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Aven_Fallen

Aven_Fallen

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Aven_Fallen
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  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3895071#Comment_3895071

    They said that?

    Oof. Are you guys on board with that mindset? We know the map is bad and we know people keep using map offerings to essentially give themselves an advantage, so let's just make a very bad map for them instead of fixing either map offerings or the problem itself, the map.

    So when people bring a map offering for forsaken boneyard, there will just be a coin flip if the Survivors have an easy time or the killer does.

    I don't get that logic. Sorry.

    I agree with their logic, but not to this extend. IMO every Realm should have at least two Maps (but better than the Eyrie-map, which is just ugly-looking and a real mess, there was not much effort put into creating it).

    But more in a sense that the map ends up the opposite of what the already excisting map is. E.g. I would like to see maps which are more open for The Game, Lerys, Midwich and Hawkins to add variety to the Realm. But making a killer-sided map for a survivor-sided map is not really good, I agree on that. (Especially because Eyrie itself also gets nerfed for Survivor)

    But hey, since BHVR does not favor either side, we will see a new survivor-sided version of Haddonfield, do we? Since the one we have now is the most killer-sided map and apparently it is a good idea to just make the opposite when favoring one side on a map/realm. :^)

  • A Soft Cap is indeed needed so that people who are really good at the game dont have to wait for ages to find a Lobby. I also dont think that you will suffer from this on a regular basis. Especially if you consider yourself a low level player, you will not run into those people who are the reason why the Soft Cap exists.

    And to be fair, yes, this also applies to Streamers. Because they are a big source of advertisement - and it would just be a really bad way of advertising the game, when potentially interested players see Streamers basically playing other games while they wait in their long lobbies because their MMR is too high.

  • @MoZo said:

    ngl I have a feeling this was definitely intentional but the backlash was too strong so the devs had to keep it and say it’s unintentional. I guarantee if no one found out the flick was gone in the ptb it would’ve went to live and they wouldn’t have reconsidered it.

    Because it is like that.

  • Yep, should be in the game. Should have been in the game years ago. Maybe in 10 years.

  • @Pulsar said:

    Maybe they can make it available on Console's too.

    Maybe some controller settings, pretty please?

    This would make more sense than removing it (rightfully) and then backing down when a few people complain. It is clearly not intended that he can do it so they either remove it or make it intended. But just having it available on PC and keeping an unintended feature in the game is dumb.

  • Possibly. At least as long as he is played a lot, since the Perk is not good against any other Killer (aside from Legion). In the end, it depends how popular he will be, but given that he seems really fun to play and is decently strong, it might be possible that we see more MFT-players for a few weeks (similar how Hyperfocus/Stake Out was popular when Wesker was released since people could take advantage of the bigger Terror Radius).

  • I would put Background Player to Tier A instead of S-Tier. I dont really think that the Perk is that good anymore and the pickrate in my games seems to indicate this as well.

    Would also bump down Balanced Landing. Played with a bit during the past few days and you can end up with Maps which provide no structures where it can be used. Plus in general it does not really give a benefit over something like Lithe or even Sprint Burst.

  • @AshFayd said:

    For chill games, I like to watch Whitenoisedesign, just relaxed and friendly guy

    For competitive games, I like to watch Tru3, guys just a beast, makes beating sweaty swf's look like childs play majority of the time

    Only because he claims that the Solos he goes against are insane sweaty SWFs does not make it true…

    @SweetbutaPsycho said:

    For survivor I would recommend Mish. She is a very good survivor player that gives a lot of insight during her streams on why she does certain things.

    For killer: even though she doesn't stream that much anymore Umbra. She is the best huntress I've ever seen and a very good player altogether. Can also recommend Rayoxium who is a very good spirit player

    Sadly Umbra quit DBD. She has uninstalled it months ago and said once that she will never come back. But yes, if she would still be streaming, 100% someone to watch.

    @Topic:

    I dont know any up-and-coming streamers, simply because I dont watch as many Streams of DBD anymore. But I recommend OhTofu, good player on both sides and chill. (Which should always be the main point to watch Content Creators IMO.)

  • I dont think it is worth running anymore. It is fine, but there are better Perks to run, personally I prefer Hope over Adrenaline, if I want to play with 3 Perks for the biggest part of the game, I would rather have a Perk which gives me constant value. Adrenaline just does not fit with that. Even before the Nerfs you could get 0 value out of Adrenaline, even when reaching the Endgame, because often enough I was that guy on a Gen, fully healed and would only get a Speedboost, which was not really significant.

    Sure, the situations where you were injured and in chase felt great, but IMO it was so rare. Personally either Adrenaline being active after unhooked or the 5 second Speedboost should be brought back, 3 Nerfs were just too much for a Perk which was considered fine by most people to begin with.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3894029#Comment_3894029

    Speeding her up, and turning her power into one that's a forward movement with collision would essentially just be Wesker. What would your ideal difference be?

    I mean that Wesker exists as a more balanced version does not mean that Nurse should not be changed. In general I think that she probably would need to be reworked with a different power, because her power is broken and the goal should not be to make her unplayable, but this is probably the way you would have to go to make her current power not be broken.

    If you want to keep the Blinks, she should probably not be able to blink through Walls, but maybe be able to blink through Pallets and Windows, but with limitations so that she cannot ignore them. I have also read the idea to limit her turning rate after coming out of a Blink, but I think this would just make her feel very sluggish.

    But to be honest, I will not really invest the time into creating a Rework which might even keep the Blinks, but makes her balanced, but ideally still a strong Killer, because:

    a) I dont get paid for that and therefore will not waste my freetime for it because

    b) The Devs will not implement it anyway or actually go through with any Nerf to Nurse which would result in her not being at the top of S-Tier in every Tier List and

    c) Killer Mains would protest simply because they think that Nurse is needed for those teams said Killer Mains dont encounter anyway.

    But overall - the only thing which can make you win against a Nurse is that you hope she is not good at the game. And this is just a massive Flaw.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3894012#Comment_3894012

    Unless you completely scrap her power, you'd have the same complaints. Giving her Huntress speed with 1 blink or something would still result in her ignoring pallets.

    Ideally Nurse gets changed in a way that she actually has to deal with Pallets or Windows. Which would not even mean that she needs to be bad, even strong A-Tier Killers like Dracula have to play around Windows and Pallets, even if they have ways to deal with them quickly or to make them much weaker.

    But it is just silly that Nurse basically does not play DBD and is still allowed to do so. And it is equally silly that you basically cannot transfer any of your knowledge from the other Killers to Nurse and vice-versa. She should be more accessible for people trying to play her, but not as busted once you figured out how Blinks work, because at this point, you will win the majority of your games with ease, while having a steep learning curve which lets you feel like the dumbest person on earth.

    And this is really bad design.

  • @LordGlint said:

    The problem with messing with Nurse's numbers any more is you have to ensure survivors can't outrun her by just holding W. She's slower than survivors while walking, she then has a charge period and a fatigue period where she loses even MORE ground. You cant put her in a state where her average speed is lower than 4.0 m/s when you factor all that in.

    Which is why she should have higher movement speed and a drastically weaker ability.

  • The problem is not if they can do it - because they certainly can. But they dont want to. First of all the backlash would be huge, because for some reason there are still people out there who think that Nurse requires a lot of skill to be played. And second, having Nurse in the game is the ultimate answer to any P2W allegations. People could argue that a Killer like Dracula is P2W, since he has 3 abilities with some of them better than the entire Kit of other Killers. But the Devs can just say "Nah, the strongest Killer is in the Basegame, therefore DBD is no P2W". Which is probably a big point why Nurse is allowed to stay the design failure she is.

  • @xGodSendDeath said:

    The latest update is definitely survivor sided other than small buffs for Legion who is a terrible killer. Xeno got nerfed. We get a new Eyrie map just what we need. A killer perk changed. Surrender option for survivors but not one for killers when 3 or 4 gens get done for 1 hook

    Can you repeat that again when the PTB goes live? Because I dont really see how another version of Eyrie of Crows is survivor-sided. The last times they added map variants those were way better for Killer than for Survivor. Plus you see on the pictures they provided that some of the old tiles got smaller, which is also good for Killer.

    Also dont really see how the Surrender Option has anything to do with that. If my 3 teammates are Bots because they decide to DC is completely different from me playing so bad that the Survivors get 4 Gens done while I only get 1 Hook.

  • The main point while Treacherous Crows exist is because BHVR created a new type of Perks with Invocations and now they need to bring a few to make this Perk category feel like something. It is not unlikely that we will see another one with a future Survivor, probably of equal "strength".

    But overall, Invocations are obviously pointless. IMO they are worse than No Mither. For a while I thought only Treacherous Crows is worse than No Mither, but Weaving Spiders is also worse. The benefits for those Perks are just too small for the Downsides you have to take. With No Mither I get at least a bit of stealth and sometimes can even pick myself up.

    Invocations on the other hand:

    • Take 60 seconds to do
    • Take time to go to and leave the Basement
    • Are risky to perform and can be interrupted
    • You cannot really use them with some synergy. E.g. you cannot use No Mither on top of it because every semi-decent Killer will pick up on what you are trying to do when you load in Broken
    • Even after performing the Invocation the gain you get is smaller, since your chases will also be cut in half.

    So even if you gain more than your time investment (which will certainly not be true for Treacherous Crows), you will probably ruin that by being broken the whole match and therefore going down more quickly.

    IMO Invocation-Perks would still be bad if they would just injure the Survivor doing them and not make them broken. They are just a completely failed concept.

  • @Archael said:

    "I will admit the primary reason I want to see the name is so I can just not play against people I have before who have been notoriously problematic." Isn't this the purpose of blacklist?

    No, this will not prevent people from being matched with you.

    @Topic:

    IMO there should be less information, not more information. So the Killer should not see the names and profiles of the Survivors, but the Survivors should also not see the name, picked Killer or profile of the Killer. I can get behind the idea, I also have some players I really dont want to play against, since the game will always be miserable (but to be honest, the worst ones dodge me, since I have a lot of hours, so obviously a sweaty Killer will be less likely to play against me).

    But dodging can cause problems with the Matchmaking and personally I am against cherrypicking your games.

  • @GlamourousLeviathan said:

    Technically, a specific brown blood web node is harder to appear than a specific Iri on high level bloodwebs. As killer, every bloodweb has to be have one or two iridescent nodes, so and you roll them between your 2 iridescent addons that every killer has and the Ebony Mori. For the brown nodes, you are having to divide between all your brown addon's and the other offerings that are basically bloodweb pollutants. This is the same for survivor though.

    This is the same for survivor though.

    Should be even worse, since Survivors have more brown Bloodweb-Items overall. So statistically it should not be possible that Sacrificial Wards are harder to get for Killer compared to Survivor.

  • I completely agree. I hate Map Variants, I dont think they add anything to the game. They are mostly pretty imbalanced (mostly killer-sided) and are also really ugly to look at, since they appear as if someone really did not spend much time shuffling all those structures around which were previously carefully placed.

    There is no need to have 5 Maps for Badham. Ideally you have 1 Map for Badham and then add another, different and new Map to the Realm. But not a map variant.

    I dont know why they decided to add Map Variants to every Map in MacMillan. Those maps were regarded as some of the most balanced maps in the game and for some reason, they decided to ruin this. IMO they look especially ugly as well.

    And for Ormond - it is kinda sad. They added two variants, which, again, are imbalanced and ugly only to add a completely new Map to the Realm, which is different. And the worst thing is that the Map is really good - it looks great and it is also really well balanced. I never had a bad game on this map on either side. And yet, if you get Ormond, you get one of the other maps.

  • This is confirmation bias. Your sample size of 6-7 games is also really small, the chance of one side winning the coin toss of their Map Offering being played is not 0. It is not high, but also not 0.

    I have seen it multiple times that it varies which map will be chosen, but when a Survivor encounters that the Killer will get their map, they think it will happen all the time and vice-versa.

  • Clearly the Vecna-Achievement. Not only have to face a specific Killer, but you also need to be lucky to get one of the artifacts and escape with it. People who were around when he was released will probably have it, but the more Killers come into the game the less likely it is to encounter Vecna and therefore to get the Achievement.

    This would be the only one, but if I would have to name a second Achievement it would be the one which requires to open the Doors on RPD 20 times. Again you have to survive until the end AND actually be the person to open the Door, but it would also require you to play on RPD, which takes a lot of time, or you use Map Offering for a Map which is generally disliked by most players. But IMO this is nowhere near as bad of an achievement as the one with the Hand/Eye of Vecna.

  • @H2H said:

    Great news, it’s bad and unfair when killers have good and useful perks!

    Current Knockout is not even good. The reworked version is better.

  • The Image also shows "April - June"….

  • @adam1233467 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3892567#Comment_3892567

    Relax, we will be receiving gamma settings to dbd, so you guys that plays on console can make the game brighter.

    To be fair, if Gamma-Settings come to DBD there is no need for Reshade anymore. At least if it is true that it is only used to make the game brighter.

  • @SoGo said:

    All of these are great.

    Aside from the new Eyrie map (what do you mean "double pallets"), as if we didn't have enough issues with it already.

    I dont know. We have Double Pallets on Greenville Square and the new Ormond-Map and those are completely fine. And the Tile in question looks like it will be very similar to those.

    If anything we will most likely have to fear that the new Eyrie-Map looks incredible ugly, since they probably put in only a few weeks in re-arranging the tiles instead of the careful work they usually do when creating a Map.

  • Yeah, this is a big positive. The Perk had no business staying in the game like this. And aside from people who were just using it for griefing purposes, there will not really be people who will miss the Perk. Glad that it will receive changes.

    The Perk also does not look that bad, certainly a Perk which helps a bit against predropping.

  • Personally I dont see any need for this. But this is also mainly because a huge part of the people in my country who call themselves patriots are just far-right delusional people, so I dont really get this "being proud of your country"-thing.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3892444#Comment_3892444

    What map does flashing lights in the same intense way a macro did?

    Not in such an intense way, but you see sometimes Lightbulbs flickering. I dont know if they fixed it, but it can be really annoying in the House of Pain (I THINK the Badham-version) in the Room where the 4 Lockers are located. I have seen some examples in a video from Otz, but I cannot find it.

  • IMO there should be an overhaul in the BP-gain. Some Score Events dont really make sense. E.g. why is finishing a Generator only 1250 BPs? This is nothing compared to just hitting Great Skill Checks there or cleansing a Totem. I get that they give 1k BPs (or 1,5k for Hex Totems) so that Survivors do a secondary Objective, but this just does not work, especially since Boldness is not really hard to get.

    Some Scoring-Events for Killer also dont really make sense. I think that Houndmasters Deviousness-gain is pretty low, while other Killers get like 1k+ for using their Power (I think Billy gets 1,5k for an Overdrive Hit, which is a lot). So there can be some tweaking.

    And, obviously - Category Caps should be removed. I dont know why they are still in the game, but if I do a lot of Gens and I am maxed out, I will not gain anything for any repairs I do. Which feels bad. But if I dont survive, I get below 500 BPs in the Survival Category… If I get chased for a long amount of time I max out on Boldness, but might end up with 10k BPs overall, because I was not able to do anything else, while being maxed out on Boldness for quite some time.

    This does not apply that much to Killer, since Killers gain BPs in all categories at the same time, but even there I would be happy if I can compensate any missed BPs in some categories (e.g. Sacrifice) with other categories like Deviousness or Brutality.

  • @radiantHero23 said:

    I understand how you feel. Lowering the skill ceiling is never good and flashlight have been hit a lot. Saving is also easier than before (although not the easiest it has even been.)

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3892426#Comment_3892426

    Macro flashlights did cause some people to feel dizzy. I know at least one person that could not play against macros due to that.

    On top of it, it was an expression of bm that, in comparison to tbagging and "humping" was possible to be deleted by changing the item. I absolutely understand why and that they did it.

    However as with everything in dbd (and in life) there are positives and negatives to it.

    Oh, I dont care why it was changed. I just think that their reasoning was not the main reason why they changed it. Because otherwise they would put more effort into making sure that their maps dont do the same as Flashlights did in the past.

  • If I remember correctly, the changes to Flashlight clicking and the timing of Flashlight Saves were done in separate Updates. The timing of Flashlight Saves was changed when they removed the possibility to save someone when they are grabbed out of a Locker by the Killer.

    I also dont think that the clicking was removed due to epilepsy (there are still things in the game which can trigger it, e.g. you have flashing light bulbs), but simply because Killers complained about it. Remember, those are the people who brought BHVR to change "Entity displeased" to "The Entity Hungers"…

    When it comes to usage, I would simply say that making Flashlight Saves easier is certainly an aspect, but I think the main reason is simply that Medkits and Toolboxes have always been better (Flashlights are a pretty weak Survivor-Item and I never got the complaints about them, because every Survivor who is bringing a Flashlight is not bringing a Medkit and therefore way better for the Killer if they pay a little bit attention…) and that the game shifted more towards Killers so if you want to win, you cannot just equip a Flashlight anymore and be basically idle and just follow the Killer to get a Flashlight Save. This might have been a thing years ago that one Survivor could completely ignore the Objective and the Survivors still had a good chance of winning, but this is not possible anymore. If you have a Dude with a Flashlight not doing Gens, you will lose the game in 2025.

    Sure, there are still players who dont care, but most players also want to escape and are therefore forced to do the Objective. And since Toolboxes speed up the Objective and Medkits make the team overall more efficient, they are used more often than Flashlights.

  • Out of the list of maps you provided - have you ever thought that you might need to improve on the game? I can understand getting mad at Garden of Joy and Eyrie of Crows, but this is about it. Thinking the rest of the maps is too hard for Killer is unreasonable to varying degrees.

    Just to make a list:

    • I think Autohaven and MacMillan are faily balanced.
    • Backwater Swamp is more killer-sided than Survivor-sided, especially the middle portions of the Map can spawn huge Deadzones.
    • I can somewhat understand to not like The Game as a map, but I think calling it survivor-sided is just too much. The map features almost only safe Pallets, but it also does not feature much windows at all. So if a Pallet is broken, the area is basically unuseable for Survivors. IMO The Game is bad for both sides because of this and a very boring map to play on for both sides.
    • Ormond? You MAY argue that the original Ormond-Map was very survivor-sided, but I think it is fairly balanced. The two variants of the original Map are also more killer-sided than survivor-sided and the brand-new Map is probably one of the most balanced Maps they ever created.
    • Coldwind - after the last Reworks and Tile-Changes, Coldwind Maps are killer-sided. They not only nerfed the Maps (rightfully at least for Cowshed), but they also replaced Jungle Gyms and Longwalls with those really strange unsafe structures on a basis of 1:1. So you had a super-safe tile like a Jungle Gym and it got replaced with a very unsafe Tile without any compensation or anything. You cannot really say that those maps are survivor-sided anymore.
  • @Heliosse said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3892110#Comment_3892110

    Turrets being finite is debatable i agree, i don't think it would hurt tho, since akin to Wesker, it would be very rare to run out. But ut would make it's stealth potentially potent since in theory you could run out and have a very stealthy killer. I think having the possibility to run out of turrets could make the Alien's gameplay more interesting with having some ressources management. Each turret break would feel impactful and not just "free stealth killer and bodyblock". It would add another interesting layer to the Alien i feel.

    I do know about the 1/4 power lose after carry and it is a very good point ! I did not go into details with my ideas but i have an in depth "patch note". I took that into consideration when i write it and the power gauge would not be depleted to 75% anymore when picking up, it would still take 8 seconds to gain crawler back as i adjusted the percentage with the new time to recharge crawler mode that is way longer. It would further incentivise the Xenomorph to retreat after a burn and recharge all lf it's advantages while keeping the fanatsy for survivors of repelling the beast with fire. The Xenomorph retreating in tunnels after getting burned is important imo, and i don't really like being able to just ignore the flames and chase for only 35s to get back such a strong power. The retreat in tunnel is important both in balance and in theme, with turrets being finite, this would also make them more impactfull albeit they already are really strong. This is really debatable of course, but it's my vision for the character i play the most.

    Tail attack is not the strongest attack in the game whatsoever and plenty of other killers have lesser cooldowns for greater attacks. I don't think the Xenomorph should be punished that much for having the shortest ranged attack and in addition to turrets counterplay. It's strong i agree, but it's not THAT strong. Slightly diminishing the punishment should not break the balance while making it smoother to use and incentivise trying and not using the m1 and being a walking bait. This could get tested in a PTB and adjusted back to the original cooldown if it is indeed too strong.

    My problem with your idea for the Motion Tracker is about logic and gameplay incentivise, why would the MT only work when underground, it would be bizarre. Having undetectable upon exiting tunnels would not be harmfull and actually play into the stealth fanatsy of the killer, turrets would still counter it but allow the Xenomorph to thrive when turrets are not placed or use stealth to come from bizarre angle. I disagree with your idea because playing around the lower TR of crawler mode with turrets not beeping would not intencivise people to use the tunnels. The lower TR is nice to not get pre run like hell, but you should not just walk around on paper. Playing into the "Ambush"/stealth of tunnels is imo, a better idea as it further incentivise people to play around them while making the Xenomorph stealthier overall. Turrets being finite also gives some logic to this particular change. As at some point, if they do run out, then it becomes a true stealth killer. It create some dread and desperation for survivors, even if you rarely run out, the potential is scary enough in the same vein as Wesker.

    The most important thing for me is the numbers of tunnels available, this would be the biggest change.

    Turrets being finite is debatable i agree, i don't think it would hurt tho, since akin to Wesker, it would be very rare to run out. But ut would make it's stealth potentially potent since in theory you could run out and have a very stealthy killer. I think having the possibility to run out of turrets could make the Alien's gameplay more interesting with having some ressources management. Each turret break would feel impactful and not just "free stealth killer and bodyblock". It would add another interesting layer to the Alien i feel.

    The comparison with Wesker does not really work that well. With Wesker, the Survivor somewhat has control over the infection. Or, to be more precise, it is something that Wesker himself and the Survivors can influence. If I am good enough at avoiding his Dashes and force him to M1 me, I dont even need a Spray. And if I am not good at Wesker, I will not force the Survivors to use those Sprays.

    However, with Xenomorph it is different. First of all, most Xenomorphs run the Add On which makes it harder to break them out of their power, you need 2 Turrets most of the time to break them out. And second, even if you manage to do so, Xenomorph can just crawl into a tunnel, run there for just a few seconds and is back in Crawler-Mode - regardless how good or bad any of the players are, there is 0 control needed from either side.

  • @SpaghettiYOLO said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3885773#Comment_3885773

    Killers got 'more' in the past 3 years because the game was getting grossly unbalanced and the power role was no longer the killer, which it should be. That's how asymmetrical games have to work in order for it to not be frustrating. The thing is OG survivors were extremely conditioned to things being a certain way and having a pretty steady stream of new tools added. The complaining when killers got QoL value changes to their interactions was pretty ridiculous if you remember. But it became apparent afterward that constant changes were going to have be made on both sides as the meta shifted after each change.

    It's always doom and gloom from either side whenever changes are proposed that aren't some kind of gain for their preferred role unless it's a change that falls into the rare middle ground where both sides agree the issue is egregious.

    But 3 years ago the game was not really survivor-sided. It was pretty balanced, but it shifted to killer-sided over the past years. 2021 was not 2016, 2021 the game was fairly balanced.

  • @CautionaryMary said:

    https://forums.bhvr.com/dead-by-daylight/discussion/439561/when-someone-asks-me-why-i-hate-1v4-and-prefer-2v8-over-it-any-day

    Oh, do I see an @Aven_Fallen in the screenshot 👀.

    I still haven't been blessed to play with them, so sad.

    Oh believe me, this game was not a blessing, lol. I played against and with a bunch of people from the Forums tho, all have been nice so far (at least those I know from their name).

  • @MoZo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3891815#Comment_3891815

    I don’t know about healthy since the killer literally doesn’t have to do a damn thing to get deadlock to work but I do agree it’s very helpful to prevent gen rushing and multiple gens popping back to back.

    This is a problem with Deadlock, not with its availability. Pinhead has 3 really good Perks, that they are no longer locked behind a paywall is a good thing.

  • @jesterkind said:

    The only real "compensation" that should happen if slugging gets harder is fixing the bug where killers lose collision when they pick up a survivor.

    For anything else, as long as you can slug for a short period, you should be able to outplay really aggressive teams.

    It would be nice to see some anti-pickup tools nerfed a little too since they can be a little obnoxious, but I don't think it's necessary to do at exactly the same time.

    IMO the only thing which needs an actual Nerf or Change would be Boil Over (+the Flashbang Bugfix, but I dont count Bugfixes as Nerfs). Terrible designed Perk which is not even good and only annoying in specific Builds. Should have been changed ages ago.

    I agree, I dont think either that "Anti-pickup tools" need to be nerfed. Sabotage is weak, Flashlights are also not that strong and usually avoidable, Flashbangs as well (when not bugged or when the Bug with losing collision is fixed).

  • Not sure if I would say that the Survivors were playing great. They 3-genned themselves against a Billy with that Build on a Map where you really, really, really need to leave at least one of the Gens downstairs to last, since the upstairs portion of the map is so small that it is easily defendable. And trying that hard to pick people up instead of going to reset at some point… I dont know.

    I dont think it was winnable for the Survivors once they 3-genned themselves. Without slugging it would have just probably taken longer, but thats about it.

    I dont think that Compensation is needed. And I think it is bad to think about compensations whenever something is changed. This goes for both sides, because this is just not how balancing works. Slugging currently is too easy and too strong, therefore it gets changed. It would not make any sense to bring some form of compensation immediatly. If Killrates drop a lot after the Anti-Slugging Change (mind you, we dont even know what it will be, it could be completely pointless), then the Devs can think about things to improve. But IMO currently you dont even need to slug that hard to win most of your games. It is just easy to do so.

  • IMO Maps should focus on environmental Aura Reads and Keys should focus on Player Aura Reads (with the added bonus of opening the Hatch, but this is barely useful nowadays).

    And with that I hope that they retire a lot of stuff when it comes to Maps and Keys and combine other things. E.g. there is no need for a Green Map and therefore no need for any of the Add Ons which add Aura Read to the green map. They can all be removed. When it comes to Keys, duplicates of Add Ons can be removed, e.g. you dont need a Survivor Aura Read for 24m and for 48m.

    I just hope they go for Aura Reads with those, improve existing Add Ons and remove a bunch of the useless Add Ons. The Survivor Bloodweb is already cluttered with so many different things, getting rid of a few of those would be great.

  • Most of the examples are really a stretch. E.g. I dont think that DS does enough for what it is supposed to be, but you cannot say that a Killer who gets hit by DS is better off than a Killer who does not get hit by DS and then simply tunnels two times. If a Killer wants to tunnel, they will tunnel.

    And this can basically be applied to any other example you provided, aside from No Mither, I would agree there.

    IMO Perks which benefit the Killer more are Perks like Invocations, Overzealous, Scavenger and stuff like that. Which come with a time tax which is way bigger than the benefits they provide.

    Personally I would also count Self-Care and Circle of Healing to those as well, mainly because if used inefficient, they provide huge benefit to the Killer.

  • @CautionaryMary said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3890974#Comment_3890974

    Yeah, I agree Knock Out I believe is better due to the fact that it relies on the downed survivor to crawl towards their teammates and the team is permanently blind to the downed survivor.

    I don't really see Hex: Third Seal a lot in my games, but Knock Out is something that a lot more killers bring.

    Personally, I think Hex Totems should be stronger than their counterparts as Hexes should be more risk and more reward.

    However, Knock Out is more low risk and high reward especially against a soloq team that doesn't know how to counter it.

    If anything, I would put Knock Out on a timer and then put how Knock Out works on Third Seal so that there is no permanent blindness to the weakest role soloq.

    But that's just my two cents, I really don't understand why there is such a thing as permanent blindness in a video game that directly supports cooperation.

    I mean, yeah, Hexes should be stronger than the non-Hexes. But with Knockout and Third Seal it is a bit weird. Knockout is not a good Perk at all, but it can be used in pretty toxic ways (basically only when you want to go for a 4 man Slug with full Bleedout). And I dont think that Third Seal should be scaled around current Knockout, since I think that Knockout should be completely reworked.

    I am also not 100% sure if Third Seal even should get a Buff. It is again not a good Perk, but buffing Perks which impact SoloQ more than SWF is really not great.

  • @Nun_So_Vile said:

    Probably 3rd seal just because its permanent and makes you have to hunt for the totem. Unless you're really good and comfortable playing blind, or got a totem munching build then the perk is really annoying for solo Q.

    I chuckled a bit when you said that a Hex is permanent. (I know how you meant it)

    But I would disagree and say that Knockout is better, simply because it is not a Hex and more than enough to make it hard for the SoloQ-Teammates to find the slugged Survivor. And you might not even need to look for a Hex-Totem, you might stumble upon it right at the start and it is gone.

  • @Thesevenspirits said:

    Too many killers comments here, I'll like to hear from the survivors too. Thank you.

    Nope, your idea is just not good. Charms were not designed with the intention of giving an advantage, they are just little accessoires which should add to personalization and customization.

  • @LordGlint said:

    @Aven_Fallen Is that you in the pic?

    Yep. Game was over immediatly with Bill DCing immediatly after the game started. (Pig went for this Map btw)

    (The next game was fine btw. OP and I were in the same game again, lol. Aside from me playing like a Bot in the next game.)

  • @Thusly_Boned said:

    Yes, if only for all the god forsaken backpacks, etc. that ruin so many skins.

    I like the idea of making smaller stuff toggleable, but going through all the cosmetics and coding that stuff as separate items would be an enormous task. I'd settle for just the big obtrusive stuff that makes you super visible to the killer from distance.

    Agreed, the Backpacks are annoying. It started a few years ago and for some time there was a backpack or something else on the back of the Survivor for basically every Skin. The cherry on top for me was the AoT-Skin for Jake, where one part of the Omni-directional mobility gear was on the back, something which was never done in the Anime at all.

    @Topic:

    I think it would be fine to modify the cosmetics to a certain extend. E.g. I can see Backpacks and Hats (or Caps, etc.) be removeable. But I think your request is a bit too much. It would just add too many layers which would need to be considered, which would be a ton of work. (And honestly, when removing the Hat, mask and earrings you are basically asking for a completely different cosmetic)

  • 100% agreed. The change to Map Offerings is just the lazy way. It will still suck to play as Survivor on Haddonfield or Coldwind or as Killer on Badham. This does not change with the Map Offering-change.

    IMO it is totally fine if you can ensure to go to a specific map. It is also fine that some Maps are more survivor-sided and others are more killer-sided. It is just the extend to which those maps swing in one direction or the other which does not make it fine.

  • @TohsakaMine said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3890592#Comment_3890592

    Slurs and hate speech are one thing but basic cussing is fine. The worst part is how you cant even say the term "killer" and so many other basic words lol im pretty sure the letter "S" is also blocked. It's just so silly

    Yeah, I just dont like that you said that it is rated M for Mature. Being mature does just not mean that a Chatfilter would not make any sense, if you get what I mean.

    So the general idea of having a Chatfilter (even if it really SHOULD be optional) is great. Just that the implementation is really bad, because as you said, you cannot say basic DBD-Terms.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3890590#Comment_3890590

    Oh come on. Nurse is an unabalanced design failure, you have little chance with 4 people to survive. Do you really think that 2 people can win against a Nurse?

    Just to clarify, I wasn't talking about having to play out a game where you are 2 left vs. Nurse. Your argument was that Nurse is brokenly strong, herefore games are non games from the start, so why should you have to play out the game?

    You then went on to explain how you were in a game that saw a player SoH early and another player DC... that does not prove that Nurse is broken strong and games are a non game from the start. That proves 2 players quit and doomed any chance you might have had of winning.

    Now I'm not stupid, I am aware Nurse is the best killer in the game, but my point is, your argument of players being forced to play out lost games is currently an unfounded argument. Most people agree that the point of anti-go next is to stop this immediately quit at the start of the game for no reason epidemic. Simply being downed early and saying "this Nurse is too good" is not a good excuse, as per my original example.

    Now in the 2 man left scenario, I would argue you should play out the game, because whats the point of starting the game if you dont intend to try? Yes you probably lose regardless, but maybe you manage to juke the Nurse 3 times? Maybe you hold your own for a whole minute. Thats the fun part of DBD is it not? I would take the gamble on repairing gens and seeing who find finds first, and go for hatch, since that is the point of hatches existence. Chances are she will slug for the 4k, and if you want to give it up at that point, then fair enough.

    Yes Nurse is extremely strong, I've recommended nerfs for her myself, but if players are quitting as soon as they get downed because "Nurse is OP", they are contributing to this whole problem... how can anyone expect her to get balanced/nerfed when she gets smashed at lower levels and everyone quits at high level?

    What it boils down to is you don't get to pick and choose when you apply a principle. You can't have one rule for one player and one rule for another. "Oh you can't instant quit against any killer... except Nurse... Nurse is fine to instant quit". This leaves your argument flawed at the foundation, because your rule is no longer an iron principle, but a rule that bends and morphs whenever you see fit.

    I only answer to this, because you are once again misrepresenting what I wrote. You did that already in this Thread and I know that you did it in the past. This is what I wrote:

    And my last point still stands - why should people be forced to play out games when they are already non-games from the start? I had a game against a Nurse a few days ago, one Hook Suicide and one DC pretty early in the game. Why should I have to stay in that game with the other Survivor, even if it is clear that we will not win and dont even have a chance of winning? Why do I have to play out a game as Killer when Survivors gave up or DCed, despite the game being not a Challenge anymore and therefore not fun at all?

    I think I made it clear that the issue was not Nurse, but the two people giving up early. The DC happened basically when she blinked (so right at the start) and the Hook Suicide shortly after (probably also triggered by the DC, I cannot blame someone if they dont want to play with a Bot at 5 Gens).
    EDIT: And THIS is the issue. Players should not feel like they cannot win and DC right away, leaving the rest of the players in a non-game.

    I did not even bother reading the rest of your post since you once again start to write something completely different from what I have said. And I think this is really disrespectful. But luckily we dont have to engage here, so I would be fine if we just dont quote each other anymore.

  • @TohsakaMine said:

    Agreed. I dont understand this. The game is rated M for Mature. No reason to have such crazy censorship when the games meant for adults.

    The censorship is fine. Because you can be 18+ and still not really deal well with slurs.

    The problem is more that the Chatfilter is just bad. Some Words go by but other normal words (or just character names) get censored. And this has nothing to do how strict the filter is, it is just badly implemented. Normal conversations are censored, but if you are a bit creative how to tell someone to end themselves, you will be fine.

    @Topic:

    Agreed. At the very least it should be able to disable the Chatfilter. I dont care if some random person on the internet insults me, but I do care about my normal texts ending up as a bunch of #s… And it would be totally fine to have the Chatfilter on as default and you have to go to the settings to disable it.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3890545#Comment_3890545

    Which I am not even doing, I said quite the opposite, lol.

    Yeah fair enough, I will admit I misrepresented you there, but it doesn't really change my point. You need small iterative changes regarding things like, especially for the nature of the anti-go next system. You probably shouldn't change anything at all about why people go next to ensure the system works as intended.

    All we currently got was a few killer-sided changes. Heck, even the Anti-Slugging change is killer-sided

    I disagree with you there. The slugging change isn't killer sided at all. You may claim the killer wins faster now on a 4 man slug, so they are more likely to slug, but is that actually true?

    No... its not, because the 4 man slug surrender change makes it no more effective than it already was (and its certainly not the easiest and most effective way to win as admitted by many of the lillers who do it). All it does is diminish the survivor side frustration. What does the killer get exactly? Less time to gloat over their win? That seems to be the opposite of a incentive to me.

    And while some things will be tackled eventually, it takes far too long. E.g. how long did it take for the Devs to nerf Alchemist Ring? The Add On was a problem from Day 1 and it took them YEARS. And quite a bunch of Survivors will probably have gone next due to a Blight bringing Alchemist Ring.

    Yes, but how much have BHVR done in the last year regarding player feedback compared to the previous 7 years? As of their new leaf regarding taking on board community feedback, they've actually done a hell of a lot just this past year alone...

    I realise that may not make up for those previous 7 years in your eyes, but you can't keep peddling that forever man.

    And my last point still stands - why should people be forced to play out games when they are already non-games from the start? I had a game against a Nurse a few days ago, one Hook Suicide and one DC pretty early in the game. Why should I have to stay in that game with the other Survivor

    Isn't this proving the entire point of this thread?

    Firstly these 2 players doomed this game for you, how am I as a objective bystander supposed to determine if game was winnable or not in this situation? It may well not have been, but how do you know for sure if this is what happened? This question is entirely what this change is meant to prevent.

    Secondly what makes you think you'd be punished after 2 players already SoH and DCd? Why do you assume that isn't taken into account regarding your own decision to leave? Clearly you've been in teh game enough time for 2 other players to die/DC, so what makes you think the system would affect your decision to SoH in any way?

    I disagree with you there. The slugging change isn't killer sided at all. You may claim the killer wins faster now on a 4 man slug, so they are more likely to slug, but is that actually true?

    No... its not, because the 4 man slug surrender change makes it no more effective than it already was (and its certainly not the easiest and most effective way to win as admitted by many of the lillers who do it). All it does is diminish the survivor side frustration. What does the killer get exactly? Less time to gloat over their win? That seems to be the opposite of a incentive to me.

    Thats the thing - the Survivors gain nothing there. The last person being slugged has less time being slugged, sure, but the rest might still be on the ground for up to 4 minutes. And it does nothing to make slugging less strong (and it is REALLY strong currently) and it does not even prevent griefing. If anything, it gives griefers another Kick because Survivors surrender. And you cannot really argue that players who want to grief (and people who go for 4 man slugs usually want to grief) get a great feeling when Survivors surrender.

    Heck, they dont even change Knockout in Phase 1, which is the most obvious culprit and a Perk which should not exist like that anymore.

    Firstly these 2 players doomed this game for you, how am I as a objective bystander supposed to determine if game was winnable or not in this situation? It may well not have been, but how do you know for sure if this is what happened? This question is entirely what this change is meant to prevent.

    Secondly what makes you think you'd be punished after 2 players already SoH and DCd? Why do you assume that isn't taken into account regarding your own decision to leave? Clearly you've been in teh game enough time for 2 other players to die/DC, so what makes you think the system would affect your decision to SoH in any way?

    Oh come on. Nurse is an unabalanced design failure, you have little chance with 4 people to survive. Do you really think that 2 people can win against a Nurse? The game is already over when it is a 3v1 since realistically your Gen Progress will go to almost 0 at this point. With 2 it is impossible.

    Second point… You dont know that. And neither do I, to be fair. But given their track record, they were not really effective with their measurements. From what we know they could even punish giving up to give another player the Chance to find the Hatch. With how killer-sided BHVR is since a few years, it would not surprise me.

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