ThMnWthNVwls
ThMnWthNVwls
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- ThMnWthNVwls
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Not just chapters, but game modes and any other content that's a focus.
They're focusing on that instead of bug fixes for player retention - but if you just fix the game instead you'll earn your player retention without frustrating your player base.
Please bhvr
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couldn't agree more with this post
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would like to just say, this game has been dogwater lately because of slugging. I don't care what they do, but I've been spending my time elsewhere. It needs to be addressed
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@Crowman
in terms of the game itself, bleedouts aren't kills. You might stop a survivor from winning from doing it, but in terms of the game itself, it's not a win for the killer either
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Personally, I think that the game should be able to recognize toxic behaviors and give an incremental bp bonus to people on the receiving end of toxicity.
Not only would it make toxicity more bearable to endure, but toxic people are petty enough that they wouldn't do it knowing that it benefits others.
The game should easily be able to detect excessive time in the dying state, being hit on hook, survivors t-bagging in the exit gate or in proximity to hatch, etc etc etc. Just give an incremental BP bonus for people facing these and I'm sure there'd be less of it.
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@Grabn12 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3867248#Comment_3867248
the Freddy rework is fun
I agree - it's just the one thing that I'm dubious of. But I guess it wouldn't be much stronger than other anti healing builds, and not healing is always an option so it's not very problematic. Plus waking up at any alarm clock helps, but at the cost of time.
So in the case of an anti heal build freddy, I like that the survivor then has 3+ options to choose from (not healing at risk of going down more easily, waking up at cost of taking longer to heal, or healing in the dream world at the risk of freddy interrupting). Giving options usually leads to more rewarding plays and therefore can be more fun
But if it proves strong enough that all Freddy mains run either anti healing, or the typical gen regression stacking build, it could become not fun very quickly.
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3867238#Comment_3867238
It's called the finisher mori. If everyone else in the trial is unable to progress the game, then the killer should just be allowed to initiate the mori and end the game there.
Instead of punishing killers for winning, we should just make the finisher mori not require wasting time in the first place.
It doesn't take a lot of skill getting 4Ks by relying on slugging unless you're against a highly coordinated SWF. I do not think the killer should be rewarded for low-skill plays, especially if it involves (and even encourages) making the game that much less fun for other players.
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In terms of bleedouts, technically they aren't kills - that don't give progress for the sacrifice emblem. I didn't think they gave bloodpoints either, but I could be wrong.
They being said, most killers seem to consider it as a kill, so they get the little dopamine rush I guess if they get a 4K including bleedouts.
I'm certainly in favor of anti slugging mechanics, even if it's just an option to move onto the next match without having to wait for the killer to do something with me. It's a truly terrible mechanic how it is now.
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And skull merchant wasn't very high tier before she was nerfed recently, and legions not high tier - but they were/are common choices for least fun to play against. It's not just about strength but about game mechanics that are fun for both sides.
Otherwise no one would play anyone but high tier killers. My personal favorite killers to play are mostly mid to low tier
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3867214#Comment_3867214
If you want to fix that, all you need to do is allow the mori to happen when all other survivors are either dead, slugged, or hooked instead of just when all other survivors are dead.
The suggestion I made in this post though would resolve it in a less one-sided way though without encouraging slugging. Your suggestion would encourage slugging for moris as well as slugging for 4Ks and removing a lot of chances of counterplay with anti slugging perks like unbreakable.
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I was also concerned about the killer instinct on healing - with being able to teleport every 30 seconds and with perks for slowing down heal speeds, anti-healing could be really miserable to play against.
Is there a range on the healing killer instinct?
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3867188#Comment_3867188
That is slugging for the 4K.
I should clarify that this was while the 2nd last survivor was on hook. For some reason he wouldn't take chances, and he struggled, so I was waiting for an extra long time. Once the other survivor reached struggle phase, the 4K is guaranteed. Yet he continued to slug for the mori. Do you see what I'm saying now?
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3867188#Comment_3867188
That is slugging for the 4K.
It was slugging, but he already had achieved the 4K. He could've hooked me easily, he knew where I was. The issue I have was that he didn't simply hook me, and the reason was that he didn't just want a 4K, he wanted a mori. He wasn't slugging for a 4K, he was slugging for a mori. Do you understand what I'm saying now?
This post is about slugging for moris, not slugging for 4Ks.
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If they knew*
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@UndeddJester said:
I have been legitimately wondering since yesterday if it would be an issue if after the initial recovery (30s), a separate 70s self pickup ring comes up to be able to recover out of the dying state...
That's a total of 100s to pick yourself up, which the bleedout is only 240s... so you might get 2 self pick ups a match... but it takes a long time...
If you run Unbreakable you get 1 pickup at 23s, then each self pickup after that would be 73s or 92s (depending on if Unbreakable affected the secoundary recovery or not), which still only grants 3 pick ups in either case.
Doesn't sound broken, and still seems reasonable for the killer to close out games reasonably... but I'm not sure yet, still mulling on it.
I like that idea and wouldn't consider it too strong - but I don't think bhvr would go for it because I think most players would think it's too SWF sided.
I would honestly be happy with the option to simply move onto the next match if downed by the killer and left for 30 seconds. Get replaced by a bot, keep the bloodpoints, no DC timer, simple.
Another idea I had for bad behavior in general is if certain actions against you give you bloodpoint multipliers. Being slugged for nearly 4 minutes wouldn't feel so bad if I was getting a +50% bp multiplier for each minute in the dying state - or for if I'm killer and the survivors are t bagging on hatch or in the exit gate - or if I'm being hit on hook or humped on the ground or being blocked in an area by killer or malicious survivors - or if other survivors work with the killer
Plus people are so petty that they would stop doing toxic things of they knew it benefited the other side in this way.
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@Crowman said:
The reason killers slug for the 4K is because of how hatch works. If you really want to address slugging for the 4K, you have to change Hatch away from an RNG escape for the last survivor.
This post isn't about slugging for a 4K.
I had a game where I was crawling towards the killer for 3.5 minutes trying to get him to hook me so I could move on to the next match, but he wouldn't because he wanted a mori.
Regarding slugging though, there are many reasons that players slug besides hatch mechanics. I would love a solution for slugging, but this post isn't about addressing slugging as a whole, just slugging for moris
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I mean permanently as well - the killer shouldn't be able to bypass this by picking up and dropping you repeatedly, then chasing, downing, and then being able to mori.
Alternatively, make anyone who has been on the ground for more than 30 seconds un-moriable by the basekit mori. There's so many ways to keep the basekit mori without encouraging slugging.
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Maybe it's actually an issue with gift of pain specifically? Or with both floods and gift? I'll try it later...
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A few nights ago the bonus was 25% on survivor for me, but the queue times for survivor were a few minutes. I switched to killer later and it was instant despite no incentive. This lasted a few hours.
It's been very clearly bugged since lights out came back.
A friend and my incentive have also been consistently the same which is unusual - our mmrs historically have given us varying incentives
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I came across the glitch again and tried to open 2 chests - when I was later hit, it activated and I became broken - so it's just a visual glitch. You still have to open chests to activate it but because the icon is fully lit, you don't have an indication of how many you need
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I know right? How am I supposed to get an easy hook if every unhooked person just zooms around the map at super speed? I only JUST learned how to count to 10 for built in BT update, and now they hit me with this bs? Like come on...
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Yeah, I got this vibe even before we knew what the licensed survivor chapter was going to be - when they teased castlevania at the end of the stream. After that I looked back at the roadmap to see that there survivor chapter was licensed and I couldn't help but think "damn, they must not really care about whatever that license is if they completely skip it for the sake of castlevania hype - if I was the license holder for the survivor chapter, I'd be insulted."
You know? Like they wanted to build hype pre anniversary, so they think "eh, not enough people will care about that license, let's tease the next one instead"
Feels wrong lol
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I P100'd my main last year and then had to stop using him because of lobby dodging. He still has 800 effing terrormisus on him. This year I'm leveling every survivor equally instead, along with 5-10 of my favorite killers
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On the survivor side of things, on console, if a hallucination is near a pallet, even if I don't have the hallucination in view it seems to prioritize getting rid of the hallucination than drop/vault - which in chase is a death sentence.
Twice today I've had it where I was healthy and in chase, tried to drop a pallet and got sucked into the hallucination action instead, which allowed the unknown to hit me and also interrupt the action automatically giving me the blob - which is easy to down with because he'd be able to use his purple blobby attack immediately. I had to get off early after that happened 2 games in a row 😅
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@Hunkulese said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3531394#Comment_3531394
A good Huntress is overwhelming and OP, but she has actual drawbacks. She's 4.4, there are visual and audio cues for the hatchets so they're potentially easier to avoid, she has to wind up a hatchet, which slows her down even more, she can run out of hatchets and has to leave chase to get more, and you can duck under a hatchet.
Window baiting and turrets aren't going to work against Xeno unless you're in a coordinated SWF. We've had years now to learn on semi ranged killers to just wait until the vault animation starts.
The only thing that works against Xeno is to get as much distance as you can, hope they follow you across the map, and hope your teammates are slamming gens.
yeah - and regarding her being 4.4, she even has an add-on that makes her 4.6 - but only if she doesn't have hatchets. It's one or the other with her.
I guess Nemo has his whip, but it requires an extra hit sorta, and has a lot of pre-reqs before it's strongest. Even then I think there's more cooldown when he misses though, plus windup time before he can use it, which also gives the player warning that it's incoming
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@Tsulan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3531373#Comment_3531373
Fun fact: Huntress can spam her power faster. Especially with addons. Yet no one complains or finds her overwhelming OP.
I mean, seriously. In the thread before this, someone complained about encountering wesker 5 times in a row. Alien hasn´t even been out for a week. Yet people ask for nerfs before anyone can even learn to play as or against Alien. Its almost like people don´t want more viable killers. But prefer to have the next push over killer, in order to complain about the 3 meta killers ad nauseum.
So far there are no "watch me get xxx streak kills on Alien" or "with this combo, Alien is unstoppable" video from the content creators. Mayyyybe the tail attack isn´t as uncountable as people claim.
Just give people time to adapt. Or do you see Complaints about Sadako? Remember the killer that got a rework and everyone predicted that she would be the most unstoppable killer? Since some even called her a S-Tier killer?
to be fair though, huntress is a 4.4 killer. In order to make her up to 4.6 (with add-ons), she has to not have hatchets - so in other words, she's balanced around either being able to hit over pallets or being 4.6. Xeno gets both
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@supersonic853 said:
https://forums.bhvr.com/dead-by-daylight/discussion/389991/loving-the-ultimate-weapon-perk
Someone got found by it lol. If your going for that theres better perks like alien instinct. I don't get the hate mongering.
also, what do you mean by someone got found by it?
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I guess, but the last person has to be injured for that to work - Plus I'd need to hook one of the 2 people. Also hooking would take time AND would let the last person know there's an opportunity to go for the other downed person. With them being downed and not picked up, the last survivor would likely not be sure where I was or where I was going, so they'd be more likely to play cautiously giving me the opportunity to get to a locker before they act.
Also not sure what you mean by hate mongering
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Maybe after being left for 30 seconds on the ground, you could have an option to speed-bleed out, which could show for other players, including the killer. Then after another 30 seconds you bleed out (This way the killer still has the option to hook you).
Or just remove hatch so that killers will stop slugging for the 4K. It's only relevant if the killer intends to let the last person live anyway.
Or just don't give players DC ban if they're being slugged for a significant amount of time.
I dunno, just anything, please.