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Archael

Archael

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  • @LapisInfernalis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3406047#Comment_3406047

    Like I said. I am not sure I can tell you how it works. I know Otzdarva made a video on this. So maybe check him out.

    I can tell you that what they use is not perfect and you can trick it by doing what I mentioned. They can't control it.

    I will look at it, yet still. Swinging a weapon somewhere near survivor may make them hit the button in panic, its not any kind of proof its hack.

    But even so. Just becuase those people use hacks for dead hard does not means they use hacks for anything else. Im not defending hackers, im saying that just because they would not need to use hacks for dead hard (hack related discussion started with my suggestion of dead hard being automatic) does not means they will be unpunished for other hacks. IMO dead hard is unfair perk, both for survivors and killers for various reasons including ping and internet connection. Removing this one thing would be a good way to make this perk more fair and in line.

    Dead hard starts with two (or one?) tokens and activate after unhooking someone else.

    While active, if survivor is injured dead hard nullifies next killer attack using one token, then apply deep wound and deactivates.

    If survivor is performing conspicious action, dead hard deactivates without using token.

  • @LapisInfernalis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3403100#Comment_3403100

    I don't think I can discuss this here properly without violating the rules, but let's just say you can swing next to them but not at them. A normal person would not DH....

    idk, if panicked, people are doing weird thing. Beside. If You suggest that hacks use deadhard automatically, then swinging next to a person should not activate hack.

    I really cannot imagine how can You tell who is hacker and who is not based on dead hard perk.

  • @IWasLrft2Die said:

    Hatch is meant to be a neutral target for both the last survivor and killer to be equally capable of getting. If you make the blue print secret it kinda removes the point of having it be a neutral target for both.

    And yes the spawn even without blueprints don't often go in a reasonable place. I had a case with a survivor a week or so ago where the hatch spawn literally where they were standing in the loop I was chasing them in. No blueprint or anything given

    Yeah. It is suppouse to be neutral, but without the blueprint. With blueprint hatch spawns when person with offering decided to, it stops being neutral. Besides, shouldnt offerings be things that alter the rules of the trial? Bloodpoints offerings, shroud offerings, fog offerings and realm offerings. All of them alters the rules of the trial in various ways (btw. We need more offerings, like the offering that may reduce/increase time the survivors progress to the next hook stage, offerings that may increase/decrease the size of great skillcheck zone (not good, only great)). But with blueprint offerings rules of the trials remain the same. Yes, you can decide where hatch will spawn, but this changes nothing since everyone knows that.

    And IF we leave the premise that hatch suppose to be neutral target even after using offering... tehn why those offerings exists in the first place? There is no point of them if everyone knows where it spawns... its litteraly better to let this unused and hopes for a luck You will find it before Your enemy...

    (Btw. existance of shroud offerings is also pointless... they should swap, killer should be able to decide if survivors have to be together and survivors should use the shroud to be split... or allow both sides to use both shrouds... right now this offering hurts more than helps)

  • @Madimews said:

    I can answer this easily, however it call cause abuse from one side of the game. This answer is from years of experience on the game on both sides of the game (however according to killer players, if you say anything bad about killers you must be a survivor only play)

    The answer is simple. The game used to be evenly based and both killers and survivors learnt the game together. Then as the game got harder for both sides, killers found that survivors could work together and win more games, so the game was balanced in the favour of killers. This would have been fine but it did not stop there, killers found that if they camped and tunnelled then they could win more games, so along came survivor squads that wanted to even the playing field with flashlights and amazing looping.

    The game because toxic so many old killers players left, leaving space for new players. With less players and the devs changing matchmaking, games became more uneven, with new killers unable to loop, so the devs brought in new anti looping killers.

    Then one day the devs decided to fix two long standing bugs. The first was the problem with hit registers, which allowed killers to hit space but still get the hit, the second was Dead Hard that never worked as it should. This made the killer mains even angrier and they started to tunnel and camp more. As survivors tried to fight back they was called swf, bullies squads and toxic, so the dev's changed things back, nerfing more survivor perks to make the killer players happier.

    Survivors learnt how to fight back at camping and tunnelling, so the killer players sulked more, so the devs nerfed more perks to this latest patch that nerfed healing and dead hard to useless states. Now this would be bad enough, but latest rumours is that killer mains are now camping and tunnelling because sprint burst is still around, so no doubt the devs will nerf that.

    That is the simple reason why many Youtubers have stopped playing. There is only so far you can take a balanced game to one where only one side has a chance. Its not like games like Paladins or Overwatch, where both teams have a choice.

    I wrote a post asking for the devs to look at the problems and listen to both sides, but all i got was abuse from killers and reported when I asked one to show survivor perks that have not been nerfed out of existence

    So, ifinite loops and insta blinds was removed because angry entitled killers cried this out, and calling those things "toxic" or "unhealthy" means killers are campers, and survivors are just "fighting back"...

    Well... Only thing i can do here is a facepalm...

  • @Yoshirama said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3404722#Comment_3404722

    In my experience with reactive healing, if I'm not healing when the killer hits another person, heamorrhage notifies the killer like I stop healing of fail a skillcheck

    I have never seen anything like this... Maybe its a bug or some cheats?

  • Yeah, even if You would use empathic connection, they mostly ignore You xD

  • IMO

    There should me much less perks (3x less) With more distinction between them:

    1. It would be easier to distinguish them.
    2. It would be easier to balance those.

    Perks should be free content. Every surv and killer should bring new perk (one per character) but perks should be unclocked with update, it should be the characters that need to be bought.

    Yes, one may say that people would not buy survs who are just glorified skins... But why then people buy skins or actually use those survs? People loves skins and will buy those, but unlocked perks would turn game to not be p2w (right now it is).

    Next step would be to remove grind entirely (yes, goodbye bloodweb, all perks unlocked from the start) and develop other means to keep players playing the game like archives, rifts... Wait...

    Maybe some seasonal ranked modes with unique skins to win?

  • Imo. Solidarity could remove haemorrhage from user if brał another survivor for full health state.

    Resurgence could remove this effect when surv is hooked, not upon unhook because there are some killer perks (scourge Hook tbp) that apply haemorrhage previcely upon unhook its sole purpose of this perk and should not be neglected by secondary effect of another perk.

    Reactive healing tho... No, i dont think this perk should have any additional interactions with haemorrhage, especially that most of the time user should be unseen and could take advantage of less medkit usage.

  • @utm said:

    Thanks for reading! You listed some pretty interesting / cool ideas.

    I think what I've proposed is fairly straightforward and easy to implement - some other ideas involving big changes can risk losing players.

    A lot of other posts I see on here don't propose solutions to problems, so I'm hopeful ideas like this get a positive response.

    With tunnelling in this game proliferating to amplify so many other issues, on both the killer and survivor side, I think this is a simple & well-balanced fix! A mechanic like this should have been implemented years ago.

    This would not change the game itself. Core game loop will stay the same.

    The only differences would be:

    1. Survs will be always able to play whole game.
    2. Win conditions will be clear.
  • funny thing is that healing nerf affected sadako and her ring drawing addon, and tanatophobia perk.

    And even if sloppy. Neither of this indirect buffs affect iron will

  • I would make it automatic but used up to 2 times a trial 1 after unhooking someone else, and 1 after being unhooked or unhooking someone else. Performing conspicious action deactivates dh.

    I would deal with this as killer

  • @DudelPuma said:

    DH didn't work very often anyway, killers who gave a high ping almost never activated DH properly, in contrast to people like me who have good internet and bhvr dosent want to fix it with server sided dedicated (like the old DH), I had to eat all the DHs, no thanks! Thanks for deleting that damn shi.. perk

    This is main reason why i think its should activate automatically and function just like second chance perk

  • OPs suggestion was to remove exhaustion requirement from iron will... this is why we stick to exhaustion part.

    And yes. It may not be used often, because, as i said (and dont know why i have to repeat myself...) killers will be able to use other perks. Simple healing debuff will not win the game, it can helps, but other perks can too, and another slot for those perks will be welcome. People who was using sloppy for healing debuff, will be able to use this slot for something like regression.

  • @devotedDBDenjoyer said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3403111#Comment_3403111

    I never said it did, but it causes injure which procs Iron Will. Which means, it will be proced for longer. What I feel is it should have one of its nerf changed so it's a decent perk again and more worth using if I'm going to be playing injured more often. I feel it was overnerfed and I think this patch is probably the best time to fix it as this is one of the best patches for it to be good in.

    Its still not connected.

    Sloppy does not apply exhaustion. Its surv build with escape perks procs exhaustion. Its not the killer fault that survivor uses perks that contradicts eachother. If one wants to use stealth perks, then go with stealth, and iron will is great for it. Same with other exhaustion perks, You should never use more than one. Maybe we should ask that balance landing can procs while exhausted but increase duration of exhaustion? Od course not.

    But either way

    This change may be good or may be bad, i dont really know tho i think bad.

    But the reasoning is really bad.

    Healing got nerf -> sloppy will be used more often -> iron will needs buff.

    First, we dont know if sloppy will be used more often, since it was used to slow healing and now lot of killers would use other perks... Would... We dont know.

    Second - sloppy do not apply exhaustion, it has nothing to iron will. Just because some people use iron will and are afraid of being damaged for more time, does not mean its require in builds nor its connected to sloppy.

    I would say other way - if healing is nerfed, iron will will have more use since it will silence survivor for more time, so maybe it should be nerfed? No it should not, because its not connected

  • @LapisInfernalis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3403084#Comment_3403084

    You really want to make auto-DH basekit?

    Sry but no. I like a good way to distinguish cheaters from normal people.

    How You distinguish cheaters from normal people via dead hard?

  • I would make dead hard being activated automatically upon hit if its ready.

    Button activation have some rights like requiring skill. But skill can be mitigated by ping... And even if You use it correctly game will tell You "nope".

    Also, button activation requires killer to wait it out, while automatical activation would make it anti-tunnel second chance perk. It should only have a window to use it, like time or action gated. Also, could activate also as unhooker.

  • If i would choose one thing i would change in trapper is to make his traps semi transparent, so that those are harder to detect on every map.

    Addon that makes them darker is just bad, using it should make traps even more transparent, because i'm current state it hurts more than helps.

    Another thing i would change is to make traps more... Supernatural? Like not litteral beartraps, but something like entity spiderlegs catching survivors (and not catching trapper).

    Maybe ability to replenish traps in lockers? And last placed trap would disapear if map limit is reached? Idk about that.

  • Since sloppy do not apply exhaustion... I cant see connection.

    Idk, maybe its good change, maybe bad, but i really cant see reasoning.

  • @roundpitt said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402912#Comment_3402912

    You have maximum three chances to use it. But once you successfully stun the killer, it deactivates for the rest of the game. So it has a single use. And if you miss the skill check obviously it does nothing.

    Remember, it takes up a perk slot. All for a one time three second stun. 👌

    Give it extra stun duration if the killer camps. Where the stun increases by 0.5 Seconds per 10 seconds while within 16 meters up to a maximum stun duration of 5 seconds.

    Base 5s would be good, with additional hide od scratch marks for 10s.

    Non tunneling players would not even feel that.

    Tunneling players will see it not more than once per survivor

  • DS should give more stun, and maybe hide scratch marks for some time.

    I mean, it works only after being unhooked (not sure if only once), and deactivate if started to actually do something.

    Its fair trade off, anti-tunnel perk, but needs some buffs.

  • I agree with the premise.

    Tunneling and camping are not healthy same with gen rushing.

    Bhvr should reduce such gameplays on their side, not rely on players to play healthy (tho it would be appreciated).

    And i generally agree with suggestion.

    Tho imo better way would be to just leave players in game are remove ability to kill them before end of trial.

    My idea is to remove sacrifices.

    Every hook makes syrv to become a ghost for some time, and mories increase this time.

    Gen speed have to be adjusted.

    Trial timer so that game cannot last longer.

    Exit gates oppens when both switches are done.

    (Some mechanics to prevent killer from camping a switch. Maybe three switches and two of them have to be done).

    If survs turnes both switches before time limit, killer is consumed by the Entity (its angry that killer did not done its job properly).

    If survs are run out of time, the dawn comes to the realm, and Entity consumes survivors so they can be dead by daylight.

  • This behaviour made me mad in both roles - as surv im pretty sure we are screwed. As Killer i know there will be no challange nor fun gameplay.

    As surv i have nothing to do with this, just deal with it and go to the next match, sometimes im reporting such people for helping the killer.

    As killer i deliberately refuse to kill this one if they had 2nd stage, for as much as i can and allow all other survs to escape if they wish.

  • If Sprint would be activated by a button, then it would need also have nerfs like shorter duration, more exhaustion. Its quite good at the start of chase. Its really strong if one learn how to 99 it, it would be too op if it would be a button perk.

  • I think this would be nice qol

    Mayers players already 99 their power and acrivate it at the right time. With power button it would be just easier to use.

    I would go somewhere further with this.

    Mayers could be able to stack stalk juice for few T3 for one by one use.

    Perhaps every next T3 could require more stalk points so that we create opportunity cost - stack T3 but use it less, or use immidately, but have more opportunities for using it.

  • @Ithiria said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3397731#Comment_3397731

    Apex, counterstrike, quake, halo. warzone

    I find the term "core gameplay" a bit weird here too, FOV in DBD mostly impacts FOV techs, of which there aren't many. Some of these games like Apex and Quake have a lot of mobility where a low FOV can straight up make it hard to track targets in close range, whereas DBD doesn't feature much mobility.

    Are you sure, that those games are based on non-seeing enemy? and any bit of fov changes strategies? I agree it may be easier to track enemies, but i really cannot see any changes in stratgies in terms of increased/decreased filed of view, where in dbd its essential to control how much people see. And its not only fov:

    Nurse is loosing not only some fov but also is loosing control over camera while she is in fatigue. Should this slider also allow her to see more in this stance?

    Trickster have part of his fov covered with light when his main event is ready.

    When braking the paletes of vaulting, killers loose control over camera to limit their perspective - its also a part of gameplay, the same as fov - to control what killer can see and allow survs to have some advantage and technics. Should we remove those cameras angles due to accessibility?

    where is the line? why there?

    and last, but not least - fov also affect at which angle killer can be blinded and stunned by flashlights.

  • Except it does not inflict deep wound on chain hit.

    Deep wound is applied after survivor brake the chains.

    If he hit You with chain and then M1 while still on chains, then your borrowed time will trigger.

    To counter it. If You have something that can give You endurance, then wait for the hit, if You are not sure if You manage to escape after braking chains.

  • -"As much as i agree that genrush is one of the reason some killers camp and tunnel. "

    "I cannot agree that we have to touch both those topics in the same thread."


    Since you agree that genrush causes tunneling; do you think gen rush is fine and Tunneling is bad?

    No. I agree that some people tunnel because of gen rushing. Not all of them, and not only because of that.

    -"Just because genrush exists does not means tunneling do not exist."

    You missed the forest for the trees. We already established that Gen rushing exists and that causes killers to need to tunnel as a reaction.

    No. It was the answer for the argument. Argument was that because i'm this topic author was talking about tunneling it means that they dont want to aknowlege genrushing. And as much as i can see why this statement was made i cannot agree that if topic is specifically about tunneling we have to talk about genrushing.


    And Idea You gave is simmilar to what i have posted. Yet it does not adress genrushing. It is about tunneling, making it less appealing, and its about reducing gen repair speed. But genrushing is when all surv efforts are putted into gens so that game ends in 3 mins. Even with Your suggested change, genrushing is possible.

    Which means that even if You talk about genrushing, You are not touching it.

    And one other things to your suggestion: giving only penalties is not good thing.

    My suggestion was to reduce gen speed for hooks, but increase it for kills.

  • @BlightedDolphin said:

    "We can't add a FoV slider because it would buff killers!!!"

    Ok... and? So what if it is a buff? It's such a tiny buff that it isn't going to make a difference anyway. No one has ever thought "damn, I would have won if it wasn't for that pesky Shadowborn!"

    So why does it matter if it is a buff? Killer FoV should be buffed anyway, it's terrible, both accessibility wise and playability wise.

    And the whole argument that it needs to remain because "the game was built around small FoV" is not a good argument when the game also wasn't built around HUD icons, yet we got those because sometimes the original ideas are outdated and we need to improve. The survivor HUD update was a great change, and updating FoV would be just as good of a change.

    So again... why does it matter if killers get a tiny buff for the sake of accessibility?

    I believe the opposite. Icons was necessairy, but i think its was terrible change. I would rather see old dark maps, with no swfs allowed, with no icons. I bought the game because it was a horror game back then. Now its more like playground of some sort.

    Also


    "damn, I would have won if it wasn't for that pesky Shadowborn!"

    There was a time when i thought "dam, i would have won if i dont always list track of someone going my right". Then i used shadowborn, and its my core perk on Wraith and Nurse. Sometimes other killers, and will be on Blight and Legion. It really helps to see what is happening around me, and gives survivors less opportunities to run away from me, its basically "hold W" with little exceptions.

    Fov slider would really helps me as killer, and would really screw my game as surv. Its good its locked on perk.

  • @Ithiria said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3395619#Comment_3395619

    Why are you under the illusion that FOV doesn't affect gameplay in other games?

    Yet they still include it. They just cap it to reasonable values.

    In which games, core gameplay is based around field of view? Name me few please.

    I don't recall any game that "what can You see" is part of game premise, and fov slider is available.

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3397426#Comment_3397426

    Tunneling is a made up concept.

    Survivors rush gens and as a response killers have to rush survivors out of the game.

    You get nothing for getting all gens to 33% progress. You get nothing for hooking three people one time each.

    See the problem?

    As much as i agree that genrush is one of the reason some killers camp and tunnel.

    I cannot agree that we have to touch both those topics in the same thread.

    Those are different things, both of which should be resolved from devs side, but when we talk about one thing, we should talk at one thing.

    And also. Dismissing anti-camping suggestions with argument "genrush" and vice -versa is at least silly.

    Just because genrush exists does not means tunneling do not exist.

    And - no, resolving genrush is not the ultimate answer for tunneling and camping. Even if all perks and items for gen speed would be removed from the game, and one gen would need 300s do be done, lot of killer would still camp and tunnel.

  • @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396952#Comment_3396952

    1) You know where tho, it's not really hard to find them. It might help, but you can as well remove basement.

    2) might work, but 3-gen would be pain to deal with again. It would promote slugging, so you keep gens slowed. Just fix to create more issues.

    3) sounds like new mode, nothing to do with normal game. People wouldn't like it. Don't change core gameplay, which is reason why people started to play in first place.

    1. No. Its the whole point for killer not knowing where surv is.
    2. Some balancing is needed, slugging is another thing, we are talking about tunneling.
    3. It looks like mod, but core gameplay is not as much different. Difference is that:
      1. Game cannot lasts forever
      2. Tunneling is not existing

  • I thought this out, and i think this would be tricky for balance.

    Right now we have 3 options:

    1. Brake the pallete, which waste some time AND reduce our fov since we are loosing control over camera.
    2. Not brake the pallete, save some time but block this path.
    3. Use perks/addons that help us to deal with paletes.

    Having fourth option:

    Lift the palete. But this should:

    1. Takes a little less time than braking it with brutal strenght.
    2. Leaves us the control over camera.

    Would gives us another interaction:

    Used palets would means nothing if not used properly, but gives another try for other survivors and would be another trap for not aware survivors who would not know (in certain situations) if palete is real or fake.

  • If killer would see in 360 degree... Would he benefit from that? Would his perfirmance improve since they can now see everything around?

    What about 270? 180? If this would not be an issue, then i cannot say anything more... If one can see the issue with such numbers, then where is a line? Why few degrees from now is only accessibility, but few more is suddenly an advantage?

  • I have few other solutions for tunneling problem:

    1. Make hooks works like Pyramid heads cages - surv is relocated and killer dont know where.
    2. For every killed survivor, gen repairing speed is increased, but decreased for every gen compleated.
    3. Remove "killing" aspect. Entity feeds on emotons, fear and pain. Let the survivors play whole game. I have posted a more detailed description of this Idea:
      1. Trial is time-limitted
      2. There are no gates, but two switches
      3. Switching both before time limit banish killer and survs won
      4. Not switching both before time limit makes a dawn and Entity consumes survivors.
      5. Hooks just reduce survs ability to finish gens, without removing them from the trial
      6. Also, survs will really be dead by daylight if timer would count down to dawn.

    Only 3 simple solutions, and all better than straight free gen repairs.

  • But FoV is not only accessibility.

    Its like saying that palletes should drop automatically because not everyone can press the button in right time because ping, it would be accessibility option...

    The reason why such things should not be done is that its NOT ONLY accessibility, its also mechanical advantage.

  • @Boons123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396337#Comment_3396337

    Well, the tunnel is an effective strategy, as you will only face 3 survivors, and this makes it much easier to pressure them

    So the tunnel is focused on one survivor (let's say it's Bill) and trying to get him out as quickly as possible (all this once the survivors save Bill from the hook)

    You say that what if all the survivors were on a hook, and Bill was put on a hook until he reached the second stage, but he did not take any Conspicuous Actionsyet, so is this considered a tunnel?

    Fortunately there was a system in the PTB where he was known as "The Last Standing" where if he was down it was game over.

    It can be used so that the game does not consider that you have tunnel Bill because he is (the last one standing) and you have nothing to do but kill him

    So, if im playing fair, and did not kill anyone before 8h so i streched the game as much as possible and did not removed one person as soon as possible, so i was not tunneling in your definition, and yet survs will get one free generator done because your idea.

    Then I was tunneling or not? In one place you say no, in another you say yes.

  • No, it is not.

    You said "tunnel" i asked You what does tunnel means and provide a situation, and then You turn back. So either You think about words You are saying or not.

    Im gonna ask again.

    If i hooked 3 survivors 2 times each for total of 6 hooks, and then i hooked last survivor two times in a row do that noone was killed before 8 hooks.

    Was i tunneling?

    And what should be the algorithm to determine what tunnel is.

    You are talking about tunneling, so explain what You have in mind when saying "tunneling".

  • @Boons123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3395981#Comment_3395981

    I'm not a developer to discuss with me, so it's just a suggestion that they might find a solution for

    The system may act as the only survivor standing and thus not consider the tunnel

    This is your idea, so im asking You

  • So if i could not find one persone through most of the trial, and 3 survs was on hooks 6 times total, and now i have found this 4th survivor, hooked him once, and as soon as i heard he was unhooked, i went for him to hook him 2nd time because hooking anyone else would means killing someone, and i will not let him to do "conspicous action" - i tunneled him?

  • @Boons123 said:

    The tunneling problem cannot be addressed with Perks

    So this is my idea

    Once the survivors tunnel by the killer and hit by any means The following effects will occur:

    -Gets the effects of Incapacitated (can't do anything), blindness, and Hindered (20%) for 60 seconds

    -One random generator is fixed automatically

    Regardless of whether the survivors exploited this or not What do you think of this idea?

    If you have anything to prevent survivors from using this to their advantage, write it down

    -And thanks

    How the system can distinguish if this is tunnel or not?

    Im sometimes hooking one surv 2 times in a row, bit never kill anyone before 8 hooks, is this tunneling?

  • I agree that fov slider is very important in games in terms of accesibility. But in dbd it is not only affecting accesibility but also gameplay mechanics, this is why we cannot have the slider.

  • @not_requested49 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394654#Comment_3394654

    I know but my friends don't want to change their perks

    The issue I was having though is that they used bond to point me out when I was trying to evade the killer

    Then afterwards when I said I did not appreciate it they said "don't worry it's just a game it's not real match"

    While that may be true, it's still irritating to not be able to disable certain perks like that so they can't point me out

    Plus, it would be convenient for other things as well and I'm sure some will appreciate being able to further customize custom games

    You have to change friends. Its little selvish when they disrespect you. You play with their rules, and sometimes they should play with your rules. As i said, in friends group you can communicate specific rules to play, and in custom tournaments also.

    tho it would be much easier to just isable it.

  • @Raptorrotas said:

    "Survivor needs all those swf comm third party tool advantages basekit", "EWW NO FOV SLIDER".

    lol.

    I may be to edgy, but i would like to see no swfs and swfs tools in game. I know it will not happened, but i would love to see 2 game modes fist like current, and second, where you can participate only as solo surv. I would play only in this second both as killer and as surv.

    And yet, im still against fov slider in this game, because fov is very important here, people who play with more degrees will perform much better.

  • With friends You van communicate, same with some custom tournaments with special cases... Tho it would me much easier to just click-disable perks...

  • And its the reason why fov perks do not stack. Imagine getting 25 or 30 degree more fov. I would never loose track of survivors.

  • @Technature said:

    There is literally no good reason it shouldn't have an FoV slider.

    But an army of "Killers get preferential treatment" people will probably talk about how that gives killer an advantage for some stupid reason.

    The reason for it is balance. Maintaing fixed fov both for killer and survivors, ensures that they see what they have to see and no more. Few degrees view more for killer like im shadowborn prevents lot of situations where killer lost track of survivor because lost them from fov.

    For me is enought good reason to not introduce fov settings in dvd.

    And yes lot of the people would adjust fov to some nice mid value to see well enough and for the screen to not be too streached. But me and lot of other people would immidately max it to see as much around the character as it is possible. Seeing more is HUGE advantage.

  • Nea is a punk girl. If You dont like her being punk, then You probably dont like Nea. If You want her to have not punk outfit, then You should use other survivors, those function more as skins than outfits does.

    That being said. I can believe there can be some punk dresses or skirts at least. Or maybe some cosplay of her. Maybe "not Nea" outfit where she is dressed as Disney princess?

    Tho i dont think this would fit Nea.

  • I find no big issues with dh but it has two problems.

    It has a counter called "wait it out" which is the worst counter ever. Im just hitting people, and if they have dh, then nad for me. Maybe on higer ranks this become a problem, but i'm low mmr player so this does not make too much difference to me.

    It is ping related... So no reliable. Some hits that should be countered are not, and some that should connect do not trigger deep wound.

    I think those two things should be removed to make dh more fun to play.

    I think dead hard cound trigger automatically but only once for trial. Solid but limitted use second chance perk.

  • I found it a funny thing that devs, wanting all perks being used from time to time, instead of trying to balance perks so that all are moreless equal so every player use other perks depending on their playstyle, they shifts meta so that some perks are obliterated and unsuable and others are made the strongest so that everyone are using only those few meta perks.

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