Vhillain
Vhillain
About
- Username
- Vhillain
- Joined
- Visits
- 668
- Last Active
Comments
-
@MaddieMage said:
this has been going on for months now with zero acknowledgement from the devs that they’re aware of, and/or trying to fix the issue. Guess this is just part of the game now to have your time wasted every few matches.
Quite an unfortunate standard to set. I really hope we see some compensation in these matches, if we're not going to see a fix any time soon. It happened to me again yesterday in my first game with friends, I had just opened the exit gate and then the server went down mere seconds later and I got so frustrated that I got off the game immediately after. This was in Lights Out so I didn't really lose anything, but my challenge didn't count as completed and I also got no bloodpoints from a match that I effectively escaped at that point. It's getting old.
-
@Lost_Boy said:
Are you running a VPN? I had issues after yesterdays update and couldn't load into any games and was getting that message. When I turned it off everything started working again. Seems to be back to normal today though.
I have a VPN but it's usually off unless I feel it needed. Have had it off since I had issues with running other games a couple months back. The server issues seem to be an on and off issue, but the thing is, I play in SWFs generally and it effects everyone in the game, not just myself, so I doubt anything I do personally would affect matches this horrendously, especially if I'm not the party host.
Nonetheless, thank you for your suggestion. Every little bit helps! -
@ArthurVeloso said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3795113#Comment_3795113
Players from these servers have a completely different strategic approach in matches. They don’t rely on altruism as much people from American servers do. Therefore, it is a form of survival in such niche environment.
Ok… But if your entire issue and reasoning for posting is that the solo survivor struggles from a lack of teamwork in solo q and therefore self healing should be buffed, why not actually instead adapt the Asian strategy of running self care botany knowledge perk combo to literally make the game better for yourself? Is it not a "form of survival" that you need if you are often running into issues where finding a teammate willing/able to heal you is rough? I dont get it.
-
@Belzher said:
While ingame, it shows that I completed this after using the invitation in chase, but after the match ends, nothing happens. Just wanted to share this bug.
when you do it it says 1/3, so you have to activate it three times in one trial. it's really bugged for sure. my friend and i completed it after activating it three times but it's still super annoying that you have to do all that in one trial like some high level tome challenge
-
@Kirarozu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3431784#Comment_3431784
Maybe stop defending camping killers. And I am the kind of survivor who doesn't kill myself on hook. Stop being so negative. This is not going to change anything for the game. We're just going to get camped and tunneled out faster. You acting like its some big help to just stay camped isn't the solution either.
"Stop being so negative" - said the person who posted an entire negative thread about a positive change.
"We're just going to get camped and tunneled out faster" No, because the incentive to camp is completely removed. Nobody is acting like it's a big help to stay camped - what we are saying is that if you are being camped you don't need to unhook yourself as soon as possible. Just wait until the end of your stage to buy as much time as possible for your team to do their objectives. This is quite literally nerfing one of the strongest killer strategies in the game by removing their entire reasoning to do it, and you act like this will somehow make the problem worse, you have a fundamental misunderstanding of the game and come across as quite entitled, to be blunt.
The tactic can never be completely removed from the game, but they have taken away the benefits to the killer for staring at a hook. You will see less camping killers and should be thankful for this, it's one of the best possible ways they could have addressed this issue.
-
@kisfenkin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3431775#Comment_3431775
Your question can be summarized as, 'Why do killers camp?' and the answer is simple, it works. If you don't think it works you are quite simply factually wrong. It would work even better if the survivor can unhook themselves. How would it be worse for the killer than another survivor unhooking right in front of them? This feature will provide a potentially faster cycle through hook stages if the hooked survivor uses the self unhook, and if they don't self unhook the stages will work the same way they always have. Which we have already established is exactly what the camping killer wanted...
Therefore it is clearly, without a shadow of a doubt, a buff to camping.
Sorry, you are just plain wrong. I have already explained in detail how this is completely a nerf and you've twisted it ignoring all of my points and not thinking with a minimal amount of logic. You even said "it works" without explaining the reason WHY it works. So let me break it down for you.
Camping works because it provides pressure on the survivors. If a survivor can unhook themselves via perk Deliverance or this feature the killer does not have pressure on the team and they can do generators for free. BHVR said absolutely nothing in the livestream about potentially faster cycle through hook stages regarding this change. If the survivor unhooks themselves while being facecamped instead of waiting out the entire stage first that is their fault.
- How would it be worse for the killer than another survivor unhooking right in front of them?
Simple, there is no second or third etc survivor involved. AKA no pressure, no reason to camp. If the survivor does not self unhook then that is them making a mistake. If they wait 59 seconds, unhook themselves, get tunneled, the killer is still chasing them for a minimum of ten extra seconds, and for a role where every second matters, this is not a good call. If the three remaining survivors were on generators for this entire time that you stared down and chase the survivor you lose a minimum of two generators, but most likely three. The perk Deliverance is classed as an "amazing" perk because of the sole reason that it removes the need for another survivor's involvement in your rescue.
Camping has no value with this feature, every reason to do it except raw toxicity is gone, it is not a valid strategy anymore to gain pressure and win the game, and you cannot fix toxic players, there will always be ways for people to be mean just to be mean. Your entire argument revolves around survivors making the poorest decisions possible and being punished for it.
Therefore, it is clearly, without a shadow of a doubt, a nerf to camping.
-
@Nos37 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3431733#Comment_3431733
Who is making you unhook yourself faster?
No one.
If you choose to unhook yourself 15 seconds after being hooked (we don't even know how fast the self-unhook takes to unlock), then that's on you.
Maybe do your team a favor and keep the killer occupied by staying on the hook longer.
My thoughts exactly, I also read this comment sideways wondering why they'd unhook themselves immediately with the killer in their face, that's just suboptimal/stupid gameplay and absolutely should be punished. When I run Deliverance I am either waiting 59 seconds if camped, or using it when the killer is quite a while away to ensure that if they wanted to tunnel they now lost a significant amount of time/distance to do so.
I get the feeling a lot of people on these forums simply are not smart players and always want to whine about something instead of understanding they may not be that great at this game
-
"Buff to camping" But why do killers camp? They camp because it gives them pressure - it either gets a survivor out of the game, or forces a trade, or multiple people to come rescue to secure a safe unhook meaning 3+ survivors have no gen pressure.
By making it so the survivor can unhook themselves the killer will only have pressure on the one survivor even if they choose to tunnel them, but why would they do that? The survivor can wait out until almost second stage, or wait until almost dead, unhook themselves, and the killer just wasted 1-2 minutes letting three other people do generators for free. Killers hate being genrushed so the only reason to facecamp after this change would be a vendetta against that single person/toxicity, no longer a valid strategy to achieve pressure and potentially win the game. This change does not incentivize camping/tunneling, it is a solution. Y'all whine about literally everything and wonder why bhvr struggles to find solutions to the problems.
If you're so worried about being tunneled following this change, run off the record and use your speed boost to make it to a safer area.
-
@Senaxu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3422731#Comment_3422731
So you think it would be easier for the developers to replace a player who had a DC with a bot and if this player should then be interested in returning to the game, replace the created bot in order to actively participate in the game again..
.. THAN ..
..the distinction whether the DC'd player had previously pressed the "Leave Match" button?
Of course that would be amazing :D
It's not about "easy". As stated in other comments there are a multitude of ways to disconnect without pushing that button and have the same result. This system is absolutely better and solves the entire issue.
-
The true fix would simply be the option to reconnect to ongoing games, people who disconnect are replaced by a temporary bot player that will play the remainder of the game for them as a bot would, and they will be unable to leave lobby until the game is over, given only the options to reconnect or wait. if the player reconnects they will replace the temporary AI and continue with whatever is left (provided the bot didn't die). If they do not reconnect to the game they suffer a penalty. Obviously there would have to be limitations to this to prevent people from reconnecting last second after trolling their team and dodging the penalty, but it would solve a majority of issues if players who legitimately DC for cases out of their control could reconnect instead of being forced out and into a matchmaking penalty, as well as their team being automatically punished because their net hiccuped for one second.
-
@sizzlingmario4 said:
You have to bring a medkit or something else for the second heal.
^ this.
I personally used a syringe on brown med kit to save the wasted time of a full solo heal and then later activated blood rush and hid after being hooked twice, it was quite easy!
-
It would be unrealistic for hitboxes, if the hitbox was higher than the model in prone position the hits wouldn't make any sense and look very goofy. If the hitboxes were realistic the killer literally would not be able to hit a prone survivor without using a ranged power of some sorts because your swing doesn't go all the way to the ground. Survivor hitboxes are already janky when they are healing each other.
It's an interesting idea but probably not something that could be properly implemented at the moment. Unless of course they did something goofy and allowed the killer to pick up a survivor if they found them prone in a bush or something along those lines.
Although, I am no game developer and maybe this could be quite easily in the game, I'm welcome to be proven wrong!
-
@H2H said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3418323#Comment_3418323
Just curious, what do you think “accessibility” means?
Your question leads me to believe you think I have a fundamental misunderstanding of the word - If I am not informed, why don't you enlighten me?
As I said above, Accessibility is good, FoV slider and anything in the game that makes the game better for more people is good, but I disagree with the OP that the challenges in the game need to be changed or considered to accommodate for every single player as well. They made it clear in their post that the trophies for achievements don't matter, so why do archive/tome challenges? It's evident that 100% completion of the game isn't the concern here.
You can still complete the tome without doing every single challenge, the tomes themselves are doable for everyone, even if some challenges require you to take off Shadowborn, you can skip over them and go another path. There are three paths in this current tome level that can be taken that miss that challenge entirely and take you straight to the end rewards. You could do every single challenge in this page except that one if you truly wanted to and you wont be missing a thing or be worse off for it.
If the challenge isn't doable for you, you are not obligated to do it. You get your rewards at the end of the tome regardless of what path you take, and you still get rift fragments/bloodpoints by just playing the game. Does skipping over one challenge truly impact the game experience as a whole? I don't believe so. This is why I fail to see how this challenge or any challenge for that matter are issues of accessibility - Some people get motion sickness or suffer headaches when playing Nurse, Blight, or even Legion because of fatigue effects and high speed. Should these killers just not have tome challenges because some people feel unwell when playing these killers? I believe the solution there is to not play those killers and ignore those challenges. I am conflicted as to what the problem outlined in this post actually is, and how allowing Shadowborn in every single challenge that requires certain perks would solve it.
-
@GoodBoyKaru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3418323#Comment_3418323
Notice how nobody here asked for that and instead wanted better accessibility in the base game (a la fov slider)
I did imply in my post that fov slider/basekit shadowborn is fine, and that more accessibility is good, my apologies for not clarifying that enough - but asking for any and all new challenges to be released with accessibility in mind in all cases is not realistic. If you can't do a challenge then you can't do a challenge. You miss out on a few bloodpoints but aren't actively restricted from anything. What's the problem?
-
Not every achievement or archive needs to be "accessibility friendly", it's one thing to ask for basekit Shadowborn for accessibility and another to ask for them to make easier challenges because certain people can't do all of them, you can still complete the tomes by taking another path, just don't do the challenges that bother you.
-
UPDATE: This challenge completed today when I tried it again on Deathslinger, using perks No Way Out, Sloppy Butcher, STBFL, Jolt on Macmillan map, so I guess the occurrence of this bug is not 100% but it does happen under certain conditions as seen in the clip above.
-
@CaulDrohn said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3412229#Comment_3412229
Is glyph grabbing really a thing? I only ever received or dealt hits when interacting with glyphs.
I got grabbed off a 90% yellow glyph once and I'm still not over it lol, one more skill check and i was done for that round but then im on a hook and have to spend another minute to find the damn thing again
-
@Krazzik said:
Keep gen/totem/glyph grabs and get rid of healthy hook-grabs. Seems fair.
Keep glyph grabs? I actually think glyph grabbing is the stupidest interaction, it's not an objective that progresses the game or helps the team in any way.
In my opinion glyph grabbing shouldn't be thing at all. If you're risking doing the glyph in the killer's face and get smacked because they don't respect it, fair, but that risk that doesn't help your team at all should not result in an instant down. Some of the glyphs take an extended period of time to do and getting grabbed off the glyph that already took you two minutes to find because Ghost Face came around the corner is utter BS.
I'm pretty neutral on other grabs, but I absolutely disagree with getting grabbed off a non-objective archive.
-
@Remedicist said:
I don't think it works correctly. Pretty sure it is supposed to purchase all of the nearby nodes and cheapest nodes first, but instead I notice it purchases almost an entire arm of the bloodweb regardless of rarity.
I will say, I would like it if they gave us different options for what the automatic bloodweb purchases. Personally, I would leave it at "purchase random nodes" if it were an option. However, it seems to work that way already given that it doesn't look like it works properly.
Yeah I absolutely agree with you! Either give us an option for priority or make it work as intended because this is... eh... i just had a bloodweb where the center was surrounded by brown and yellow nodes and it immediately pathed down *purple green purple* instead of literally any other direction. Make it make sense!
The only reason it pathed for the yellow was because i didnt have enough points for the purple, so i clicked it again, causing it to then have a more proper priority, but it still went for a yellow instead of all the other browns.
-
@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3408047#Comment_3408047
Don't take me wrong, I have done it. Depends on maps. I usually play Azarov's Resting Place in a way that I pick one half of the map and never leave, but that map just sucks.
But I don't think it's that often, most of the times, it's because survivors didn't even try, then complain about 3-gen.
You have killers that are build around defending, but can you really blame them for doing this? If they play it like normal killer, they are going to lose most of their games.
Hag, Trapper, Skull Merchant are designed in a way to defend some area. If they don't do it, they are way worse.
Knight and Legion can do it too, but they also can get away with different playstyles.
Agree, it's why they should rework the killers that camp generators as their playstyles. At least with The Hag it's more counterable than it is with Knight and SM
-
Updating this post with further proof of this not working as intended: The auto bloodweb completely missed the yellow bloodpoint offering and a couple of cheap browns to intentionally path towards green items. As you can see this is a level 36 bloodweb so it has a lot more options, it's priority should be what it says it will be. I'm pretty bummed about losing a 100% bonus bloodpoint offering on survivor to this. Can I say it's my fault? Sure, i could have gone for it myself, but that isn't what I'm here to talk about.
-
@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3407798#Comment_3407798
Show me gameplay where killer won't commit to any chase outside his 3-gen from start of the game. Because if he did commit to chase, you could have finish it.
But if you wait till there are 2-3 gens left, of course he will start to defend it.
You realize an alternative option for him to win is tunnel someone out, right? But then survivors will complain too.
If I won't manage to have good first chase and find myself on 3 gens left with 1 hook, most killers can either tunnel, or hold 3-gen.
There was an alternative with end-game builds, but that was nerfed and almost noone is using it now.
Although i agree with you, and can say most killers wont camp 3 gen from the start, this is the issue with Skull Merchant and in some cases The Knight. They can hunker down an area from the start and refuse to leave quite easily, it's a viable strat for an easy win even though it's boring. So even though it is kinda rare, it certainly does happen. It's not the survivor's fault in this case and there really is nothing they can do about it, but I will agree that in general, most cases of 3 gen are the survivor's mistake.
-
@Eelanos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3403351#Comment_3403351
Have you started the game at least once? My WindowsClient folder didn't show up until I opened the game the first time.
Good call, thank you! Now I just need to know what I am copying from the NoEditor into the Client folder
-
I don't have a "WindowsClient" folder but I do have a folder that just says "Windows", the "WindowsNoEditor" is here though.
Do I drag everything from the NoEditor into the Windows folder, or is there something specific I am dragging? The Windows folder also only has one thing in it called "DeviceProfiles.ini"
-
I've always thought there should be a timer of sorts that would let a survivor give up if they wanted to. Something like 40 seconds of being slugged consecutively, or if your bleedout bar has hit a certain threshold like 50%, if no other living survivor is within 30 meters of you then you get the option to close your eyes and give up, causing you to die without needing to wait the full timer. I've had games where I've been bled out, or had to watch my friend bleed out for the entire 4 minutes because the killer just wanted to stand over them humping their body or whatever to "show who won", you can't possibly escape, you cant stand up, they wont kill you, and if you DC you lose anything you earned for that match. It's unfun, non-interactive, and nobody should have to put up with this abysmal waste of time if they don't want to. There isn't even a benefit to the killer for doing this other than their "earned 4k" (which is what they like to call it sometimes).
We should have the option to die if we want to, because there are even times where you crawl to a hook and the killer refuses to pick you up. They will literally wait for your bar to deplete before hooking you and that makes it even worse. This type of gameplay has to go. At least camping and tunneling is over pretty quickly, but a full bleedout is an eternity, it's over half the time of a normal game spent on the ground unable to do anything about it.
-
@sizzlingmario4 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3398975#Comment_3398975
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3398988#Comment_3398988
It's just random. Basically, the game checks every second to see whether you should get a skill check or not and there's a certain chance of a skill check appearing depending on the action in question. For repairing, it's 8% every second by default, but for other interactions it’s different.
Things that increase the trigger odds of skill checks have their values added to this base value. Unlike a lot of other things in this game that are applied multiplicatively, this is just an additive modifier, so for example repairing with Unnerving Presence makes the skill check odds 18% every second (8% default + 10% from the perk).
There is no maximum time interval between skill checks. It’s entirely possible to do an entire generator without seeing one, but this is very unlikely.
Good to know, thank you for providing insight into the information around this subject that we were lacking, it's a great help and something I will certainly keep in mind moving forward!
Hopefully the developers consider the suggestion to add in some kind of frequency interval, as I don't believe that waiting extended periods of time for skill checks should be a part of survivor gameplay, but this is just my opinion and anyone is free to disagree.
-
@[Deleted User] said:
Are skill checks random, or is there a timing to them. Always wondered why I can sit on a gen and get one or two skill checks other times I'm getting them every few seconds.
It's definitely a good question, and also why I worded my suggestion as "frequency adjustment", because if there is a maximum interval for a guaranteed skillcheck built into the game already that we are unaware of as players, the timing is quite far apart. I can't recall if there are times where I have got zero skillchecks on generators, but there are times where I have been able to do 70% of a solo generator before seeing one pop up, and that is certainly far too long to wait.
-
@Caiman said:
I think 12 seconds would be better than 15 seconds.
Whatever works as long as it's consistent and fits the theme :) I'm sure there's a bunch of differing opinions that people would find reasonable, 15 was my spitball example, but in no way meant to be taken as a guideline for what the devs should follow. Even if they did 20 seconds or 30 seconds maximum interval it would be better than the current system of having to wait almost an entire minute for a single skillcheck in some cases!
-
@Slurpin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3376405#Comment_3376405
Unsure I'd qualify them as a Troll, they've posted too much on this forum for it to be the case. Likely more of a case that they want to haggle as many advantages as possible for their gameplay no matter how it affects others. It's abundantly common in anything asymmetrical. Especially in a game where you can get very high win rates by adopting specific playstyles, the notion of losing becomes very unpleasant and every benefit to your cause becomes righteous to avoid the dreaded losses.
That said they're entitled to those opinions even if they argue terribly.
On the subject of this thread, yeah totally agree, it's incredibly dumb. It feels like a 'win more' thing when I play killer. Must be unbelievably frustrating for the players.
You make a good point, and yes everyone absolutely is entitled to their opinion and I will stand by this whole-heartedly until said opinion is the downfall of reasonable requests, that's where I draw the line personally. If someone posts a request anyone is welcome to agree, disagree, provide facts, argue, discuss, and of course share their opinion, but when it hits the point where it's gone from talking about changes being good or bad for the game into a "well I hope you guys fail" it becomes more hostile. The folks on this thread haven't been asking for something way out of left field, it wont ruin the killer experience if this change goes through, but it will certainly make survivor feel less clunky and your choices to stay on an objective or let go will be more realistic, as opposed to sitting around and waiting for a chance that may or may not ever come.
I think with this mechanic the biggest issue is the randomness of skillcheck occurrences, if they were more frequent then it actually wouldn't be as big of a deal, and being punished for leaving would be more understandable.
-
@HugTheHag said:
I don't know what everyone's argueing about and at this point I'm afraid to ask.
Those skillchecks ARE very frustrating, and they SHOULD be cancelled or given the Overcharge treatment.
That being said !
I don't know if it's got something to do with ping, or something else, but recently, such cases have been rarer in my games. I've had more than a few instances of letting go of the gen just at the moment the skillcheck sound appears, and the gen does not explode. I noticed because every time I had that cringing like "oh ######### it's gonna explode I hate this game" and then surprise as nothing happened.
So there is some sort of logic behind the gen exploding as you're letting go, it's just... apparently a little inconsistent !
I've noticed this too, recently it will make the sound and not instantly explode in more situations, but it definitely isn't always the case. I have had a couple times where I let go of the gen as it makes the sound and kaboom, and others where nothing happens. Although I do believe that it should be consistent.
I think the only logical reasoning behind it blowing up upon letting go immediately after the sound is so people dont hear the sound and cheese it by letting go without needing to pass the skillcheck, which is completely fair and valid, but if this is the case what's preventing us from actually having to do the skillcheck anyway? I'm sure if new players abusing a "basekit technician" like that would be an issue, they can implement a system that will force the skillcheck with 100% consistency along with the sound queue, but if we let go we will still have to press the button at the right time to pass it. This way new players can't cheese skip skillchecks, and experienced players wont be punished for wanting to refocus their attention elsewhere at what the game deems to be the incorrect time!
-
"pay to win"
Every killer with instadown mechanics are almost exclusively considered to be the weakest killers in the game. Some opinions may differ but general consensus and high skill survivor/killer mains have these killers in lower tiers due to them having nothing more than M1 reliant powers. As a newer player these killers were and will continue to (for newer players) be considered strong, but the more confident in looping that you get, and the more survivor sided the map is, the weaker these killers become. How often do you actually play as these "pay to win" killers? Have you yourself ever seen why they aren't that powerful? The stealth aspect is strong sure, and in some maps a ghost face can certainly be a menace - but overall once you know how to abuse tiles and be aware of your surroundings these killers suffer significantly more than many other killers. Stealth and instadown mechanics keep the blood of this game flowing, learn to counter it or go play something else.
(Also, most exposed perks have major downsides, risk, or see little value on their own, even Devour Hope)
-Respectfully, a fellow survivor main.
-
I have suggested in another thread that they give No Mither some love, lest David have a near impossible Adept challenge that newer players wont even want to try, or they will just sandbag their team and themselves.
-
@Utilitarian_Belt said:
I only let go of generators immediately after a skill check. Any other time is too risky, unless the killer is approaching, in which case I'm more worried about staying alive then a 10% pop.
There are many situations where it isn't possible though to wait.
Hear terror radius and want to hide? Too bad, gen explodes and now the killer knows for sure someone is in the area.
Someone is about to get hooked and proc Pain Resonance? Too bad, gen will now explode twice losing 26% instead of just 16.
Your friend wants their heal 99d to get value out of their Resilience? Too bad, skill check at 95% and now you have to choose between giving a noise notification and healing longer with the killer headed right in your direction, or just finishing the heal, which you likely now have to do anyway.
You want to let go of the last 80% gen to go prep by the exit gate while your teammate finishes it? Too bad, gen is now 70% and your teammate gets quickly harassed off the gen they would have otherwise finished.
There are several more examples of where this can be a problem, and the whole "wait for a skillcheck" is a part of what I was talking about as purely unconstructive on my own post. It promotes unhealthy gameplay and automatically fails what should be a "skill check" instead of "wait for the interaction check"
-
@FFirebrandd said:
Logically speaking it should work that way.
A skill check represents something very wrong happening with the repair process. If you don't take steps to fix it right now, boom. You took your hands off the Gen, so why would you be able to do the thing to prevent the explosion? Survivors don't have telekinesis.
Honestly Overcharge should *also* work that way. It's kind of silly that a killer perk that looks like it should be anti gen tapping gives the Survivor temporary telekinesis to bypass that aspect of it.
I absolutely agree with this honestly, if a normal skillcheck will randomly explode the generator, then so should overcharge. Because you actually know overcharge is coming, but you dont know a random skillcheck is coming, but to be punished for RNG mechanic over an actual killer perk that guarantees there to be something wrong with the generator. So either all skillchecks should work like overcharge, or overcharge should work the same way other skillchecks do.
-
@SuperMunchkin95 said:
I see your point but then again, it's only 10% and if I'm not mistaken it doesn't continue regressing the generator
It doesn't, but I'm sure we have all had those times in soloQ where a teammate on death hook and injured comes up to you on the generator and teabags for their heal. If you dont let go they DC, if you do the gen instantly explodes because of RNG and the killer rushes over to take their free kill. In general the mechanic doesn't do much, but in some cases it completely changes the game, even if it doesn't do much to the actual generator.
-
I made a post about this exact problem and also how it affects repairing and healing and was met with a lot of backlash, sarcasm, and "deal with it" posts that don't actually provide constructive solutions in reply. It seems a lot of people don't care about this mechanic for one reason or another even though it is a negative experience for survivors and can be easily fixed by making all normal skillchecks function in the same way as overcharge ( i made the same suggestion in my post as well)
Feel free to check on my post here if you want https://forums.bhvr.com/dead-by-daylight/discussion/368098/frustrating-skill-checks/p1 Best of luck and hopefully the developers listen and give this another look in the near future!
-
@Volcz said:
Did you really just say DH got buffed? Yea cause that's going to deter killers from just tunneling the unhooked person knowing they won't have DH. Lol alright man. 👍️
"Yea cause that's going to deter killers from just tunneling the unhooked person knowing they won't have DH."
?
You do realize that as of the recent changes to the update the unhooked person will actually be the only person who has DH right?
-
@Chaos999 said:
Mmm. Self heal times should have been kept in my opinion, but let's see how things turn out.
Overall this feels like an extreme killer nerf while only a slight survivor nerf.
Lets me wondering where are slower, methodical killers going to get their slowdown from...
Seems like all recent changes are focused on making the game chase oriented, while discouraging tunneling and camping, but they don't address the fact that survivor efficient gameplay remains just as strong and that chase outcome currently largely relies on survivors mistakes rather than killer agency.
I would be thrilled to see changes made to the maps that actually encourage chase based builds, as well as new powerful chase perks
What exactly do you mean by "self heal times should have been kept"? If you mean as they currently are on live servers, they are far too fast and efficient, with addons/green medkits. If you mean as they were on PTB, they actually are being kept at 24 seconds, and only the basekit altruistic healing is being reverted to 16 seconds. This is good, there is more incentive to heal other people with a medkit, if you heal yourself it is significantly slower and takes the entire medkit (if it has no addons) to do so
-
@H2H said:
I knew they’d revert the healing nerf and keep the gen regression nerfs, predictable as hell.
bhvr maybe try playing killer at least once
"revert the healing nerf"
They directly attacked the self healing so it will take 24 seconds with any medkit (33% speed and efficiency penalty for self heal with a medkit). the altruistic healing was reverted to 16 because it was not only an unnecessary change but also impacted more than just the healing, it was affecting recovery speed too and had it take 48 seconds (which is longer than would have been for the finishing mori/basekit unbreakable) to get up off the ground without perks, and even with the help of another survivor. Basekit altruistic healing at 16 seconds is fine, it takes up the time of two survivors. People can no longer self heal in 8 seconds which was a huge problem, maybe actually read further into an update at least once, this is hugely beneficial for killers.
-
The amount of narrow mindedness in this post... Yeah lets just ignore the billy buff and the pain res buff because survivors got some changes they "wanted". The healing change broke the game, dead hard is max uses of 2 per survivor (literally not a buff), CoH has its self healing completely removed and medkits will no longer allow you to heal yourself at 50+% faster speed.
Yeah.. im sure this is what *survivors* were asking for...
The gen kick meta is boring for both sides, learn to let it go.
-
I'm surprised I haven't seen comments mentioning how DH actually counters insta-downs itself. When people running DH know they are facing constant exposed status effects they will stay injured to prevent themselves from being downed. This is okay on certain perks like OTR and BT, but an on-command direct counter to exposed effects is a bit silly. You are literally safer injured than you are healthy when running the perk against several killers. It's not just a third health state, a well timed DH literally negates these powers that are supposed to give the weaker killers something that keeps them somewhat relevant. An infinite T3 Myers entire power that he has to work for is directly countered by a single perk slot.
-
If you're having such a big problem with COH you could always run Shattered Hope instead of endgame reliant perks, this allows you to destroy their boon and if they want to put it back up they have to find another more potentially unsafe placement spot, this would have been a significantly better choice than Rancor or Terminus from the looks of it.
Also, people telling you that you have room to improve is quite humble, I wouldn't call that "insulting and mocking" in quite a few cases here, most people are being respectful, they are simply questioning your logic, or providing advice, which frankly, if you are on the forums consistently talking about "bad matchmaking", and people running perks that you yourself are aware are soon to be nerfed, and bad maps everywhere, it sounds like you could use a coach.
Killer is not an easy role to play, and a lot of people here are providing legitimate advice and suggestions that would make your game experience more positive, it's possible that you are taking a lot of these suggestions harshly because you are frustrated and want the game to change, and that's okay, but you should do your best to recognize that there are a lot of people here who want to understand your thought process and help you.
-
Instead of looking at the perk, the way to change it would be to reduce the RNG generation of maps. Personally, this is the only reason I run this perk, there's way too many times where I go to a loop and I'm like "I swear there was a pallet there last time" but now there isn't and I chalk it up to bad RNG. Windows simply provides information, where there is and isn't loops. The perk itself doesn't actually make someone a better looper, that's still on them. There's many people who run WoO and just drop pallets immediately instead of juicing the tile, or they take an unsafe window just because it's a "shiny" on their screen.
The perk doesn't need a change, if we have changes to the maps many people will only need the perk to learn where loops are when learning the game, as opposed to needing it to tell them that the 80% spawn rate pallet at that rock isn't actually there this time.
The perk itself solely relies on the strength of the player and the map generation in tandem, as opposed to being a strong perk by itself.
-
@Canas said:
Some of you still are wondering about the definition of a bully squad. I'm literally talking about bullies harassing me in the aftergame-chat, relentlessly taunting and harassing me for the outcome of the match. Also the fact that I consistently get games like this on various m1 killers only proves two things:
1) Matchmaking literally doesn't work, it doesn't adapt to my skill level.
2) Map design is so blatantly broken that it doesn't matter what items or perks the survivors bring, they can win easily.
People bullying you in endgame chat does not qualify them as a "bully squad", a bully squad is a SWF that brings overpowered items and perks and relentlessly bullies the killer to be annoying and refuses to do their objective just to fool around. Most bully squads aren't even actually trying to win. These are just toxic players, not bully squads that are out of control
-
@ThanksForDaily said:
Compensation is not near enough. Self, altruistic and recovery healing need to stay as it is now. Terrible changes.
That PTB is a recipe of how gaming companies ruining their own games.
Self healing actually does need a nerf though... A survivor with 0 perks can bring a single medkit and heal themselves 50-80% faster than another survivor can heal them. Self healing either needs to be exactly the same as basekit altruistic healing at best, or be slower, but it should never be faster. One survivor healing another for 16 seconds means 2 survivors are not doing primary objectives for 16 seconds, but a single survivor can heal themselves in roughly 10 seconds, meaning not only are they not wasting the time of another survivor and they can do their primary objective, but they are a lot faster, which multiplies the efficiency and negates the killer's pressure.
But yes, altruistic and recovery speeds are totally fine as they are in the game right now, I can agree on that
-
Although I generally agree I do want to point out that an AFK killer can still give you a pip even in gold-iri ranks. Provided you did generators the entire game all you have to do after is crouch in the killer's terror radius (counts towards the "stealth" points), the closer the better, to secure iridescent evader after about a minute or two. I'm not sure of the specifics, I'm usually quite generous with the time to ensure that I am confident I did get it, but in securing iri evader you should only be lacking points in Benevolent due to zero altruism. That being said you should still get one pip every time.
I honestly think the Emblem system needs a bit of an overhaul, I don't believe "Unbroken" is a good emblem, since the other three survivor emblems require you to be altruistic or contributing to the game in some way, Unbroken is just "dont get downed and then leave 4head". It would make more sense if it was something else that actually helps further your team's objective instead of just your own, an emblem that rewards you for not being downed is why you have teammates who refuse to trade at endgame for their team to reset and do a multi-rescue with more time on their hands. "I dont wanna lose my iri unbroken, sorry guys"
I also believe on both sides, points being taken away from emblems due to the other side's actions is a bit ridiculous. You lose Benevolent for your teammates getting hooked, and as a killer you lose malicious due to the survivors healing. With the upcoming changes to healing it will be a LOT easier to get malicious on killer, and a lot harder for survivors to get benevolent. Lightbringer emblem also does not reward enough points for you as the survivor being in chase while generators are popping, sometimes you run the killer the entire game only to secure a silver lightbringer, it feels like a slap in the face when you had the hardest job on the team, and nobody is getting benevolent due to there being no altruism to be had.
-
They respawn, I found 8 different ones in a single trial (the bug kept making it lag every time i attempted it) - they usually spawn quite near the last one you failed, but it can be quite random too. If you have good headphones you can hear them from a pretty fair distance, note they can also spawn in some awkward places like behind crates that are hard to see. Just keep looking and you'll find it, they are rough on some maps to pinpoint, multi floor or very large maps in particular, coldwind is also hard because of the corn.
-
I play a lot of both sides and usually go out of my way to play fairly and avoid attitudes that are considered toxic, but that being said, I do get situations where I play completely by the survivor rulebook for killers (no slowdowns, committing to chases for a reasonable amount of time, not sitting around a 3 gen, and only facecamping if i happened to catch someone after all the generators were already completed) and then get teabagged in the gates for getting a 0-1k in Cowshed on an m1 killer, and people giving "playstyle recommendations" like "hehe shouldn't have chased me."
Honestly dude, you can't win either way so just play however you want to play. If you want to get all the kills, do whatever is necessary to secure the 3/4k, if you want to play fair, then play fair, and when you've lost feel free to stare into a corner and leave the post game chat immediately to avoid the "cocky" survivors who look down on the people that play exactly how they ask you to.
The community is unkind, do what you want to do, do what you can to avoid the toxicity, and just have fun. If you can't have fun, it may be time to look elsewhere.
-
My personal beef with Dredge is that his own perk is countered by his power. Dissolution is a terror radius perk, so during nightfall it is literally useless, even less value if you have addons to extend nightfall or trigger it more frequently. I don't see the point in making a condition for the Killer's own perk that is countered by their primary mechanic, it could have easily been made into raw numbers instead of terror radius reliant.
-
@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3376136#Comment_3376136
"I just get annoyed" that's a you problem not a reason to change the game.
You're changing the subject. You try to argue that this failing of skillchecks you never get adds tension in a horror-appropriate way. I point out that it doesn't, and that it just frustrates and annoys. It's not thematically appropriate.
"liked by 1% of the player base" That's an assumption a very weak argument to make. People often over estimate opinions that agree with them and underestimate the reverse, there is a lot of good research on why and how we do this. Its worth reading.
I'm still pretty confident that you are part of a very diminutive portion of the playerbase that is actually positive about this mechanic, because humanly, it doesn't make sense.
The only ones I can imagine would be on board with it would be killer mains who never play survivor and don't care what edge they get, as long as it helps them win. They'll probably be positive about it.
I'm not saying all RNG is good but in this case the specific item being discussed isn't as impactful and game breaking and people like to bemoan and if it results in game loss then things were likely not going your way to begin with, so again a very weak premise you have here.
Swinging a close, fair, and thrilling match on complete RNG is even more antithetical to good game design. Yes, it won't turn a stomp around, but it will specifically devalue the best kind of match more than anything else, which, to me, makes it worse.
That's also underestimating the impact as well. As I mentioned earlier in the thread, it can happen multiple times in succession, which can have an enormous impact, especially if it's a hotly contested gen. Imagine trying to break a 3-gen but getting set back extra, for no reason. That's going to drag the game out and quite likely make you lose.
Also also, there's entire killer perks that have less impact.
"RNG runs counter to the value of the game, why because it represents a loss of player agency or license" Lets dissect this one objectively. Loss of license (or player agency) is one of the core mechanics in DBD, you spend time on the ground or hanging on a hook unable to engage in your objective, which is a complete loss of player agency.
Except in this case, it is a failstate concluding an exercise in player agency, meant to enhance the stakes of the preceding chase. It's also building up the teamwork aspect of the game as it creates situations for other players to go for rescues and heals.
The RNG we're discussing is not that. It has no meat on its bones, it's just a randomised set-back for no reason and through no fault or influence of the survivor. There is no interaction, no engagement. It just happens and the survivor gets annoyed. It doesn't create new gameplay or enhance any other gameplay.
This is what I mean when I say weak arguments, it's really poorly thought out and often hard to logically justify. I'm happy to entertain a differing opinion but make it a rational one. Take more time to think between posts if you need would be my advice.
Well, we're running into a bit of a problem here...
I hope they don’t remove it because I think it’s fine and if it annoys people and tilts them into playing poorly to the point they lose entire games over it than more power to it.
And that is that you are literally rolling like a troll and you flat-out say you -want- to frustrate players.
From a game design perspective, you can't rationalise that. It's legitimately just making the game worse. You may get a kick out of it, but no one else does.
I've already identified this guy as a troll based on his weak responses, constant repetition even when the arguments were debunked or further information requested, refusal to directly acknowledge points and fall back on "well you guys said it's annoying and this is a horror game so that's the only points I'll talk about" and making things personal, yet pointing the finger at us for that aspect. I'm done engaging with him, in anything other than asking him to leave if this doesn't matter to him, lest this fall into an even further pointless circle.
Thank you for all of your reasonable (not just because we agree!) feedback on this thread and the attempts to shed light and reason on the topic. Regardless of what he said we are allowed to agree with each other without it being "mistaking your opinion for fact.", at the end of the day we can support each other in what we wish to happen in this game, regardless of the opinions of someone who seeks nothing more than a rise out of people.
"I don't find this a problem so neither should you", is an argument that could be made about literally anything, but is historically proven unhealthy, as this is a manipulative mentality and stance to have. Sure some people on this forum are ridiculous with their requests and are absolutely crybabies, but our request is genuinely reasonable and the solution already exists in the game. If we don't talk about what we find a problem, we all become sheep or a hivemind, and that is not a real humane community. We are allowed to disagree and that should never be challenged with a "I don't care though" if he didn't care, he would have been gone long ago. Him not caring does not mean we should not care too, his first comment on this thread ended with a "change your perspective" and his current last comment ended with a "I hope they don't change it because I think it's fine", as if he needed any more ways to say "My opinion is the only one that matters" That attitude needs to look itself in the mirror before telling others that they are mistaking opinion for fact.
Today BHVR announced the coming changes to the bloodweb people have asked for for ages, I guarantee this is something a small percentage of people "didn't see as an issue", but the majority definitely wanted the change, and this wasn't even something that actually impacts you inside the game at all. If nobody mentioned it, or those who did mention it were met with "well I don't care so neither should you" at every turn, this great change would not be coming soon. BHVR has been making great changes to this game over the last year that I've been playing.
He's arguing just for the sake of arguing, regardless of whether we agree with some of his points or not, and claims that to be a consistency issue. I don't think it's inconsistent at all to say, "Hey this is irritating to me when it absolutely changed the outcome of my game, but if there's times where the gen explodes and nothing comes out of it I really don't care that much about it in those moments", it's just admitting there is some of his claims I can agree with, even if we don't agree fully.
But I digress, it was made quite clear in his last reply to me what he seeks from us, and I'm done feeding the troll.

