Archol123
Archol123
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@Archael said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3751541#Comment_3751541
Issue is that they bring things that helps them in their own game and parasite on offerings other brought instead of caring just for themselves. If everyone would think the same, in each game we would have map, hatch and Mori offerings, and noone would get those BP. You got it because I brought the offering, and I feel cheated that you instead brought Mori to quicker finish the game, not only not contributing to bonus BP flow, but also ending game quicker, giving less BP additionally.
All other issues you said there are actually explained in the very same post you quoted... And since you are not even try to read with understanding I don't think any ways of explanation have sense. You just don't want to understand... And this is another reason why cake bonuses should be applied only to others who brought cakes. If one wants to be selfish, it's not a problem, nor my business, you are right. But make them at least not being parasites. Each one offering that is not a cake is actually -100% BP ona trial since cakes are so abundant. So at least make this +400% apply to only those who contributed for this 400%.
Jesus, can you be any more petty? These offerings give bonus BP to everyone for a reason... So you don't only give yourself something but also treat others to it... You want 108% bonus bp? Sure, go for it but everyone else also gets it, just prevent from being so childish about this stuff... What you could argue for is that bp offerings should always apply to everyone, just so you cannot get this feeling of betrayal... But in the first place it would be great, because overall more bp.
I tried to understand what you wrote, but all it came down to pettiness... So no, I don't try to understand your reasons, because they are just not reasonable.
Those additional cakes are going to be super useless later on when they only apply to people who don't have cakes...
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@Archael said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3751536#Comment_3751536
Yes, exactly:
Player have cake + player is not using cake = player don't want BP from cake/player value something more than BP from cake.
1. There is no guarantee others will bring cake, so not bringing it means potentially no additional BP, if one is willing to take this risk also means they do t want this additional BP.
2. Additional cake give additional bonus BP, if one don't want this additional BP from one cake, means they don't want this additional BP. This one is quite straightforward.
3. You get hundreds of cakes, which means it's not because they don't have those.
4. You brought here another question. If one have so many cakes during event that they can't use them all before next event and another cakes (those are your words) then why not use it right now? There is no advantage of storing them since there is abundance of those.
Players can also decide to not use an offering at all, either because the character does not have offerings, because they only got the prestige level through the prestige update some years ago or because they don't want to or just forgot to put one in, trying to read their intention just by that is really far fetched.
- Makes 0 sense... What do you even mean by that? People constantly run BP offerings, be it during the even or at other times... So why would you limit BP bonuses to others to only apply when they bring one themselves?
- They also give this additional bonus BP later on? Limiting it now is ridiculous, people can still use cakes later...
- In general, maybe not on that specific character... Still none of your business when they use a certain offering...
- Because they don't want to, their reasons are none of your business... Either they will never use it or they will use them eventually, either way there is really no reason to be so petty and stingy about it... Where is even the issue of other people getting bonus BP out of it?
This just feels like you are really jealous of people not bringing cakes "because they did not do their fair share for the BP bonus", which is utterly ridiculous... Where exactly is the issue? Why is there even a need for the change? All your reasonings go down to people who don't bring cakes don't deserve the bonus and that is just petty.
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@Archael said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3751530#Comment_3751530
If one wants BP bonus, then why not use cake?
That is none of your business, let them use whatever they want... It is not like those cakes go to waste... Whenever they decide to use the cakes later people will still get the bonus BP then, so what is the issue??? You get hundreds of cakes during the event, you are never going to use them all until next year, so why are you being so petty about people not bringing cakes now? They can still use them later...
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@Archael said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750295#Comment_3750295
t's not the same. During anniversary one have more than enough cakes. It's not difficult to get one. I use almost exclusively auto pick in a bloodweb and there was not single instance of me not having cake. Exactly opposite is for streamers party and envelope, since those are rare, and you can get few from whole prestige. Cakes are much more common, you can have AT LEAST one in every other level of bloodweb.
But yes actually. If someone havnt brought any BP offering, even brown one, it's means they most likely (not sure) don't want additional BP, so maybe streamers party should works only for those who brought ANY BP offering?
But if someone havnt brought the cake during event, and in event mode, means they definitely don't want bonus BP from cake. Thus cake bonus should be applied and add for those who brought their cakes.
Everyone wants bonus BP... This assumption is lackluster on so many levels and denying people bonus BP for that reason is ridiculous.
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@SolidRazo said:
I would like to suggest my version which is just basically buffing its current effect from minimal to substantial
This is not happening: Success zones get 50% bigger while injured, and increased great skill check reward to 5% bonus progression from 3% on generators
What do you mean 3% to 5%? Is the base value not 1% progress on a great Skill Check? 3 or 5% would be massive, gens would fly, combine that with hyper focus and one skill check can take like 10% of a generator...
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@Brutha said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3751130#Comment_3751130
Honestly I've found good rework ideas from both Dustaroo and Pixel Bush on youtube and this idea took a lot of inspiration from both
I know neither of those two, but I am also not that much into Freddy to have a look at them 😅
I have nothing against an idea that involves trickery and deceit, but it would need to be designed in a way where communication does not really help you… You could have a passive slowdown where people just get send of into the dream world alone to do a side objective, but cannot interact with each other? But even that would allow for them to coordinate where the killer currently is… I find it kind of rough to come up with something in that regard.
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@SkeletonDance said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3751147#Comment_3751147
'Cause the killer's primary goal is to kill survivors via sacrificing them on hooks so they could feed the entity and bleeding them out was always considered as lose for devout emblem
For the devout system… The current one only takes deaths and escapes into account, it does not matter how they die… Moris also didn't count for the devout system, did you also think mori'ing someone does not count for mmr?
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@SkeletonDance said:
I thought bleedouts never counted as win for MMR?
Why would they not?
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@Langweilig said:
What's wrong with a 50/50? That's balanced for both sides. Most maps in general have too many loops that the pallet is forced break, encouraging boring/no counter play pre drop game play. Many loops once the pallet is thrown makes like a 70/30 skew in the survivor favor where the loop is generally unplayable as killer and forcing a pallet break unless the survivor just plays ridiculously bad. We need loops that are more realistically playable once the pallet is down.
I talked about the pallets where as soon as the pallet is dropped it doesn‘t matter how good you play as survivor, because the killer can just lunge around it. Both sides should be able to play them and not only the killer. The table in raccoon’s main entrance room is a very fair loop. It could be a tiny bit smaller, but over all fair. Those loops on the cinema map are just unfair.
There isn't a single map that is currently too small. Most maps are way too large. Coal Tower is the perfect size and what most maps should emulate. Small maps encourage player interaction. Hold W is such a boring and zero counter play interaction that is encouraged when maps are too large.
Just to name some: New Borgo map, old Borgo map, haddonfield, the one cooldowns map with only shack.
The killers that suck are not currently performing good.
According to the last official kill rates no killer got less than 55% kill rate, which is a higher chance to get a kill for the killer than to escape as survivor. That does not mean. That I‘m against killer buffs. I‘m only against the idea of marking maps trash and buffing killers at the same time. At some point they got to nerf killers when all maps are trash.
Yes I agree the strength of maps has been decreasing over time as historically they were
wildlytoo strong so we've been on a constant path towards evening them out. Obviously perfect balance would never happen, that's a given. However we can get the game to a state where that balance discrepancy is significantly smaller, as we have been working towards.I just mean the last year with that. Before the COH nerf this game was in a very good spot. They only needed to give killer the anti boon perk basekit and it would have been fine.
About killer, soloq and swf sided. Why do killers expect to win everything? Shure everyone wants to win, that’s obvious, but when the killer and the survivors are at the same skill level, survivors should always win. What even would be the point of survivor, when you can’t win? So it is only obvious, that the game is survivor sided at the best against the best. In that case the perks, killer strength, the map or „strategy’s“ decide, who wins. You can‘t really expect to kill always 3/4 people.
Ok back to the map size argument…
So the biggest maps in the game are: Shelter woods with 11.264 m² (both variants), Azarovs Resting Place (same size), Wretched Shop with 10.496 m², Ironworks Variation 1 and Suffocation Pit Variation 1 (both 10.240 m²), Torment Creek with 10.752 m², Disturbed Ward with 11.008 m², Swamp with 10.304 m² and 10.752 m², Garden of Joy with 10.496 m², Greenville Square with 10.240 m².. And you know where Rotten Fields is? Up there with 10.240m²… The map is not too small my man.
- Shelter Woods (11.264 m²)/Azarovs Resting Place
- Disturbed Ward (11.008 m²)
- Grim Pantry/Torment Creek (10.752m²)
- Wretched Shop (10.496 m²)/Garden of Joy
- Iron Works 1/Suffo Pit 1/Rotten Fields/Greenville Square (10.240 m²)
So you are telling me the 5th biggest map in the game is too small?
The data is not out yet for forgotten ruins, so I cannot tell for sure how big it is… While Borgo is smaller than those before mentioned maps, it is still not that small… It is only slightly smaller than eyrie of crows and as big as 3/5 Bedham maps.
I don't even think Haddonfield is necessarily too small, it is just too empty.
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@Brutha said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3751111#Comment_3751111
Well I'd personally take anything over his current power. Placing puddles that only do anything under certain conditions and having the worst teleport in the game, his current power is already problematic
Indeed, but when we are already putting work in changing him, we might as well make it as good as possible and not just less bad ^^
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@Brutha said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750986#Comment_3750986
Balancing and strength were not on my mind while making this my only goal was to make him more unique and fun for both sides
Fair I guess, but he still does not have much of a skill expression. And if the concept itself, without taking numbers into account is already problematic then it is just not a good idea :/
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@Philscooper said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750721#Comment_3750721
"the more offerings you use > the more bloodpoints you gain > the more event items/offerings you can get for later use
those people are esentially just shooting themselves in the foot without knowing it
or not providing bloodpoints to those who rightfully expect most people to use them and from my perspective
there is not really a reason why you shouldnt use them."That argument is not correct, above a certain number it does not really matter anymore... Sure in the long run you can use them, but not during the event... I played for like 20 h during the event, and I already have around 500+ cakes... I will never be able to use them during the event... So while in the long run I will get more I will never be able to use them to get more for now...
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@Langweilig said:
What's wrong with a 50/50? That's balanced for both sides. Most maps in general have too many loops that the pallet is forced break, encouraging boring/no counter play pre drop game play. Many loops once the pallet is thrown makes like a 70/30 skew in the survivor favor where the loop is generally unplayable as killer and forcing a pallet break unless the survivor just plays ridiculously bad. We need loops that are more realistically playable once the pallet is down.
I talked about the pallets where as soon as the pallet is dropped it doesn‘t matter how good you play as survivor, because the killer can just lunge around it. Both sides should be able to play them and not only the killer. The table in raccoon’s main entrance room is a very fair loop. It could be a tiny bit smaller, but over all fair. Those loops on the cinema map are just unfair.
There isn't a single map that is currently too small. Most maps are way too large. Coal Tower is the perfect size and what most maps should emulate. Small maps encourage player interaction. Hold W is such a boring and zero counter play interaction that is encouraged when maps are too large.
Just to name some: New Borgo map, old Borgo map, haddonfield, the one cooldowns map with only shack.
The killers that suck are not currently performing good.
According to the last official kill rates no killer got less than 55% kill rate, which is a higher chance to get a kill for the killer than to escape as survivor. That does not mean. That I‘m against killer buffs. I‘m only against the idea of marking maps trash and buffing killers at the same time. At some point they got to nerf killers when all maps are trash.
Yes I agree the strength of maps has been decreasing over time as historically they were
wildlytoo strong so we've been on a constant path towards evening them out. Obviously perfect balance would never happen, that's a given. However we can get the game to a state where that balance discrepancy is significantly smaller, as we have been working towards.I just mean the last year with that. Before the COH nerf this game was in a very good spot. They only needed to give killer the anti boon perk basekit and it would have been fine.
About killer, soloq and swf sided. Why do killers expect to win everything? Shure everyone wants to win, that’s obvious, but when the killer and the survivors are at the same skill level, survivors should always win. What even would be the point of survivor, when you can’t win? So it is only obvious, that the game is survivor sided at the best against the best. In that case the perks, killer strength, the map or „strategy’s“ decide, who wins. You can‘t really expect to kill always 3/4 people.
Wait so Borgo, Haddonfield and the coldwind map with only shack in the middle? Do you mean rotten fields?? Rotten fields is one of the biggest maps in the game... I will later on get the exact measurements of the map, but calling it small is once again just showing lack of game knowledge...
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750997#Comment_3750997
In Main you should not break the one door that connects to the window in the front. Otherwise dealing with main doesn‘t take much time since they are imprisoned in main and only got 2 pallets.
The normal looking houses are basically weaker TL walls, which can easily be dealt by breaking the walls. The basement houses are not too strong either. Getting rid of the pallets is not difficult. Having many connected tiles is not a problem at least for me as killer, but I know you will think of all the excact opposite way than I do. Agree to disagree. Most killers really don‘t struggle against those loops in my matches either.
It doesn‘t really make sense to nerf maps further when killers are so different in strength. When they would nerf all killers to roughly be b or c tier then they could also nerf maps to the same degree. How are survivors supposed to deal with a killer, that the new/reworked maps are simply to weak for!
Main still has 2 very strong pallets that you cannot play around 1/4 spawns is a bit weaker... If basement is not in main it is possible to be unable to hook someone. It is very time consuming and you cannot do much more than just to follow the survivor.
Normal house also has an upstairs... With a pallet and 2 decent windows...
The other basement house has a pallet you basically need to break, unless you have a range attack... And it can lead into a nice window top, that thing got called house of pain for a reason, calling it not too strong is a bit of an understatement.
Having connected tiles is a big issue that is what made cowshed so strong... Saying that that's not a big issue is basically showing limited understanding of the game... Connected tiles mean you can combine them without needing to drop a pallet, always back into window, greeding a pallet and being close enough to still make it to another connected tile, that is something that absolutely destroys doctor, because you cannot perma shock people in such situations. Connected tiles are some of the strongest setups the map can spawn, look for some videos of old cowshed, for example Otz vs Zubatlel 1v1 cowshed from a few years ago and you will see how big of an issue that was and it is quite similar for bedham.... Saying killers don't struggle against connected tiles is just plain wrong.
The new map is problematic, the portal infinite was ridiculous, not having to go down as killer ever was bad design, I never said the new map is fine, so I don't know why you being it up? Ofc it is problematic that Nurse plays on the same cowshed as Freddy, but that does not mean we should bring old cowshed back... That just means we need to work around that, maybe have an algorithm that changes what spawns based on the killer, eg more high walls against trickster and huntress or Nurse.
Still does not change how strong Bedham is and how unfair...
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@Deathstroke said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750891#Comment_3750891
Like I said they are not really comparable. Let's just say cakes are the present and friends. Someone not bringing cake is like invited friend not showing up on your party.
A friend not coming is something you can be sad about, but not mad... You don't want them to have disadvantages for not coming, you are most likely not going to exclude them for not coming... Comparing it to not bringing cakes in that sense is fine, but saying it is comparable to the measure some people want for not bringing cakes is a bit off...
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@Deathstroke said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750891#Comment_3750891
Like I said they are not really comparable. Let's just say cakes are the present and friends. Someone not bringing cake is like invited friend not showing up on your party.
I don't think so, but I guess we just disagree on that.
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750984#Comment_3750984
You did also not explain why this map is unfair either. How do you expect me to show that it is fair? I won‘t start a YouTube channel for you.
My matches there are pretty even when playing this map on both sides. I got no problem as killer and not as survivor there.
You are just doing the exact same as I do. You just say something is like it is and believe everyone thinks that way. I know that most people don‘t think like me, especially since only killer mains respond here and majority of people in this forum are killer mains.
Even when things are fair in this game, killers would always ask for more and survivors to be worse. Killer is in the best state it has ever been and killers still want more and more and ….
Oh well guess I did indeed tell you those reasons like 4 times… Here is just one example… Nice try shifting the blame here…
That is once again such a great assumption, people that have a certain opinion must be killer mains, there is no other reasons for that… And funnily enough in that post I screenshotted here, I already told you that it is ridiculous to ignore peoples opinions and reasonings with the assumption of them being killer/survivors mains and you just did it again :D:D This is hillariously bad ^^
And as a little goody, here is the time before that post above where I already told you some reasons why the map is not fair ;)
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@Brutha said:
No this won't have Freddy be reverted to his original power this is meant to be a Rework to how he works currently. My goal was to make him more fun to play as and against so balancing wise idk how good this is.
New: Dream Delusions
These include Dream Generators, Dream Totems, Dream Breakable Walls, Dream Pallets, and Dream Hooks.
- Dream Generators:
- When a survivor is asleep, completed generators will appear incomplete with a random amount of progress on them.
- Two additional Dream Generators will spawn in available generator locations.
- Asleep survivors can repair these generators. Upon reaching 30% progress, the generator will melt, revealing the already completed generator inside, followed by Freddy laughing to notify the survivor they were interacting with a Dream Delusion.
- If one of the additional Dream Generators reaches 30%, it will explode, injuring the survivor and putting them into deep wounds if they are already injured before disappearing.
- Freddy can project to Dream Generators as if they are real generators.
- Dream Totems:
- Four Dream Totems will randomly spawn in available totem locations.
- Upon being cleansed or Boon'd, the totem will disappear permanently, and the survivor will hear Freddy laughing, notifying them they had interacted with a Dream Delusion.
- Dream Breakable Walls:
- Freddy can place Fake Breakable Walls in already destroyed wall locations. Freddy can walk through these walls, while asleep survivors cannot.
- Asleep survivors can get rid of these walls by interacting with them for 3 seconds. Upon completion, the survivor will hear Freddy laughing, indicating they have interacted with a Dream Delusion.
- Dream Pallets:
- These are unchanged.
- Dream Hooks:
- Four random hooks are changed into Dream Hooks at the start of the trial.
- Hooking an already asleep survivor on a Dream Hook will not wake them up, unlike real hooks. If an awake survivor is hooked on a Dream Hook, they will immediately be put to sleep.
- Once the hooked survivor is unhooked, the Dream Hook will turn into a regular hook and permanently remove that Dream Hook from the trial.
- Dream Hooks are shown to Freddy with an orange aura.
New: Dream Transition
Freddy can now perform a Dream Transition to all Dream Delusions except Dream Generators and Dream Pallets. This transition will take 6 seconds, and each delusion would have a special animation for when Freddy teleports (e.g., Freddy would 4% off a Dream Hook or he could open a Dream Breakable Wall like a door and walk through it).
New: Sleeping Body
Once a survivor falls asleep, their body will fall asleep wherever the survivor was upon entering the Dream World. Awake survivors can no longer see asleep survivors; however, they can find that survivor's sleeping body and perform the Wake Up action. When a survivor is put into the dying state, they will return to their sleeping body, and Freddy can Dream Transition to them for 6 seconds. Freddy gains killer instinct on them for 10 seconds when they enter the dying state.
Change: Waking Up
Survivors now have only two options to Wake Up:
- Asleep survivors can use their Alarm Clock to wake up. Interacting with a Alarm Clock takes 8 seconds and requires the survivor to hit constant merciless storm skill checks for the duration to Wake Up. The survivor will Wake Up back in their sleeping body. Failing one of these skill checks will cancel the interaction and allow Freddy to Transition to the Alarm clock for 5 seconds.
- An awake survivor can locate the sleeping body of an asleep survivor and wake them up by performing a 16-second Wake Up interaction.
I'm too lazy to make addons atm if I get time I might make some. Feedback on this would be appreciated
That just seems like a pub stomper, but absolutely powerless against good survivors or such on coms…
- Dream Generators:
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750801#Comment_3750801
The thing, when we talk about stuff like Tier lists and which sided maps are, is that the strength level of maps is decreasing for a very long time already. So there won‘t be any time where maps will be balanced and not survivor or killer sided. So obviously there will always be survivor sided maps, but the difference is that you can have current haddonfield as survivor sided map in a few years or current badham. I will gladly take current badham as balancing stand point for both sides instead of haddonfield.
It’s obvious that people will complain about badham, when it is stronger than the other maps, but it is a fair map. Not like haddonfield. On haddonfield it doesn‘t matter how well you play, same on rancid, Borgo realms and temple of purgation.
As killer you can always improve and get better, but as survivor you are pretty limited. At a certainty point it only comes down to maps and perks, but we all know behavior won‘t give us any good survivor perks in the near future. Then they should decide either to buff killers or rework maps to be easier for killers, but not both. This just makes the game unfair. From what I‘m seeing they will overbuff Singu next update and for knight, I don‘t know wether it is a buff or nerf. Shure there are killers that currently suck compared to the others, but even they are performing pretty good currently.
I fail to see what is skill about the new maps:
- getting hit at a rigged 50/50 pallet, where the killer got nothing to do besides waiting for the pallet drop or hitting you through pallets, because of bad internet. New maps mostly only got rigged 50/50 pallets and not even enough of them.
- Then the new maps got almost nothing to work with, because simply nothing spawns. What are survivors even supposed to do, when there is nothing. Am I only loading in a match for the killer to have his fun or to be bored as killer.
- Weird maze tiles, which are so different to all others, that you can‘t know where the pallet/window is (Borgo/Garden of joy), if there spawns a window at all. This in the end forces you to play windows of opportunity to even stand a chance.
- Maps got so small, that you can‘t work on gens or hide from the killer. Besides that they don‘t look good, when they are too small.
- Too little/less bushes or grass to hide in is a problem, when they remove them alongside all recourses
You always just say bedham is fair and never explain why, you get presented with reasons for why the map is extremely onesided and the opposite of fair, but I don't see any counter arguments as to why your opinion is the correct one, this just feels like talking against a wall, you just have this "Bedham is fair" dogma and nothing changes that and you don't even try to reason why this is not supposed to be the case. So if that is how it s then it is just pointless to argue with you about anything, because you don't even try to make a logic argument against it, you just repeat that one phrase.
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@TheRealConsent said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750218#Comment_3750218
Yeah, but this perk would punish killers (like me) who don't tunnel unless forced to. It's already punishing to leave someone alive, no need to make it worse.
Fair.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750917#Comment_3750917
I enjoy using hyperfocus. to some degree, i can land a lot of skill-checks on hyperfocus but it is tiny bit too stressful to use. that is why i wish This is not happening was improved a little bit to make the perk a little less stressful. Hyperfocus is also fun to use as survivor. it makes gens more interactive.
Sure, but I would prefer if there just were different mini games instead of only skill checks for the generators…
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750894#Comment_3750894
while i do think that gen progression perk are strong for survivor, i would not consider them broken. I do however think that toolboxes are very over-tuned with perk synergy. I also share this community opinion with med-kits that med-kits are over-tuned and when they are combined with second-chance stacking builds, they're very obnoxious. I don't think anyone enjoys playing killer when the team has Exhaust/Decisive strike/Unbreakable(Abuses pallet-stun tech with slugging)/Adrenaline with Med-kit with Syringe. You can argue that you don't really need gen progression when the entire team has 4 second chance perks and instant-heals mid-chase.
I don't consider item balance for survivor. survivor items is are wildly outdated in dbd 2024. They're just very poorly thought out mechanic. I don't think the item balance should prevent dev from making perks playable. I.E Decisive strike should not be balanced around Med-kit Syringe. Decisive strike should not be 1 second stun because purple syringe can give borrow time for extra 5 second. Just the same that Hyperfocus should not be balanced around toolbox.
It would be good idea to nerf med-kits to the ground(such as removing self-heal option) and adjusting toolbox numbers in combination with reworking build to last/scavenger +nerfs to streetwise but that another can of worms to go through when nerfing survivor crouch mechanics.
I mean sure, you dont necessarily need strong build A. because there are also strong builds B-H, and it is also fair that people tend to not want to play against the most busted stuff… But that is not what I said, whether you prolong chase time or are more efficient with the current chase time does not change the outcome of "gens are done when chase ends" and I would even go as far as to say being faster on gens is better because more ressources are stil up then.
Yes items are a weird thing, they are just the bp sponge, same as killer addons so people have something to spend bp on from a balance perspective they are questionable at best.
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@Rxstevo said:
If iron will is gonna become fully quiet again I think they should fix the scratch marks. This event showed me how much of a impact becoming fully silent could do. With the bad/misguiding scratch marks tracking a survivor is gonna be rough. I think most of us got used to tracking with sound since scratch marks suck. Either fix them or just dont buff Iron will.
They should fix scratch marks either way, I don't really see a reason for a connection to iron will there...
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750613#Comment_3750613
stacking gen perks is good for like world record gens but i don't think it is practical for a survivor to use more then 2 gen progression perks. It is better to have combination of chase anti-tunnel perks and gen progression.
Something like 2 anti-tunnel(chase perks) like Dead hard+Decisive strike with 2 gen progression is ideal.
this is because chase perks and gen progression perks multiply by each other.
For example, if you use dead hard and waste 30 seconds of the time. 30 second of extra chase is multiplied by say Deja vu. 30 x 0.06 = 1.8 seconds. when you multiply this by entire team, like 3x, it is effectively 36-37 second chase. if all 4 survivors have it. 7.2 x 3 = 21.7 seconds. so a 30 second chase is like 51.7 second chase in effective time waste. the time added to the chase for killer is far more impact than stacking gen progression. I could many other examples like Lithe, sprint burst, balance landing so this applies to most good exhaustion perks if used correctly.
This is not happening+hyperfocus is just another alternative gen progression choice. there is many gen progression choices. Like Barbic inspiration+Prove thyself is another choice. Deja vu is another choice, resilience etc.
Of course there is streetwise+build to last with toolboxes in swf that outclasses everything but that is item-balance. what do you expect from item balance? shrug.
I would say it fully depends on the numbers and you don't necessarily need anything but such perks if you are good enough, if your whole team does solo gens within 40 seconds what do you need anti tunnel for? The game is over in 2 minutes anyway in that case...
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@Deathstroke said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750042#Comment_3750042
I think game birthday is not comparable to actual person birthday that way. Because we as players get the presents and those are the cakes. Imagine your birthday and you get no presents... So I think main point of anniversary is the cakes and getting lot of bp and have fun.
I mean if you care about your birthday party because you get free stuff and not because you get to spend time with your friends and family then that is kind of sad... I think what makes it special is the game mode and not the BP bonus, as there are many events with BP bonuses...
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@Langweilig said:
Maps are not only playable as comp players, but people need to learn to be more conservative with the ressources, and if they cannot do that then they will die, that is only fair.
I don't think it changed, I think it is still the case, a lot of maps still have very strong fillers, people are just way too wastefull with them.As long as they don‘t introduce some kind of working rank/trophie system and give me the biggest noobs/dicks as teammates they should not balance their game around the top players.
Sure the map becomes empty once you kicked 25 pallets, but at that point the game is over two times anyway, so what does it matter… If you play an m1 killer without a stealth ability on this map you will not see much land until you kicked like 10 pallets, which is a reason why the map is so terrible.
I don‘t think the killers, who struggle on this map will have to wait long to receive the buffs necessary for this. It would be a problem if they buff those killers and make this map trash/weaker. I‘m calling it trash, because all reworks were trash last year.
That would require maps to be roughly the same strenght to say that bedham is fair under that system where all maps don't have much of a difference in escape rates, but they do and bedham is one of the strongest survivor maps out there. The map is by no means fair. Like no offense, but maps being to killer sided leading to the feeling of being unwinnable is not limited to one side, that can apply for the kiler as well as for the survivor side. Well there was also balanced and when you read through the comments you will see that many people thought it to be on the more extreme side balance wise, also you can somewhat go by the percentage… The clearer it is that the map is onesided the bigger the percentage, and 80% is quite a lot.
You wana know for what I would have voted by badham: Survivor sided, but it does not mean it is unfair. So many killer mains are used to play against survivors on weak maps, of corse they will struggle when all they know is rancid, Borgo, haddonfield… This map is by no means unwinable and there are no such maps for killers, killers just no longer know how to play on fair maps, because they are not used to them. The comments don‘t mean anything in this forum. Most people here are killer mains and killer mains are crying a lot more in this forum than survivor mains. Before you ask I‘m reading this forum for while now for amusement and it‘s sometimes very hilarious what killer mains (also survivor mains) write in here. Shure there is also the extrem in here about survivor mains (weave attunement).
My hope how they solve the map issue: They should make the weaker killers viable and stronger, but stopp with making new trash maps or reworking them into trash for survivors. Otherwise they soon have to nerf the majority of killers or give survivors OP abilities.
They are not balancing the game around top players, what makes you even think that?
How about instead of buffing killers so they can deal with god pallets we don't create a map that has basically no windows but 25 god pallets? That is far easier than reworking half the killer roster…
To just ignore peoples reasonings by calling them kiler/survivor main is ridiculous… The reason why bedham is not far is because all 4 structures are very strong and safe, filler tiles spawn in a way that makes them interconnectable with shack or other strong structures. This leads to the map heavily favoring survivors, the map is not fair in that sense.
The argument to just say people only know how to play on weak maps is also ridiculous, given that most maps are not weak… So for some reason people only get the 4-5 maps that heavily favor killer all day long? Or how else do you only get used to that?
Again, there is like a hand full of maps that are problematic, but many maps are just fine, mcmillan and azarovs are mostly fine, coldwind is mostly fine except for rancid, despite the last few times I played the deadzones were basically non existant… However bedham still has the old cowshed syndrom of spawning strong tiles connected and I hope we can at least agree that old cowshed was busted and not fair, and for the same reasons that map was busted bedham is still busted.
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750672#Comment_3750672
You know how this whole Tier lists and map sides stuff works? Even when all maps would be balanced and fair, no one would say „ah they are fair“. People would still put them on both sides, which would be fine if they were fair and gues what: badham is a fair map, but compared to all other maps just stronger. I hope you get what I mean. Something being one sided does not mean necessarily something bad, but some maps that are killer sided in dbd are generally unwinable against decent killers. This means only most people agreed, that this map is compared to all other maps of the game, in other words conpared to haddonfield, survivor sided. Also to stay with facts there were only the options between the survivor and killer side. There was nowhere written „extremely“ survivor sided.
Nothing what I‘m saying is us vs them, I‘m only extremely unhappy how they treat the game I like. Shure it‘s their game and I won‘t be able to do anything against it, but it feels bad how they make this game constantly worse for me. What I‘m saying is just how I feel about it and my friends I‘ve played with, before they quit.
Shure most survivor players are bad, but then it doesn‘t help to make maps only playable as comp player, who plays 24/7.
„Except for maybe 4-5 maps most of them have everything a good survivor needs to run the killer“
That changed a long time ago
„another point why Gideon is a garbage map, once the pallets are gone it is one of the most empty maps in the game, god I hate this dogwater map with a passion“
That‘s one of the reasons why it is actually killer sided, when you play it right.
That would require maps to be roughly the same strenght to say that bedham is fair under that system where all maps don't have much of a difference in escape rates, but they do and bedham is one of the strongest survivor maps out there. The map is by no means fair. Like no offense, but maps being to killer sided leading to the feeling of being unwinnable is not limited to one side, that can apply for the kiler as well as for the survivor side. Well there was also balanced and when you read through the comments you will see that many people thought it to be on the more extreme side balance wise, also you can somewhat go by the percentage… The clearer it is that the map is onesided the bigger the percentage, and 80% is quite a lot.
Maps are not only playable as comp players, but people need to learn to be more conservative with the ressources, and if they cannot do that then they will die, that is only fair.
I don't think it changed, I think it is still the case, a lot of maps still have very strong fillers, people are just way too wastefull with them.
Sure the map becomes empty once you kicked 25 pallets, but at that point the game is over two times anyway, so what does it matter… If you play an m1 killer without a stealth ability on this map you will not see much land until you kicked like 10 pallets, which is a reason why the map is so terrible.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750664#Comment_3750664
no they shouldn't. hex totems should provide an effect and the punishment for not doing them is the perk. It is just that most hex totems are too easy to remove. at one point i suggested bouncing hexes which could go all the way up to 4+1 cleanse. Perhaps it was a bit too extreme. Maybe it should be 3 hex cleanses. so undying re-ignites itself 2 times.
Sure, but I was not talking about hex totems? But about secondary objectives as its own category?
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750644#Comment_3750644
First of all this map looks great. You would wonder how many things you can mind game and what you can all do on this map. It does a lot of things a lot better then most maps.
You can loop very well on this map even when most pallets are safe. This map has much more potential in looping than rancid or haddonfield or the new map.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750646#Comment_3750646
Why do I have to explain everything to you? You are probably someone who thinks haddonfield is fair, am I right? Shure I‘m not thinking like the main stream and I‘m annoying a lot of killer mains with my strances, but why is no one talking about how unfun and unfair this game has become for survivors. All my friends, that I‘ve played with quitted this game, because it only tries to please killers.
I would probably main survivor, but it‘s such a 🤮🤮🤮experience, that I only play killer and while I only get hight prestige survivors and good players, it is so boring, because there isn‘t much they can do on most maps. There are only a few maps left, where this game actually is challenging, fair and fun for me.
Nah man, the map looks boring like the most generic container level, boxes everywhere, yeah yeah fan service whatever I don't care the map is boring. Sure you can try to mindgame stuff, but if the other side is sentient on 9/10 tiles on this map you will not be able to force a hit, I can think of at least 10-15 pallets on this map that you just need to kick as an m1 killer, because any player that has a rough idea of what he is doing can just sit on the other side when it is dropped and vault it back and forth and you will never get a hit.
Those mentioned maps all suck in that regard, just in the opposite direction, the game has too many safe pallets and those maps have too few, which is why a middle ground should be achieved.
No, I don't think haddonfield is fair, but that is not the point. You do have to explain everything because your opinion is very far away from generally agreed on and basically nobody argues in that direction. Like 3 months ago we had this whole mapping the realm thing where the community got asked what they think about each map, and more than 80% thought that bedham was extremely survivor sided. So since your opinion is far off from mainstream and people in that post offered a lot of reasons why they think the map is not balanced you would need to put in quite some effort to outmanuever their arguments, fairly simple isn't it?
Yeah, no buddy, this is not another us vs them argument, the game does not necessarily favor one side over the other, both sides have stuff that is pretty bs, does not mean that everybody has only their own gain in mind. I don't like the game because the map is full of safe tiles, I don't like Haddonfield because before the rework those god windows were busted and now the map is super empty, guess what I want a balanced experience.
Except for maybe 4-5 maps most of them have everything a good survivor needs to run the killer, it is just that most survivors are not good, they don't preserve the ressources on the map, they don't fake the pallet drop or whatever, they just burn through the ressources and then complain that the map is empty… Which is btw. another point why Gideon is a garbage map, once the pallets are gone it is one of the most empty maps in the game, god I hate this dogwater map with a passion.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750366#Comment_3750366
it makes survivor do secondary objectives. it is similar to my old idea with hex:undying to provide secondary objectives.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750534#Comment_3750534
someone got sick of gen-rushing survivors. so he made a perk to counter gen-rush.
secondary objectives should provide some form of value, and not just be a net buff to the other side… For example gather map pieces to show chest and totem positions, gather a flair gun to show the aura of a generator. Gather pieces of a bnp to apply that on a generator stuff like that, where when you don't do it it does not hurt you, but when you do take the time you get something out of it.
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@RedPoncho12 said:
so my buddy has this great idea and now I’m like “why the heck is this not already happened”?
he said that so people stop complaining and DCing over map offerings or because a killer didn’t bring a cake during events, and so we that get in the game a bit faster…… why not just get rid of the offering screen before the match. than once you die or the match is over THEN you can see the offerings that are in place. That way you don’t know if there is a mori, hatch/basement location offering, you got a specific map, shrouds of binding, luck, more fog, hook offerings, and even bp offerings. I think not knowing until the end is way healthier for the game
thoughts? Really curious if people would actually like this idea.That would make hatch offerings basically a free out for the last guy…
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@Philscooper said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750302#Comment_3750302
what would your idea be?
Not to change anything, because there is no issue? What is displayed is a mixture of pettiness and jealousy for absolutey no reason. It is completely fine that offerings exist that grant everyone bp, and people that dont use those offerings currently can still use them later, so there is absolutely not reason to implement any of those weird changes suggested above.
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750635#Comment_3750635
They should be survivor sided or nothing sided, but never killer sided. Killers got all they need to deal with maps like badham. Badham is a very fair map, but most killers expect everything to be a easy win button for them, not to be actually fair (haddonfield…).
Most of the maps remain unchanged
That‘s simply not true.
"Bedham is a very fair map."
Ok, you just lost the rest of the little credibility you had by calling that map fair… Either we have completely different understandings of what fair means or your perception is off… So again explain me how a map with up to 5 connected pallets to shack, 4 strong buildings and around 18-25 mostly safe pallets is fair :D:D
As for most maps remain unchanged, that is indeed true… What is even your point here? Since they updated the maps some years ago they barely touched them. -
@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750625#Comment_3750625
I like this map, so obliviously I will find it good. I don‘t think it‘s bad gameplay honestly, I like challenges as killer and I like looping on both sides. So why should I dislike this map? Shure it can be frustrating at times, but this map is fair and brings this game some fresh air by being different. I don‘t want maps to play all the same or be unfair.
When we look at the cinema map (that only got trash pallets) even Hawkins looks great. I really dislike how they treat maps recently. Since I started playing all they did was shrinking maps, removing a lot of windows and pallets, buffing killers (mostly) and nerfing survivors.
If you like looping, then why do you like Gideons? You are not looping on this map, you are not mind gaming or greeding pallets you safe drop every single pallet, because there is no reason not to do that, there are just so many of them, there is no reason to be ressourcefull and greed, there is no hiding your light as killer or moon walking, most of the pallets on this map have high visibility so you just see the killer all the time… All that combined is another reason why this map is absolute dog water, there is not much gameplay, it just kick pallet go next, unless the survivor is an absolute baby you will never outplay a loop on this map as m1 killer, I cannot take people serious who tell me this map is fair… There are even several occassion where even with spirit fury you still wont get the hit because the next pallet is just that close, the map is absolute garbage, and even from a visual standpoint it is basically just a container level, lowest of low efforts.
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@TheRealConsent said:
Yeah, except there are 3 super Killer sided maps, and 6 super survivor sided maps.
Actually, I'll just reference Otzdarva's website for good measure:
https://us.v-cdn.net/6030815/uploads/ZIE2Y86AAT4C/image.png
You see the imbalance in the amounts?
I mean to be fair that is quite old and not really up to date… However I would like to add that dead dawg saloon is only killer sided if you decide to never go to main building but just secure the 3 gen in the outskirts..
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750486#Comment_3750486
It‘s still a fair map. Easy to travers, easy to find people and a lot of pallets. You only need to get some pallets out of the way fast and you got a easy match. The dumbest thing you can do on this map is trying to mind game, but once you realize this, it‘s ezzz.
Those examples just make this map extremely easy. Onryo/Trapper/hag/legion/clown and stealth killers have a good time on this map. After looking the at all killers we got, most of them actually have a good time on this map. The thing in current dbd is just; killers expect maps to be like haddonfield.
So if we, for the sake of it, ignore the part where we disagree about the map being not survivor sides because it is loaded with god pallets… Is it good design to have almost exclusively non mindgameable loops that you just need to walk around until the pallet gets dropped and then leave? Even then it is still a completely stupid map.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750435#Comment_3750435
So i would argue that any other progression perk are overkill/waste.
I stated any other progression perk. This is not happening is not a progression perk. it makes skill-check easier to land. you don't need any other progression perk because the longer an interaction takes, the more skill-checks you get meaning you'll have more chances to gain progression assuming you stay on hyperfocus 6 for entire gen with 0 misses.
an analogy is autodidact. if you have +150% healing speed, the faster you finish heal, the less odds you have to get autodidact, the less impactful the perk is. it works opposite way as well. If you are healing during a -50% healing speed decrease, autodidact is more potent. Hyperfocus is similar thing for gens.
That's not how it works though, that would be assuming that the other progression stuff does not still make the gen faster… If you don't get more skillchecks because the gen is already done that is a good thing? Your goal is not to have as many skillchecks as possible but to get the gen done quicker, so I don't really understand what you mean… "The gens get done quicker so less skill checks" does not even make sense for autodidact, sure you will get less value out of the perk, but overall you will still get the heal faster than normal…
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750503#Comment_3750503
Oh yeah, I remember that well.
Honestly, that perk would've been fine if it activated when YOU got unhooked. Instead it was really good at sandbagging. I mean, I got decent use out of it by running at the killer after unhooking someone but 90% of the use cases were to take off and leave the unhooked Survivor to die.
I mean if it activated when you get unhooked then it is just a slightly better sprint burst in that scenario but does nothing in chase or other situations, not sure if that is a worth trade of, given that you will get value a max of 2 times and thats not even a given.
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@Langweilig said:
Yes, if you don‘t play it stupidly and don‘t overchase survivors. Many killers really shine on this map: Nemesis, Huntress…
Once the main pallets are gone survivors got nothing and it isn‘t too difficult to archive that.
You should go there as pig with enduring and spirit fury for once. You will see this map with other eyes.
This map is actually killer sided if you know how to play it.
I mean sure, there are some killers that can deal with the map, but most just need to break 15 pallets before they can start to even play the map, and that is just terrible design… The mix should always be strong tiles and weak ones, and hawkins and gideon just fail massively on that scale, because one has almost exclusively really strong tiles and the other one is the exact opposite, with the exception of a real infinite in the portal room…
Enduring Spirit fury is a waste on that map, people can just pre drop the pallets and force me to kick them, so I have two perk slots less now. The map is terrible. What do you even mean by main pallets? There are around 30 pallets on this map, and because of its size they are fairly easily accessable, even by playing hit and run you waste so much time to get rid of some of them, the gameplay on this map just sucks.
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750461#Comment_3750461
I like all indoor maps, they are my favorite type of map and very cool. I think Midwich, Gideon and Hawkins are all fair even tho they all favor one side a bit more than the other. Larry‘s is completely balanced in my opinion.
Gideon??? 25+ god pallets is supposed to be fine???
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750451#Comment_3750451
Since I started playing one year ago there hasn’t been one positive map change for survivors.
OK, which maps do you think are that killer sided that they need changes?
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@Langweilig said:
https://youtube.com/shorts/x99rOC5FlgQ?si=wmV0r6hAmAs9fD6O
I personally got no problem with Hawkins and Midwich, but the new map is very unfun as survivor, same goes for haddonfield and rancid. Garden of joy and stattered square are very unfun to play on as survivor after their reworks.
The map is the key element, which decide wether you win or loose. On maps like haddonfield, rancid and the new map you can only win if the killer plays bad/chill or gives you the win.
Garden of Joy is still really strong, do you seriously consider it to be killer sided?
Shelter woods got buffed to be a bit more on the survivor side than before, so to say only survivor sided maps get changed is just wrong.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750293#Comment_3750293
that what this perk called This is not happening is suppose to do. it is suppose to make skill-check easier to land. the number are under-tuned.
You just started of by saying in practise you don't need anything else than hyper focus... Why are you going back on that now?
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@ratcoffee said:
As the survivors try to create order, you force them into greater disorder.
Each time a generator is completed, an unlit totem becomes lit.
For each lit totem with this effect, survivors are affected by a stacking 10% repair speed penalty, and a 10/15/20% penalty to all other action speeds - healing, cleansing, blessing, unlocking chests, and opening exit gates
That would be super busted together with Pentimento, therefore this is a hard no...
I'm all for incentives to cleanse dull totems, but there has to be something else than adding additional Gen time...
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@Neaxolotl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750312#Comment_3750312
And I'm talking about the situation when it doesn't
Well wait, it wasn't exactly a suggestion, rather a question
OK, yeah in that case ofc that's a terrible idea... You could just force a bleedout by entering every match with plot twist, no mither, power struggle and flip flop or distortion and some other random perk... Just go down in a random corner and bleed out... If that was possible that would be the dumbest thing to make to live in this game...
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@Neaxolotl said:
So by slugging survivors I can intentionally lower my MMR while also killing everyone in the worst imaginable way possible
Do you actually think it is good, I honestly don't think so
If you read the wiki you will get to know that bleeding people out also counts as a win...
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@MikhailVictor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750242#Comment_3750242
Just bring cakes and you won't be excluded :)
Thats still not a good reason to implement such a mechanic... Would be the same to say "Just don't be so petty to think people don't" deserve" BP just because of not bringing the offering you want them to bring"... Change your behavior according to my wishes so you don't suffer the consequences I want you to suffer otherwise is not a good argument...
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@MikhailVictor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750244#Comment_3750244
It probably matters to that survivor whether he lives or dies, but not to me as a killer. OP is suggesting to buff hatch standoff in killer's favor, I couldn't care less about that, idk what you're getting at
The possible reasons it could matter for the survivor are similar to those of the killer to want the 4k, needing to survive for a tome challenge or daily, wanting the extra BP for escape or kill and one additional one which is to keep the item... So once again, why does it matter for the survivor more than for the killer?
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@LuckyJewel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3749583#Comment_3749583
No not to keep waiting, as i'm aware about this terrible standoff, i'm just talking that either the killer can close it like usual as they can do or grab the survivor who attempt to jump. I think that would make the gameplay fair, or lets say if they can only grab them only if they attempted to jump while injured.
now i see that would make it gameplay fair enough this time.
And what exactly is the survivor supposed to do in the standoff situation? He cannot go into hatch as he will get grabbed but he also cannot do anything else? Given that I despise hatch in general I would say the current version we have is the least bad one... There is no good reason to bring hatch standoff back...
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@Junylar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750273#Comment_3750273
That's exactly what I'm saying, that this change would make no sense.
Why though? You rather want to bleed out in a corner for 4 minutes instead of dying quicker on hook?

