ArtGueds
ArtGueds
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@ForTheEntity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4106367#Comment_4106367
What have I said that's conflicting? I am defending a mechanic a necessary mechanic that has been in the game for a decade.
You're practically frothing at the mouth with your strings of bad grammatical strings of texts. If you can't be bothered to present your ideas in a serious fashion, why should we take your ideas seriously?
The abandon mechanic is a poorly implemented band-aid solution (abandon and magically MMR doesn't change) to an unsolved problem.
Without slug timers and without hatch survivor could only wait to die! How can you be so obtuse to not see that? Do you want your guaranteed 4K that badly?
I'm sorry for not speaking eloquent english with you, sir. I will be honest when I say I do not give a ######### about writing correct grammar, I am lightly speaking in a forum and making fun of a braindead person (you), and so this is not my priority. But seeing the way one treats the importance of the grammatical norms of the english language despite being able to understand what I said regardless, I will now make sure l speak with the utmost form just for you! Language which is not even my first one.
I will explain in an easier manner for a monkey like you, making it more understandable for low IQ, butthurt grown ass dudes such as yourself, what is conflicting in your text since you apparently can't comprehend what I previously wrote, sir."You also say it only benefits killers, but I disagree. As a survivor on the ground, it is nice to know that the misery has to end eventually."
The moment you say "the misery," you agree that the slugging phase is horrible, especially knowing that the killer doesn't plan on hooking you and will just leave you on the ground. When you say that this is a miserable scenario, it is only natural to assume that leaving or avoiding this scenario is the main priority.
Now let's be logical. Should we buff survivors on the ground to make it so they don't stay in that scenario, rework the slugging system, or make it easier to flee this horrible scenario (abandon)? I think the first option is not good, considering survivors already have a competitive edge in most scenarios, so let's go with the second or third one. How about that, little primate?
Now let's connect that with the slug timer situation. Logically, the slug timer being used for escaping this miserable scenario is more of a band-aid solution than the abandon system itself!
"How?" the little monkey may ask.
Well, having a player leave the match entirely, forcing the team into a 3v1, while having the most uninteractive four minutes of his life in any video game ever, and having the killer be rewarded for not interacting with the main objectives in the game because the scenario was "misery," is objectively worse than having a bot on the ground ready to be saved and having the game go on.
A bot will be 99% of the time better than nothing at all. Why a bot? Well, if you don't want to wait on the ground for a long time and have already been on the ground for a while, you will have the option to abandon, leaving a bot in your place. This is partially implemented already, because when you get downed plenty of times, you have the option to leave the match. So, slightly changing that to make it a timer is not hard at all.
And so, the "infinite slug timer" isn't an issue anymore. Look at that.
The fact that the abandon system doesn't correctly affect MMR (which is another joke that shouldn't be taken seriously, considering how flawed it is regardless) is a problem that already exists, regardless of whether this is added or not. So, it is something that should be fixed and shouldn't get in the way of future additions to the abandon system.
All of this should already prove that the timer is not, as you said, "a mechanic a necessary mechanic" (????). Therefore, it is conflicting.
Now you may ask: "But wouldn't this be a nerf to killers since they can't slug the whole lobby for four minutes and win?" It might be, for those who focus on doing that. However, the developers in this game do not balance the game or the hooking system considering slugging as a genuine strategy. Proof of that is that they are actively working on making the slugging strategy less viable with almost every other update, with another one upcoming at the moment I am typing this. So, normal gameplay will still have the same balancing, with hook-focused gameplay.
"Without slug timers and without hatch, survivors could only wait to die! How can you be so obtuse as to not see that? Do you want your guaranteed 4K that badly?"
I do not currently play killer often, and when I do, I always give hatch to the last survivor, so I wouldn't want a 4K "that badly." But anyways, as I mentioned previously, the hatch system is something that needs changing, especially with 2v1 scenarios building up to the hatch. If the hatch isn't removed or reworked, the way that a survivor/survivors stay slugged could be situational, with a timer—with maybe even less time than 4 minutes—appearing to make sure the wait isn't long and to force an earlier hatch contest.
In any case, even if the hatch stays unchanged, you can still add the same abandon feature for when you are slugged and there is only one other survivor alive, so you still wouldn't be stuck in a match.
All of your "soft lock" scenarios are way better fixed with having the option to substitute youself with a bot than having your team lose a whole survivor because the killer wasn't loved as a child.
i wont talk to your ass anymore, i can tell you are a loser irl too lmao, whatever reponse you make here will not be read as i will probably not open this forum in a long time again until i get mad at another dumb existing mechanic
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@ForTheEntity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4106319#Comment_4106319
Again you fail to even sound remotely reasonable. So reasonable discussion with you is not possible.
I am the unreasonable one? Everything you said is so conflicting that it just shows that there is a big problem with the current slug system, as your reasoning for it benefiting survivors is just "helps me leave the match". Not only that, the 2v1 scenario is something easily fixable, with a timer that applies for 1 or 2 mins when there is 1 downed survivor and 1 up, or something completely different that would be way better than how it is today, with even a hatch reword that is very called for. And in any case, having one scenario (that is usually already won for one side) dictate how a system should work even tho it can ######### up how the rest of the game works is also extremely unreasonable. But I don't expect you to understand that because by the way you ignorantly type I can already tell you aren't here to discuss ideas and exchange opinions, but more to try and prove people wrong by engaging in topics that you have no intention of changing your mind on. Miserable
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4106143#Comment_4106143
You mean the thing they're supposed to do?
Yeah bro, I find it hard to believe that after the killer downs all 4 survivors you prefer to wait for him to hook everyone then eventually get to you so you can be hooked and then wait for the long ass animation of you dying when you could already be in another lobby. Grow up and stop lying dude
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@Angy_Quentin said:
Bleedout timer needs to be increased to heavily discourage extended slugging. UB basekit is not a good idea because killers like twins exist.
Either removed or heavily increased to like, 6+ min at least
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@ForTheEntity said:
https://forums.bhvr.com/dead-by-daylight/discussion/470898/why-do-slug-timers-still-exist
Why should slug timers not exist? I don't see a single good reason in your original and subsequent posts as to why they shouldn't exist.
You also say it only benefits killers but I disagree. As a survivor on the ground it is nice to know that the misery has to end eventually. I've been the SoloQ matched with 3-man SWFs that left me on the ground and it would have really suck if that had to last longer than 4 minutes.
Slugging for the 4K after 2 survivors have been eliminated is a thing. Currently if the killer slugs one of the last 2 survivors and goes after the last one standing the last survivor has a chance to evade the killer for 4 minutes to have a chance to escape. If there were no slug timer then the last survivor would have no hope at all.
"It doesnt only benefit killers, it also benefits survivors, they will still lose, but it will benefit them as survivors because they will be able to go next" LMAAOOO thats the abandon feature buddy lmaoo. As a previously said, you dont even need to remove the bleedout timer to add an abandon feature for when youve been slugged for more than 2 min. But it is way more logical to also rework the slug, wiggle and sabotage system along with the perks involved with it to make the game more objective and more interactive and nothing youve said disproves that it does need rework, if anything it just showed why. Your argument was "it is miserable to stay on the ground, so the bleedout timer needs to exist so I can die on the ground" as if there arent other ways to make you escape this scenario, or, as I said, a rework on these type of systems
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@cogsturning said:
"Abandon exists" isn't a reason to get rid of the timer. I don't use the abandon feature and I never intend to (unless someone is cheating) so I get to just lay there until the killer feels like setting me free? Abandon was a bad idea being used to cover up problems instead of addressing them. Also, the bleedout is the only way to rob a slugging killer of a kill, since bleedouts don't count as kills, and that's pretty much the only potential power a slug has.
In that case youre just a bum who likes wasting time and sits waiting for the killer to hook you
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4106067#Comment_4106067
And if the killer slugs 3 of the 4 survivors and the last survivor makes no attempt to pick anyone up will be a hostage holding situation.
Easily fixable, abandon feature for players that have been slugged for 2-3+ min
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@random1543 said:
Its there to avoid excessive slugging.
4 man slug is not the only slug scenario even tho by far its most common.
- 3 man slug as killer just follows around last person so they don't pick anyone up while holding game hostage.
even tho its a rarer slug scenario and not so much a winning start, its able to happen so just forcing the survivors to lay there on ground until either
1 - person does gens enough so killer will down them (this could be over 5 mins)
2 - stand afk waiting for the killer to down you (could be whole server time)
3 - try to pick people up only to have them go back down (this would be kind of helpful as you would be giving team mates abandon option after few pick ups and after they all abandon you can abandon)
Removing it adds too many problems while not really adding anything useful.Ive gone against that at least 2 times. The fix is simple: if you have been downed for 2 mins or more you are able to abandon. If 2 or more people have been slugged for more than 3 mins and no gens have been done everyone can abandon. Literally easily fixable issues, the abandon feature has been implemented for a lot of things and these could easily be one that could be applied even today WITH the slug timer, so this issue is still not an excuse for this timer that still provokes boring gameplay
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@esarraf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4106072#Comment_4106072
Yeah yeah I know and you think basekit bt should be removed too I know you just want killers to win and for survivors to die I get it.
Dude what are you on???
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@esarraf said:
Okay while yes slugging does need some nerfs and there should be some basekit features to help survivors in this situation the bleedout timer exists for a good reason. TLDR while growing more uncommon with how high the hook density is on especially the newer maps is there are certain areas where with a semi competent team they will be able to sabo any hook and get away long before the killer can catch up to them.
Survivors shouldn't be helped in this scenario, they should just not die. If the killer wants to down everyone before hooking, sure, go for it. My issue with slugging is that in the process of trying to achieve that, someone might die on the ground before the killer can get all 4 survivors, and that's terrible and unintuitive design made for a problem that doesn't exist anymore
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@ShanoaLegendaryPlz said:
Picture a scenerio where all 4 survivors have no mither, and jake's hook sabatoge perk. And they all stay in an area where theres only 1 hook closeby. It would take you quite a whike to hook one of them if they all manage to make a mistake. you would not be able to keep them knocked down, and they would all stay in the same area. With the bleedout timer, this prevents those players from holding the game hostage as they can pick themselves up infinitely and cant be hooked, but they can't prevent the bleedout timer from going down over time.
It is also to prevent stuff like permanent slugging for 4k
Yeah, just removing the slug timer would be unbalanced considering the perks, that's why I said that it could be balanced by making so you cannot pick yourself up. At the same time, there is no permanent 4 man slug since you can just abandon the match as I stated, again, a non issue
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@Crowman said:
If there was no timer you could be kept hostage in a match.
On top of that, it is the dying state. You are dying. It is longer than dying on hook so in theory it shouldn't be optimal for killers to bleed survivors out. But there's an argument to be made that many survivor perks make being hooked more beneficial to the survivor.
I literally stated that this is a non issue in today's dbd since you can abandon the match. Also, the name given to the state should not dictated gameplay design, that is some stupid reasoning. The fact that hooking is not beneficial to the killer (which is not true cause it is) is an issue that has nothing to do with the poor design on slugging
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@Xray said:
Right now, at this very moment DBD is the worst multiplayer game out right now. For a live service game updates do not come out fast enough, they come out buggy, BHVR has often promised us things only to leave us disappointed, the content often just feels recycled we have freaking reskins in ten dollar passes, the gameplay has gotten stale because we have been stuck in this overdone meta for what feels like forever. This game seriously needs competition soon.
So to answer your question, no i do not have fun. Not anymore at least.
TRUE, the best 10th anniversary chapter they couldve given us was selling this game to another more competent company, because behaviour unfortunately cannot handle what this game has become and it shows. 1v1 mode they are gonna add is cool tho, let's just hope it isnt extremely buggy and poorly made
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There isnt, they should add it
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@OrionQc24 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4101548#Comment_4101548
Are you joking ? I been playing since 2016 and it's worst than ever before. 3 pallets in one room ? How is that even a thing ?
No
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@cogsturning said:
I used to play Dredge and though I don't think it belongs down there with Twins I agree there are a lot of issues. On killer side, the locker spawns made me stop playing it entirely. Lerys and Badham are particularly bad. There are whole areas with no lockers. Last time I attempted to play it I loaded into Badham and immediately DCed, and I probably haven't DCed more than 10 times in my whole history with the game. I just couldn't deal with it again and I probably won't play Dredge until they do something about the pain points. On survivor side, Nightfall gives people headaches so that's not great.
Yep, that sums up my feelings with this killer
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@Angy_Quentin said:
Billy needs to be perfect. He is loved all around by everyone.
I didnt put him in perfect because of the unfortunate slugging system this game has. He is very fun to play with and against, however, from time to time you will se a billy straight up slugging and raw dogging the whole lobby. His design allows for that because of the slugging system and the fast rotation he has around the map. But apart from that, he could even be above Oni
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@Domicci said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4103805#Comment_4103805
One tournament doesnt mean much nurse is still better on more maps and has a "less" punishing power if you miss with it being on an overall shorter cool down.
In theory you could say all that. But in practice, blight has more results in pretty much any endeavor. Maybe not anymore, but he used to.
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@Domicci said:
This very much feels like a survivors take on killer powers. Like om sorry how is dredge the shadow entity that uses lockers and can split himself in 2 a filler character. Hes the personification of jumpscares and fear of the dark.
I play both sides, but most of my hours were on killer. Dredge, in a killer perspective, has huge inconsistences. Maps have inconsistent locker spawns, with some parts being a total locker deadzone, while other maps might be better. Not only that, his anti loop is easily telegraphed, and his main event where everything goes dark is something that affects primarly solo queue survivors and casual players playing on a tv in the middle of the living room (the lightning will be worse). Powers like that, that punish "worse" players and does nothing against more coordinated players, is a huge flaw in design. The game by itself is already heavily swf sided, these type of killers just make the experience more discrepant
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@TheArbiter said:
Blight was not the "undisputed" strongest killer in the game before the nerfs
Against the best survivors, he did better than nurse, that's for sure
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@Xendritch said:
Definitionally shouldn't mediocre be above bad?
English isnt my first language, ig I translated it wrong
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@HoodedWildKard said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4102260#Comment_4102260
Oh I know exactly how bad the internet can be. The fact that people sexualise plague lives in my head rent free. Honestly at this point I'm surprised we don't see threads thirsting after dredge.
But yeah it's a scale thing. Vast majority of them will go for the objectively attractive young characters. I remember ppl getting very aggravated that the old lady won the vote, even claiming it was rigged in the name of inclusion 🤣
Never saw anyone sexualise plague cause im not deep into the community, but she lowkey bad and has one of the best skins in the game so Im not surprised
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@Elan said:
Perks are not meant to give you value every match. You can run unbreakable and not use it 20 games in a row. You can use healing build and face Plague. You can run exposed build and face survivors with vigil.
Agree! My problem with the current design is, as I said, even when you are supposed to get value from it, you don't even get it properly. Differently from Unbreakable, when you do get a chance to use it, it completely changes the outcome of a match, whereas with counterforce, the current design makes you feel like it doesnt affect much, even when it should
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@TheMruczek said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4101548#Comment_4101548
By the logic of "but it used to be worse" people should not complain about Nurse no more cause she used to have up to 7 blinks. We shouldn't even complain about how braindead vigil is now, we had og MoM afterall.
I don't really know why the OP complains about RPD since it wasn't affected by pallet density, but man i don't care if the filler loops are technicly weaker. I still have to spent more time playing around them then before this "quality of life change" since they are now way more of them.
Best example- Shattered Square. Usually around 16 pallets spawning and 3 or 4 pallets chaining into Shack. Man what a fun map to play on as anything but Nurse.
The difference is that pallet density actually feels balanced, unlike the obvious ######### designs you just named. The only big problem is gideon and badham, that has a ######### ton of pallets. But I can name more deadmaps than broken op maps. Midwich, can have a whole side of the map a deadzone, as well as a seemingly non logical gen spawn. That map from vecna dnd is legit egregious design for suvivor. So much so that it made a random legion playing on console beat the best survivor team on a 200 win streak
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@DemonicDemons said:
Before I left, the amount of pallets alone made me tunnel, I wouldn't even consider it tunneling but I had to chase a dude across the map 2 times getting all the pallets I could out of the way because it's just pallet after pallet after pallet window hop to another pallet rinse and repeat. God forbid I don't run the flashlight perk now I get stunned when I finally get a down and hey 4 gens popped.
Jason on release I expect was a return to how old DBD functioned, now he's getting nerfed again no surprise there. Ever since the mass nerfs that took place killers have been in a bad place and tunneling is likely to ramp up as time goes on. Moving forward we either need a return to what made killers viable to even make me consider coming back because it really just wasn't fun, I don't come to a game to sweat every match, I left call of duty for this exact reason. I come to have fun, games are meant to be fun, in it's current state DBD isn't fun, to me at least."How old DBD functioned" Old DBD was 10x more survivor sided than it is today. The more you go back in time, the worse it is for killers, nothing youre saying make sense. Flashlight is an item that helps killers more than not in average matches. Survivors will deliberatly take time off doing gens to prox camp the chase and get a flashlight save that any killer with good experience will not allow 8 times out of 10, youre just ass at the game. You can complain about a lot of things, this is not one of them
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pallet density right now feels more balanced than ever considering the nerfs they made to loops in general, I dont know if you ever played this game before 2020 but it was way worse
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@Royval said:
Let’s blame the killer for hatch being horrible design all these years later
Blame the killer? What the ######### are you talking about
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A Deadlock-like replay system would be perfect. It is compact, weighs a few kilobytes and allows you to see everyones perspectives at any time as well what was used at any given moment. Would be cool but probably never happening
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AI
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Accessibility and introduction for new players that dont know the existence of the discord servers. Also making it official would increase the variety on game modes keeping the average player playing for longer. It would be fast paced and queues for it would be instantaneous since there is no killer or survivor queue for 1v1, both are playing both, effectively adding a fast paced game mode. Would be like getting in clash royale to play a quick match (not quite but you know what i mean)
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@Emeal said:
Like what would it look like? the more you describe the better BHVR might implement it.
I didnt make this post to convince bhvr to implement it (even tho i would like it), i just wanted to see the general opinion. But since you asked, it would be a little "playground" map where it is slightly randomized (different seeds so it wouldnt be the same map every time. Killer and survivor would start on the same spot every time, could be shack or a shack like structure and every time a survivor would be far away from the killer (like 24 or 32 meters) their aura would be shown to the killer and the same for the opposite to induce chase and make it impossible to be a hiding game, and every time the survivor got downed it would automatically reset to opposite roles. After both played killer the one that survived the most time would win 1 outta 2, who ever wins 2 sets wins the match. It could have a little rank system since its way easier to define as it is a 1v1. Killers would have different balancing, like, trapper would have X amount of slots for abilities, blight would have Y (Y obviously being less). These abilities would be nerfed or buffed variations from already existing perks, like brutal strength. There could be 5 or 6 abilities to choose from, same for survivors. The idea for these abilities came from the 2v8 mode since they added that cause perks would be really problematic, and since many perks would have no use on 1v1, adding these abilities that focus on chase would only make sense. The lobby would be slightly different with the killer and the survivor side by side. Now of course, this is my take on how it could go and no one on bhvr is prob never seeing this, and if anyone ever does i highly doubt theyll take this into consideration considering the many things they have to go through and since there is no demand for it like 2v8 had, and even if there was, it is possible to do it on customs so it would not be their priority unfortunately. Pretty creative in my opinion tho
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Oh and btw it has been quite sometime since it has stopped, so I dont know if it is need anymore, but thank you
@Rizzo said:
Could you please attach the logs?
To find them:
- Press the Windows Key + R to open the "Run" command.
- In the text box paste the following: %USERPROFILE%\AppData\Local\DeadByDaylight\Saved\Logs
- Click "OK" - this will open your Dead by Daylight Logs folder.
- If it does not open the Dead by Daylight Logs folder, it may mean that when installing Dead by Daylight you chose to save your files somewhere else and will need to check there.
- The file called "DeadByDaylight.log" is your log file
Thank you.
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DeadByDaylight.log@Rizzo said:
Could you please attach the logs?
To find them:
- Press the Windows Key + R to open the "Run" command.
- In the text box paste the following: %USERPROFILE%\AppData\Local\DeadByDaylight\Saved\Logs
- Click "OK" - this will open your Dead by Daylight Logs folder.
- If it does not open the Dead by Daylight Logs folder, it may mean that when installing Dead by Daylight you chose to save your files somewhere else and will need to check there.
- The file called "DeadByDaylight.log" is your log file
Thank you.