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Ohyakno

Ohyakno

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Ohyakno
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  • The official forums have been dying for years because yall have the most ban happy mods I have ever seen in my life.

    I have been head moderator of two niche but popular forums in my life and that sort of behavior alienates people real fast

  • @esarraf said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4102420#Comment_4102420

    Okay in this game there's very few things survivors can actually do besides generators. Sabotaging hooks is one of those things and is already a very risky play since it can be countered by perks, certain killer powers, and slugging. By saying hook density should be high to the point where it's actually impossible like on the Fazbear map for example you are saying essentially that survivors should just spend more time on generators instead of sabotaging hooks or interacting with the killer. Now if you are okay with genrushing I can understand your viewpoint. It's simply most killer mains don't understand this when they advocate for things like nerfs to boons or sabotoging that by making alternative objectives so weak they become pointless you are asking for gens to go faster.

    Which certain perks counter sabotaging?

  • How do people keep hitting on the idea? Do you genuinely not perceive killers as fellow players? Do you just see them as set dressing to be played with like maps? It's selfish in the extreme.

  • @coldflame said:

    rock-paper-scissors perk design is just bad in general i will add, premising the outcome of the match on entirely blind guessing sucks

    It is one perk out of 16. If one perk doesn't get value it's very unlikely that'll lose the game.

    Moreover as already mentioned there are other synergizing perks that guarantee it gets value. Run those with it and you'll always be good.

  • Sometimes killers have to tunnel in order to get a handle on a game spiralling out of control. That's fine.

    What's not necessary is tunneling at 5/4 gens. There's no reason for it and it should be extremely difficult to do. This idea caps at the base 10s for BT which is still absolutely fine. So it doesn't encourage tunneling significantly more than the current system.

  • @Aven_Fallen said:

    I dont care too much about Vigil or Sprint Burst, not having a problem with them and not using them myself. But they get weakened way more significantly (SB 3—>2 seconds, Vigil 66% —> 40%) than TOTH (12 sek —> 10 sek). But if I remember correctly, they said that TOTH will get more changes at a later point and this time it is only a number change.

    Not a fan of the Deliverance change tho. Doubling the time to be broken is a bit much for a Perk which I think most people would consider very fair.

    Thrill will be at the level it was before the buff they added with the BP removal. Nobody ran it back then because it was awful, even with the bonus bp.

  • @Elan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4101611#Comment_4101611

    I mean, it originaly used to give you 3 % progress for great skillcheck when someone got hooked and everyone though the perk is trash. There are ways to rework it because if not it will land in the unused section.

    Everyone was wrong. It was a decent perk.

  • @Wezqu said:

    There is colorblind settings in the games settings and as the guy above me wrote you can customize auras now too.

    They are saying they, as the killer cannot see the box.

    Sorry to say making the box more visible to killer has balance concerns. When accessibility starts treading heavily on balance then it becomes untenable to cater to. Sorry.

  • All it ever needed was to gain tokens when you yourself got hooked. It was a pretty good clutch perk for getting the gen done right before the killer got there.

  • This is the one where the guy uses the girls boobs as a mount for his sniper rifle, right?

    Nah, that trash doesn't need to be in the game. Sorry.

  • @Mandy

    I'm going to keep bumping this until we get some sort of response. I understand people are livid over the cake issue but this is nearly as big of a problem. Removing features we used to have completely.

  • Second day and the shrine hasn't reset. Could we please get an explanation as to why? What's the reasoning fun changing it from every prior year?

  • @TropesDaMan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4093042#Comment_4093042

    its supposed to be daily only during anniversaries and events but this year it seems its gonna be weekly

    Do you know if they explained why anywhere? I just don't understand this rationale. The anniversary is supposed to be a celebration.

  • Do I have undiagnosed schizophrenia or what? Wasn't it daily in previous years???

  • Is the shrine not rotating daily this year? Are you truly that dedicated to making this year's event worse than previous ones?

  • @Slan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/465169/improving-the-xenomorph-players-best-ideas-for-developers

    The problem there is with this is that Xeno's crawler mode is quite oppressive. Not only is it already a 4.6 killer with a smaller terror radius and low height, but his tail has range and its hitbox can be dragged over objects with low altitude for some cheeky hits. Predicting the survivor's actions and waiting for an animation lock is what the killer should do to grant that the tail connects with the survivor's hitbox.

    Then, there is something to take in count. Survivors CANNOT prevent the xeno from going into crawler mode. Sure, they can postpone it, and knock it off that state. But a xeno that wants to be in crawler mode has the choice to be in crawler mode whenever they want via entering the tunnels and recharging by moving through them, or quickly attacking the turret that is posing a problem to them before they are knocked off crawler mode.

    With that said, i never really understood why there isn't undetectable when it comes out of the tunnels, out of all suggested changes that is the one I'd definetly go for. Although not just for 5 seconds, but for 10-15. The rest of the changes I consider out of place. The turrets compensate the oppression crawler mode can inflict when well-placed, something most survivors don't know how to do.

    My point is crawler mode is already oppressive enough to justify a counter like the turrets, one just has to be good with the tail to realise what the xeno skill ceiling is (high). Of course, if you are missing a lot of those, you will be frustrated. Even more when having turrets annoying you because itwon't seem like the power does too much to justify a counter that big. But then one sees the top xeno players pull off pure insane things with the tail and then understand why the dynamic is actually compensated. We must regard the whole spectrum, because if we don't we start getting into Kaneki scenario, in which we have a killer with an absurdly low skill floor that requires little to no skill input from the player's part to start winning.

    Crawler mode is "oppressive"? The smaller terror radius does nothing because turrets alert survivors long before xeno is near them. The tail attack is literally a worse nemesis tentacle, which he has access to constantly. And nemesis isn't even considered a particularly strong killer. Where do you think that leaves one with a weaker version of his power?

    Oppressive. The hell does that even mean? A killer's power is supposed to oppress survivors. Running into a trap feels oppressive. Getting two tapped by an artist bird feels oppressive. It's not like any of those things need changing. What limp wristed nomenclature.

  • Try playing Freddy. There's no dream pallet spots anymore until you start breaking pallets.

  • I think the addon that makes each subsequent wakeup faster should be base and vigil needs to not effect hindered.

  • Realistically you'd never choose to play against any but the easiest killers because why would you?

    All the while folks that enjoy Ghoul or whatever hated killer of the moment suffer with long queue times. Just to make you happy. The definition of entitlement.

  • @Wezqu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4088854#Comment_4088854

    It does not counter perks. Some "dev" is stating totally wrong information and people are running with it. In game itself any perk that hides your screams works against Jason's Jump Scare by muting the scream but killer will still get the killer instinct so he will still know where you are.

    I had two responses from the devs on Reddit about the issue. He's supposed to bypass screaming suppression perks. If you choose to not believe the account called "dead by daylight Dev" then more power to you.

  • @pidgeon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4088655#Comment_4088655

    People with epilepsy get triggered by it now since the visuals got changed you can look it up.

    Yeah I've never bought this. There's hundreds of PVP titles with stronger epilepsy triggers then Drs limp wristed effects. If this had ever actually happened they would have eaten a lawsuit over it before the epilepsy warning was implemented.

  • @pidgeon said:

    Terrible for the overall health of the game. They should instead just fix Doctor causing seizures and Plagues emetophobia and other stuff like that. If you do not want to go against Kaneki, Blight, or Art, simply DC if it matters that much.

    No one ever got a seizure vs doctor.

  • Killers are not set dressings or playthings for your amusement. They are fellow players, just like you. You're advocating for increasing their queue times for your own enjoyment.

  • @Wezqu said:

    I was just testing this and Calm Spirit works totally fine to mute the scream of the survivor. It will still show the killer instinct as that is part of his power too and is not effected by survivor screaming. So OP is wrong survivors don't scream if they have Calm Spirit equipt so its working as you would imagine. So don't know what he is on about here.

    https://www.reddit.com/r/deadbydaylight/comments/1u7f6zv/comment/os063r5/?utm_source=share&utm_medium=mweb3x&utm_name=mweb3xcss&utm_term=2&utm_content=share_button

    Why would you lie about this? What a strange hill to die on.

  • I'm fine with it. I paid for it like once seven or so years ago and haven't spent a dime since. Don't really feel entitled to more money from them.

  • @Wezqu said:

    Report them as bugs if you feel they are ones. Let the devs decide if they are.

    It's not a bug. This is feedback about the mechanic and how it interacts with a suite of niche and poorly performing perks.

  • I appreciate the frankly lunatic amount of effort you've put into this, but you've overall nerfed huntress. I'll have to look at the add-ons more closely. And the rest of the post. This is just a knee jerk reaction post

  • Peter Griffin survivor when?

  • "unplayable" is quite the exaggerations. I play solo all the time and do alright.

    in solo q Comment by Ohyakno
  • @Lexilogo said:

    4.4's most foolish defender reporting for duty, I am willing to die on this hill: I'd much rather balance Killers around downsides than balance them around removing their downsides. Being worse at falling back on basic chasing fundamentally makes Killers more interesting to play as and against. I think you need to make a MUCH better case for removing it on so many Killers' kits than moving some B tier Killers to A tier.

    If bad traversal is genuinely a downside that Killers can't be healthily balanced around right now, then I think the game pace is what needs to change instead.

    This is a really good point. It adds more texture to the game and lets the devs play with them more for them to have weaknesses .

  • People who think that everyone else is the problem are very likely the problem themselves. A little self awareness goes a long way.

    in rank Comment by Ohyakno
  • Survivors ban pain res, Pop, dms, corrupt every game. Killers have very few options to claw back the game.

    Killers could ban 8 perks and survivors still have excellent options. Survivor perk variety is pretty good

  • This is categorically false. You can watch any survivor streamer and see that tunneling is not nearly as prevalent as you claim.

    In my experience people that say they get tunneled every game are taking hits with BT or hopping on a gen three feet away from the hook immediately. Then they screech about needing handholding because of their poor play.

  • @UnicornMedal said:

    I don't actually believe they balance based off of statistics. What we see tends to be so random that it wouldn't add up if that were true. There's also a considerable amount of "feel good" balancing that enables the power role to feel oppressive and any attempt to change that is quickly squashed.

    Personally, I think all 3 options are surface-level. Buffing all Killers will only exacerbate the problem, nerfing the top 3 does nothing to mitigate the issue of camping/tunneling/slugging (at most, we'd see a shift like when Stridor Spirit was nerfed), and map changes last until they release a new one. I think the most important thing to change the entire game balance would be to implement a strong and fair scaling difficulty, like the one in 2v8 but actually effective. Next would be to rework gens and hooks. Finally would be to emphasize fun again once the game is in a stable state once more. Anything less is a band-aid and unfortunately, BHVR is only willing to do even less than that.

    They balance according to statistics and bureaucracy. BHVR is an incredibly bloated company and it's obvious that any changes have to go through a slew of middle managers. That's why a handful of very mid changes get pushed through, they have to satisfy several layers of mediocre people.

  • @brewingtea said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4084130#Comment_4084130

    I think they'll make future perks. Did you think of those?

    Judging by the most recent suite of perks, not really.

  • @brewingtea said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4084238#Comment_4084238

    Nerfing a perk that gave solo players the same info that SWFs get for free was dumb as hell.

    Swfs can see through undetectable without LoS? I never knew. How do I get that to work for me?

  • I'd rather them set leeched to 1% instead of removing it completely on unhook. There's barely any reason to ever interact with mushrooms and half her add-ons deal with them. It's poor design.

  • @Elan said:

    Premonition bypasses undetectable, but has insanely long cooldown. There was one favourite perk called spine chill that was far from being op but because stealth killers complained it got overnerfed.

    Telling stealth killers they need to crab walk to gens or their power doesn't work was dumb as hell.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4084232#Comment_4084232

    That just means it's underrated, not that it isn't good enough to be in the top ten.

    I use it a lot, it's a very solid perk that also is the only potent counter to Resurgence which is in the meta.

    You said it's almost meta. Meta perks are popular, gift of pain is not.

    Frankly it takes too long to do anything and is countered entirely by just staying injured or taking hits for a survivor being chased. Good survivors have little issue with this. As long as the perk has clear and simple counterplay it will never be a really good perk.

  • @jesterkind said:

    To be fair, I think a good few of these perks need help for reasons that don't really interact with the DR system. Take Calm Spirit, for example, that perk has needed its downside mitigated or (ideally) removed since well before the DR system and its inclusion hasn't moved the needle at all.

    I don't see most of these perks being affected by the DR system in general, mostly because the DR system isn't really affecting single perks directly at all.

    As an aside, Gift of Pain is a top tier almost-meta perk & it really doesn't need to be buffed, said as someone who runs it in almost every match.

    Gift of pain isn't near the top ten most used perks. It has a usage rate commisirate with I'm all ears. It's like a solid B- tier perk. Hardly game breaking or defining.

  • This would require effort from behavior interactive, thus making it highly unlikely

  • @Elan said:

    I would like them to give survivors basekit windows of opportunity to also tune solo q and remove x amounts of pallets to compensate.

    Showing survivors where every single loop connects to another for free is an insane buff. Do you think swf calls out every single filler pallet they drop that connects to every other loop? Of course not. This is just a gigantic survivor buff that frees up yet another perk slot for gen/second chance perks.

  • @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/467953/antiexhaustion-perks-buff

    Vigil SHOULD get nerfed.

    No denying that. It is the perk that makes all Exhaustion perks much better, and also ruins Hindered builds.

    As for the perks, Mindbreaker, Genetic Limits and Languid Touch do not need these buffs all that much.

    Sure they do. They do absolutely nothing vs survivors without exhaustion perks which does in fact happen. Then being strong vs a specific genre of perks in exchange for doing nothing outside of those perks is a fair trade.

  • @Feather said:

    Imo diminishing returns was necessery. HOWEVER bhvr doing absolutely nothing with that is shooting themselves in the foot.

    The other thing is that meta perks are giving way too much value, and buffing other perks like that would be even worse.
    There should be another perk overhaul that would nerf meta perks (sprint vigil etc) and buff useless crap (cut loose, invocations)

    What was necessary about it? Making it so running famously overpowered perk empathetic connection with botany is substantially weaker? Considering the newest suite of perks they aren't interested in making perks with stacking effects powerful on their own.

    So what's the point of it beside pushing gimmick perks deeper into the grave?

  • @Lexilogo said:

    Unironically yeah, if BHVR are deliberately going gaps with no balance changes, it would be cool to float prospective buffs/nerfs/reworks in front of the community, like they did Skull Merchant's rework.

    Eg. "We are unhappy with Vigil's current state, and want to figure out how to keep its appeal while dialing back its strength. We don't want it to hard counter specific Killers, and ideally, the cooperative buff should be what pushes Vigil into being a good Perk, not the ability to dial up personal strength in chase so much."

    I don't have the data or anything but at least anecdotally, even while people were dooming about SM potentially becoming dashslop I don't think there was that much unhelpful anger or etc, I think people were grateful we got a chance to give feedback before it ever made it to PTB

    Yeah I'm not a fan of the community dictating changes like this. At the end of the day they aren't professional game devs and i trust the community at large even less than BHVR to make good changes for the game. People get attached to their pet perks and don't want them changed.

  • Their reasoning for deciding to do like three perk/killer passes a year is nonsense. There's dozens of common sense buffs you could give to weak perks and easy nerfs to meta ones without breaking the game.

    And even if a perk combo breaks the game: who cares? Hotfix it. At least it'll be chaos instead of stagnation for a while.

  • @Rokku_Rorru said:

    Doesn't the new grimoire killer fill that niche?

    Seems to just be yet another damaging projectile that is telegraphed and dodgeable.

  • So are yall looking for more perk updates than 2/4 every midchapter since you're not doing them with content drops anymore? Stuff more significant than like .001% faster shocks on doctor?

    For the record this is a horribly misguided idea. Not everyone plays with the new stuff. Personally I don't like projectile killers so I'm not gonna pick up Jason. So for folks like me there's really not anything new. It's gonna make the game feel even more stagnant than before.

  • @Someissues said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4082341#Comment_4082341

    nah when i played last year it was 15 seconds before, they nerfed it to 10 seconds, so tunneling is best strat

    i dont tunnel but if you guys think its okay and want ez game fine by me, i played 40 games so far its 4k every game

    only time a survivor escape is if they found a hatch before i kill them

    I would love to go through life being this confidently incorrect.

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