Laendra
Laendra
About
- Username
- Laendra
- Joined
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Comments
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yes, deerstalker would also be too powerful
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Celestial Witness is too powerful of a perk with this killer's ability to spam beams across the map. Especially when combined with Nemesis and Lethal Pursuer. I've had quite a few Judgement killers after the match agree that it is too powerful, especially in combination with those perks.
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@Lord_Kaine said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3842228#Comment_3842228
i was genuine. like, if there was a personal bonus you could get from being the surivor to do it, it would make cleansing even more interesting.
something to fight to do first, without knowing what each is.ah, okay, sorry, I am so used to seeing negative feedback on everything that I just assumed
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@Lord_Kaine said:
Maybe they could even be rewarded for dealing with them, like a small bonus relating to each one cleansed.
I see your sarcasm there. How many times have you seen someone yelled at (or, mostly, other survivors blocking you in) for cleansing totems in 2v8? I've seen it a bit. This is more about giving tactical decisions that improve game play.
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The base idea is to give survivors more objectives to do besides repair generators. Or at least encourage something more than gen-rush/rinse/repeat.
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As a killer, this is easy mode now that distortion is nerfed to useless. I can nearly see the aura of survivors the entire match and still have perk slots left over. HAHA, don't change it
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So many aura reading perks/add-ons out there. Why the change to distortion? It's a perk that has to take up another perk slot…so the killer has to add something to counter it. Seems pretty balanced, both from a player and killer standpoint (I am about 50/50 killer/player). I've been in matches when I destroyed the distortion tokens in under a minute. I've been in matches when all 3 tokens go away and never able to regain them (stealth killers). The ONLY thing I would change on Distortion: Keep it token based, but make the tokens replenish during chase, not terror radius. Other options for Distortion tokens to replenish: finish a generator, unhook a survivor, enter a chase.
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I am seeing (both as killer, since I am running this combo all the time until it is fixed or countered, and survivor) an uptick of survivors intentionally dying on first hook, and indeed running up to the killer to be hooked once this perk-combo shows up during the match.
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@kumarotto said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3737715#Comment_3737715
Regardless of whether you are motivated or not, according to the rules of this game, rescuing (unless it is an impossible rescue) is the right thing to do, and it is not good to point that out.
Even if it is an impossible rescue, such as when the killer is nearby, it is just a lack of judgment, and the rescue itself should not be considered an issue.
The problem is when the rescued person does something annoying.Of course, there are people who intentionally get found by the killer and do an annoying rescue (although I have not seen much of that).
How can we protect good players from bad players?
If the current reporting system could be made to work better, it might be a little better...
Or, if players could avoid matches at their own discretion, or if they could block bad players for a certain period of time, it might be a little better. (Overwatch 2 might be a good example of this.)It is good to have high-performance bots, but on the other hand, there is a risk that they will use the bots as an escape route to accelerate their behavior.
If bots are okay, there is no need for human-to-human combat.
(It seems that we may eventually move in the direction of reducing waiting times by making the killer a bot.)The good thing about disconnection penalties is that some players will be saved because they will not be matched with that player for a while.
The bad thing is that it has a big impact on people who are unintentionally disconnected due to communication problems, etc.As a killer, I think it would be nice if there were better rewards for good survivors.
Or maybe there should be a system that allows you to withdraw from the match in the first place. (Identity V is a good example.)
If you can withdraw from a match when it is determined that neither the killer nor the survivors can win, the match can move on a little sooner.
This would also be a good feature for the remaining survivors who end up fighting a killer who is trying to wipe them out.Intentionally causing a player to stay in a match that they are trying to leave is, at least in my opinion, griefing that player. Regardless of whether their actions reduce the playability/enjoyment of the game for the remaining survivors. Again, that is my opinion. I am quite sure that others feel that way based on reactions/actions of the "saved" player both in-game and during post-game chat. I know if I am trying to exit the game while on hook, I also get irritated at the survivor that unhooked me while I am in the "missed checks" phase 2 after "taking my chances". I see this as both player and killer. And I see it in a fair number of matches.
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@Souplet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3745454#Comment_3745454
Yes, seems simple to track 42 different survivors abilities, making them different enough to justify playing them but not strong enough to unbalance the game
You are absolutely right, piece of cake
As my boss always tries to tell me, "it's only 3 lines of code"…
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they maintain statistics of each match. If they don't get the mix they want, adjust powers until they come more in line with what they'd like to see…seems simple
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people also complain about other survivors that do those secondary objectives. I see it in post-game lobby all the time. Someone proactively doing totems? "All you did was totems". Someone proactively moving items to the edge? "You didn't touch a gen". Perceived "slights" like doing secondary objectives that make the match safer for the other survivors are met with hostility both during and after the match. I feel sorry for them. They get sandbagged, followed around and lockers fast-entered, or fast-vaults, etc. I've seen (and felt) it as a survivor too
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What you are failing to realzie is that I'm dragging mines…er, that aura reading is better than slow-downs. You can chase them off gens easily. 4K with zero or one gen done is a damn good slow-down. I'm going to continue to run this build until Weave Attunement gets nerfed or until survivors show me they can effectively counter it.
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Don't discount Gearhead, I've used it to great effect
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hint, the answer is MOST of them….
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Hmm, load up Weave Attunement, Franklin's Demise, Lethal Pursuer, and Nowhere To Hide and tell me how many matches you 4K with 1 or 0 gens completed…
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yeah, just ran another match, and if I didn't carry the last survivor to the hatch and give it to them (again), I would have had a 4k with only 1 gen done (which is a lot of gens done with this perk combo).
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I have found that it is especially toxic for the first few weeks after an update when the infrequent players are drawn back in to see the new content. These are typically, from what I have seen, players that are the toxic ones that get their jollies for a few weeks, then leave…
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lol, there are so many aura killer perks that you blow through their distortion charges so fast, much faster than they recharge. It's already too easy to counter distortion, quit trying to make it harder on them. I know it is shocking, but hiding is part of a valid strategy, much like the valid strategies that we use as killers, but survivors hate. If they are an all-match hider, that just makes the match last longer, and gives us more time to find and kill everyone else. Also, perception isn't reality, regardless of what your managers may tell you. If someone isn't seen by the killer, it doesn't mean the survivor did nothing. There have been plenty of matches when I have been playing survivor that the killer never (or very rarely) even saw me during the match, but I outscored everyone else in the match and got 3 iridescent badges, and nearly got 4 (but it's hard to get that 4th one when you aren't evading in chase). I am terrible at looping, but pretty good at doing gens, finding totems, and generally not getting found by the killer.
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I would like to see a hard skill check required to successfully disarm a trap without injuring yourself. Then change the add-on Bloody Coil to change the location and/or direction of the skill check in a random manner to make it even harder to not be injured (or remove the skill-check altogether). Right now it is too quick and easy for a survivor to disarm a trap, and many matches sounds like the cacophony of the cicadas with the number of traps being disarmed in rapid succession.
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Giving a slugged survivor a way to "give up" after, say 20 seconds would be a welcome addition in my mind.
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Rather than punish players for wanting to leave a match, which ultimately almost always punishes those that stay behind, how about removing the disconnect penalty and allowing players to leave a match gracefully (sending control of the survivor to a bot) rather than them feeling the need to leave by dying on hook prematurely.
Playing with bot survivors is much more preferrable than playing without said survivor that intentionally died on hook. Bots are getting better and better with each bot logic update.
The other problem you run into, is when a player is in the middle of intentionally exiting the game while on hook, other survivors will quickly run over and get them off hook (intentionally trying to force the player to stay in a match that they no longer want to be in, especially if the other survivors are being toxic), which almost never results in a player participating in a meaningful way in the rest of the match anyway, and quite often results in the player intentionally "throwing", by either making the match difficult for the other players by attracting the killer with intentional noise, or body blocking the player that got them off hook, or just standing there and not doing anything the rest of the match.
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Trapper is still my go-to when I have kill-challenges to complete. He is mostly easy mode, unless you come up against a decent SWF.
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Keys became pretty useless with the current mechanic. You bring a key, everyone knows/assumes you are playing for hatch and will attempt to screw everyone else over to get the hatch. On the off-chance that you brought one in and actually randomly had a chance to use it, doesn't justify bringing it in. Should always be a key in one of the chests, imho.
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You already have killer and survivor specific achievements (adepts as well as others) so this isn't really a stretch. It's an interesting achievement, and I am glad they added it.
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@JPLongstreet said:
There should be a way to bleed out faster if there's no hope of slugs getting up, particularly when there's more than one down.
Should be a 20-30 second timer that allows you to give up if you are slugged and no other non-dying survivor is around you, or if all other survivors are in the dying state.
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I would prefer if we had a "Shuffle" perk for each slot that we could turn on and off. So if I wanted to run 3 particular perks, but didn't give a crap about the 4th perk, set the 4th slot to Shuffle and ready up. If I wanted to run all 4 perk slots as shuffle, select that for all 4 slots.
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yeah, it is definitely irritating when the game disconnects. I actually had it happen enough times in a row (it kicks me out to main menu) recently that I got a 15 minute ban.
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Survivors get buffs when they get injured, give killers a bone and give them some "borrowed time" when they get blinded.
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@shizzy_Pooh said:
I just played a match against a wraith, he started to tunnel at 5 gens, slugged me and another survivor we were the last two alive at 4 gens, and just left us on the ground the whole time until just barely before we were about to bleed out and then proceeded to hook us after wasting all that time after taking the game hostage by leaving us on the ground just walking all over us banging his bell. Since the anti face camp mechanic was made can there be a anti slugging mechanic? This is unacceptable that the killer can just bleed us out and there’s NOTHING a survivor can do about it.
I'd love it if you could just "end yourself" if you are bleeding out for > 30 seconds and there is no other undying player within 15 meters of you.
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For those that say that BOTS are not a real replacement for actual players. I am in 100% agreement with you. But which is better, someone who ends themselves on first hook (or worse yet is unhooked when they are trying to do that, and then become toxic for the rest of the match) and are of ZERO use to you the rest of the match, or a BOT that is currently at least somewhat useful (and getting better with each iteration of BOT updates) if for no other reason than to take some of the killer's attention? I would always rather have a BOT (that is much better now than they were) than an empty slot where someone decided to just end themselves
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@FunkyMonk said:
Just give us a button to voluntarily bleed out after like 30 seconds.
No it won't be a problem, anyone who suicides for petty reasons would've just done it on hook.
Make it so that it is when you have 2 hooks already and are in dying state for more than 10-15 seconds. I completely despise being slugged and let bleed out completely, wastes my time.
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3685171#Comment_3685171
A killer not letting a survivor escape is not toxic.
No, but sitting there and letting the survivor bleed out when there is a hook within reach, or repeatedly hitting the killer on the hook as they sacrificed definitely is.
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@Crowman said:
The only time this really matters is if there is one survivor left and the hatch has been closed and frankly the killer has already won the game at that point so there's not much a reason to adjust gate spawns over it.
When there's multiple survivors still in trial then you can put pressure on both exit gates making it much harder for the killer to prevent either from opening.
I've won plenty of matches as the last survivor after the hatch was closed by outsmarting the killer (only when the doors were at a distance and location that forced the killer to have to make an effort to guard both gates), and plenty of times when the gate were on opposite sides for the map I was outsmarted/outplayed by the killer. I play about 50/50 survivor/killer, and the ones where the gates are close together and there is only one survivor left, it is almost always (I'd say 95%+) an easy kill. That's not much fun as either killer or survivor....so much so that I usually just let them leave out of pity for a bad RNG roll unless I have a 4K challenge to complete. You won't find many killers (due to the toxicity in this game, mostly) that would do that. This suggestion is merely a suggestion to bring fairness to the end-game by giving the last remaining survivor a chance (because we all know the killer all too often near instantly gets the hatch closed)
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@xltechno said:
The opposite is also true. Therefore, since it's just a game of luck, shouldn't we just enjoy it as such? After all, this is a game.
Not much fun when there is zero chance of escape as the final survivor after the hatch is closed.
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@Ohyakno said:
"Please consider adjusting the logic for exit gate placement to remove the ability of killers to automatically camp both exit gates with zero-effort?"
Good news! They can't!
100% they can. They can sit in between them and see the exit gates and you are in the terror radius at either gate
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Many times Blight/Nurse/Xeno have nearly instantly arrived after the match loaded, and that's with Distortion loaded and without even Lethal Pursuer.
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Maybe custom match mode, but not base mode
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3604346#Comment_3604346
Demogorgon has to place two portals before he can even teleport anywhere.
Also are we complaining that Trapper can place traps at the start of the match?
LOL, trapper placing traps while 4 gens are rapidly fading away is already limiting enough, especially since you have to go out and pick up the traps before you can place them (unless you start with them all, which should be base kit anyway...imagine having to pickup your reverse traps as pig before you could use them).
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Base kit Deja Vu's 3 gen aura (and maybe buff deja vu's 3-gen speed buff to keep it relevant). Another possibility that doesn't require a bunch of game logic rework, add another gen to the mix for a total of 2 gens per survivor on the map.
Honestly, I would rather there be something like 3 gens per survivor and you have to complete more than half (say 7) to minimally power the gates, allowing a much slower opening of the gate, but completing more gens allows for a quicker opening of the gate with each additional gen, and perhaps killer instinct on someone working the gates to allow killer to provide pressure on the gates.
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3 gen strategy is such a boring strategy to play against, especially when you are solo queue and the randos don't pay attention to gen placement, or the killer is actively defending the 3 gen play from the start. It ends up with matches that last for very long times while you try to ninja bump generators up between gen-kicks, which only really works if survivors are coordinated enough to harass 3 gens at once to begin with. I'm looking forward to the offering of 3 gen counter next year.
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Different aura for plot twist is needed, imho
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Ideally, enable/disable, with the ability to individually set word/phrase filters. If I don't want to see "you suck at looping", it should be something that appears as ***** only for me, not anyone else, but by the same token, I have pretty thick skin when it comes to this stuff, so I should be able to see everything that is typed if I so choose.
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I love to tap in and listen to "animated" streamers during the match. I love the feedback reactions...if they are "positive" streamers, I tend to have a gentler hand...if they are "negative" streamers, I deal a little more harshly...sometimes...depends on how toxic they are on stream...sometimes I'll say in post-game lobby something about them not being nice on stream...lol
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You're not showing unique portraits ingame anyway...since they all only have one portrait per character. If you aren't going to give us our MMR values, give us a relative value...show us how well matched you thought the MMR was for the match. I like the idea of coloring SWF together and showing who was solo (which should affect MMR imho)
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OMG, the amount of whining by survivors (I play ~50/50 killer/survivor, so I see it from both sides). The counter to NOED is so simple that it should just be left alone. It's a basic perk, with a basic game-play counter. It is a useful tool against gen rushes. I'll use it against toxic players, but if it has been a good match (good chases, great moves, etc.), I will a lot of times use it to down the survivors at the gate and have a slug race.
Yes, there are meme end-game killers, and those that rely on NOED for their kills, but I am not seeing that so much as survivor (mainly because my groups tend to cleanse all but the boon totems).
Instead, more should be done about tunneling. Make DS and/or BT default or something.
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Honestly, I think there should be a "Suicide" button if you are downed and left for at least 20-30 seconds. Too many times has the killer downed you, left you down, downed everyone else and just let you all bleed out, and that is after any Unbreakable recovery. That kind of toxic play should be "bannable" if anything. If anyone runs No Mither to counter, they just 3 hook them out of the game because it is immediately obvious who is running it.
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THIS
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First, they force their idea of what is allowed in in-game chat rather than letting us manage our own censorship list (or turn off chat altogether if we so choose), Then they give us the illusion of control with a useless "block" option.
I'd much rather a system where I can have a personal rating system (+/- 1pt per match) for survivors and killers (that I can see post-game), with additional flags for toxic play or chat, and a blocking system that would actually work to block them temporarily at least, in increments of 1d, 7d, 30d. If enough people block the same person in a given time span, maybe that will encourage better play (best case scenario) or them to seek enjoyment elsewhere (good for the player base). BHVR could then periodically review the list of people that are constantly getting blocked and seek to remedy the issue. Either by implementing changes, or issuing more permanent blocking.