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Aven_Fallen

Aven_Fallen

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Aven_Fallen
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  • @CountOfTheFog said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3783867#Comment_3783867

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3783868#Comment_3783868

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3783869#Comment_3783869

    Yes, you're right, I forgot about it being determined before the trial begins.

    I'm hooked on this Killers YouTube videos and he literally almost always guesses correctly based on a "formula" for lack of a better word.

    If you skip to the 10:00 minute mark you will see how confident he is.

    So his formula is literally just a lucky guess?

    https://youtu.be/APriNH8-c2c?si=e_E0SGEWpvJ3fJvn

    Yes, it is a lucky guess.

    And to be fair, going to Shack first to look for Hatch is quite common IMO.

  • @Seraphor said:

    Unless they've changed how the hatch works, you can't.

    The hatch doesn't spawn relative to any players. The hatch spawn is already set when the map loads. It's already there right at the start of the game, but invisible and with no collision. It used to still have collision which allowed people to find the hatch before it had technically been revealed by walking over an invisible bump.

    It used to still have collision which allowed people to find the hatch before it had technically been revealed by walking over an invisible bump.

    This was only a Bug tho. But yes, Hatch spawns at the beginning of the Trial, so there is no way to use the location of any Survivors when they die to locate it.

  • I would agree, however, I would go even further and make every charm universal. I can get that it might look out of place with some charms, if you have some gruesome charm at a Survivors belt (which might not even be out of place, after all, Horror-themed accessoires are also used in Real Life) or some cute thingy on the Killers Hook.

    But on the other hand we have things like Mister Puddles, the Onesies from Elodie and Zarina, Dwelf and probably many other examples of Skins in the game nowadays, I dont really think that charms should be the breaking point here.

  • @SoGo said:

    In my opinion, the flower offerings for survivors and the wreaths for killer should all get their values doubled. So instead of 50, 75 and 100%, they would give you 100, 150 and 200% bonuses.

    This should have been done years ago. I mean, nowadays they are at least worth their BP-Cost, before the reduction of their BP-costs you tend to pay more BPs than you actually get for them, but still they can see some improvement.

    @Topic:

    I think the idea from SoGo is the easier and more straight-forward solution. I dont think more needs to be done, especially no Rarity-Changes.

  • I would assume that the Bots will not be good in 1v4. I mean, look at the Survivor-Bots, they are terrible and basically help the Killer more than they help the Survivors. A Survivor-Bot is not better and probably even worse than no player. And I am very sure that their AI is toned down A LOT (but probably necessary, since Bots have Wallhacks and a Bot running from the Killer basically immediatly and wallhacking against him would be really hard to catch).

    So even if the Killer Bots are decent in this video (I dont like this Content Creator, so I did not watch it), I would not expect the same Level in 1v4. Because in 2v8 there is a reason to make the Bots good, since they would support another player and a Bot on the Level of a typical Survivor-Bot would probably still turn the game into a 1v8. But in a 1v4, there is not really any need to make the Bot good.

    Which is also a reason why I really dread the day they bring Killer Bots into Public Matches, since I want to play against actual humans and dont want to beat a bad Bot (same I dislike them as Survivors, I think Bots overall were a terrible mistake and should not exist outside of Custom Games).

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3783696#Comment_3783696

    That is where your logic is wrong.

    It is not a "pity" kill. In order to get into that state, a survivor had to be hooked to begin with, so it is now on the survivors to get the survivor out, or escape without them, it is not a pity kill, if anything those perks working endgame are a pity escape.

    A pity escape after completing the objective, soso…

    If those Perks dont work, the Kill is basically guaranteed, unless the Killer plays really badly. And for some reason Killer players think they deserve a Kill, because it is Endgame.

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3783700#Comment_3783700

    Exactly, it is such a perfect solution since it makes most Killers equal if they decide to tunnel. Also IIRC they said they 'couldn't do it', not they 'wouldn't do it', which was so strange that they said that immediately before or after that event.

    I am pretty sure they would be able to. They are able to disable the Killers Power and replace it with a Blighted Rush with the Halloween-Add On. Disabling it for a few seconds should be roughly the same method.

  • @WolfyWood said:

    No, it was really bad design to have an unwinnable situation with an open door.

    To be fair, the game was winnable for the Killer the whole time until then.

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3783295#Comment_3783295

    It's so funny, the Halloween event did just that in the ghost zone. They should just implement that concept for if the Killer hits DS/OTR for 5s/gen remaining.

    This was a pretty popular suggestion when it came to buffing DS. And the Devs just went with increasing the Stun Time (and then nerfing it again so that you dont really see the Perk).

    Disabling the power of the Killer for quite some time would be an excellent anti-tunnel measurement. And it would also hit the strong Killers harder, since a weak Killer like Trapper would not really be hindered by that since you probably wont set a Trap immediatly when going after the Survivor, yet rushing or blinking after them after getting hit with DS would just render DS useless.

  • Indifferent on that one. On the one hand, I understand why it was done that those Perks dont work in Endgame.

    On the other hand, I feel that Killers really should not think that they deserve some pity Kills just because they were losing the game and let it happen that 5 Gens were done AND the Survivors opened the Exit Gate.

    But then again DS in Endgame is basically a guaranteed escape (even tho more deserved than a guaranteed Kill in Endgame).

  • Impossible to say with just that bit of information. We dont know if she revealed your position. We also dont know if she even survived or if the Killer just killed her afterwards.

    But just unhooking you so that the Killer can kill you afterwards is not really helping the Killer. You would have died anyway.

    She probably thought that the Killer wanted to farm or wanted to let you go, because he even encouraged her to Unhook.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3783509#Comment_3783509

    palllet breaks waste your time and time is precious on killer.

    This does not mean that Chuckys Scamper should make Pallets useless and guarantee a hit every time. Saving his power until the Survivor has to drop a Pallet to just scamper under it for the hit is a really unhealthy way to use a power. And I dont even think there is any discussion, lose-lose situations are always bad, because they remove any skill component.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3783231#Comment_3783231

    what, no. chucky cannot counter god pallets anymore. People that were bad with chucky weren't doing good before change. nothing changed for them.

    Chucky became stronger at map presence and deadzones but worse vs strong loops/god pallets.

    There is a trick with God Pallets. Most Killers can use this trick.

    Break them.

  • @Wowie said:

    They never should've removed Nurse's flashlight burn to be honest.

    Unrelated I guess but I felt it should be said again.

    I dont think that matters too much. IMO burning a Nurse was never really that viable.

    However, they should have never removed the Bug that a Nurse gets stunned and then goes into Fatique.

  • @AmpersandUnderscore said:

    Unfortunately, the ideal fix here is to focus on making the core gameplay fun. That way even losing the game can still be fun because the gameplay loop is enjoyable.

    We had that, and we lost it.

    Or rather, threw it away. To make the game a competitive slog, all in the name of some arbitrary kill rate statistic.

    And right now, since they don't count DC's at all in kill rates, the players experience a much higher kill rate than the stats show. Early DC basically decides the game, and that have isn't included in those stats, but it sure is a part of the player experience right now.

    I don't think we should be balancing around DC's, the devs are correct there. But there's something fundamental that is breaking the players in trying to force the kill rate higher. Mainly, it's that the game isn't fun: and that is absolutely a problem the devs should be fixing immediately.

    Unfortunately, the ideal fix here is to focus on making the core gameplay fun. That way even losing the game can still be fun because the gameplay loop is enjoyable.

    Exactly this. There are so many Threads in the Forum that want Survivors to be punished for Hook Suiciding and DCing. And while this is understandable, it will not solve anything, because a person who does not want to play, will not play.

    The Devs should rather try to eliminate things which make people give up. This will not solve every DC or Hook Suicide, because sometimes people just give up because they are the first found. But other things CAN be changed and will hopefully be changed. E.g. Skull Merchant is on the Roadmap again and IMO it is a good indicator that a Killer needs changes if people dont want to play against them.

    So bringing back the fun would be important. Yesterday, I had two games, which can show how different DBD-games can be:

    1 Game against a Chucky, a really good Chucky. This person did not tunnel or anything, they could have won the game without all Gens being completed, if they would have played more scummy. They did not, in the end, it was a 3K for them. Our Survivor Team also made mistakes, I guess we could have had 2 or even 3 people out instead of 1, but we did not play perfect and therefore got punished for it. But even when dying, it was a fun game, because it felt like a game against someone who was really good at playing the Killer.

    The other game I want to mention is a game against a Nurse. For some reason, she decided to slug 3 people before hooking one of them. Apparently she needed pressure with 5 Gens still up. Obviously someone gave up (I even unhooked all of them after they were hooked…) and it was a 3v1. Lost game, players giving up because the Nurse decided to slug for no real reason.

    And people want the experience I had against the Chucky, not the experience I had against the Nurse.

    @Langweilig said:

    Honestly respect for escaping more than 50% of your matches.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3783327#Comment_3783327

    Yep this kill rate target with 60% is a huge problem. They should really focus on a fun experience rather than favoring one side as much. I still don’t understand why they don‘t show us the kill rates with dcs.

    Probably because Killrates with DCs would be way higher. But you should not really balance around the DCs, because the problem is that it does not really mean that the Killer is too strong (which is what Killrates can indicate), but that the Killer is unfun. Skull Merchant is an example, nobody would say that she is too strong, but she is just unfun. Old Legion was one of the weakest Killers, yet nobody wanted to play against them.

    But I would agree that focussing on 60% Killrate is a wrong goal. At least with the Devs having a somewhat competitive DBD in mind. And with SBMM, I think you can call DBD competitive in that regard and if a game wants to be competitive, both sides should have an equal chance to win. So 50% Killrate should be the goal in a competitive game.

    If the Devs want a party game and want make losing feel fun as well, they can go for that 60% Killrate. Then it is fine if one side wins more often than the other side. But I feel that their current direction is off.

  • I see him quite often (compared to other Killers at least). And the changes to his Scamper were excellent. Players who are good with Chucky got Buffs, players who only used Scamper for really cheap Heats got Nerfs.

    So if you are good with Chucky, you just won, if you were bad, you lost. As it should be.

  • I got it after 2v8 a few times. So it is 100% in rotation.

  • Nah.

    You can get beaten by Solos pretty easily and you will be able to win against SWFs equally easily. Saying that SWF is just good and the reason why Killers lose games is just an excuse.

  • First of all, Prestige has nothing to do with that. You can go against 4 P3s and they might be people who have P100s in their account, you will not know it. Let alone that Prestige does not mean Skill, in fact, you can have a P100 without even playing that character (or even that side, someone can only play Killer and still have a P100-Survivor).

    When it comes to MMR, you have to know that it is incredible lenient. The Soft Cap is low, because if it would be stricter, players with very high MMR would not find games (which is strange, since everyone on the Forums here is at least on Gigachad-MMR, but I digress…). But that means that players who are at the top of MMR, really the 1% of DBD can be thrown into the same Matchmaking as the players who barely reach that MMR-bracket. And you reach the bracket pretty quickly.

    And then there is backfilling. This happens when a player dodges a Lobby, because the Matchmaker favors queuetimes over fairness up until the point that everyone can be thrown into that specific match. I have faced Killers who had under 20 hours while the Survivor team had 20k hours combined. Simply because we got dodged before.

  • @Jim_Tonic said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3782158#Comment_3782158

    How so?


    Because swf is strongest when they KNOW when the killer is approaching and they just get away early enough so the killer cant catch up. That only works so perfect with voice comms.

    If the players are good, you dont really need communication. Then everyone knows what they are doing. Like, you dont need to tell me how to play the game, I have almost 10k hours. Yet, I only play in a 2man-SWF, simply because I enjoy playing with a friend (and having at least one person to rely on is nice).

    And this is the main strength of SWF - filtering out the bad teammates. You basically lower the RNG of your teammates, in SoloQ you can have awesome Mates in one game and in the next game the Survivors you play with dont know if they play DBD or Minecraft.

    For example, at some point we played with a friend of my SWF-Mate who is a Streamer. So he was not in our Discord Call, yet we escaped more often, because that guy is a really good player and we removed one RNG-factor (a potential bad teammate).

    But overall, most SWFs players encounter dont care too much and just want to play with friends. So while they communicate, they will most likely not communicate in a way that it will significantly boost the escape rates.

  • A bit, but only if the Killer plays in a ######### way.

    In general I like to go against Billy, but I also main him, so I know what to do most of the time. But ever since he was buffed and is easier to play and also stronger, you dont encounter only Gigachad-Billys who just want to go for some cool Curves and play for fun. Now you also encounter the sweaty and the annoying Billys.

    The amount of times I got slugged the whole match by a Billy really increased the last few days. And always different Billy-players, not just the same dude I run into. I really dont understand why people play just to be annoying.

    Maybe it will be better when he gets nerfed. It will probably just be a minor Nerf (which is fine, I dont think they need to nerf much, just a Cooldown on his Overdrive so that he cannot generate it as quick once he is out of it and a bigger Terror Radius and this should be it), but usually the Killer Community thinks a Killer is gutted, so there will be less Billys for a time.

  • @Jim_Tonic said:

    It doesnt even matter what nerfs you oppose on swf (which you shouldnt do. SWF shouldnt exist but now that its here, people shouldnt be punished just because they play with friends in a group.)

    But the fact they can communicate is the strong thing. And you wont ever be able to nerf that.

    If you think that communication is the strong thing for Survivors, you are just so wrong. Put the same Survivors who play in an SWF together without Voice Comms and you will roughly have the same results.

  • Pretty sure it is just the Hex-Symbol. Have seen a video where someone was cursed (Plaything) and not exposed and it had the exact same symbol like in OPs post. Killer was a Huntress, so there was not really a chance that any Exposed-Perk was in play.

    Also, in general, you see that you are exposed with a different Icon, it would not really make sense to have two separate Hex-Icons. They most likely just updated it and the wikia uses the old Icon.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3781829#Comment_3781829

    solo isn't getting punished for playing with swf. the debuff is just regular balance for SWF. a modification to the games balance.

    if someone plays against an SWF which is really, really strong, they would have probably lost against them as Solos anyway.

    No. Not necessary. That is why the conversion is about debuff SWF. Even developer themselves admit that 4 man SWF and 3 man escape more often then Solo. MomoSeventh Played Blight for 2000 wins, Only to lose to 4 man SWF. This loss would have not been possible apart from SWF.

    I am not saying that Survivor globally or SWF should be nerfed but SWF does win more on average. Like with any change, it is a blanket change. it is more important to buff killer from lower end of spectrum to the level of dredge's PTB changes than focus on blanket changes but some blanket changes don't hurt for under performing aspects of the game like Gen-kicking or spreading hook for 3rd/4th hook after hooking first 2 survivors.

    solo isn't getting punished for playing with swf. the debuff is just regular balance for SWF. a modification to the games balance.

    If SWF would get a debuff of 20% repair speed to each member, the Solo-player would also be punished, because they play with 3 people who all repair 20% slower. So if one of the SWF-members is at a Gen, they will take 108 seconds to complete a Gen instead of 90 seconds.

    When you have to play with those people who have Debuffs, how is this not punishing for yourself as well, even if you are Solo?

    I dont think it is that hard to understand.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3781643#Comment_3781643

    that is fine because it is 3 man swf. gen repair debuff would balance out SWF. It is just that i think it is better to buff soloq to similar gameplay efficiency to swf and then make appropriate nerfs to survivor globally if neccassary.

    at the same time, i don't think it is that survivor needs gen speed nerfs, more so that killer needs base-kit gen buffs.

    No, because the Solo-Player would also be punished. While they dont have a Debuff, they play with 3 people who have one, lowering their chance of Survivor.

    And well, you dont need to balance out SWF. Despite what struggling Killer players are saying, they dont lose games because they play against an SWF. 99% of SWFs dont even play in a way that they benefit from being in an SWF in a significant way. And if someone plays against an SWF which is really, really strong, they would have probably lost against them as Solos anyway.

  • @versacefeng said:

    I kinda like it but i wish the noise during it was turned down. It makes it so hard to hear everything else that's going on.

    ^ this. When a Survivor dies on the Hook you hear nothing when still being in the Trial and playing. No foodsteps, no Terror Radius, etc.

    @Topic:

    I dont mind it too much. I think it can stay as it is, I am honestly not really looking at it anymore and just accept that it is there.

  • @abcdef said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3781353#Comment_3781353

    The definition of holding the game hostage is still not there. You claiming it's been clear does not, in fact, make it clear what the team believes is and is not holding the game hostage.

    I think at this point it is clear when you just use common sense. And it is better to use common sense than expecting the Devs to make it super-clear, because if you have it clear and strict, you WILL have people who abuse it.

    Like - "not touching a Gen for 10 minutes as Survivor is holding the game hostage" would result in Survivors not touching Gens for 9 minutes.

    "Bodyblocking a Survivor for more than 8 minutes in a corner is holding them hostage" would lead to Killers (and other Survivors) blocking players for less than 8 minutes.

    @KatsuhxP said:

    https://forums.bhvr.com/dead-by-daylight/discussion/423947/holding-the-game-hostage-definition

    Holding the game hostage is not progressing the game without a timer:

    so bleedouts are not holding hostage because you die in 4 minutes, bodyblocking someone in the corner for an entire match is indeed holding the person hostage. Survivors hiding for ages without any reason and just dragging the game to 40 minutes because they don't do anything is also holding the game hostage.

    The killer just protection only 3 gens the entire round and dragging it 40 minutes like this is not holding hostage because he's still protecting gens, it's annoying to do and counter, but normal gameplay.

    Well that being said, outside of cheaters and bugs there isn't truly holding hostage without a timer because the server always shuts down after exactly 1 hour.

    The killer just protection only 3 gens the entire round and dragging it 40 minutes like this is not holding hostage because he's still protecting gens, it's annoying to do and counter, but normal gameplay.

    This is incorrect. It can indeed be considered as holding the game hostage if the Killer decides to only protect their 3-Gen without any intention to go into an actual chase at some point.

    Games reach the point where both sides have to try to fulfill their objective (repairing Gens, killing Survivors), which means that Survivors will have to try to repair Gens even if that means that they might die and Killers will have to commit to a chase even if it means they might lose a Gen. This has also been confirmed on the Forums.

    @MrMori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3780918#Comment_3780918

    Man, it's crazy that all of this could be fixed by just making it so survivors that have crows over their heads would lose collision with other survivors and the killer. This would also solve stalemates for hatch if the killer and a healthy survivor ever block each other in a doorway for example with hatch right in front of them.

    At least some situations would be fixed with this (Survivors not repairing Gens would be one example where this would not fix anything). But I would agree, it is crazy that this is not implemented yet that a Survivor loses collision once they have crows.

  • @joel84 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3781661#Comment_3781661

    and that is my answer. You know very well that WoO in its current form is too strong and are trying to play it down.

    No, you said specifially autopilot, which would mean that those Survivors are not good, because otherwise they would not need a Perk which puts them on autopilot. Yet you specifically mentioned good Survivors.

    And nah, I dont care about WoO. I care about Killers who struggle with the game and try to nerf everything instead of trying to improve. But WoO? I am not running it and if they would nerf it, it would only be good for me since I play against it when playing Killer.

    No reason for me to downplay anything.

  • @joel84 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3781623#Comment_3781623

    Why are you asking me such a question? you know full well that WoO is by far the most used survival aid and enough good survivors use it just to drag out chases.

    I am asking you a question and I would expect an answer. That a Perk is the most used does not mean that it is problematic.

    And well, calling it an "autopilot" Perk would mean that the Survivor would be on Autopilot, but I dont see why good Survivors would need to be on autopilot.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3781641#Comment_3781641

    YYap Yap Yap Trapper

    If a dev told you the normal percentage of Hatch Escapes is drastically higher than 2% for games that reach that point... Would you THEN stop preaching a random spreadsheet you found as gospel? This spreadsheet has more holes than Swiss cheese.

    Sure. Then get a Dev in.

  • No. Use the Search Function to see why this is a bad idea.

    But just as an example - what would you do about a Solo-Player who plays with a 3 man-SWF who all have a Gen Repair-Debuff? This Solo-Player would be stuck with 3 people who repair Gens slower, despite being the person you would balance around.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3781635#Comment_3781635

    Do you make a habit of watching games play out after you die? If you die first while solo Q, do you NOT just go to the next match?

    I dont play SoloQ, I play Survivor only as a 2 man SWF. And yes, I watch almost every game until the end, since either myself or my SWF-Mate are still alive.

    Now you can start yapping about Trapper-games again.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3781611#Comment_3781611

    So you'll admit the spreadsheet as a whole is DRASTICALLY different from the norm... that this player who's use of Trappers power is horrible, yet "Man with knife" game is top tier... that we should still take a single stat from this as completely normal.

    If you saw a similar spreadsheet of a person claiming to play Huntress getting less than 2 hatchet hits per game but still getting a 77% kill ratio while using random perks... would you be this open to trusting it completely to the point you use it as a basis for random threads?

    This makes me wanna share the results of my no-blink nurse matches. 100% Killrate... 0 hatch escapes after 1759 games. My proof is "trust me bro".

    Ok, again for your:

    I only care about the Hatch Escapes in those stats.

    They alignt with my own experience.

    All the other yapping you are doing does not apply to anything. Hatch is not an issue, Hatch does not boost Survival Rates by a significant margin.

  • To be fair, my Survivor queues are still faster than my Killer queues. So that the Incentive is on Survivor is correct, even tho I think that it being at 150% is an oversight.

  • @joel84 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3766362#Comment_3766362

    Whether you like it or not, Window of Resistance is an autopilot perk and too strong for good survivors. This perk needs a cooldown, otherwise it will stay at the top forever and that won't happen. Too much time has already been lost

    Why would good Survivors need a "autopilot" Perk.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3781585#Comment_3781585

    Pretty sure I didn't say that. What I DID say was using the stats of what is clearly NOT the average Trapper experience is completely pointless and provides nothing other than to muck up the water and make things unclear. Even if this info is true... it's a clear outlier, not the average.

    That this is not the average Trapper experience does not matter for the number of Hatch escapes. I only went for this exact number, especially because it aligns with my own experience (as I have said).

    What Killer this person played is meaningless for the argument when it comes to Hatch.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3781586#Comment_3781586

    I mean. Yes?

    Someone who's being tunnelled is being chased directly off hook, that's what tunnelling is. If they've just been unhooked (or, to be reasonable since travel time is a thing, within ten seconds or so of being unhooked), they almost certainly didn't have time to finish a heal. Broken isn't making it easier for the killer to tunnel them here, they were going to be injured in this chase either way. That's kinda why killers tunnel, the survivor is vulnerable and out of position so the chase is easier.

    Of course it makes it easier for the Killer to tunnel. That they have more time to come back to the Hook before the Survivor is fully healed helps a lot. And being broken for longer might even counter things which can help against tunneling (e.g. We Will Make It).

    (Same reason I think that the Mangled- and Exhaustion-Add Ons for Pig are incredible poorly designed since the promote tunneling for the Killer which should not tunnel)

    But saiying that being broken for longer would not really have an effect is just wrong.

  • @Raccoon said:

    This topic has, of course, progressed exactly as one would expect it to on the forums.

    :(

    Glad you give valuable input!

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3781329#Comment_3781329

    How's that a buff to tunnelling?

    Surely if a survivor's being tunnelled, they didn't have time to heal anyway?

    I think this'd probably be a harmless change, it's certainly worth testing. Maybe have Mangled and Haemorrhage pause as well? It could get out of hand, but I think it has enough legs to test.

    Do I really have to explain to you that a Survivor who cannot be healed for a longer time is a target for tunneling? Come on.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3781491#Comment_3781491

    You can't say "obviously these numbers are not representative" while trying to use those numbers to represent. The entire thing is pretty far off from normal gameplay to the point it's hard to believe it's not a complete fabrication.

    Meanwhile it is fine when someone opens ONE Thread here complaining about something and all the Killers join the echo chamber. :)

  • @Jim_Tonic said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3781319#Comment_3781319

    And i repeat, facecamp bubba is GONE. It was worth it.

    My loop argument was just preparation in order to combat any "skill issiue" nonesense post that will come up when i say how it is and that gens get done way too fast. Usually 2 gens are done before the first hook. The 5% you mentioned are not a good trade if you look at pop, pain res, eruption, call of brine, overcharge and even ruin. All of these are shallow versions of their former strength, which is the reason why killers resort to tunneling and camping in the first place because pressuring gens is a loosing game.

    Instead of punishing certain playstyles, the playstyles we want to emphasize should be REWARDED. only that way we can get away from tunneling etc. Also survivors should have a diffrent objective than only gens, as most people perfer longer matches than a match where one side just stomps the other in 8 minutes.

    The 5% you mentioned are not a good trade if you look at pop, pain res, eruption, call of brine, overcharge and even ruin. All of these are shallow versions of their former strength, which is the reason why killers resort to tunneling and camping in the first place because pressuring gens is a loosing game.

    Yeah, dont bring this into that. We were talking about the 3-Gen-thingy, nothing more. Bringing in other things does not work.

    Otherwise, a few years ago they increased Gens from 60 to 80 seconds. I guess this is even more impactful.

    And well, saying that Killers resort to tunneling and camping because of nerfed Perks is also a blatant lie. Even during the strongest Regression-Meta we have seen that tunneling and camping are omnipresent. This just shows that all encouragement does not work to remove those playstyles.

    And i repeat, facecamp bubba is GONE. It was worth it.

    All this work just for that? Not worth it at all. Let alone that there is 0 difference between a proxycamping Bubba and a facecamping Bubba. Once the Survivor reached the Hook Bubba is there and will down the Unhooker immediatly and go after the unhooked.

  • No. Use the search function to see why this idea is bad.

  • If we look at the statics here:

    @ratcoffee said:

    https://us.v-cdn.net/6030815/uploads/BTTFJXW9XC8Y/i-played-random-build-trapper-for-100-matches-heres-my-v0-smtbqvleyhid1.png

    As you can see, the rules were:

    • Play only as Trapper
    • No Add-ons
    • BP offerings only
    • Random perk build

    I won't bother typing the results out as you can read them on the graphic, but I'm curious what other people think of this experiment and what it means.

    Reddit thread for the curious: https://www.reddit.com/r/deadbydaylight/comments/1erize6/i_played_random_build_trapper_for_100_matches/

    Two Survivors out of 400,, so 2 in 100 games someone escaped via Hatch.

    While the numbers are obviously not representative, they show that a Hatch Escape is pretty rare. And from my own experience, I would agree with that. If I come into the situation that the Hatch is the only way for the Survivor (myself or when I am playing Killer) to escape, very rarely does this actually happen.

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3781361#Comment_3781361

    Vecna's one is actually good since it can be applied across the map. Just orb at the hook and you interrupt a heal. It also comes with the ability to break pallets with mage hand as well so there's that too.

    These broken addons are really bad though and could use buffs:

    https://us.v-cdn.net/6030815/uploads/88J03C1WV0CR/image.png

    https://us.v-cdn.net/6030815/uploads/UZNUV6JZORKJ/image.png

    They could probably also make Forced Penance 90 seconds, and buff Terminus as well. Those perks are on the weaker end, especially Terminus.

    The one from Legion is also pretty bad. Since you want people to heal and waste time.

  • @danielmaster87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3780756#Comment_3780756

    If they want to do all that work and inconvenience themselves, fine.

    This takes no effort at all. Might be just pulling a cable or a single button press on the PC to disconnect from the Internet for a free DC without penalty.

    It would be super easy to get out of matches without any penalty if the game would differ between an actual DC via leaving the match or closing the game or a "internet problem".

  • @supersonic853 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3781319#Comment_3781319

    Not disagreeing at all with the start. But on the last part it's actually fairly frequent for me to go up to a gen with claws when running a kick build like buffed trail, oppresion, survelliance. Combined with like surge. I don't know if that means the gens fully blocked or it's a visual bug since it happens when I haven't even kicked the gen more than 3 times and maybe it got blown up by surge like twice. It should block at 8 right?

    It gets blocked at 8, but the spikes appear earlier, most likely as a warning.

  • We dont need a buff to tunneling.

  • @Jim_Tonic said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3780702#Comment_3780702

    Anti facecamp was NOT a waste of time. No more facecamp bubba which is a succsess in my book. And what do you mean by proxy camping??? do you expect the killer to go at the very other edge of the map to let survivors unhook in peace? If devs actively start going against every single strategy killers have, you will not have many killers left anymore. Its hard enough to keep up with gen speeds. And if you dare to say skill issiue, i can also say skill issiue the moment you even land on the hook. So anyone who gets proxy camped in the first place should just loop better.

    How you can even say anti 3-gen was HELPING killers is a super wild claim and has litteraly no logical basis. Im not discussing if you are just inventing fantasy scenarios.

    Anti facecamp was NOT a waste of time. No more facecamp bubba which is a succsess in my book. And what do you mean by proxy camping??? do you expect the killer to go at the very other edge of the map to let survivors unhook in peace? If devs actively start going against every single strategy killers have, you will not have many killers left anymore. Its hard enough to keep up with gen speeds. And if you dare to say skill issiue, i can also say skill issiue the moment you even land on the hook. So anyone who gets proxy camped in the first place should just loop better.

    Oh my.

    Of course AFC was a waste of time. Since Facecamping barely existed it all. All the feature did was that you now have a bar which does not fill up while getting camped. And mind you, this is not only the Killer being the minimum distance to not trigger the feature away, it is also things like camping someone who is in the Basement or on other Hooks which are hard to reach for a Survivor who wants to go for the Unhook.

    And well, nobody is saying that the Killer has to go to the edge of the map. To quote you, you are just "inventing fantasy scenarios". But if Killers dont even try to get into other chases because proxycamping is just so good, this is just a problem.

    And well, saying that someone should loop better, in a time where Loops are so unsafe that you get easily bloodlusted… Not really a valuable tip. Except if you can tell me what I should do against a Killer who refuses to kick a pallet because bloodlusting is just free (if we look at free = getting the down).

    How you can even say anti 3-gen was HELPING killers is a super wild claim and has litteraly no logical basis.

    It is actually very simple, but you dont want to understand it. To prevent 3-Gens, they implemented a feature which almost never comes into play. I have never seen a Gen being blocked in my games, neither as Killer nor as Survivor. I dont say it never happens, but it barely happens.

    However, the changes that Survivors cannot tap Gens anymore to stop them from Regressing is far more relevant for games. That they also increased the damage done by a Kick to 5% is also something that comes up in every game.

    So basically Killers got a Nerf which barely ever affects them, but got also a Buff which is more relevant and a Buff which comes up in every game where a Killer kicks a Gen.

  • This is the Hex-Status, you are cursed and there is a Hex-Totem active.

  • No, not really. 2v8 is the culprit.

    You have to remember that one key aspect for Survivor is to play with friends. So if someone wants to play with a friend, they can only do this as Survivor in the regular mode (IMO this is also the reason why Survivor queues tend to be longer than Killer queues in the evening, because more SWFs play, since people usually have time in the evening).

    With 2v8 you could also play Killer with a friend. So if someone just wants to play with a friend, they can also play Killer. But, this removes 2 Survivors from the Pool and adds 2 Killers, which needs to be compensated with 8 Survivors. This is quite a lot.

    The 400% incentive was not enough to motivate enough Survivors to play 2v8, but it was enough to move some away from 1v4. Overall, bad for both sides.

    If they do future versions, they need to make the Survivor-side more appealing, since they removed a lot of fun things when playing Survivor. Not being able to go for Flashlight-Saves or Pallet-Saves and basically removing any Killer interaction aside from the most basic one (chases) was not really good. Because in the end, this means that Survivors can really only do Gens and the only difference for them is that they have 7 Teammates instead of 3.

    So the queues are not broken, 2v8 just killed the queues because the gamemode was not really appealing for one side, but VERY appealing for another side.

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