completely remove the killer's ability to recover and get back into the game in any way shape or form in the end game this is what you're going to end up with.

    And let's be honest if you ever end up with base kit unbreakable, you should absolutely expect to see every form of insta kill and Mori in the game become the only meta that exists.

    The more risky you make hooking survivors the less killers are going to want to do it.

  • @Uxoxe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/383270/chasing-is-dead-and-i-will-never-play-a-115-movement-speed-m1-killer-ever-again

    I switched to killer and recorded my 1st game and every additional game after, for 11 games. (I plan to do it for 20 games). I'm playing Dredge a 115 movement speed killer and is more or less a M1 killer. I haven't played killer for 6 or more months and haven't played DBD for 2 months (just started back 1 week ago).

    https://us.v-cdn.net/6030815/uploads/O9AHJ4LUBCDQ/image.png

    I'm not running crazy addons or perks. I'm not tunneling at gen 5, face camping or proxy camping and I'm getting a 65% kill rate and 60% win rate.

    Look at the survivor escape rate of 32.50%. That is not DBD holding survivor hands, but holding killer hands.

    If you haven't played Killer in months then you have no MMR as killer and you are just being fed a bunch of baby survs who can't actually play the game

  • @Deathslinger1of2 said:

    Gen Rushing is the only viable thing to do because every time I try to be a good teammate and save someone or heal someone I get murdered immediately

    You're absolutely right, at this point I can no longer blame survivors for genrush meta, it's clearly a failure in game design and something the devs need to address and as usual probably won't until it's far too late.

  • @Adaez said:

    Most of killers in this game are dead and not just literally.

    Almost all my games everyone runs made for this, I literally cannot catch anyone if I dont have a perfect chase under 1 minute, and even longer if the survivor has a godlike setup, which is most of the maps that have it.

    If I dont use a map offering survivors usually bring one and brings be to a very survivor sided map.

    I always had a feeling BHVR is either very survivor sided, or hates most killers in the game besides Nurse or Blight that never catch any nerfs, but weaker killers do?

    Besdies a few killers, game is unplayable on killer side.

    I cant help but feel like BHVR loves babysitting survivors and holding their hand, making sure they have a nice experience while they pretend that killer side is fine, its not.

    I dont wanna play Nurse just because she one of the very few viable killers in the current state of the game.

    I honestly cant believe just how ridiculously bad m1 killers with normal chase are right now.

    Well I'm glad somebody said it, but you do know saying anything in support of killers on this forum is an open invitation to be insulted and gaslit nonstop right?

    The reality is killers are second class citizens, and bhvr balances the game as if that were the case. I suspect it's going to be a long time before any killer besides blight, nurse or Wesker is even remotely playable in this boring binary genrush meta.

  • I would gladly remove the instakill mechanic but that would require a complete overhaul because myers is absolute trash right now.

  • What they should do is change breakable wall so that it breaks faster and damages survivors too close to the door.

  • Tool boxes and generator repair speed perks need to get hit across the board just like regression perks did

  • Wesker is perfect

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