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MythicalTwinkie

MythicalTwinkie

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MythicalTwinkie
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  • Honestly, the gameplay its self is ok and CAN be enjoyable.

    I just don't enjoy playing the game because of how rancid toxic the community can be with their end game chat, and the mid-match BM'ing.

  • @Abbzy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4056403#Comment_4056403

    Do cheaters need to wait for lobby? Because some are able to choose who they match too so I dont think they need to wait for lobby if they pay more than for basic pack of cheats.

    Most cheaters just queue normally. But they can use a tool to force their way into someone's lobby so long as they're in the same MMR bracket if I'm not mistaken.

  • You can thank BHVR's spaghetti code.

    They've gotta unspaghetti the code enough so the Killer powers don't conflict with each other and doesn't crash the game or bug out entirely.

  • @cogsturning said:

    So all buffs to killer except that the double-teamers have to count to two when they body block you. What about these ideas makes survivors want to play in a mode where matchmaking is already seemingly nonexistent and you have a huge change of landing 100-hour potatoes/rats as teammates? There has to be some incentive to get so many people to play survivor.

    Of course my suggestions are all Killer buffs, Survivors don't need any other than double tap prevention.

    And body blocking doesn't work for a short duration after being hit since Survivors don't have collisions with other Survivors and the Killers when getting hit.

    This would actually prevent body blocking so the Killers cannot get an easy 2 tap on the Survivor.

    Also, if you get hit again by the other Killer after those 2 seconds. Then chances are you tried to run directly past the other Killer instead of using those 2 seconds and the sprint boost to reposition and that's 100%, your own fault.

    Obviously more would have to be done to make chases with 2 Killers more enjoyable. But when making the post, endurance on hit was the only thing I could think of at the moment.

  • @FerrousFacade said:

    Maps were not doubled in size, not even close to doubled in size. The biggest change was Coal Tower going from 132 sqt to 180 sqt an increase of 1.36x, many are not even 1.2x bigger (Shelter woods got a tiny 4 sqt increase). This is why the generators speeds and numbers are the way they are, maps were not actually made that much bigger.

    https://deadbydaylight.wiki.gg/wiki/Realms#List_of_Realms_and_Maps

    If you want the generators to take as long as they do in 1v4 and have survivors complete ten then maps would need to actually be double in size and at that point the killers would need to split up even more and have fewer opportunities to join forces. You would just be playing two matches of 1v4 on the same map or the killers would pick the hardest six gen they could find and guard only those gens every game, especially since you want to make these already not doubled maps even smaller and put more gens on them. With 90 second gens, two killers, and eight survivors needing to coordinate to break the gen setup survivors would likely lose almost every time.

    The comeback mechanics effect is much more obvious on the survivor side, you are likely just unaware of how much it is helping you when playing killer. It has won me matches on both sides.

    Chases are easier on some maps but not all and immediately become impossible for the survivor when the killers team up. Teaming up in chase is already hugely incentivized and most classes further incentivize it, it doesn't need further incentive.

    If you don't want downvotes maybe don't start a conversation by calling everyone else rancid and toxic and maybe don't spout falsehoods about map sizes.

    True, I was incorrect about map sizes, but I am right about EVERYTHING else. The proposed ideas for changed are infact meant to make the gamemode harder for survivors since 2v8 is nothing but survivor sided slop.

    No where did I say survivors should need to complete 10 90 second gens. I only suggested they needed to put more effort in. (I.E more total repair time). Funny how you instantly called me a liar (which you are only 50% correct since I was wrong, but not intentionally trying to lie) and then lie about what I said.

    Catch up mechanic is in fact completely useless.

    Chases are in fact much easier on EVERY map thanks to every tile having a pallet, and some tiles having double pallets.

    Chases with 2 Killers is in fact not impossible. I've had plenty of chases with both killers that didn't instantly end. Even then I do understand that it's much harder hence my suggestion to prevent double taps.

    Even if I didn't call the community out for what it is, I'd still get downvotes because I don't share the same collective view that the entitled survivor mains have.

  • Yup. Happens every 2v8.

    2v8 brings out alot of cheaters since its a much bigger "f u" to the killers because they know you had to wait 20+ minutes in queue.

    chances of running into a cheater is also doubled since theres double the survivors.

  • Yup. you should be able to instantly disconnect as soon as you're on the hook and beginning the sacrifice animation. just a waste of time to be forced to watch the drawn out and lengthy sacrifice animation

  • @DrLOLOLOL said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3936138#Comment_3936138

    deathslinger is too slow and nemesis still has only 2 zombies when there are scouts making new pallets and big ass maps

    True, Nemesis really needs to have more zombies in 2v8.

    However Slinger is already in an okay state. they could reduce his reload time, but that's about it. if you have a good teammate, Slinger and their teammate just delete survivors instantly.

    had a couple games as Wesker with a Slinger. he'd shoot them, I'd bound into them and we'd get a double hit. but its still easy for Slinger and other killers to get double hits off his hook alone.