Akumakaji
Akumakaji
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@CakeDuty said:
The invites are quite weird. They do stack, but not during the game. They work like double BP offerings, where the event gen score will be added during endgame. So if all 5 used an offering and you finish one gen, instead of 3k points you'd get 15k in the endgame tally. I didn't realize this until yesterday either.
Even then, survivors should just always get the points. There have been so many times where I've worked on a gen and missed out in the points because I get chased away and another surv swoops in and finishes the gen. Many games where I run the killer for multiple gens and I don't get a single event point for that. If I get camped or tunneled, then too bad, no points for me either. Running Escape Cake/Terrormisu is a safer way for me to get more BP.
During the Anniversary event I could semi understand it, the offering also gave everyone double bloodpoints. This time around there really is no excuse why the points aren't global. It turns the game into a competition between survivors and they hard focus on gens and leave survivors on hooks longer than they should be etc.
Hopefully the devs will be willing to fix this.. or at least keep the feedback for next event. Survivors already compete against each other for bloodpoints during normal gameplay. Please just let us work together and enjoy events without the stress of outperforming each other.
Also, being a Pyramid Head main, I must restrain both, my use of cages and my Final Judgement special moris, as these are, somewhat obvious, no sizzling hot event hooks.
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@Aven_Fallen said:
Yeah, it is a shame.
I had a game today where I did not finish a single Gen. I was on Gens, but never got to finish them and got chased most of the time. In the end, I did not get any Bonus-BPs at all, so my Offering cost me more than what I actually spent for it... Did not feel too great.
The quite limited amount is also a thing. From what I have seen, every 5 Bloodwebs you get 2 Offerings and maybe an Offering in between those. But IMO if there is an event going on, all you should see are 5 Event-Offerings used. We are far from it.
Also, I randomly got a bunch of BPs. Got 64k BP after one game. And it did not even make sense:
Myself, died, 64k BP. Jake, escaped, 60k BP. Ace, died, 60k BP. Ada, died, 36k BP. And everyone used an Offering. (All Gens were done)
As much as a generally love to disagree with you, wow, that's horrible and utterly bogus! Why change a working formula and make something this broken?
IMHO one of the best events compensation wise was the lunar new year with the red envelops. Everyone would b-line for envelops, were Killer and survivor would often have their impromptu first encounter, killers would usually bully the survivor off, but everyone who opened their envelop would get showered in BP.
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I have had numerous survivors DC if I managed to down them quickly in the first Lethal Pursuer chase, of they were in a Duo SWF their mate followed suit. 2 Bots are better then nothing, but the game is still ruined.
I have no qualms to tunnel a bot out, so these games come to a end pretty fast. But, if the last survivor DCs and I am stuck with just bots, why do I need to have to play it through?
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@WW1PilotAce said:
so in the last q&a one dev said that base ub was scrapped, but the original problem is still there.
Its not happening every game, only very occasionally ... unlike t-bagging at the exit gate. If you don't approach the gates some survivors leave, but there is ALWAYS at least 1, often 2, who just stay for the whole 2min, just for the off.chance of your showing up. Nothing is done about that, and its wasting time every single trial, while a solution would be so easy.
Heck, even if it was a perk, I would always run it.
General Perk: "Just Leave!" - a survivor who lingers in the exit gate area for longer then 15s becomes exposed and the gates locked for them, until they move 40m away from the exit gates.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3504377#Comment_3504377
I am not believing any of Nightlight stats because it's not showing all community.
If i am not mistaken, it's just shows stats of people who using this website. So it's very limited with small community.
That's why official stats comes first. For me at least.
You are free to doubt Nightlights stats on that base, but its pretty accurate. The first 4 survivor perks are the same and in the same order, with the notable exeption that MFT is residing on place 4 at the moment. Of the survivor top10, Nightlight has 6 of the perks in the list BHVR published, and two of the perks in that Nightlights lists differs wont surprise anyone: Plot Twist and Unbreakable made the new list as entry 9 and 10, unsurprisingly, since they combo pretty well.
The killers list is actually much more interesting, with Nightlight sporting 9 of the perks on BHVRs list. At the moment Deadlock takes spot nr 10, with NOED not far behind on 12. So saying that Nightlights data is worthless and bogus isn't really supported by what we can assess.
Sure, its self-reported and only by the dedicated part of the community, but the data that we can compare shows a lot of similarities. I actually think that this strengthens Nightlights validity.
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@OneNineTwoNine said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3504300#Comment_3504300
Absolutely not. Where did I state that?
People love to throw around the notion that killers would want for survivors to start on hooks or that they deserve a 4k 75% of the time. I guess you need to be a killer main to see the problems this game has our way. When I started out I would get loads of 4ks, but once I got some experience with all the different killers and my MMR stabilized, it was an entire different story and things have become way, way harder each and every game since.
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I have made so many posts about this topic, but BHVR is rather adamant about this archaic practise. De-pipping served its purpose back in the day, but nowadays it might be one of the leading reasons behind the sweaty games we see. At one point I would race hardcore to the top and one time made it to Iri1 in 6 days or something, and this was awesome, because it allowed me to play the rest of the month anyway I liked; sweat or no sweat and freely giving hatch to whomever I liked.
Many people say its just a representation of your playtime, yet they defend de-pipping. Right now you need 90-something pips to go from Ash4 to Iri1; so easy solution would be to increase the pips a bit, say 150 or even 200, who cares, and make all games safety pips unless you DC. This way you just need your 200 or whatever good games a month to reach Iri1, but you are under no pressure. Right now, when I am at 4 pips, I will not give the cutest of survivors hatch, no matter how much I want. Why? Because I got burned SO often by the system. I was at 4 pips, a cute survivor wriggles and begs me not to kill them, I show mercy and let them out, and this leaves me a silver Devotion emblem with just one more needed to go to gold and the very next 3 games are against seal team 6s and I lose 3 pips with hardly anything I could do.
So now I hardly ever show mercy to survivors, unless I just pipped up or I miraculously managed to get to Iri1. Doing away with de-pipping would allow everyone to play anyway they liked. Just do it, BHVR, you are not making the game anymore fun or engaging by keeping de-pipping alive.
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@thisislastyearsmodel said:
Hello, all.
Looking through my post history it's not hard to tell that I really enjoy (or, at least, used to enjoy...) playing Trapper. I love the idea of essentially playing chess and waiting for all the pieces to fall into place.
That being said, he absolutely sucks. I mean, he is terrible. Even Otzdarva, one of if not the best Trapper player in the game, resorts to hooking in basement and trapping entrances around it.
The issue is, I don't know what they could do at this point to even make him better. Traps are significantly less threatening now that they're always visible with the new grass, he suffers from all the strong items and perks being used lately, he has no mobility to traverse large maps (even small ones, seeing as how you should ideally stay around your trapped gens/loops), and even if your traps do work well there's essentially no punishment to survivors stepping on them. Sure, they can be injured, but then they'll just go heal in 7 seconds inside of their boon area; or, better yet, if they're already injured and escape, nothing happens at all.
How can we take this killer out of the dumpster and at the very least make it fun to play him again without resorting to lame tactics like trapping basement hooks?
For some reason BHVR stated that they are ok with Trapper how he is. I have made multiple posts in the past with some ideas, a lot of them that didn't make him more complicated to play, but neither of these got any traction. Maybe this post is the destined one? But I guess BHVR is ok with their poster boy Trapper-kun to be more show, then menace.
Some ideas:
1) make all traps spawn at somewhat significant places, ie under windows, before pallets, around corners, in patches of grass, etc.
2) all traps spawn already primed and ready to catch
3) disarming traps carries some risk with in, and be it just a skill check. Mess up and you get injured and trapped (if healthy) or put into dying (when already injured).
4) give the traps some camoflage and let them better blend in with the ground of the level, basically making them a map asset. Yes, normally BHVR wants all killer items to always look the same, no matter the circumstances or cosmetics, but especially with Trappers traps it would help him so much.
5) let him carry 3 traps and also start with 3
Any of these would imprive Trapper gameplay so much and you could probably implement all 5 without making him overtly oppressive, but it would instantly stop him from being the beating bag of the game.
Here is one extra: every 45-75s (whatever you want it to be) Trapper can highlight a trap and with the special button either prime it or teleport it to his hand. Especially useful for this traps that spawn out on the other side of the map in nomans land.
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Some good ideas in here, but the real highlight are the Freddy stick figures!
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@MDRSan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3503969#Comment_3503969
If only killers that run at reduced speeds had some reason they moved slower - like, I don't know, some sort of ranged attack or blink ability that makes movement speed less of an issue in the first place?
Only during Halloween season, the rest of the year only survivors might gulp down a little blight infusion for another +5% speed bonus.
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@OneNineTwoNine said:
Let's talk about genrushing. Even if you don't think "genrushing" is a real thing, the fact that gens get completed so quickly in a lot of matches is still a massive issue. I main both survivor and killer, and find that in most of my games as killers gens pop so quickly it's overwhelming.
But I'm not gonna sit here and say that it's because survivors are genrushing, because the real problem is not how much time it takes to do the gens, actually. And that's why increasing the time that it takes to do gens, in reality, does nothing.
Originally, a gen took 65 seconds to complete. Now it takes 90 seconds to complete, and if we do some math, we can see that this only improves gen times marginally with a competent team.
There are 5 gens survivors have to do, let's assume that you are currently chasing 1 survivor, and all the other 3 are on gens (realistically, there will always be some variance in a real world example because of the inherent randomness in the game).
So if we use the original gen times in our math:
65 * 5 (gens) / 3 (survivors) = 108. That's 1 Minute and 48 Seconds.
Now, if we use the 90 second generators today:
90 * 5 / 3 = 150. That's 2 Minutes and 30 Seconds.
So in reality, all we've done here is give the killer a marginal 42 extra seconds. But what we've also done is make the game way more boring for the survivors having to hold M1 for one and a half minutes to complete their objective, as well as making it harder for solo queue.
So what's the problem then? In my opinion, this mechanic is inherently flawed as long as several survivors can complete multiple generators at the same time.
No amount of slowdown will help the game as long as generators can be split across several survivors. I think that in order to "solve genrushing" there needs to be actual changes in the core mechanics of this game. Of course, the devs didn't anticipate that this party game would be optimized by people who like to win every match.
Thoughts?
I have said it often here: we need to implement systems and core mechanics that incentivices a killer to go for more hooks and not rush the first kill AND to discourage splitting up on gens.
Tunneling and 3gen on the killer side and splitting up on the survivors side have always been the strongest base tactics in the game, but in the past (like 2ys ago) both sides could do without resorting to this tactics every game.
After several meta shakeups and baseline changes to the game, most notable 6.1 and the big gen-kick-Eruption-Overbrine-meta, made big parts of the survivor community aware of this tactics, not just the top SWF groups, and now basically every survivor knows that splitting up is king. Even is you were to roll back the changes, the player base know uses this tactics and is aware of it, its a "you can't put the genie back into the bottle" type of situation.
Same with killers, 3 genning had always be a go-to defensive tactic that was discussed in killer circles even years back, most often as a secondary tactic, ie "when you see a couple of gens close together, try to defend those instead of going for the lonely gen in a corner", but killers would still roam the map freely. Now with the way survivors can and do push gens, the killers are basically forced to set out a 3-4 gen at the start and defend that at all costs, while also looking for opportunities to tunnel one survivor out of the game asap, because 4 survivors that can pump out gens means that you can't hold a 3-gen.
Both sides of the story are born from pressure of the meta changing. While its objectively true that "killers have it the easiest since forever", when you just look at the raw numbers, this doesn't take the quality of the matches into consideration. Now each game is a desperate race against time, and each single mistep is felt sorely. When I get a 30s down, thats only a slight breather, because it means that I can now go disrupt one other gen, but if the first chase takes SLIGHTLY longer, because I lost that one mind game or the survivor even managed to lose me, then shortly after 3 gens pop and I got nothing to show for.
So in order to make things fun again, and don't back both sides against the wall from the start of the match, we need something like this
1) give killers back the old BBQ BP bonus as basekit, but only increase the counter as long as all 4 survivors are alive, ie when you tunnel the first one out, you are stuck at +25% bonus.
2) deal out some kind of debuff to all survivors for like 30s after each hook, but this debuffs are only in effect as long as all survivors are still alive. IE give the killer a reason not to tunnel someone out asap, but also don't punish them for that, but instead even reward them.
2.5) maybe make something like Grim Embrace basekit, ie upon hooking the 4th survivor lock down all gens for a time, and rework Grim Embrace into something different.
3) old BBQ was the best for the game: nearly all killers had it equipped for the BP bonus, but each hook showed opportunities and peeled many away from the hooks. So upon a hooking event, show the killer the auras of survivors that havnt been hooked yet, so that they can go for their secondary objective without tunneling.
4) give survivors a debuff for splitting up on gens and incentivice them to team up. Proof Thyself needs to be looked at under this system, but it should be night impossible to have 3 gens pop at the same time within the first min of the game.
5) give all survivors a permanent action speed buff for each dead team mate, something like sole survivor basekit.
This way the killer needs to juggle keeping everyone alive and spreading hooks, while finding the right time to go for the kill. And matches should be much more close and fun more often, then once in a blue moon.
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@Steakdabait said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3502962#Comment_3502962
The game is more killer sided than it has ever been. If you're unable to enjoy killer anymore due to hard matches, it's ether burn out or user error.
You just gotta love this "knows it all" attitude...
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2 ys back or something, leaving survivors on the floor would slowly regress their wriggle timer. Why was this removed? Now under certain circumstances, a survivor becomes unpickable, and this is just dumb.
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@Crowman said:
The root of the problem, is too many people are queueing up to not play games out. The game would be much better off if people knew how to take breaks.
This and without MFT and no de-pipping for a bad match, while de-pipping for DCs remains.
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This perk is giving me throwbacks to pre 6.1, where one single over-tuned perk ruined game after game after game. Most loops are already save enough and require you to mindlessly play ring around the rosy, but with MFT you literally die a bit inside with each and every loop and you can do nothing: if you bloodlust, you get a pallet to the face and they zoom off, if you respect the pallet, they can greed the loop ad infinitum and if you break off chase, you don't even get to remove the pallet and its stays up for more "fun and engaging rings around the rosy". How fun.
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@DaddyMyers_Mori said:
They could just show hooks per survivor...
Thats another thing. Tunnelers are just gonna tunnel, no matter what and most of them can count to three, but when I try to go for 8 hooks, its really tough and a lot of survivors died when I just wanted one more hook.
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They could at the very least rotate the assets that were already in the older Prime Gaming rewards, if they don't want to "waste" anything new. Do 3 cosmetics and then rotate them two times, giving anyone who gets them a second or third time 400k and 1000k BP. This would be a sort of best of both worlds.
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EDIT: ... wrong thread ^^
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Yeah. Just give them some differnt colored shades or whatever, especially for the base outfits, where all the different recolors already exist. This kind of confusion ain't clever, its just dumb and lazy and you can have just as much "fun" and "omg matching sets lol", when they are distinguishable by a slight shading.
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@whickedchainsaw said:
Every match there are 4 survivors using WoO. If you check nightlight, you will see that the using rate of this perk is MORE than an exhaust perk!
https://us.v-cdn.net/6030815/uploads/XCTHZPLTE37T/image.png
You take away their looping crutch perk and watch how they all crumble down.
It is the most played survivor perk right now, and it can be tedious when a chased survivor runs you through every single pallet on the wall (you certainly feel when they habe that perk equipped), BUT does this really affect the quality of your matches and chases, like DH, for example, used to do?
With DH I always died a little bit inside, when I catched up to or cornered a survivor and or they missplayed and then, haha surprise, they pressed E and erased their mistake. WOO is just a nuisance, and you can always break chase.
I find MFT much more irritating in quite the same way as old DH, though. Without any clever play, survivors can just reach pallets that they shouldn't, drop them and thus extend a chase beyond its allotted time. And in one loop on the Game, it was physically impossible to catch the survivor and they could just greed he pallet in an unparalleled way. The grind to bloodlust and then an inevitable smack to the face was EXCRUCIATING! Pure pain... THIS is the stuff that we should complain about, not harmless, old WOO.
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@GannTM said:
I swear a lot of you would not survive back in the way early days of DBD when infinites were a thing. Killer is so easy these days while solo survivor is just miserable. What else do you want?
While thats true, that does't make it any better in todays meta. Even after a very good and fast first chase 3 gens can easily pop, and while thats not the end of the trial, its already extremely disheartening and puts a lot of pressure on the killer. Both sides skills have tremendously increased since the early days of DBD, due to meta pressure (6.1, no DH, Eruption-OverCOB-meta, MFT+Hope) and no matter how much you might incentivice certain playstyles, you can't make the playerbase unlearn their skills.
Now basically all killers know to look for a 3gen situation, while basically all survivors split up and both increase the stress and tension in-game, while also leading to very short of brutal games, with one side or the other snowballing out of control pretty early.
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The vents are like Demogorgons portals, but they are predetermined on each map and survivors can use a soldering action to close them up, forcing the Alien to take another exit and force the vents open with a M1 attack from the outside.
Besides that it has a 6m lunge like T3 Nemesis with its tail, but if it hits a wall, it can get stuck, frustrating the Alien while it frees its tail.
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@ButterFlee13 said:
So, would we have air vent mechanic and Motion Tracker mechanic?
Alien is like a lurker tbh, if they gonna do a confrontation type, its gonna be bad. So stealth and sudden hit
Its like Demogorgons portals, but they are predetermined on each map and survivors can use a soldering action to close them up, forcing the Alien to take another exit and force the vents open with a M1 attack from the outside.
Besides that it has a 6m lunge like T3 Nemesis with its tail, but if it hits a wall, it can get stuck, frustrating the Alien while it frees its tail.
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@dbdthegame said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3497741#Comment_3497741
People would leave the game if suiciding on hook wasn't a thing? I haven't heard that one before. I sure didn't hear it for COH, Dead Hard, DS, medkits, now MFT... It seems like people will leave game for just about any reason.
The thing is, with the new BOTs in place, a player who regequit DCs or whatever is hurting their team less then as if they hook suicide. A player who DCs will be replaced by a bot, who at least tries to do gens and is unmindgameable, a player who hook-suicides just turns the game into a 3va and a definite loss.
But as a killer main I am still a bit salty that I get no easy cop out and just have to stare at a wall when the survivors are all bullies :)
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@Seraphor said:
They're both choosing to drag the game out in the name of greed. If at any point either of them get fed up, they have the option to end it by giving in. The fact that neither of them do, means they're not fed up, and they're willing participants.
They're just too stubborn. Killer doesn't want to settle for a 3K. Survivor doesn't want to risk dying while a bot gets the hatch.
To be fair, the latter definitely sounds more insulting.
Lolol! I never gave this some thought, but yeah! Bots can now definitely take a hatch that could have been a players escape route. How delicious.
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@TatsuiChiyo said:
Heres how I did it. Urban Evasion, Calm Spirit, Distortion, Iron Will. Wear dark clothing, go to Midwich, hide in the center courtyard the entire game. Be hated by your teammates. EZ
You forgot the probably most important one: activate anonymous mode!
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Yes, yes, this maps are absolutely disgusting to play and I hate them and ... wait ... WAAAAIT!!! You are no killer! You are writing from a survivors perspective! ... but why? Whats happening here? Is this a parallel universe? Or just a cruel joke? The corn maps are supposed to be some of the most survivor sided ones, as survivors really love to juke the killer in the fields with just one deft maneuver or showing off their awesome looping skills, eh smoll hit box, at the ring around the rosy tree. So why are you doing this? Do you want to make this maps even MORE painful to play? They are very characterful and thematic, though, I will give you that.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3495190#Comment_3495190
It confuses Pinhead. He's not use to survivors causing their own suffering.
Its sorta like "Ok, nothing left to do here. Off to the next trial."
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@GannTM said:
He didn’t came this time 😭
Plot twist: he came one final time.
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Use a tape as your lucky charm and it will ward of the crazy girls evil eye. Just try it out.
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They all look quite futuristic, even the recolors and I like that a lot, it gives them all a fun scifi vibe.
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3494515#Comment_3494515
The only thing I read was the last comment is on 8th June. 6 weeks before you dig this old topic.
I was not going to read your complaint.
Discussions about gen-rushing will never get old.
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@AmpersandUnderscore said:
Actual gen rushing is pretty rare. That's the (usually 4-man) squad with most everyone running toolboxes, BNP, and one or two gen speed perks each.
What most people call 'gen rushing' is just the killer not bothering to establish pressure, or not understanding pressure in the first place. First chase the killer will have one survivor busy, and the other three have literally nothing else to do except gens. If that chase goes too long, and those 3 gens pop around the time of first hook, that's sometimes called 'gen rushing', even though the killer is just then establishing pressure with that hook.
Compound that with the easy and meta stats of tunneling and camping for maximum pressure on one survivor, and minimum pressure on the other three, means gens are fair game for 2-3 survivors for most of the game.
It feels like many killers who post on these forums have zero clue how long their chases are or how long it takes for them to locate survivors at all, and simply expect survivors to stand afk in plain view until the killer is ready to hook them after their teammate is dead.
These killers just slap on 4 slowdowns, wander aimlessly trying to find anyone, chase one survivor for 8 minutes, and then act all *surprised pikachu* when the other survivors are doing their objective. The last step is posting here complaining that 'gens are too fast' so BHVR can give them more training wheels instead of them improving at the game in literally any sense whatsoever. Bonus points for 'being max MMR because every game is just a comp level SWF'.
What people fail to see is how the community evolved with the game and its meta. When I started you had a lot of kinda casual games, where you chased someone, downed them, a gen got done, you chased another one, downed them, another gen got done, and when the playing field got smaller, the pesky Steves and Neas tried to goad you into prolonged chases and would even follow you when you chased another survivor. Back then survivors were pretty darn save with multiple layers of protection and could effort to play games with the killer and be unefficient.
Then SBMM made everyone sweat a lot, because survivors didnt want to end up in MMR hell, and 6.1 brought the big, sweeping changes. Gen time get increased by the famous +10s and a lot of the old meta got turned upside down. Killers experienced an all-time high in power and while some just enjoyed the new status quo, sadly a lot leaned too much into their bully persona and made the survivors game absolutely misserable, so survivors learned to play extremely efficient, as to counter the increased gen time. Splitting up was always a winning strategy, but in the past it wasn't nessecary; now it became to norm to split up in two teams with one Proof user.
Then the Eruption and gen kicking meta happend and a lot survivors ditched fun builds for ultre efficient gen eating ones. It was a back and forth, but now we are at a point were most of the gen regression perks on the killers side have been nerfed and severely reigned in, but survivors havn't suddenly forgotten how to be ultra efficient. Not every group is, mind you, but in the past most survivors would somewhat hang out together to get a gen done asap. Nowadays everyone knows that splitting up is the best thing to do and its basically a given. Its not rare at all to have a really fast and quick first chase and you down the survivor REALLY fast, but by the time you reach the hook three gens pop. Thats not the end of the trial, but its still devastating for moral, to have barely started the match and you are already down 3 gens. Survivors in this case aren't gen rushing, but they are splitting up and doing gens in the most efficient way.
And with only 2 gens to go and just one hook stage on your side, most of this games are already decided. If the gens are setup in a way that the survivors split the map in two, they already won, if you can still hold a 3 gen, it gets nitty gritty. Quite analogous to how splitting up was always a good strategy, the same can be said about 3-genning. When I started the game, all the killer 101 tutorials talked about 3-gens as a tactic to keep in mind, but most of the time killers hadn't to rely on it from the start and a lot of killers didn't know about it. Now they all know and many use is to their advantage and many survivors call this "unfun" and want it nerfed; some on the killers side with gen rushing. And of course, killers now tunnel more then ever, because in this current meta, you just can't effort to reach the 1 gen stage with 4 survivors runnign around, thats basically throwing.
In reality, both sides are just applying the techniques that the meta and pressure taught them, but its an arms race and there isn't much design space left. We all know how it often feels: all the killers tunnel at 5 gens, but if you decide to play killer, gens pop like popcorn. Its a genie in the bottle situation: now that the wider population of both, killers and survivors, have internalised the most efficient ways to win, and in some cases the only way to win, you can't make them unlearn this.
So this game needs some sort of reset. We need to go back in time to a place were this arms race thing hadn't happend yet and then we need to put in systems to incentivice the good play. Debuff the survivors with some escalating buffs, but take them all away once the first survivor dies. Give killers back old BBQ-style BP bonuses, but only increase the counter for hooking a survivor, while all survivors are alive. Inverse the efficiency debuff for repairing gens, ie doing gens alone is much much slower then doing them together. Give survivors a repair speed bonus for each dead other survivor, so that they might still push through. Incentivice killers to go for more hooks over kills and incentivice survivors to do one gen after the other, but speed things up once they start dying.
The game could also do with a comeback mechanic. Peeps seem to hate the idea of being "punished for playing good/wining", but DBD is sadly very snowbally and the fun games, where both sides give it their all an the game could swing in both ways, are very very rare these days. Most often one side starts winning and then win harder and the other can just watch getting stomped.
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@dbdcolonsteamer said:
I have more concerns than strength.
In the current Sadako game, you have the choice of either worrying about the surprise attack or removing the tape from the TV to prevent the surprise attack. Removing the tape will give you temporary safe, but the curse will bring you closer to death, so you'll have to keep feeling the pressure until you're done with the task of removing the curse.
The new Sadako also protects you from surprise attacks and warp curses when you pull out the tape.
Survivors can therefore quickly access the TV and keep the tape as a talisman.
The moment when another fear disappears from a horror game.
I think the new Sadako, as done in the PTB, feels the changes to killer items the most. I really despise this changes and think that it should be removed, as it takes nearly all tactical decisions out of dealing with killer items, but I havn't actually heared many discussions about it. I guess because peeps hate Pinhead, and this change nerfs him hard, everyone seems to be somewhat happy with this and thats why it won't be reverted or anything.
Right now you can remove a tape and keep it as a talisman, while still keeping your normal item with you and not leaving it behind on the floor somewhere. Its like eating your cake and keeping it at the same time, not having to decide for one option or the other. Yes, technically you can't access your item while you are holding a killers item and using or dropping that one first, but the key part is that you still keep your regular item in your hand, not somewhere on the map.
And other stuff seems not well thought through, too. The other big one is that you can put the tape back into ANY TV set, not a specific one. This alone removes any sort of pressure. Yeah, if Sadako downs you with a tape in hand, you get a stack, but you are virtually save from the most eregious parts of the curse, so why should you bother?
One simple change could be this: holding on to a tape makes you save from the teleporter condemnation, but if you are downed while holding a tape, you get 2 stacks of the curse and on hooking everyone else gets 2 stacks. Also, either revert the change with the TV sets, so that you have to take the tape to a specific set, or at least make the interaction with the TV set take much longer, like 8-10s. Most kids these days would have no idea how to work a tape deck anyway, and you have to rewind them to the start or pay a fee, remember?
As a last thing, 4 stacks getting removed by a single tape and TV set interaction is really a lot. Maybe make it 3? Or even better 2.5, because we are already working with bits and pieces. And the TV sets are out of commission for so long ... the old Iri TV set add-on should be sorta basekit, ie after hitting a survivor after a sneak attack, turn on the latest 2 TV sets.
EDIT: I just read the new update on her and they addressed a fair ammount of the points that I critizised. So I will hold my breath and happily play and test her heavily tomorrow. Happy gaming.
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@MikaelaWantsYourBoon said:
And then people are asking why i am complaining about Blight & Nurse so much. There is no killer; only Blight, Nurse, Wesker, Spirit and for some weird reasons Legion.
Why people are not playing Doctor? Freddy? Plauge? And other killers. It's really so boring to get same killers over and over again.
I don't know why devs are not nerfing Blight & Nurse and not buffing weak killers for make them more playable. I stopped count Weskers tho, i think i got like 6 or 7 Weskers today but he is fine. I don't think Wesker needs any nerf.
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The Entity is the DBD master of the monkey paw. Eventually everyone gets their most whined about wishes granted, but it always comes with a price. Killers cried about too fast gens, untouchable survivors due to DH and CoH, the Entitiy chuckled, waved one of its spindly monkey claws and after thats all gone, survivors prioritized slamming gens asap over everything else.
When survivors cried about gen regression and slugging and face camping and 3-gening, the Entity chuckled, waved one of its spindly monkey claws and after thats all gone, killer mains only played strong killers and Devour Hope coin flip builds anymore.
I myself cried a lot for some of this changers, defended other causes, but eventually DBD changed and most changed left it lacking, more dull and lackluster. I don't know ... I don't want DH meta back as a killer or gen kicking meta as a survivor, but no change happens in a vacuum and all of this has a rats tale of unforseen consequences. This game is a real beast to balance and will go buckle wild instead of quietly let you twist and turn a couple of nuts and bolts. On one hand you can't let it fester with its glaring issues, on the other hand no change left the game not in a somewhat more dire and dull state...
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3490745#Comment_3490745
didn't killer suggest this solution to boon design problem and they implement it as a perk? I used during COH era and looked pretty good for countering boons with wraith but issue was that people also ran these hyper-fast healing med-kits. there was nothing to counter those med-kits so it still wasn't rewarding to hit & run.
It should have been a basekit solution. Imagine if BHVR did a honor their promise to tackle 3-gen by doing it via a perk, survivors would riot.
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@Ariel_Starshine said:
Everyone who plays games with these types will quickly learns a first lesson: how important it is for them to win.
I could write an essay on how this effects ego and why people engage in this behavior but I won't bother. It just all comes down to ego and pride. Losing evokes shame and failure. They take the game very seriously. If they didn't they'd just hook, go for hatch and move on.
The game was much more fun, before the current MMR system encouraged sweaty games as a game mechanic; its especially important for survivors, as loosing too much will put you into MMR hell, more so then ever with so many killers camping and tunneling, so those survivors that are good enough, sweat and try to win, forcing the killer population to sweat more and camp and tunnel, just to keep up. Its a system thats keeping itself alive at inifinitum, and it has not been a healthy one for the game as a whole.
If BHVR wants to keep its MMR system that they invested so much time and money into, they should at the very least do away with the de-pipping system. It has minimul upsites of "keeping a goal and the game somewhat tense", claiming that its just a function of time played since the last reset and no reflection of skill, but the downsides far outweigh this: many players really want to climb as high as possible, and the fear of depipping when at 4 pips has often lead myself to play sweaty and tunnel and not give any quarters. Reaching Iri1 has always been a big relieve that finally allowed me to relax and play as I want for the rest of the season, and I really wish that I could play that way from day 1.
So why not do away with depipping unless you DCed and instead of around 90 pips we now need 150 pips to go from Ash4 to Iri1; still a good chunk, but now it would truly be a function of time played, not a frustration simulator.
@Steakdabait said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3485739#Comment_3485739
I can guarantee you that looking for the last survivor for 3 minutes is infinitely less efficient than just doing hatch coinflip for bp and hook/kill challenges. For your last point, you won the match if it came to a hatch coinflip. Why waste not only your time but 2 other players time for little gain.
"Wasting" two players time (actually just the slugged player is truely wasting their time, the other can still repair gens if its down to the last one or go for a pickup/evade the killer) is still much, much less toxic, then 4 man waiting 2min at the exit gates, just to show of their sick twerking skills :) One of this serves at least a purpose, the other is just wasting time of up to five people.
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@pseudechis said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3487708#Comment_3487708
This is a pretty good idea. Would definitely Mix up totem use.
I have two main rework ideas, that I consider pretty based and would love to try out in a PTB, but sadly no one at BHvR seems to agree with me sadface
1) at the start of the game, all hexes are sustained by The Entity. Suevivors can interact with dull totems any way they like, ie blessing them, cleansing them for Inner Healing/Overzealous or just cleansing then to "do bones ". After 2min (or 90s the exact timer is up to debate) all the killers hexes are transferred to any random, remaining dulls in the game. If too few dulls exist, the killer loses access to this perks as usual and from this moment the game plays normal.
2) All Boons and Hexes now have global effects (that needs to be looked at and decided about). So a Boon CoH now increases healingspeed for everyone, no matter where they are, but booning now gives a directional thunderclap so that the killer knows where to start looking. Killers can now rekindle all hexes an infinite amount of times and pressing tab will cycle through their available hexes. Survivors and Killers can now both decide to snuff and then boon/rekindle the oppositions perks or cleanse/destroy them permanently, reducing the other sides options.
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There is no consensus about what gen rush really means, but several things changed, compared to the past:
- survivors bring more gen related perks and/toolboxes
- suevivors stick more to gens AND split up. Some did this in the past, but nowadays it's the universal approach
- gen defense got severely neutered and there is not much the killer can do. POP made a bit of a comeback, but I still despise the percentage, and PainRes has a sort of identity crisis. I think it should just have tokens and after 4 scourge hooks it stops working, that you only get for shots and this have to be with 4 different survivors? Ugh
Well, whatever. Some peeps claim that killers is easy mode and this isn't mirrored in my games. It's really disheartening when you have a sorta good 1st chase, due to Lethal get in there right from the beginning, and still, before you can even hook that survivor,3 gens pop.
Yeah, 3 popped gens don't mean that the match is over, but it instantly changes the whole trajectory and undertone. When you pop three gens in my first chase, I won't be playing nice; were I trying to hook two others before circling back to the first survivor, the match would end with 2 hooks and ggez at her exit gates.
The last two years have been a steady arms race between killers and survivor's, and even though 6.1 gave the killer the biggest buff ever, after a couple of days I knew that this would be it and that we would probably be seeing nerf after nerf after this. The reality was much more nuanced and complicated than this, but the game just became more and more competitive, and the competitive nature optimised the fun out of it. It's literally kill or be killed and everything is happening at a breakneck speed with no room for cute interactions and snoot boops anymore.
The game needs a big reset and some caps on both sides, while also setting up systems that reward killers for hooks, not kills and possibly giving suevivors a real side objective. Nearly every single time I showed mercy to a survivor and purposefully didn't tunnel them out when I could at 3 gens, I paid the price for this, as 4 healthy survivor's at 3 gens is just a nail in the killers Coffin. The game could really need some escalating debuffs or global regressions for each hook while everyone is alive, while giving the remaining survivor's increased repair and healing speeds.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488832#Comment_3488832
When i run this build, people tend to DC when devour kicks in, or if they get downed by haunted grounds. That is why i made this thread. It actually happens probably around 30-40% of the time for me now.
Wild!
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BTW, right after commenting in this thread, I tried a Devour build with the Singularity and that David dced the instance I downed him with Devour. After that I interrupted a cleansing of one of my hexes (possible Devour? Who knows ... in their infinite wisdom BHVR decided that the killer must not know which hex is which ^_- ) who died on hook and then it was basically game, with two survivors out.
Sadly I could only use one single pod the whole game, all others were EMPed the whole match and I had no opportunity to replace them. Singularity still plays really unfun and you feel oppressed by the survivors from the get go. So is Devour our next thing, then? Either winning high or losing extremely low?
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@Krazzik said:
Devour Hope has the potential of being THE strongest perk in the entire game and always has. The problem is that:
1 - It's a hex, and thus can be cleansed straight away and REQUIRES Undying to even be semi-reliable.
2 - You need to charge it up to 3 stacks before it really starts being useful, and again, can be cleansed long before you get 3 hooks.
3 - The moment it's revealed, all survivors (should) stop whatever they're doing and look for it, ensuring that unless you're already handily winning or are playing the few killers who can defend totems, it'll be cleansed before long.
It's a strong perk but like all hexes it's just too RNG to ever be reliable. Even when Ruin was meta most people ran Pop as a 'backup' because they knew Ruin wouldn't last, and Devour NEEDS to last to actually get good use out of it.
I almost never run into Devour Hope as survivor and when I do, yeah it's a massive threat, but it's just as likely to get cleansed before it's even 'revealed'. And if it does last long enough to be revealed, it's usually cleansed before the killer gets more than two insta-downs, and certainly before they start using the mori.
All true. I used the mori part of Devour exactly three times in my entire DBD career, its just that unreliable and gets cleansed father then you can blink, unless you dedicate your entire build to it, and if you do that, its even more devastating when it gets inevitably cleansed. So it can be fun and very strong, but every fun and strong play is bought with probably a dozen frustrating and mediocre trials.
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@BlueMoonBRUHMOMENT said:
Can we all agree that if raise your hands to get off of hook, but don't actually come off hook.
That means that the killer isn't nearby AND no other survivor is going for you?
Nah ... it means "the killer is near, don't come!" clear as day.
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Just a quick response thrown in my me:
when I started DBD, I quickly learned to respect DS. Tunneling someone out wasn't easy and often resulted in just 1K, or some big altruistic games and 0K. One survivor that looped and t-bagged me a lot jumped into a locker and I kept watch over that locker for 40s, because I wanted them dead so much ... and in the post game screen I could see that that one didn't even have DS equipped! But that perk was so prevalent and so strong back then, that I played by its rules without it being there.
Later I would actually have a digital clock running on my second screen that I could glance at, when I really needed to off someone, and I used that to gauge DS timers. I even had games where I downed two survivors with the exit doors not yet opened, and I had to wait 1min before picking them up, because I couldn't be sure that DS would ruin my win.
Nowadays, if I want to tunnel someone, I just do. And if I get hit by DS, its goes like "lol, what just happened? Oh yeah, DS. Lol" and 9/10 times I just down them 10-15s later. I am not opposed to rewind the DS timer and just deactivate the perk during EGC. I felt that bitter sting of utter impotence a couple of times back in the days, though, and it was just an overtuned mechanic, not some clever or skillful play by the other player: a player got downed in range of the open exit gates, all other survivors were dead or had left and that player slowly crawled towards the exit gates. I was pretty sure that they had DS, so I let them crawl all the way, picked them up at like the last couple of frames before they were out, got hit by DS, t-bagged and "ggez"ed.
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@GoodBoyKaru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3487772#Comment_3487772
Just make it so the highest effect applies. It doesn't stack, just takes the largest number, like if someone gets Exhausted for 5 seconds and then 20 seconds it just makes them Exhausted for 20 seconds, not 25. If you use MFT + Hope + Dark Theory you still only reach 7%. That'd allow BHVR to buff other pretty awful perks to be a lot more useable solo without worrying about breaking the game.
@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3487776#Comment_3487776
It should be.
I hope one day they will limit the total Gen regression time to 120 second or something, then they can buff Gen perks all they want. Gen perks should be strong, but just stack 4 of them is just stupid.
I am sure that at one point, the decision to "never limit build freedom" and "everything goes with anything" was a good one, but fastforward 15 chapters or so, and the bloat is suffocating everything, ironically severly limiting design space, instead of offering the big freedom. Caps like you mentioned should be set in place, and certain perks should just be banned on certain killers or maybe have a reduced effect on them. This would warrant more accurate tooltips and specialized desctiptions, but would improve the gaming experience so much. How often did BHVR come up with a cool perk idea and someone thought "yeah, this sounds fun and might even help weak killers like Trapper" and then someone said "yeah, but it will make Nurse super OP" and then its effect was minimized.
Imagine if a perk like Awakened Awareness kept its original lingering aura reading, but not on Nurse and Blight, who would get the modern version. People are already using wikipedia for other games with builds, to gather all this more complex info, the game wouldn't suffer from a big of more tailored effects that don't neatly go on one single page.
Also, the game could need a sort of reset. From 2016 till now it has been sort of an arms race of gen speed and gen regression with some chases thrown in and now tunneling, when gen regression has become mostly unfeasable. Resetting things and reigning in some of the more outlier perk combos would help the game a lot.
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@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3487545#Comment_3487545
Haven't been booped in a long time sadly. They never try it anymore.
Same the other way around, sadly. The last 10 or something Pigs that I tried to boob just murdered me in cold blood. Fun in this game died a long time ago.
Well, actually, yesterday I had a fun game. It was on suffocation pit and I got a very fast first down and another survivor sorta gave up and moonwalk ran into me to get my attention or something. Well, every second down I got, I would not turn to a wall, but turn fully to the open and like got blinded every time. Eventually the survivors catched up to it and we made a game out of it and even the survivor who originally wanted to give up joined in. We sorta all played the game "normally", but all comitted ALL the beginners mistakes and blundered through the game and it was so much fun.
We all agreed that this was a rare game, and it shows that the sweat fest that modern DBD has become isn't doing the game any favor. In the olden days, when peeps were just goofing off instead of optimizing the fun out of the game, more peeps had a good time. Back then, it actually held any substance when you accused a killer of being an unfun tunneler, but nowadays, most of the time gens are flying like mad, so you have to either become the monster or get "ggez"ed by the small monsters, there is very little in between, and its sad.
Booping the pig is one of this little interactions that just died, because no one seems to have time anymore for this.
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@C3Tooth said:
3 BNP
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Squad of Jakes
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Squad of Claudettes
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Squad of Megs
This was the last game I played tonight, and oof, this was just aweful. Stuff like this gladly doesn't happen too often, but this was on of the Bully squads of legend. They constantly harrassed and mocked me and wouldn't allow a single hook, if they could prevent it. The 4K were just a phyrric victory and gloss over who was the true winner of this match. They didn't even touch gens, just constantly blesses totems for that Exponential effect and then ran besides me to trigger Break Out or sabo the hook if needed, it was pure hell.
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@Zokenay said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3485761#Comment_3485761
Why would that matter tbh?
Sure, its cheating, but all you get are items or addons that everyone can already get.
Its also because of how fast peeps blaze through new content. When a new chapter releases, peeps are already blistering run and done with it, if there was no cap, a lot of players would just prestige the new characters and unless they really like the design, you would never see those characers again.
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A cool power and concept is once again gated behind an extremely clunky mechanic. Watch videos of how fluid his sword to the ground was in the olden days, now its very clunky. He is still very strong, as a proud Pyramid Head main I can vouch for this, but his power is not exactly plug and play and even with experience survivors can dodge many punishments quite easily.
If you invest the time to learn his ins and outs, he is a very strong and rewarding killer, but he is really hard to master. Oh, and before the BT basekit, you don't know how many survivors DCed when you did a double KO at an unsave unhook from 10m away with double range add ons. So many survivors didn't know about this, tried a risky unhook and ended with both of them on the floor, again. That was very fun, but I don't mourn it, as this must have been such a downer and joy kill.
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The way crouching hard counters his whip is so sad.


