Ayodam
Ayodam
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@jonifire said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3669834#Comment_3669834
No more free kills, because you can‘t find someone while removing the traps (box auras). This alone will drop her kill rates.
They can see the box auras with rule set number 2, but only after it activated.
You can still harass / tunnel players with an RBT, it’s just gonna require more skill expression on your part now.
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I don’t see it becoming popular. I believe the devs will abandon the concept of Invocations as they have Teamwork perks and Boons (despite them trying to make boons a thing again with Alan Wake. Didn’t work).
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@Raconteurminator said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3669494#Comment_3669494
53% is still lower than the intended 60%. 60% kill rate = 2k on average. This tells me you don't understand what fair or balanced means, at least in this context.
IIRC at that time they were aiming for 50% or something quite similar. The 60% only became a thing just before patch 6.1.0. Like right before it.
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@Blueberry said:
Boring, little skill expression, weak, and I honestly just think he looks bad.
Trickster isn’t weak. what the flip lol the rest I agree with.
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3669268#Comment_3669268
Yeah I could have but honestly I'd checked out of the game from the start. It was pure chance that I was second last left since they did everything they could to get rid of me lol
Do you think the killer picked up on what was happening? Sometimes I wonder if they notice.
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@Nazzzak said:
This has happened to me before too. 3 man swf, one with a key and hatch offering so I assumed straight up they were doing a hatch challenge. They'd find me and start missing skill checks on my gen, dropping pallets near me. One got tunnelled out and when the killer came to me I just let him hook me cos obviously I didn't want to play with these people who weren't even doing gens and just trying to sandbag me. Just my luck I 4% while trying to let go but the killer leaves me alone in favour of third survivor, who obviously kept trying to protect key girl. The dead survivor was obviously telling them which gen I was on so they kept coming to me. Then it was me and key girl left, and I found a chest with a medkit since none of them would heal me all game. Key girl comes and is jumping in and out of lockers near me. I let killer down me and sadly key girl got her hatch.
This story is really sad. As I read it I saw you wounded and discreetly foraging for a med kit for a chance at survival. I would have fought harder against key girl though..
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What do you think of Dead Hard @MikaelaWantsYourBoon ?
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@KerJuice said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3668402#Comment_3668402
I pointed out why it’s in the survivors best interest to rush gens, to show there isn’t any bad intent. Gen rushing has a very negative connotation in our community, and it really shouldn’t because survivors don’t have anything else to do. So in order to reduce these fast competitive games of gen rushing, camping, and tunneling- I made suggestions to slow the match down a little. Hopefully this will incentivize killers to actually play and chase more, allowing them not to have to rely so heavily on camping and tunneling. Hopefully that will translate into more fun matches for both sides: survivors get to do something else besides hold W, survivors don’t have to feel like they wasted their time and money on a game that allows one person to ruin the experience by tunneling and camping them out the match in 5 minutes, and killers get quality chases without the pressure of gens flying.
PTB & community feedback will determine whether it starts or stops there.
I’m with you that there needs to be some way to make the experience more enjoyable. But suggesting that slowing survivors down will achieve this is flat out wrong. Survivors were at their slowest during the Erupt-Over-Brine META. And guess what killers still did? 😏
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@KerJuice said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3668549#Comment_3668549
My first two posts (especially my first) place blame on the matchmaking. I already stated in my first post I am not a fan of lobby dodging. Fix the matchmaking so mid-tier players can play with similar skilled teammates and killers. New players who ragequit when they get put up against 3K+ hour killers are not learning anything, and it’s not fair for mid-tier teammates having to endure both type of players in the same trial. I shouldn’t be subjected to both, especially when the old ranking system was more consistent with fairer matches. I rather wait 10 mins to get into a game with every single player having similar skill on both sides, as opposed to getting into a lobby within 2 mins, only to have masked meg in default clothes be my teammate to face off against Flaming hot Cheetos on the keyboard, Blight. Then she kills herself on first hook out of frustration, because it’s her third Lethal Pursuer user in a row who’s downed her within the first minute. Yea, she’s learning alright…
Blame is on the matchmaking.
Matchmaking still has to work with what’s available. While most people fall into low to mid MMR, killers specifically have a much easier time artificially increasing their MMR, whereas survivors have a much harder time doing this. So when a killer sees a lobby they perceive to be difficult (high prestige survivors, certain cosmetics/names/items), they’ll abandon that lobby and leave it to be backfilled by someone else. And when this happens multiple times—because it does—in a single lobby that’s when you’ve got inexperienced players facing experienced players. Matchmaking does not account for backfilling or lobby shopping. The problem isn’t matchmaking per se; it’s people warping it by ######### up lobbies. I could ask you, what about matchmaking makes it the problem? And you’d have to admit it doesn’t work because of lobby shopping.
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3668550#Comment_3668550
You’re using lighthearted in the sense of when someone was bullied in school, the person gets upset, and it’s like hey man it’s just joke don’t take it so serious. I also wasn’t implying it as “scornfully contemptuous ridicule”, I simply said it’s mocking people and without a real point, which it is. I just don’t see why we can’t make points to discuss without making fun of people.
I wouldn’t respond to the original post in the same format because I want people to actually listen to my points and be willing to change their minds. Making fun of someone immediately makes them stop listening and go on the defensive.
You’ve made a tone argument, and Respectability Politics don’t actually work.
To counter, C3 makes a fair amount of comments like what you’ve described as optimal for engagement: thoughtful, conciliatory, inviting. I don’t think I’ve ever seen you interact with or acknowledge these comments, however. When I see other people do so, the responses are still defensive and unyielding.
At least the art makes it more exciting.
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@HerInfernalMajesty said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3667514#Comment_3667514
Survivors are supposed to bleed.
And killers are nothing short of a menace. 😏
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@Cassiopeiae said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3667495#Comment_3667495
I main survivor. Yoichi, Meg, Renato. I just have a Nurse portrait because that's the killer I play when I play killer.
I also main Yoichi. I almost never see him in trials (as killer or survivor but if I see him as killer I always let him go) unless I pick him. Good to know he’s got someone else appreciating him.
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@xltechno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3667511#Comment_3667511
First of all, this is common knowledge, but even though the Legion can inflict injuries, it is only as M1 killer that can deliver the finishing blow. Injured survivors can be chased anywhere for a certain amount of time by simply running to the four corners of the map. Therefore, the region allows 1 to 2 generators to complete as a survivor advantage after the opening.
From there, unless a survivor slacks off, one generator will be completed by the time one survivor is sacrificed. This can be accomplished even if the survivors aren't very good at chasing.
And as I mentioned earlier, there are clearly signs that the survivors made a huge mistake. In other words, the result of this match was the result of blunders in everything: the chase, the gen completion strategy, and the anti Region tactics.
I.. don’t really know if and/or why we disagree. From your comment, it appears we believe the same thing here: Survivors made mistakes, the killer capitalized on those mistakes, the survivors died as a result. That’s what should happen. But if you’re suggesting the map was in the survivor’s favor because of that one loop I’m correcting you: that map is not a survivor-sided map. It’s killer sided, it just has one good loop. Suggesting otherwise is akin to saying midwich and dead dog saloon are survivor sided because they have a bunch of bushes survivors can hide in.
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@KerJuice said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3663689#Comment_3663689
We are- we place the blame on Matchmaking for prioritizing shorter que times over quality matches. Doing the opposite would minimize the desire to lobby dodge/shop.
The blame isn’t on matchmaking; it’s on players who tailor a specific experience for themselves by lobby shopping. And that still isn’t really something survivors do easily, unlike… killers.
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@JPLongstreet said:
I am loathe to compare this game with TCM, but they do have one feature worth exploring imo: multiple ways to accomplish the objective.
Killers do have moris, but they're so rarely used for years now. And yes Hatch exists for survs. But in normal gameplay it's kill the survs and do the gens to get out. That's it.
That works in TCM I think because you have equal teams (4v4). Additionally, both sides can actively sabotage/set back the opposing team’s progress.
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@KerJuice said:
Yes. It's become too competitive, thus creating an atmosphere where both sides feel the need to get their respective objectives completed as soon as possible.
Not making excuses for survivors, but there really is nothing else for them to do but gens. It's in their best interest to do gens and get the hell out as soon as possible. Like any other decent Asymmetrical Survival Horror Game, the longer survivors/victims stay in game, the less of a chance they have to escape. This is because resources become scarce, making it easier for the killer to get hits/kills.
Killers with decent secondary objectives (Pinhead & Pig), should probably be modeled after when designing future killer powers. Maybe it's time for all killers to give survivors a secondary objective that punishes if ignored. Freddy's dream world needs to be more unforgiving and be in survivors' best interest to wake themselves up. Maybe being asleep should cause most actions to be hindered: running, vaulting, gen speed, healing, cleansing, opening, etc. Future Hexs should be on the same level as Hex: Plaything & Hex: Pentimento. You can choose not to look for your totem, but doing so comes with a high risk. This is even more so on maps with poor sight lines & high structures. I say add a 6th totem to maps and hide them a little better. Small changes like these should lengthen matches a little longer. Hell, increase gen repair time by 6 seconds while you're at it.
So slow down survivors. Ok. But what about killers? You pointed out that the longer survivors remain in the match the greater their chance of losing, but then just said they should be slowed down with secondary objectives and increased base gen times. I kept waiting for some inkling of like balance because you admitted survivors die in longer games but then, like, nothing. lol. So does it start and stop there?
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@The_Yosh said:
There sure are a lot of killer portraits in here talking about making a mode that was already horrible for survivors even more horrible. 😨
Seems out of touch doesn’t it? I think this thread, the people in it, and the responses are a perfect example of why this game is bleeding players.
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@xltechno said:
Honestly, until I came across this thread, I thought I was a bit too harsh on people. However, this video proves that Survivor is not taking advantage of maps that are biased in favor and disadvantage, and survivors have made enough mistakes against Region to allow the end with fourth generation on this map.
This is a nightmare. Even in the best region in the world, it is impossible to achieve a 4-generation match on this map unless all the survivors are beginners. However, there are so many people who look at this result and complain that the killer is too strong. Someone please tell me this is a joke. I don't want to believe it.
Sanctum is killer-sided. This is common knowledge. It has this one good loop (as you see, although this doesn’t always spawn) but the rest of the map is fairly bleak for survivors. Nevertheless, those players were obviously not great. But then again OP is probably pretty good anyway so even if they were I doubt they would have faired well.
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@HerInfernalMajesty said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3667396#Comment_3667396
But they look so fun!
The invocation certainly does. I wish it had a stronger effect.
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@MikaelaWantsYourBoon said:
Freddy deserves full rework. He was the reason i bought this game and now he is garbage. It's sad to see him like that. He is icon, one of the best slashers....
For Twins. Hopefully they fix both side problems. Twins hated because of slugging was only way to play them and survivors hate it. Hopefully her new kit won't force them to slug like before.
@TieBreaker said:
The Twins rework needs to be fantastic. It's taken so long.
It would be cool if the Twins’ rework basically allows for co-op play with them. It doesn’t have to be mandatory (maybe Victor is AI-controlled if no other player assumes him), but I think it would be an awesome feature for them.
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@HerInfernalMajesty said:
I’m actually very excited for the new chapter 😊 The Killer is so scary!!! 💀
Plus Sable is just pure awesome 🤩 I can’t wait to use the new perks.
For the sake of solo queue players everywhere, please don’t use her perks. lol. You’ll doom us all.
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@TieBreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3667283#Comment_3667283
At best it will be a stun increase, that does nothing to affect mobility or ranged killers. No new perks are allowed to be strong enough to become meta, and meta perks are gradually getting nerfed one by one.
Might as well go back to the old days of doing gens and hiding in a bush when the killer gets anywhere close.
Except now Killers have perks to flush survivors out of hiding. lol. They (killers) don’t like immersed/stealth gameplay either—look how they complain about Distortion.
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@TieBreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3667246#Comment_3667246
Unless DS grants a decent stun, disables the killer's power for a set time and grants the survivor either haste or endurance, then it's gonna be next to useless.
I don't care if the survivor loses the ability to body block, or deactivates when the survivor touches a gen or the killer hooks someone else. Unless it's strong and can't be nullified by certain killers, then it's gonna be useless.
But like you said, it's gonna have to be approved of by killer players in general, so if it's better than mediocre it's going to be objected to.
I personally think they should just leave it as-is. Lately when these devs ‘improve’ a survivor perk it ends up somehow worse than before.
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@Witchubtet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3667264#Comment_3667264
They just need to give better reasons to use said killers. I recently posted about how annoying it is to play Singularity, why play him when I can play nurse? (I don’t play her but she is still top tier)
Hag was recently buffed but I haven’t tried her to see if it’s an improvement—not that she was terrible or anything before. Dredge I think is fairly weak and I can’t really see a way to buff it. Maybe getting rid of its aura in Nightfall would be enough. Singularity is odd because I think what makes it fair is how technical its power is. If it didn’t require as much skill expression it would be overwhelming (for survivors) and that’s not going to work for this game long term. Nurse doesn’t leave any counter play for survivors so she can’t be the litmus of what makes a killer good.
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Interesting killer visually but the power is cumbersome. Seems solidly mid. It’s weaker than Xenomorph and Chucky who are uncommon to face now. It’ll have its week or two and then fade into obscurity like similarly technical killers; Singularity, Hag, Dredge, so on and so forth.
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@Xernoton said:
We used to have that meta already, which is what worries me most. Back then, camping was a lot more reliable and it was probably the bigger issue but with base kit BT, the removal of hook grabs, the near impossibility to interrupt unhooks and the AFC, that is not as reliable anymore.
So I expect that killers will either double down on tunneling (even harder than now) so that the 5 seconds stun becomes less impactful or to focus even more on gen defense. Both of these options aren't ideal. Slugging would probably decrease at first but then become more of a problem later on. Unbreakable only saves you once and if a killer can down you multiple times, then they will still get value out of it.
A DS buff will unoubtedly lead to the same situations we had pre 6.1.0 where survivors that were recently unhooked were no longer affraid of the killer and instead played like they were invincible. This resulted in them bodyblocking and even lingering around for pallet / flashlight saves. This is an issue that will have to be addressed or we basically force killers to double down on tunneling. If you are going to eat that DS anyway, you might as well do it on your terms and capitalise from that.
The kill rates will go down. By how much I cannot possibly say. But it will happen and it will lead to some further changes to help killers that struggle. However, I think this will still be more enjoyable than having a team mate eliminated early on. I also doubt that the devs will try to balance survivors around killers again. We had that once (6.1.0) and while it definitely helped it has become apparent that individual killer buffs are far more effective. MMR will do the rest to keep a 60% kill rate (or something close to it).
So I think a crucial piece missing from your analysis is that when DS was 5 seconds long there were other survivor perks & strategies available to maximize its value. These things no longer exist. DS at 5 seconds in the current meta will be as impactful as DS at 3 seconds in the current meta.
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@Brimp said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3666980#Comment_3666980
Never said it was OP, just said it was auto pilot. But yeah I could go into a game with exhaustion and WoO and hold W and pre drop every pallet I see in sight.
Sure anybody could do those very basic gameplay actions. But are you doing them and escaping every match? I’d like to know too. Share some vids! Maybe we could learn something from you. :)
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Isn’t this the only good loop on that map though? The rest is unsafe or dead zone.
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@xltechno said:
If it weren't for the flashlight clicks and tea bag shaking, things would still be pretty good so far.
Even though the killer disparity can no longer be helped, there are limits to just tinkering with abilities to balance things out. In the first place, the biggest factor that separates M1 killers from other powerful ones is the poor map design.
If you create a map of the inside of a 5-6 story building, the mobility of the Nurse and Bright will be suppressed, and the M1 Killer will have nothing to lose. Therefore, it is urgent to refine map design.
The thing about map balancing is that within the roster killers function in widely different ways. A wide, flat map is amazing for Blight, Nurse, Hillbilly, Artist, Huntress, Trickster, and so on but awful for Ghostface, Myers, and other killers who rely on stealth. Unfortunately there’s no way to make a map that works for all killers powers. And of course maps still need to work for survivors as well. :)
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3666005#Comment_3666005
When i say viable, i mean in top tier mmr against the best survivors. There's a reason that every comp match and tournament has heavy survivor retstrictions.
@The_Krapper said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3666623#Comment_3666623
The last comp I saw go down was before all the gen regression , in this current state of dbd I'm not sure there even has been a big comp recently, and also killers are restricted from using certain perks I've been in quite a few tournaments and depending on who's hosting really determines that so you're really basing the restrictions off of what a content creator thinks not that those survivors needed them I would argue if you lifted the restrictions the same team would win anyway
In comp, both sides are heavily restricted—not just survivors.
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@Pepsidot said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3666538#Comment_3666538
But let's say those changes are implemented, making it harder to tunnel. Killers would need a buff overall to account for this (since at high level, killers often* need to tunnel to win). The obvious one is to extend gen repair times even more, which is boring for survivors.
So one thing might be fixed, but it seems to lead to another problem. Sitting on gens for even longer. So it's a tough one to solve.
Who told you killers need to tunnel at ‘high mmr’ (less than 5% of the player base btw) to win? Otzdarva?
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@WolfyWood said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3666149#Comment_3666149
Yeah I am not sure why this appears to be a difficult concept to grasp for this forum. It almost feels like forced contrarianism.
Content Creators are not above criticism and definitely not omnipotent, but some of them compete for money so if these perks truly were diamonds in the rough it would be widely known.
When these content creators play to win, they are not using these perks. 🤷🏽♀️ If I ever see them at all it’s in a meme-style build with the players literally throwing the game to make the perks work. And they explicitly state that they’re just messing around.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3666139#Comment_3666139
No, I'm being serious. What are you talking about? There have been good perks. Even being as aggressively selective as possible, there's no way of interpreting Champion of Light as a bad perk.
Jesterkind, the perks you’ve named are either full of drawbacks, require awkward gameplay that borderline throws the game, or are wildly outclassed by other perks. Better perks—that themselves aren’t strong.
So here’s a thought experiment: let’s assume they are strong perks.
Why are they so rare to see in gameplay? Why aren’t players consistently running them? Are the perks so good they’re seldom used because people just don’t understand how good they are? People like Otzdarva (this forum’s favorite, right?), Ayrun, Team Eternal, Team Oracle, and other amazing survivor players with thousands of hours in the game? These are the crème of the crop when it comes to survivor players, but are they too dimwitted to recognize just, in your words, how “strong” those perks are?
The answer cannot be yes and no.
What makes a perk strong boils down to three things: what it does, how often situations that require its benefit occur, and how consistently it does what it does. Perks that provide a situational advantage or come in clutch when the stars align aren’t strong; they’re situationally useful. That still makes them weak when measured against perks with broader applications. Strong perks transcend situational value, which is why they become META-relevant.
Edit: it just occurred to me we have different ideas about what it means for a perk to be strong. Strong, in my eyes, means META-relevant with manageable (if any at all) drawbacks, and versatile yet providing consistent value.
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@Krazzik said:
It probably will given it's by far the most popular survivor perk in the game and has been for ages, despite being a DLC perk.
For the sake of promoting variety, it needs some kind of nerf.
When BHVR released the most used perks around patch 6.1.0 not so long ago, was WoO in the top ten for survivors? IIRC, it wasn’t. WoO while always a solid perk only became popular because other popular survivor perks were whittled down into nothing.
Believe it or not but there will always be a survivor META. You can’t rid the game of that. And if you just make all survivor perks bad—guess what? People don’t enter futile games with bad perks (what killer mains hope will happen), they just stop playing. Lol. It’s Deathgarden 2.0 (what BHVR wants to avoid).
Edit: spelling
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3665696#Comment_3665696
???
Plot Twist, Light-Footed, and Champion of Light are all just flat out strong perks. The others might be more arguable (and I would argue some of the remaining perks are decently good, just not all of them), but those ones aren't. Where's the joke supposed to be?
Stop it.
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@Murgleïs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3666023#Comment_3666023
1) is not an argument so there is nothing for me to answer.
2) It’s intended by the devs. Inform yourself ?
3) Again, devs are happy with the data. Also show that soloQ and SWF have a very close escape rate.
By I don’t care, I mean that’s not the point ? My point is to make killer perks more fun and less meta dependent, the same way they made BT basekit.
So I get the feeling you aren’t very business savvy, and may not understand consumerism or why BHVR, the business, has made certain decisions. But there is a financial impetus behind them. They might say things were done to alleviate concerns but that’s PR, hon. BHVR is a business and does what is in the best interest of maintaining profit. Allow me to explain with an example.
Base kit BT only exists because of outcry from survivors who were complaining about an inability to play the game. BHVR made basekit BT a thing after so many years because tunneling had started to affect player retention and they saw that in their numbers/profit margins. Anything survivors receive is because people who play that role produce more revenue for BHVR (in the way of cosmetics) than people who play the killer role & BHVR, the business, knows it has to court its primary consumers. Think about it this way: if people started avoiding the survivor role, what do you think BHVR would do? If your answer is ‘try to make the role more attractive’ you’re correct.
This is unrelated to your point but I suspect as their numbers continue to drop (which they are on Steam at least), there will eventually be a shift toward a more survivor-focused gameplay experience. They’ll hide it being ‘QoL’ or some other PR-based excuse, but it’s going to happen sooner or later.
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@xltechno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3666010#Comment_3666010
If all gens regression is to be abolished, the balance will not be achieved unless it takes that much time to complete the generator. I replaced it with a survivor's perspective.
1.) I don’t think gen regression perks should be removed from the game.
2.) Your argument fails because survivors aren’t escaping as often as killers are sacrificing them now. There is *currently* an imbalance with gen regression perks present, but return to point 1.
3.) We needn’t rely on hypotheticals here because we have real data that shows an imbalance to exist under current circumstances, which is where we should have our attention not a hypothetical, far flung future that may never come into existence; return to point 2.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3665653#Comment_3665653
I did not say anything about going down. But there needs to be more work involved to save someone than just sabotaging. 1 or 2 bodyblocks will do the trick and that's fine. Because it isn't easily recreatable while still being in the realm of possibilities. Think about how high the reward is for that. It's an entire chase wasted. That is huge and it can be game changing.
Obviously it's impossible to do this when that survivor goes down right next to a hook, which can't be expected because then what would happen, if they went down a bit further away? I know that there are also some maps that just have too many hooks in certain spots (like RPD) but in general it is definitely possible to pull it off.
…my point is that if you need to meet so many conditions to pull off a strategy and even then it might only work once in a blue moon, it isn’t really a strategy; it’s a fluke. I don’t even see the best survivors pull this off much, and when they do it’s like a shocking, random thing. Sabo isn’t a viable strategy anymore because killer mains wanted it nerfed into futility. Similarly to how survivors don’t waste time healing now, attempting sabo plays is really wasting time that could be spent pressuring gens. It’s more reliable to allow the hook and get the save anyway.
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@xltechno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3665382#Comment_3665382
If reversed situation, survivors were always going to die in one hook, then the average chase time would need to be at least 2 minutes. Most reasons why a gen doesn't complete is because survivors want to slack off on it. I understand the opinion that you can't control your teammates, but that's the reason.
Did you intend this response for me? It seems unrelated to my comment.
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@xltechno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3665976#Comment_3665976
I remember it only lined up nicely if all 5 people gave an offering. I hope someone can provide me with accurate information.
This is correct. If less than 5 people bring an offering, the offering screen you see during “pause” won’t accurately reflect who brought what (unless the killer brought like a killer-based offering, obviously).
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@RFSa09 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3664658#Comment_3664658
we had nicolas, ellen and alan, all of them have good perks, people just don´t know how to use them
This has to be a joke. A wretched, cruel joke.
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The reworked maps (Red Forest, Coldwind) are full of dead zones now. New maps (Greenville Square, Toba Landing, Nostromo Wreckage) have mostly unsafe pallets and short loops, but decent areas to hide.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3665602#Comment_3665602
The problem is that a sabo play can never be guaranteed to work out. If it was, then we'd see a sabo meta where killers would not be able to hook survivors anymore. Getting a down is way harder and more time consuming than sabotaging a hook.
So while there are some maps that really don't need as many hooks that are close to each other (like RPD), on average the killer still has to have a solid chance to get to another hook even when a hook is sabotaged. Otherwise, the killer literally cannot progress their objective in any meaningful way. Meaning, you'd all but guarantee survivors would bully killers into oblivion.
Sabo plays can work when the right hook is broken and survivors bodyblock the other hook. This is what it has to be. A chance to deny a hook, that has a high risk.
So one survivor en route to being hooked, one sabotaging another hook (who gets hit), then the other two survivors try to block the killer and end up hooked themselves. That… seems like a lot of game throwing to try and get a single sabotage off. That… still doesn’t work (at least when I see streamers like Otzdarva and Ayrun try to do it).
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@I_Cant_Loop said:
Predictably, we're already seeing the usual "yOU Wnt tO pUNIsH PEoplE fOR PlayINg WiTH THier FRIEndS" arguments. Premades, especially at high MMR, have a significant unfair advantage from comms and perk coordination that many on this forum refuse to acknowledge, even though the kill rate stats prove it. All the OP is asking for is a level playing field. Reducing your unfair advantage is not "punishing" you.
Doesn’t bear out in the stats. Full 4-man squads are super rare according to the devs (less than 2% of SWFs), but even then SWF in general only escapes 48% of the time. And that’s an average from 2-4 man SWFs.
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@Sandt1985 said:
Gens would need to be a minimum of 2.5-3 minutes to complete, and survivors would hate that
Shoot, they’re barely escaping now. Not even cracking 50% by the stats. I can’t imagine more survivors escaping if the gens took longer.
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@Hex_Ignored said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3665169#Comment_3665169
So was old bbq, but the only reason why they ultimately changed it wasnt because of complaints but because they don't like people using perks to reduce the grind
And they wanted to shake the meta up. But I don’t remember seeing as many people complain about BBQ. You could easily avoid it by jumping in a locker, after all.
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Maybe. Female survivors are more popular than male survivors, and will sell more cosmetics.
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@Hex_Ignored said:
The perk doesn't do anything that is overpowered, so I don't see why it would need a nerf.
It’s heavily complained about.
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I thought that was a reference to one of its add-ons (or maybe its lore) referring to it as an axe killer/slasher.