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Archol123

Archol123

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  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3714193#Comment_3714193

    I mean we're still hanging on the price, and the point of the suggestion isn't the price, the general perks being in the shrine is the actual meat here.

    The price is ofc something that can be discussed in addition, but the actual discussion here should be about general perks being available in the shrine, and all I'm pointing out is if you reread your posts so far, you're hyper focusing on the wrong part of the suggestion.

    However on the topic of price... yeah, what is a survivor? A character skin, and their perks. If you're not playing the character, the only thing left is their perks. So yeah, if you buy the individual perks of the character they should end up more than the character. That's the incentive to instead buy and level up the character. If you only want particular perks, you only buy those perks and specialise, but buying the individual pieces should be more than a character you then have to level up in tne bloodweb.

    I do ofc agree with you that the scaling cost of perks in the shrine is silly. Unlocking a yellow perk is FAAAAAR more valuable than upgrading a perk to green or purple. I would suggest making these cheaper than the yellow unlock.

    My full list of changes to the shrine are here:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3713963#Comment_3713963

    I have other changes I would suggest, but this to my mind is the minimum set of changes needed to make the shrine somewhat functional.

    If the question is only should the game have additional features that are optional and don't limit other players the answer will always be yes... But that is not the main point.

    Having a feature that is so utterly expensive and useless as the shrine in its current function is is the main point... And it is useless because it has too few perks and those it has are way too expensive... A perk should not cost more than maybe 500 or 1000 shards. Your explanation might be true for survivor but not for killer... Also despite it being only a skin most people still have a main, I don't because I think paying real money for just a skin is stupid, but I digress... So for many people there is still an incentive to buy a character aside from their perks.

    As for the general perks again, sure if you want to waste shards just because you don't want to use BP go for it, but if we want a new feature we might as well do it right... Either you can just buy all perks all the time for 1000 or 2000 shards or (500 or 1000 shards per perk and...) we have a higher pool of perks like 10 or 20 that change every week or the same amount but they change more often. All given a function to lock, maybe the possibility to look ahead of time and know when the perk comes up you are looking for.

    I think the best idea would be to make it so you can buy all perks all the time for a lower price than currently, there is really no good reason for this random shrine that limits perks to luck and money... Usually you should value shards higher than BP but if you really want to buy general perks in the shrine sure go for it...

    There is simply no good reason to not make this feature more accesable and better to use for people, as it is currently the shrine is basically useless aside from being way too expensive.

  • @Deathstroke said:

    What use flaslight would then have? Good killer will not need lightborn which is waste of perk slot unless it's player with background and flashbang and even then he could focus to take that person out.

    Given it is only one person who has that combo in the match...

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3714176#Comment_3714176

    You said “Maybe this incentives you to not hit healthy survivors with Pounce but m1 them and that's the correct way to play from that perspective?”

    How does that incentive work, when it often doesn’t matter if Victor is trying to chase a healthy or injured survivor?

    Because counterplay is a thing? What is your point even... You want to play in a specific way and down someone and they prevent you from doing it... The correct way to play Oni is slugging... If a survivor is in a dead zone and jumps into a locker to force the grab so oni cannot snowball that might be the correct play, does not mean Oni is not generally incentivised to slug and snowball through that...

    I really don't get your point here... Just because your character has a specific strength, something the character is particularly good at, does not mean that there is nothing to counteract or prevent that specific thing... That is basically the whole gameplay loop... A. Does something B. Tries to counter it and so on...

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3714154#Comment_3714154

    Don't derail, regarding general perks, the price is not the subject, it's the concept of them being purchasable in the shrine that is the actual suggestion.

    For the cost of perks vs. character cost, you do realise that in terms of creating a market, it should be less efficient buying the individual parts than buying the overall product don't you?

    Buying the character means putting playtime and bloodpoints into that character to level them up for their perks. Why ever pay shards on a character if you can buy all of the individual perks of that character cheaper than the character themselves?

    If you want to only buy top tier perks, you can get them for a fraction of the character cost, but if you want to unlock everything for the character it's more effective to buy the character. ..

    This seems perfectly reasonable...

    There is no derailing there, since I was referring to the cost in general in the post before and set it in relation to the price of a playable character compared to just their perks....

    Great market example, just that you don't buy all parts individually but just their perks... You basically pay more for just their perks instead of the whole thing, despite bloodpoints being far less valuable than shards. Besides that there is a difference between ridiculously expensive and slightly more expensive to make people buy the whole thing...

    Leveling up a character does not cost you playtime, unless of course you mean playtime as in the time to spend the BP on the character... Perhaps you want to play the character? Why else would you buy something if not for being able to use it.

    A fraction is Allright, all 3 perks being 30% more expensive than the character in total with perks is ridiculously overpriced.

    As for the general concept of perks you pay what for 3 levels of a perk? 10 K BP? That is way cheaper than getting the basic perks via the shrine... I don't see any reason to waste shards that way... And if you don't want to use shards you might as well buy double perks and use the 100k BP you get for that to buy the perk in the bloodweb... Basically still a better investment... And even those 100k is way too cheap for the amount of shards they cost... The whole shrine is just ridiculously expensive and needs to be reworked.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3714136#Comment_3714136

    Many survivors will purposely bodyblock for injured teammates, because they want every Victor hit to land on a healthy survivor, so they can hold Victor's power hostage. So it often doesn't matter if Victor is chasing a healthy or injured survivor.

    Which is the correct counterplay... So what exactly is your point?

  • @blackoutawolf said:

    im sure many survivor veterans will disagree as this idea prevents one of the more unfair tactics with flashlights but

    killers should be imune to flash stunning during animations

    this would allow killer players to always be capable of actually playing the game without requiring every killers loadout to hold lightborn in order to complete the basic gameplay

    What exactly is the use of flashlights then? No human will just look into the light like a moth and get blinded if he can still move... If would argue about making the flashlight save window a little bit stricter, because these days you don't need any timing to pull it off and that is a bit silly...

  • @CountOfTheFog said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3714145#Comment_3714145

    2k shards for a perk you can buy with bloodpoints, yes.

    It's a choice, not mandatory that you purchase it.

    Obviously, but that is way too expensive... You can get a character for 4.5 or 9 K but 3 perks would be 6 K... That is ridiculously overpriced...

  • Great so his name would be the cannibal... Well that's already taken...

  • 2k shards just for a perk you can get with bloodpoint normally? That's a ridiculous amount of shards... The shrine needs to basically be remade from scratch, the prices are ridiculous and it takes way too long to get stuff... They should just make it so you can buy all the perks via shards so you don't have to wait for RNG, as far as I know there are even perks haven't been on the shrine at all...

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3713802#Comment_3713802

    can you explain why a survivor hitting dead hard or using any form of endurance like styptic agent makes killer deserving of a longer 10 second regrow time? I do not understand why the killer is getting extra punishment on cooldown for something they have 0 control over.

    Victor hitting healthy survivor for survivor is also something that killer has no control over in terms of whether they get the victor back. Losing with Twins right now is losing from poor game mechanics. I am suppose get punished as the killer when the survivor outplays the killer and successfully misses the victor pounce.

    The cooldown being 36 seconds should be the cooldown when the survivor kicks victor from a missed attack. Twins right now get punished for playing using the power correctly instead when the killer makes mistake/plays poorly. This is so backwards.

    Maybe this incentives you to not hit healthy survivors with Pounce but m1 them and that's the correct way to play from that perspective?

    As for the first part you mean compared to the former 6 seconds? I think those 4 extra seconds get fully out weight by the other buffs and qol changes twins got...

  • @_Onyx_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3713970#Comment_3713970

    It's not a punishment, it's a scale counterweight. SWF do everything much faster than solo, so you bring them down to the average speed of a solo and then voila, balanced. They'd still have a huge advantage against all Killers from Comms and build synergy alone.

    I think that's the issue with buffing Solo, so much more about the game needs to change. I like your stance with it. But nerfing SWF is so much more simpler. It'll never happen though, you just know it.

    Sure, but it would feel like punishment, which would be the same for what it would do to players.

  • @Dreamnomad said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3713643#Comment_3713643

    You are confused. They took away bonuses from BBQ and WGLF because they raised the maximum amount of bloodpoints players can earn in a trial. I'm referring to bonuses that increase the amount earned per event type but will not increase past the maximum. There are already several examples of this currently in game. No One Left Behind, Beast of Prey, Distressing, and Hex: Thrill of the Hunt are all examples of what I'm talking about. They just make it a little easier to reach the cap of a certain category. Putting these kind of bonuses on less popular perks will increase perk diversity a little while not upsetting the balance of the game.

    Fair, but they also removed those type of bonuses from for example prove thyself... I didn't know they did not remove the ones from the other stuff... But I have to say with that in mind it becomes even less of a bonus to run those perks if it only makes it so the category fills easier...

  • @_Onyx_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3713903#Comment_3713903

    What I'd ideally like to see is:

    • SWF nerfed so their repair, and maybe heal action is debuffed.

    And that's about it really. The 'problem' with solo queue is the unpredictable teammates you get paired with. I quotation mark it, because it isn't a problem, it's a downside, for sure. But there are no problems with solo queue that I see.

    What would your DBD look like if they're both equal strength and the game is balanced around that?

    That would basically punish people for playing with friends, which is not a good thing.

    My idea would basically be to complete bridge the information gap of solo and swf by whatever mechanic necessary, ideally with voice chat, text chat, a chat wheel and a ping system, so you can communicate everything. Maybe even additional stuff for the HUD, for example progress on totems being cleansed or who heals who, additional info about the perks your teammates have and so on. And from that point onwards I would probably buff killer in general to keep up with that information gap. No clue what to do with killers like Trapper or Hag, but in general almost every killer would need to get buffed by quite a bit.

    The problem is it would need a testing period to figure out how many buffs are needed for killers to keep up with the new level of soloq. But overall I think it would lead to a more balanced experience.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3713917#Comment_3713917

    this is sort of my rant/problem with DBD end game.

    The player themselves can purposely torture killer or torture the survivor by extending the game in unnecessary way. In this particular case, the killer player is doing an action that forces survivor to play an extra 3 minutes in which they are just going to die anyway. Killers can also slug you for like an extra 3 minutes. your wasting 6 minutes of your life/game-time when the player clearly want to go next match and play another dbd match instead being stuck that match.

    Survivor can do same thing by having two hide during end game and extending the game to even larger degree, sometimes even 10 minutes just to find 1 of the two survivors just so you can go to end game, close the hatch and moving to the next match.

    while I have a lot of patient with this, it is not good game design to have weird stall mechanics. there is reason why hatch stand-off were removed. they should be looking to find solutions related to killer stalling the game & survivor stalling the game without putting too much game intrusion in the early-mid stage of the game.

    Fair... I personally dislike hatch as a mechanic, because it enables annoying gameplay and makes it necessary for certain achievements or tome Quests...

  • @squbax said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3713804#Comment_3713804

    A bodyblock while not that usefull can buy time for the target to get to a loop, if the laurie does a good bodyblock she esentially can let the recuer get to main building or a strong loop, forcing the killer to drop chase and go for the other target ir the bodyblocker. You are quite literally forcing a tunnel, that is to say if the rescuer is not dumb and runs to a deadzone.

    Sure but it is still better than eating 3 more perks...

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3713800#Comment_3713800

    the player isn't trying to close hatch. he is on purpose stalling the match by sitting there with victor. I am not sure how it is suppose to work but whatever the lose collision is suppose to be doing to prevent this hatch stalling gameplay, it is not working.

    But even if he wanted to close it, he could not because Victor can't do that... But the survivor can just go for gens... Cuts it short.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3713802#Comment_3713802

    On the PTB, it took a bit over 20 seconds for Twins to be able to control Victor again, AND we are supposed to add whatever seconds it takes for Victor to travel back to that survivor, on top of that 20 seconds.

    And Victor does have solo based counter play. It’s just not as easy as “hold Victor hostage”. There are still many tiles where Victor literally can’t get a hit if the survivors play the tile correctly. And there is still the counter play that if Victor is too far away from Charlotte, then the survivor can just jump into a locker, because Victor can only hold a locker for 10 seconds.

    If it is just as effective to hold him hostage than to figure out which tiles you can play against him and somewhat more reliable then I would also take the safer way..

  • @_Onyx_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3713717#Comment_3713717

    Of course an info gap exists. But not much of one as it is. The Survivor HUD is littered with match intel. Of course you aren't gonna know exacts, because you aren't on Comms. But I see that as a good thing. Why should you know everything (or pretty much everything) that's happening in a match where you're playing on a team vs someone who is alone? SWF is busted, it always has been. I don't wanna see solo queue become that too

    Well I disagree on that, I think solo and swf should be of equal strength and the game balanced around that.

  • @squbax said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3713673#Comment_3713673

    Look at the comment from OP directly above on how a laurie literally used them offensibly when they werent tunneling lmao.

    Sounds good, the guy was effectively doing nothing then, otherwise it would have deactivated... Where exactly is the issue? If they bodyblock hit them once and keep going for your target, it is rather simple...

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3713763#Comment_3713763

    The issue is that for a large portion of the game, EVERY SINGLE TIME I want to use Victor, someone ends up taking Victor hostage. I can't believe that some people are ok with Victor's power being held hostage for 40+ seconds, 5 times in a row. How on earth is that acceptable game design?

    What else are they supposed to do? If they get rid of him immediately he will be back like 15 seconds later and down them pretty quickly... The issue is not only the hostage taking of Victor but that the counterplay against twins is rather team based and not necessarily 1v1 chase interaction...

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3713645#Comment_3713645

    he can't open the gates because the gate are not powered. 2 gens are remaining. he has to do 2 generators to open the gates in which twin player will just kill them as soon as they pop the gen. the player is just being toxic by increasing the match duration on purpose.

    to fix this problem, dev made so that victor has 30 second until he loses collision. this was a change they did awhile back to prevent the hostage hatch gameplay. Seems like U5 update broke that.

    Like I said go do gens or open the gate... I thought the collision loss was only for Charlotte? And only when she is not currently active... It is kind of stupid though that Victor cannot close the hatch...

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3713677#Comment_3713677

    I very often got matched with survivors that would purposely try to hold Victor hostage as long as possible.

    This isn’t a scenario of “I’m chasing a survivor, and they are holding Victor hostage while I’m chasing them”. This is SWFs that are literally coordinating with each other to hold Victor hostage as long as possible. This is survivors purposely holding onto Victor even when they are far away from the killer, and aren’t being chased. This is survivors purposely bodyblocking for injured survivors, because they want every Victor hit to land on a healthy survivor so they can hold Victor hostage.

    And just so we’re all on the same page, I never said every survivor does this, and I never said every survivor wants to do this. What I am saying is this happened often enough that I stopped playing Twins. Yes, there are A LOT of survivors that do want to make the killer miserable, and will prioritize that over trying to win the game.

    But where is the issue with that? You can always recall him after x amount of time? So everything beyond that is your choice as the killer to keep Victor with that survivor for even longer?

    And bodyblocking is good counterplay to avoid a down.. I really don't see how that is something to do only to make you feel miserable... And even if that was the intention that would be completely fine as long as it is also a reasonable play...

  • @BlackRose89 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3713639#Comment_3713639

    Funny you say that since you assume I assume the worst of people outside this game which I don't. In other games and outside of games I never assume the worst of people, it's just in this game I do bc I've seen patterns over the years I played this game. In no other game has I encountered as much toxic, entitlement, and sore winning/losing attitudes as I do in the dbd community. Everyone says and acts that this wonderful community is in gaming but in my eyes, this community is just as toxic as League of legends. I have only stuck around this long bc I really love the game once and love playing the killers, it just isn't even enough for me anymore. Sure there is good ppl in dbd, Im not saying there isnt but there are way more toxic/entitle ppl in dbd than wholesome good ppl. Anyway sorry for getting off topic, have a nice and blessed day. ^^

    I don't know about that... It just feels like that in dbd a lot of playful or slightly mocking things get immediately seen as toxic and not OK when in dota for example tipping someone after a missplay is for sure bm, but it is almost socially accepted and sometimes even funny... I guess it is just about what you see as toxic and what not.

    A nice and blessed day to you too good sir or madam.

  • @_Onyx_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3713713#Comment_3713713

    A point, yeah. But at the same time, simply saying "buff solo by giving us more intel" with nothing else on the "and this would need looking at too." Is the problem with vague suggestions.

    Giving someone welcomed criticism or advice without any helpful suggestions is never as helpful as if they were to give advice or suggestions.

    As it is, I'd hate the idea of solo buffs, because there's not any transparency on the Devs front about "yeah we're considering these changes to solo. But this would also impact Killer gameplay so we're looking at that too." With Dev transparency, I'd look at all these ideas and suggestions people come up with in a less cynical way. But as is, any suggestions will most likely be met with "use perks or items to help yourself."

    If it is that vague for sure... But the statement a information gap exists, that is obviously true does not need much more explanation to why it is a bad thing does it?

  • @_Onyx_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3713708#Comment_3713708

    The conversation is very rarely a full on brainstorm about changes. It's normally a simple idea for buffing Solo, with no real substance about how to make those changes work in the grand scheme of things to make the game better on the whole.

    It is really not people's job on the forum to work out all the specific or direction to go with ideas like that, but give a general direction or tell what is good or bad... So just saying that the existing information gap between swf and solo needs to be closed and then balance the game around it afterwards should be enough. You can argue around that and explain why it should happen. You don't need to come up with concrete numbers and what not... Or killer specific changes...

    For example when they asked about feedback for the maps, nobody was required to draw a picture of how the maps should look like, but just tell in general what is good or bad. Ofc you can as well go into more detail, but that will always be a long text that most people won't read.

  • @Blueberry said:

    I'm down for buffing a ton of survivor perks that are really bad, but gen speed perks are unhealthy for the game.

    Generally speaking you are right, but this perk is so bad that that little buff really would not make it op or even a good choice...

  • @_Onyx_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3713696#Comment_3713696

    Let's solo queue gets buffed to the point they have all the info via the UI and HUD that a SWF gets simply by being on Comms, what state do you think the big picture of the game will look like then?

    Depends if you buff killers accordingly or not... Obviously you would need to change things but at least you wouldnt have two groups of players that have different tools at their hand and one group would not feel like they are at a disadvantage currently.

  • @epi said:

    Killers will always be faster than survivors. regardless of bloodlust or not. and repetitvely shocking us, not being able to pallet stun or vault, is annoying. You said "what exactly is the killer suppose to do in chase"? they don't have to do anything but chase us. they always catch up anyway. so giving him the option to repetitively shock us, doesn't give the survivors any sort of balance.

    But OK you want productive insight, here you go:

    Doctor uses his ability to prevent you from dropping pallets or vaulting pallets and windows. He does that by shocking you before you are able to reach that thing to interact with, he gets slowed down while shocking you, you gain distance on him while he shocks you. However he still slowly gets closer to you, not as much as if he was not shocking but still little by little. And usually he only starts shocking you when you are a certain distance away, otherwise the chase around the loop takes forever. What you can do now is predrop the pallet, some pallets are not playable for him when dropped, that is the case when he would need to shock several times around the loop, because he gains too little distance towards you to be worth it.

    If you already got shocked and he is starting to gain distance around every loop then you might want to try to go to the short side of the loop, he will most likely not shock you there, because it is not worth it, so worst case this is now a 50 50, best case you get a pallet drop/stun.

    On high wall loops you can try to leave the loop when he is shocking you through the wall, this works quite well more often than not. Connecting loops in general works pretty well against doctor, because when he needs to shock you more than once per loop then the distance he gains on you is very little or even non existant.

    Other than that body blocks work quite well, because it takes doctor quite a while to get a hit, taking one is more effective against doctor than against most other killers.

    Your idea to give his power a cooldown would make shock therapy useless, because what exactly would it do? His whole gameplay revolves around him slowly getting closer to the survivor while preventing them from interacting with pallets or windows... Which makes it a bad idea, because you take away his chase power by doing so. And my guess that you are new came from the conclusion that I did not think that someone who knows how the killer works and that it would take away his chase power almost entirely would come up with such an idea...

    I hope that helps...

  • @epi said:

    Killers will always be faster than survivors. regardless of bloodlust or not. and repetitvely shocking us, not being able to pallet stun or vault, is annoying. You said "what exactly is the killer suppose to do in chase"? they don't have to do anything but chase us. they always catch up anyway. so giving him the option to repetitively shock us, doesn't give the survivors any sort of balance.

    The argument is not that you are low level, but that you lack the understanding of how the killer functions, because you made it seem like you don't know that doctor gets slowed down while using shock therapy, that among other things.

    If you don't know how something works that might lead you to believe that there is nothing to do, which in this case is wrong... So might point is not that "you are bad", but that you need to figure out what do, which I already told you before. Aside from that is that your idea to change doctor removes his chase power entirely, which you apparently did not understand either.

  • @epi said:

    Killers will always be faster than survivors. regardless of bloodlust or not. and repetitvely shocking us, not being able to pallet stun or vault, is annoying. You said "what exactly is the killer suppose to do in chase"? they don't have to do anything but chase us. they always catch up anyway. so giving him the option to repetitively shock us, doesn't give the survivors any sort of balance.

    You get slowed down while shocking, in that time the survivor gains distance on the killer... The killer is therefore not always faster. The bloodlust thing was only additional information considering my assumption that you are a new player.

    What is the killer supposed to do in the sense of how is he supposed to use his chase ability... If you truly believe that a basic m1 killer without a chase ability will always catch up onto the survivor then you might wanna watch some good survivors doing 1v1s… because your view will be shaken.

    It is his chase power to repeatedly shock and your counterplay is to avoid that by taking different patching, for example switching to another loop, forcing the 50 50 on the short part of the loop, transition loop while out of line of sight and so on, there are plenty of things you (try to) do... But ofc you will need to learn or at least get to know them first.

    So maybe just inform yourself before you want make doctor the worst killer in the game, just because you don't know how the killer functions or what to do about him.

  • @_Onyx_ said:

    Intel perks exist. It's the players problem if they're playing solo and not using 'awareness' perks like Bond, Kindred, Circle Of Healing etc.

    If everyone wants to use selfish full meta when playing with randoms, that's on them, they're robbing themself of intel.

    Which still puts solo survivors at a disadvantage, considering they now have 3 perk slots left, whereas people that are in comes don't need those perks and probably still have more information... That's the whole point why people complain about the information gap...

  • @IronKnight55 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3713483#Comment_3713483

    I definitely wouldn’t call it a pay to win skin. Equipping the skin didn’t give you an easy win. Maybe a slight advantage? I’m glad it’s fixed but let’s not exaggerate things.

    Pay to win means you get an advantage but you have to pay money for it... That's just what it means, it is not meant in that literal sense of only applying when you pay money and win immediately.

    If you buy a weapon in one of those countless trash shooters that is much better than what the non paying players get you still don't get a free win but an advantage and that is obviously still pay to win... The same as with the huntress skin, or apparently the naughty bear one as well? Apparently some noises were missing with that skin as well...

  • @epi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3673769#Comment_3673769

    I have no issues with his Static Blast, I'm talking more about his Shock Therapy. I just feel he needs a little bit longer cooldown on that. Cause at this level it's already become a spamming issue.

    He gets slowed down when using shock therapy, so if he spams the shock and does not use it properly he is already hindering himself, because he does not gain blood lust and you gain distance. Giving the thing a cooldown would make it useless... The whole point of his power is repeatedly shocking people to prevent them from using a pallet or window... If you give him a cooldown that makes this impossible what exactly is the killer supposed to do in chase?

    No offense but that just sounds like you are quite new to the game and don't know what to do against the killer...

  • Awesome, they are basically perk less if you don't tunnel... And they send you to haddonfield which is currently not too good for survivors... I don't really see the issue here ^^

  • @kaoraku said:

    Or it should just teleport you to a random locker on the other side of the map anytime if you vault a window… Seriously why you should be able to hide your scratchmarks in every 20 seconds.

    And bloodmarks… What if you not even injured, what blood are you talking about? :D

    Because you don't randomly disappear just because you don't have scratch marks... The killer can still hear or see you...

  • @ASurvkillivorer said:

    I am confused. I've NEVER played on this map even one time and its been out that long? Today it looked totally different and it was very noticeably smaller.

    It even had setups I don't remember. Like that weird upstairs area. It used to just be a drop but now there is a vault up there to make that a god tier balanced landing spot .

    That drop/window can spawn randomly in the main building and has been there forever, even before the map got made smaller.

  • Just go do gens then or open the gate? If he moves take hatch... I don't see the issue?

  • @Dreamnomad said:

    +50% bonus toward objectives:

    • Ace in the hole
    • Boon: Illumination
    • Clairvoyance
    • Corrective Action
    • Deadline
    • Fast Track
    • Friendly Competition
    • Poised
    • Potential Energy
    • Red Herring

    +50% bonus towards altruism:

    • Autodidact
    • Babysitter
    • Better Than New
    • Desperate Measures

    +50% bonus towards boldness:

    • Cut Loose
    • Dance With Me
    • Deception
    • Diversion
    • Overcome
    • Parental Guidance

    +50% bonus towards survival:

    • Bite the Bullet
    • Breakout
    • Inner Focus
    • Left Behind
    • Low Profile

    +20% bonus towards all categories:

    • Lucky Star

    +50% bonus towards brutality:

    +50% bonus towards hunting:

    +50% bonus towards deviousness:

    +50% bonus towards sacrifice:

    (out of time, I'll finish working on others later)

    They basically removed those bonuses on certain perks, because they didn't want people to run perks for BP, I don't think they would bring it back...

  • @jamally093 said:

    So I don't know if it's true or not but isn't supposed to be if a survivor goes AFK for a while aka not moving gets off hook but still doesn't move as in being rescued their kicked from the match for not participating. Because if your giving up don't basically punish your team who are just wanting to have a good time playing. I thought the bots would also active if someone went AFK you know three crows and some extra time just in case then their kicked because their not doing anything.

    Not really? You just get crows...

  • @OneGoodBoyDemo said:

    It is undeniable that the old hatch and key mechanics from the prehistoric DBD era were broken and definitely needed changes but I still don't like the way they were nerfed into oblivion.

    Yes, I know that the hatch is an easier way to end the game since it is impossible for the last survivor to finish the remaining generators alone but there's no denying that this change made keys and their add-ons wasteful.

    The fact that we have 3 items (2 not counting the green key) and various add-ons that aren't very useful for a completely specific situation doesn't seem right. The keys have no meaning anymore in a trial because if you lose you won't use them and if you win you won't use them either so what's the reason for them to exist? current keys and addons are waste of BP.

    If the Tomes are still going to have challenges of escaping through the hatch, there should be a way to do this without the survivor throwing the game away.

    A suggestion I made a while ago is that the hatch should appear when the 5 generators are completed and that it could only open with a key at a time since only survivors carrying keys could escape through it.

    Honestly I don't think this change would be a big deal as it would be rewarding survivors for completing the objective but the hatch offerings needs to go so that survivors have to look for it at least.

    Some people may use the argument that End-game builds exist but let's be honest no one really uses them and 99% of the time blood warden is useless and if you are going to use this build and see that the survivors have keys in the lobby you can go to the next one and if someone finds a key in the match while you have this build it was purely luck.

    This change may give a little hope to someone who found a key in the game.

    Nah, it would not only make better endgame perks like no way out more useless but it would also put the killer in the situation to also take care of hatch and not only the gates...

    They should just gives keys some completely new function and either keep hatch as it is or remove it completely.

  • @BlackRose89 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3713628#Comment_3713628

    Honestly I completely disagree with you. I honestly believe a good amount of survivor mains main goal is to make a killer life miserable. Majority of my matches show me as much as most of my survivors are sore winners or losers. I have had more BM survivors than wholesome gg survivors over my 1000+ hours. There a reason I keep chat box turn off at all times and even now I stop playing because the game isn't fun and buggy and it's community as a whole just isn't pleasant be around. I find more nice players in games like overwatch 2 and hunt showdown than DBD nowadays.

    Either way I do agree with coffee, devil and blueberry that the worst and most unfun part of twins is the fact thier power can just be denied 30+ secs multiple times throughout a match totaling up minutes of you being forced to be a boring powerless m1 killer. Honestly I wouldn't care as much if they just made Charlotte somewhat interesting to play, give her something cool to do when someone is giving her brother a piggy back ride. That's not the case though, you just become a m1 killer with no power whatsoever and alot killers just find that boring and not fun.

    This why I'm confident in saying Twins will continue to be the lowest picked killer in the game not seeing past 1% on avg(not counting this patch since I'm sure their pick rate is artificial inflated do to the changes). Which is fine I guess just sucks I have a killer in my roster that never will be played and I regret ever getting them. Love to have the ability to trade them and their perks in for some shards so I can buy some sable cosmetics since those would get so much more use than twins, if I ever play this sorry game ever again.

    Well if you always assume the worst of people that will just leave you miserable... But whatever your choice.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3713333#Comment_3713333

    "Because you don't gain an advantage over your opponent... Nobody keeps your opponent from being in a voice chat..."

    It is in fact an "unfair advantage" since the game is not balanced around survivors having that extra information through voice coms or the guarantee of high quality teammates and skirting around matchmaking RNG. The game is balanced around a solo queue group of randoms not on coms. That would in fact make it cheating by the definition of cheating.

    Fully depends on how you define unfair... And I would more often than not only assume an unfair advantage when you have a rule violation, everything else is blurry.

    Because otherwise with that wide definition you would also need to call it cheating to be on a phone call, in the same room or what not and that is ridiculous... Aside from that give that the game has the feature to play together with friends it is ridiculous to assume that the devs don't take into account that people are in voice when playing together... And given their data on the amount of players in swf it would be even more questionable.

    If you only go by unfair and not by rule violation everything is cheating... Got a better monitor with more fps cheating, got a mouse that can change the sensitivity via a button cheating, you have a monitor that allows for higher brightness or what not cheating, you play on PC and not console where you have more ways to customize settings cheating, you play on keyboard and mouse and not controller and therefore don't have healing and dropping pallet on the same button cheating... Everything is cheating then, but who cares. Trying to shame players for doing things that are obviously and explicitly not breaking any rules by calling their Behaviour cheating is ridiculous... Because that is basically what this whole thing is, calling something or someone cheating always has a negative connotation, and that is fair for when the person actually uses cheats or breaks game rules in other forms... But for this stuff mentioned before it would be ridiculous.

  • @Dream_Whisper said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3713361#Comment_3713361

    I haven't forgotten about that... I clearly say that it shouldn't effect Generators speeds in any form of significant way. Like I say, would be tricky to be implemented as it involves Recoding the entire spaghetti code of the game and reworking skill check system all together as well as Rebalancing Generators repair time.

    Then the 5 seconds tops would be completely fine wouldn't they?

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3713393#Comment_3713393

    None of the quality of life improvements are worth the extra hostage time.

    The full power hostage time ends when Twins can control Victor again. That includes the time it takes to regrow Victor, which was increased during the PTB (to balance the faster recall time), and is still happening now (even though the faster recall time was completely reverted). And honestly, I'd rather Victor just instantly die on a successful endurance hit, so we can get back to Charlotte quicker. Decent survivors will always successfully kick Victor on a successful endurance hit, so it would actually be a quality of life improvement for Victor to instantly die on a successful endurance hit.

    I don't think people understand how many games I've been in, where survivors just hold Victor hostage, and teammates will bodyblock for that survivor, to maximize the amount of time Victor is held hostage. And the survivor with Victor will absolutely just run across the map, far away from any unrepaired generators, and hold onto Victor even if they aren't being chased, because their goal is to make the killer miserable. And if Victor tries to chase an injured survivor, then an uninjured survivor will try to bodyblock Victor, because they want to hold Victor hostage. The primary goal of these survivors is to try to make the killer as miserable as possible, by seeing how much time they can hold Victor hostage.

    I don't think the 4 more seconds are that big of a deal and the rest of the buffs make up for it completely. Aside from that I don't think their goal is to make the killer player miserable but to put themselves in a position where it is not worth it for the killer to hook them... Not everyone is trying to make your life miserable...

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3713337#Comment_3713337

    The number 1 reason why Twins were unfun to play, was the Victor hostages, which are objectively longer now.

    And if Victor is vulnerable after a successful endurance hit, then the DS buff made things much worse for Twins, because it encourages survivors to combo it with endurance perks like OTR. Endurance hurts Twins more than most other killers, because when Victor bounces off of endurance, Twins is stuck watching Victor try to recover, then get kicked, then die, then switch back to Charlotte, then wait for Charlotte is be able to move again. It’s a clunky process that makes Twins unfun to play.

    The quality of life for Twins is now so horribly low, that I won’t be playing them anymore. This entire rework was a massive failure, and the entire thing should be reverted.

    For the hit on endurance, there are basically two ways this can go, either you get stuck on the survivor or you bounce off of them... Which is worse? Being not kick able after the endurance hit would make the status effect worthless so it is one of the two...

    I would not call the current changes a rework... It is not more than quality of life changes.

    As for the changes... We have faster transition, faster unbinding of Victor, reduced charge time, being able to recall Victor whenever you want... So he is not in the middle of nowhere and you don't need to walk all that distance back. And as far as the nerf goes we have increased return time for Victor from 6 to 10 seconds... Where did the hostage taking time got changed from before? Because as far as I can see that from the 7.7.0 patchnotes the recall time did not get changed? Other than the short period of time where it was ridiculously low...

  • @Dream_Whisper said:

    I would be down with brand new minigame, that have nothing to do with stale skillchecks; as long as it doesn't affect generator repair speeds. Would be very problematic for certain killer perks/powers like Doctor's madness; when it comes to affecting survivors with skillchecks. Just stuff to make fixing Genators less boring yet can be engaging. It can be as simple as doing what TCM did with fusebox interaction in which you need to put the correct number colors in the correct slot for a equal number. They could do other minigames like plugging correct color wires, inserting gears and bolts in correct holes, rerouting power from the battery to the engine, etc.

    It also can makes the survivor too engaging and distracted in doing generator efficiency that the killer can easily sneak up on them if they are not listening to the terror radius carefully.

    So we all forgetting that great skill checks make gens go faster as well?

    On average it should not go faster with new minigames than it does with hitting all great skill checks...

  • @Coffeecrashing said:

    Twins are officially worse off now, than they were before the rework, because survivors can hold their power hostage for even longer now.

    Twins would literally be better off if the entire rework was fully reverted.

    Thats very questionable xD

  • @Ohyakno said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3713305#Comment_3713305

    No, sometimes I get anxiety about checking notifications. I can only do it sometimes, so I didn't see any replies.

    Anyway, they're right about me misquoting the wrong person. I don't particularly care as my point stands and op said it'd take time off gens.

    @Ssajbambusa it doesn't matter how "high risk" it is. People will optimize any aspect of a game so that it gets perfected if you let them. There's a reason they made gens take longer years ago and tacitly reverting that cancels out the reason they made that change to begin with. So you have to look at any changes like that on a best case scenario with the best survivors which would be a consistent -15/20s off gens.

    Your point is still wrong though... Because hitting great skill checks also cuts off time of a generator, I think 1% (0.9seconds) per great... It is not too far off to assume that you would get 5 skill checks during 90 seconds of Gen working. Overall it would not make gens go quicker, unless of course the minigame you would get there is way easier and almost free compared to regular skill checks.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3713234#Comment_3713234

    Sorry I couldn’t remember if it was our conversation or someone else’s talking to me here about this topic. I was saying by definition it would make swf cheating.

    Was not with me...

    Technically it wouldn't... Because you don't gain an advantage over your opponent... Nobody keeps your opponent from being in a voice chat... That it gives you an advantage compared to a different group of survivors does not really matter because you don't compare them, but the two groups actually playing against each other.

    And going back to the requirement of a rule violation to have an unfair advantage I would say you don't have that here either.

  • @hermitkermit said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3711753#Comment_3711753

    That’s a bit out of place. No need to belittle anybody. Besides that not even the OP. But yes I agree that gens go fast enough right now and don’t need any other buffs for speed. I think redesigning how gens are repaired with more of an interactive skill check system could be interesting though, just keep the value you’d get the same as the current system.

    I find it more amusing than anything that he didn't even take the time to read who the OP of the post was just assuming it was me for whatever ridiculous reason and now not accepting the L and apologizing xD

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