Akumakaji
Akumakaji
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Hey there.
First things first: yes, the survivors have basically unlimited EMPs and are more or less in total control of your power at this point. The EMPs are in for a hot fix soon, but the announced changes don't convince me, that they will tackle the core of the problem, but just peripherially give the new killer a little bit more breathing room. But I guess we will have to see it go live to truely judge this hotfix.
Until then, consider that your power can and will be disabled for good portions of the match. Its usually not recommended to shoot too many pods randomly all over the maps, as they can easily be disabled by EMPs. Its better to use your power in chases, ie a survivor is at the other side of a loop? Shoot a wall with a line of sight and tag them, then try to teleport to them.
Regarding the power: you shoot a pod at a wall and can then jump into that pod with your secondary ability button. With the pod you need to look at a survivor and after the gauge filled all up, you will automatically shoot at the survivor and tag them. A tagged survivor can be shot it from yourself or a second go from one of the turret pods, and if you hit you teleport to the survivor. When you get struck by a pallet during the teleport, the pallet will break. Otherwise you rise up behind the survivor and are in overcharge mode for 4.5s, during which you can move faster, vault faster and break pallets/walls faster.
Usually your first instance of a tag will be cleansed by an EMP at the ready, so you need to plan for this/think on your feet and tag them again, somehow. After you got rid of their first EMP, you still need to be wary of other survivors coming in for an altruistic area EMP blast. Tags/infections can theoretically spread between survivors, but in praxis, when this happens one survivor will just activate their EMP, rendering your infection and any nearby pods useless.
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@jayz666 said:
since killers have started a new witch hunt as to why they are bad at the game I’m guessing it’s not long before behaviour finally gives in and ruins a perfectly fine fun perk I would make it so it doesn’t stack with other haste perks and boom it’s fine survivors can’t have any thing remotely nice without the killer side of the game complaining to the ends of the earth I had a bad match it’s all because the one person running made for this like no it’s because you got out played and they are just simply better
The game is so fine tuned at the moment with good loopers having memorized every single tile set and know how to run it perfectly, that they are basically untouchable in a normal situation. Adding 3% never expiring haste is HUUUGE, it literally makes some players immortal, while still enableing them to do gens and the likes.
The game has nerfed both sides significantly over the last couple of month, and each time the games most unfun playstyles (gen rushing and tunneling) have been reinforced more and more, because all other options are taken away and players feel like they have to lean into the unfun playstyles or get totally walzed over by the opposition. And perks like MFT can very, very easily tip the scale in a monstous way.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3455150#Comment_3455150
I don't wanna be this guy but i don't think this buffs are good enough. Thank you for monitoring him btw but i am hoping you will still watch him after this update come out.
To me one of the biggest issues is the time a pod gets disabled. It used to be 60s and that will be reduced to 45s, which is a 25% reduction, but is that actually changing anything? 45s is like an eternity during the gen repair and chase part of the trial; be it 45s or 60s or 180s, that pod is dead to you and you either got to walk over there and manually decomission it and plant a new one, or move on, forget about it and probably cycle through anough new pods that it gets replaced.
Remember when we had the Eruption meta and survivor players were rightfully claiming, that 25s of incapacitated was way too much? How is this here any different? Because of the abundance of pods, I would say that 25s are a pretty good number: its long enough to be meaningful, but not so long that the pod becomes basically dead meat. The main effect of EMPs should always be to cleanse a survivor of the infection, with the shutting down of the killers power in a radius a weaker, secondary effect. But right now that stuff is so oppressive, that both effects are like main effects, with no secondary power, but two main powers.
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@mikewelk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456069#Comment_3456069
Ah yes slugging four survivors so that you can have fun. Classic killer main right here. If you struggle to use such an easy power in chase there's really no surprise you resort to that. Hear me out here because this might be a little scary: you need to LEARN how to play a NEW killer! The future EMP changes they will implement are significant and I don't know what core issues you're waffling about. Nearly everyone is happy apart from you. This is literally the result of a skill issue and not being willing to learn new mechanics. The killer hasn't even been out for a week. This is just embarassing.
Yes, I definitely need to sort out my skill issues; me and the two gazillion other peeps who lament the state of this release in nearly as many threads and complained about the very thing in the ptb, that became a massive problem now (god forbid those test runs had actually impact on the release, and not just to test the public opinion).
That being said, while my comment was a bit tongue in cheek, it also was not meant totally in jest. I paid money for this DLC, because I wanted to support BHVR and because I saw potential in this killer ... but the way it released it was more sobering then anything else that transpired in the last half year. Its not like a four slugging game is any kind of secret technique to win, but this killer is most of the time so impotent, because he gets shut down so hard, it makes you cry. But I guess you have countless hours with Hux under your belt, judging from your intimate knowledge of his ease of use :)
And its the same vicious circle we are all trapped in all eternity, so that The Entity can feed off of our despair and frustration: "I am not responsible for the other sides fun. Leave me alone you weirdo. Somethingsomething skill issues!" DHs away/kicks a gen to prime it with Eruption/macroclicks the flashlight/Overbrines the same gen for good measure/Circle of Healing 7s heal with one of the 6 heals inside the green medkit/won't win, but defend this 3-gen for another 30mins/... and The Entity ever feasts, yet never slakes is ravenous hunger.
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@GrimReaperJr1232 said:
Which? Agi-Starstruck or a slug build with Knock Out?
I am slugging till I got four on the floor. This way I can sometimes use my power in a chase, and this is the only way I can have fun with this killer at the moment. And forseeable future, I talked about the upcoming changes to EMP in a couple other threads and I am not even remotely convinced that this will be much of a change, since the core issues are untouched.
I hate this change to killers items. Its one thing to exempt the killer items from being knocked out of your hand by Franklins (which already were a pretty hefty nerf), but now allowing survivors to just grab anything they want and don't have to make any decisions or feel any consequences? Wow ... so why even add this items into the game? Just put the killers powers on a timer and disable it every 45s or something. Would save survivors the confusion of handling two items. Don't thank me, just implement it.
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@Brimp said:
Honestly all they needed to do is make it so the emps can only self print to 80% and the last 20% had to be done by a player. Idk what they're thinking with reducing the boxes even further and making them longer to charge when that wont fix the glaring problem with them.
This is a very good assessment. The second glaring problem to me is the time that a pod gets deactivated. It used to be 60s and that will be reduced to 45s, which is a 25% reduction, but is that actually changing anything? 45s is like an eternity during the gen repair and chase part of the trial; be it 45s or 60s or 180s, that pod is dead to you and you either got to walk over there and manually decomission it and plant a new one, or move on, forget about it and probably cycle through anough new pods that it gets replaced.
Remember when we had the Eruption meta and survivor players were rightfully claiming, that 25s of incapacitated was way too much? How is this here any different? Because of the abundance of pods, I would say that 25s are a pretty good number: its long enough to be meaningful, but not so long that the pod becomes basically dead meat. The main effect of EMPs should always be to cleanse a survivor of the infection, with the shutting down of the killers power in a radius a weaker, secondary effect. But right now that stuff is so oppressive, that both effects are like main effects, with no secondary power, but two main powers.
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The most telling sign of this killers sad state is how quickly he fell out of favor. Normally, after a new chapter dropped, you will have very long killer queues for days and see the new killer every second game. But at the moment you can go the entire day without seeing a single hux. Go figure.
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Besides everything that has been mentioned, I want to be able to switch to the next placed biopod with tap. This would be beyond awesome. Just quickly tap through all your little podlings until you find an interesting one.
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@[Deleted User] said:
It's hard to say. I've been using it consistently and making a lot of windows or pallets I wouldn't otherwise make. People are thinking of it in terms of straight line speed differential, but a chase often comes down to that fraction of a second between dropping a pallet or safely vaulting a window. We can't as a community acknowledge why Dead Hard for distance was problematic and also ignore the cumulative distance accounted for by 3%.
Thats why I believe that Dark Theory wasn't actually that bad, it allowed for the same increased close calls and haireline escapes, but was massive hold back by being a Boon perk that only worked in the booned area. Had it like double the reach of a normal boon, it would have been a very good perk, but at the moment its way to limited. MFT though ....
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@Iron_Cutlass said:
Franklin's Demise on Pinhead is pretty overrated in my opinion. It effectively is a waste of a perk slot since you start a Chain Hunt early but you are probably going to get the Box anyways. I think Hoarder is a bit better, but still mid-tier on Pinhead like Franklin's Demise is.
This is also ignoring the idea that when you down the Survivor with the Box to get a Chain Hunt active, you can use that to snowball for more pressure, Franklin's Demise kind of removes that to an extent, it also causes the Box to generally spawn faster when you try to snowball.
So you say that they actually buffed killers and made their lifes easier by this decision? Well, for once: thank you, BHVR. My Pinhead games will now be that much more thrilling.
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@Mandy said:
Whilst I appreciate the feedback around the EMP's - this is obviously something we are going to be looking out for with the latest chapter. Franklins will only work on Survivor Items, not the special items moving forwards, so this includes Sadako Tapes etc, this is not expected to be changed.
Wow. So apparently you WANT to drive killers into only the tunneling playstyle, as basically everything else is dead.
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@xPrinceHarlequinx said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3451890#Comment_3451890
I disagree that it will hurt competent teams the most because what will happen is the competent teams will adapt. Soon there will be youtube videos detailing the best 16 perk build for swfs and then what? If the issue were SWF's, they would have been nerfed back when the depip squad was a thing, and they did all of that with no perks.
The issue was, and always has been, maps. This hasn't changed in the 7 years it has been out and based on the most recent maps we have gotten, and the Red Forest rework, they intend on keeping the maps horrible. Unfortunately, and trust me it annoys me too, in order to be able to enjoy this game you just have to accept that sometimes you are gonna get dealt a bad hand and its gonna cause you to lose. Then, just breathe and go next.
Still, 16 unique perks will be a lot less oppressive then the 6 strongest perks in multiple instances. Just look at how comp DBD plays out, its only possible to work at all, because they mostly restrict survivors and how they can combo. When I play with my friends in a 3 or 4 man SWF we already often have more or less unique builds, because we all mostly fool around. I wholeheartedly believe that you can still have a lot of fun and a lot of effective builds with limiting duplicate perks and items in a SWF, but it will be the hardcore SWFs whos powerlevel will be reigned in the most by such a move. Yeah, they will adapt, as they always do, but this would be a step that opens up a lot more design opportunities.
On the same vein, you are right: maps are attrocious and the biggest contributor to the whole problem and every new map or rework for the last 2 years has baffled me, but I guess it is what it is and we gotta live with it. FR, though, I never cringed so hard in recent DBD memory as when I saw the developers update about the new chapter and some map designer talked about the alien planet landing zone map and when he said something along the lines "its totally alien and SO full of clutter. Its glorious." Oof.
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@Kaitsja said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3451890#Comment_3451890
Your idea is good, but I think it'd be more fair to limit the stronger perks (Like exhaustion perks) to one instance per team if they're a swf, rather than broadly applying it to all perks. It allows room for overlap with weaker perks, but puts a limit on the strong perks that act as chase extenders.
Your idea could also be applied to items, so that swfs could only bring 1 of each item, rather than a four-man bringing 4 commodius toolboxes with hyperfocus. Which, imo, would be a significant nerf to swfs without actually impacting the casuals who just play for fun.
Yeah, that sounds reasonable. I was just throwing a couple of ideas around, not a fully fledged out solution. The core idea is that double dipping on busted stuff is what makes strong SWFs so frustrating and oppressive to play against, while not limiting casual peeps who just want to hang out with their friends and play a couple of matches.
So yeah, limiting items and certain perks sounds like a good thing, while anything goes for soloQ, they are not the problem and shouldn't be touched.
In the same vein I proposed a couple of times to devise a system that gives killers some sort of buff if they spread their hooks without killing someone off, coupled with the old BBQ like BP multiplier that only increases as long as all four survivors are alive.
Sounds complicated but what I mean is this: while all four survivors are alive the killer gets +25% BP per unique survivor hooked, and each hook will impose some sort of debuff or regress gens. I have no idea how to do this, but the goal should be to reward killers for playing the long game and wanting them to not tunnel a survivor out ASAP, and giving them something in return, like regression or slowdown. A hooked survivor could lose access to their item for a while or after all four survivors got hooked there could be a Grim Embrace like effect ... but all this just works as long as everyone is alive. That is the key of my solution.
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@xPrinceHarlequinx said:
https://forums.bhvr.com/dead-by-daylight/discussion/375581/swf-nerfs
Its not necessarily they fear them its just any nerf they do to swf will negatively impact solo queue substantially so its a tightrope kind of situation.
Not necessarily. For example they could limit perks to only one instance in any SWF, or at least impose some sort of efficiency debuff to certain combination. You could face 4 SB in a full soloQ lobby, but a 4man SWF could only field a single one.
Also, show who was in a SWF with whom in the endgame screen, so that killers can assess that, yes, their most brutal and infinite losses were against SWFs, but also a lot of their sound wins, because many duo SWFs will be overly altruistic and risk a lot in order so save their mates, and not every SWF is actually good at the game.
Limiting perks to one instance per SWF will hurt the competent teams the most, the casual happy fun SWFs won't feel a lot
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@Steel_Eyed said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3451730#Comment_3451730
To allow players to focus on the new chapter by itself before getting washed over with all the excitement of the anniversary.
I appreciate it because I’ll be able to prestige the new chapter characters without adding a ton of cakes on them. I’d rather be putting all my survivor earned cakes on my mains.
I prestiged Nancy during the Winter event and now have over 100 christmas flashbangs at her disposal.
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@Chocolate_Cosmos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3451526#Comment_3451526
https://us.v-cdn.net/6030815/uploads/M2FIOV5629A6/image.png
Ready for Chapter! (+ daily logins, + tome challenges) + Rank reset on the same day lol.
Btw don't ask me why the cap is at 2 050 000 and not at 2 000 000 I don't know haha...
I got 2 Million at the ready, and also 1.9 Million in the Blood Point Bank, ie unredeemed tome challenges. Plus Rank Reset! I am looking forward to burn all this munny on The Singularity and see if I can reach P6 on the very first day :>
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This here inspired me to write this plea post. I was at 4 pips, de-pipped because of this game and the next couple ones and now sit right at the bottom of Iri 4, again. The hight of motivational fun, I guess?
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I noticed this, too.
In the past, a Deathslinger match as a rare occurence and happened once in a blue moon, but now I got a couple per day. Weird. Maybe killer mains are trying to touch up their aim for the upcoming Singularity? :P
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@AetherBytes said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3434297#Comment_3434297
The only fun I really have anymore working on gens is Madness 2 Merciless Storm checks.
Giga-chad detected.
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@Chocolate_Cosmos said:
No, none of these weak Killers need to be nerfed.
We shouldn't give BVHR any ideas, though. Remember that Billy nerfs out of the left field?
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As already mentioned, the Iri Queen is key. Another big one is indeed Dark Devotion. Find the obsession, give them a love smooch and then run straight away to the other side and activate your blast, now emanating from them and hopefully at least catching one other survivor, sometimes all three.
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@Ariel_Starshine said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3449134#Comment_3449134
This. If end game mori comes into play, and most matches will turn into a sweaty slug fest, that'll be the day I just stop having fun and move onto something else. I already really really dislike when killers slug for 4K.
I feel bad for the slugged person and I have to keep well hidden just to deny that type of toxic game play. Since I often run hatch perk I usually find it and deny them that 4K they're so thirsty for.
If they get 4K by hooking or finding hatch first, fine. But this is just going to encourage slugging and not a good direction to go to.
Nothing wrong with that view of yours, but just out of curiosity, do you "just leave" when its three of you and one on the hook, to have the killer keep their 1K, or do you "viciously run back and swarm the hook, thirsting for that 4E"? Its not a perfect fold, but the best equivalent there is.
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@HugTheHag said:
I'm curious what they'll go with !
AI Victor, AI Charlotte.
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@CodeDB said:
Are you arguing we should balance around outlier content creators?
... like CoconutRTS's "I created a Pinhead build so evil, the devs had to nerf it" video? *smirk*
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@coolgue1 said:
UNBREAKIABLE BASEKIT AFTER 2 MINUTE OF SLUGGING SEEMS MORE THAN FAIR ALSO WE GET PENELITIES FOR DC YES SLUGGING IS A STRAT BUT NOT LIKE THIS SO KILLERS SHOULD ALSO GET PENELTIES FOR SLUGGING THE LAST 2 SUSVIVOURS IT ALWAY SHOULD HAVE BEEN LIKE THIS SO THE KILLER DON'T LEAVE THE SECOND LAST ON THE GROUND TO BLEED OUT BECUASE THEY ARE DESPRATE FOR A 4K THEIRS NO POINT TO HAVE HATCH IF OVER 90% SLUGGSD THE SECOND LAST PERSON IT'S A POINTLESS MECHANIC.
Wow dude, take a chill pill, please.
Well yeah, I know that slugging for the 4K can be tedious and feel pretty uncool, but there are mechanics tied to it, like the Adept Achievments; or a couple of old tome challenges; or the killer might just want to ranking up and doesn't want to risk not to pip and then loose all 4 pips in a series of bad games (this happens really often and is an endless source of salt and sadness); and sometimes, well, the killer just wants a 4K.
I know its sucks, but reverse the perspective: if the killer struggled a lot this game and only got, say, 3 hooks on three different survivors, when you pop the last gen, would you say "you know what? Lets not ruin this guys one kill by going for an easy save by swarming the hook with three healthy survivors, lets just leave"? In over 2k hours I never saw this ONCE.
BUT bleeding out a couple of survivors for an extented period of time is pretty scummy, I give you that. Its not that I havn't done it myself, though, mostly to get back to a really obnoxious bully squad and pay them in their own medicine. I gurantee you that for every 4min bleedout you suffer through, a typical killer player will experience 4-10 two minutes twearking sessions at the exit gates, if they decide not to chase the survivors out.
And while one wrong doesn't right another, it at least might offer an explaination. It would be nice if we had mechanics in place that would prohibit both behaviours. Until then it seems that both sides will suffer.
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@H2H said:
If only there was a perk that could prevent this situation!
Be careful, though! Its this kind of thinking that got basically all killers gen regression nerfed.
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I never did ... until I watched a video of Arinad and tried a couple of his tricks myself, and boi oh boi, does it make a difference! I can really only recomment to invest some time into playing around more with his yellow bottles, the double dipping effect of speed up and slow down is just utterly brutal. A good way to train usage of his yellow bottles is equipping his purple add-on that lets him see auras while invigorated. This way you want to use this bottles to get the effect and get to play around with it, and even if you mess it up you might get value out of the bottle by accidentially discovering a sneaky one.
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3443858#Comment_3443858
What reward do you get from getting more kill? Please tell.
@ReikoMori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3444649#Comment_3444649
More BP, better emblem score, Pips if you're concerned about pushing up seasonal rank.
Though the biggest reward is more overall fun and less need to play in hyper optimal ways that often times don't even actually work for the vast majority of people who use them as their skill level isn't actually high enough to extract maximum value.
Making it easier for killers to kill survivors has a lot benefits and conversely if we didn't totally center the game on drawn out hook sacrifices then we could actually remove a great deal of strength from hyper optimal non interactive strategies on both sides and just focus on making the just purely fun to play. This would also have the knock on effect of making people who want to just grief others weirdly enough have to play normal games because they would no longer have benefit of weird game design to back up their jerk playstyle.
Also survivor salt is more bearable then the absolute gloating and blown-up egos that you have to deal with in basically any game that you lose big; "ggezzzzz, looser!", "uwahh baby killer. Go and uninstall the game. Snicker". Heck, even the survivor who barely escapes through hatch will just roll a die and on an odd outcome will try to convince you that you actually lost the game, because they looped you twice at this and that loop and you eventually couldn't kill them.
@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3444960#Comment_3444960
So its just about not losing, which is...getting kill?
The reward for getting kill is the feeling of winning? Then why would you like the game to make hooks give you the feeling to win (reward)?
I mean, you can either 4hooks 4K or 12hooks 4K, as long as it 4K, hooks dont matter.
In todays day and age you can't 12 hook anymore, unless the MMR system entirely broke down and fed you absolute baby survivors. But in the same vein, why do survivors, who dominated the game and finished all 5 gens in 5mins need to swarm the hook and escort their friend to the exit gates while t-bagging and trading hits with the killer? Why can't they just leave and have the killer their measly 1K; do they need that 4E THAT badly?
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... and then there is Boon: Dark Theory, a boon perk that adds +2% speed while being in the confined space of a boon totem; back in the days they were afraid to giove survivors too much of a speed boost, because fiddling with survivor speed was deemed too dangerous. Now they are handing out a +50% version of that perk, but with basically a 10x less activation requirement. Some loops are already unsolvable with a survivor that is just running them perfectly on 100% speed ... this 3% will make god loopers literally untouchable once they tanked a single hit. For extra lulz they could ne set up a Boon: Dark Theory; in combo with Situational Adaptability it should be actually useful now and give killers the big stinky finger: "You can't defend gens, you can't camp and you can't even touch me. Go home, loser!!!11"
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@RaSavage42 said:
Cause if they buffed Gen regression perks then we would be back to 4 slowdown perk builds
But also if they changed the % based Gen regression perks then those would be used a lot (then get changed again)
They should impose some limitations, like only two slowdowns or no slowdown beyond x percent or whatever. But somehow BHVR is stuck on the idea that builds should be free and everything stacking or be usable with everything else.
Ironically, by not setting up limits, they are limiting their own design space.
A perk that could be cute with Trapper and help him out might be utterly oppressive on Nurse, so it will be balanced around her. Just imagine if a perk could have a different set of rules on problematic killers and thus ne actually good on weaker ones, or *gosh* not usable on problematic killers.
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@DavidHypnos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3444434#Comment_3444434
I do think you’re right that some survivors will foolishly throw around terms even when it doesn’t apply. That being said I do see A LOT of tunneling for real and some of it is quite bizarre. One game I played against a Legion who was definitely tunneling Claire. We did a pretty good job of getting in the way so they’d have to lose focus on her but they managed to hook her a second time after the gens were done (we got them done pretty quick since they were spending so much time chasing her.) I was downed after saving her and the killer left me. When she came back to help me they downed and hooked her and then dropped me off at the exit gates. Like… they only wanted to kill her and once they did they didn’t care anymore. There were still 3 survivors they could kill but chose not to. Not your typical instance of tunneling but a very strange one indeed:
That is part if why a lot of killers tunnel these days, ie to get the other survivors, who would otherwise be hyperfocusing on their gens, off said gens and taking a protection hit. By the time that Clair was on her third hook stage 3 gens had popped without fail, possible four, and these days gen defense is extremely tricky and neight impossible, if the survivors are determined to just slam gens.
Yeah, yeah its "literally the survivors only objective", but it feels way different now, then it did half a year ago. All changes to the game arent happening in a vacuum and most killers are not backed against the wall with literally kill or be killed their only options.
And survivors are feeling it, too, with slamming gens asap, so that they can hopefully escape before the killer can tunnel one after the other. Its a brutal vicious circle, but dont even think that the face camping will make a big difference, all it will do is shift the last killers focus on tunneling, because literally nothing else works anymore.
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@VikingDragonXii said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3443836#Comment_3443836
Making hooks mean something like for each different survivor hooked there is a stacking buff/debuff. But the Killer cant hook the same survivor in a row to gain the benefit. This would make Tunneling less appealing without totally butchering the play style.
Or just make the debuffs go away/become significantly weaker/dont get any more debuffs for further hooks, once a survivor bites the dust. Thus you would have both: an incentive to go for more hooks without hurting yourself AND an incentive not to tunnel the first player out of the game asap.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/377633/whats-up-with-killers-today
I know you claim it was continuous hitting but just because even if it's one hit someone people claim it's BM. I just want to throw out that sometimes killers hit on hook to stop the scream. It's not always person. Hell, there has been times I've slipped and accidently hit a survivor on hook. I'm sure at their end they thought it was BM.
In the same vain, a single slap can also be something like a nod of respect for a good chase or something. Sadly killers can't emote and due to neglect earlier in their life, the only language they speak to express themselves is violence, but believe me, a single slap on the hook can actually mean respect, its all in the contect.
Just as most t-baggings are mean spirited, but in the right context it can also be a guesture of friendship or submission.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3444137#Comment_3444137
I was with you up until the bias shined through. Then you lost me. I don’t believe it’s “the vast majority of games” where survivors are terrible and killers are just these innocent victims of online harassment/bullying. I rarely see BMing survivors *or* killers. I think most players in general play without intending to irritate others. But I think when killers BM it’s much worse. So that should be weighed more heavily than if a survivor teabags or whatever, slow clicks their flashlight.
Well, I am a killer main, because thats the role I like the most, but I play about 60/40 split between the two roles, so I also know a good deal of the survivors side. Of course I am biased, but I am also pretty levelheaded and and try to be at least somewhat diplomatic between the two roles and advocating for balance.
But it is my honest, experience-born and hard earned opinion, that way, way, WAY more survivors BM the killer and are just mean, then the other way around. As I said, both sides have their fair share of despicable people, but especially nowadays the killer has now time for BMing, if they want any kind of success in this game, gens just fly that fast.
You can always break things down to "why do you feel so offended of them just ducking fast?" or "its just a game, man!", but the same could be said about flipping the bird to someone, or the equivalent that each culture has, or throwing slurs at someone, when its "just words". In the right context, t-bagging is literally rubbing salt into the wound and many survivors do it on purpose, just to rile the killer player up. I have very rarely encountered a killer, who purposefully slugged all four of us and let us bleed out or an Insidious Bubba, but I have encountered a lot of bully squads, who didn't want to win, but just tried to make my life as a killer as miserable as possible. Yeah, this matches eventually ended with a 3-4k, but it didnt felt sweet, it just ended the suffering. And the amount of times survivors wasted 2min of my life (and theirs) waiting at the exit gates, just to make sure that I see them leave, because otherwise I probably wouldn't have gotten the message that I lost, that amount is without numbers in the context of this game.
On the same vain, the number of hatches or free exit gates openings I have given survivors is probably two categories bigger then the very very rare occasions were I got a free hook or mercy kill. One category of the survivors scoring system is called altruism, but thats just a game mechanics name. True altruism only extends between roles, when you really win nothing by showing the other person some kindness and actually lose something game-mechanics-wise, and the altruism the killer population shows towards the survivors one far outshines any smol motes of altruism survivors might have for a killer that they utterly dominated.
I didn't want to write such a lengthy tract that essentially boils down to "us vs them", but somehow your post incited me to do so. Still, if you want a calm and civil discussion, just shoot, I now got it out of my system ^_-
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@Beatricks said:
Killer games have been especially frustrating for the past couple of weeks. I usually do my absolute best not to carry over grudges to complete randos that just want to have a fun game and do nothing wrong, but I would be lying if I said that I have never taken my frustration out on someone completely unrelated.
If you don't feel like you have done anything wrong, just try and imagine that the person on the other side is probably too tilted to think straight. It sucks I know, but none of us are perfect.
This! Not everyone feels this, but most killers do. The regression and gen-kicking left went away, the hyperfocused gen-rushing stayed, and it is now that much harder to keep the pressure up in any way. You need down after down after down and even one bad chase can toppel and jeopardize your entire run. The stakes are high, so is the tension, and even slight, or just imagined, slights can push a killer over the edge and to vent some heat.
@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3443768#Comment_3443768
Why is it always that if Killers behave like ######### that someone comes up with an explanation that it must have been the fault of the Survivors before?
Like, Killers are the pure souls of this game, it is not possible that one of them is acting like this on their own. Meanwhile, Survivors eat little children.
The killers are definitely no pure, innocent souls, and outside of the game most survivor players most definitely don't eat little children, but inside of The Fog, there are definitely a lot of survivors who make it their greatest joy to torture the killer and show them who is boss. Of course its just a game, but especially when the tension is high, rubbing it constantly in that you won by a hairs breadth will eventually make a lot of killer players lash out in a toxic way. I am sure that a lot mostly nice killer players have felt and experienced this themselfes, so they can relate and talk about it here on the forums. There sure are just mean-spirited killer players who don't need an excuse to be arses, and there sure are survivors who never ever BM the killer, but in the vast majority of the games the script is flipped, and be it just a tactic to get the killer to waste whole minutes on your top-notch looping skills.
Ideally a down should be an inevitability after a certain amount of time, but likewise tunneling and camping should be detrimental to the killers successrate and be severely limited, but at the moment we are far from that, so lets try to make the game bearable for all out co-gamers.
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@Jangles said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3443163#Comment_3443163
That's a disingenuous argument and you know it. Your hyperbole just shows you're incapable of having a productive discussion about the health of the game.
It is too easy to use cheap tactics to win as killer. Hooking someone in a deadzone and proxying camping them hitting them off hook and chasing them down for a free down is incredibly easy to do.
Lets not pretend its not happening. I run deli, dh, otr and DS and I can still be tunneled out of a game in less than 5 gens. Thats insane. I've got 4 perks to counter being tunneled and theres just nothing you can do if the killer wants you out of the game.
you turn a game into a 3v1 before 3 gens are done and its gg. That's counter intuitive to skill expression. Thats just ungabunga.
What you are describing holds true for the killers side of the game, too.
Since 6.1 and its +10s gen time, survivors have been sweating their asses off and bringing all kinds of strong tool boxes and gen speed focused builds, and many of them would rather let one of their mates slip into hook stage 2, then letting go of a gen; as you described, everyone is laser focused on gens. I am surprised if at the one down mark not 2 gens pop and confused if its only 1, with 3 being no rare occurence these days.
And you never know as the killer what MMR deals you, so you can't "wait and see if I am up against baby survivors", you can't effort so shift gears mid-trial, if the survivors turn out to be really competent, no, you have to go all in, hard and fast from second one, with you feeling every single second you waste and every whiff is paid with blood and tears. You can't effort cute plays anymore, because nearly all of the killers gen defenses have been utterly shattered, nerfed to the ground, burned and forgotten. PainRes is still our strongest gen defense, but its a pale shadow of its former self and an extremely limited ressource that could go to utter waste if you pop it at the wrong time, or you might not get that last survivor and you can't hook anyone else a second time on the scourge hooks.
Jolt is somewhat usable, but thats more of a little slash of water against the oppressive tide of the gen rushing these days, so you gotta finde the weak link and mercilessly pummel it, because otherwise you will be made the laughing stock of the game, with everyone coming down hard on you and venting their own frustration on you, the weak ass killer who let them all escape. "######### lol uninstall ggez". And thus the vicious circle continous. This game has now all fat trimmed from it, all thats left is a lean, mean killing machine, and you either join in, or die suffering.
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@Huge_Bush said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3442198#Comment_3442198
You should know by now that on these forums and Reddit, killer=bad, survivor fun>killer fun. They’ll accuse anyone who disagrees of being a killer main and yell that it’s a killer sided forum when it really isn’t.
*note: I dunno how my post formatted this way and I’m too lazy to figure it out.
This kinda formating happens ...
When you put this> here alone in the line.
It mostly happens for me, when I try to do the>_<smiley thing and forget about this formating quirk.
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@AmpersandUnderscore said:
BNP could probably use a rework, but I think it's like blight's add-ons:
Most people can see there's a pretty obvious difference in power level compared to other items/killers, but BHVR is unlikely to ever make any changes to any of them.
It's rather see BNP 'lock in' gen progress instead and still be single use and consumed. So a gen that is above 50% can get the BNP and then can't be regressed below 50% by any means.
That would have been cool before the gen-regression playstyle got utterly murdered. Now only PainRes and Jolt are keeping gen regression on forced lifesustain, but I have never seen a gen regress much since the latest patch, that I would have wanted to freeze its progress as a survivor.
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I am actually not asking for a counter to Adrenalin, I just want a kinda similar experience for the survivors.
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Whats also annyoing as hell is how easy Ghostface is often revealed from odd angles, stopping his power compeltely in its tracks.
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@Yoshirama said:
There's nothing fun about this.
You might be after something, here. But would it be fair? Thats the bigger question :)
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@AssortedSorting said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3442104#Comment_3442104
Unsportsmanlike conduct, griefing their team, exploiting a loophole to avoid a DC penalty?
Once the Bot Survivors are introduced for DC’s, this type of behavior likely will become bannable with enough reports.
Play normally, then “get distracted at the possibility of a self-unhook”. Then you’re at least utilizing the tools the game offers you, instead of just pouting and choosing not to engage when you had said you were ready to play the game.
Well, you seem to be quite dead-set on your opinion, I am just repeating what I know Mandy or other staff members explained time and time again was considered unsportmanlike behaviour and griefing. One think for sure, no one will ever consider this an Exploid, and you can argue as much as you want, but thats a fact. But alas, I will rest my case. Good bye.
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@jeffkillsyou96 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3442483#Comment_3442483
so what if they activated the exits and not fully power them
No offense, but then you need to go back to the drawing board with your idea. Stuff like that needs hard and robust rules, not some wishy washy "what if 4 survivors could escape like this?". As I said, for 2 survivors it might be viable, as to divert the killers attention between the basement and the remaining gens and to incentivise the survivors to do something other then stealth around the map, but everyone else should try their hardest to break the 3 gen that they got themselves into.
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But why this extra escape strat for 4 survivors? 4 Survivors have actually a decent chance to break a 3 gen, while 3 or 2 survivors are utterly doomed in most circumstances. I could see something like this maaaaaybe working for 2 survivors left, so that the game doesn't revolve around hiding and switching lockers for 20min, but for 4 survivors? Yikes, just throw yourself at the killers and whittle away the gens progress, rinse, repeat or die trying.
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@NerfDHalready said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3442431#Comment_3442431
adrenaline is strong, especially after the introduction of activity hud. my point was, again, having an intention to "gen rush" doesn't equal having a gen rush build and there are way stronger perks for that than resilience.
but don't get me wrong i 100% agree on the statement that most people are hypocrites when it comes to caring about other side's fun. people would bring the strongest builds, play the most boring and annoying way and expect the other side to do the exact opposite.
Its a pretty sad fact that there is nothing in the games mechanics that incentivises fair play, and quite the contrary, EVERY. SINGLE. TIME. I showed mercy on a survivor on death hook and left them slugged, I paid the price for that by getting laughed out at the exit gates and "ggeeeeez. Lol. Git gud."
I really wished BHVR implemented some kinda of system where survivors get debuffed and the killer get their old BBQ bloodpoint bonus, when the killer manages to hook everyone once without killing anyone off. But such a behaviour is only fit for the lower MMR regions and is hamstringing everyone who plays the game even halfway serious.
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@jeffkillsyou96 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3442124#Comment_3442124
Well if there’s 4 survivors left and 1 gen then chances are the killer lost anyways unless they have some sort of end game build or something
So what if the killer got an endgame build, then? One of my most fun casual build is endgame Myers, ie Remember Me/NWO/BloodWarden/NOED. I play the entire game with essentially zero perks and just basic Myers and try to snowball as hard as possible, but especially focus on getting 4 hits on the obsession. Then when the last gen pop, I try to down as many of them as possible and hook a survivor at the 1/4 mark of the clock. Its tough, but every so often possible to keep the survivors busy, as they hate the idea of leaving one behind in an easy game that should have been an easy 4E. And then Blood Warden strikes and catches them all, while I nod to my hearts content :)
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@TheWheelOfCheese said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3442104#Comment_3442104
The Ada didn't do anything bannable, though.
Incorrect. AFKing and "refusing to participate in normal gameplay" are both bannable offenses.
Well, but I assure you, running up to the killer and getting downed and hooked within the first minute of the game is not qualifying for "refusing to participate in normal gameplay". Like hiding in a locker for 20+min, thats refusing to play, but one core aspect of this is that you prevent the game from reaching its conclusion, like baring a survivor in a room and then not moving from the entrance for several minutes.
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@KolbyKolbyKolby said:
You can't force players to stay in matches they don't find fun. Whether that is based on a specific killer or playstyle, it doesn't matter.
No amount of complaining or calling people entitled will change this fact, and it applies equally to every role. You want a solution? Let people block specific killers, even if it increases their lobby time. Or disable the DC penalty when the bots replace them
Suggesting someone not play an entire game because 1 out of a roster of 32 is unfun for them, or in some cases causes actual sickness is a little ridiculous.
Some matches are going to be a waste of time and it's honeslty on the devs to find ways to solve that rather than expecting people to commit to the 1 out of every 20 matches when it's going to be a miserable time.
I sometimes wish that killers had a "suicide on hook" option, though. As a killer you are forced to see a match to its conclusion, no matter how much of a lost case a match is and how much the survivors are hellbend on making you suffer.
You can face a wall and go AFK, but some malicious ones will just 99 the last gen in that situation and try to force a reaction out of you, instead of just finishing asap.
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Spies from the Shadows.
I don't have room for it in every build, but whenever I run it its crazy how much the little birbs rat survivors out. I can't count how often I got a feeling "there should be a survivor here" and when I want to leave, a birb to the side of me goes off and I know exactly where the survivor is hiding. It also helps a lot with endgame scenarios and hunting down the last, lonely survivor. Most survivors don't care enough about birbs to not agitate them and I actually don't know if I ever encountered a calm spirit in its natural habitat.
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@appleas said:
Hope you reported the Ada. They deserve it.
The Ada didn't do anything bannable, though. She gave up the moment she saw the Knight, yes, but she didn't stall the game or hindered the progress of the match towards its conclusion.
@SirCracken said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3442091#Comment_3442091
You can't report players who have anonymous mode enabled. Not that it would have done much. Devs rarely give out bans based on reports anyway.
Yes you can. With the new system in place its enough to just click on the Thumbs up/thumbs down icon and report them. This generates a ticket on BHVRs side and they knew who all the players are. If you want to give additional info about a match afterwards via the website, just state that it was your last match and that you reported it ingame. Of course, in this case it wouldn't do anything, as the Ada didn't commit a bannable action.

