Maelstrom808
Maelstrom808
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- Maelstrom808
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I still think building tokens off of chases is bad. It should be on gen repairs, saves, and healing a full health state on another survivor. Kills it for usage by teammates just hiding the whole match waiting for hatch or someone else to pop the gate, but still makes it useful for survivors that contribute to the team getting out. On the killer side, we have plenty of other ways to track/locate survivors so it's a non-issue for me.
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I ignore the unhook and push gens. If the person that just got off the hook wants to come body block, that's fine. Between the time it takes for them to come to me and get into position to take the hit, they have burned a nice chunk of DS, add in the time for me to now chase them and get a second hit, and DS is mostly gone if not gone completely.
They go back on the hook, wasting all the time that they could of had just jumping on a gen after being unhooked. The person that I initially was going to go after lost a bunch of time on a gen due to having to run from me, and usually I can get a hit on them before the body blocker can get in position. Now the team is in a worse position than if the body blocker had just jumped on gens.
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5v5 and the tag variants sound the best but there is a lot here that would be fun.
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@xEa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610095#Comment_3610095
Just wait. This is just the beginning. There has something to be found why some killers cant 4K every round.
I call it now, SB Lithe and Distortion are all getting nerfed after countless killers are complaining and the next cryout will be WoO, Adrenaline and For the People.
Its always the same. Like overall ballance for example. In the past, killer wanted "ballance", now they want "power role ballance". Lets see how long it takes 60% winrate is considered "ballanced". 🤣
You act as if the same thing doesn't happen to both sides. Gen regression perks have been in the same boat forever - nerf one, and then the next one that annoys people is complained about until it gets nerfed. The reality is, with the exception of a few edge cases in specific situations, there are no problematic perks on either side right now. They need to be looking at the weakest perks and bringing the levels on those up so there are more options.
Long story short, people will always complain about something that hinders their objectives in game, regardless of if it's actually a problem.
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@pseudechis said:
I think we need to stop mislabelling farming as playing “nice”.
It’s perfectly fine to play to win there is nothing inherently “un-nice” about that.
There are just people on both sides who can't accept loss and equate losing with the opponent not being nice.
It’s a sick way to view gaming and results in people really upsetting themselves over the game and engaging in a lot of toxicity as a result.
Farming is one thing.
Playing nice is another thing.
Playing with malice or "toxicity" is yet another thing.
Just playing is even yet another thing.
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Also if it's out of charges they could be heading to a chest to try and get another. In any case, unless they are specifically bringing it to you or you are grabbing an item left after someone dies on hook, it's pretty bad form to swipe it.
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@bornagain234 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3604562#Comment_3604562
Except people put it with calm spirit, and just crouch walk around everywhere.
Its so broken. I just got back to back matches where someone escaped with 11k points, because they did nothing all game, I couldnt find them and the gates were so far apart by the time I did they got out.
Gotta have that teabag and ######### talk in end game chat like they did something skillful
Yep and that still leaves plenty of other options for hunting them down. I do it all the time. As far as escaping and not doing anything, I addressed that with the first part of my post.
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As someone who has distortion in almost every survivor build, if you want to solve the issue of players just hiding with it and not contributing, but not overly hurt the ones that actually use it to effectively help the team, you completely disconnect tokens from the terror radius and chases, and you make it earn tokens from completing gens, unhooks, and healing health states on teammates.
If your issue with it is it's too hard to find survivors as killers, quit relying on aura perks so much. There are a ton of ways to hunt down survivors that don't rely on auras. Screams, standard audio, crows, killer instinct, killer abilities, and good old game sense all work fine.
Half my build as really any killer is aura based, but I can track down survivors without it if I need to. It's a little less time effective and if it stops getting value because everyone is running distortion, then I'll switch to chase perks.
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@Chaosrider said:
Cause devs thought that a huge regression meta is fun to play against.
And your evidence for that is what? Nerfing almost every regression perk?
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"Reset the clock!"
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Distortion, Calm Spirit, Deja Vu, We'll Make It is my standard build. As others have said, I just pay attention to what people are doing, the game state, and their status (health, hook states) to inform me of what I need to do.
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I absolutely like strong perks that make a difference. Putting together builds that matter is part of the fun for me. That said, I wish BHVR would put in caps or limits on how much you can stack effects. Limits or caps on:
- Gen progression/regression
- Healing speed buff/debuff
- Haste/Hinder
-Vault speed, totem speed, pallet breaks, etc.
It would open up so much headroom in perk and addon design as well as allowing for more varied builds as stacking multiple perks/addons to push a given effect would give little benefit so it would be better to diversify.
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@Akumakaji said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3599696#Comment_3599696
Well, thank you. But for real, do I come off as such a bad and unforgiven person? I always thought myself, even while killersided, relatively levelheaded. I think all the times of how to improve the experience for both sides and it took me quite some while to realize, that most people are trapped (or secluded) in their own MMR bracket and corner, thus my gaming experience will be vastly different from others. Whatever. Happy gaming.
For a "(x) main" you are pretty even handed when it comes to balanced opinions. What's better is your posts generally have a lot of thought and consideration behind them rather than being knee-jerk reactions and that's something this forum could use a hell of a lot more of.
As for the original question, I'll offer the same warning someone else posed: be careful of being too nice as it turns into a exponentially worsening situation. The more survivors would struggle, the more likely I was to let them all go, which would lower my MMR, leading to survivors struggling even more, meaning more free escapes and so on. It ends up being miserable for everyone
These days I'm very careful to manage my MMR. If I let everyone go, I make sure the next match or two I go hard and get a 3k or 4k to balance it out. I still play pretty fair and avoid intentionally camping/tunneling, etc, but if they are struggling and I just gave a free pass to the last lobby, I just try not to drag it out.
Usually now I limit it to two survivors escaping to stay MMR neutral on the match. On my normal wins, I almost always let them grab hatch or finish the last gen, just to keep my MMR from swinging the other way too quickly.
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@Kunuto said:
When I play killer I play with a clear set of codex/rules:
- Everyone hangs once before anyone hangs twice
- No one hangs twice in a row unless it is hang nr. 4 and 5
- No one dies before everyone has been hanged twice
- Leave room for unhooks, don't knock down any individual going for the unhook
- I allow myself to knock down survivors just to buy time/keep survivors busy, but I don't hook them
- Any survivor that fails to unhook someone that could have been saved is off my codex, and becomes a target of me not necessarily playing nice. If one die then all die (quickly), unless they were not able to perform a unhooking at the time (like if they were in a dying states, as an example)
- If I survivors reach 2 gens left and my progress as a killer is bad then I allow myself to take the gloves off, and play more dirty, codex is pushed aside
- If I use a survivor to get another survivor, then the survivor I use gets to escape (like if there are three survivors left; one is hooked, one is hidden and the last is on the ground with me. The hidden one hides instead of going for the unhook. The hooked die on hook, I pick up the survivor on the ground near me, let him (or her) wiggle off, then I go find the one survivor that could have performed the unhook, kill that survivor, and then let the last survivor escape, because I kept him (or her) alive to get to the one that failed the unhook.)
- Probably a couple more points but I can't remember right now as I'm tired.
Usually when I play a survivor I feel that most of the killers I meet play without a mind, most killers just feels empty to go up against. I rarely meet killers that seems to have a plan going on, other than the huge amount of tunnellers and campers, there are a lot of those. (If that can even be called a plan. I just see it as a ######### low skill way to play the game. Lol.)
But yeah, are there any other killers our there with a "codex"? Or is it just me?
That's pretty much my base way of playing almost exactly. Largely it has nothing to do with concern for survivors other than just making sure everyone gets a chance to play a bit. Mostly it's due to how boring it is to just camp and/or tunnel my way through the game. I want to hunt and chase and out think survivors on a macro level. If I win doing that, awesome. If I lose, no biggie, I still had fun playing.
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And this is exactly what I was saying. We can't even agree on what a win or a loss is or what is balance within the context of the game.
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Oh boy, here we go again. We went over this pretty extensively not too long ago.
The thing is, most of the stats are meaningless unless they get too ridiculous mostly because BHVR doesn't want to define winning and the community can't agree on a single standard for it. Until that happens, kill rate is effectively useless, or it isn't, depending on what winning is to you.
To be clear, I hate this. I am all about setting your own goals and wincons, but there should be a universal, easily definable default standard as well to balance around.
*IF* you go by the most widely accepted standards of:
Killer: 0k-1k = loss, 2k = draw, 3k-4k = win
Individual Survivor: Death = loss, Escape = win
Survivor team: Opposite of Killer
Then a 60% kill rate really doesn’t work too well.
The most important thing to look at for balance in my opinion is the distribution curve of 0k-1k-2k-3k-4k. To me, the closest you can get to perfect balance is an equal chance of 20% for any of the given outcomes. This is highly unrealistic given the nature of the game, but it should be the goal. It would give the survivor team and the killer both a 40% winrate. This also creates a 50% killrate.
It has flaws, but to me, it is the simplest way to look at how to balance the game.
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Since I don't care too much if I actually get out not, I am usually happy with that moment of "ok, I won because I can just leave right now". After that, anything I accomplish is gravy, so if I die making a play to save a teammate or two, no biggie.
That said, if it's down to me and one other guy that's on a hook miles from a gate and the killer is guarding the hook, that's some tough luck for them and I hope they escape the next match.
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@Rudjohns said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3587633#Comment_3587633
Yes, everything needs to be easy for killers indeed
Imagine thinking simply wanting the hooks for the downs you earned was wanting to make it easy for the killer.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3587672#Comment_3587672
Me: Players that run perks like Distortion or Calm Spirit, don't like to help with chases
You: I got this great story where my teammate was using Calm Spirit, so I got chased instead
Me: I put Distortion and Calm Spirit to good use to effectively get the team out and see others do it as well.
You: Bad players play bad.
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@Rudjohns said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3586076#Comment_3586076
Reward them: nobody is on gens, hooks being traded, everybody is injured
Killer gameplay has always been so easy
When the alternative as it is now is they just lose, game over man, you get nothing, good day sir...yeah, that's a reward.
Let me put it this way, if your fix punishes players who are doing nothing wrong, I can't get behind it.
A self-bleedout is the best compromise that allows players to get out of a situation where they are being left to bleed out, but doesn't punish players who are trying to play a straight game.
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@Peanits said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3587423#Comment_3587423
On a personal level, I love when weaker perks get some attention. It adds to the variety of the game. Thankfully buffing weaker perks has been a pretty regular part of most updates. I'm sure we'd all love to buff more of those perks, but we only have so much time to change things in each update. Buffing more weak perks means sacrificing changes elsewhere, like rebalancing a frustrating meta perk, updating an older killer, or introducing new features. Everyone has a preference for what they want to see most, so we try to balance what we work on so everyone has something they can look forward to.
It can also get pretty complicated in some cases. Number tweaks are quicker and easier to do, but a number tweak alone won't always make a perk worth using. Take Technician, for example. You could make it prevent 100% of missed skill checks, but that still wouldn't appeal to good survivors - they've learned to hit their skill checks anyway, rendering it useless. For Technician to reach the same level as meta perks, it would need a completely new effect. Creating new effects take more time on the design & programming side, as well as QA.
But that raises another question of whether or not reworking a perk like that is the right route to go. Technician is a perk that appeals mostly to newer players since it helps them recover from their mistakes. Reworking it may make it more appealing to experienced survivors, but it would take away a tool for those newer players.
What perks should do is subjective. One person might want perks that make them stronger, another might want perks that let them play the game in different ways, someone else may even want perks that aren't practical to begin with but let them do fun things, and so on. That doesn't make any of them wrong, they just want different things.
TLDR, yes, we'd all love to buff more perks, but we've only got some much bandwidth to do so. Don't worry, though, more perk buffs will come.
I get the power creep issue, but the best way to solve that is by putting caps on numeric values of things like gen progression/regression, healing, haste/hindered, totems, stuns, etc and overall limiting how much perks, abilities, items, and addons interact with each other. This allows you to create strong abilities, but limits how abusable they are within the overall context of the game.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3587514#Comment_3587514
Calm Spirit and Distortion are the two biggest problems in the game... and they should be deleted, reworked, or heavily nerfed.
Perks shouldn't make it super easy for survivors to excessively hide, because it just encourages the killer to tunnel out the other survivors. It also encourages survivors to never help with chases, and to just watch everyone else get sacrificed.
Survivors that excessively hide are awful for everyone else in the game. It's frustrating for killers. And when I'm playing survivor I NEVER EVER want these people in my games, because it means I either need to play the game excessively safe (which can drag out the game to 30+ minutes when all the survivors are doing this), or I need to just accept the fact that I won't escape because the killer will find me over and over before finding any of these excessive hiders.
And as survivor, it's often frustrating having excessively hiding teammates, because they often aren't repairing as much as they should, because they only want to repair if the survivor HUD shows the killer chasing someone else. Or they'll excessively pre-leave generators at the first sight of a visual terror radius, which also means the generators are barely getting repaired.
Quite frankly, that's BS. Bad players will be bad players. What the perks do in my games is allow me to push gens, get unhooks and heals, all unmolested, and when it comes to the final push, I swap out and put myself in front of the killer so the guys that have some hook states can knock out the last gen or two while I keep the killer occupied. I wish everyone ran them in my games as it would waste so much more of the killer's time hunting for targets.
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I disagree that only iri should radically change playstyle. If it only gives a powerful effect, sure. However, something like Prayer Tablet on Plague is fine for a brown. It is a major change to playstyle as it adds a powerful ability, but also has a significant nerf as well. Some killers I only really enjoy with a significant change to how they play from an addon, and having to dump a million bp into a killer just to fish for a couple of addons to play it how you like sucks.
Again, if it changes the play style by just a big ability buff sure, but if it also nerfs the killer hard in other areas, no it should be a more easily obtained item.
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@SleepyLunatic said:
Nerfing stuff which is too strong is more important than buffing weak stuff tbh.
The thing is there really isn't much that is too strong on either side. There is a massive amount of perks that are weak to almost detrimental to run. If you nerf the top 2-3 perks on each side, almost nothing changes. You have to keep in mind that a large amount if not the majority of perk complaints come from a place where players just don't like facing the perk because it impedes what they want to do, not because it's actually too strong. If you nerf those perks, they just complain about the next thing that impedes them until what's left is a soup of stuff that really doesn't do much.
If you buff the bottom perks though you open up new options. New options means more players taking different perks. This varies the meta. The more you work from the bottom up the better your diversity becomes.
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*Plague players everywhere*
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@not_Queef said:
I don't think Pain Res is fine. It feels awful to see large chunks of your gen progress disappear in a manner that you can do absolutely nothing about. Even worse when the killer's other three slowdowns kick in.
I would prefer that it simply blocked the gen for 30 seconds, similar to Deadlock. Technically this would be a buff since 30 seconds is longer than it would take to re-repair the missing 25% progress, but survivors wouldn't have to endure the psychological impact of such massive gen regression. That way you can leave the gen and maybe do a totem, a chest, go and take the chase, maybe get a flashlight save. But as it is, it is even more imperative that you just sit mindlessly holding M1 for even longer.
It's not so bad when it's occasional, but Pain Res is in every single match and it's really making the game a miserable experience, especially since the matchmaking pits 200 hour teammates against 5000 hour Blights and Nurses.
Gen blocking perks are much healthier for the game than gen regression perks.
I hear ya loud and clear, too much gen regression on a single activation. Let's take it back to the way it used to be - only 15% per hook instead of 25, but no limit on how many times it can be activated.
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@Rudjohns said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3586033#Comment_3586033
Exactly, so how is that a reward?
They screwed up and all are down. As things are now, I go around and pick them up, put them on hooks, match is done, 4k for me.
With the timer and basekit unbreakable, in the melee that ensues from this type of play from the survivors, a couple are likely ready to get themselves up and do so as soon as I lift a survivor. They reset the others, while i hook, effectively getting a second chance. I call that rewarding them.
I say instead, you give them the option to self bleed out after (x) amount of time has passed. They don't get the second chance, the killer still gets they win they earned, and survivors still have an out rather than sit through a four minute bleedout in other games where they face a more sadistic killer player.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3585982#Comment_3585982
Ah yes, further push people into slamming gens. Surely that'll be a hit.
@Rudjohns said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3585982#Comment_3585982
How is that a reward?
Nobody is on gens
LMFAOOOOOOOOOOOO
Why would I care about gens when they just handed me a 4k?
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@Rudjohns said:
All survivors left in the game are either in the dying state or on the hook: survivors in the dying state can pick themselves up
When 2 survivors are left in the match: they can always pick themselves up
Done
No. Altruism squads who play badly and all get downed while trying to get their sabos/blinds/hook and pallet saves should not be rewarded.
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Nope, I've always been in favor of a self-bleedout mechanic if I spend too much time on the ground, but a basekit Unbreakable in almost any form will be abused against killers who aren't trying to slug for the 4k or out of malicious intent. Especially now with BGP being as strong as it is.
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@GentlemanFridge said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3585478#Comment_3585478
You're entirely misunderstanding what's happening here.
In an online space, you cannot gauge how someone feels after an interaction. After a physical sports match, you can see it. You can feel the vibe, if you will. If you know you wiped the floor with someone, you're not gonna go "tough luck xxx". You'll shake hands or bow or whatever, and leave it at that. Nothing more. Which, might I add, is meaningless in itself. Because it's forced through the culture.
"GG" is the closest equivalent, but it's still nowhere close an implied social rule. There's no people looking down at you when you don't say GG. Especially in DbD, where there's 5 people max, most of which will have left long before it even becomes relevant, nobody gives a damn if the chatbox remains empty. Hell, well over half the playerbase can't even use it, period.
Why is it then that you're so hung up on someone not having the reponse you expect from them? They're under no rule, implied or otherwise, to return the gesture. This is not a sports match. You should be well-aware of that.
But it's you who is taking the time to write out the "tough map but you played well <3". Writing that out in itself is not the standard, so it stands out - it's going to be read as a meaningful phrase, and it will be read in whatever way the reader is feeling like. In an online space, where "<3" has taken on the meaning of an implied sarcastic tone, the message of "tough luck" then turns into a phrase of condecension.
Different cultures, different expectations.
Hello hi i am a person on the autistic spectrum with a fascination (and deeply rooted hatred) for implied social rules.
I don't disagree with much you've said, but I will say that the handshake in a actual physical competition, whether that be sports, chess, TTG, etc is an acknowledgment between players that win or lose, it was just a game, and not personal. It does serve a purpose, and a refusal of said acknowledgment is usually a sign of a person who can't disassociate the two and they usually have a reputation that follows their actions.
The difference in DbD is it's a game, like most online games where players can play with the sole intent to antagonize and troll the other player(s), with less regard to winning. In most physical games this comes with penalties, up to and including being banned from play, therefore people are more sensitive to any sort of post game interaction regardless of intent, which can often be lost in the limited form of communication.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3583638#Comment_3583638
I generally agree with your sentiment here, it is a player thing.
However
It doesn't mean that you have to put any stock in what they are saying
The devs do, apparently. It's been very consistent over the past year and a half that just about everything from perks, loops, maps, and base game mechanics have been nerfed, and the vast majority is because people believe that complaining early, loudly, and as often as possible is what gets things nerfed.
The only way to combat that is to address things directly, like this thread is doing, where you can say plainly and specifically that, no, these perks aren't an issue. Because I'm very confident that the narrative in a few weeks (i.e. post MfT nerf) will move the goal post to the next MaJoR IsSuE that is perfectly fine.
I get that, and mostly I was addressing the "Killers will do this" statements when it's not a killer issue, it's a player issue.
I will say that *for the most part*, the devs recognize these as outcry as the minority and mostly seem to look at volume of complaints vs usage rates. Jolt/Surge is a good example. After the last round of gen regression nerfs, there were complaints about Jolt and it has a high usage rate, but the number of complaints was far less than what the previous kick meta perks had. Jolt hasn't been touched (and it shouldn't).
That's what I meant by not putting stock in every complaint. Just because a couple people complain, it doesn't represent a whole community and that is *usually* recognized by the devs.
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@Ayodam said:
People complained about both of those perks after DH was nerfed & before MFT released. I know a handful of killer mains are here saying they’re fine (now) and that people won’t complain about them (a lie), but I guarantee you in a month or more you’ll see a bunch of killer mains complaining about them. Again.
@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3583613#Comment_3583613
It's more that this thread is getting on record that the perks are fine as they are, judging by the fact that no one is arguing otherwise right now.
But once MfT nerf goes live you can be assured 100% that the 'next worst thing' will be complained about incessantly. Since SB/Lithe seem to be the go to perks after each dead hard nerf, there's a really good chance these will suddenly become 'problematic' again.
It's really just code for whatever killers want to blame for losing a game every now and then. Usually chase perks, because blindly following survivors and kicking gens and pallets on cooldown is apparently the preferred play style for a disturbing number of players.
News flash - people complain about things that annoy or impede them. It doesn't mean that it's actually problematic. Different people will complain about different things and for anything in the game, there is someone out there, somewhere, that will complain about it. It doesn't mean that you have to put any stock in what they are saying. Fix that thing that annoys them most and they'll complain about the next thing.
Both sides do it because it's a player thing, not a "killer" or "survivor" thing. It's happened with every single nerf, without fail.
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When you look at the sheer bloat in the possibilities for things that fill the nodes in survivor blood webs, it's not shocking at all that it can take forever to get a specific item. Think about the number of map offerings, green addons, green items, etc, then compare that to how many you get per avg web and stick a RNG on it.
I wish they'd switch to a system where you get tokens of a given rarity per node, and then could trade those tokens in for what you wanted.
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This goes for both sides but:
Playing to win, within the rules of the game is not toxic, full stop. It may be unfun for the opposing side, but that is an issue with game design, not how a player plays.
Playing to intentionally make the other side as miserable as possible is toxic.
Unfortunately, in DBD, it is possible to do both at the same time particularly in the killer role, but again this is bad game design. Hard tunneling from the start isn't toxic, it's sadly often the most efficient means to win and you can't get mad at players for utilizing that. BHVR should be reducing it's efficiency while increasing the efficiency of spreading hooks, but until they do, you can't blame people for winning.
I disagree with it, and think they are hurting themselves more than they realize, but feel it's toxic? No.
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@CountOfTheFog said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3582460#Comment_3582460
Are you serious? It means a Survivor is close by? I only play doctor when his daily ritual comes up but I really didn't know it was an indication of anything.
Yeah, that is really the use behind the illusions - to give you info on survivor positions. Keep in mind though that they don't really function vertically. If the survivor is on a 2nd floor, the illusion can appear on the 1st floor below them. You can usually figure it out though if there is a gen nearby.
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@LapisInfernalis said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3577545#Comment_3577545
Distortion is a perk like Urban Evasion or Self Care. It kills the team when used wrong but can be very helpful if used correctly.
This. For someone who hides in the bushes all game, yeah it's going to wreck the team. I use it every game and it let's me be the one that gets most of the gens done, safe unhooks and heals because I'm able to operate mostly unmolested. Once we get to where the rest of the team has a hook state or two, I start putting myself in front of the killer, body blocking to get thier attention so the rest of the team has time to finish things up.
As killer, it's a little frustrating, but we have many ways of tracking, and if losing auras on a couple survivors is wrecking your game, you are relying on auras too much.
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Lethal, Iron Maiden, Pain Res, Floods + Glowing Concoction, Babuska or Reload speed gloves.
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As killer, if I'm not giving gate to the team or last two survivors, I always give hatch with the exception of needing the 4k to finish a challenge or the last survivor was particularly disrespectful to me or their team. Mostly it's that I already know I won so I can't be bothered to go chasing the last person down or running around looking for the hatch. Most of the time I'll park myself in a highly visible spot and just scroll on the phone.
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Nah, Lethal is fine, as is MFT mostly. The only issue I have with MFT is being able to outrun the knight's guards. I run distortion on my survivor games so lethal just let's me know I need to get the hell away from my teammates when I hear the notification from distortion.
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As long as it takes for everyone to have some fun; less time than it takes for it to stop being fun. It varies from match to match. Winning or xp or bp aren't the primary objective for me.
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I don't know how someone can look at Oni's collection and say there are no good killer cosmetics.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3572397#Comment_3572397
The problem with that is that if you want people to actually stop using meta tools, there are only two options: Buff everything to meta level (deeply problematic, see: release Circle of Healing), or nerf the top stuff.
Otherwise, you'll get an influx of good viable perks (Furtive Chase, Gearhead, Crowd Control, Claustrophobia...) and nobody will bother using them because their current builds work just as well as before and still work better than the newly-buffed alternatives.
I'm not personally saying I want them to do this, to be clear, I still want those bad perks buffed just so that they are available for me to use, but I do think it's a mistake to assume that'll do anything to the overall meta.
I don't want people to stop using meta perks because they are nerfed into the ground (see Thana, also kind of CoH). I want to see small adjustments to problematic perks to keep them strong but not causing major issues from their usage while increasing the number of perks at that level of strength (as a side note, I really think that there are almost no problematic perks at this time.) Rather than being effectively forced to not use a meta perk because it's been turned to garbage, I'd like the option of running that perk or choosing something else equally as strong, but that allows for a different style or focus of play. If you have more options on hand, you'll have more variety just based on the different ways people would prefer to play.
The more you lower the average power level of perks, the more you limit the design space available for creative new perks.
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@Sava18 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3571793#Comment_3571793
A ton of perks, just like killers being buffed up to Adrenaline level as an example would be terrible to play against.
If everything is OP, then nothing is OP.
On a more serious note, rather than this approach of nerfing a few perks at a time and watching the meta settle around the next strongest thing, they should take the bottom 20 perks on each side that can be boosted with easy number changes and buff them up to be in contention for meta usage. Obviously a lot of perks can't be helped this way but I think you can do enough to give a serious shake up to the meta. See where things fail and make adjustments as necessary. There will always be the "best" build for a given situation but the more choices you have, the more varied the builds will be.
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@XshyguyX said:
So you go into a match. You've been around the block. You've been playing this game for years and have a good understanding within the first 2 minutes how the match is going to play out.
You quickly realize your team is on the weaker side. It's okay. You play for points anyway and escapes isn't the end all be all.
You quickly realize the killer who spots you first has strong perks and addons. You get away fine, but your team drops like flies.
The killer is sweating hard. You get hooked and your team isn't coming for you as far as you can tell. You just die on hook to move on.
I do this often. Not because I'm angry as much as I want to play the game. Do any of you purposely DOH to move on?
Whats yalls take on doing this? Do you see this as toxic, or bad for the game?
I'm interested.
Not really. For the most part, I'll let go to give someone else a better chance at hatch, that's about it. An extra minute or so really isn't going to affect me much.
Do I see it as toxic or whatever? No. Whether I'm playing killer or survivor, as the saying goes: I'm not mad, just disappointed.
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@Nun_So_Vile said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3568286#Comment_3568286
Now I can't unsee this image of Myers in the studio making his own beats on Frooty Loops 😂
I now have coffee in my lap (thank god it didn't hit the keyboard) and that image burned in my head, so thanks for that I guess 😆
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I feel like they were pretty rare last year too...but then again, I'm old and to remember something like that after a year has passed is asking a lot.
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@Aidan_fowl said:
🙄
Not saying I don't belive you but its strange how many killers always have problems like this when they want something to be changed:
Epilepsy attacks because of flashlights
Feeling dizzy or sick seeing the post hit animation
Now is autism if they hear too many notifications.
Maybe you are telling the truth. But the community here lies so mucho to get what they want that I am more than skeptical.
I mean survivors call for it just as much.
Dredge's Nightfall
Visual heartbeat system
Doc's old visual effects
Onryo's current visual effects
Puking with Plague
It's pointless and disingenuous to try and call out only one side for asking for accessibility changes.
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I think a lot of it comes down to what is involved in mastery of a specific game? Mechanical skills, macro game, micro game, knowledge base? All games require these to various amounts. Dbd is difficult to master imo, because you need to have a fairly strong skill set in all, where as a lot of games that still take years to master only require focus in a couple of areas.
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@BlightedDolphin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3563588#Comment_3563588
Nice to see someone else feels the same way about Distortion. I thought I was alone in not liking it :)
The Plague thing might just be me trying to justify my hatred for her but it’s really dumb. Even though it starts as a sliver, you are guaranteed to become fully infected now unless you cleanse. It just feels bad to outplay her and avoid her puke only to then become infected anyway and now you are permanently injured. Weaker and Nemesis can’t infect hooked survivors, so I dont understand why Plague can.
Getting infected when unhooking another does make sense from a mechanic point of view, but it just feels like you are being punished for no reason. You can avoid getting infected every other way from teammates but when they are hooked you have to become infected because you have to save them.
Allow me to speak for all of us Plague players when I say you don't HAVE to save them :) j/k
My unpopular opinion is most players on both sides don't understand what balanced looks like nor do they want really want balanced. They just want to get rid of (insert thing that annoys them here.)
