Annso_x
Annso_x
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@BlueRose said:
I only say it as buff when it comes to one killer and that is Sadako...since they added the aura for lullabies it has completely taken away the stealth part from her kit. The other night I was playing her for the first time since they added the visual terror radius and could clearly tell it has affected her a great deal. Before I could sneak up on ppl easily and get a surprise attack but now I can't at all no matter how hard I try. Every time I got close to a gen, while trying to keep out of the line of sights, the survivors were already running away.
Overall no I don't think visual terror radius is a major buff but I do think they should remove Sadako's lullaby completely and allow her to be a stealth killer like wraith.
To be fair considering survivors are supposed to hear a lullaby it wouldn't be normal to not show it. However I do think if they don't delete her Lullaby they should make its radius way bigger (for the accessibility setting only) so it's more difficult to tell if she's coming your way, just like it's difficult to hear because it's quite faint.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3417547#Comment_3417547
Sounds good, can we make it so you can turn down chase music now? Or is sound only important for survivor?
Chase music is louder for killers to give survivors a chance of mindgaming and escaping, which they can't do if the killer hears their grunts through walls. It's been explained before and it was implemented on purpose, while survivors not being able to hear the TR bc their setup sucks or they have hearing difficulties is, in fact, not a game mechanic 🤯
Survivors who are now able to be aware of the TR as much as survivors are supposed to isn't a buff, while killers being allowed to turn down (or off) the music while keeping the sounds the music is supposed to cover would be (unless turning the music down also turns down those sounds, but then might you as well just turn your own volume down...)
Now if you want to advocate for accessibility on the killer side to have visual clues to represent a sound they're supposed to hear, then sure it should be implemented, but it wouldn't be a buff either.
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I play Rebecca a lot these days and she rarely says her lines, same thing when other RE characters are in the lobby, I think even Renato & Thalita have lines but I've never heard them. Ash used to spam lines every time he entered a lobby, I think they just made them more sparse since characters with lines are way more common now. Although I do think it's a little too sparse at the moment (but maybe it's because I play the role with BP incentives so matchmaking is always quick for me).
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That would be really great. I'm pretty sure I have the UI set at the maximum size but I still need to make the effort of checking if it's paused or not (often too late) rather than just be able to see it from peripherical vision or a quick glance.
Edit: Also the same thing should be done with Kinship, and it would be even better if the bar depleted so we can know when the hook timer resumes, as often times by the time you realize such a perk is active you have no idea when it started and don't know how long you have left before the timer starts again.
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@Jejune said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3417353#Comment_3417353
You wouldn't have to use it just like you don't have to use dh you could bring other exhaustion perks. Also it wouldn't give you health state back because it doesn't guarantee it.
No Mither + DH used to be a common combo for a reason, it was strong but it took two perk slots, bringing it back in 1 perk is a lot.
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You give up a health state to have infinite unbreakable + infinite iron will + not leaving pools of blood.
Adding an effect that gives you a bonus healthstate (even with DH's conditions) would basically render void the perk's negative effects.
(also this is far from the first time I see ppl suggesting to merge DH & No Mither, why's that? I'm a No Mither user but I've very rarely used DH, if No Mither forced me to use it and give up other exhaustion perks I wouldn't be happy)
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We'll make it isn't a character exclusive perk, you need to unlock it on the Bloodweb. If there's perks left on Jonah's Bloodweb you probably just didn't get it yet, if there's no perks left it's definitely not normal though.
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@Anti051 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3410918#Comment_3410918
You get a short, quickly completed objective and an overabundance of defensive resources with the ability to take multiple second chance perks...
Solo survivors do not need their power increased.
If you don't like the challenge of solo queue then stop being anti-social and make efforts to play with other skilled survivors. In a 4 v 1 game, any member of the 4 can only be up to 25% as strong as the 1, otherwise the 1 is not the power role. You are not meant to be a one-man-army as a survivor, you are meant to work as part of a team in a dire straights scenario, which should occur naturally to anybody who watches or participates in the game.
You may have bad matches against a nurse or blight (and they do need real nerfs BIG time), but you guys really ought to stop ignoring the fact that we are operating under a one-size-fits-all format for map generation and that people main killers that have vastly less power/lethality than the one's you're having bad matches against.
So maybe all the habitual solo queue folks should think about adjusting their expectations, taking a reality check and accepting that they are not about to charge into these trials lone-wolf and walk out feeling like some sort of plot-armored action movie star all the time.
I think you assumed a lot of things about my thoughts considering I agree with pretty much everything you've said here, except for the part about how solo q should just switch to swf to be able to work as a team. Players shouldn't have to rely on external comms to have a chance to win past a certain point or DBD should have in-game comms & basically no "true" solo experience (which is not something I want to be clear).
Also, simply giving more power to one survivor or nerfing killers as a whole would also buff swf, and therefore isn't what (sensible) people mean when they say "buff solo q", which basically stands for "reduce the gap between solo q & swf". Buffing solo q means stop creating and reworking survivor perks to make them way stronger in SWF than in solo q or pratically unusable in solo q (CoH rework, new "Teamwork" type of perks...), and at the very least let survivors see each other's load-outs in the lobby.
Honestly I'm quite happy with solo q these days, and I know it's not possible for solo q to ever be as strong as swf, but BHVR has recently been rewarding teamwork & punishing solo plays (recent healing related changes), which makes swf stronger and solo q weaker bc they virtually don't implement anything to make teamwork easier in solo q, why would any solo survivor bring CoH when the best self-healing perk by far is one that needs you to break totems? Why would anyone ever bring a teamwork perk ?
If BHVR designed survivor perks around and for solo q instead of rewarding teamwork with SWF in mind, we would stop or at least slow down the "more or less accidentally buff swf then buff killer to keep up and leave solo q behind" circle. At this point by buff solo q I just mean "please stop buffing swf and let us see our teammates load-outs".
@BlightedDolphin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3410918#Comment_3410918
No one said not to buff solo queue.
They said that balancing the game AROUND solo queue is a bad idea, not that it shouldn’t ever be buffed.
I mean balancing around solo q, besides being wishful thinking, also implies swf should be nerfed, it doesn't mean "the game should be balanced only for solo q", it just means the devs would take them into account before implementing stuff instead of catering to a minority of players (swf). And if they were to suddenly balance everything around solo q, surely buffing them to be somewhat close to swf would be a quicker route than nerfing literally everything else.
And finally, with the state of the game these days I don't think solo q is that bad or needs a bunch of buffs, the only thing I think we need is to see load-outs in the lobby. I don't think solo q should be buffed enough to compensate for bad teammates, as it isn't a balance flaw (although this could somewhat be fixed to an extent with better matchmaking, but again this isn't balance related).
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I remember struggling so bad to get the tome challenge that needed you to kill 4 survivors in the basement in 1 game, my challenge was denied bc a survivor DCed on their last hook, even though the DC went through after the sacrifice animation played... we've been needing DCs on hook to count as kill for as long as I can remember.
I disagree about adepts being harder now, they're much easier tbh, but they shouldn't be denied bc someone DCed, at least not after you've hooked them, and definitely not when it's their last hook...
@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3416559#Comment_3416559
achievements should not be possible to get for free.
if DC did count, then it would be so easy to get. Just shamelessy tunnel from first hook and you will get it. Wow, so hard.
With all due respect that's a terrible take. I agree achievements shouldn't be too easy (I'm severly disapointed every time I get a survivor adept bc the killer is afk or DCs), but people DCing should absolutely not be taken into account when thinking about how difficult or balanced something is.
Not only this legitimizes DCing (which I don't think the devs want considering there's a penalty for doing it), but also how on earth do you justify the opponent's ability to stop you from getting an achievement when you've completed its requirements (or are about to) by literally just pressing a button? That's not something that makes it "more difficult" it's literally just the equivalent of someone throwing a board game bc they're about to lose so your pawn can't cross the finish line.
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@CorvusCorax86 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3415689#Comment_3415689
Define casual? I have around 1.5K hours and I consider myself casual and play around 1 AM. I tend to have my last cup of coffee around midnight. 😛
Haha, I also consider myself casual and have around the same amount of hours, but I've very rarely played past midnight, let alone 1am. By very casual I meant more casual than me (which I'm aware is not a universal point of reference lmao). I probably can't imagine anyone who isn't a hardcore player doing it bc i'd never do it myself haha, but I mean it's probably just a question of habits, and there's surely newbies who only play at night.
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It's the same thing for me (EU server), I assume it's because people work during the day so sweaty swf can only play together at night. Also I can't imagine a very casual player, solo or not, playing past 1 am.
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@Emeal said:
Im not sure if people will like having their perks randomized and I dont know what the rewards should be, but I want the ability to set one of my perk slots or ALL of my perk slots to random perks (excluding no mither ofc) in the regular game.
I think if Ultra-rares were more ultra rare, it would be cool to have a scramble all perks for all players offering. (excluding no mither ofc.)
Yeah it's about time we get a "randomize" feature... I understand we'll never get a random game mode but there's absolutely no reason why players shouldn't be able to randomize their own perks
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@Sweet_Weet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3413676#Comment_3413676
I've always thought of this perk as one that helps you do the work yourself, so I tought if doing all the work by yourself is too strong, then doing at least some of it at full strength, without an waste time would be okay. But if overcomplicating it would be possible to leave both options in one. Like, you heal yourself for 1 charge up to 50%, and then the effectiveness drops to 22% of the normal healing rate. This is less than it is now, but considering that the speed was higher in the beginning, the overall time remains the same.
Honestly this doesn't seem like a bad idea at all
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@Cynwale said:
Reduce the XP boost and I'm in, for the moment the boost is so big that everyone will just take the 100% EXP perk combo for fast leveling up.
Yeah that's why I hesitated between 50 & 100 haha, but you're probably right 100% is a bit much
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@Sweet_Weet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3413654#Comment_3413654
I think the point is that it should be something similar to botany but the one you choose for yourself, the closest effects in terms of similarity, in my opinion, are dwight's leadership perk with it's 25% or jill's resurgence or even reactive healing. Also i think everithing will be better than the current version
I really don't see how a botany that only works for yourself and for only half a heal is better in anyway than a perk that allows you to self-heal fully. Using this perk would mean you still need to bring a medkit to finish self-healing, so you might as well just bring only a medkit, or as you pointed out, Resurgence or Reactive healing.
I mean as a whole new perk it would be pretty niche but why not, but taking away the only perks that allows you to do the self-healing action for this would absolutely not be worth it (and I'm a self-care hater btw, I do agree it needs a buff or rework asap)
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The only point of self-care is to allow you to self-heal. What you're proposing would just turn it into yet an other perk that speeds up healing, but it would only be effective for yourself and only up to 50%, why would anyone ever use it over botany or literally any other healing perk? If people want to self-heal they would just bring medkits... I genuinely can't think of any use for such a perk even if it wasn't affected by Haemorrhage, which would render it absolutely useless.
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I mean gaining distance is kinda how you win a chase, take away perks that allow that and chases will become very short very fast. Sure you can loop, but there's only so much pallets (and safe ones at that). Even if you're good enought to manage to loop without pallets you're going to get caught quickly if you don't hold w because Bloodlust is still a thing.
Taking away chase perks isn't going to make chases less "uninteractive" unless you rework a lot of things (aka delete bloodlust), it's just going to kill chases and survivors will play stealthy instead (and in my opinion playing hide and seek is more boring than chasing someone who holds W).
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I was so scared when I clicked on this lmao I'm glad you're enjoying the game more, and I hope people keep the positive feedback around current solo q flowing so BHVR doesn't revert anything... I know the game is far from perfect rn but honestly I wish they wouldn't change a thing because I'm scared it would ruin whatever it was that made solo q not so awful (dare I say "good") again.
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@Cynwale said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3412985#Comment_3412985
You can report people because they HIDE?
What the actual hell is this, that's so dumb.
I just had a game with a Jane and a Claudette hiding in the basement the entire game. They didn't touch any gens or unhooked & healed the Nea & I. Eventually we both died bc well you can't win a 2v1 at 5 gens. The other two stayed into the basement while the killer ran around for a good five minutes before checking every locker in the basement and finding them.
If there's two survivors left who do absolutely nothing, the killer is literally stuck in the game and can't do anything (if it's just 1 survivor they can shut the hatch and force the endgame).
Refusing to advance the game is taking the game hostage, and should absolutely be reportable.
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@Jejune said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3412955#Comment_3412955
All i said one of said 3 scenarios needs to be implemented for survivors to try doing literally anything. Hiding is by definition holding the game hostage so you cant hide, but thats the safest way to actually escape which is the goal of entire match.
Also regarding the perk Sole survivor its ######### because +75% is nothing when you are last survivor as I said 2 vs 1 with more than one gen you would need 100% + at least 200% gen progression speed so that you can make one gen solo at 22.5s thats fast. Sole survivor would need to be +400% to actually make a difference since you would need to finish a gen before killer checks all of the remaining gens.
So it seems I have misunderstood, my bad.
I read it and read it again and again. I think I get it now, I thought you meant your 3 options should be implemented, not that they were three different things.
So, about scenario 1: I can't imagine killers being happy about giving free gens to survivors because they killed the other 2 too fast, although it would certainly encourage to not tunnel.
Scenario 2: The Absolute worse, I said enough in my first response about that lol
Scenario 3: I wish we had a system to prevent stalemates, but I think rewarding it with BPs and free escapes (or even free kills) would probably end up with people forcing the stalemate situation, for eg survivors who think they're going to lose anyway just wait for their teammates to die so they can stall and get a free escape.
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Survivor is a team game why are you mad at people for being happy they helped the team win lmao if anything you're the one who should switch to killer if you're so mad about survivors escaping...
@Agent_Himbo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3406388#Comment_3406388
That's even worse, so your enjoyment comes at the expense of making sure the killer had a bad time or a defeat?
Also you're mad at your own team winning but others are worse because they're happy they make their team win?
Like seriously this is just sad, if you can't understand that 4 survivors is a TEAM because your have your own separate score (although I absolutely agree the "sacrifice" doesn't get enough compensation) you're never going to enjoy playing survivor (and are probably not a very good teammate.)
Just play killer, or literally any solo game ever. Why would you play a team game and be mad about it being a team game...just play something you like fr
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@Jejune said:
In this specific scenario the best chance of survival is to hide. To make it possible for at least one survivor to escape you would have to have AT LEAST 200% BONUS to gen progression speed. (so you do a gen in 22.5s)
When that happens you can't even hide (even though thats the only viable option) because rules forbids it. So realistically one of following should happen:
- The second 3rd survivor dies, random generators get finished until there is only 3 remaining (all at 0%).
- Allow for hiding until killer finds one survivor and kills them.
- Game ends in a stalemate everybody gets some predefined amount of extra bp.
Are you saying we should encourage hiding in a corner for 15 minutes until the killer finds someone and on top of that reward the survivors for it? the killer stomps you but you stayed still for 5 minutes so congrats here's some BP and only a 2K for a killer who was clearly winning?
Also nothing forbids you to hide currently, unless you literally afk in a locker? Which again, why would you want to encourage that?
Genuinely don't understand why you would think turning this game into a hide & seek simulator would be a good idea. Sure stealthing can be fun for some survivors, but I'm not sure many killers would stick around if they had to go around checking every locker over and over again because they were winning too fast.
Finally, if there's 3 gens (or more) left the chances of survival are low but they wouldn't be so low if survivors did gens instead of hiding.
Anyways, hope i grossly misunderstood what you were trying to say (and I'm sorry if that's the case)
@Cynwale said:
I agree, the crows thing it pretty annoying.
As a Killer, I think stealth is the road people should go into, chasing isn't fun cause your retire pallets and boom loopers are suddenly all gone.
So you're not chasing a survivor, you're chasing pallets.
But I don't understand the third point, what?
And 200% progression speed should be a perk, to help solo queue.
Side note on this: perks that gives survivor a bonus when their teammates die have never been any help to solo q, it just encourages selfish plays. the idea is nice but these perks always backfire into the form of a P3 claudette waiting in the basement for their teammates to die.
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Hawkins for sure, I'd take it even without a rework tbh; I'd just bring back the ST chapter so Demogorgons aren't so rare to see.
Also old Iron Will & old Stridor.
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First time hearing about this. I guess once a big youtuber / streamer makes a video on this it'll become the new safety net that used to be NOED (except instead of an insta down you can mori immediately). Being moried after being downed once the entire game is absolutely frustrating, but on the other hand the killer gave up half their build for this and still needs to down ppl for it to work, so I can't imagine survivors liking this if it becomes popular, but also I can't imagine it being nerfed.
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@Gylfie said:
Because I can't pull it off, and I feel like I will never be a good survivor without it.
I'm okayish at looping but the moment the killer catches up to me or I make a mistake, I go down 100%. But when content creators on Youtube get caught off guard or make a mistake, they casually dodge the swing with a spin and make it to a nearby loop. Not every time, of course, but I think it happens often enough to matter.
I've looked up tutorials on how to 360 on pc but I just can't pull it off and I'm the type of person that gives up easily when I don't immediately have a knack for something, so I haven't tried again.
Is this something everyone else is easily doing? And is it really as important or game-changing as I think it is?
Honestly it's not a game changer, most killers expect 360s so pulling them off even when you do them properly isn't that common. However, it's not because it's not as good as compilations make it seem that you should stop trying, you have nothing to lose by trying to 360 when you're about to go down anyways (and it's quite satisfying when you do pull it off).
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@DaddyMyers_Mori said:
Yeah, had it same.
I am even more weird and enjoy playing skull merchant...
I have done all survivor tome challenges as soloQ to find out why everyone is crying so much.
Not really an issue. Was there camping and tunneling? Yeah, but never from first hook. Usually something like 2-3 gens left, but I find that understandable. Killer would otherwise lose that game. If you are decent survivor, then I don't think most killers have time for 12 hook games, they simply have to take someone out at that point, but you still can win...
Just use Bond and soloQ is way better to play.
I've had tunnelers & facecampers at 5 gens, but not more than before the update tbh (and I don't think any killer who did this got a 4k). Anyways, I hope the game doesn't have another "meta change" anytime soon, it's quite nice right now (and I'm glad I'm not the only one who thinks this haha)
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@SeaFlower said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3410925#Comment_3410925
That can be exploited by taking actions that would force a game crash.
Well when you put it like that... I figured they couldn't just give it to people who use the DC feature bc they would easily avoid the penalty by cutting their connection, but I have no idea why my game kept crashing so I wouldn't know how to do it on purpose lol. but yea, if people can do it ig an occasional unfair penalty is better than free DCs
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I wish they'd at least not give the penalty when the game full on crashes. I remember on multiple occasions the game crashing with an error report and everything but still getting the penalty after loading the game again...
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@DaddyMyers_Mori said:
Oh right, because screw killers, right?
SoloQ is not something you should balance around. We can talk about soloQ focused buffs.
But definitely not whole power level of the game.
Why does everytime someone mentions solo q needs to be better there's always a killer main that goes "bc screw killers right?" Killers cry constantly about needing buffs because they're miserable against swf (which are at most half the survivors) but solo q aren't allowed to ask for buffs even though they're miserable all the time ? like how selfish are you lol? Also everyone asking for solo q to be playable means solo q should be buffed, not that killers should be nerfed..
Anyways the gap between solo q & swf needs to be lessened asap, it's mind boggling to me how we still can't see our teammates' loadouts when there's so many perks that don't work together (perks that need you to break totems vs boons etc)
Also I'm still mad about their new "teamwork" type of perks. Even perk reworks (new CoH) are basically only playable in swf when they're the ones who need nerfs... sooo infuriating how the devs pretend to care about solo q and announce "solo q improvements" every year and then balance all new perks & perk reworks around swf....
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@DaddyMyers_Mori said:
I wouldn't hide prestige overall, but it should be fine in lobby.
Even for killers, some don't want to dodge, but get stressed from start and tend to overthink it.
Just keep it in endgame lobby and it's fine.
Although I agree the bigger problem is it being shown in the lobby I disagree about it being fine after the game, it leads to people giving biased feedback about SBMM/MMR because they associate a big number with skills (knowingly or not).
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The last rift felt very tedious (I didn't even bother after tier 70) and I wasn't sure why, if that's the reason I hope it stays 85 days then.
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On top of the possibilities mentionned above (Stalking & survivor items) it's also possible the survivor (or yourself) was simply laggy.
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@averagemikaelamain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3404473#Comment_3404473
I've been struggling to use any of the recently changed perks personally.. they all seem designed to be used when you have audio with your team......
Yeah, same applies to new perks, even the new type of perks "Teamwork" are very much useless in solo q and we'll most definitely see more of those in the future... Even if we could see our teammates' loadout pre-game they'd be bad but we don't even get that.
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I agree, although the devs have added the icons to know what our teammates are doing, it seems a lot of changes have been and are still being made with balancing the game around swf, and therefore a lot of (if not all) updates make things worse for solo q while barely impacting swf. I'm not too bad of a survivor but I don't expect to escape even if I play really well anymore. It's more of a "how long can I live" kind of game now.
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The way I hadn't thought of this and was just thinking I could maybe get a cosmetic... Rebecca and Ada will come home at last :')
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@imakepeoplehateme said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3404436#Comment_3404436
Surrendering and begging for mercy isn't a sign of good faith.You weren't in a position to do something annoying and went out of your way not to.You didn't do something kind at the expense of yourself.You are making an offering in which you have everything to gain,since the match is over either way.
Losing a game as killer and having to wait 2 minutes,or having to push everyone out while they sit there and sometimes even tbag is horrendous.I would not even call it toxic on the account of how often it happens,it feels like its just force of habbit to do so.Survivors still do go out of their way not to escape,and waste everyones time, its not a minority either,most survivors do this.
Exactly my point, survivors aren't in a position to do anything nice because the killer's goal is to kill them. The only thing they can do is thank the killer for being nice, give them a pity kill (which means you can't be nice to someone who beats you) or literally just not be a jerk.
Also I play enough killer to be aware of the practice, it used to bother me a lot and idk if it's just bc I stopped caring but it doesn't feel like it happens most of the time anymore tbh, and I rarely see it happen in my survivor games, we just leave once we know everyone's safe (or I leave immediately if my teammates were rude)
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I played one game as survivor, it was a really nice. It wasn't particularly fun or anything, but it wasn't tedious like playing has been for a long while now, so it was very welcome.
It was against a GF, whom I already don't like going against, he tunneled the first guy out and kinda proxy camped a bit but it didn't feel super oppressive bc the regression he stacked wasn't as bad since they got nerfed. We struggled but we got all gens done even though I finished the last one when he hooked my last teammate. We all died and it wasn't really fun but the bar is so low I actually considered it a good game.
Also I tried running botany + self-care and wow I remembered why I never used self-care and will never use it again.
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Honestly solo survivor is a pain, it's getting even worse these days as many killers adopt strategies "to beat hardcore swf" while severly overestimating the number of hardcore swf they actually go against.
Anyways here's my advice: don't bother trying to win, you won't. Just pick challenges in the tomes and try to get those done, or try to get a nice chase. I'm not saying throw the game, bc obviously that will get you nowhere, but just don't go in a game thinking you're going to escape. Even when you get in higher MMR you won't be doing much winning as a solo q survivor if your idea of winning is escaping. Just try to have fun, I know it doesn't mean much but if we didn't manage to do that the game probably would have died a while ago. This isn't a competitive game, you don't need to win (and if that's your goal you're probably going to make yourself miserable.)
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Well there's a lot of things in there that go both way:
Many killers don't tunnel even tho it makes them win = Many survivors don't gen rush even tho it makes them win
Many killers don't bring meta perks = Many survivors do the same
Killers who give hatch = Survivors who give kills (although I agree giving hatch is more common even if I haven't seen it happen in a while; but there's also a bunch of survivors who quickly get the gens done, open gates and leave asap when they get teammates who just bully the killer and show no intention of making the game advance so they can do it longer)
Also, survivors who give their items doesn't "only happen" bc the killer was nice to them. The majority of the time I see it happen it's the survivor who gives their item as an offering to ask for mercy (most often when they know they won't be able to get the gates open (happens to me all the time when I play Demo & have portals near the gates) ).
There's also things that survivors simply can't reciprocate: Being nice when someone DCs or someone is afk, although sometimes survivors give their items to afk killers, but bc they're afk they're not gonna know about it anyways. In that same vein of idea, there are things only killers can do to be nice but there are things only killers can do to be rude (let people bleed out, pretending to give hatch only to shut it in your face and then let you bleed out, pretending to farm and then kill everyone...).
I guess survivors could "play nice", which a lot of us actually do, but if you play too nice you're being a bad teammate to survivors who are trying to win, it's difficult to find the right balance.
The thing is, killers control the game, and therefore can be merciful in more ways. The goal for killers is to hurt survivors, but the goal of survivors is to do gens. If a killer spares you, he's friendly. If a survivor doesn't do gens, is emoting or is under a hook waiting for the killer, the killer will assume they're either bad, toxic or being a terrible teammate. Unless you're in a swf who all decide to kill yourselves (which is a thing), you can't stop the game from playing out. On the other hand, if a killer decides to farm, there's nothing survivors can do about it. Either farm, sit on gens until you've done them all or get killed (or DC), in any case the killer alone has decided to and can stop you from having a normal game experience, which isn't possible for survivors.
How are you going to prove you're being nice to a killer by running up to them and acting all "hey look i'm letting you kill me" when the killer doesn't need your permission and would have done it anyways? Most killers will just hit & hook you no questions asked, and claiming you did it on purpose in the post game chat is not going to come accross as nice. It's like when killers suddenly decide to farm bc they're clearly losing, thank you but we were clearly all going to escape anyways. If you don't get killed on purpose but sacrifice yourself at the end of the game, a lot of killers don't like that you're not leaving quickly and assume you died accidentally to the endgame collapse.
Anyways, a lot of words to say: it's an asymetrical game, of course both sides don't have the same means of showing they're being nice. (also saying "i would argue survivors go out of their way to make the game worse for killers" after claiming this isn't an us v them post is quite bold)
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I feel the games tend to be the sweatiest right after patches, mostly when they're controversial. Idk if it's because people are trying to prove a point or if they're just trying things out and pushing the new changes to their limits. In any case, I'm happy I haven't played yet if things are actually this bad, hopefully things will calm down in a few days (or changes get implemented if things stay bad)
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3401545#Comment_3401545
Making it activate on Rummaging alone would be a nerf. Pharmacy is meant to let you grab a Medkit quickly and rummaging would add a lot of extra time.
Instead, it should have a single rummage token that goes away if you open a chest while injured, as a backup in case everyone opens the Chests.
Yeah that makes sense actually
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On top of a buff related to the healing itself, Pharmacy should be changed to activate when rumaging through a chest instead of opening one. It's just so stupid how a perk can be negated if your teammates open chests (and yet again an other problem that affects only solo q)
Self-care is also going to need a buff tbh, I understand they want to encourage altruistic healing but if you're going to make perks to self-heal they should be somewhat decent.
The only good self-healing left is inner strength and it also has its limitations, which barely impact swf but make it quite difficult to use in solo q because they still won't let us see our teammates' perks pre-game.
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Bloodpoints from the rift rewards will be added over the 2M cap, so your plan should work! (but bloodpoints from the tome challenges won't be added so claim those after spending enough to go back under the cap)
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I don't think I'll ever say it enough but the entire "I just want a chill game, why do I have to sweat?" attitude is silly. If you don't want to have to sweat to win you can literally just stop sweating so you don't reach (or drop from) MMR where sweating is necessary, unless the issue is that you don't want to sweat but you also don't want to lose so you make it everyone's problem.
Honestly I think part of why there's so much beef between killer & survivor mains is because they have different ideas of what the game being balanced would mean, and therefore disagree on everything. Survivors want to escape a game out of two but killers seem to want a 4k a game out of two without the 4E counterpart because 2+ survivors escaping is unacceptable (and I've rarely seen people consider a 2k something other than a loss).
anyways I've stopped caring about my number of kills and escapes and I absolutely recommend it! DBD is a silly game, you don't need to be in high MMR or get a 4k/escape every game and you'll be better off if you stop trying to achieve that (unless that's your jam but if you enjoy sweating you're probably not complaining about having to do it)
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@K139K05 said:
Hey guys,
I haven't played DbD in a while, but it seemed like toxicity increased again recently (or the ability of people making good argument decreased). Can anyone confirm this?
If you mean toxicity in the game I left for a good while, came back recently and it didn't feel any different tbh; but if you're talking about people
giving feedbackcomplaining about the game then yea it absolutely feels like it. -
No, prestige and grades have no effect on MMR and are not a reflection of the players' skill and therefore shouldn't be shown. It just leads to people dodging for virtually no reason or complaining and giving misguided MMR & SBMM feedback bc they see a high number and blame it for losing or use it as 'proof' matchmaking is bad.
I mean seriously we gain BPs so quickly getting to P100 is only admirable bc it means someone spent so much time on their bloodwebs, and the number of high prestiges will skyrocket when the bloodweb changes are implemented.
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@K139K05 said:
I really hope BHVR will once again look at perks and „organize“ their choice of words, similar like you did. So there aren't 5 million terms for the same thing (like altrustic healing speed).
yes exactly! That's what I mean by "unify" the descriptions but I kinda struggled to explain it haha
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@BlightedDolphin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3397166#Comment_3397166
How do you have to be a good survivor to do that? You just vault the pallet.
Vault speed is something that I think should never be touched (outside of Resilience). You can gain tons of value for doing nothing.
Unlike exhaustion perks which require timing or a specific situation to activate, vault speed builds don't require anything and are simply just "vault this window that you would've had to vault anyway but now you're safe". There's no mind game, no timing, no requirement, it's just "vault and gain value".
I personnaly feel like I'm doing more when I make an effort to time my vaults to turn an otherwise unsafe pallet safe enough than when I vault a window and lithe away, but I mean to each their own, I'm not going to argue over playstyles preferences haha.
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@Nemeshifu said:
add more injury for survivors (when you kill a survivor by your hands, his body is completely healthy) this is a PEGI 18 game already so it wouldn't be an issue.
add unique point of view height for each killer based on the height of their eyes (when you play as Nemesis you don't see yourself as tall as your giant body, which ruins the Nemesis tank feeling)
Dead by Daylight needs some serious horror!
I think I saw a similar discussion a couple years ago and people were saying DBD couldn't be more gore or the game wouldn't be allowed in some countries? No idea if that's true tho
And for the height thing, as much as I agree it'd be cool it would probably cause some kind of balance issues, like making things easier for some killers but harder for others
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@bunnyfengenthusiast said:
Vault speed builds are yawn. Even Resi is very strong and common nowadays. We don't need more chase oriented perks for survivors. Maps are already too safe without survivors being able to turn any unsafe pallet into a safe vault.
Having a build that sometimes make an unsafe pallet safe (and you have to be pretty good of a survivor to actually pull it of) is not much of a problem considering the killer can just break the pallet
Of course feel free to think vault speed builds are boring, but I disagree about not needing more chase perks for survivors (I don't mean stackable ones of course), i'd rather have a variety of chase builds to play or to go against, even if there's some I find boring, over going against the same 3 builds over and over again (which also end up feeling boring anyway).