Archael
Archael
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- Archael
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I would make three things:
- After hooking a survivor, killer instinct activates on every survivor that is further than 40m from hooked survivor for 8s, or only one, furthest survivor for 5s if neither is further than 40m.
- Hooked survivor is randomly teleported to one hoook further than 36m. Killer cannot see auras of hooked survivors unless they carry a survivor.
- Hooking a survivor makes all hooked survivors to teleport to random hook further than 36m from killer.
- Scourge hook effects apply to surv if they was hooked on scourge hook despite of what hook they are teleported to.
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@D0NN1ED4RK0 said:
do you think it would be a bad idea if we get an option setting where we could choose a lobby screen from previous chapters? Like let’s say there’s an option to bring back the old RPD menu screen we had back when the RE DLC came out. Or we could get any of the old menu screens from previous chapters like the silent hill chapter menu screens? (Sorry I just miss the silent hill menu screen we had back when the DLC came out in 2020 and I want it back so bad)
This would be great, but chaabge the title please
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this is my idea about hexes:
@Archael said:
I want to make it clear and easy to understand, but some resons first.
Most hexes are really not worth using, some of them are extremally situational, and only handfull of those are really high risk - high reward perks that hexes suppoused to be.
But instead of buffing every hex perk individually i would love to see some simple yet visible change in perks that would make all of them better without unecessairy buffing already strong ones.
At the same time i would like to make totems better since right now those are redundant and noone really should and care about them.
My idea is:
- Hexes are not tied to specific totem, those can spawn on any totem that was dull when hex effect become active.
- Whenever hex effect stop being used, totem again become dull.
- If hex is clensed its perk become inactive for the rest of the game.
- If dull totem is clensed, hex can light up on any other dull totem.
- Hex totem will NOT become dull while clensing and up to 3s after clense interruption, unless clense is interrupted 3rd time in a row hex totem can become dull instantly.
This change would prevent hexes being destroyed at the start of the match but will not help with clensing hexes that are already in use. Hexes that effect is constant like Devour Hope could be easier to clense since their hex will burn all the time but only after first unhook, tho hexes like ruin would be harder since its hex will burn only if at least one gen would regress.
This would also help with problematic perk: "thrill of the hunt" which effect would be active only if other totem would be clensed so in most time this perk would last till the end and thus grant at least some bp.
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It would be great if dbd could record matches for further analyze, and use specific scenes to proof and evidence for bans.
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@Farya said:
I don't care if they make it so that only killer can't see it but survs can, or if they turn off until endgame completely.
Only problem I think, is to make it an option. Because I agree to sizzlingmario4 on that:
If it was an option, I think it might promote the idea that players who hide their prestige level are more likely to have some reason for wanting to hide it and regardless of whether that was the case or not, some players would dodge them as a result which is exactly what hiding prestige is trying to cut back on.
Because hiding = very high level. At least in peoples mind. And I would think that as well tbh 😂 Not that I do lobby shopping by prestige, but that would be what I suspect of a player with optionally hidden prestige level.
Hidden prestige lvl could instead of actual level, shows avarage of others in lobby. Or some other value, dependant on other players.
Or maybe everyone would see same level as thiers.
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@HOMOGRIMOIRE said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3548360#Comment_3548360
You'll still have ppl projecting on that 10 second cool down, but it's a definite improvement. And at least that means it'll be easier for survivors to know what kind of Sadako they're going against.
And the nerf to where Sadako can't gain bloodlust while demanifested definitely hurt harder than one would think just reading the nerf. And tbh, it feels like an unnecessary nerf. The closest thing to Sadako's demanifestation is wraith in his power. Wraith already has speed, and can body block pallets and windows, so bloodlust on that is overkill if anything. Sadako can't body block anything, a plus if ppl are trying to take hits, but has no speed, which wraith can use to somewhat circumvent body blocks and block windows and pallets. Sure, Sadako can't be stunned by pallets while demanifested now, but demanifested doesn't have enough going for it to fully ignore gaining bloodlust. Gaining it at a reduced rate would be much more reasonable.
It would be also fun if demanifested Sadako would have no collision with dropped pallets and windows
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Both flashlight and pallete saves should be considered as conspicious actions.
I could also argue if being healed should either. Ifi got my second health stage, i should not be protected by second chance perks.
Also, ds stun duration should be increased.
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@Dream_Whisper said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3548992#Comment_3548992
I would like that, if they make Hex perks like Lullaby and Devour Hope that requires tokens to be gain at the beginning of the match be completely hidden from the beginning of the trails. It prevents the early cleansing of a Hex perk at the beginning of the match if the survivors can spot it early and clease before you even get a chance to earn a token and build up.
I don't know about Haste stacking, as certain killer addons can give you increase movement speed and can be stack with Play With your food (which is a mediocre to possible worthless perk; unless stack with mobility killers). If only haste perks are much more valuable and strong on their own, then I will be down with removal of haste stacking.
Yes, this is the main reason for hexes change. Devouer hope would be easier to clense than some other hexes, but it would light totem only after first unhook. Third seal would light totem after first hit ruin would light totem when gen is regressing, but fade out if gens stop regressing, etc. Very little hexes would break at the start of the trial.
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I have a better idea:
make survs have unlimitted hook counts, but introduce a match timer (remove tunneling).
Hooked surv is become "ghost" for some time, and cannot perform actions, or make them teleport to random hook far from killer (remove camping).
Once gens are done, survs need to use both gate switches. If they do it, Killer is banished by the Entity. if they cannot do that before timer goes to 0, then all survs are sacrificed and dead by daylight (remove frustration for being best looper and only one who escapes).
Moste gameplay will stay the same, with only exceptions would be to make gameplay more thematic to the title, and remove most toxic behaviour from the game.
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I would also changed how hexes and haste effects works:
Hexes light totems only if thier effect is in use. Hexes are not tied to dull totems, so to clense hex, surv have to either clense all totems, or burning ones (if hex is being clensed, it cannot fade out untill survivor stop clensing).
Haste effects should not stack.
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Endgame chat should be optional, but never disabled entirely (same with profanity filter)
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Hope is ok. Has strong effect, but at the end game, where most teammates should be killed (in avarage).
Problem is that haste effects stacks. Those should never stack, but instead ot should be the strongest active effect being in use.
(And mft haste should be 2% but boon haste should be 3%)
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@sulaiman said:
That might be good in the us, but here in europe, i often play with russians, with whom i dont even share a common alphabet. You have lots of people in europe that dont speak english, and there is no way to communicate with them even with an ingame voice chat. That means you would just throw those people under the bus, because you balanced the game for a level they cant play it on.
No, i think it would do way more harm.
I still think its better to seperate swf and solo queue and balance both seperatly.
I think solo and swf should be separated, but game should be balanced over solo, with swf being fun mode
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I think that Sadako should not have cooldown on her teleport, but instead on global condemn only.
Also. While she is partially visible while demanifest, she should be in chase, but gather bloodlust 0.5x as fast.
And she would be then much better to play.
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@GayDwight said:
Over the years of the game's existence, many annoying moments have been solved and fixed. The most boring part of the game is now when the killer leaves one survivor on the ground to find another and make four kills thereby and this situation can drag on for a long time. I don't have a specific solution, just do something towards the killer or survivor if you don't have some kind of your ideal solution. The most important thing here is that there will no longer be this dull waste of time.
I too, hate such scenarios. Tho its important for certain objectives, challanges and achivments.
Tho i think i have a solution.
If killer hook, and/or kill 3rd survivor, while one is laying on the ground, said surv recovered immidately. In this case, hatch escape should count as a sacrifice for killer in terms of achivments and challanges.
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@sizzlingmario4 said:
It goes on a case by case basis. I will say, that Wraith’s addon that applies Hemorrhage and Mangled should lose one of the two effects, that one truly is free Sloppy Butcher and I agree with you on that one. But with most killers those types of addons are not really equivalent since they typically involve using the killer’s power and some are harder to apply than others.
tbh, i never use this addon on wraith i prefer using perk for this effect. Every one looks just better. Splitting this effect would make it even less apealing.
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@SAF3TYRA1LS said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540708#Comment_3540708
With the broken thing fixed actually..
The whole point of killswitch is to fix the broken thing, with AT THE SAME TIME, not removing access to the rest of the game.
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@SAF3TYRA1LS said:
Killswitchint flashes was the wrong thing to do, maybe shut down the servers for a bit and FIX YOUR BROKEN GAME, flashlights were practically the number 1 survivor tools, wanna flash save? Not anymore! Wanna run a stealth build and gotta blind killer? Not anymore! Wanna get killers attention to save teammate? Not anymore! Killswitching flashlights was the completely wrong move
So, instead of removing one broken thing thing from the game, you want to remove entire game with this broken thing included...
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I have two:
Wraith - He become invisible. He is fast and have good mindgame potential. Also, he is based on Predator, or at least have much simmilarities.
Nurse - She is different. Also, i find her a tragic character, maybe brainwashed at some point due to her trauma.
But i love all ghostly killers. Those are stereotypes i love to see in horror movies.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540382#Comment_3540382
You are right. Either nerf MfT or buff dark theory. As dark theory is failed perk from the beginning of it's existence, it's clear that this perk absolutely SHOULD get buff. But I will give you one thing - considering usage rate - MfT probably needs nerf too (it's weird to me, because the perk felt bad to me when I used it so I am never using it - but alas, my view is clearly different then basically majority of players on this perk).
First step would be to swap haste values between those two perks
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540172#Comment_3540172
That in itself is true. My wording was wrong there.
What I meant is that the data is not really expressive.
Yes, this one i can agree with.
Unless BHVR will provide us complete statistic analysis, only thing we can do is to provide our personal experience, and maybe backup some other data sourcess. Yet all of them are unreliable to some degree, and with differend error range.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3539314#Comment_3539314
What data from bhvr is really reliable?
The kill rates they publish honestly say almost nothing about matches. They don't say anything about the balance of the game. I stated before why this is the chase.
We can discuss about that, but I can agree with you that no stats should be taken as hard fact but looked at with a grain of salt. Not nl or bhvr. We should always look at the information given and try to interpret and analyse it rather than just be like: "look! Windows of opportunity if one of the most used perks! Mist he OP, must nerf it!". That's the wrong way.
Well. Just because BHVR cant into statistics, does not means data they provided is unreliable. Its just poorely collected and delivered. Like the last data about perk used. those statistics does not concidered timeframes, adept challanges, tome challanges, effect of fresh, and much more. Tho data on its own is reliable. In contrast, data from nl is put manually by players, who often, if not in majority, does not provide data of ALL their trials, which means everything - from perk or killer usage, to escapes/kills, is nowhere near reliablity. The only thing that we can assume from nl, is that both killer and survivors players on avarage, show more won trials than lost. But there is 4 survs and 1 killer, and yet not all survs pasted their screenshots, and we dont know what those killers concedered as "won". Of course there are players who share, or at least try to share all their maches, but "try" means its not always the case. Data from nl would be at least semi-reliable if we would new what % of their matches people shared.
We can discuss over bhvr data. Discus over what statistic errors bhvr made, and how those can affect data. We can discuss over how data should be collected and presented. but about nl. There is actually nothing we can discuss, except what is true "according to nightlight data", which cannot be taken equally to "dead by daylight data".
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I have nothing to perks that helps baby killers perform some better. For now, lockers was considered a sefespots, with only very specific exceptions. Ultimate weapon is not this kind of exception. It should reveal survs in lockers only if it would reveal ONLY those, just like Iron maden works only for lockers, just like dredge teleport grab works only on lockers. But while its not its niche, then it should NOT work on survs in lockers.
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With the name, i wanted to go with something ominous, like not being alone in dark, seeing glowing eyes in long dark corridor.
But name is not as important ;)
Shadow omen sounds good too.
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Tapper is a demolisher of baby survivors (but which killer isn't?), even if player is newbie. We should not buff this starting character since he is already the top on this niche. We should buff his advanced gameplay to make him better against better survivors. He has very low skill flor, but also one of lowest skill ceiling, and due to this, he struggle with decent teams.
Baby survivors really struggle with spotting his traps, while advanced players disarm them just after being armed. One thing that would help him, is to make those traps semi transparent. Baby survs will not feel the difference, while in higher lvl plays, he would perform at least a little better
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3538962#Comment_3538962
Well. Then we can't assume anything. But what should we discuss then?
We dont know if Wesker is the most played killer because the players that say that they see him all the time could also be really unlucky.
We also don't know that killer is strong or weak at the moment, or that survivor is string or weak at the moment.
You see what I mean?
I take the most reliable source and due to nightlight collecting data on various aspects of the game, I find their information at least good enough for a discussion. Sure, they are not perfect. But they are the most reliable source out there.
Well yeah. If our data are things from nothing, then we should discuss nothing as matter of fact. We can still share our opinions, but no real conclusion can be made, and nothing should be stated as facts.
And i think the opposite. Data from bhvr is more reliable than nightlight. I already stated why i think nl is unreliable, and its to the point that we can only have fun with this and nothing else. As for bhvr data. Its reliable enough, that knowing reasons why its inacurate, You can more - less predict exact statistics, OR AT LEAST use current data with context of error.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3538603#Comment_3538603
But the stats from bhvr are sometimes saying even less....
Im just taking the most reliable source.
Then you should choose neither.
If the choice is to be wrong because unreliable data, and being wrong because unreliable data, then its better to accept one know nothing.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3537988#Comment_3537988
According to nightlight, the kill rates are even worse now that healing was nerfed. You can say what you want but....
Survivor is strong right now.
Both roles can feel weak and strong. Depends on the players, the load out and the map.
Dont trust nightlight.
Their stats are player input. Not everyone will post all of their games. Lot of people, if not most, will upload only the best plays (for some reason, one of them being frustration after lost match, ao instead of doing screenshot, people are going straight next match), so stats are unreliable. Unreliable to the point noone should use it to something more than fun.
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@camping_site said:
So we are a few months in after the major self-healing nerf and it is so bad for soloQ. I play Dbd since 2019 and nothing what was done before has had such impact on the outcome of a trial. The combo of proxy camping, tunneling, increased gen repair time, time consuming (if at all) self healing paired with at least mediocre tier A killer is just devastating. Honestly, I get out alive 1 out of 5-7 trials.
I think there is a reason why developers haven't published kill stats. I bet for Wesker kill rate is near 80% and they just don't want to deal with it. Side note - he is not OP, but reasons for that deserve another discussion.
Please devs revert changes on Medkit or Self-care. We can keep CoH burried if killers feel it to be too oppresive.
Let anyone else heal You?
Im using healing build. I can heal You under the hook before killer can react to unhook notification (if skillcheck trigger).
Using empathic connection means You see me everytime You are injured. I can assure You, that if You add your travel time to my healing it would be lower for You healing via medkit. You dont need it. You never did.
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And if one is unsure. I dont want rights for this suggestion if bevaviour use it in dead by daylight. I dont need any compensation, maybe free access to the Priest, and maybe credit xD
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IMO DS should be basekit, active for 30s after being unhooked, and have 5s stun, and 1 token. Succesfull use of DS should use token.
DS perk should give second token on first tier, and increase duration of active period to 45 and 60 seconds on second and third.
Non tunneling killers should see no difference, and remember that actions like healing or gen repairing, deacrivates the skill
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Since some time i play both roles, but because i can play Wraith, Nurse and Sadako (wonder why noone calls her Onryo) i am more loyal to this side, and i would be more happy for nerfing MFT.
That's being said. Because i play both roles. I know how tunneling and camping is unhealthy. I really dont care about winning, and try to have as much fun experience as i can. Using meme builds, doing certain objectives or roleplay in both roles. But tunneling AND camping are as bad because those tactics removes the "playing" aspect from the game. I bought the game, i spent my earned money for it and wanted to have at least a little fun. But then i land on a map where in 6s i got stomped by the Blight, around the tile with nothing to use, and end up on a hook... Very satisfying game. But this is not the worst. I could be unhooked, healed, got to the gen and try my beat. Maybe i was unlocky. But no. I got unhooked, and chased by the Blight. Chase lasted around 15 seconds... Overall gameplay was less than a minute... Looking for group, and loading game lasted longer than gameplay. And if one wants to say its healthy gameplay, then im sorry, You are wrong.
If one wants to say, that tunneling is only way for killer to win, then:
- One should practice more and get better, because its false.
- If devs thiks that, then maybe buff killers basekit, but remove tunneling entirely.
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Try this perk with Wraith, Sadako, Artist or Doctor, Clown. Those killers likely never get bloodlust since they use their power during chases (also Sadako and Wraith powers breakes the chase entirely).
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@Boons123 said:
What if a survivor is injured in a match, so his voice can be recorded? And place the recording device anywhere to fool the killer
Yeah, that would also do the trick. Tho i was thinking about something simmilar to original perk, where sound is global, and at the same time its more likely for killer to react.
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Afaik, xeno taił attack is like a spear throw forward, so unless alien targeted ground under You, You should be safe while crouching in exact moment.
I can be wrong tho.
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533075#Comment_3533075
I don't care about prestiges, I just don't like hypocrites.
If you want to hide prestiges, then sure, but let's hide it for everyone.
I would allow players to have settings:
- show/hide prestige for killer/all.
- See/hide prestige of others.
I would use both, to hide my prestige from both, and to not see any surv prestige.
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Dont know what is wrong with this?
You have to be in chase, place biopod, controll it and use against chased survivor. Then repeat 4 times in a trial.
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@nValentine said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3532659#Comment_3532659
i said high prestiges means that those players have spent some time playing the game, i didn't say it means they will be good. they will at least be better than low mmr survivors i guess lol?
again, you can identify survivors based on several ( prestiges - cosmetics - characters, etc. ) and your third point is exactly why i want prestiges to be shown to teammates, because you are saying that P100 survivors suicide on their first hook, i did that personally couple times, why? because i got into a match with a sweaty killer because usually a sweaty tryhard killer won't dodge when they see a high prestige survivor in the lobby, and my teammates are literal babies who just started playing the game. i won't stay in a match that isn't fun for me and nothing will ever change that, devs can't stop that or force anyone to stay in a match that they don't want to be in. here's a good video explaining this specific thing:
https://www.youtube.com/watch?v=1xUcEfHuk9I
people killing themselves or being jerks in a match is not a DBD thing. it happens in literally in every game.
- I said that low prestige character can have high prestige character but play with low one, so despite of their prestige they still have spent some time in game.
- No, If you play in certain MMR then both low and high prestige characters will have same MMR so simmilar skill, and no, high prestige characters dont means player is better. prestige have nothing to do with skill neither MMR.
- Whow, what a flawed logic loop: Sweaty killers dont dodge seeing p100 characters + with sweaty killers i should suicide... can you see logical implication of this? = if you play p100 character you should always suicide on first hook.
- No. Im nowhere near sweaty killer. This argument is just straight false... like most of yours.
- If you play with babies who litterally just started playing the game, this means that you have very low mmr. This on the other hand means, that you are nowhere near the skill you think you are. Otherwise you would not be grouped with such players. Maybe stop suiciding, this degrade you MMR. Hiding prestige for killer will not help you play in higher ranks if you will not stop doing that.
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@nValentine said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3532127#Comment_3532127
it gives an idea that the high prestige player have spent some time playing the game so they are at least knowledgeable of the game unlike low prestiges who are new players and i shouldn't be in a match with them to ruin their experience.
How do you know that low prestige characters are new ones? have you ever thought that they put their bloodpoints in other characters? Especially that having 12 characters of prestige 9 is more bloodpoinst (lets say this corelate with experience) than 1 character of prestige 100.
Second is that having prestige low/high does not mean they are good/bad players. Its up to MMR. If you have high MMR you play with people with higher MMR despite of their prestige.
Third is personal experience, since You use it alot. Most P100 characters i encountered was jerks who suicide on their first hook. Those are people who seek for easy match, probably with afk killer. (No, i dont mean it, i believe there is variety of players. But your argumets looks exatly like this one).
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@Flawless_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3529977#Comment_3529977
Exactly, survivors should have to lock both lockers. It's really not that complicated. You are not shown the lockers that are locked so it's not like you'll be able to remember every single pair of lockers where the other one is still locked so there's still a chance that you may teleport to the locked one again. Also, breaking a lock immediately after leaving a locker would still waste time which is in favor of survivors. If you're in a chase, you don't have time to immediately break a lock and if you do, the survivor gets free distance. It's literally still a win for survivors.
Locking a locker is just like dropping a pallet. You wouldn't argue that you should be able to drop the same pallet twice or a strong breakable wall should magically respawn but somehow justify bad design just because survivors can take advantage of it? All you need to do in this scenario is not be an idiot with your resources. If you're repairing next to a pallet why would you even lock the locker next to you. The optimal way to lock lockers has always been after the pallet nearby has been used. Locking a set of lockers is strong enough as it is against good survivors, unless you just want to repair for free.
And this is exactly why current mechanic of Dredge teleporting to locked locker is better than suggestion from this topic.
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@nValentine said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3531518#Comment_3531518
obviously because they don't main them?
and it was just a joke anyways the point is i like seeing my teammates prestiges and have an idea about them
What kind of idea? Are you assuming their skills based on prestige? Its extremally unreliable in both direction but maybe more if you see low prestige character and assume them being noob.
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Both survivors should have option to hide/show their prestige to other surv/killers. And killers should have option to see/not see survs prestige. This is what i was always posting.
But i have a question tho.
@nValentine "i made a lot of friends just by seeing a prestige 70 Leon or a Prestige 94 Rebecca." Why You couldnt made friends with prestige 3 Leon?
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I think this would be best solutions that bhvr can do - keep accounts in their cloud.
They cannot guarantee account transfer since every company wants to make money for selling the game, but after buying the game one would be able to login on their bhvr account with their whole progress - in this case its characters and skins bought with ingame currency, rewards, lvls and prestige. But no dlc would be enabled here, and would have to be repurchase but this would unlock already prestiged characters.
Dont know how auric cells should work since its ingame currency, but bought from external sourcess like steam, yet You was able to get auric cells from rifts.
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@kermit_snacc_choke said:
https://forums.bhvr.com/dead-by-daylight/discussion/389138/killers-need-a-hud-update
I was thinking this earlier today actually. I was playing dredge with the add-on "worry stone" where you see the aura of a survivor locking a locker for 6 seconds, but I only saw an aura around twice per game, even tho almost everytime I tp'd the locker was locked. It would be nice to see a perk-like effect duration on the add on picture to know aura reading add ons like that would show.
The same could go for exposed, hindered etc. Like how a survivor can see what other survivors of doing with icons next to their portraits, allow killers to see what effects the survivors are under, next to their portraits
I mean. Knowing that there is status effect in play would be great. I dont need to know which survivor is hindered, or exposed, but it would be helpful to know if any is, so that i know my abilities have an effect.
I was also thinking, if killers should know which survivor is affected by haste effect. Its theoretically visible for killers since those survs moves faster, but it would be great to be sure. Just like visual terror radius for survs.
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I was thinking about this cosmetic. Looks great, like actual Queen. I didnt thought she will be as massive as in films (she would stuck in shack doors), but i thought she will be bigger than base Xenomorph. Maybe have some different animations. But if its not the case, then this cosmetic is hurting her royality.
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@Flawless_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3528643#Comment_3528643
You do realize that there's still pallets and windows right? If you're repairing near a pallet or a window, you shouldn't have to be locking lockers to begin with. Double lockers existed before the Dredge and you only know a locker is locked until you are already teleporting to it for the first time. In any case the Dredge shouldn't be able to see locked lockers when teleporting ever and that'd solve the issue you're describing very easily unless you're a 3000IQ genius who can remember every single locker you've teleported to during a game.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3529066#Comment_3529066
Yes, that's how it works. The game forces you to teleport to the locked locker which means survivors can deny you of your power twice at the same spot.
First of all, Dredge is not seeing which locker is locked and which is not unless it equiped special addon.
Second is that thae fact those doubles lockers existed before the Dredge is actually argument for (not against) Dredge teleporting to locked one.
Idk how easier this can be explained. Im really sorry i couldnt provide You simplest explanation. Only thing that i can say is that You should try to read my posts most closely since argument "double lockers existed before" correlate with my explanation, which means that a little more effort would makes You understand.
@Batusalen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3529037#Comment_3529037
Let's put that I teleport to a double locker, and I does it in the one that is locked. Now, I know that locker don't have a lock anymore, so there is no point in teleporting to the other one unless I want to try to catch a survivor that is trying to hide there as he expects me to always teleport to the one without a lock. That's how I think it should work.
Now, if I don't misunderstood anything, how it works right now is that it doesn't matter what of the two lockers is locked, and doesn't matters if I choose to teleport to the unlocked one, the game would force me to always teleport to the one locked. Which means, if I teleport there a second time and the survivors have locked the other one, I would again teleport to the one locked instead of doing it to the one without a lock anymore. And I think it should not work this way, for the reasons I already mentioned.
Yet again, I didn't play with the Dredge yet, so I'm just trying to follow what is being said here.
If there is double locker, then Dredge have no controll over which one it will teleport to. Mostly its random except few cases:
- If surv is hiding in a locker, Dredge will teleport to survivor and grab them. (If surv is trying to lock the locker while Dredge is teleporting, they instead will be grabbed into the locker and taken with Dredge).
- If there is locked locker, Dredge will teleport to locked one.
And the thing is that if Dredge would instead teleport to unlocked one (what this topic is about), then locking one locker would be totally pointless along with Dredge decision if to breake the lock.
Imagine it teleporting to unlocked locker in case of double lockers. Then if surv would lock only one locker, Dredge will teleport to unlocked one, and act of locking would be pointless.
Imagine surv locked both, Dredge broke lock while exiting locker, and now we have one locked and one unlocked locker. In current system, Dredge can decide if to breake another locker thus removing only protection that reckless survivor had, or to start chase risking delay after another teleport to this double locker. In proposed scenario, locking both lockers is the only thing surv can do, but Dredge have no reason to destroy second lock since it will never teleport to locked locker.
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Yeah, i guess this makes sens.
Tho You dont need op killer to win while tunneling. Neither op killer needs to tunnel to win.
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@Orthane said:
The fact that he's a 4.6 killer while being the most mobile in the entire game is disgusting. His basekit is OP, his addons are OP, and everyone who plays him always hard tunnels because they can't win any other way. There's no excuse for a character with this much mobility to be 4.6.
I agree with changing his base movemwnt speed.
Tho i had a problem here.
You said its most OP killer in the game, but a sentence later You said that people who play him, cannot win without tunneling.
How are those two sentences not contradict eachother for You?
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@Batusalen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3528643#Comment_3528643
... so, you are justifying it with "Survivors would have one less counter when two lockers are side by side", as when one of the two lockers would have it's lock broken, there is no point in teleport to the second one!
So yes, "more". And come on, using them properly is as hard as just locking it, it's not like there is much thought or muscle memory skill behind this "counter".
Either i dont understand You or You dont understand me, because Your answer looks like You didnt payed attention to what You read.
If its my fault then i'm sorry i cant explain it better.
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Some killers rarely if ever aquire bloodlost. For example, recent changes to Sadako made her power not triggering chase and thus not getting bloodlust in most cases so additional 5% speed is better. Same with Wraith, and some killers who spam their powers im chases (doctor) because using power removes bloodlust.
Perk is not useless, You just need to use it with head not with every killer.
(Tho i still think its weak)