ArkInk
ArkInk
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I agree that leaving Nurse untouched is extremely annoying, especially at high level when everyone you see is at least decent at her.
That said, it sounds like the issue you're having is just really high latency, as she appears from blink before being able to M1, although that doesn't really matter much if she spawns on top of you and instaswings.
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@Marioneo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3695819#Comment_3695819
I haven't seen anyone playing unknown anymore just Weskers and Blights his Uvx just sucks compared to other ranged killers cause you have to hit twice with no misses easily last place
I've actually found a fair amount of success with him despite being dog trash with ranged killers. He's 115% so he can play loops normally, UVX is a guaranteed hit at certain loops and it's ability to wallbang is something my potato brain has actually gotten a lot of use out of. That combined with the fact he's maybe the only true ranged killer with a Teleport (and a good one too), I think he's great personally.
I've found that he's a character that reaps a massive reward for catching people off guard, be it by sniping gens or chasing someone straight into a Hallucination. It's a bit annoying to loop the long way around a lot of obstacles to avoid LoS, but it's manageable. Especially since he's got a wide array of solid add-ons.
People playing Blight and Wesker has sorta always been a thing, especially since Unknown is so hard to play. Even Chucky, despite being considered a top 3 killer by some, has become rare to many at high levels despite being easy to play. It's sad, but I wasn't expecting Unknown to top the charts.
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This feels ironic in a cosmic sort of way.
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I thought the general consensus was that Unknown was A-B tier (I still lean heavily towards A) without being op. My only wish for him is my hyper specific want for an Addon that disables UVX and massively buffs Hallucinations.
Invocation definitely needs a buff, but I think the devs are too scared of overturning it, especially now that the Twins rework blew up in their faces, I imagine they currently have a lot of other things on their priority list.
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Either news on a Freddy rework, or Freddy Fazbear. I am ready for Freddy.
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It's a pretty good perk, as it's nicheness means most don't realize how easy it can be to counter. That said, maybe reset it's timer on subsequent hits? It feels bad if you down someone, get into another chase, and then land a hit a few seconds before the timer runs out so you get nothing.
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His whole power needs a serious adjustment imo. Tormented feels like a side feature that enables tunneling, the actually good part of his kit is a boring ranged attack that was made up for DBD, and his addons are doodoo.
I made a post about how I'd change him, although admittedly it wouldn't solve the tunneling issue. It would be kinda crazy if he manages to dodge the seemingly upcoming DS meta like last time.
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The new graphics made the game much easier to play on console, but part of me does miss the old atmosphere the game had. Maybe they could make an offering that changes some of the classic maps to have some of their older quirks and reimagines newer ones in the old style, that's be neat.
But only in terms of aesthetics, the old layouts can stay butied. I still remember getting looped for almost an hour across old Coldwin as Wraith a few days after launch lmao
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Would def take this! Even just a double Survivor mid chapter would be sick imo
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I'd always assumed she was mid to late 20s too, but it seems like the general consensus is she's in her 30s.
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Solo Q with Weaving Spiders and one of the louder survivors on the roster with an offering to a killer sided map. Rest of the three perks could be anything, although if you want something decent but frustrating Dramaturgy can absolutely get you killed if you're unlucky enough.
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People not realizing their experiences differ in a game with millions of players across different regions and skill levels will always be the funniest thing to me. Say everything you just said to the Nea with 90 hours and the Meg with thousands, I don't think it's crazy to say you'll get different answers.
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I'd say Twins current lethality trumps even Nurse, although she's still better because of her map mobility imo.
Regardless, even if Blight is better than Twins, he's at least loopable most of the time, which is not something you can say about the duo. The devs definitely need to do something before this goes live. Maybe reduce Victor's speed and make him crushable on any missed strike like before. That way his kit still discourages slugging but he's not a guaranteed down.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3692927#Comment_3692927
No, that's it. I ran out of things to say. You should get a forum achievement for this.
Thank you, I shall now personally propose this concept to the entity sometime between eight years from now and my next copium shot
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3692916#Comment_3692916
No; the entire point of all these posts, is that killers should only be punished for slugging if 1) the slugging was 100% unnecessary and 2) if the killer knows the slugging was 100% unnecessary.
If killers honestly think they can't get a survivor to a hook, then they aren't unnecessarily slugging, and therefore shouldn't be punished.
If a killer can see every hook, there are no survivors around to challenge said hook so anti-slug procs, and decides they can't make the hook for whatever reason, then sure, this case illustrates the usefulness of a notification whenever anti-slug activates, as it confirms that they can make the hook, which funnily enough actually makes this a killer buff for those that don't slug, and is a pretty decent tool for beginner killers to learn what hooks they can make. Anything else?
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3692893#Comment_3692893
Anti camp works through walls and ceilings! Do you think it's fair for anti-slug to trigger because of a hook that is behind one or more walls, and the travelable distance is so long that the killer literally can't hook the survivor there?
How do you plan on counting hooks the killer can get a survivor to, and exclude hooks the killer can't get a survivor to?
Anti-camp slows depending on the killers distance from the hook, including through walls and floors, meaning the game already tracks a killer's distance from the hook and calculates it's slowdown accordingly. If it can detect that, all it needs to do is detect scenarios wherein a killer is physically incapable of making it to the hook with a survivor despite being in the range of a hook, a process that can only really be achieved through ceilings or walls, which means the game presumably needs to create a pathing line from the downed survivor to the hook, and calculate whether the killer can make the hook using their slowed move speed while carrying versus the time they have available (Agitation and Iron Grasp would change both these variables). Is it new code? Yes. Is it all complex? No, it's just a layer on top of the anti-camp coding.
These are the same devs that beat the camera system into submission for Chucky by coding him as a weapon and managed to include an entire sub-map for Xeno just for when they Tunnel, I think making the computer game run a math problem is more than possible for determining whether a killer can make a hook.
So, in summary for the five posts you've spent trying to break this hypothetical anti-slug, the best you've got is that if a killer downs a survivor next to a hook, thinks they can't make the hook but actually can, they'll proc anti-slug despite thinking it was a necessary play for them? I'd call that a misplay but to each their own I suppose.
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I just hope they don't ruin Blight's collision by trying to remove hug tech. Twins is screwed imo, but it's not like people were playing them before anyway.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3692879#Comment_3692879
Certain range of a hook is unacceptable, because that's not travelable distance. The killer can't carry survivors through walls or ceilings. DBD would need to figure out the shortest travelable (while carrying a survivor) distance to a hook, to determine if it's within range. You can't just say "oh there's a hook within 10 meters so anti slug should happen", if the survivor is against the courtyard wall on Midwich, and the 10 meter away hook is on the other side of the courtyard wall, and the travelable distance is so far that it's literally not possible to get a survivor there if the survivor is wiggling.
Killers should be notified if there is a 100% chance they can hook a slugged survivor for 3 reasons:
- A killer has a valid reason to slug a survivor, if they think someone else might be in the area to interrupt them. The easiest example involves a survivor that purposely gets knocked down in an open cornfield, and the killer already has eaten a background player + flashbang save that game.
- A killer has a valid reason to slug a survivor, if they don't think any hooks are in range. And there might be a nearby hook, that the killer can't see, and doesn't know is there, and the killer honestly thinks no hooks are in range.
- Anti slug is a huge killer nerf, and killers really should be getting SOMETHING as compensation. Trying to frame this whole thing as a 100% killer nerf is awful. If killers are going to be punished when they unnecessarily slug a survivor, then the killer should at least be told when it's unnecessary to slug a survivor.
You've brought the wall thing up at multiple points as if those hooks couldn't simply not be counted. Anti-camp already has a similar restriction depending on where the killer is in relation to the hook, this proposal is just the inverse of that.
- If the killer is right and there's someone nearby, anti-slug didn't proc. If the killer is wrong, then just return back to the slugged survivor?
- Let killers see hooks when they down a survivor instead of picking them up. I've actually had this idea for a while and think it would make the game a lot more beginner friendly. If push comes to shove though, a killer could definitely receive a notification that the survivor is getting anti-slug, and I'd even extend this to anti-camp too.
- Anti-3gen was also a killer nerf, so was Anti-camp. There is abundant precident that these playstyles can be 86'd without breaking the game, and if nixing slugging in this way does somehow destroy balancing, that is indicative of a far greater issue. As well, this still assumes that Anti-slug can be weaponized in a significant way that it does greatly change the way to play beyond just incentivising hooking the survivors you down, and honestly, I haven't seen you give an example that isn't blocked by any of the restrictions I've proposed, sorry.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3692799#Comment_3692799
I'm getting bored with this conversation, so how about we just summarize everything:
- Anti slug will only activate if there is a 100% guaranteed chance the killer can hook the slugged survivor. This needs to take into consideration the slugged survivor's perks, the travelable distance to nearby hooks (which requires new code, because DBD currently has no idea what travelable distance means), whether or not any teammates are anywhere near the slugged survivor, and anything else I might have forgotten to mention.
- The anti slug mechanic, will somehow notify to the killer that they have a 100% chance to get the survivor to a nearby hook, to guarantee the fact that if the killer doesn't hook the survivor, then it's 100% because they want to slug the survivor even though they don't need to. And, of course, the killer will be guaranteed to see the auras of all nearby hooks, so the killer will know where the guaranteed hooks are.
That's how anti-slug can work.
- A survivor will be able to pick themselves off the ground if they:
-Are downed with a certain range of a hook (not new code, see Make your Choice)
-Aren't on a Pallet.
-Don't have certain perks.
-Aren't around other survivors.
2. The killer doesn't need a notification since proposed Anti-slug doesn't proc if the survivor gets to a certain wiggle timer, meaning the killer can simply play out the hooking scenario like normal without worrying about dropping a survivor and proccing anti-slug. You've made up yet another scenario stopped with a solution pitched three posts ago.
I'm a little bored with this as well, but thank you for your time! It isn't often you can ask an internet stranger to debate you for this long.
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3692865#Comment_3692865
He never said in his own words he is trying to silence the topic or ignore it. So let’s not put words in peoples mouths when it’s written down on the internet for you to read.
He simply made a suggestion to fixing the root of the issue which would in return help fix this current issue being discussed. (Bleeding Out)
Again, nowhere in his message does he say he is silencing the topic or gatekeeping. He gave his opinion, his feedback.
So again….I disagree. You won’t change my mind respectfully, so have a good day.
Look, if you don't want to talk about this, I respect that, but in his own words: "Let's start with features that prevent survivors from being unhookable and then we can speak about the ones preventing bleeding out."
I.e. "Lets fix my issue and then we can *talk* about yours."
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3691720#Comment_3691720
They’re not gate keeping Feedback. They also made a suggestion. There’s nothing wrong with that and you shouldn’t be calling out people who do so. A little hypocritical.
As for the topic, this has been talked about time and time again.I think the best suggestion would be if all survivors are slugged on the ground for more than two minutes a button will appear that you can click forfeit so you can move onto the next lobby.
Asking for an issue to be ignored until your own personal issues are addressed first is one of the most prime examples of gatekeeping I can think of. It's actively trying to silence the discussion in favor of a different topic.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3692753#Comment_3692753
I refuse to follow your viewpoint, because you refuse to understand just how badly survivors try to weaponize things.
The PTB test was only flawed because it allowed the anti-slug to be weaponized, and none of your solutions addressed that problem. It doesn’t matter if your ideas make anti-slug less weapon-usable because survivors will still weaponize it.
Killers should not be forced to pick up survivors, and forced to attempt carrying them to hooks, when there are many scenarios where those actions are too risky to attempt. You can’t just say “the killer COULD have picked up the survivor”, when a survivor purposely gets knocked down in an open corn field, and teammates are nearby with flashlights and toolboxes.
If a killer slugs a survivor because a teammate is running nearby with a flashlight, then the killer should be allowed to chase that survivor without getting punished. But you’re suggestion is that the killer should be punished if they don’t pick up the slugged survivor, because if the killer chases the flashlight user, then the slugged survivor might be alone near a hook, and therefore the anti-slug mechanic should happen.
The proposed mechanic would disable if there are survivors around the slug, you are proposing scenario's that don't even circumvent the restrictions I proposed and have been referring to for three comments. You either fail to understand what I'm proposing or are purposely ignoring any proposed solutions in favor of pretending I'm pitching the same system as in the PTB. Hell, if you want even more solutions to your issue, give it a seven second grace period like anti-camp for killers to maybe kick a gen or challenge a flashy before their timer even starts/pauses.
If survivors can and will weaponize literally everything, I wanna see the op small game build, since clearly anything and everything can be abused regardless of the restrictions or balance of it, right? How about Anti-camp? It's been in the game for a few months and I haven't seen nearly enough salt posts for a mechanic that can give a survivor a free unhook. The restrictions put in place limited it's useability such that not only do killers decide if it activates, but that they also can play around any survivors attempt to turn the mechanic in their favor.
This line of thinking is silly. Survivors aren't super spies about to turn pencils into murder weapons, they're gamers looking for ways to get ahead in a match. If the devs put the proper limitations in place, like they already have for other mechanics designed to counter killer playstyles, they should be able to devise a mechanic that counters a killer's ability to effectively slug multiple survivors for minutes at a time instead of disrupting regular gameplay. They've done it before.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3692381#Comment_3692381
That means if a survivor is being chased, runs towards a pallet, and gets knocked the ground under a pallet before the survivor could throw that pallet, that the anti-slug mechanic would auto remove itself.
It also means if a killer wanted to slug, they could purposely pick up the survivor, wait for the wiggle meter to reach the correct amount, then drop the survivor. Or if the survivor didn't want to wiggle, then the killer could pick up, drop, pick up, drop, the survivor, until the correct amount of wiggle meter has happened, to deactivate anti-slug.
And again, this whole "the anti slug will pause or slow" idea is unacceptable. Do you expect killers to walk around, and repeatedly check back on a slugged survivor, to see if they are still unable to be hooked? How is that fair?
And yes, I do remember it would take many seconds before the survivor gets up. I was there, in that PTB, facing multiple bully squads, of survivors weaponizing the anti-slug mechanic. It doesn't matter how many seconds the mechanic needs to happen, as survivors will still weaponize it.
And the hook distance detection problem isn't limited to different floors. It can apply to hooks on the same floor as the killer, but beyond walls that the killer can't carry the survivor through. Unless you want to allow the killer to be able to carry survivors through walls, then DBD isn't going to calculate hook distance well.
A killer has to pick someone up for fifteen seconds and actively let them deactivate anti-camp by reaching the wiggle threshold, and you really don't see how that's a far worse way to slug than current version? "A killer can just waste half a minute to get what they used to have for free." This both wastes a ton of a killer's time (which is literally countering what makes slugging useful), AND provides a crystal clear tell the killer is trying to slug.
As for a killer knowing if it's alright to pick up, if anti-slug is in effect they presumably had the chance to hook in the first place, and if they are slugging while another survivor is around (maybe they caught a flashy save), then anti-slug is either slowed drastically until the killer can return for the hook, or it doesn't proc at all.
Yes, if it deactivated on pallet there'd be instances where a killer could knowingly slug, I feel like this is such a clear minority of cases that although annoying, doesn't stop the majority of instances coming out fine, especially since that survivor is still under a pallet, an advantageous position.
You complained about facing bully squads in the PTB, which really makes me feel like you really aren't even trying to follow my viewpoint since I've been saying the PTB test was a flawed design since our first interaction, it's why literally all of my comments are about proposed changes to make the system more bearable and less abusable.
Hook distances, though an issue, are already centered around multiple other mechanics, be it killer perks or anti-camp. I do not believe that it's fine in all other incarnations and somehow blows up the moment it touches the concept of anti-slug.
I've been playing this game since launch mate, I was there too.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3692344#Comment_3692344
"Slow the recovery" is unacceptable, because it still places the killer in a situation where they weren't able to hook a survivor, but will get hit with the anti-slug mechanic anyway. And what happens if a survivor is under a pallet, waits for the killer to leave, then crawls away from the pallet?
What happens if a killer picks up a survivor, is forced to drop the survivor, and now the survivor has enough wiggle progress to prevent the killer from getting them to a hook?
There is a problem with "in range of a hook", because that doesn't mean the killer has a 100% chance to get the survivor to a hook. There are many scenarios where the killer is forced to slug a survivor, even if there is a nearby hook. Also, this game is terrible at measuring hook distances, and might consider a hook "in range" even if there's walls and ceilings in the way, and the actual path to the hook is way too long.
Your solution still allows survivors to weaponize the anti-slug.
Disable the recovery entirely under pallet for the first bit. A blanket change that would seemingly solve most of these proposed strategies is not letting the mechanic activate if it doesn't initially proc on down. There should not be an interaction wherein the survivor is able to proc anti-slug in a situation where a killer cannot hook, and if the survivors wiggle meter gets to a certain point, it could also disable anti-slug as clearly something went weird if the killer had to drop after presumably carrying the survivor for a while.
I do agree the parameters would need to be fine tuned, as it shouldn't proc through floors unless there's an entrance nearby, which is rather hard to auto detect in the DBD engine I imagine. As for slugging being necessary, again remember that without perks it would take 45 seconds before the survivor gets up (a timeframe that could be changed depending on feedback) and the timer slows/disables if there are other survivors in the area. A killer can absolutely go kick a gen, try out a chase, or whatever they need and then still come back for the hook without a survivor picking themself up in that timeframe.
This still feels like rather simple restrictions all things considered.
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What about him makes him op to you? Like, is it the mediocre chase power, the somewhat okay stealth, or the alright TP he has? I don't see how any of those are broken so imma need a lil more.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3692302#Comment_3692302
I did understand your post. It doesn't matter what restrictions you place, survivors will still try to weaponize it….
- Will anti-slug happen if a slugged survivor is under an un-dropped pallet that's near a hook? Because survivors will flip-flop + power struggle that.
- If a slugged survivor is near a sabo'd/breakdown'd hook, will the anti-slug start when the hook comes back? Because that means if the killer leaves the hook because it's broken, then the survivor can anti-slug after the hook is back.
- If a survivor is slugged away from a hook, waits for the killer to leave, then crawls near a hook, will the anti-slug kick in?
That took me all of 5 minutes to think of, and there's probably more ways survivors could still weaponize the anti-slug.
- There are killer perks that disable bloodlust, anti-slug could be removed from certain perks if they're often used for poor playing. Slug crawling under a pallet could also disable or slow the recovery timer to prevent this, a restriction I'd even extend to if other survivors around the slug, like Anti-camp.
- It can simply not activate at all during the slug if the survivor crawls in range of hook or if a broken/saboed hook regens, as it's not like the killer had those options available to them when they had to make that decision. This would also stop 3. from occuring.
It took you five minutes to think of those strats and it took me thirty seconds to think of those solutions, both of which are already restrictions other mechanics have that limit killer playstyles.
Yes, survivors will try and weaponize anything you give them, that doesn't mean they'll always be successful.
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I bet it's people storming over here after a salty match to make a riled up post they then forget about after cooling off 20 minutes later.
It's annoying, but harmless imo
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3692263#Comment_3692263
The precedent is that survivors will weaponize anything that can be weaponized.
I don't think you understood my post because my whole point was that the proposed system made it far too easy for survivors to weaponize anti-slug with its proposed version. You just restated a point we agree on.
The change I proposed would mean only survivors slugged near a hook, ie in places killers *could* hook them, would get the anti-slug. This in theory should solve your issue of survivor's knowingly going down in places they can't get hooked so they get up for free, and therefore letting the killer control when the mechanic activates.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3691800#Comment_3691800
The old finisher Mori system was scrapped, because a bunch of survivors brought stuff like Flip flop, breakdown (or power struggle), unbreakable, tenacity… and were purposely placing themselves in situations where they couldn’t be hooked.
The main point is that when survivors got anti-slugging, they purposely weaponized it.
I'd say this is moreso a flaw of the proposed system than it is the concept. Perhaps extending the time it takes to pick up could've been increased depending on how close a survivor is to to a hook, meaning that survs can't Sabo a hook and comp corner for an easy escape.
That isn't really an issue with finisher Mori either, but the devs got rid of it anyway so ig there's precedent for that line of thinking.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3691732#Comment_3691732
In a perfect world none of the two are happening, but facts is that they both do, and exit gate camping is happening a lot more often than slugging is. So if anything, we should defenetly have the devs. look into how to stop the exit gate camping first. - Perhaps make blood point score "bleed out" the longer people stay in the game after the exit gate are opened.
As i said before, there are perks to counter the bleeding, if you encounter a lot of it, its perhaps a good idea to run with one of those.
Until we have actual data, I wouldn't make any brash assumptions as to which annoying playstyle is more frequent, and I certainly wouldn't use it as evidence as to why another issue should be ignored.
To be brutally honest, this argument is coming across as less a good faith discussion and more "the devs should change the thing that annoys me more first" instead of discussing something substantiative related to the topic.
Yes, it'd obviously be great if neither of these issues existed in the first place, but they do. We can discuss how to change them, or we can argue about which side is more entitled to changes first based on our one sided experiences, and quite frankly I don't think that's a very hard choice for me.
Unbreakable countering bleeding out doesn't really solve the issue of bleeding out, the same way Blood Warden doesn't solve teabagging at exit gates.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/410054/bleeding-out-needs-to-be-adressed
Here we go again… i think this is the weekly topic by now.
Bleeding out a survivor is no worse than survivors dragging time for the killer when they have won the game, but camp the exit gate. This happens in about 80% of the games. They are forcing killers to go and push them out, they even split in 3 some times, so that the killer have to go to both exit gates and the hatch.
But as soon as the killer slugs them for 4 minutes, all hell breaks loose and they go to the forum and complain about it...
- If this is such a big problem, then there is perks to counter it, and if you dont want to "waste" a perk slot for that, then the problem isnt really that big that you make it sound.
Its rare that i get bled out.
Survivors playing in an annoying manner isn't an excuse to let killers do the same. We didn't let killers keep no hook Moris all those years back just cause Survivors could escape through hatch with keys, idk why we should allow such common practices for poor sportsmanship just because both sides can do it. If you want to propose any changes for the issues you mentioned, do it. Don't just use issues the game has to justify keeping others.
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Same, I think a lot of people were annoyed by the event, but the grind was reduced so much I sorta fell in love with it.
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@OmegaXII said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3690678#Comment_3690678
With this mechanic, Killers have to camp 9x60 seconds a Survivor to kill him… Or he'll need to chase that one Survivor down 9 times to kill him… That's more than enough for you to do all Gens and escape.. I guess?
For your second point, Survivors should always play like a team. Make it bannable for those who intentionally throw the game.
PS: Even for now, if anyone decides to throw the game, chances that the match will end in 4k anyway, so individual lives really doesn't matter much.
Sure, the killer can't entirely focus on one person now, but this won't stop a killer from hooking a different survivor then going "hmmm who next, the Nea I just hooked was pretty bad, and the Meg was a decent looper." Or even worse, the killer doesn't have a hook and still goes back to unhooked survivor for the same reason.
I'd argue this might make solo q more miserable, as now the tunneling can go on for much longer if the team is ignoring gens for whatever reason. I hate to say it, but sometime's when the game is already decided, giving up is just a better option timewise, or for hatch. It's why a killer can open the exit gates.
Still, an interesting idea, and I like it in concept, but I don't think the game or it's playerbase is ready for that kind of shakeup.
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@Nebula said:
This perk is extremely poorly designed IMO.
An absolute screw you to solo queue players as there’s no tell unless you see them kick the gen or run near the gen that has been kicked. Every other stealth perk in the game gives survivors some sort of indication that the killers undetectable and to be more aware besides this one.
Dark Devotion is the only other one that doesn’t immediately give you a tell, but once you see it once, you know when the obsession gets hit to be on the lookout.
I’ve died to this perk multiple times in situations where I feel there was actually nothing I could have done to be aware it was in play. Just feels extremely stupid.
If Trail of Torment highlights the gen, why in the world would this one not?
Tbf Unforseen highlighting the gen kinda defeats the purpose of the perk as the terror radius staying behind is meant to ward survivors away from the gen. If there's a tell that it's in use then survivors already know the TR is fake which makes it basically useless except for Doctor.
Although I don't personally think the current perk is an issue, a fix could be to gut Undetectable from the perk entirely and let the killer have two TR's out, confusing survivor's as to which is the real one and synergizing with other TR perks.
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@Zraith said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3689572#Comment_3689572
yes this is what is called griefing for the most part
@Zraith said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3689572#Comment_3689572
I think this is what others mean by griefing.
@Zraith said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3689572#Comment_3689572
I'd say your suggestions are what others would call griefing.
Call me crazy, but I think some people might call those suggestions griefing.
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I don't think this'll stop tunneling tbh. The killer will just pick the survivor they think is the worst player and book it to them whenever said survivor is unhooked. They'd have to do some ping ponging in between at least to outpace gens, so this would be beneficial in that regard, but I'm still not so sure. I want my own lives, if that makes sense, especially if someone decides to throw or is just trolling.
Still, cool idea for a mode!
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I do think that the best thing for the game in the long term is some sort of mechanic to deincentivise Tunneling. Face camping and Deliberate 3 Gens were already killed for the most part, I don't think Tunneling will make two more years before the devs try something to fix it.
What they'll come up with I have no clue, but hopefully it's handled well.
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I swear depending on who you ask the last year of this game has:
Broken the game to the point you'd think it's kicked someone's dog.
Saved the game from the evil that was Old Skull Merchant and released some of the coolest killers we've had.
Done absolutely nothing and kept the game the same.
Idk about the rest of y'all, but this feels like one of the better runs DBD has had. There haven't been many game breaking additions, most maps are fine, I can win a pretty even amount of my Killer and Duo Survivor games. As someone who's been playing since launch, just wait until we get another L chapter, then everyone is going to be begging to play what we currently have.
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@Yharwick said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3690543#Comment_3690543
I thought that was the iri film that did that? The report I think lets you teleport more and gives the after image a terror radius and red stain.
My mistake, I haven't slept in forever lol. I just wish there was an Addon that was based around making the entire power hallucination based rather than just strengthening it. OSS Report is extremely good, and def the best addon for basing around Hallucination builds, but doesn't quite go all the way.
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@Yharwick said:
Can't you already kinda do this with iri OSS report and the green newspaper?
You get to teleport more often and should be spawning hallucinations much more frequently. I know some people try to use the footcast but that's not as good as it looks it takes away 5 seconds not 15.
I would argue OSS Report actually makes you use UVX more because it limits how many Hallucinations you can have out. Green Newspaper is good, but I haven't been able to consistently use it to the point it feels like I can use them as much as I'd want or to the point it feels deserving of being the whole killers power, which it obviously isn't since there's still full access of UVX, I'm just too stubborn to use it.
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@100PercentBPMain said:
I'm always down for more play styles. I personally love Uvx though so I hope it'd just be an addon thing
Oh definitely, I wouldn't want players who like UVX to have that taken away from them. I'd be perfectly happy with an Addon that enables this playstyle. There's still a lot of cool combo's that could be had with OSS Report, Blurry Photo, Game Cartridge, etc.
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New content is largely what keeps the game fresh, even if it tends to fade overtime. I feel like most people don't understand that even if you don't see specific killers a lot if they're 1-2% picked, you will still see 1-2% picked killers a lot because of how many of them there are.
Now, as for bugs, I just think BHVR needs to put more resources into fixing them. We don't need to completely halt new content, but we certainly shouldn't ignore the massive backlog of issues the game has. Same goes for general QoL and Design. So much money is pumped into cosmetics and new content everything else fights for scraps.
I feel like the game would stop losing players (on PC) if a lot of its more annoying quirks were ironed out. Seriously devs, just let me see my teammates perks, it can't be THAT hard and Solo Q would be infinitely more bearable with it. It's still worth mentioning an fov slider took 7 years to get ahold of.
BHVR struck gold with DBD, they shouldn't be so reckless with its instabilities.
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@OrangeBear said:
Sounds like The Hag to me.
But muh Insidious plays 🥺
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@Crowman said:
Some killer perks syngerize well with certain powers. This isn't a problem that needs to be solved.
This sums it up pretty succinctly. Sometimes perks compliment killers well, and most of the time I think that's a good thing. Insidious has been in the game since literally launch and just now justified its existence by being a great combo by faking being one of Unknown's hallucinations. Regardless of whether or not a killer needs to perform an action to activate a perk, synergies tend to be healthier for the game.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3689605#Comment_3689605
I'd have to see the game actually play out to be the judge of if this was a waste of time for the survivors. There's no mention at what point in the game this killer gave up.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3689670#Comment_3689670
"Imo a weak minded and cringe thing to do"
I'd strongly disagree with this statement. We have no idea what this person is going through. Played a game to try and "forget" for a bit and had a rough time and thought "Nope I can't today" I know I've been there.
Fair point, I suppose I saw the tone of the post and made an assumption based off the screenshot. We don't really know what happened to get the match to that point.
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@SuperMunchkin95 said:
Wait you're complaining about free BP... I understand its not the best, so complaining about everyone bringing BP offerings during a BP event is just ridiculous
They're complaining about the killer getting just one hook and nobody getting to properly reap the reward 700-800% BP affords them. I'd be upset too if this opportunity of leveling up was passed up.
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That must've taken a few months for sure, congrats!!
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I had a match like this recently, where a certain corner of the map simply didn't have a hook anywhere near it. It's a shame because I for the most part like the map otherwise.
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He's next to or behind Spirit imo. His unique brand of stealth and third person camera give him an interesting way to play that most players aren't ready for. Combine that with his extremely solid dash and good add-ons, yeah, he's Gucci.
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I'm convinced people who think you can just casually bulldoze either side consistently without losing are either sweatswamping incessantly with all meta perks or are so new they haven't met a proper team/god killer.
If you want harder games, play weaker killers. If you're about to say you do play weaker killers with no meta perks and still always 4k at a high level, I'm sorry, but imma need some footage of the streak my guy.
