Archol123
Archol123
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- Archol123
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Yeah pog logs usually spawn on the edges of the map, but if it spawns next to shack it is really annoying and will take you around a minute till the windows get entity blocked... That is some nasty stuff in deed, but then again the swamp maps don't have much to loop besides main building and maybe shack/pog log... So you can afford to just give up on the chase in case this setups spawns, that's something that happens on many maps when there is a really strong setup you just cannot afford to chase there, sucks but it is what it is. But I think pog log is the least problematic thing.
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I would cast John Travolta as Nicolas Cage, for obvious reasons.
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@LapisInfernalis said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3552859#Comment_3552859
Yeah. I can loop killers there for ages.
Basically everyone can, that's what makes it problematic, basically the same with saloon main building, either you have a chase power that enables a quick hit there or you basically have to abandon chase, because it will take so long to get a hit that you basically loose the game.
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@LapisInfernalis said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3552791#Comment_3552791
New Blood lodge gives the killer 90% of the time a 3-4 gen around shack. If you are lucky you get a 5 Gen.
I haven't played that much on the map yet to notice it, but it might as well be like that. Gen spread is really problematic these days, even though most killers don't play into it, the survivors sometimes just brainlessly do one gen after another without thinking about the possibility of a 3 gen.
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@LapisInfernalis said:
https://forums.bhvr.com/dead-by-daylight/discussion/392819/why-rework-maps-like-garden-of-joys
If you play for that long (like me) you should know how OP survivor was for a long time. Of course things will get nerfed and a lot was overdue for years like DH.
To explain why they want to look at GOJ: it has an incredible amount of interconnecting and safe loops a killer has to "go through" before being able to do anything. On top of that the map is quite big too.
Survivors get more efficient by the year too. So things get nerfed. And killer gets nerfed a lot too: Nurse, Spirit, SM, 3gen etc. Blight is long overdue but fingers crossed.
Don't forget the ridiculously overpowered main building with basically 3 really good windows and a god pallet.
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For some reason they always go for overly safe main buildings basically on every map and then depending on what map we're looking at, it is either like Saloon, where there is not much more on the map to use, with an easy to hold 3 gen in the outskirts or Garden of Joy with one entire side of the map being a connected loop.
At least for now on Aliens map I didn't find the main building to be overly strong, but then again people might just not have figured out how to run it properly.
Overall it is really ridiculous that maps have such a big variety of how easy to win they are for either side... I mean, how did old cowshed exist in the same game as old shelter woods, that could spawn like 7 pallets total or something ridiculous like that.
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@Pavel_Ch said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3552725#Comment_3552725
take a deep breath and drink some green tea. the majority voted for its rework, we are discussing how best to do it
Great, still how was her last nerf a buff? that's what I am currently talking about, after you stated that, so I don't care about the majority in this case, this is all about your statement and your inability to defend it.
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@Pavel_Ch said:
I'm keeping quiet about the addon that turns her into a camping monster. this is when she can go back to the hook after 2 blinks and do them again
Yes one of her few good addons. But before that with double range she could most likely camp even better...
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@Pavel_Ch said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3552691#Comment_3552691
yeah, yeah. only she now has a hit of 1 mile and exhaustion has been accelerated so that even dodging the hit you can’t run far. don't talk nonsense please, it needs reworking, period
What are you even talking about? First of all I said nothing about a need to rework or not, but it is obviously a nerf not a buff. Wow 30% longer lunge is so much better than range addons... Yeah sure, and what do you even mean by exhaustion accelerated? Even the addon the reduced her fatigue got nerfed to 7 instead of 12 % and nobody used it before anyway? I have no clue what exactly you are adressing here. So maybe you should stop talking nonsense and refer to some addons instead of whatever this is...
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@Pavel_Ch said:
The last nerf to nurse was her buff. those who didn't play with trickster perks didn't even feel the nerf
She got all her good addons removed: Range, Recharge and so on. Now she has like 3-4 usefull addons. It is not even comparable how much stronger her previous addons made her. Also Sloppy, Jolt and all the other m1 perks don't work on her anymore, it is much more than just tricksters perk.
How exactly did she get buffed?
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@Pavel_Ch said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3552236#Comment_3552236
have you played with this addon? I played and I know what I'm talking about. she doesn't get weaker, she becomes more interesting, because you don't know if she will blink or come up and hit at a speed of 4.4-4.6
I did not say she becomes weaker, but it's just not good gameplay. You can just only blink when needed for a hit, there is no need to blink for mobility except for multi stage maps... How is that more interesting anyway? She has no counterplay anymore, blocking line of sight is useless since she does not need to blink to reach you.
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@Pavel_Ch said:
if the base speed is 4.4 m/s I agree. The iri addon can be replaced by increasing the base speed to 4.6 or an additional blink with a speed penalty of up to 3.8
So you have no counterplay anymore? Keep in mind that blocking line of sight does only work against nurse because she is slower than survivors and needs the blink to catch up, if this necessity is gone you have nothing more than walking nurse until safe blink, that would be horrible gameplay on both sides.
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@Alen_Starkly said:
Let's be honest, really good nurses can easily get you with just 1 blink, while you're in chase. Them having a 2nd blink as a backup feels too much to me. It's EZ mode with hack, in a way.
I hate facing a really good nurse, there is almost nothing I can do against her. Sometimes I can avoid the 1st blink by juking her, which feels really good, and then I inevitably get hit by her 2nd blink, which allows her to correct any mistakes. 2nd blinks are a fullproof way of a nurse securing a loss of health state for a survivor. Since she is a killer that completely ignores walls, pallets and windows, this is really unfair.
I love facing nurses on my level, because I can do something against them. I can actually juke, and have chases that last for longer than 5 seconds (the same applies to my teammates). Even if I end up dying, I still feel quite good, because I was able to dodge hits by juking her. On the contrary, being unable to do anything against a god nurse feels awful, and is just a proof of a bad killer design.
Of course, even those nurses that are on my level can get better, but then they're on a god level and are unfair and unfun to go against.
I honestly feel that limiting Nurse to a 1 blink max (no addons being able to increase this) would be a huge balancing help against this killer. Great nurses playing with 2 blinks is like a child's playground for them. Having only 1 blink would actually add some challenge to them, as well as offer counterplay for us against them.
I feel like if there would be any compensation for the removal of 1 blink, that could be an extended lunge range after a blink, as basekit.
But where exactly is the issue? What you are basically saying is that if the nurse is better than you you loose? So how is that a problem?
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@ProudRinMain said:
can this add-on be reworked into giving Spirit her power back upon instantly hitting a survivor out of phase-walk? Lunge attacks or delayed hits do not count. I think it would be really good and a worthy iri and a high risk-high reward add-on.
Sounds basically like Alc Ring for good spirit players, therefore I don't like it...
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I would say any other item does not really have more than two functions, yes they are already available as it is, without additional addons but at the same time nothing but medkits are worth the time investment anyway when you pull it from a chest. The time you would save by using a toolbox on the gen is most likely less than the time it took you to open the chest in the first place. It is basically never worth it to open a chest anyway so even with this change nothing changes there.
Yeah I agree the key is very realiant to use it with certain addons to give it functionality but same goes for toolboxes for example, just using them without any addons saves you a few seconds on a gen thats it, or sabo a few hooks. Yeah sure the other items have some more usefull addons and are not completely reliant on just two of them, but over half of them are trash as well and bascially no one uses them either, so the comparison is not that far off. It is pretty clear that you are not supposed to just run the item without addons I guess.
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@jesterkind said:
It's no secret that keys aren't particularly useful overall, barring the use of one or two very specific addons or a dedicated hatch build, so I'd like to pitch some ideas that I think would give them more of a consistently useful niche that might attract more players to use them. I'll also give my reasoning behind the changes afterwards, to better shed some light on my thought process.
Without further delay;
Broken Key:
- Removed.
Dull Key:
- Rarity downgraded from Very Rare to Rare.
- Has 15 seconds of use.
- Has a radius of 24m.
- Channelling the Dull Key reveals the auras of all survivors within its radius.
- Can be used to open the Hatch, even without charges.
Skeleton Key:
- Rarity downgraded from Ultra Rare to Very Rare. (Optional, unsure about this one)
- Has 30 seconds of use.
- Has a radius of 32m.
- Channelling the Skeleton Key reveals the auras of all survivors within its radius.
- Can be used to open the Hatch, and also shows the Hatch's aura when within 32m of it.
Addons:
Here I have less a list of proposed changes, but rather a design philosophy I'd want to see carried through to specific changes. Some addons can stay as they are, largely range and duration addons, but a few would necessarily have to be changed; as the survivor-aura addons are now basekit, they would have to change, so we have at least a little room for new effects.
Specifically, I'd like to see Keys serve a more potent purpose as a source of player-aura reveal, so replacement effects would show the aura of survivors who are performing a specific action regardless of range while the Key is channelled; EG, show any healing survivor on the map, show any survivor repairing a generator, show any survivor on an exit gate, and so on. There aren't so many addons that would need replacing with these changes in mind, so this could be a nice opportunity to give Keys more addons in general.
Reasoning:
There's a bit of a trend in item design for survivors that there's often a perk equivalent of their unique effects; Self-Care allows you to perform the healing action on yourself without a Medkit, Saboteur allows you to sabotage hooks without the use of a Toolbox, Clairvoyance (among others) allows you to see static/Objective auras without a Map. With this in mind, I'd want Keys to become the item equivalent of Bond and other associated perks, to allow players (especially those in solo queue) to have a little more build flexibility by giving them information on an item instead of needing to rely on perks.
Additionally, part of the reason that chests are such a waste of time in the current state of the game is that there's a strong possibility that you'll roll one of the two far less useful items- and in the case of the Broken Key variant of the Key item, a literally useless item. If Keys at least allowed you a little extra information regardless of addons, and were guaranteed to be able to open the Hatch if it came to it, chests would become that little bit more appealing, and I think survivors being able to build for chest searching (or just spend time doing it without a build) is healthier for the game.
None of the specific numbers or changes I listed are necessarily ones I'll go to bat defending, but I do think this general direction is the best way to change Keys.
"keys are not particularly usefull overall"
Keys are the strongest item for a chase build in the game, with the right addons or even a build around it you can see the killers aura for quite some time allowing you to basically never fall for any mindgame and making the chase last several minutes before you even run out of juice for your key, if you pair it up with the right perks it might even last for the entire game. I completely disagree with the statement that keys are not usefull, people just don't use them properly, all they were ever looked at was the opener for hatch and not the ridiculous aura reading they provide.
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@Huge_Bush said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3548606#Comment_3548606
Ah, okay, I’ll admit I’m slow, I’m sorry. So what you’re describing is if the killer doesn’t take the bait and doesn’t swing at any of the rescuers and waits until the hooked survivor is off the hook only to reengage them while ignoring the other two?
If so, while I agree it’s a bad experience for the survivor who was rescued, I don’t think it was a problem with game balance. The two survivors should have realized that the killer wasn’t taking the bait and gone off to rush gens. Killer gave up all pressure to secure the one kill, is that not a fair trade off since the game is 1vs 4? As a team, the survivors still win.
I agree that it’s not fun, got no problem with admitting that, but in terms of balance, I think it’s a fair trade off. Heck, I have no problem with the devs removing hook states and letting survivors respawn across the map (in an undisclosed location) to make the game more fun for them, but only if they give killers something to replace the pressure that camping gave them in the past. Something like temporarily increasing movement speed after hooking someone or built in gen slowdown for each hook, since it rewards them for playing well.
The problem is just that the one person getting camped or tunneled like that just did not get to play the game and didn't really have an incentive to even stay on the hook like that because they were gonna die regardless, so besides spite for the killer they don't have a reason to keep staying on the hook instead of trying to get to the next game. So given that it is not a guranteed win for the survivors.
Therefore giving them a chance to play is a good decision from every standpoint. And balancing wise it is good to make such a stupidly easy strategy less viable.
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@pseudechis said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3545811#Comment_3545811
"From a legal or moral standpoint the Internet is not different than the real world," sure but using a strong mechanic in a game that is within the confines of the ruleset is neither illegal or immoral, so this argument is nonsense.
"you will get called out for or called names, that's just what it is" Sure but two wrongs don't make a right, stop trying to say they do that's part of the problem, don't be part of the problem.
"if you induced this anger then it is kind of fair, isn't it?" Your inability to control your anger at others over a game is not the fault of others. Take some responsibility for your emotional state and grow up a little.
It's a game meaning in the grand scheme of things its completely unimportant.
If you can't separate the game world from the real world and control your anger about it then you shouldn't play with others till you can, because guess what... some people are gonna play in a way you don't like and that's ok, no matter how much you don't like it.
You stated bad behaviour in the real world would top the one on the internet, I just disagreed with it, basically because it is the same in the sense I said.
When one wrong is only the consequence of the other one I don't think the following one is not that bad, because it only happened as a reaction.
Sure piss off other people as much as you want, but if they get angry about it they are basically children, makes total sense.
That will just maybe make you play with different people who agree with your mindset and rules more, because custom games are a thing and you can just decide to not play against something you don't like then. Same as when people just dced against skull merchant, which is fair.
But luckily the ptb removed her ability to play this abomination of a playstyle. I just hope this thing goes through.
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@Huge_Bush said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3548562#Comment_3548562
Even with the killer standing right next to the hook, as you displayed in your magnificent drawing, it was possible for two survivors to bait a hit, unhook and then body block. The only problematic thing was the hook grabs, which should have been changed a long time ago, not giving survivors invulnerability. Even then, if this type of rescues was so hard and common, Survivors should have to consider bringing in the perk to help with it, just like how killers have to consider bringing in gen slowdown and anti-loop perks because of how easy it is to rush gens or loop.
I agree that basekit BT is a good feature for new/bad survivors since it will help them learn and give them more time in a match. I’m not against quality of life features in the game. I just don’t agree with the fact that the same courtesy isn’t applied with new/bad killers. Why haven’t they gotten a basekit Corrupt Intervention, Pop or Ruin? Why not give them basekit Whispers so they don’t have to waste time in empty zones?
Why is it always expected of killers to have to get good and survivors aren’t? Especially when killer is arguably the more difficult role and really, the main issue with Survivors are bad teammates and not their power?
And please, don’t bring up the added 10 seconds to gens. It really doesn’t do much with all the things survivors can do to speed up gen progress.
Bait a hit is nice, if the kiler just stands there waiting for you to unhook to just hit again then there is nothing you can do about it... This has my point for like 20 posts you will get downed no matter what, if the killer really wants to tunnel that one guy he always got the re-down without BT, skill did not matter at all. To bait the hit the killers needs to try to hit the unhooking survivors for which he had no reason whatsoever because his goal was to tunnel out the guy on the hook so why risk the easy re-down on that? The killer is in full control of that situation in my example. And unless they brought BT he will just go down again.
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When people camped and tunneled back then this is exactly what they did, they would just stand so close to the hook that no other survivor could fit between them and the person on the hook, so he would basically give you the unhook for free, and then immediatly hit the survivor that was just on the hook, if you did not have BT this guy was on the floor and seconds later on the hook again, if you had BT he might have to get another hit first. It is really not that hard to understand, is it?
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@Huge_Bush said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3548549#Comment_3548549
He can’t hit the guy that’s unhooked if the healthy one stands between them and takes the hit. The healthy one can position themselves properly since the killer loses collision after a hit. Simple.
Even then, if that was too difficult for most people to do, they had the option to bring in BT, DS and UB to make the game easier for themselves. They weren’t required to play the game or win, but they sure did make things easier for survivors.
Also the killer does not loose collision after a hit, only the survivor does.
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@Huge_Bush said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3548549#Comment_3548549
He can’t hit the guy that’s unhooked if the healthy one stands between them and takes the hit. The healthy one can position themselves properly since the killer loses collision after a hit. Simple.
Even then, if that was too difficult for most people to do, they had the option to bring in BT, DS and UB to make the game easier for themselves. They weren’t required to play the game or win, but they sure did make things easier for survivors.
Dude that's the reason why I gave you the picture... If the killer already stands right next to the hook, like 10cm away, there is no being in the way. There is no taking a hit for this person. No matter what you do this guy will just go down again. That's why BT was so important and why it is good to have endurance after unhook, so you cannot just farm people.
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@Huge_Bush said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3548465#Comment_3548465
The second the killer hits the first survivor they lose collision and the next healthy survivor can unhook and body block to prevent the killer from hitting someone else. Again, it’s not rocket science. It may be harder than pressing m1 on a gen, but it’s not impossible or out of reach if people used their brains.
Nothing was problematic about having to bring in BT if you wanted to have an easier time rescuing someone. It wasn’t required if you had good teammates. Stop being obtuse about it. It what you said was true and it was impossible to escape a camping killer (sans Bubbi) the survivor population, especially soloqueue, would have plummeted a long time ago. I mean, if getting rescued was impossible people wouldn’t want to play anymore!
It’s funny how you want to complain about Perk Diversity when it’s expected of killers to have to come prepared with perks to cover for every situation. Killer complains about gen speed? “Apply pressure, bring in slowdown perks”. Survivor too hard to catch because they run to strong loops (like the house in GoJ)? ”Play a stronger killer, bring in anti-loop perks or simply abandon chase, just make sure you don’t tunnel or camp because we’ll complain about that too”.
Yea, BT as base is definitely great for survivors. It removes pressure from the killer and makes the game easier for survivors giving them yet another chance in a game that already gives them a plethora of second chances.
I don’t need you to help me understand anything. I understand it just fine. It’s okay to make things easy and convenient for bad survivors, but it’s not okay to do so for bad killers. That’s literally all it is.
So and what if he just hits the guy getting unhooked instead of a full hp one? If the unhooking person does not have bt he just went down... That's what was a problem If you want to acknowledge it or not.
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@radiantHero23 said:
Nostromo wreckage is awesome. Probably the best map since dead dawg saloon.
But it has performance issues, I get frame drops and lags on this map, basically cannot play killer on it.
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@Huge_Bush said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3548318#Comment_3548318
It’s the error on the survivor that does the rescue. If no body brought it BT, it’s the error on everyone who didn’t bring it in. Even then, they didn’t need to have BT to pull off a successful rescue. Again, it only took two people without BT to make a rescue against a camping killer- unless they had an instant down.
It’s the same with killer, is it not? Gens go too fast? What’s the forums response to that complaint? Oh it’s “you’re just bad, get better at the game, abandon chase, bring in slowdown perks”. The same should be applied to survivors.
Again, it was not impossible nor overly difficult to rescue a camped survivor. If you’ve been playing since before BT became basekit you would have seen it happen plenty of times.
I’m reading what you wrote just fine, you’re just being obtuse.
Ok so apparently you simply cannot understand that situation that used to appear and that there is just no taking hits when the killer is right next to the person being unhook with no other survivor in between, so this whole thing is pointless.
Also do you see that, if the requirement to bring bt is so needed that not bringing it is a mistake this is a problematic thing? Because it limits perk variety?
I have no words for this anymore, you simply don't understand anything I say and are completely delusional about the outcome of the killer standing right next to the hooked survivor.... I ll give you one last try dude... Maybe this helps..
If the killer stands right there, so nobody can get inbetween him and the hooked survivor, and no one has bt. How exactly do you prevent the killer to just hit the unhooked survivor again and just down him again? Explain this dude? Because there is just no way, there was nothing for you to do about it, this is why bt was a necessity and why basekit endurance is great since the unhooked player actually gets to play regardless of the perks his team brought. And if you now still don't understand then I can't help you.
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@Kius said:
I see this """fix"""" as free basekit deliverance 2.0. Nothing else. The hook grabs removed and that alone wasnt enough for survivors to trade or "take one" for the person hooked it's up to the killer at that point.
I just don't understand how many tools the dev's are going to give to survivors for free while keep punishing the killer in the process.. even with the tools they still ignore them and they refuse to adapt.. I don't think it's the game's fault at this rate with all the information out there..
If you are one of the face camping killers and this actually affects you, then that's fine with me, because facecamping is a dumb strategy and it is great it's gone, just learn to chase people and the "Deliverance 2.0" won't even activate... In other words git gut.
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@Huge_Bush said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3548132#Comment_3548132
Someone getting downed after the unhook would be a survivor error. Killer hits one, another unhooks, the two injured run and the unhooker takes the next hit after the killers wipe animation completes. If that was too hard for most, they could have selected to equip BT. They also had the option to equip DS (even after the nerf it’s still useful to waste time) to waste even more time. Dead hard was and still is an option to protect an unhooker.
And please, don’t tell me that was too hard. I have over 6000 hours in this game, the majority of it in Solo Queue, and I’ve seen it done plenty of times. The times when we didn’t get it done was because survivors were too scared to approach the hook.
The only time the above wouldn’t be possible was against Bubbi or someone with an Instant Down. Rather than giving basekit BT to survivors the individual killers ability to completely lock down a hook should have been nerfed, not give a buff to survivors as a whole.
Picking perks to cover for your individual weakness is part of the game. You can argue that you want to pick fun builds, and that’s fine, but you can’t expect to succeed in matches if you don’t pick the most optimal build, especially if the opponent doesn’t want to play casually.
Again, it was a much more massive time sink to bless a totem than it was to cleanse one. Survivors had no problem with it because it gave them a brokenly powerful ability to consistently reset themselves. Before it got gutted, CoH was in every match and multiple survivors brought it in and multiple survivors had no problem blessing and reblessing totems.
With the amount of times they spent blessing totems, they could have cleansed totems twice over. It really is about wanting to only loop the killer and do gens. Even now that NoED glows like a disco ball, people complain about it because they don’t want to be bothered to play carefully in endgame and spend time looking for it.
While matchmaking is garbage, there’s not much they can do. They don’t have enough players at all skill levels to properly match them against equal skill. The killers you mention can be beaten by good survivors. Not comp level, just good survivors who know the basics of looping, are able to look behind while they loop the kill and are not afraid to touch gens when the killer is occupied. The general consensus is that the game is killer sided in low ranking amongst the noobs while it becomes survivor sided the higher you go. At the very top, it always has and always will be survivor sided.
How is it a survivor error when he hits the person that gets just unhooked without BT? If nobody has BT in the match???? That was my whole point and you still don't seem to understand it, you cannot make it anywhere since the killer would just hit the person that got just unhooked right away and just down the again.
You still seem to think I was talking about the unhooker getting downed again but that is not it at all, so maybe just read what I write for once.
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@DemonDaddy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3548127#Comment_3548127
Its not always 1 for 1, a trade is less likely now if the killer has not made contact before a healthy survivor starts the unhook. The amount if risk is situational to the survivor's status but is also completely reliant on the killer's proximity. Without injury prior to the unhook, the rescuer maintains lower priority when chooseing who to chase. 10s for the unhooked or whatever time sink for the healthy survivor. I have to imagine most killers outside of one-shots will count the 10s as the faster option.
Unfortunate situation do arise, still Im the only one to blame for personal awareness and any decisions made during that first chase. Escape is especially possible if Im that unlucky first chase since every pallet is still up.
And how exactly did the risk get changed then? If the killer wasn't close enough anyway then nothing changed?
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@Bardon said:
Sadly, as usual BHVR have implemented the requirement of "within X range" in three dimensions, so a killer on the ground floor still counts as camping if the hook is on the second floor above him/her.
Well at least they're consistent. Consistently bad design/implementation, that is.
It turns into somewhat of a problem with basement, since you can be that far away from it that it does not go as fast as needed to unhook in stage one while you still stand on top of the stairs.
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@Huge_Bush said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3548031#Comment_3548031
Yes, both were ridiculous and needed changing, but the best thing they could have done was push the changes to both at the same time, not one before the other. Instead, to please the majority of the player base, they pushed out the killer nerf while stringing killers along for nearly a year, making it seem like keys were getting totally reworked when, in fact, it just had simple changes.
Perks are there to help cover for things you may not excel at or to make the game more fun. BT was there to make escaping a tunneling killer easier, but it wasn’t needed. All you needed was two people, one person to take the hit while the other to do the unhook. It’s what good, experienced survivors did. BT as base-kit now makes the game easier for bad survivors, more difficult for bad killers, and frees up a perk slot for good survivors. This is my issue with the games balance. It’s okay to make things easier for bad survivors (and letting them stay bad and not improve their individual skills and teamwork ability) but the community seems to think it’s not okay to do the same with bad killers and that it’s okay to let them struggle and just “git gud” .
While the devs do use the stats into consideration when it comes to balance, they also stated they take other things into consideration. The proof is in the fact that they gut perks that are used often to change up the meta and not because they’re too strong. I do agree that the stats have more of an impact on their decision making.
Yea, I forgot Undying didn’t transfer stacks, but that really only affected a few perks. To fix that and make it more threatening, they could have just made the stacks transfer. It didn’t need a nerf to what it is now. But they nerfed it due to the outcry that it was “too hard” when it wasn’t. Finding lit totems wasn’t hard. All you had to do was listen for the fires crackle or look for the glow. Gain enough experience and you’ll memorize most of the totem spawns. Still struggle with totems? There are multiple perks to help and maps exists. I have over 200 maps I easily hoarded just by using Plunderers. Countering totems were never difficult, survivors just didn’t want to bother and wanted to have tunnel vision with their gens.
I don’t need to read minds to know that a businesses objective is to make money and that they will do everything they can to maximize the amount they make. In Behaviours case, it’s catering to Survivors more than to killers. They don’t have to worry about keeping the game in a bad state. They get four chances a year to change things with the chapter releases.
Finally, the devs don’t get to call all the shots, their bosses (shareholders) do, and they’re usually shouting for maximizing profits irregardless of quality and they’re always looking at the short term.
Nothing has really changed in the dynamics of power with the game since it’s released. Good survivors have always(always will) had the upper hand. Things have just gotten less frustrating, less broken and easier to do.
You're still completely ignoring the part where someone gets just immediatly re-downed if the unhooking person does not have bt, the killer can just stand right besides the hook, let the unhook happen and down them again, how do you play skilled enough for this not to happen? I've asked this like 3 times now and it is getting absurd, because either you're ignoring because you cannot find a good answer for it or I don't know.
Yeah sure, that's why the wanted to nerf engravings, because they were way too good...
Dude if you seriously think it get solved just by using an item or a perk every single time because without it you're basically lost then we are once again at the issue why basekit endurance after unhook was necessary. No it is not that easy to find all totems, not only did it give the killer massive amounts of slowdown it was even possible that just the one last totem needed was somewhere at the edges of the map where you would never go, that's just not true it is not about being lazy and only wanting to slam gens.
I would disagree, unless those good survivors are comp level, everything below can still be beaten if you put enough time in Nurse, Blight or Spirit. And above that you can probably still win if you're just good enough, the game is not really sided to killer or survivor, but just to the side that plays better. And with matchmaking in the state it is it does not really matter anyway, since you will get a random mix of good bad and ugly anyway.
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@DemonDaddy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3547833#Comment_3547833
No not camping, if anything I'm advocating for the sense of risk and danger experienced by the unhooking survivor. I have no concerns about hooks or camping when playing killer but do enjoy the tactical applications of them when playing survivor as the potential outcome encourages less reckless play. Turning the act of a rescue into a boring and riskless action has no appeal for me.
I would argue that the hooked survivor did have a chance to play and failed multiple times to secure additional time or chances. They specifically failed at avoiding detection and then failed again when unable to escape the chase. At this point a survivors efforts are paused as a result and become reliant on teammates to avoid the same failures to make a rescue.
It is a one for one still if you unhook alone, so that's not really riskless, you still go down for it.
As for the second half, that's quite the generalizisation don't you think? You don't necessarily failed just because you got downed, you can get unlucky and the game is basically designed so the killer will eventually down you, especially with bloodlust.
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@Huge_Bush said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3547977#Comment_3547977
No, it took the devs a year to nerf keys. Survivors were able to have multiple escapes and not finish their objective.
Hook grabs were fine except for the bugginess. Rather than invest in better coding and servers, they did the easier thing and removed it, to the enjoyment of survivors.
No, it didn’t need to be basekit. Saying there was nothing they could do is false. Plenty of times people were able to save against a camping killer unless it was Bubba. You only needed one or two people in a team to have BT for effective rescues against campers. Good survivors also knew how to body block hits or get flashlight saves. And for all the whining about DS being nerfed, it was and still is effective at wasting the killers time unless it’s close to endgame and the resources have been used up. Survivors did just fine before it became built in.
Maps will always be an issue. The majority will always be survivor sided. This is intentional. Even when they shrink them like they did with the Artists map and the upcoming Borgo, not much gets changed with the amount of loops and how strong they are. Good survivors thrive on looping M1 killers for multiple gens. Video after video on YouTube and TikTok are a testament to this. It’s what attracts new players and their friends to the game. you can say you disagree, but the truth is, making maps fair is not rocket science. Loops can be spread out and made more mindgame-able so each side can have an equal chance at out playing the other, but instead we have walls that survivors can see through or objects like cars that they see over and under, forcing the killer to chase them around it three times until a pallet drop and off to the next strong loop. If things were more fair, both Nurse and Blight could have been brought down in terms of power a long time ago, but fairness isn’t something Behaviour is looking for.
As for Undying, no, it wasn’t stupid. Pair it with Devour Hope and survivors, even comp teams, would have to prioritize the totem. But people didn’t like not being able to rush their objective and just whined about it until it got nerfed. CoH is proof that cleansing 5 totems was no big deal for survivors if they knew that it would turn the map in their favor. They didn’t have a problem wasting the time to bless totems over and over. It was only a problem if the killer benefited from it.
The Devs slowness is intentional. It’s not that they’re lazy, it’s that they don’t want to change anything unless it affects the player population. It’s always a carrot on a stick with them, when the carrot fails to attract players after a certain time, they replace it with a shiner one.
Again, I do believe they care for both sides, I don’t believe that they don’t care about killers, but in the grand scheme of things, survivors are more important for them as a business and they have to prioritize them above killers, which is why they drag their feet when it comes to killer improvements.
It’s also why they don’t touch Blight or nerf Nurse. Those two killers are their scapegoats. So when people call them out one the imbalance of player satisfaction, they can say, but Nurse and Blight are free and only the strongest of survivors can compete with them, knowing full well that they’re too difficult to master for most of the killer playerbase, thus, not being a problem since they’re not common enough except in high ranks.
Well more like 10 months, but yes, you're right. I already played back then and in my memory it felt like it was closer together. Both were ridiculous and it is good they got changed.
And what did you do when you don't have bt? Because that was my exact point it is impossible to prevent an immediate redown without bt. So what you are saying there does not adress it. Sure if you ran bt you could do fine but that brought the other problems I mentioned before. So maybe focus on the points I'm making instead of changing them.
Like I said before when they only take into account stats nurse and blight are fine as for the maps. Those videos you mentioned are mostly a matchmaking problem. Well unless you are of course on the most ridiculous once of those maps then it is rather simple even at that level yes. But that's also the reason why the go for the more balanced maps in tournements and such, because otherwise it would be ridiculous.
In case you don't know that, old undying didn't take over stacks in the version that respawned more than once, so that didn't work so my point stays, they would just ignore it because it is more time losing to search the whole map for all totems. It was terrible and it is good it is gone. The problem was basically indefinite ruin, it just granted so much slowdown it was unbearable. Dude survivors bless the same totem over and over again, I have yet to see a match where they actually use more than 1 or 2 totems to bless, it is sometimes just really hard to find all totems.
Nurse already got nerfed though? They removed her strongest addons and made her blinks not basic attacks anymore, since then it is even argued that with addons Blight is stronger than Nurse since her addons don't add much to her total power anymore, something which never happened before.
Oh great so you can read their minds now... I would still just think they are slow or something, because purposefully keeping your game in a worse state than needed even though it might attract more players if you fixed it is a questionable choice at best.
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@Huge_Bush said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3547906#Comment_3547906
Nothing you quoted states that I believe that the devs don’t care. They obviously do care, just not as much as they do for the Survivor experience. Just look at how long it took them to nerf keys compared to nerfing Moris. Look at how long DH and Circle of Healing were pretty much left alone for a long time until it started affecting the killer population and survivors had to wait longer for matches. I don’t blame them, Survivors are the cash cow of Dbd, it makes sense to cater to the majority. I just wish they cared more about the killer experience.
It is not really hard to work together as a team when it comes to survivors. The difficult lies in matchmaking and survivor entitlement. Now that we have the new HUD that literally shows everything going on, it’s easier than ever. The problems arise when survivors feel entitled to not have to contribute to their teammates well being, are afraid to even face the killer, or get upset because something didn’t go their way and DC or hook suicide.
Again, for rescuing a hooked survivor, it should be difficult, though not impossible, to do it. The killer is giving up pressure on the gens to secure a kill. A lone survivor should not be able to walk up in their face and pluck off their teammate. It’s not a 1vs1 game. It should take at least two people to rescue when the killer is there. And if they couldn’t, BT was a thing they could have brought in to help compensate, it didn’t need to be basekit. But, instead, to make things easier for survivors, rather than having them improve at the game, they made it basekit.
As for the 10 seconds increase, it’s literally negligible with all the things you can do to speed up gens and how 70% of maps are survivor favored with strong loop after strong loop. How long has the house in Garden of Joy been complained about by the killer community and nothings been done to it? Yet, when Wraith got a buff that took him from C tier to B tier survivors whined and he got a nerf in no time. How long have been killers been asking for an FOV slider? While they did announce it’s coming, it’s ridiculous how long it took for them to budge on it. Yet, Undying was nerfed into the ground because of incessant whining that “it’s too hard” to find glowing totems, only to find out it really wasn’t because survivors had no problems lighting and relighting boon totems.
The devs do care about killers, just not at the same level as they care about survivors.
Keys and moris got basically nerfed in the same process or at least rather close by so I don't get that point.
The hook grab game was really stupid and I'm so glad it is done, the whole grab thing is buggy af and had the issue that on your screen you already stopped the unhook but you still get grabbed, it was just overall really annoying on both sides even, as killer I hated it and I am glad it is gone.
It needed to be basekit for sure, otherwise even with 2 survivors coming you could still just get farmed off of hook and that removed gameplay for that one person entirely, there is nothing this one survivor could have done to not get downed immediatly, also even with 2 survivors it is basically impossible to block the killer off completely from just downing the just unhooked survivor again. There is nothing they could do, there is nothing to improve without bt, it was required, otherwise just hitting the unhooked survivor again was a free down every single time, without anything to do against it. (Unless for some weird reason you get autoaimed)
The maps are an issue but the killrats on this map are apparently not that far off and since bhvr does basically everything stats it is just not affected enough to be on their screen.
Undying was stupid though, in comp they didn't even go for the totems because it took too much time compared to just powering through, it is not about finding 1 or 2 totems, it is about finding 4 or 5, I think current Undying is fine, just like current CoH is way better than the original one. Undying especially for Devour Playstyle.
As for FOV slider yes they take ages for basic stuff that the game should have had on release, this is nothing new or anything, it is what it is the devs are slow af. But I don't really see a pattern in one thing taking longer than another one? NOED has been in the state it was for years until it got changed, Blights ridiculously overpowered addons are still the same and so on and so forth, I don't think they are onesided and it is just your perception.
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@totallynotamegmain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3547913#Comment_3547913
The issue here is the same issue I addressed in the original argument, that if a survivor is within the 16 meter radius then it shouldn’t progress the self unhook timer, all that does it make rushing the hooks more effective by forcing the killer to either let the survivors unhook or allow them to unhook themselves, a lose lose for killers
But it does not do that??? So what is your point even?
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@totallynotamegmain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3547908#Comment_3547908
If the killers far enough away they can just unhook
and as soon as they get unhooked the team goes back to doing gens while 1 person gets chased
also reassurance exists
I still don't see how it is "abusable" by swf? They want to prevent camping? So now camping is worse overall? You won't have any issues if you don't face camp, and if you proxy camp you're still out of range of the thing.
Yes a perk exists, so what? Is the perk only accessable to SWF or what is the point of that?
The effective range seems to be like 16-20 m or something like that at most? And as soon as the survivor runs in you can follow, since he is inside the radius and the progress stops anyway. Where exactly is the issue here?
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@totallynotamegmain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3547860#Comment_3547860
2 teammates rush the hook forcing the killer to stay near resulting in a forced self unhook. Repeated until only 1 survivor is left
the last teammate would be Jen jockeying the whole game
So you have 3 people doing nothing? While one person dies on hook? (The person dying on hook included) There is apparently a certain range at which the unhook meter does progress, but so slow that you won't get the unhook before reaching 2nd stage anyway, at this range you can basically proxy it, if survivors are close to the hook the progress stops anyway. So tell me again how this is a problem? Because this just looks like a free win for the killer and the whole team not understanding the mechanic properly, you included.
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@Huge_Bush said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3547820#Comment_3547820
Never said that killers never got changes and that the devs only care about one side. Don’t put words in my mouth.
Survivors didn’t have much trouble unhooking before BT became basekit. At worst, if one person went there would just be a hook swap. Only time it wasn’t possible was if it was Bubbi, who should have been changed a long time ago. But no, it was too hard to have survivors to work together (which is how they should play) to rescue someone so devs made it easier for them. Yet, when killers complain about gens going to fast, which results in a match that isn’t fun for them, the general consensus on the forums is “skill issue” or “git gud”. Why can’t that same logic be applied to survivors who struggle?
"If the devs cared for the “player experience”, they should show the same courtesy to killers that they have shown to survivors. It just seems that there is a double standard that it’s okay to cater to bad survivors and improve their experience by dumbing down the game but it’s not okay to do so for bad killers."
You have patches on killer specific things that did exactly that, for example on plague on the minimum amount of time you have to hold the power to use it. They literally did the same thing for killers.
Also killer is only one person so there is not really a need to compensate for the inability of communication inside the game between the team members.
The worst case if only one person comes for the unhook is not a 1 for 1 but, but literally just a re-down on the before hooked survivor, because without bt that was basically farming off of the hook in front of the killers face.
It is really hard to work together as survivors if matchmaking does not work properly and puts them together with a wide variety of skill and the inability to properly measure how good a player is, coordination without communication is also really hard, that is the main issue about why some changes were needed.
As for the killers complains, gens did already get prolonged by 10 seconds some time ago, they used to be 80 seconds, that's quite a lot. As killer you don't have a team you can complain about, you can still get unlucky with matchmaking and get people that are better than you and make it rough for you, but since people with way more hours have way less of a problem with that it is basically a skill issue, however coordination without communication stays hard no matter how good you are. Even really experienced players can mess it up if they think someone else will take the unhook while they took the hit and such.
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@totallynotamegmain said:
question: does the survivor still get the self unhook progress if there is another survivor near the hook? Aka their team is rushing for a save, would it stop them from getting a self unhook just because im trying to stop them from rushing to save them? If it stops it then it shouldn’t be top much of a problem mechanic depending on the range (i could see range being an issue for gen guarding or multi floor maps). However if it dosent then i see a future of this mechanic being abused to ######### by SWF
How exactly would you be able to abuse this? Gimme an example.
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@egg_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3547834#Comment_3547834
The fun and rewarding gameplay for both sides: billy trying to curve one tile for 5 minutes straight while any survivor with anything above a room temperature iq can dodge it, throwing the whole game and giving literally zero killer-survivor interaction and ending the game with at most 1k 3 stages. The survivor will proceed to get angry if the billy eventually gets annoyed of not being able to chainsaw at a TL wall and M1s instead (nyoooo how could you damn m1lly :angery: )
Truth is billy is one of the worst killers in the game, the only reason he's "fun" to go against is because he's one of the easiest killers whom to give a map tour if you're barely decent at survivor, and he really needs some good and targeted buffs (which won't happen)
He is average and when you have a really good Billy he can down even better survivors, but sure he is nowhere near as much of a threat as he used to be. The fun and rewarding gameplay is when he curves you always have options, it's not just oh if he hits the curve I'm dead, no it is either I can go wide or I can go close and that form of choice and outplay is something newer killers don't tend to have anymore, they put you in a loose loose situation, where billy offered something else.
Also yes he should get some buffs, because he way too weak to be this hard.
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@Huge_Bush said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3547640#Comment_3547640
Survivors didn’t need any perks to counter camping (and tunneling) they just needed teamwork (unless it was Bubbi Boi, who should have been changed). Instead they got basekit BT, hook grabs removed and now the new anti-camp deliverance. They also had plenty of perks to help them.
If the devs cared for the “player experience”, they should show the same courtesy to killers that they have shown to survivors. It just seems that there is a double standard that it’s okay to cater to bad survivors and improve their experience by dumbing down the game but it’s not okay to do so for bad killers.
How exactly do you prevent hitting the guy that gets unhooked without bt to instantly go down right after unhook? do you want 3 people there to block every side of the hook? That would be massive pressure for the killer for basically every single unhook, also when playing soloq having that coordination is rather hard so it is completely fine to have endurance after unhook, if you don't intend to tunnel it won't bother you anyway, unless the guy bodybocks in which case you can tunnel him right after the endurance runs out. Perks are never a good solution for such problems since they are not available to everyone and limit the variation.
Killers had many quality of life changes over the years? What exactly are you talking about?
This whole mentality that the developers would only care about one side is the dumbest thing ever, you guys just see what you want to see and ignore all the changes that the side you feel disadvantaged got.
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@Skitten56 said:
The simple solution is to just have a button survivors can press to automatically bleed out under specific conditions. I think the following conditions would be reasonable:
1: If there are only 2 survivors left in the trial and 1 or more are slugged on the ground
2: If all remaining survivors are slugged on the ground or hooked (maybe not allow it if one of them has Unbreakable, Plot Twist, or Deliverance active as they may be able to turn things around still)
I mean with 4ks required for some things you would just need to slug 3 people then because otherwise you as the killer still have the issue of someone needing to get the 4k for example for an achievement.
I would either change hatch/ last man standing into something else or just completely remove hatch, basically forcing survivors to still try to win through finishing gens and opening the gates. Survivors won't have to hide for hatch anymore, killer does not have to slug anymore, since he can just patrol gens, and if you want to give up you can just run towards him and he has no reason not to hook you because the last guy cannot just escape through hatch.
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@Farya said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3547274#Comment_3547274
Maybe I didn't play that time or forgot about it, sorry then. Just came back after a long break. My thoughts on this were, that maybe it kept the last 2 Surv from hiding and hoping the other one gets killed first, which I see very often these days. Was just a brainstorm. (or brain fart maybe 🤭).
I don't know how long ago it was, maybe 2 years or something like that? Until then hatch spawned closed before and people would just escape despite gens still being there to be done... It was really annoying because you would basically loose a won game just because of a key, so glad they changed it. I think it was the same patch where moris got changed as well.
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@Farya said:
How about spawning hatch if there are 2surv left and more than two gens are still to be done? That would make the two remaining survivors at least search for hatch and not make them hiding and lenghten the game anymore.
Last Survivor would have to open one of the exit gates after hatch was used, without having to complete the remaining gens.
The basekit Whispers when 2 survivors are remaining (maybe after a certain ammount of time has passed) sounds good as well.
Why should hatch spawn earlier? It used to do that and got removed because it was stupid to be openend with keys when not all gens where done because the killer could do nothing about it.
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@Felgoose said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3546795#Comment_3546795
Only really for solo que. SWFs are gonna try to save each other.
The last survivor standing hatch would be more of a way to concede defeat. It would have to instantly sacrifice the remaining survivors when someone jumps into it, and preferably they'd modify challenges that require you to get a 4k to only require 3k. I think there's too much value put into getting 4k as the game stands, both from challenges and what the community sees as 'winning'. The hatch isn't a way for one survivor to win the game. It's a post-game freethrow, a chance for a consolation prize for the team that lost.
I don't agree at all. Didn't you say it would only respawn when there is one person left anyway? So at the point when the hatch reopens/respawns what does it matter if it is swf or solo? Since there is only 1 person left? So at this point they cannot really help at all. But the killer cannot just close the hatch and patrol gates but has to find hatch again? And probably just camp it because closing only opens it somewhere, I don't like the idea at all, I think it is terrible. It's is basically a free escape for the fourth guy, because there is no way people would actually just search for hatch that many times in one match, just so it respawns anyway.
I don't necessarily think there is too much of a focus on 4ks, I just don't think you should get a consolation prize, because why would you, you didn't earn it in any way. The survivors are supposed to work in a team to fullfill their goal and if they cannot they loose.
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@Peanits said:
There's a few things to unpack here, so I'll try to touch on all of them.
How does letting the hooked survivor jump of the hook deliverance style fix anything?
For the hooked Survivor, there was absolutely nothing you could do previously. You could only sit there and wait until you eventually die. If your team was coordinated, they could maybe organize a save, but doing so would A) result in one of them being hooked instead, and B) mean that they weren't working on generators, which is the main way to counter camping.
With this system, you at least have a chance. The Killer might chase you again, yes, but it is far better to be running around and actually playing the game than to be sitting on a hook unable to do anything at all. Your teammates can also take a hit to keep you going, or - if they happened to fix the generators while you kept the Killer busy - they might be able to finish the last gen and open a gate for you.
Won't the killers just redown and rehook the person getting them another hookstate even faster?
The only way this system gets you another hook state even faster is if:
- You get the option to unhook yourself very quickly.
- You unhook yourself very early.
- Your chase goes so poorly afterward that the time it takes for the Killer to use your Endurance/wait for it to run out, catch up and hit you again, and carry you back to a hook is less than the remaining time you could have spent in that stage.
It's important to note that you have no obligation to unhook yourself as soon as the option becomes available. You could wait until the very last second before hitting the second stage and then unhook yourself. When you get hooked again, it will only progress to the second stage, which you would have hit a second later anyway. This makes any time you spent getting chased and carried back to a hook a pure bonus.
Why not use the same killer proximity to hook rules to give a gen speed boost?
To put it simply, the system already does something very similar by giving your teammates more time to work on generators. Because you can unhook yourself, they don't need to waste their time when you're getting camped. They can safely go back to repairing knowing that you'll be able to save yourself. Adding to that, the extra time you waste while getting chased after you unhook yourself gives them even more time to repair without the Killer interrupting them.
However, the big difference here is that the system on the PTB also allows the camped Survivor to continue playing in the meantime. Rather than sitting on the hook with nothing to do while their teammates work on generators, they're able to at least run around and be chased.
This would hasten gen speeds which is already the correct play for survivors when facing a camper.
This is the last thing I want to touch on. Nothing about this is untrue, but it's far from what actually happens in most matches. Yes, smashing out gens while the Killer is distracted is the smart move. But more often than not, at least one person will attempt to make the save anyway. Not everyone plays with a coordinated team who knows how to combat camping, and it's simply not realistic to expect all your random teammates to recognize that the Killer is camping and avoid going for a rescue. That said, if they know you'll be able to save yourself, there's very little reason for them to risk their own life to try and save you. Once they see the Killer near the hook, running over is a waste of their time.
But do Survivors in SoloQ get any notification if and when the hooked/camped survivor has the possibility to unhook themselves? Unless the killer is standing right in front of them and seen with kindred, how would they know that they don't need to come get them? Or realize that they can unhook themselves.
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@caipt said:
hes just not good in modern dbd. maps have crazy amounts of clutter, loops are tighter and have dumb hitboxes, and outside of extrememly specific and risky curves, anything less then a god level billy player will just have no chase power with inconsistent map mobility. Thats excluding overheat.
Ok, but is it an unnecessary mechanic, that does not serve a purpose and therefore should just disappear so there are no addons wasted on the thing? And is the other stuff not just problematic in general? The map clutter for example is an annoyance for many other killers as well as you get stuck on it. Sure he needs some more buffs to be a top tier killer again, but at first it would be nice if he felt better to play because he just feels clunky and not smooth anymore.
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@caipt said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3547002#Comment_3547002
but tht base mechanic is a perk. hence basekit perk, which is lazy as opposed to actually fixing game design flaws.
Not really, BT didn't give you haste and the self unhook might seem similar to deliverance, but only because you unhook yourself so if that's all the similarity then what? Is it basically the same as 4%? It is still a better fix then nothing for now and if it works that's fine... Sure fixing game design flaws would be great but if they add features that help with those problems that are not bound to perks that's great, because that has been a huge problem.
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@Foempticol said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3547015#Comment_3547015
I know, but did you see the clip lol. Do you think the killers power should be disabled near the hook?
creating safe zones where the killers power does not work is quite problematic... But we all know that some killers are just really good at camping.
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@Foempticol said:
https://twitter.com/i/status/1704170312663740700
"Won't the killers just redown and rehook the person getting them another hookstate even faster"? Yes, yes they will LOL
nope? Because you don't need to immediatly unhook? So it will basically always waste more time from now on than it did in the past...
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@Majin151 said:
From what I've seen it's still dangerous for people to get unhooked in front of bubba and I'm glad to see it lol
As it's always nice to see a face camping bubba and I was afraid they would become extinct like how twins players are lol
Yes, but it is harder now, also since you don't need a survivor to unhook you can be more gen efficient. If we consider cooldowns, carrying times, hooking time and so on and so forth it could be enough to do all 5 gens while this guy is either on his second hook or currently dying, so in the end, if the survivors do their job the bubba will never get more than 1 or maybe 2 kills if he is really lucky.
