PolarBear
PolarBear
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Also the automatic bloodweb doesn't collect them unless they are in the centermost nodes so you end up missing a ton of them.
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@xCakeStick said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3976641#Comment_3976641
You clearly having no understanding how this is performed, when you do this glitch you specifically go out of your way to perform these steps and methods. You can't do this by accident…… And, killer perks like Hoarder or survival perks like Bond make it 10x obvious when someone is doing this…….
And I guess the recent increase of survivors bringing shiny coins, streetwise with a key just decided to rise for no reason? Yeah, no, they're abusing this.The increase in survivors bringing shiny coin, streetwise and key is because two of those things were changed in the update along with appraisal so that alone is not something that the devs can ban for.
I also don't think banning anyone is the right approach, instead just killswitch the perk. It's what the whole community is asking for and that way innocents won't be caught in the crossfire of bans.
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@cogsturning said:
The dying-state version looks like a wet noodle going down a drain, like a piece of spaghetti that escaped the colander and slipped away.
You know what, I want it to be even more. I want them to do an Olympic diving board triple somersault into that bad boy.
I liked when the dying survivor just got back on his feet for a final hop into the hatch 🤭
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The concepts are great (if a bit niche), but for me the prerequisites are too much for basically all of them. Come and get me could just be on a cooldown (make the aura read longer for the killer in exchange maybe), apocalyptic ingenuity should only need 1 chest or be charged in the same fashion as flashbang and teamwork… Well that perk is pretty terrible and he already has a more usable version of it in come and get me.
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At least on pc you can actually rename them, if you hover over the currently equipped preset with your mouse and press enter you can name your presets.
More presets is always nice, but I wish they added a sort of universal preset so I can quickly switch survivors and keep my loadout the same. Always a hassle coming back to a survivor you haven't played in a while and setup your new loadouts.
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@francesinhalover said:
"And if anyone at BHVR had ever taken an economics class you would know that there's something called opportunity cost."
Thats really rude to say. Plus all you Said was the obvious.
But thing is, this isnt a comp game. Doesnt matters wether chests steal time from gens or not. Or wether this or that is the best
Ppl do what gives them fun...on a game.
Even if op is a bit rude, the subject matter is important. If you are on the higher end of the mmr spectrum you are definitely going to notice a difference in running a happy-go-lucky chest build vs good perks that save time instead of waste it. I tried to use apocalyptic ingenuity yesterday, but most of the time I could only have time to hunt down chests if the team was already winning and at that point the fragile pallet is all but useless (nevermind all the items I looted but could not use nor take with me unless I wanted to toss the key I had brought). Just hand-waving the issue and making plain bad perks because "fun" is not really something we as a community should encourage. Perks can be fun AND strong (while also not being overpowered), bhvr just needs to find the right balance.
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The "exclusivity" is getting it for free and earlier than others. There is no reason to keep rift cosmetics (deep rift or otherwise) unavailable forever instead of regularly releasing them. It doesn't have to be immediately when a rift ends, but having a constant release schedule would be good. Seeing someone with an outfit in game, then going to the store to buy it only to find it's not there is a terrible feeling and leads to less survivor diversity if highly sought after cosmetics are rift exclusive.
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The wording on the perk was changed a few patches after the buff from 30% to 40% to not increase recovery rate but rather decrease the status effect duration. Still, the perk basically got its value doubled in a shadow buff and went under the radar for a while and now it's in full force. Undoubtedly deserves a nerf because of the possibility of the effect stacking with itself.
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Yup… Not only that, if multiple survivors are running the perk (or even other similar perks) there are just not enough chests to go around so some will never get to activate their perks.
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@PetTheDoggo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3967012#Comment_3967012
That would make it quite bad for snowball killers and still would be very bad for any other killer.
I really don't want to see another UW, where outcome would be park simply bad for everyone.It would still be good, just not "end the game right now" good. I think eventually the perk will get some sort of adjustment in tandem with the anti slugging changes in phase 2 of the QoL initiative. The perk still has a place in the game so I just hope they don't go overboard with it.
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I wouldn't mind IF having a cooldown. The perk is already almost exclusively used on killers that have crazy snowball potential so having survivors scream on every down is pretty ridiculous.
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Can you elaborate? Which part of his kit do you find annoying/difficult?
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@thrawn3054 said:
Their power doesn't revolve around slugging. That's just how alot of Twins players like to play.
It most certainly does. You are severly hindering yourself if you are hooking every single survivor you are downing with victor instead of chaining hits/downs.
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I assume that can happen because your survivor and killer mmr are not the same so you can have situations where you personally get no bp incentive, but someone in a different mmr range does.
Overall, the bp incentive should also just go higher. If there are 10+minute killer queues why can't the incentive spike to 3.0x-4.0x? Some people also do not care about bp enough to ever switch roles so an xp incentive would also help.
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@LockerLurk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3962908#Comment_3962908
Unfortunately the only way to make a good catchup mechanic is to make it equal for both sides. This means if the Killer is struggling, gens will grind to a near halt until they start to even the score out, too. But that isn't fun for Survivor, is it? It wouldn't be fun for me as Survivor.
The unfortunate truth is you have to accept that such a game is a loss if the Killer plays hard, which many do because the game tells you to. Chill players on Killer side are few and far between; there is no incentive to be nice and take the 3k or even the 2k. The game doesn't allow for it, and punishes you with less points if you do. The same is true on Survivor side, there is no incentive to befriending the Killer except you dying.
Losing on both sides feels unfun and punishing, more than losing should a loss should only ever feel like an "aww dang, maybe next round" moment and currently it feels like a "no, bad, do better loser".
Besides we have something like this in 2v8. It feels bad there, it is bad there, it's not a fun mechanic and not really the solution you want. I promise it's not.
You are not wrong, but we should still strive for a better game. Just saying "oh well it is what it is" and keeping the current system is not productive. Although not always true, both sides shouldn't feel like one bad decision can lead to losing the entire game.
@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3962908#Comment_3962908
You have to be careful with catchup mechanics, because if not done properly or carefully, you just end up rewarding someone for playing badly. You should not be punished for playing well and have your opponent be rewarded for playing badly.
Ideally instead of a "Catchup mechanic" the game should just fundamentally be designed at a core level to not snowball as hard. For example if survivors shared the 1st hook state, then you couldn't be eliminated from them atch until the 6 hook at the absolute earliest. That would help solve much of that snowball potential.
On the other side of things, adding in more basekit gen defense that is gained through more rewarding gameplay like hooking survivors would go a long way to helping out the killer side.
Its a tricky issue for sure and needs to be done right. I'm also positive the devs are aware of it, but not high on their to do list as it's not a prominent concern among the community (but it should be!). Your idea sounds good on paper and I hope they end up using the limited time events to try some basekit changes to help combat this and other issues plaguing the game.
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Both 2v1 and 3v1 situations desperately need to be looked at. This is going to sound unpopular but there needs to be a catch up mechanic for when a survivor dies early to keeps survivors engaged instead of what we have now where the game grinds to a halt and the survivors eventually all die. For me this is the biggest pain point in the game, before it was manageable since you could just die on hook but now that its removed you are forced to stay in the match for several more minutes than before. Complete misery for everyone involved, even as a killer because now if you want an actual interesting match you need to play worse to give the other side a chance.
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@MaTtRoSiTy said:
Because then they are being penalised twice, you can stun her immediately after fatigue still, which is even worse. It just isn't easy to do.
Other killers lack the same stun protection during their power cooldowns and thus can be penalised twice though.
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They are so so hard trying to make chests worth it, but they never will since you can just take in what you are going to need instead of getting something potentially usable randomly. Chests themselves need a major rework in how they function before they start tweaking more survivor items.
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No one said you can't do any of this. However just like you can choose to do these things, others can choose to complain about it. Treat others like you want to be treated.
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@Wezqu said:
I think you can't stun Ghoul when he is in that animation so even if you hit the pallet down only thing you did was to move the killer as you can hear them still going through the power up animation. Its the same if you would try to pallet stun a killer too early when they are picking up a survivor.
I wouldn't have a problem with this, but I am also using smash hit and in the clip smash hit activates while exultation doesn't so there is an inconsistency. Either both should be activating or neither.
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Remote break also makes a ton of tiles unplayable on the survivor side. It is what it is. Normal queue is always there if the invitation powers are too much.
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Looks like another year where spending bp on p100s is a horrible idea. How many anniversaries is it going to take until the devs even acknowledge this I wonder.
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@Leon_van_Straken said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951272#Comment_3951272
Yeah, I have no idea why there is no Abandon-Feature. If the Survivors want to waste time for a game they already won, at least the person who doesn´t want to see the Exit Gate dance should not have to deal with that.
While neither of these things are particularly fun this is a false equivalency, the slugged survivor has no input in the matter whereas the killer can always hit the survivors out.
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A lot of the time the doors spawn in locations where even getting a line of sight on the killer might be impossible so I assume this is why they decided that they should be able to reveal through walls. If it required LOS the time to reveal should be significanlty shortened.
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This achievement seems so odd. It requires that a survivor makes a huge mistake and travels through the security office while the killer is unoccupied. I haven't got a single grab yet and have even started to throw some matches hoping to grind for the achievement. This should definitely be changed or at least reduce the amount significantly.
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Xeno is one of those killers that really suffer against coordinated teams. Teammates setting up turrets for the survivor being chased and calling out when the killer enters tunnels makes him very weak. On the other hand, solo players struggle against Xeno since they will always be in power so you either pre-drop pallets or have to play for stuns.
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@turksmall236 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3938525#Comment_3938525
I agree with you, stealthy survivors are very annoying
Stealth is only strong if the killer doesn't use any tracking perks. Even just one is enough in most cases to find rat survivors.
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In the ptb patch notes and latest dev update, bhvr updated survivor spawn rules where now all survivors will spawn together at the beginning of the match. This makes it much harder to start working on multiple different generators right at the start so seeing 3 gens being done in 2 minutes will not be common anymore.
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Massive update, excited to see the buffed perks and especially Vecna. Looks amazing.
@Coffeecrashing said:
- "Removed the option to self-unhook on first hook stage unless they have one of the following equipped:
- Slippery Meat perk
- Up the Ante perk
- A Luck offering
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…Those things should be removed from the game, so that people that want to Go Next, don't use them as an excuse for why they self-unhooked.
People are absolutely going to say "I wasn't trying to Go Next, I was trying to get value from my Slippery Meat perk".
I'm sure slippery meat will eventually be changed (along with up the ante and luck in general) but until then this is still excellent.
Also no one will go into the trial with 1 less perk just in case they want to go next.
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@danielmaster87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3932234#Comment_3932234
That's a lie. Survivor gets at least a few buffs/changes every patch. Killers too, but they mostly get net nerfs or break even. Ghoul has been omega nerfed like 3 times, and he just came out. That new survivor's perks are all useful, except maybe the locker one (but still an Object-adjacent ability).
You'll get a fresher survivor experience soon enough with MORE anti-tunnel ,-slug, and -camp than is already present. And if it's still not good enough, just press Abandon so that you can never lose, and hope to find a more fun match quick. Or join a SWF, because they've never even been nerfed, and I don't see them getting touched in the foreseeable future.
I think they were talking strictly about the 2v8 survivor experience which has only gained the fog crystals since last time. Improving the survivor experience helps both sides. More survivors means shorter queues for killers.
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@burt0r said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3929514#Comment_3929514
And who defines if a match is lost? (Of course I know you only focus on the 4 people slug.)
But what about for example the swf that didn't get 3 gens done before first hook or simply doesn't like the killer/map and decides to rush the killer to get downed to be able quit without penalty or MMR loss.
What is the killer supposed to do in this scenario of survivor cherry picking matches that go their way?
The killer can't do anything but hitting/downing them and letting them have their way.
This is a disingenuous argument. The people who might be doing this is less than 0.1% of the players and it is impossible to create systems that work all the time in all situations. Catering to the lowest percentile is neither feasible nor a good idea. The people engaging in this behavior will continue regardless of what you do.
That said, it all boils down to one fact:
You can not force people to play the game.If someone doesn't like going against Blight double iri quad slowdown it doesn't matter the penalties or ramifications, they will go next. Still, I think adding go next prevention is still desireable, because just like above, this type of killer is not the average and we should not be targeting to stop that type of go next, rather the type where a survivor goes down fast and in the heat of the moment wants to leave the match.
If bhvr start making the abandon feature too strict in trying to fix these incredibly rare situations that you describe, only more problems will arise that will also require fixing. I am not clairvoyant so I can't tell you if this is the best version of the abandon feature, but it is close and bhvr should be incredible cautious how and if they decide to finetune it further.
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Pinhead can't be buffed meaningfully while keeping the box as is, but that also means you are forced to play around the box instead of having a better and more consistent chase power to generate pressure. This makes him a lot more map dependant than the average killer with both aspects of his power (box and chain rng).
The slowdown power of the chainhunt or the activation difficult of a chainhunt should be changed in favor of buffing the chase aspect of his power.
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This is a non-issue. If a game is lost I don't see a reason to force the last survivors to act as if they have a chance. If you had a person dead early people already gave up once they got hooked before the abandon feature.
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The nerf is fair, just removes boring break→ catchup strats from being opressive and this way his cancel cooldown doesn't have to be nerfed which would remove the skill expression component from Ghoul.
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Not only is it definitely not an intended counterplay, it doesn't make any sense. How do I know? Because it's not even consistent. I am not sure what the cause is (ping or something completely different), but sometimes Vecna has enough time to swing before the stun.
Predicting the pallet drop should almost always result in a hit considering other killers with similar chase powers and the immense cooldown on mage hand. -
@TheArbiter said:
Imo it should be left as is. It is there as an option for people to play Dbd's hard mode
This is what a lot of people say about this perk, but used in solo queue what it actually means is that the rest of your survivor team is going to have a more difficult game. In reality No Mither is another perk that becomes infinitely more abuseable when used in a group setting.
I wouldn't worry though, I heavily doubt they'll be changing the perk soon anyway. -
Not only is rottenfield empty, the whole coldwind realm keeps spawning the new weird tiles that are always super unsafe and sometimes don't even have a window on them.
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The number 1 change that the shrine needs is for it to be personalized. Waiting each week just to get duplicate perks doesn't feel good. Also either lower the pricing of unlocking tier 3 perks or get rid of tiers in the shrine.
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Afaik devour hope doesn't lose tokens either so most definitely a bug.
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I like to run Bond and Babysitter. Knowing your teammates whereabouts makes it so much easier to find survivors that need help and prevents you from accidentally bringing the killer to those same survivors. Against tunneling Babysitter to make the rescued survivor nigh uncatchable for 30 seconds. Reassurance is technically even better than Babysitter since the same 30 seconds are spent on hook, but you can't stop your teammates from rescuing so I have started using Babysitter and have found it to be more reliable.
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@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1382070#Comment_1382070
You need to adjust your play style if DS is preventing you from "Winning."
I was just stating the obvious and you change the subject and mock how I play even though you have no idea how I do. I have no problem with DS but saying to people who do to "just spend money on the game" isn't helping the problem. Ph is just a band-aid and DS is still a problem for other killers.
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@P1P3DS said:
https://forum.deadbydaylight.com/en/discussion/comment/1382070#Comment_1382070
DS has a paywall.
SO it is a fair trade
It really isn't. Everyone doesn't have money just lying around to spend on the game. Weak argument.
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So p2w? Seems fair.
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The Chained
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This is a problem with latency. It has always been there but it's just more prominent now that dedicated servers are active on PC. You don't actually get exhausted, it is only a visual bug on your client.
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The only problem with Pig is survivors getting traps off of the 1st jigsaw box. Otherwise Pig is in a pretty good spot.
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I kinda don't care. You use whatever you want. If it's op then it will be nerfed eventually.
Generally, if a survivor disconnects because you played a mori, they're not having fun. DC penalties will not fix this. They'll just start killing themselves on hook. You can't stop people from not playing if they're not having fun. DC penalties will hardly fix the problem.
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Tbh, if there isn't at least (around) 10 pieces of cosmetics you like, it isn't worth buying. You might think you're getting your moneys worth but if the rest of the items are something you're never going to use, you might as well be throwing money down a well.
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This would overall be a nerf. Ruin activates? Try to see where the killer is right now and you'll know the general location of the totem. It would also take away from gen pressure if the killer had to manually walk up to a totem and interact with it.
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Afaik, perks like streetwise, if you use 2 won't make you consume your item at half speed. Instead it will consume it at approx. 56% speed (1x0.75x0.75=0,5625). The slowest you can get it is approx. 32% speed with 4 streetwise. The more you add the less powerful the effect becomes.
EDIT: I found this forum thread from October clarifying how modifiers work https://forum.deadbydaylight.com/en/discussion/comment/791309#Comment_791309