Archael
Archael
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@Skitten56 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3500129#Comment_3500129
You are correct in that this is the majority of the complaints, but you need look at it critically and view it in context.
People spam the teleport because it is the most effective way to build condemn now. As a result, people complain about the spam because the condemn can be oppressive. However the ability to spam teleport is significantly reduced compared to before. For example, before there was no cooldown on it, now there is a 10 second cooldown. As a result, her mobility is weaker than before. If BHVR adjusts her to make condemn not a threat, then Onryo will absolutely be a worse off killer than she was previously because they have in fact nerfed key parts of her kit, aside from condemn which they have buffed.
Her map pressure should stay without cooldown, but global condemn should have 15s-20s cooldown.
And idk if global condemn is as much pressure, just take the tape? No? Idk, i havnt play against Sadako yet, tho in few games i played as Sadako, those few who took the tape from game start, never become fully condemned.
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@ChaosWam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3499307#Comment_3499307
Double checked the PTB notes, y'all are right. Feels weird I never noticed, and adds more confusion as to why they removed the hook-condemned thing for 2 stacks on hit. I guess it was too easy to counter?
It was too easy to abuse the mechanic. When Sadako on ptb was hitting survs with tape, tape was not destroyed, and thus she could just camp crawling survivor and hit them again and again when they was recovered and apply condemn to full.
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I think survs should be able to recive tape from any TV, tho from my matches (as Sadako) i saw almost all TVs active at the time even tho i was teleporting much to apply condemn, so im not sure if this is really so difficult (tho i can understand that and from logical point of view - tape is always there).
But i would want to tweak her teleport power because 10s cooldown to apply condemn is too frequent but 10s cooldown for teleport is too much imo.
I would want to remove cooldown from her teleport but give 15s cooldown to her global condemn.
So you can teleport how much you want but only once per 15s you apply global condemn.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3495469#Comment_3495469
Yes. And that's the basis of my complaint
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3495213#Comment_3495213
I am glad we see it the same. Apart from this problem, I frankly have no problem with her
then yeah, its a problem. Tapes should be in every TV, maybe except those where tape was removed from in last X seconds. TV reset time should not be affected by that so i decide if i want to take tape from disabled TV or look for turned on TV for Sadako to loose teleport point.
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@mca240 said:
Behaviour should fix what makes games consistent unfun instead of bandaid fixes such as removing the option the self unhook. If Dead by Daylight would be fun for its players, people wouldn't be suiciding on hook as much.
There will always be players who would like to exit game as soon as possible just becuase something went not as they planned - they saw killer they did not wanted, they got hook before first gen pops, etc.
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Since bots are a thing i had much more hook suicides than before. Earlier there was more DC... idk, people are doing this to screw team?
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I have a question - do you need working tv to take tape? Or any TV?
From game start it should not be difficult since before she can teleport, all tvs are working.
But i need to know since i have not encountered her yet as surv - do i need working tv to take tape?
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I think the biggest problem with Onryo, and most other killers is player inexperience.
It would be great if some tips about killer counters should pop up in the side of the screen from time to time, especially if killer power is in use:
You got global condemn from Onryo - on the left side of the screen, pop up tells you "protect yourself from being condemn when Sadako teleports by ejecting tape from nearest TV".
Being hit by Huntress hatchet, the pop up sais - "Huntress has finite amount of hatchets with her. Then she has to reload".
One should be able to disable all/specific killer hints.
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Good suggestions. It was just a brainstorm, but going to change it
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@mizark3 said:
The counter to exit gate BM is a bathroom break, or getting a glass of water. They can't stay in the match longer than 4 minutes if someone is downed, and they will bleed themselves out if they intentionally downed themself (like by a zombie or some such). If the Survivors refuse to open the gates the Killer can open them up without Survivor interference (barring a cheater Survivor, but I think they fixed that particular cheat). Even then, everyone should get up from their chair after a match and talk a brief walk/break. The counter to BM is good health. They want the worst for you? Then give yourself, the best for yourself.
Plus it isn't like every single match has exit gate BM, Killers should be winning roughly 50% of matches (or more), and if in 100% of Survivors BM the Killer, that individual Killer is the only common denominator between all those matches. Maybe a little introspection will help realize why everyone 'hates' that player.
I just want to correct one thing.
Devs said they want killers to have 60% killrate, which means avarage of 2.4 survs being killed on one trial. So 12 kills in 5 trials: 2-2-3-2-3. Assuming that 3 kills = hatch (but not always), gates should be oppened in 60% matches.
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I a quote, there is no mention of doing only gens is fun. Do this is a strawman.
I should not replay to strawman, but i wanted to point out that You did not interacted with quoted post in any way.
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I was thinking about shapeshifting killer. My idea is not finished yet, but:
- Shapeshifter should be able to repair gens, and regress them at certain point based on repair progress.
- Shapeshifter should be able to hang on hook or lay in dying state to mimic survivors.
- Shapeshifter have to be able to swap places with survivors.
- Shapeshifter have to be able to use perks of the survivor they turned into.
- Most importantly - how to prevent swfs from knowing who is shapeshifter?
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@Pink_Ronin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486734#Comment_3486734
Are you saying Trapper is as strong as Nurse?
I was responding to someone that was telling me to play Nurse. I said I have and it was easy, and that I understand the counterplay and think it's nothing short of mental gymnastics to suggest that the current counterplay against Nurse is fair.
No, im saying that single experience means very little. Even tho i get easy 4k as Trapper, i was struggling while playing against him. but i admit i suck in surv role, tho im not even as good in killer role.
This means very little.
What matter are things that are repetetive:
Great killer mains can get easy 4k with Blight, Nurse and Spirit.
Looping Nurseis different than looping Blight.
Lot of survs just suicide when seeing Nurse, they are not even trying.
What does all means?
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@kit_mason said:
https://forums.bhvr.com/dead-by-daylight/discussion/383880/delete-nurse
Just make Spasmodic Breath basekit. Until a hit she's the Nurse we all know and [opinion], but after a hit she's a loopable 110 or 115 killer for X amount of time. Pallets remain useful, healing becomes a priority so you aren't looping a teleporting nurse whilst injured, and ultimately she has much clearer and more interesting counterplay.
I would debate if this would be more interesting counterplay. But it would not kill the Nurse (maybe? It require testing), but if haters would shut up i would agree for that change.
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@Pink_Ronin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3485755#Comment_3485755
I have played Nurse. It's quite easy to get a 4k even without aura-reading perks and not having much experience.
I have played Trapper. It was extremally easy to get 4k without perks and addons.
Does this means trapper is OP?
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Number of chests in the trial is limitted, and its huge. Any "charge" addons would be a waste. Key need more usage beside oppening hatch/chest to make it uses charges. Maybe totems could be clensed/blessed with keys? If its only chests/hatch. Then it should be limitted to usage - 1, 2, 3 uses of key before it become broken.
And then, what about broken keys if their aura reading would be removed?
I think that keys should also be used to clense/bless totems, and broken keys could be used only for this.
Also - seeing items in chests is just bad, especially that loot is created when chest become oppened, never before.
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If most are casual, then let them be casual and dont bother. Its what im doing AS casual player.
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I have seen 5 Nurses last month. Only one of them was actually good, and looping her was a challange. Problem is that i rarely can practice looping Nurse... and i suck looping. The other 4 was either memeing or was very bad. I had really no problem with outrun them, especially on "the game" map. We lost 4 matches, because my teammates just ff as soon as they saw those Nurses xD most just DC, but lot of them was either worst than me with looping (which is really hard task) or gave up those chases, and then suicide on hooks.
Im not saying Nurse is OP because of my experience. Im saying that because of my experience i cannot understand the reasoning.
I was also playing Nurse really much. I love her visual design, and i find her power satisfing when used properly. but my first try with her almost made me cry. I was demolished, and lot of tries survivors was oppenly taken advantages about my blink inaccuracies. I left her for few weeks. And after that, it was another few weeks before i started playing moreless properly, but in most cases people just leave when they see Nurse in a game. I can bet this is the reason she has so high killrate.
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For me, this should work for all skillchecks like overcharge or mercilles storm. In case of hard skillchecks it should cosume all tokens (or said numbers like 3) to correct this actions, but should work with it.
also, it could also light up gen for other survivors, but this would make "situational awareness" obsolete.
I think that if we want others to be with us, its WE who should bring additional perk. Otherwise it will be their guess.
(But yes, corrective action could give other survs a clue that its in use while we are both repairing gen)
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I was thinking about it too. Only people with cakes should get bonusses from cakes. Maybe after the event everyone could be getting it just like bloody party, but at the time of events, only those who actually participate in party.
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@AmpersandUnderscore said:
The entire bot system is ripe for abuse on both sides. *This should never go live*
Survivor squads who just DC at the start and trap a killer in a full bot lobby game or face disconnection.
Also can't wait for the last survivor player to be camped as a slug on the ground for 4 minutes while the other bot survivor does gens, is stuck somewhere, or is just given hatch as BM.
If they want to implement something for DC's, they should leave the disconnected player's body in the game for 30-45 seconds, then the entity eats them. No room for abuse, and killers can still get their adept/perk triggers, whatever.
This bot system will only lead to more disconnects. For some people, the only thing keeping them in a game like that is to be a good teammate and not leave the team short... But that's what the bots are for after this update...
So people will just drop more often because the bots will be the official, BHVR-sanctioned player replacements in games they don't want to play. They don't have to play the game, and the team doesn't have to be short a player. *This isn't sanctioning or condoning this behavior, but this is an observation about human nature.*
That feels like rewarding disconnecting if you aren't 100% satisfied with the match. I don't think you should be making a disconnect feel like a win-win scenario, ever. Players shouldn't be disconnecting at all, for any reason, and the game would be far better in the long run if BHVR invested even a fraction of these resources on literally any of the reasons people disconnect, instead of a bot band aid fix.
Games are overwhelmingly one-sided, to the point that at least one player doesn't get to actually play the game. Let's start with that one instead of just letting people continue to disconnect and slapping a bot in their place.
You are suggesting that boits will encourage players to disconnects... while disconnecting players do not look back on their team. This change at least will help survs do their objective, and will help killers with achivments/challanges/daily and with some perks that require survivors
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@TheRealConsent said:
Im a killer main, and yes, the game does become killer sided when a survivor disconnects.
But come on dude, i dont want to fight 2 bots and get hit with a DC penalty after the last human survivor remaining kills himself on hook.
I dont want the stupid bloodpoints, the EXP or anything. I want to PvP. If i wanted a PvE game, I'd play custom.
I think when a survivor becomes a bot, the killer should not have a DC penalty anymore. I dont want to fight a stupid computer just because some jackass decided to leave the game.
So, to be clear. You dont want to play with 3 survs and bot, because bot is not a human player, and you prefer playing only with 3 players, because they are not bots? You know you can just kill a bot and still play with 3 human players? Or ignore a bot and play just with 3 human players?
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@Keellaeth said:
They should only remove the auto-disable thing of the ruin, then it's a good perk to run with undying etc.
None hex perk should be "good with undying" Hexes should be good on their own.
I have posted a suggestion that totem should be lit only if hex effect is in use, and fade out if its effects stopped:
example: Ruin should be lit if any gen is regressing. If there is no gen regressing, then there are only dull totems on the map.
Hexes should posses any dull totem at the moment of activation and not be tied to one from the start of the game.
Clensing a hex should remove it from the game.
Totem cannot become dull while clensing and up to 3s after interruption.
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I was already posting suggestion of buff for hexes generally:
https://forums.bhvr.com/dead-by-daylight/discussion/377257/idea-universal-buff-for-hexes#latest
but as for ruin. It needs more love. Its still hex probably because it came with Hag, but in current state, with additional disabling after first death (or dc) it should really not be a hex.
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I hate bright maps, dbd lost its vibe... And what happened to being dead by daylight? Its already day in most maps right now.
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@ryebread said:
Hey I’m a really lousy survivor so I’m pretty much at the lowest mmr you can be and I run into AFK killers about once every 5 or so matches. It’s a serious problem currently. I’ve been reporting these people but nothing seems to be happening to them since I will literally run into the same AFK killers on a routine basis.
Whoever said to just do gens and leave is dodging the issue. That’s not a solution to the problem and we shouldn’t be forced to do 5 gens just because someone is farming shards. These people need to be banned. Behavior needs to do something about this because I’d rather spend my time playing some other game than doing gens all day with no killer and I doubt I’m alone.
tbh, it does not matter if there is a killer or not. As survivor, Your objective is to do 5 gens and escape. From surv perspective, killer is an obstacle.
Tho i understand the premise - its not fun to not interact with the killer.
It is an issue. Tho its not as common as it may be seen (at least for me), tunneling and camping are. There is just a little more interaction with the killer, but its also not fun experience which at the same time removes all rewards from playing the game - bp, shards, and not allow for certain challanges or daylies to be finished. While afk killers do not prevent that. Escaping, doing gens gives lot of bp, staying in a boring game gives shards, and afk killer allow for doing certain challanges and daylies with no problem.
No, im not saying its not an issue. Im saying that its not as big of a deal. I would love to not see afk killers, but i prefer those over tunnelers and campers.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3448981#Comment_3448981
Nah. The killer is actually fun. Problem is, that most people play bubba as camping machine. If you met me, you would enjoy the match very much (maybe except endgame where securing kill is the only thing left to do). I run 0 camp/basement perks, run pain res so I will probably not hook you in basement. And even if I do (because it's closest hook and pain res is used up/out of reach), I will run away ASAP.
The killer is quite fun. All that devs need to do is nerf his camping ability and slightly buff his chain duration (against good opponents, it feels required to bring award chilly+beastmarks). And if you get chasing bubba, it's also very much fun to go against him. Sure - the experience is much tougher (as a survivor) if you get gideon's the game, but on most maps it's very much fun
Im not even try to secure kill in the lategame. If i did not killed anyone till the endgame, i mostly left them on a hook. If people are willing to unhook they are free to go, if not, then its kill for me. (Tho mostly they die before endgame, maybe because im so generous so my MMR is not so high).
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Updating, maybe someone wants to add something or discuss over uncertain questions?
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@Spectralfx said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3443785#Comment_3443785
So you don't understand how forcing the hand of the survivor to come to you in a powerplay move is fun eh?
Well, I can try to explain but you don't even answer the real question I asked:
Why would YOUR fun be more important than mine?
quit making rules up and deal with it. Period.
Its not, but Your fun should not be more important than his either.
There are certain actions that makes some players having fun but other not:
Killer camping and tunneling makes killer feel fun because they won the game, but survs not having fun because they do literally nothing in a game;
Survivor having fun because playing the game while killer not having fun because they loose the game.
Then answer Your own question: Why Your fun should be more important than his?
The difference is that survivor is not having fun because they are forcefully removed from the game they payed to play for. While killer is not having fun, because survivors are PLAYING better, not because they are not playing.
I think this is more important than either side fun.
If there would be a mechanic that remove killer from the game, or petrify him for X minutes, and survivors would abuse that to win it would also be considered as "not fun" and "not healthy" and lot of players would vote to remove that mechanic. Would You defend it as "valid strategy"?
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@Anti051 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3446809#Comment_3446809
You can't quickly "tunnel" somebody out with this suggested system. If the killer only attacked one person the entire match under this suggested system, it would get them nowhere because the team could just leave the person on hook and they would never be sacrificed until the tickets are gone, and the only way that happens is if the killer goes and hooks more survivors to burn down the ticket counter before the gens are completed. This suggested system combined with the upcoming anti-camp changes would make it utterly pointless to camp hooks, tunnel people or proxy camp a hook.
This system would force the killer to go for hooks and actually exercise skill with their kit if they want to win.
And again, it might take some experimentation to figure out how many tickets the survivors should start with.
Yeah, exactly, you are talking about camping, ticket system would help with that. but it would incetive tunneling more. If there is a weakest link in a party, killer will tunnel this one even more than now since it now not only remove that one guy, but will deplete etire team tickets.
Yes, if Killer would like to camp this one person on hook, they will most likely never die. But we are talking about tunneling, not camping.
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@Anti051 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3444619#Comment_3444619
Incorrect.
You're not taking gen speed into account. Completion would be achieved long before a single person could use up all the tickets unless the killer is working in tandem with 2 of the survivors.
How? How longer chases with better loopers would lasts less than shorter chases with worse loopers? Yeah, if killer commit to that one survivor and w8 for it near the hook instead of applying pressure on others... but this is camping, and im talking about tunneling.
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@Anti051 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3444028#Comment_3444028
Well for example, in the game 'Depth' the team of 4 divers (survivors) start with 30 respawn tickets, as the divers are killed by the sharks (killer), they use up the respawn tickets. Once the ticket counter reaches zero, the divers can then be hard eliminated from the game.
With this type of system applied to DbD, it wouldn't matter if the killer targeted the same person the entire game. All tickets would need to be used up before anybody could physically be removed from the game. It would make "tunneling" and "camping" pointless, and ultimately, a sure way for the killer to lose the match.
What the ticket pool ought to be for survivors might take some experimentation though.
Actually no, this would incetive tunneling even more since hooking the weakest link constantly would eliminate all tickets from better loopers so they would have only one chance. And tunneling would deplete those tickets much faster than trying to spread hooks with better loopers.
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My idea to resolve both tunneling and camping, while at the same time keep premise of the game AND make it lorewise is to introduce timelimit.
Survivors cannot be killed before time is out.
Hooks and mories slows survivors down, but what kills them is the dawn (less litteraly since lot of maps are bright).
If survs repair all gates (and use BOTH exit gate switches) before time limit, they won, and killer is bannished (potentially punished because they did not make their objective). If survs failed before time is up, they are consumed by the Entity and are dead by daylight.
Of course this needs balansing over killer strenght, time limit and gen efficiency. But i Hope You git the premise.
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My idea to resolve both tunneling and camping, while at the same time keep premise of the game AND make it lorewise is to introduce timelimit.
Survivors cannot be killed before time is out.
Hooks and mories slows survivors down, but what kills them is the dawn (less litteraly since lot of maps are bright).
If survs repair all gates (and use BOTH exit gate switches) before time limit, they won, and killer is bannished (potentially punished because they did not make their objective). If survs failed before time is up, they are consumed by the Entity and are dead by daylight.
Of course this needs balansing over killer strenght, time limit and gen efficiency. But i Hope You git the premise.
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@not_requested49 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3443955#Comment_3443955
That's true but what about hooking twice then leaving them to bleed? That prolongs the death and should be more suffering
Agree. sometimes i start discussions, and when its needed im trying to say my thought about this, but i highly agree with the premise that survivors should be hooked instead of instakill. Being left to bleed after being hooked 2 times should also pleased Entity. Its all about hooks, and should always be about hooks, chases and hits, not kills on its own.
Remember, that there is also an aspect of hope - survivors need to believe that there is a hope and they can escape. Slugging them to death removes that hope. And we know that survivors that lost there hope are left by the Entity and dont take part in trials.
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@not_requested49 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3443101#Comment_3443101
Exactly, lore wise, killing fast is not what the entity wants
But it's also kind of contradictory since bleeding out is a much slower death than simply being sacrificed, yet when you bleed them out then it says "the entity hungers" like the devs are going against their own lore?
Because of some players, and cries, yes. Devs are against their own lore.
Tho about bleeding we can assume that bleeding is not very emotional, thrilling etc, thus provide less food for the Entity. Hooking and sacrificing them is best way to please the Entity, but this should be preceded by chases, hits, hooks, and torment.
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@RubberBrain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3443259#Comment_3443259
Camping is very unhealthy for the game, it causes killers sometimes to use it to be toxic and overall slows down the game making it unfun for everyone playing. However I believe the anti-hook system should be turned off when it is in end game because sometimes killers need to camp to get a kill, and sometimes if your smart it can end up with more then one
Isnt that what devs said in stream? That anti-camping mechanic is disabled during endgame?
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@adsads123123123123 said:
Camping is an important strategy for killers to secure kills and commonly used on some killers such as Bubba. I suspect almost no one will play Bubba after the camping nerf. Camping is effectively dead with the nerf and killers need to be compensated for this as it's a large nerf.
No, camping is boring and lazy strategy, not to mention that does not work in higher mmr and in swfs especially. Camping also makes killer to be lazy and do not make them to actually play the game - chase, track, pressure.
Just because people do that, does not mean its good in any way.
If we would talking about tunneling then yes, killers should have something in exchange against swfs, since only way to win against coordinated squads (not only swf, but being coordinated in non swf needs much more skills and thus should not be as bad) is to tunnel, but tunneling is unhealthy strategy, so yes, killers should not tunnel but should get something in exchange.
But for camping nerf - no!
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Because they dont need it. Bhvr makes money on dlcs so they have no need for selling cosmetics, emotes and others. Yes they are doing cosmetics, but those are not as great as we would to see.
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Price for survs should be lower than killers since survs are only cosmetics.
Surv costing 7k and killer 9k should be a norm. Discount should be based on number of perks bought but not their lvl
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Ina lore. Entity feeds on emotions. While survivors are killed they no longer feel emotions (theory sais their memories about failed trial are erased). So lorewise, Entity should force killer to play with survivors as long as it is possible, hurting them, tormenting them and making their life as miserable as it is possible, and killing only at the end to feed as much as possible. Fast kill is not what Entity wants lorewise so it should not be what Entity wants in a game thus "kills" should not be killers main objectives.
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@MrPenguin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3442486#Comment_3442486
Yes that's how the thread started, but the thread as a whole also turned into people defending that it's not fine to tunnel but fine to rush gens. It seemed like you were supporting that idea with "The difference is that with doing gens, survs are doing ho harm". Which is why I talked against that point.
If that's not what you meant then I apologize.
If we address tunneling we also need to address the base gen speeds vs killer efficiency problem that gets skewed in the survivors favor even more than it already is if tunneling is removed.
Tunneling = focusing gens, so we need to address both at the same time.
I'm fine with anti-tunnel as long as killers also get anti-gen focus or they get sped up enough in chase/mobility to keep up with the gen speeds.
My main point is that tunneling have to be resolved for the sake of the game, since players experience is what makes game being played. Gen rush on the other hand is more about game balance.
yes, those two have to be resolved at the same time since sometimes tunneling is only way for the killer to win, and everyone wants to win, so removing tunneling needs some other things to be done so that tunneling is not only not available but also not needed.
YET. If thread is about tunneling ONLY then we should focus on tunneling. Arguments about "if", "why" and "how" should it be resolved, without throwing arguments about genrush unless its the argument with "how". Only saying - no, tunneling must exist because genrush exist is not only silly, but also nonproductive, and presuppouse that because OP did not mention genrush means that genrush is OK in the thread is just as bad.
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@MrPenguin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3442166#Comment_3442166
That's on the devs to fix not the players. and the devs should tbf.
As is however, asking the killer to shoot themselves in the foot by purposely playing sub optimally while survivors can do their objective as freely and quickly as they want is asinine.
In order to be fair to the killer player, survivors need to also slow down their objective to compensate. If they don't want to they need to be ok with killers doing the same.
There is harm being done, you're costing the killers their experience/enjoyment as well by holding them do a different unfair standard. It's also not as if killers have fun when gens are flying and 3 can get done in their first chase.
Yes, and this is what are those threads about
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The difference is that with doing gens, survs are doing ho harm. While if killer tunnel it basically prevent one player from playing (not to mention that the player payed for the game to be able to play it).
Killers should be able to do their objectives efficiently (killing survivors) but no player should be harmed because of that - killers should be efficient without need for tunneling.
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@Technature said:
Of course not. It would be silly to say that they are.
But if something is for somebody but they can't get into it because it makes them physically ill, that's not a "Not everything is for everyone" thing.
If something makes You ill, then it means its not for You. This is why i gave example of Borderlands game - it makes me ill thus its not for me. if playing Blight or Wraith makes You ill, then maybe those are not Killers for You. I understand that everyone wants everything being designed or changed for them, but on the other hand - if something was designed in certain way and its a way that some people cant handle, then maybe its not for those people? Question should be ask over ill-concidered or rushed features, but not presicely designed choices.
Visual terror radius, brighter maps and other accesibility changes turned this game into boring grn-run game from thrilling, uncertain "what is happening" game.
If its better or worse we will see.
Im not arguing against fov, im showing arguments about why its not an option. It would be good if people who wants this option know what this actually means instead of thinking "i want this". Accesibility changes already changed this game in a large degree, and can change it even further.
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@jordanjustice said:
I don't care about the backlash to this post, I'm just going to say it...
If DBD is going to live on for more than a few more years, the Devs are going to need to implement better barriers/rules.
How after.. what... 7 years? Is tunneling and camping still a thing? Its pathetic that this still exists. I know they've made Borrowed Time base-kit, but thats not enough. Killers just wait it out.
They need to make it so survivors off the hook have infinite borrowed time, until they actually do something... like touch a gen, or cleanse a totem, etc. This is the only way to ensure Killer's wont tunnel. And if they do, that is the Survivors fault for doing something prior to being a safe distance from the killer. There is no downside to putting this in place... Its only infinite until they become a productive team member... if they never do, then effectively, the survivors are down a member. Honestly, I don't understand how simple solutions like this are not already in place.
Even if the survivor off the hook tries and takes advantage of their borrowed time, it will be gone after one hit. The benefits of implementing my suggestion far out weigh any negative opinions.
Regardless, if this game wants to continue to survive, the Devs, desperately, need to fix the issues in the gameplay. Tunneling and Camping should have been eliminated years ago. The biggest issues killers had was Dead Hard, and you eventually ######### that perk over, didn't you? But what I am discussing is not a perk... its gameplay. You want everything to be fair in your game. You want balance. It can't happen as long as killers have administrative rights to the game... the game literally goes depending on how the killer chooses to play. Tunnel... Camp.. Play with integrity.. completely the killers choice. Take away the choice, devs. Tunneling and camping is literally the worst thing people say about this game, but yet you still haven't implemented ways against it.. its so sad. I hope you figure it out. Maybe take my suggestion in this post, at least for tunneling. Seems pretty common sense, not sure why it took 7 years and outside opinions to think of this.
Balance will not exists as long as survs can be eliminated before endgame.
My solution to this is to tweak objectives. Not change, but tweaked:
Hooks are infinite, every survivor can be hooked as many times as they can. Being hooked lasts for X seconds after which entity breaks hook and release survivor, for that time those msurvs are unproductive. Survs can be unhooked by teammates, but this takes another person.
Trial lasts Y min, after which survivors either finished their objectives and are free, or they didnt and are killed.
This description is not polished, few things have to be adressed here like engame collapse, slugging, etc. But i hope You got the point: either all survs won, or neither.
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Sometimes i have a feeling that some people wants to destry dbd as a game it is... i mean accesibility options. This game is not for everyone it was design as brutal, unfriendly, dark and confusing, and this made this game so popular. Now all of those things are going away. Visual terror radius, surv icons of what others do, colorblind options, generally brighter maps. Fov and gamma, and maybe killer visual audio clues sugestions will further remove dbd identity making it chase game rather than horror/slasher... where is old vibe and dark, brutal tone? I will adjust... but for people who claim DBD is boring... its exactly because of accesibility and overall tone changes, dbd start become boring because it stopped being thrilling. There is not as much uncertanty as it used to be, there is not as much hiding and thrill if killer will find me. Now its only chase or boring gens (btw. gens was much funnier when overall visibility was lower).
But one thing i can agree is that Nurse blinks are powerfull i would make them being lost and have to being recharge once Nurse is stunned by any means, and stun should neither override nor being overrided by fatigue.
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Those threads, and its comments especially, are more and more irritating, tho silly at the same time.
First of all... why one can think that removing tunneling from the game = killer loosing matches?
Second, why counterargument for such threads is always "what about genrush"? I mean... its related, for sure, but its not the topic. Im for both - nerf genrush and remove tunneling, bith tactics are bad for game health, but if topic is about genrush, then one should not bring tunneling and vice versa.
And third - If one is talking about rewarding killers for not tunneling, it basically nullifies argument, that without tunneling killer cannot win, the sentence litterally says "reward" so some kind of help of doing killer objective - and this should be the main discussion in such threads: what reward, what in exchange, or, on the other hand, why it should not be a thing.
Otherwise we are going totally offtop.
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@Technature said:
"Why Borderlands games have no way to change their graphics to some regular ones? I litterally cannot play the game because of its graphics, and its not a game mechanic that would be changed, only visuals, so surely it should be an accesibility to not lock whole game from certain players? Shouldnt it? If in dbd fov is restrictive to some players but only in centrain ways - like not being able to play certain killers or killers general, then its even less of a problem than when someone cannot play the whole game."
"Why are you complaining, there are SOME parts of the game you can play" is what I'm getting from this.
You should take from this:
Not everything is for everyone.