Archol123
Archol123
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3727185#Comment_3727185
Yeah, and most peoples tones definitely arent the nicest. If some one screws up, so be it since lets be real, no one is going to take criticism from some random on a videogame.
Ive tried myself to give advice in endgame chat, still do from time to time but it falls on deaf ears because as whats said above. 99% of the time theyre just upset and are trying to blame it on something/some one other than themselves and theres no reasoning with those kinds of people.
Well if people are unable to take criticism when it is based on facts then that is their issue, if somebody wants to be ignorant there is not much you can do, but you cannot really blame the guy being rude about it if all he faces is ignorance on the other guys side.
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@Jim_Tonic said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3727210#Comment_3727210
advantage? it takes much longer to go through the animation than to hook people. You do realize moris only activate when a survivor would be dead on hook anyway, right?
And they ignore DS…
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3727130#Comment_3727130
The gap is less than 10%, You have to play 10 games on average to experience a real difference.
The gap in outcome, not the gap in opportunity… I'm not about outcome at all.
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@CrossTheSholf said:
Put in hours as Nurse, Blight, and spirit. Become what they fear.
Sounds good, I love going against Nurse or Blight ^^
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@n000b51 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3727169#Comment_3727169
Isn't working with the killer ? Honestly this behaviour is worst than a sandbag, you don't accept other to give up but you spend 1 minute or more to do NOTHING for your teammate neither. Finally you are giving up too and the killer is just as bad as you.
@Agaki: you can't be sure what have the others 'players' in mind when they have launched the game. Be ready for everything, because everything happens in this game and often it's worst that you have expected. So until to are out, because cautious, they can sandbag until the opened exit gate…The first guy that gives up is basically the one responsible, sure the one after him is also giving up, but the situation might already be a lost cause because of the first guy... So I don't think it is the same to give up as the 2nd guy.
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3727161#Comment_3727161
Im well aware there are some that try to be helpful and most people I come across in most games are chill and pretty cool to hang around with. But the moment some one starts criticizing mine or some one else's gameplay they usually arent so chill about it
I personally do remain calm and just try to sort of talk them out of it. But if they yappin, imma start packin 🗣
It is all a matter of the tone and not the content right... But depending on how big the missplay and the resulting loss I don't think it is too hard to understand that the tone will get rougher.
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@WingerSenpai said:
IMO scratches are the least of the game's current problems atm, but I don't consider it too much of a problem. As a person playing both sides, I sometimes run Lightweight as survivor, and barely anyone runs it but it can give a considerable advantage as long as you are confident in your looping skills. As a killer I don't see it as a problem because I'm more auditory than visual when chases go in weird directions. I prefer playing more killers so I don't know which killer suffers more or less, but scratch marks are not as inconsistent, even though they are WAAAAAAYYYY less visible than they were before the map reworks started and that's a fact.
With fixated then? Because otherwise you cannot really gain advantage if the scratch marks missing...
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@The_Krapper said:
The only time I sandbag my team is when someone trys to end themselves on hook immediately into the game, when that happens I run over there as fast as I can to reassurance them and T bag in their face until the timer runs out and then tap the unhook button over and over until they die and alot of times the killer will join in and hit them with me because they don't like it either
Fair ^^
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@Agaki said:
Checked their friendlist, they were friends. Cost me the match and now I look like a fool. Literally what is wrong with people in this game.
Well why not try to sabotage your friends if it is fun for them? Like my best friend always said "If I don't insult you on a daily basis you are not really my friend".
Let those guys play the game like they want, they can play how they like and if that is what grinds their gears that's perfectly fine... (Within the boundaries of the game rules, so as long as the other guys are fine with that there is nothing wrong)... When I used to play in a swf we always did that... Bodyblocking everyone into a room, t3 Myers downs everyone while I t bagged them in the door frame and then I sprint bursted away, I even got hatch afterwards... That was hilarious, you should have heard them in discord... And then we played the next round and everything was perfectly fine again ^^
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3727149#Comment_3727149
Please name 1 game where people dont go straight to flaming
Dota 2… not everything is absolute, there are always people that try to be helpful... No matter what game I always try to give people tips when they seem to be struggling...
You really should not just assume that people only insult and trash talk and don't try to be helpful at first. Otherwise if engaging with people online only results in toxicity why do you guys even play multi-player games if everyone is always toxic anyways.
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In other games people usually tell you that you are doing something wrong before they flame you, but in dbd that option does not exist so it goes to the insults straight away...
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3727102#Comment_3727102
I just want an even playground when it comes to tools for all players.
Chances are you wont ever see this, because SWF comes in with like way more than stuff than communication, than a SoloQ does.
I would not say that, everything that is different when it comes to the players like mentality for example is not really a tool, just like the idea to die for your team... That's just a thing that specific player does. I would define tools more in the sense of what Iinformation, perk, addons, offerings items and what not you have.
I guess that is what you meant? Unless you mean that bhvr most likely won't close the gap between solo and swf.
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@Lixadonna said:
I-T I-S B-O-R-I-N-G G-A-M-E-P-L-A-Y.
What is interesting to you then? Doing 30 seconds more gen time because the killer has a regression perk? Plaything at least gives you the option to decide whether or not you want to spend time cleansing the totem, that is more interaction than most other perks give you...
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@Emeal said:
The red scratches HAVE been very irregular for a while now.
Feels like years... No clue why they decided to do that or if it was a mistake. It became even more frustrating on certain maps where just seeing scratchmarks has been tough... Well just one more reason to use filters to actually see stuff...
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3727038#Comment_3727038
You like typing dots? …
People can call out bHVR all they want. But coordination is more than just not being selfish so that is a false assumption.Being coordinated involves more than just not being selfish; it requires clear communication, role clarity, synchronized efforts, mutual support, adaptability, and collective decision-making. Coordination ensures that team members work harmoniously and efficiently towards a common goal, going beyond simply putting the team's interests above individual interests.
However the problem isnt just that all those problems would go away if everyone was in a SWF team on Discord. Rather that people who play together well, stick together and becomes teams and people who dont, do not. Which does lead the uncharismatic summary conclusion that some SoloQ people are just bad, but we knew this already. That isn't ridiculous, its fact.
Furthermore you seem to suggest that this is a reason bHVR states for them to not put in VoiceChat to gain coordination. But its not, you may want voicechat really much. But there are many reasons why that wont happen, especially when you can use discord.
All what seems to make out coordination for you seems to become easier when you have a way to communicate, not necessarily via voice chat but via anything, maybe it is the easiest with voice chat though. However it seems to me that lack in those things might be a result of lack in communication... Calling it selfish was just an example, not necessarily the only thing.
Well when you can communicate with your team it makes it so you can feel more like a unit with the same goals and what not, whereas currently you can play as selfish as you want and the incentive to go down for the team, despite it maybe being the right thing to do to win is not really there, that might change though. People could be more supportive in the match, make callouts and hopefully people will also get better when they are able to communicate and coordinate better.
Sure some people will never get good, but then that feature just is not for them if they are either unable or unwilling to improve... Does not make it a bad idea though.
I suggest that the statement they made is not worth anything, because it is nothing more than an assumption, they did not explain their reasoning, they did not mention which data it is based on or what brought them to the conclusion. And they also did not mention why they believe that communication is not a big factor when it comes to coordination. Which makes the statement useless, because there is no way for us to understand why they said it, aside from trying talk the issue smaller than it is. Because if that's not the reason why not just be transparent about that stuff... Not only would it be way more convincing if they did so it would also put an end to the seemingly endless debate of adding communication to the game, and I think that is just a weird thing to do.
I don't necessarily want voice chat, I just want an even playground when it comes to tools for all players. If it does not happen well so be it.
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@NerdGaming_TTV said:
Maybe the lobby pairing system can avoid pairing more than 2 of the same items/perks
So longer queues? Great... The math making barely works as it is, with even more restrictions and backfilling and what not... Despite the fact that people could intentionally avoid getting into certain lobbies by just having selected the same item... Let's say new start high mmr survivors only use flashlights now they can never get into a lobby with other survivors of their mmr... Super easy to abuse.
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@NerdGaming_TTV said:
It would be nice to have other ways of escaping instead of sitting on a gen 😫
Well that's a bit off topic now... Well I guess either change how doing gens work (minigames), change gens into something else without really changing what you do to finish them or just change a core element of the game and you will need to rebelance literally everything, every perk item offering addon killer mechanic and so on and so forth... You are basically making a new game at this point...
Depending on how much you change it could still be a new game mode, but I don't know...
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@NerdGaming_TTV said:
If anything they could do a trial run and see how everything works out and if its terrible then they can revert back to normal 😅
Would probably be too much effort for them, but I agree that they could put on some more experimental changes on the PTB.
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@NerdGaming_TTV said:
Well they could make it where survivor lobbies can't have more than 2 of the same perk/item so killers aren't being bullied too much and maybe even rework some perks 🤔
Rework some perks should be on the list anyway... Limiting it would be an issue because how do you decide who gets to keep the item when more than 2 have it selected? They might just dodge if they cannot keep their item.
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@NerdGaming_TTV said:
A good killer knows how to avoid flashlights and boil over 😶
Flashbang blind you even when you look at a wall sometimes... So not necessarily...
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3727064#Comment_3727064
her chase gameplay got improved which is the most interesting part about every killer
But it's still worse than most other chase killers. All I need to do is drop the pallet and pig has nothing and she is not good against hold W and her "stealth" is still bad.
If I want "Pig gameplay", I think new Chucky is going to that job way better than she does.Decrease her TR again, that would make her interesting.
Only if it is a safe pallet... And it is not like maps have to many of those unless you play on the game, the weaker or balanced ones can be outplayed with the dash.
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3727046#Comment_3727046
just like on every other killer
That's the issue. "Just like every other killer." That means she is not unique anymore.
There is so many killers who also lacks information, but are just better in every way.I don't think removing box auras made a significant difference
I don't think she is overall weaker than she used to be. I would say she is around same. But she is definetly less interesting and her identity changed for me. I used to play Pig quite a lot even when she was weaker than she is now.
I have absolutely 0 reasons to pick her now. There is so many killers who are simply better in chase and actually have additional things I can do with them. Like Chucky, Artist, Demo, Nemesis etc.
Pig is just bland with very low skill ceiling. Aura of boxes gave you additional options and it definetly had skill component to correctly predict location of survivor based on time and location of boxes.
You lost that and it is just below average chase power. Traps are just something random that is going to happen.I think the opposite is true, her chase gameplay got improved which is the most interesting part about every killer. Using her dash is way more viable than before now and I picked her up again because I think using her dash is thr most fun thing about her.
Even without the auras being shown you still have a rough idea where boxes are and unless your goal is to interrupt them while doing boxes you still have game sense to use and find them.
I think she is quite a bit stronger now than before, which is great considering she was on the weaker side before, I guess now she is around average, maybe a bit higher.
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They are already trash and barely anyone runs them, would just add more perks to the pile of garbage perks that have no value at all.
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@NerdGaming_TTV said:
Thats why I said make it where the killer cant see the survivors 😫
Then the situational perks that nobody runs because they are a dead perkslot like franklins, lightborn or what not will not get run anymore at all…
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3726878#Comment_3726878
i think they removed the box auras to avoid the pig chasing an unhooked survivor with a head trap (like what is happening in my post).
Aura of boxes made it so I had option to try predict where is a survivor after my chase with someone else. Lack of aura created your situation. If she doesn't follow you, she won't find you without a perk for it.
When they are exploited it's strong
What you described is definetly annoying for a survivor, but it's not really strong and you have option to prevent it as survivor. If you start solving a box in front of her, she is forced to down you → stop timer.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3726854#Comment_3726854
I would be completely fine with that increased timer, so it is overall less likely to kill someone, but I still have my additional option to find survivor and play around it. They simply removed incorrect part of the nerf they tried.I mean you can still find people without tracking perks if you have game sense, just like on every other killer, I don't think removing box auras made a significant difference, especially since it would only help you have an idea where the one survivor is that you should not chase anyway, because he is busy getting rid of the head trap..
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The reason why it may not necessarily lead to a different result is that most players don't fully use it to their advantage, not every swf gives clock callouts and plays for full on efficiency and so on… That however does not change the fact that the potential differences are enormous.
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@Emeal said:
- Sounds like a perfect reason people have to people leave a lobby. The reality is players are incredibly fickle, so some will leave.
A better solution would be bHVR think that pressing escape and checking the team's perks isnt a good enough solution and then display the nearest survivor within 4m's perks Example: - A basic communication wheel for emotes would be cool, but its another thing when you want to make it so Survivors can share the Killer location outside of the Chase Icon. As has been stated and shown by bHVR before is that the last percentage of SoloQ vs. SWF is more a problem of commitment to saving people rather than a communication issue. You wanting to send a message that the Killer is there without engaging in a chase is also gonna impact the Killer's gameplay negatively. This would make hiding a superior strategy.
- I don't want a ping system for the same reason explained in reason 2. It gives Survivors so much power.
As for your 2nd point of bhvr stating that… Basically everyone called them out for this nonsense. The reason why people don't commit to saving someone is because they lack information/coordination to pull it off properly… And not that everyone in soloq is just selfish or whatever… It is also quite obviously false when you think about it… You can't really tell me that the information you gain through voice chat is so insignificant that it does not matter towards the escape rate… Trying to make me believe that would insult my intelligence… Not needing perks soloq players run is a huge benefit, saving time when splitting up or going for a save is a huge benefit, not leading the killer to other survivors, not running into deadzones because you can potentially ask your mates which tiles have been used and what not. The benefits are quite big and it is fairly obvious that they exist, how could you even deny any of it and just say "It is not information, but commitment"… That's ridiculous.
- Sounds like a perfect reason people have to people leave a lobby. The reality is players are incredibly fickle, so some will leave.
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@YuffieGreatestWaifu said:
Simple answers is a perk to show terror radius effecting other players
How about thisTelepathy
Survivor can see terror radius killer affecting other player also other players can see if you are affected the killer radius.
Why are we putting stuff that should be basekit on perks again?
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@NerdGaming_TTV said:
The only killer I see having trouble is the doctor really 🤔 the survivors would only be able to counter his power not his perks. The killers that can one shot you wouldn't be countered because even if survivors ran unbreakable all the killer has to do is not slug and hook them. They can nerf/change calm spirit 😂
Not slugging is for example quite a big nerf for Oni because you get kicked out of your power every time… There many very killer specific perks that might not be good otherwise but are quite rough on those killers… Urban Evasion, Calm Spirit, Iron Will for example. It is just not viable to let the survivors see which killer they are up against, aside from the obvious part of you can just use a map offering to send the killer to the worst map imaginable…
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@NerdGaming_TTV said:
Can you make it where survivors can see the killer in the lobby also. Even if its just the killer poking their head from behind a tree or a shadow silhouette standing in the distance, something is better than nothing.
As others said before you could get a full perk loadout that counters everything the killer can do, whereas as the killer the only thing you can counter is the item of those players, and you could still last second swap an item in if you really cared about that…
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@Riski said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3726610#Comment_3726610
It's about speed and ease more than anything. If I say the killer is coming and my friend says "where" I then need to explain where and they then need to look around and figure it out (normally by this point they would of seen the killer themselves but it could be a stealth killer). If I could ping the location we wouldn't need all that hassel and even if that saves only a couple of seconds that could make a significant difference. I would argue it's a minor buff to people on swf but not insignificant.
If you cannot be asked to define from where the kiler is coming then I cannot help you xD especially if you are able to tell where you are, to where he is going to and to which of your friends he is coming :D:D It is really not that much of a difference… Let's go for an example here… You are on Coal tower, you are getting chased in main building, killer leaves you because the main window is too much for him. You tell them "killer left me", he is going towards mid map… Then they already know where he is and which of your friends is at risk, and you have the potential to go more into detail to where he is going… For pinging the killers location it would basically do nothing for swf, aside from convenience.
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@Musxussu575 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3726537#Comment_3726537
It sounds like you're one of those min-maxers who have to find the most optimal perks and combinations in order to be happy. If your build is 99.9% effective then it's a terrible build - it has to be 100%.
Have fun with the quirky perks. There's no such thing as a "wasted perkslot". Be goofy and lax. This isn't competitive play. You don't need the most powerful perks at all times. There's 200+ perks in the game for a reason.
Not really ^^ I used to run surge sloppy on most killers because I hate kicking gens, I would not call that optimal... But I also don't want to feel like I might as well not have the perk because it gives 0 value...
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@LeFennecFox said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3726612#Comment_3726612
How so? Extra lunge range, map mobility, ability to threaten hits and then return to hook instantly, mangled (ON NURSE LOL), nurses, less fatigue multiple ways, undetectable on hit, 3 entire blinks, and more. They might not seem that amazing just looking at them, but on a killer like her they make her already strong power inconsistent/oppressive to vs.
Mangled really is not a big deal, considering sloppy worked on her before the rework. And that applied both status effects and it still wasn't really considered meta or anything. Nurses calling on a 60 second timer really isn't that big of a deal, a. You should not heal in the killers heartbeat anyway and b. It is decent, but I would not call it strong...
The increased lunge and the purple addon that gives you the ability to return to the start are indeed good, but since the 3 Gen start is pretty much dead her area control does not really matter that much anymore.
Less fatigue is 7%...that addon used to be bad when it was 12% and it is even more terrible now.
Undetectable on nurse is not even that great in my mind, because her blinks are quite loud, if you don't have line of sight for a long time though and she goes for a grab I guess it could be okay, but I still don't think the addon is good.
3 blinks is strong, but the downside is also quite significant. And I don't really see any other decent addons on her...
Like those before mentioned addons are not terrible, but they are also not great...
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3726596#Comment_3726596
Well I have seen other suggestions to reduce that problem.
The one I have always liked is Otz's suggestion to allow Trapper to grab a trap off out of a locker on a 30-45s cooldown or so and the furthest open trap (then furthest trap if none available) in the map will demanifest.
I play Trapper a fair bit, and the playstyle I like on him is setting up traps in quirky places throughout the map as I move towards traps in the map on my route towards gens. The Trapper bag makes this pretty nice, as you can get a decent web of traps up pretty quickly without spending too much time setting up. The ability to reposition them means they don't have to be too precise, you can trap and go, and as long as you aren't too predictable you can catch a lot of even experienced players off guard woth a long forgotten trap you placed ages ago.
I drastically prefer this over the Trapper sack, where the placement of traps is far more important to ensure value, as they can't be moved, you can't afford to throw out quirky traps, and instead need consistent value. So instead of being fast paced and trying to build a confusing and surprising web, the focus is instead completely locking down 1 area and suffocating survivors in that area and that area only.
I've always maintained that if you give him all of his traps at the start, it naturally pushes him to always just trap the holy hell out of one area and defend it... and even if you don't want to play this way, your natural inclination is to do so... and that is boring.
I'm all for Trapper buffs... but Trapper sack basekit is so unimaginative and encourages such a boring playstyle, I just don't like it.
EDIT: Course you mentioned the locker suggestion yourself, that is fine too... but all traps at the start is the one I'm really not a fan of, and I rather like having a reason to venture out from just trying to 3 gen every game.
Yeah I also saw Otz complain about the idea of all traps at the start, there is a clip of him in Lerys where he shuts down the entire exit gate area and there survivor just could not get out...
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@LeFennecFox said:
I don't think we need to go down the route of killing fun/niche addons (soul chemical/summoning stone) on killers nurse has good enough basekit/addons that them existing isn't a detriment.
I mean I agree her base kit is strong enough, but her addons really are not that great ^^
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@Ohyakno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3726598#Comment_3726598
Not really? Even if they're using clock callouts whatever they're doing isn't pinpointed in game precisely. Stuff like this it's just asking to make the game more competitive and sweatier. There's a reason adrenaline saw a surge in popularity after the activity HUD was added.
I would disagree... Using language you can pinpoint any location any map just as precise as with a ping... It may take some time to describe, but that's completely fine considering the player you are describing it to is not around the corner anyway but will probably need some time to go in that direction anyway. You can be way more precise by going further than just clock callouts.
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@Ohyakno said:
It's wild that people think swf has perfect communication and pinpoint accuracy about what they're doing at all times
It is not really that they do, it is about equality of opportunity... And swf has the potential to communicate all that information, that does not mean that people actually do that all the time, it is just about being able to do so.
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3726322#Comment_3726322
I think having traps in the trial map for him to pick up is fine, but I'd be very much on board for him starting with 4 traps or so in his hands at the start of the trial, just to get going quickly. I often suggest Trapper Bag as a preferable buff over the much requested Trapper Sack for this very reason.
Even if this starter bonus doesn't change his carry cap, and is a literal early game quick start that once he puts them down he can't back up to that number again, that would be great.
I also like the idea of a hard skill check when disarming his traps, where failure causes the survivor to be wounded like Bloody Coil (Bloody Coil itself just simply always injures regardless and applies deep wound in the event of a failure/already injured).
Having to pick up traps from the map just wastes so much time... And some are on the other side of the map and you know from the beginning that you won't go there for the entire match... And there is just no reason to limit Trapper like that, he is already around the weakest killers of the game.
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@DerpedByDave said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3726485#Comment_3726485
I like the idea of more communication like that but look at perks like better together, empathy, bond, quick gambit, kindred, any other aura perk all would be useless BC you can just ping whatever you need to, survivor on hook (pings killer) injured survivor (pings location for heal) that's using kindred without a perk slot.. if anything they should do something to make SWF harder.
You cannot nerf swf as it would "punish" people for playing with friends, yes all those perks would need to be reworked, which is honestly completely fine. It is the logical consequence of giving survivors more info.
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@Musxussu575 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3725856#Comment_3725856
Yeah but I don't think many/most people care whether you run it. Any perk can be decent, though.
Bloodhound naturally synergizes with hemorrhage effects and is good for color-blind players.
Distressing is awesome on Doctor because his static blast ability is directly related to his terror radius (and the Doctor has the most effects that score Deviousness bloodpoints).
Overwhelming Presence can cut items short that don't have "+ charges" add-ons, though it's better when paired with a large terror radius (e.g. Mastermind).
Predator pinpoints pathing in mazes like RPD and Midwich and eliminates confusion.
Shadowborn lets speedy killers see a wider area and maybe catch movement when they otherwise wouldn't as they're speeding along.
Stridor lets you know an injured survivor is hiding behind a rock from further away, etc.
T.I. is good for a Monstrous Shrine-basement build, and for noticing Strength in Shadows and Invocation: Weaving Spiders users; and for catching someone going for the chest off-guard (especially Dredge).
Unrelenting is a simple, "forgiving perk" probably best used by newer players but is a QOL perk nonetheless.
Whispers lets you know if the corner of the map you're moving to has someone in it - best taken advantage of by stealth killers.
Zanshin Tactics is the killer version of Windows of Opportunity so I'm surprised it doesn't get more usage. It helps guestimate survivor movement, or show what nearby wall you can slam through.
Bloodhound is completely useless because you can just use colorblind mode or filters.
Distressing is a wasted perkslot because you have addons and knowing somebody is 50 m away does nothing for you, because there is no way you're going to waste so much time to go there.
Overwhelming Presence is just a really useless effect for a perk slot, you can just be outside of the terror radius when you heal up, which you should do anyway…
Predator is basically one of the perks you should never run because it hinders you, as it can make it so scratch marks don't appear on walls and stuff.
Shadowborn has a new effect and does not affect the fov anymore.
Stridor is so situational that it is basically never "decent" as it is way too unreliable. Even spirit who profits most from it does not run it anymore.
Territorial is a wasted perkslot if nobody goes down there, and you should not go down basement anyway. Monstrous is also a terrible perk xD
Sure unrelenting is a perk for new players, but only because they don't have anything better, otherwise it still sucks.
Whispers is great, it just gets outperformed by basically every other tracking perk in the game, which I find quite sad, as I like whispers.
Zanshin is useless… You as the killer already know which tiles got used, which pallets you kicked so why would you need to run this?
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@Lixadonna said:
Every time someone leaves the lobby the timer resets. Another 60 second wait. Counterintuitive to faster queues.
I mean the guy that joins now maybe didn't wait for 60 seconds... So if it was less time that might be a bit too quick for that person.
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@DerpedByDave said:
We have been asking for 1 & 2 for years it looks like the devs are actually starting to listin with these newer updates hopefully will get something like this soon.
An we have a system to ping places it's called the glass bead map add-on ;)
If only that was not limited to being an addon for a map and would offer the possibility to tell your team what exactly the ping is supposed to mean... Maybe under that conditions this addon would actually serve any purpose other than looking funny...
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@Riski said:
I'm of the stance there need to be improved base communication for survivors. Although I love the chaotic and fun nature of soloq many perks and stratergies don't work unless your teammates know you have the perks or an idea of what you're doing. Meanwhile trying to communicate basic ideas to teammates is sometimes overly convoluted and complex, sometimes to the point where it's better not to communicate anything at all.
I don't want VC, I don't like having to VC with strangers, and I think the limited communication does make for an unique experience but too little leads to frustation. I got 3 ideas which I've order by what I view as least extreme to most extreme.
- Allowing survivors to see each other's perks before a during the match.
- A basic communication wheel to help convey ideas like "I'm going for the save" and "lets do gens" or "killer near me". These would appear next to the survivors on the hud.
- A ping system where survivors would be able to ping places, objectives and players.
Personally I'm not sure I'd want more than 1 but have seen arguements for 2 and 3. I think 2 wouldn't be too extreme because it doesn't improve on what VC could give while 3 does give a new tool even to swf. I think having 1 would be a vast improvement to the game as a whole and allow for more interesting team work in soloq but would like to hear other ideas on the topic.
I don't think 3 gives swf anything they don't already have... You can easily describe a position almost as exact with words in a voice chat than with a ping. So maybe it would save swf like 2 seconds of looking through a 10 m area, but I think that is neglect able... Overall we should even the grounds and just implement all 3 + VC and then people can decide what they want to use and what not, just like in any other game as well... And while we are on it might as well get a text chat.
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@Alice_pbg said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3726451#Comment_3726451
which is a different thing. I'm questioning the logic of "it's in the game a long time, therefore it's intended" not the fact of it being intended.
somethings just take way too long to fix.
In which case you need to acknowledge it not being intended because otherwise you create trust in it being intended... That is basically a general concept.
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@Jacknalls_Paw said:
If you are talking about a common SwF, therefore of medium level, except the bottom ones basically any killer.
If you are talking about an high level SwF (3% of cases), only a Nurse, Blight, Spirit and maybe an Hillbilly (everyone main).I think 3% is way too much ^^ Even 1% is probably too much for that assumption... You could most likely play anyone out of the top 15 of killers and still have good chances.
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@Alice_pbg said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3726345#Comment_3726345
just because it's in the game for a long time, doesn't mean it's intended
At some point it is either intended or the devs work reeeeeeally slow... And considering it has been in the game for more than half a decade i would assume so...
If you don't want to have a certain mechanic in the game you either fix it immediately or at least tell your players that it is not intended... Doing neither of those two makes it so the players can have trust in the mechanic being intended...
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@Jacknalls_Paw said:
I make this post not with the intention of creating polemics, indeed this mode is, net of some issues that can be resolved in the future, has finally brought a breath of fresh air compared to the standard and repetitive games we are used to, but rather to bring to light a problem that is now public knowledge, namely the low amount of actually valid perks present within the game (both surv and killer).
I am aware that the purpose of this mode is to have fun and experience new things but at the same time this modifier really made me understand why the same perks are always used, simply because the alternative is poor.
As I played I definitely discovered perks that I previously considered inferior and had never considered and it was fun, but at the same time I also realised that really the rest is total rubbish, no offence intended.
Perks with a really low value, perks with too many limitations, perks with too many requirements, perks with space cool-downs, perks that are useless if played outside of specific builds, repetitive perks, counterproductive perks, in short despite being a nice mode, sometimes I really had the feeling that playing perkless would have the same effect.
I'm not saying that all perks have to be ‘strong’ like a DS, Adrenaline, Sprint Burst, Pain-Resonance, Corrupt, Deadlock etc. but come on, the actual return on some is really non-existent.In the future, I hope that rather than further damaging meta perks, they will buff or at least tweak many other perks that really need help at the moment.
I mean we kind of knew that beforehand and I simply don't believe the devs don't know as well that the vast majority of perks is borderline useless or so niche that you won't get value out of them the majority of your games and even if you get value out of them it is barely noticeable... I mean we have a lot of perks that are for a niche scenario, but really effective when that scenario appears, for example Unbreakable, one of the best perks in the game, but when the killer does not slug you get nothing out of it. But that is completely fine and good design.
I simply don't understand why they haven't started to change some of the weaker perks, with at least some numbers changes... Nobody is expecting a 300 perk rework in one patch, but I don't know 30 a month is doable if it is only numbers changes.
Then there is the issue of numbers of perks existing, we have so many of them that only work in synergy with others, we could sum them up into one perk and they still would not be overpowered, but that would mess with the 3 perks per character concept... Which I personally don't find bad. There is a limit to how many good design choices about perks you can make, there are only so many decent ideas to have and when you had them all the rest are just trash perks, so either we keep having 70% useless/very niche perks or we change that in some way shape or form.
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@Kjøttkaker said:
When will you do something about it, devs? Punish the griefers that don't repair a single generator. All they can do is hide, hide and hide, and only unhook for pips. This has been going on for 30+ matches in a row. Fix this mess.
Playing bad is not a report reason... Otherwise you would need to report up to 99% of players depending on what you define as playing bad, ask a comp player and he will tell you that pub players have no clue how to play the game, basically just like in any other game. And from their standpoint that is a fair statement...
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@Firellius said:
22. Weaving Spiders is a good perk, even before the buff its getting in the DnD patch
You're gonna have to elaborate on how you wanna portray a perk that gives you 30 seconds' worth of work out of 120 seconds of input, on top of inflicting perma-broken, as a 'good perk'.
In addition to the killer immediately knowing where that survivor is if he pays attention...
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@VladaArmy said:
I bought a lot of characters in game for shards and later on I bought dlc's on steam.
With that i lost a lot of shards that i could now use for new characters in the future and skins.
Suggestion is that if you buy something in game for shards and later buy the dlc you should automatically get refunded shards in the game (i can see in my head that you could code this)
Why did you even buy the dlc when you already owned the characters?