HexNo3_D
HexNo3_D
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- HexNo3_D
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@OrangeBear said:
Yes afaik you can still link your xbox account on the bhvr account website and your progress will sync up.
okay thank you, that’s relieved my worries now
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@Yharwick said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3737332#Comment_3737332
Again I heavily doubt a world where killers just don't have to worry about gens at all is one where survivors have fun. I know there's this whole thing where "games are too short" but that's by design as the longer the game goes on the higher the probability of the killer winning is.
BHVR artificially making games longer is only ever going to benefit killers which I don't think is needed in a world where the kill rate is 60%. It's up to the killer to make the game last longer that's where the skill expression for that role is.
True and that is a heavily good argument, but then again there must be a way where they could do that for killers and survivors for both sides to have fun, I think its finding the balance between good and bad on both sides honestly.
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@fluffyloki64 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3737379#Comment_3737379
Not entirely sure why you quoted me in your post here but ok. My problem with the killer's gen regression/damaging/etc getting higher as the match goes on is that the killers generally get stronger as the match goes on because survivors start to lose resources. I almost think it would be better in reverse where the killer loses gen regression/damaging/etc when they take someone out early encouraging them spread their focus early in the match. I tend to notice that punishments work better than rewards (anti-camp feature being a prime example here)
Yeah that is quiet true, and they could do something like for example give the killer some breathing room like so the base regression would increase still but if someone dies you lose all base regression and reverts back to 5% something like that if that makes sense?
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@OrangeBear said:
https://us.v-cdn.net/6030815/uploads/NSXVMZVMX5TS/20240609134430-1.jpg
Yes this seems to happen on certain elevated breakable walls. Picking up a survivor seems to set it back
yes this!!! ty for the screenshot
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@fluffyloki64 said:
Disclaimer here before anyone starts dragging me: I tend to play with the Bloodpoint bonus which lately leads to me playing more Survivor but I do enjoy playing Killer as well (Wesker being my favorite).
I agree with pretty much everything here except for the gen times. I have games on both sides that go both ways and feels like it's largely based on the collective skills of both sides. Sometimes I have games where I am on a gen as much as possible and we don't manage to finish a single one and others where I am off doing a stupid tome quest and still manage to complete all 5 and get out.
Tunneling is definitely a problem. I have started to bring an anti-tunnel build when I'm in SoloQ (DC, OTR, Second Wind, Sprint Burst) just to try and last a little longer if I am getting tunneled while still providing some value if I don't. The problem with this build is that 3 of the perks don't come with the base game and because I don't currently own the Stranger Things DLC, I can't use this build on all my characters. Even so, because DC is a one-time use, I often end up tunneled out anyway I just last a little longer. There should be some kind of base-kit anti-tunnel even if it's just extra endurance if they've been hooked twice in a row with no one else in between or if it's some kind of mini DC. I'm not sure either of these are a viable option but there should be something.
Intervention – Mechanic
Hooks -
- For every 2 survivor's you hook (Can be the same surviour) you gain a stackable 5% to your base 5% base regression,
this stackable 5% would stop when someone is sacrificed moried or has bled out and would revert to about 15% to keep the rest of the match fair for both sides.
(Side note made the 5% base a thing to help balence it out towards the end and at the end of the day, this is just something i quick typed up). - SBMM (Skill Based Matchmaking) No longer goes up or down from the outcome of how many survivors you sacrificed.
Or for the survivor side how or if you escaped, instead there would be a separate emblem system and it would total all the progress you had in a match towards your mmr score rating.
Iri, Your mmr goes up significantly, Gold, mmr goes up abit, Silver, Ur mmr stays the same and finally Bronze, Ur mmr goes down,
All the info from the game you just had would be signifyed into one single emblem
(This would show ur mmr emblem where it shows on the first sceen when you come outta a match next to the bloodpoints and would be called ur (MMMRE) Match MMR Emblem).
Also, there would be an extra screen in the dbd lobby where your survivor grade is where you could view where you are on the mmr point's system.
Survivor's Generator's Interaction's -
- Once a survivor has either done : Two Safe Unhooks or Cleansed Two Totems they gave a 5% gen repair speed for 30 second's this will not stack with gen progression perks nor will it stack with other people on gens.
The Endgame Collapse –
- The endgame timer will move from 120 seconds to 90 seconds instantly with an audio cue from the entity as soon as someone goes on a exit gate to add more pressure upon the killer and survivors at endgame and really make for some intense moments (this is an idea I was toying with for awhile right at the end of the day might not be a good idea but still just an opinion)
Tunneling -
- When a survivor is unhooked for the last time (one hook away from death hook), if they enter a chase within 10 seconds after being unhooked and are in that chase for more than 5 seconds, Entity's Barricade Activates,
you have a 15% haste for 35 seconds, Endurance, for 30 seconds and BaseKit Unbreakable for 45 seconds.
(this would be to discourage killers from tunneling with also a penalty or loss of base regression reverted back to 15% once a surviour is out of the game)
This whole system would be a massive overhaul and a huge QOL Change for so many people in the dbd community, and for gen perks for killers and survivors anymore than 1 you bring with you will be useless and won't be able to stack.
This was a lot and would probably come with a hefty variety of balancing issues but lemme know what you all think?
- For every 2 survivor's you hook (Can be the same surviour) you gain a stackable 5% to your base 5% base regression,
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@Yharwick said:
On the issue of gen speeds, I hear people saying they want to play more relaxed and not have to sweat to 4k and I don't know if they realize the implications of what they're saying but to get to that point implies that getting kills becomes easy enough that on the flip side survivors would have to struggle horribly to escape.
In my view in order for the game to be balanced the game is always going to be at least somewhat difficult both sides. To this end gen speeds are probably fine at the moment with perhaps toolboxes and certain perks needing tweaking but the base speeds seem good.
if they made base regression stronger and more impactful i would like them to do something where you can't stack gen perks anymore like 1 would be your limit cause if they went down the route i said you wouldn't need a second gen perk then overall it would make the games more relaxed for people and especially the ones who don't have access to gen regression perks yet while both parties still have control of the game and everyone is happy
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@Yharwick said:
On the issue of gen speeds, I hear people saying they want to play more relaxed and not have to sweat to 4k and I don't know if they realize the implications of what they're saying but to get to that point implies that getting kills becomes easy enough that on the flip side survivors would have to struggle horribly to escape.
In my view in order for the game to be balanced the game is always going to be at least somewhat difficult both sides. To this end gen speeds are probably fine at the moment with perhaps toolboxes and certain perks needing tweaking but the base speeds seem good.
like I’ve already stated gen speeds may or may not be the problem I feel like base regression that increases by 1% everytime you hook a surv would make it more fair and them implementing something where you could only stack one gen perk so like if you brought two anyway it wouldn’t work abit like how if you bring pop and ruin but can’t use pop until ruins cleansed abit usless and that would maybe discourage people to move away from stuff like that
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@Onako said:
4. Gen Speeds
For this part of the discussion I would like to
point out that gen regression perks are not the problem, gen speeds are.
Let's bring some numbers into it New Killer thats dosen't know a thing
about the game gets builled and ran like a fool right, Gens take 90
Seconds right so with the 5 you have to complete all in all takes about
7.5 Minutes and say if this new killer gets ran for about 2-3 mins
that's two gens gone and probably if they split out on gens okay another
one about to pop and this new killer has nothing to do to defend
themselves. So I think to make this better (My Solution Would Be To
Either, Extend the time it does to do gens from 90 to 100 seconds or
Make Base Regression more impactful so instead of 5 make it 10 or 12
progress off a gen or another way round it would be to, Everytime you
hook a survivor ur base regression kick speed goes up by 1%, I feel like
that would make the game on each side more balanced at high,mid and low
mmr and make it so that new killers have more of a fighting chance and
so that games are more relaxed for people.I've said it once in a different post. Killers managed to get 4K's even when generators still had 80 charges. Simply because survivor players didn't feel pushed into gen rushing and were occupied with other things which often lead to their downfall. Nowadays when anything except sitting on a gen is considered trolling, what choice do we have? And contrary to what you think it has a heck of a lot to do with how oppressive gen regression perks have become, maybe not as a stand alone but the fact you can just stack them like that. Nobody likes holding M1 on a gen for 90 seconds + the factor of the abundance of slowdown, so asking for even more is kind of insane.
and you have just reminded me to say something if they made base regression stronger and more impactful i would like them to do something where you can't stack gen perks anymore like 1 would be your limit cause if they went down the route i said you wouldn't need a second gen perk then overall it would make the games more relaxed for people and especially the ones who don't have access to gen regression perks yet
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@Sarrif said:
- Would need things like making the pallet part of WOO and Kindred basekit. Which… the devs will never do.
- Killers wanted survivors off gens, this does it and also has pretty brain dead counterplay on killers side of slugging.
- Chucky was busted
- The actual way to fix gen speed was always to make it dependent on what killer your facing and how many survivors left there are. Going against Nurse or Blight? 50 second gens. Hag and Trapper? Maybe something closer to 120.
- There needs to be a basekit feature that prevents any kind of tunneling. My suggestion is that if a survivor has been hooked twice in a row then the next unhook they get the eye of Vecna effect where they are invisible and cannot be tracked through any methods for 30 seconds.
Ngl i actually agree with you on some parts
- True but it would be nice for solo players and hopefully to help them communicate better with each other.
- Chucky, he is my main but I will come out and say he was unfair and busted like you stated
- Sabo, its all well and good when the surv are off gens that's not my problem you will have two on a gen and two waiting for the sabo save dosen't make it fair against someone like chucky or trapper does it considering there weak killers.
- Gen Speed, Totally agree with you on this but the devs most likely won't do it even tho it would be a great change for dbd QOL, They said awhile back they don't like having perk or things In the game that changes on the type of killer your facing.
- Totally Agree with the tunneling idea that you had maybe we will see that maybe sometime in the near future.
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True 100 seconds is pretty heafty right, but like i said in a reply to someone else earlier there are many other options they could explore instead of that.
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@Junylar said:
They already increased gen repair charges several times, to the point where soloQ has no hope of actually finishing them all anymore, and it's still not enough for you? How about make them take 30 minutes to fix each and be done with it, to save the effort of the development team?
For this part i get the frustration, but like i said i did list several options and solutions for gen regression and ect…but that's just one of them there is many other things they could explore
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@Depressedlegion said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3640247#Comment_3640247
Just checked some stats, and his miss cool down is 2.5 seconds for missed chainsaw base ( not overdrive or addon's) compared to the 1.5 second miss cool down of every killer's lunge attack. I think base cool down is fine, but addon's affecting it are just way to powerful currently.
agreeed
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@Emeal said:
Slugging was always a good strategy on Billy, people just didnt play him cause it was hard to play, not that its a little easier, its back.
When I played during the 2017 to 2019 this was all the rage, a thick layer of Hillbillys at Rank 5 to 1 and they all did this.
Yeah I joined dbd towards the end of hillbillys prime and yeah it was awful but now its back i am happy but not so happy for one the way there using him and two the way the add ons are atm
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@xEa said:
I mean, it is obvious. All you have to do is look footage of 2016-2020.
So yes, of course survivors are nerfed a lot, while killer got buffed significantly.
Said that, to have the opinion that those nerfs / killer buffs are okay for the game are an option. I would not agree tho.
Overall the options to choose from this poll are missleading.
tbh true ive explained to another reply down here
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@Header said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3605074#Comment_3605074
…and it’s stuff like this that causes 40 minute matches.
i’d rather say this stuff prevents matches from lasting 5 minutes
tbh i didnt really state this in my poll/disscusion but i was on abt like killers capitlising on these perks to cause 3 gen strat to become a harsh extend of like 15-20 more mins in a match which really isnt needed
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Which I get that yet still remains my point survivor still did need a nerf but not as harsh as they did,
I mean come on please tell me the killers meta is not obnoxious or annoying Scourge Hook : Pain Res ( 4 tokens for 25% progress taken off the highest progression gen) not gonna lie I remember when they nerfed this I did think they was gonna reworks it dunno why. Pop Goes The Weazel ( After you have hooked a survivor when you kick a gem in the next 45 seconds, 30% progress will be taken off any gen you kick, it’s mainly two of these I see or stacked with other gen slowdowns that are just ok if I was to call them but I’ve recently noticed the majority of the killer dbd community I’ve seen over the past few weeks run stuff like this and it’s stuff like this that causes 40 minute matches, BHVR I ABSOLUTELY BEG YOU IF YOU SEE THIS SORT It out!
