Aven_Fallen
Aven_Fallen
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@Venusa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4061092#Comment_4061092
I’m not sure how you can confidently declare “cheating” from a screenshot of someone’s ping.
Yes, it sucks to play against someone with a bad connection, and it shouldn’t be the other survivors’ responsibility to deal with it. But you cannot diagnose cheating or lag switching from a screenshot.
To even argue that, you’d need video evidence showing controlled spikes, like the ping jumping from 50 to 600 and back repeatedly at convenient moments. A single screenshot of high ping proves nothing.
Right now it just looks like bad connection. Declaring someone a “cheater” without actual proof is a stretch.
This is not a bad connection. This is not someone who is not lucky enough to live near to one of the Dedicated Servers. This is someone who purposefully is using a VPN or something similar to get high Ping to get an advantage.
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Yeah, this is cheating. He purposely plays on a high Ping to get those Hits through Pallets and Windows, because from the Survivors perspective it is impossible to see where the Killer actually is.
Not sure if BHVR would count it as cheating as well, since they seem to be fine with high ping giving an advantage.
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With your title and your explanation it feels like you did not even play when Legion was able to reduce the Deep Wound Timer by stabbing the Survivor multiple times. Which is why it is crazy that you propose it. To give some explanation:
"Originally, the timer NEVER paused under any circumstance aside from when the survivor was mending or being mended."
This is incorrect. The stimer also stopped when being in chase. Which then resulted in moonwalking Legions, where they followed you without looking at you, which meant your timer went down while actively having the Killer being behind you. This means there was an unavoidable Down.
"Additionally, it would always take 30 seconds to mend."
No. Even if the Mending Timer was 30 seconds, it did not take 30 seconds to mend (aka cure the Deep Wound status). I dont know how long it took, but certainly not 30 seconds, this would have been a crazy long time.
"Because of this, Legion was able to down a survivor absurdly quicky, stabbing them once inflicting deep wound, and then again between 10 to 40 seconds later while in frenzy."
This is also wrong. Downing someone with Legion took really long. If it would have been "absurdly quick", they would have been some of the best Killers on Release, but they were one of the weakest Killers. They were 100% guaranteed to down a Survivor, either via Moonwalking or by simply going after them and activating Feral Frenzy when possible, so they either downed them as a 110% Killer (something which got changed btw and which you completely forgot) or after waiting for the Power Gauge to refill two times after the initial Hit (or one time with Franks Mixtape). And since Legion did not even lose their power when missing in Feral Frenzy (something you also did not mention), the skill expression from the Legion Killer was exactly 0 - either they down the Survivor as a M1-Killer or they wait for the Power Gauge to fill up to stab the Survivor, which was basically unavoidable, since there was no penalty for missing. Or they just moonwalked.
And while this was a guaranteed down, it would take ages to down the Survivor. So Legion was basically unstoppable in the 1v1, but lost in the 1v4, since it took too long to kill people.
I dont think anyone can actually want Legion to be able to down in their power again (except for how it currently works), since it was a weak and very frustrating version of the Killer.
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@Royval said:
If you actually played dbd when blight came out he wasn’t busted at all lmao he was a garbage killer for a long time with his bugged camera and his add ons being useless
He was only garbage on the PTB, because this was an old version of Blight.
On Live he was a beast. Even with the old, very low FoV he was an S-Tier Killer. The Add Ons were not garbage either. Even if they nerfed Compound 21 pretty quickly and Adrenaline Vial was his worst Add Ons back then, he had a bunch of really good Add Ons to pick.
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@genevabible said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3878457#Comment_3878457
Some ppl aren’t fortunate enough to have stable wifi. It’s not their fault for having bad wifi. The way they go about time penalties should stay because rage quitters can just disconnect their wifi but you can never tell another person that it’s their fault they have bad wifi when you don’t know their situation.
Yeah, but if you cannot get a stable connection, you should not be playing Onlinegames in the first place. I also was not always fortunate enough to have a stable connection. Some time ago I had a connection too slow for any meaningful Onlinegaming, which meant that I did not play Onlinegames. Later it was a better connection, but at some point I had really bad internet and I did not play DBD when this happened. I played with a friend, but a game where only we two play and if my internet crashes, we could fix it with a simple reconnect.
And this is just not possible in DBD. If a player DCs due to bad internet, the game is either over or the remaining 4 players are stuck with a Bot. And as I said in my initial post, for those 4 players, there is no difference at all if the other player ragequit or had bad internet.
And we have people here on the Forums who open Threads saying that they get DC penalties of hours (like OP, 6 hours). This means that they tried to play DBD with an unstable connection and got disconnected at least 5 times. So 5 games ruined because someone with an unstable connection tries to play Onlinegames while they clearly should not.
So yes, while it might not be their fault that they dont have access to a stable connection, it is their fault that they ruin the games of others because they try to play an Onlinegame without a good connection and crash multiple times.
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YOU are the person who wants to see the Mori and YOU are also the person who sees it in the end. Why do you care if the Survivor sees it?
I dont see any point in watching a Mori. I watch them once, think they are neat and afterwards I dont care about it, especially if they are kind of cringe sometimes. (I also dont use it as Killer)
But since the goal of the finisher mori was that Killers get to see the Mori animation (and Survivors who wants to see them), this is still given, even if you Mori a Bot. So there is no need for a change.
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I mean, if they are doing Bardic Inspiration they probably just want to get value out of their Perk. It is a bad Perk, even if it speeds up Gen Speed, since the benefit is almost non-existent and you spend time setting it up, but doing it at the start of the game with everyone around (so that everyone gets the Bonus) is usually the best way to play this Perk.
And the Survivor going into your chase… What was your state? Were you on Death Hook? How many Hooks did they have? They might just trying to help you out by taking aggro, even if this usually does not help since a tunneling Killer will keep tunneling after slugging the Survivor who tried to help.
What you describe looks more like regular gameplay, even if it is not optimal, but certainly not working against the team.
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Most likely. They said that the RE Characters will also get Prestige Rewards, but those will look different since they will use the default Icons.
So I highly assume that any difference in artwork is due to licensing, especially if we consider that Quentin and Freddy are part of it and the Nightmare on Elm Street license holders have always been very conservative when it comes to their characters (they dont have skins, even after all those years, after all).
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Maybe you should try to work on your Killer gameplay first before you try to make strange ideas on the Forums (2 Hooks the whole game as Nemesis? You have bigger problems than teabagging Survivors). Your idea (which you obviously did not spend more than a couple of seconds thinking about) would make it impossible for any strategic play in Endgame, because even bodyblocking to help others escape would not be possible anymore.
Or just try to be the adult and dont care about teabagging. Crying about teabagging is as childish as teabagging itself.
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You mean @C3Tooth
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@PleaseRewind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4059232#Comment_4059232
I don't know, I think it would be a little unfair to offer extra BP for every P100 you have.
If the Bonus is small enough, it should be fine. I just feel that Badges are exactly nothing you can call a Reward. At least they dont feel like you earned anything when grinding a character to P100.
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IF it will happen, dont expect anything. They will not suddenly add things like Chasetime or use of Perks to the MMR, as they should do if they want an accurate system. But having an accurate system is impossible in DBD, since you would need to take into account so many things (e.g. the game is vastly different if you play against a Blight with 1 Perk and a Blight with 4 Slowdowns + Blighted Crow and Blighted Rat… A escape should gain way more MMR and a Sacrifice should gain way less MMR in the second case).
They will keep it at Kills and Escapes. If anything I expect them to make it a group effort for the Survivors, so if one Survivor dies but the rest escapes, that one person will gain MMR instead of losing it. (Because lets face it, there is more to the game than just escaping)
I dont think anything will change for Killer, since I dont think that they will touch things like the overall Killer-MMR and the specific Killer-MMR.
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@OrangeBear said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4059228#Comment_4059228
You don't realise these systems aren't just nerfing something - they are adding rules to the game. Ridiculous, abusable rules in combination. It removes agency and accountability from the game. It's not just about winning and losing - it's not fun to play a game where you are only allowed to play one way.
A Killer tunneling basically also adds rules to the match. If a Killer tunnels a Survivor, the rule for the other Survivors is to do Gens and nothing else. Basically no bodyblocking, no healing, not trying to get into a chase, no prevention against NOED, no chest searching…
And this is fine? Because this is basically what a game boils down for Survivors when the Killer tunnels from the start - pressing that M1-button as hard as you can.
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@THE_Crazy_Hyena said:
What a letdown. Definitely not what I thought a real P100 reward would be like.
I'd expected at least a special banner and a charm as well, or even a special T-shirt or something, that showed off the dedication to that characterThis is exactly what I expected which is why I was not excited at all. Granted, I always said it will just be a special Charm, but a Badge is basically the same.
@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4059143#Comment_4059143
This is something that got discussed a lot and it was something that we spoke about on the forums, we never intended making this a big thing where people feel they need to strive for P100, it's more of a nice to have for people who have been able to invest the time into a character. If it was a cosmetic it would definitely feel more "valuable" and a must have for want of a better word (also could be problematic for licences etc), which is definitely not intended with prestiging a character.
IMO it would have been cool to have a permanent BP Bonus when playing with a non-P100 Character for each P100 Character you own. It can even be made lower the more characters you own to not make it something players might miss out on if they dont go for many P100s.
Like starting from 10% for one P100 character, 15% for 2, 18 for 3, 20 for 4 and from then onwards every P100 character increases BP-gain by 1%.
Because the biggest flaw I have with the Prestige System is that once you reach P100 on a Survivor, you are less likely to play them. At least this is the case for me, I mained Nea for many years and have all Cosmetics and tons of Items on her, but since I got her to P100, I barely play her (basically only in events to stockpile even more Items on her). For Killer it is different, I dont even own a P100, since I play multiple Killers and level them. (But of course it is different there anyway, since every Killer plays different)
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@OrangeBear said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4058982#Comment_4058982
I find it ignorant to think the complaints boiled down to just "winning less". Even more so that you don't consider the possibility that they can address these topics in a different way that isn't what was initially proposed.
They were radical solutions, it's like bleaching the whole game in a macro sense.I dont think it is ignorant. Why do people tunnel or slug early? Because they want to win. And if this gets weaker, they fear that they win less.
How should they address those topics? All I have seen from Killer Mains are just giving the Killer Rewards, which does not work because of two things:
- Any Reward for not tunneling must be absolutely OP for Killers to be accepted, because tunneling is currently the easiest and most efficient way to play Killer.
- Any Reward (like Basekit BBQ BPs for example) would still be accessible even if the Killer would tunnel. At least from the ideas I have seen so far.
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@tjt85 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4058982#Comment_4058982
What frustrates me the most about the whole anti-tunnel/slug situation is that most of the community didn't even get to test the new systems. And the portion of the player base that did had already made up their minds before they'd even tested it. I wanted to see players testing it to destruction to see if they could still win by tunnelling and slugging. Instead, most acted as if the system was twisting their arm to get 6 hooks before a Survivor died. I feel like we didn't really get to see an honest test of the systems in action.
When it was unveiled, people talked about the AFC system as if it would kill basement Bubba but he is still very much alive. Getting another Survivor or yourself out of the basement is still a nigh on impossible thing to do against a Bubba. I felt like the new systems might be similar to AFC in the sense that you could still employ these strategies, but they might be somewhat less effective than before.
I get that certain Killer strategies need to be in the game to counteract the things that Survivors can do to deny hooks and for Killers to mount a comeback. I just don't want them to be as free as they currently are and I don't understand why Survivors aren't afforded comeback mechanics of their own. It's frustrating that an Oni can bypass hooking to slug the entire team and if nobody has unbreakable, he gets an easy win. It's frustrating that the most egregious examples of tunnelling have hardly been touched in the game's entire 9 year history. It's annoying that Killers can slug for the 4K to deny hatch. Even if players weren't crazy about a lot of the changes, did we really have to throw out the elusive status effect? The delay to unhooking notifications? Heck, even the mini pop reward for multi hooking had promise. There's no way there was nothing at all that was salvageable from that entire PTB.
Yeah, those are my feelings as well. I am very sure that many people who complained against the potential changes did not test them. And many did so when the changes were announced and the PTB was not even live. IMO things like this which might be impactful need to go to the Live Servers so that everyone can play with them. Many players did not test the changes on PTB, simply because they cannot or dont want to access the Testbuild.
And I also agree, it is fine that slugging and tunneling exist, because sometimes Killers need to do those. There is no denying that. However, the amount and the time they are doing it just is not justified. No Killer needs to tunnel at 5 Gens. And no Killere needs to slug from the start. E.g. I recently went against a Billy who was doing Winstreaks (167 at the time according to the Stream Profile). And what they did was running a full Slug Build with Infectious, Coulrophobia, Distressing (and another Perk I dont remember) plus the best Add Ons. Nobody needs to tell me that this person needs to be able to slug 4 Survivors at 5 Gens, which is exactly what happened. But if you bring that up, it is the Survivors making mistakes. But if a Killer gets 1 Hook and 5 Gens are done, it is the Killer getting Genrushed and Gens are going too fast… No possibility that the Killer played badly.
In the end, I just wish the changes would have made it to Live and then being tweaked there. Because I am very sure that they could have made something good. And I was also excited as Killer, since I dont tunnel unless I really have to and I was excited to get benefits ingame for not tunneling which are more than just BPs.
And the thing is, people always argue with M1-Killers, but I feel that this is a strawman. From my experience, people who play M1-Killers are less likely to tunnel anyway, because if you want to win, you play a strong Killer. And if you want to win, you tunnel. But someone who plays e.g. Trapper will accept the fact that they will have a harder time winning and that it is more likely that at least some Survivors will escape compared to when they play Blight.
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Oh yeah, I activated this at some point. It indeed did nothing and I forgot about it.
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@SoGo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4058762#Comment_4058762
They tried to do that, remember? Extreme hiding prevention, anti-tunnel, anti-slug, go next punishments?
Everyone exploded with toxicity and instead of nuanced adjustments, we got a few sledgehammers and ground up everything into a pulp.
They literally tried, and the community screamed no.
Yeah, the Anti-Tunnel and Anti-Slug changes show perfectly what the issue is. BHVR tried to implement some good and meaningful changes, but since players feared they win too less with those, mass complaints happen and now everything is scrapped. And this will happen again and again, until either of two things happen:
- The Community accepts that it MIGHT happen that they win less, but will understand if they win TOO less, then the measurements will be tweaked - looking at the Anti-Tunnel changes, tweaks would have been easy and logical. Punishment too hard? Lower it. Benefit too small for not tunneling? Increase it. Still too much tunneling? Increase the Punishment. etc…
- BHVR stops listening to the loud and whiny people. And then push their ideas through and tweak them on Live. Again - it would have been easy to tweak the PTB-changes back then. And BHVR used to be like this in the past, they listened, but did not suddenly do everything the community asked.
I have to disagree with Anti-Hiding tho, the initial system was way too punishing since you got AFK-crows when you just played the game normally with occasional hiding when the Killer was nearby or if you just traversed around the map finding a new Gen. But the current implementation is probably too lenient, I have not seen a AFK crow in months on any player in my games (which is a good thing, but probably means that it triggers not often enough).
So obviously the players are at fault. But i also think that BHVR is partially at fault, if you design something where you expect that parts of the community will not like it, you have to prepare to still stick with it and then make changes from there. Listening to loud people just to scrap everything in a few hours you have probably worked on for months is just dumb.
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This is what worked for me, I just copy the helpful answer from the Support Email I wrote:
We understand your worry about not seeing the drops in your inventory after claiming them on Twitch, and to help you receive them, please follow these steps:
- Go through all the steps from our page (even if you have done this recently): Twitch Drops flow page
- Make sure to select the platform where you play the game. If you cannot select the correct platform, try using a different browser or the incognito mode.
- If you’re trying to select PlayStation or Xbox and a spinner shows up after selecting the platform:
- Go to the Connection tab in your BHVR account.
- Under the platform you’re trying to select, click on REFRESH.
- A new window will open for you to sign in with your platform account.
- Once it’s done, go through the Twitch Drops flow page again.
- When available, don’t forget to click on the CLAIM YOUR REWARDS at the top of the page once you complete the steps.
- After you complete the steps from our Twitch Drops page, re-login to your BHVR account using the Twitch account on the “Log in with a social account”option.
- Launch the game and confirm if the drops were received.
I did the steps under 1 before, but it was not successful, but login into the BHVR Account with my Twitch Account fixed it for me.
I want to mention that this is the first time I had to do it, before it worked perfectly fine by just having the accounts linked and claiming the Drops on Twitch.
- Go through all the steps from our page (even if you have done this recently): Twitch Drops flow page
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@sprogster said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4056669#Comment_4056669
The pallet Spawns are effed up. Behaviour needs to acknowledge/fix this.
Jund isn't being "controversial" here. He's simply pointing out facts. Which behaviour seems to be hand waving away.
Considering that there are almost no complaints about that topic and there is also almost no evidence about it AND it has been 10 days since then, it might be possible that there is nothing at all.
Said creator did a lot of (quite low effort) videos about Pallet Density before, I would not be surprised if he experienced it exactly once and then immediatly did another video about it.
If it would really be a widespread issue, you would see way more about it online. But aside from that one video, there is not really anything.
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I always thought that 2v8 should be a PvE-mode. Obviously with better Bots so that it is not too easy and boring for the Killer players, but it would solve the queue time issue, because players could actually play together without having to wait minutes to get into a game.
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@ShanoaLegendaryPlz said:
I don't believe that is the case. When the loading screen is going, its waiting for every last person to finnish loading the round, if even one has trouble connecting or shuts the game off, it disconnects everyone and cancels the round. Many reasons for people standing there when they start include : they are distracted by their phone, they have the game lowered and are looking at something on the internet and havent noticed the round started, they got called away from the pc/tv to do something at the last minute, they are in the washroom and didnt think the round would start that quickly etc. Ive never just loaded into a round with my character alredy getting hooked, not even against hackers even they have to wait for everyone to load in first.
Exactly, in DBD the match starts if the player with the slowest connection/hardware loaded in. Which is also why having a very powerful PC with DBD on an SSD might not even matter, since someone else might have a slower connection, so you will not be faster in the matches.
It can however happen that some players can move earlier than others. This is indeed a thing, but the difference is a second at max. Because sometimes you see indeed that another Survivor is already moving or you hear Billys Chainsaw while you are still in the spinning animation at the start of the game. But this is so meaningless that it does not need fixing, OP is straight up exaggerating in what they are explaining.
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"Toolboxes can stack with not just perks but multiple perks from multiple survivors."
What are those Perks? All Perks which do anything like that are basically Noobtraps, or really hard to pull off.
And I dont really get the impression that Killers have fun playing the game either. Where is the fun in slugging the whole team so that all abandon? Or where is the fun in tunneling someone out early so that it is a guaranteed win because of the early 3v1?
But I know the answer - THIS is the Survivors messing up, so they deserve it. But a Killer getting "genrushed" (lol, most Killers claim they get genrushed even if the game takes 10+ minutes…) is never the fault of the Killer playing badly, nono.
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Yeah, DBD is the one game where you have an advantage when you have a high Ping. Even more so as Killer.
And I am also pretty sure that the Ping display is not always correct. Faced a Killer yesterday who had between 60 and 70 Ping and their hits were looking like they had 150 ping or more.
And sometimes you see that the Ping does not change at all and is at the same number the whole time, which just does not seem to be correct.
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@TicTac said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4058099#Comment_4058099
Thats not completely correct. 20 secs would mean every survivor does get 3 chases. But sometimes you escape without a chase, you get one-hooked, etc.
But that also works the other way around. If a killer abandons a chase, it still counts for the stats.
Another factor are killer: a wraith "chases" without chasing. You even can lose chase with every killer while in a "chase".
In short: thise stats are highly unreliable. They are maybe good to compare mmr-brackets.
IMO those stats are more reliable than people claiming that they run the Killer around for 10 minutes and nobody did a Gen.
Or people claiming that they face Survivors who do 4 Gens while they are chasing one Survivor and down that person quickly.
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4058099#Comment_4058099
I must have missed that stat last time. But yeah, there will always be outliers. They're definitely not the norm.
Here is a link to the previous stats:
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@GentlemanFridge said:
This is like the third time you posted something like this.
Jup:
@Inosennatoki said:
https://us.v-cdn.net/6030815/uploads/WQJ8LG8ROTQK/1000039103.gif
Who knows the reason?
3rd time this person is posting the same AI-Slop of a flooded map. (At least with this account, so there might be even more, lol)
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@Nazzzak said:
Thanks for sharing!
Interesting that average chase time of high MMR survivors are only several seconds more than average chase time of mid MMR survivors.
This was the same when they last released stats like that. The average chase time per Survivor per match was 60 seconds on all MMRs and 66 seconds on high MMR. Which to me is a really low number, because it means that each chase is around 20 seconds.
It is obviously only the average, so there will be chases which are longer and others which will be way shorter, especially if tunneling is involved (since this means that there is only one health state to deplete aka shorter chase).
But it shows that the stories of Survivors at high MMR being able to consistently take chases for 3+ Gens is not true at all.
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This is fine IMO. I think it is a Perk which should not be used if you actually want to improve at the game, but it is better if the Perk is mainly used by M1-Killers who actually have to deal with Pallets and not by those who shred through them with their abilities.
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@AerinRockstarTTV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4057318#Comment_4057318
if we didn’t have survivor bots when someone dcs it would be instantly a 3v1, so you’re wrong.
It is still a 3v1, since Bots are in general quite useless. I mean, they provide Pain Res and PGTW to the Killer and if they are incredible fancy, they bodyblock other Survivors because they crouch in Loops.
But the Survivor Team has not really any advantage when there is a Bot on their team.
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What I am wondering is how this affect Gens which change their Auras due to Perks. And if it would finally be possible to differentiate between a Gen affected by Blast Mine and a Gen affected by Trail of Torment, because currently both are yellow. (As an example)
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@supersonic853 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4057419#Comment_4057419
Just was making sure my title wasnt wrong lol. Thanks.
Still, the way you phrased and presented it it sounds like they said it should function that way, while this has yet to be decided.
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@supersonic853 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4057415#Comment_4057415
Didnt they technically say not a bug though? The addon is working as designed.
Yeah, it is not a Bug. But it is a Add On which is super old and they simply did not account for it when creating Turn Back The Clock.
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They literally said in the same stream it is not intended and they will see if they want to keep it or not.
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@BongoBoys said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4057329#Comment_4057329
In the final 1 gen they gotta do it's more extreme because I believe survivor has 5 gens? Available to do around the map?
2 killers can guard these gens fairly well especially if there gens are close together with the quick regression you can puppy guard these gens fairly easily and prevent survivors from getting on them.
Yeah exactly. The Regression is better in 2v8 and even if the maps are bigger, the area which needs to be covered per Killer is smaller than in 1v4, which makes it more extreme in 2v8.
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@Wyndsor said:
I mean by your logic they might as well remove all male survivors from the game which would be incredibly boring.
BHVR makes more than enough profits, acting like they can't afford a few financial flops for the sake of variety is just making an excuse for their greed.
Greed? Buddy, I dont think you understand that companies want and have to make money. And obviously, where do they make more money? When they create a new Sable-Skin or a Skin for the three Haddie-Mains out there?
@Topic:
I also dont understand it. Characters who dont look good are not popular and they will not get many skins, since they are not popular. Creating a Sable-Skin and a Haddie-Skin takes probably the same amount of time, workforce and money, just one of them is more profitable.
I mean, there was even a weird Haddie-Movement some time ago which resulted in her getting 3 or 4 Outfits in a row. And guess what - nobody plays Haddie anyway, since if the base is bad (and Haddie is really not pretty), no skin will really save that.
Funnily enough the same people who complain about Sable, Feng or MIkaela getting skins dont say a word about Dwight having way more skins than all of the unpopular characters…
And honestly, I hope the people will play the old woman Survivor they voted on in the Grimoire. Because if the community voted on her and then nobody plays her, the Devs will think twice if they want to make Survivors again which are not attractive.
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4057322#Comment_4057322
Reverted? No. In not saying that at all. I never said I want the Gen Kicking Limit to go away. It just needs to be looked at.
I would prefer it was at least 10.
Why not 20? Or 50?
Or you learn to actually apply pressure instead of just never leaving your 3-Gen.
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This is actually the normal gameplay-loop in DBD. The first Gens are easy, but the longer the game progresses, the longer it takes for the final Gen to be done. It is not unusual that the final Gen takes longer than the previous 4 Gens combined.
And in 2v8 it is just more extreme.
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@XDgamer018 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4057316#Comment_4057316
if this were to happen then its also time for an increase in base regression as 0.25 per second is just…. not worth the time kicking a gen
No, not really. OP wants to get something reverted, so the thing which came with it should also be reverted.
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I hope nerver. IMO Survivor Bots should also not exist. The thing is, currently Killer Bots seem to be cracked at the game, at least those in 2v8 are.
E.g. I have seen a Wesker DC in a previous iteration of 2v8 (there was a Bug with Wesker back then which made it unable for the player to actually play the game) and the Bot was not only free and not stuck anymore, but also extremely good and basically unbeatable. And other Killer Bots are the same.
Obviously they can dumb down the Bots, they did this with Survivor Bots. But I dont think that this would be good either, I would rather be in the next game when a Killer DCs and play against an actual human instead of having to play against a Bot which is so watered down that there is 0 challenge left (if we assume it will be the same level like the Survivor Bots).
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@MarbleThrone said:
It's 8 kicks per gen. If you ever manage to reach that on even a single one, you're doing something wrong.
Of course. If someone reaches 8 Regression Events on a single Gen, this is something which is very unusual. In regular gameplay it should not happen.
Bro is probably hard-camping a single Gen instead of actually applying pressure.
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Sure. If we then can also reduce the Regression on a single Kick again back to 2,5% (from the 5% it is now) and let Survivors stop a regressing Gen instantly instead of having to work on it for 5 seconds, I am all for it.
If you want to remove the reasonable and needed Nerf, you dont need the (better) Buffs you received back then.
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@Anniehere said:
It would be nice to have the option to choose one or two characters you want to play, and then have the game randomly select one for the match.
Yeah, this would be possible. That you can add X Killers to a Pool and the game then randomly chooses between one of those Killers. I would not even put it to one or two, simply a pool which can be filled how the players wants to fill it. Could be two Killers, five Killers or all Killers.
But other than that, it would not work, people would not queue up for Chaos Shuffle if they might end up playing Killers they dont like to play. I certainly would not want to queue up and then have to play Hag or another Killer I dont like to play. But I would use a feature which lets me pick my favourite Killers and then randomly picks one of them for me to play.
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@GentlemanFridge said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4056942#Comment_4056942
The long-awaited neon city map, perhaps?
I mean, this is very likely. It will most likely some South Korean location with lots of Neon.
Doubt it will feature North Korea :P
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@terumisan said:
if you don't notice you losing a hook state or a hook atate moving i think yiou need glasses
OP is talking about information before the match. E.g. if a Survivor gets tunneled and instead of the person with Shoulder the Burden being able to unhook them, it is another Survivor, which helps the tunneled Survivor less. Just another Perk which is just better in SWF and way worse in SoloQ.
@Topic:
I fully agree. I think it has to be implemented that Survivors see the Perks of other Survivors in the Loading Screen. And it is a QoL-Feature which 100% needs to come and it should have come years ago, there is 0 reason why SWFs should be able to know their Perks, but Solos cannot have this information.
And I also think that there need to be more ingame notifications of certain Perks. E.g. they show that a Survivor has We Will Make It, which is great. But I dont see why it should not be seen that a Survivor has Resurgence, which would be crucial against a Killer who is running anything with Hemorrhage, since not healing instantly means that the 70% progress are gone in around 3 seconds.
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@GentlemanFridge said:
https://us.v-cdn.net/6030815/uploads/4RLO6KRSN0QE/image.png
I'm a bit out of the loop as to what this Mid-Chapter is gonna contain, but it's obviously going to be All-Kill related.
A new Realm and a new Survivor.
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@ShanoaLegendaryPlz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4055551#Comment_4055551
Meanwhile Annie's hood just makes her look like meg with a hood lol
To be fair, this is the point of the cosmetics. They are not Legendary Skins which change the character (like they did with the Warhammer Titen or the Armored Titan), they are basically the original Characters cosplaying.
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@Classic_Rando said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4055839#Comment_4055839
This is not meant as a direct criticism but rather a question about how the devs do QA testing. Can the devs not play matches on public servers to check this for themselves? If people on the forum and content creators are seeing maps with way too many pallets, surely the devs can go into public matches to check for themselves, right? I’m just confused why the onus is on the players to submit game logs and video evidence when it seems like the devs could very quickly and easily check themselves in public matches.
You have to realize that thousands of players go into matches and then see Bugs which the Devs overlooked. Because there are simply not thousands of Devs to test things.
Considering that only a few select maps spawn too many Pallets, I think it is reasonable that it can slip through. I am also criticizing the Devs if they fail to see things which the community immediatly sees, but even with those extra Pallets it took a full 24 hours before the first reports came in. And this, again, with thousands of games played.
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@SoloQIsHell said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4055744#Comment_4055744
According to bhvr, it's not a bug. This was said because survivors shared their feedback on the pallet density subsection. Especially these maps were an issue so this is their solution to the problem.
You will probably have a source for that?
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@cogsturning said:
I had no noticeable issues playing killer last night but if the CCs are being hyperbolic again then it must be game breaking.
It seems to only affect some maps. So if you did not get those maps, you will not notice any difference. (Which is also a big indicator that it is a Bug)
