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BlightedDolphin

BlightedDolphin

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BlightedDolphin
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  • @GoodBoyKaru said:

    He's always been able to do this, it's very sadly nothing new, and despite being raised quite literally since he used to have Treatment Mode and Punishment Mode in his kit (as well as passive madness) nothing had ever been done. I guess it's because he's just not very popular so nobody really knows about it?

    Doctors never did this in his old version so I don’t think a lot of people were aware of it back then. And no one did that because he had an even BETTER way of deny the unhook - just stand next to the hook in Treatment mode and grab them when they try to save. No idea why he could grab people in Treatment mode.

    Otz showed this in one of his recent videos which is probably why this is getting attention again. It will probably go back to being a rare occurrence again in a few weeks.

  • @GoodBoyKaru said:

    I believe you can only play as those 8 Survivors - the originals plus Mikaela, for some reason.

    If that’s true, then damn, poor Ace. Released before Feng, David, and Mikaela and yet isn’t part of the original survivor group.

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759054#Comment_3759054

    I don‘t know except of too long fences with windows, what the problems were? If they make the fences like on badham, it would probably be fine. I really would love to see walls that re longer than 2m again.

    In old videos it had a lot more windows, it was bigger, a smaller street and you could walk on more roofs.

    Alone the smaller street would make this map a lot better.

    The map had multiple issues throughout its life. Some were fixed and some stayed until the map was reworked.

    The issues with it were:

    • Balanced Landing was broken on the map to the point the perk had to have the stagger reduction removed. Even after that nerf it still led to near infinite loops.
    • The Myers house was busted. There was one window right next to the basement that was basically an infinite. The loop was so long that chase broke often so the window blocker didn’t always trigger. Unless you were playing Nurse, there was nothing you could do about the window. They ended up blocking this window off completely a few months before the rework but even then the rest of the windows in the building were also pretty powerful.
    • And then there were the houses with basements in them. They were like the current ones and the ones in Badham, except they had almost every window in the house open. You pretty much had to hope they messed up or you’d never catch them (unless you were Nurse again)
    • Most pallets were super safe. Aside from a couple of the car/trash loops on the roads the pallets couldn’t be played around. The worst was the ones that spawned in the garages of the house where the walls were just long enough that you couldn’t mind game them. And there were a lot of pallets.
    • The fences were a huge issue. You could see someone and do literally nothing about it. They also had windows spawn on the fences as well which were absurdly powerful because of how long the fences were.
    • Totem spawns were hilariously bad. There were memes everywhere about one that could spawn in the middle of the road. And considering Ruin was the only thing keeping gen speeds in check for awhile, it was a huge problem back then.
    • The gens were difficult to patrol due to the size and the distance between them.
    • The gates were near impossible to defend so you couldn’t even make a comeback in the end game.
    • Not a balance issue but just a funny little thing - the texture on one of the back walls of a house was just a stock photo and still had the watermark on it haha

    Overall it was a pretty unhealthy and unfun map to play on as killer.

  • @adam1233467 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757821#Comment_3757821

    You can only use Trapper Wraith Hillbilly Nurse and Hag in this mode bro.

    It's Huntress not Hag.

    But I can understand the confusion when everyone keeps saying first 5 killers and she did release before Huntress.

  • @Langweilig said:

    It is unplayable for survivors and a shame to even be in the game. There is nothing right on this map.

    • Too small
    • No useful windows
    • Almost no playable pallets
    • Not enough enterable bushes
    • Probably more problems

    The map went from relatively fair before to a free win button for killers.

    I would like that they bring back the first version of the map, so that I could play it, because it looks so good on old videos.

    Simply haddonfield is extremely unfair currently and therefore extremely unfun. I don‘t even try to win there as survivor.

    As someone who has been playing since 2017, I've always wondered what someone who started recently would think looking at older DBD. It's weird knowing that not everyone got to experience things like old Haddonfield, OG Freddy, or the first Mettle of Man.

    The original version of Haddonfield was very unbalanced and it should never return but I wouldn't be opposed to having all the old maps and such become available for a short event so that newer players could experience it. And it would be interesting to see how unbalanced the old game would've been now that people are actually good at the game.

  • Definitely killer sided. They did good making the buildings weaker but they really need to make the rest of the map more fair for survivors to balance it out. The pallets are way too spread out.

  • The timer resets one stage every 24 hours. So for example you DC 3 times, you are now at stage 3 and get a 30 minute ban. If you DC again it will increase. If you don't DC for 24 hours you'll go back down to stage 2 (so if you DC again you'll go back to the 30 minute ban). Wait another 24 hours without DCing and you'll be back at stage 1. And then another 24 hours it will be back to normal.

    So if you want your DC penalty to reset, you'll probably have to wait about a week or more for yours to get back to normal. Then you can either:

    1. Find some way to make your internet more stable. I used to have connection issues then I started using an ethernet cable and since then I've had 0 issues.
    2. If you can't fix your connection and still want to play - then once you DC don't play again until the next day to prevent the timer building up.
  • @epi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3756036#Comment_3756036

    so what's the point of crouching then if it doesn't do anything? lol. And I don't see how there's an issue to just make the hitbox smaller to mimic a crouch. shrugs

    Crouching does lower your hit box.

  • Wouldn't this just make Freddy's lullaby non-existent and him completely silent to sleeping survivors because sleeping survivors are Oblivious?

    Victor also doesn't gain access to any of your perks so this wouldn't effect him (and honestly rightfully so since a silent Victor would be too strong). I also don't think Huntress really needs a buff right now.

    Trickster doesn't even need a lullaby. If they want him to be heard from further away then just give him a larger terror radius like Wesker and then he can use stealth perks fine.

  • @Phantom_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757877#Comment_3757877

    Exactly, you get it! It didn't give him any advantage but it made the games so much fun.

    As for blight it might not have been a high-level skill, but it was still something other than the average or his basic moves. To me it added more value to him as a killer, because you could do slightly more with him.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757890#Comment_3757890

    Out of all I mentioned you just picked out Lightburn?

    Which still required you to have more knowledge of the game and those killers to be even interacting with their powers like that, so in a sense, yes that is a skill. I didn't say it was high level, but it was something niche and only could happen if you had a flashlight, and odds were people didn't.

    What we have now is the most mind-numbing interaction that doesn't require any forethought or skill and it counters hag even more than people could before. Additionally, it made survivors in general interact more with the killer because they could. They wouldn't just turn into gen-jockeys and for people who have played this game for longer that is actually where the fun is: the chase and interacting with the survivors. Not going around/kicking gens or whatever the next meta becomes.

    As I mentioned I neglected Wraith because that one didn't require skill from the survivors. All in all, the things you could learn and required a bit of practice are being taken away, and it is a shame and is turning the game stagnant. It's playing DBD with training wheels for everyone.

    Yeah because I have nothing else to say about the rest. I'm all for skill expression and adding more of it, it's why I love Singularity so much, I just think that Lightburn didn't take as much skill as people make it out to.

    It didn't really make you interact with the killer anymore though because you are already in a chase with them or it's to remove a Hag trap. Nurse is the only one I think was skilful because it was really hard to pull off.

    And either way, it's better that skill expressive counter play isn't tied to an item.

    If you want me to go through the rest of your post:

    1. Sky Billy was great, I would love it to return. I'd also like them to remove the invisible walls on the main buildings so Demo can leap off them again.
    2. Blight needed a nerf and I think Hug tech was an alright way to do it. There probably were better ways, and ones that wouldn't reduce his skill ceiling, but overall I don't mind this being removed. Still would've preferred he got nerf elsewhere though.
    3. Flashlight timing I agree. I actually think Flashbangs are less skilful than Flashlight saves now because at least with flashlights you need to position yourself and aim it correctly, which can be difficult on certain killers. Flashbangs only require you to have the timing down and then you can get the blind almost every time. Even walls can't stop it. But again I'm not too attached to it either way so I don't really mind if they bring it back or not. Locker saves should never return.
  • @Iron_Cutlass said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757952#Comment_3757952

    The real pain.

    I like to watch VODs to see other people's POVs and hear what they were saying during a match. It's also a good way of seeing areas I could improve in.

    Comes across a TTV, look up their twitch and it outright does not exist or they havent streamed in literal years.

    The worst is when you find them, they are streaming, and they've allowed you to view every other VOD of their previous streams but this one stream is the one they decided to not enable it. It happens way too much :(

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757991#Comment_3757991

    I would say healthy and unfun, but that was the point. To discourage the worst of behaviors that we instead needed to implement a Regression limit for, among other base game flaws. To be clear, I do think the Key Hatch-open animation and charge minimum requirement for keys they did in the Mikaela patch was all the needed, but that is a fix to keys. not Hatch (although I believe they were done in the same patch, so that's fair to link the thought).

    As far as soloq, that has changed nothing for me. When it gets obvious that the match is hopeless, Survivors are swapping to Metal Gear Solid regardless if they had a key or not. They still do the exact same thing now that Hatch was changed.

    Killers lobby dodging is still a problem, and if I soloq into someone else using their P100, the lobby gets dodged at a far greater rate than Keys ever made people dodge (at least in my experience). Killer Lobby Shopping needs DC penalties at a lesser rate (2 or 3 dodged lobbies counts as a DC?) to fix matchmaking and prevent Killers from ruining match integrity from the onset. Not a Key/Hatch unique problem.

    A Hatch escape isn't an instant loss. First off it is a win for Killer since at least one person died, or the Survivors gave up a full gate win to settle for a lesser tie, turning a -4 loss for Killer into a 0 tie. For the BP/'punished' aspect, even if someone is tunneled out and the Killer gets 3 hooks 1 kill 1 gen remaining triple Hatch escape, the Killer is likely still getting minimum 20k BP for doing 3/12 of their objective, compared to a Survivor soloing all 5 gens, opening the gate, and escaping with 14.5k max(1250x5 gens, 1250 Gate open, 7k Escape). The comparison I'm making is a Survivor doing ALL of their primary objective comes out with ~3/8ths the max BP, and a Killer doing 1/4 their primary objective comes out with ~1/2 of theirs. My issue is that a Survivor is 'punished' for playing ALL of their primary objective against even an AFK Killer, and the Killer is still rewarded with excess BP (compared to what they did) and a win with a 3 Hatch escape (W/T/T/T).

    I don't think something is healthy if it is unfun for the majority of the player base.

    As I said multiple times, it didn't discourage anything. You had to tunnel and slug to counter it. Camping the key user out was also very common. The only I guess it did help was 3 gens, but as you said the regression limit takes care of that and is much healthier for the game.

    Yes you still get teammates give up when it's hopeless, you still had those back then but you also had survivors abandon you even when you could have still won. 3 survivors left at 1 gen is very possible to win. Have one of them leave and suddenly those other 2 are screwed.

    Yes dodging is a problem but it was WAY worse back then. If we just go by the logic of "it's still an issue so why not make it worse?" then the game would have died years ago. I do think lobby dodging should have some fix, but unfortunately they can't do anything about that until they fix OCE getting stuck in 150+ ping lobbies every second game. Which I doubt will happen anytime soon sadly.

    From an MMR point of view, yes you technically gained MMR, but I wouldn't call it a win from a players POV. If anything it was worse to gain MMR because then you were more likely to play against the teams that keys. It felt awful either way and I really don't think it was good for the game simply because it kinda discouraged one playstyle.

    As for the BP gains, sure increase them, who cares? But that scenario still isn't comparable. The killer isn't playing whereas the survivors with the key were. Your aren't being punished for outplaying on the killer, you are being punished because the BP gains are already low and the killer just isn't playing. An actual comparable thing would be if the killer plays bad they can bring an item that instantly kills you. Like the original moris.

    It's clear that we disagree and I'm not going to try and convince you when we both won't change our minds, so let's just agree to disagree.

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757897#Comment_3757897

    If you are talking Hatch grab old Hatch I would I agree, but that's why I always qualify with the pre-Mikaela Hatch.

    In the 9 hook first kill at 1 gen, you can make sure the Key holder is the one you killed, and can defend their death hook as a 4th patrol spot. It also still allowed for closing Hatch, so you could close Hatch after the first person hops out. Even after all that effort, Killer still won.

    Punishing Killer for going too hard on Survivors isn't fair - As long as you stay logically consistent and think Survivors should get 25k BP when the Killer is essentially AFK, then sure. I still think when I am easily winning as Killer (say 6 hooks still at 5 gens) I should ease up off the gas and try new tricks, no matter how risky, because I know I (could have) won regardless of the results.

    OG Hatch was awful for the game, agreed. Pre-Mikaela Hatch was a net positive. A mild nuisance at worst, paired with solving numerous problems that cropped up to prominence only after Pre-Mikaela Hatch's removal, yeah Pre-Mikaela Hatch was great.

    I’m talking about the same hatch as you. Any time the hatch could be opened before every gen was completed/being the last survivor alive was unhealthy and unfun to deal with.

    You couldn’t make sure the key holder was the one who died first because:

    1. It was pretty difficult to even see if someone had a key
    2. They often went into hiding towards the end so you couldn’t find them.
    3. The rest of the team played aggressively to guard and you couldn’t even do anything about it because as soon as they die it’s over

    You couldn’t guard the key because the survivors could just instantly pick it up. They don’t need to do gens at all because as soon as you leave the key spot it’s over and they win. You couldn’t close the hatch because that triggered EGC and instantly repaired all the remaining gens. You had to wait for it to close itself and that just gave the survivors time to work on gens unpressured and it STILL felt awful because the survivor just escaped in your face for free.

    It was also incredibly unfun to experience it as a solo queue survivor because your teammate would be getting tunnelled and you just have to sit on a gen all game. And then they would just dip and leave you to die anyway. And it made survivor queue times really long since killers would dodge lobbies with keys. And then survivors started last seconds switching so killers started leaving during the loading screen. So it just took forever.

    I’m all for giving survivors more BP but I really don’t see how that is anyway comparable. 25k BP is not the same as an instant loss. Besides killers don’t even get bonus BP when survivors give up on hook anyway so I fail to see how that is comparable.

    There’s nothing wrong with going easy on people when it is clearly in your favour, I do the same often, however the game should not balanced around that.

    I really don’t think there was anything good about the previous hatch design. Unless you were playing in a SWF, it was just a miserable time to play a game with a key. It was way too stressful as killer to deal with it and as a solo survivor it was boring. The current version we have isn’t perfect and I wouldn’t mind some changes to it, but the hatch should never be anything more than a last chance escape.

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757954#Comment_3757954

    Kicking her out of her power when picking up is fine. Otherwise she would be immune to pallet saves. 

    Would it be a problem if she would be immune to pallet saves (it would only work if you switch back into power after the down)? They could make that part of her killer power.

    If she would only flicker while carrying and not have the pallet immunity would it then be a problem?

    Every other killer pretty much functions the same as well - Wraith has to decloak to pick up, Ghostface can still be revealed, Oni and Legion exit their powers.

    Wouldn‘t it be cool if killers would function differently in more ways than just the power? For example when carrying, terror radius …

    Shure wraith could be a bit problematic, because of his speed, but the others look fine.

    If it was just flickering, no it wouldn’t be an issue but I don’t really see any real reason for it. It wouldn’t really change anything and just be unnecessary.

  • Kicking her out of her power when picking up is fine. Otherwise she would be immune to pallet saves.

    Every other killer pretty much functions the same as well - Wraith has to decloak to pick up, Ghostface can still be revealed, Oni and Legion exit their powers.

  • And then they are either never live or don't allow you to view the recording so you can't even watch your match afterwards.

  • I don't think it needs to be nerfed, it's a good perk but nothing too powerful.

    I wouldn't be against this change though as I agree that at 1 gen left it's unnecessary.

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757658#Comment_3757658

    First off there was 2 'old Hatch' mechanics. The Hatch standoff (which is fair to complain about since it would extend match time), and the better pre-Mikaela Hatch (which was basically just the current hatch but allowed multiple people to escape with a Key+'Gens Remaining<=Dead Survs').

    It wasn't great in and of itself, it was great because of what it prevented and discouraged.

    Tie issue: It works best when the Survivor team basically knows it would be a lost match, and this allows for them to reasonably fight for a lesser loss instead of an impossible win. Keeping hope is important, and Kobes every other match are what happens when hope is snuffed out. Also both the Survivors and Killers can already 'spoof' MMR by hiding to die to EGC or dropping Survs out of the gates, so that isn't a Hatch unique issue.

    Game worse by removing Hatch: Because again, hope is important. If the match is doomed, we get Nurse and SM Kobes from the start. That means the match never gets to be played. If the last Survivor at least has the hope of Hatch, then they won't play Metal Gear Solid for years. The only time currently that is an issue is when 2 Survivors are left with too many gens to complete. That means the Killer when too hard on them, and the Killer is annoyed as a consequence. It punishes Survivor annoyance with Killer annoyance, and ideally that means Killer plays more like a DM role, or is willing to take riskier chases or attempt riskier plays to give the Survivors more hope and the Killer an opportunity to learn a new skill to add to their repertoire.

    With or without Hatch the final 2 Survs playing Metal Gear Solid will be an issue. They both are going to hide to hope the other person is dead first. The Killer bleeding out for the 4k is nothing but BM, and honestly should be reportable under the rules as intended (they literally call one of the subsections 'Unsportsmanlike Conduct').

    The best way to end a clear win is by letting the Survivor take Hatch. It fits the theme of a 'final girl' escaping the Killer. It is RNG, thus not an earned win, so there is no lost face. It doesn't give the Survivor MMR (unlike closing Hatch and slipping up on gate patrols can). It gives Survivor 7k BP which is better for the player economy. It saves time rather than waiting out the 2m EGC timer. Like the only reason to go for a 4k is a tome/achievement, which can simply be fixed by counting Hatch+3k for those.

    The old hatch was very unhealthy and made the game worse.

    It didn't punish unfun play styles like tunnelling and slugging, it encouraged it. If the killer played for 12 hooks and then killed someone at 1 gen remaining, it was GG. All 3 are gone now because they brought a key. The counter play to that was to sweat your butt off and try to kill them all before you got down to 2 gens remaining to prevent the guaranteed 2-3 man escape. You had to tunnel the key user out earlier or slug everyone so that you don't spawn the hatch too early. And that was only if you knew they had a key. Some survivor animations made it ridiculously difficult to tell if they had a key in the lobby AND you could find it in a chest and suddenly it's a free win.

    Punishing the killer for "going too hard" on the survivors is also not fair at all. 2 survivors at 2 gens isn't uncommon and isn't going too hard at all. It would like if the killer only has 4 hooks at the end game, 2 survivors suddenly die as punishment for being too good. That's not fair. You shouldn't have to purposefully play bad to avoid losing.

    Old hatch was awful for the game. It just made the game sweatier and less enjoyable. If the main reason you want it is to avoid Nurse and Skull Merchant games, then I think the better solution is to change those killers rather than make a mechanic that punishes the other killers harder (because games against those 2 are more likely to never 1-2 gens, it's much less likely the hatch mechanic will come into play against them but against Trapper it would be too common and game changing).

  • Aside from Nurse, Lightburn did not take any skill. It wasn't "skill expression" to walk up to a Hag trap and flick a flashlight on it. You just happened to have a flashlight and so could now perform a super easy task. People didn't know about it because there is almost no way to figure it out by playing. The only way you could know about it was if someone told you or you saw it in a Youtube video. That's not skill. Same with Artist.

    The only skill expression involved in Wraith's lightburn was from the Wraith player. The survivor aspect took next to no skill, and even if you didn't get the burn the Wraith still had to move out of position so it was a win-win for you almost every time. Wraith isn't strong enough to justify such a large counterplay.

    Nurse I agree should have stayed. That took skill with very precise timing and was very risky to perform.

  • Desperate Measures does to some extent. You'll always have a faster unhook speed with it since someone has to be hooked to unhook them.

    Rather than make another perk they could just increase the unhook speed with Desperate Measures. Keep the healing bonus the same and then increase the unhook bonus massively.

  • The only map I find it an issue on is Hawkins since you can’t use the “hide your item in the corner” counterplay since you need to go into the corners often on that map because of gen and pallet spawns.

  • Freddy and Myers changes. Based on their comments I expect Freddy to appear somewhere on it but I don't think Myers will be there few another year or 2 :(

    Which sucks when you realise that Myers has only received ONE actual buff outside of add on tweaks since his release. And that was a Tier 1 movement speed increase back in 2018.

  • Wraith with double Windstorm moves at 166% movement while cloaked.

    Add 15% from PWYF, 5% from Batteries, 5% from Rapid, and 10% from Machine Learning and he can get up to 201% movement speed while cloaked.

    But if you want it to be someone who can attack during it, then I think it would be Clown as he moves at 125% speed under his yellow bottles. So he would be 160% with all of that. 165% with double haste add ons.

    Also having 3 stacks of PWYF and Rapid active at the same time is pretty difficult since you would have to lose a stack to activate Rapid. Wraith would still be the best for this since you could cloak immediately and break chase.

    EDIT: Oh wait I forgot about Shadowborn, which is 10% while blinded. So if you replace Rapid with Shadowborn the fastest they can get to is 206% and 170%. And Hag would 157.5%

  • @solarjin1 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3756234#Comment_3756234

    My viewpoint have almost never been change reading a Steam Reddit or Twitter post. On the other hand plenty of dbd forum users have change my viewpoint. On steam especially conversations seem to devolve into one side saying git gud or name calling.

    Yeah Steam is the worst. You need a hazmat suit to shift through that much toxicity.

  • @ChaosWam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3756223#Comment_3756223

    I'll add to this statement and say I prefer the official forum over things like the Steam Discussion or the Reddit page because both of those have FAR more people who are willing to single out the other side. I've had legitimately good debates on this discussion board compared to the others. Of course there will be those who downplay the survivor issues or downplay specific killer issues, but in my experience it has been more civil here.

    I can agree with that. If you want to discuss something, this is without a doubt the best place to do so. And the mods have done a pretty good job so far in keeping toxicity in check.

    The DbD Reddit doesn't seem to have much discussion outside of patch notes and dev updates. The 'discussions' there are mostly Us vs Them posts disguised as memes, and whichever side doesn't go along with the meme is downvoted to oblivion.

    Steam Discussion is insane. It's just a toxic cesspool full of the worst takes imaginable. It's everything bad about the forums amplified by a million with none of the good aspects of it.

  • Of course there are big issues on the survivor side. Anyone who denies that is wrong and obviously hasn't played much survivor. The same is true for those who think killer has no big issues.

    Both sides have major issues that need to be addressed however these forums have the habit of feeling like every single change on one side needs to have an equal, or often larger, change on the other side to 'balance it out' or bring up how there side is worse and needs changes first before the other side is improved.

    Anytime you bring up tunnelling you are met with complaints of gen rushing and SWFs. Anytime you mention gen speeds you are met with complaints about slowdown and tunnelling. MfT complaints were brushed off because 'killers get broken perks so why can't we?' and Eruption was brushed off because "you guys just had Dead Hard! Let us have a broken perk!"

    Both sides have problems and both sides should be addressed. However so many people just see it from one side and think that every change needs some sort of 'eye for an eye' change to the other side.

    "You guys can nerf X, but only if Y is nerfed".

    "Y is a problem… but so is X! Let's derail the thread into a talk about X!"

    I honestly don't believe these forums are killer OR survivor sided, I see an equal amount of complaints, derails, and whataboutism on both sides, however it is very obvious that the majority of people here only play one side and forget that the other sides fun matters too. Both sides here are just as obnoxious and dismissive of the other side.

    Every adjustment doesn't need an equivalent one on the other side. Just because one side has issues doesn't mean the other is good. If something needs to be changed, then it should be changed regardless of if that same side just got another QoL improvement.

  • @Smoe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3755792#Comment_3755792

    It's not even that, it's that even though Jonah had no way of knowing the messages were decoys nor had any intentions of wanting to hit those civilians, people still blame Jonah for it despite the fact that it was clearly the rebels in his lore that created the decoy message to specifically and intentionally hit civilians to begin with.

    I blame Pixel Bush honestly for his video where he completely omits important parts of his backstory and makes up random stuff.

  • Renato because I find him incredibly relatable, especially in his tome.

  • Then there's Felix and Elodie who they built up as if they had some important connection to the lore and then nothing has been done with them or the Pariahs for nearly 4 years now. Neither of them have a tome either.

  • @shalo said:

    Looks like it's not a bug but a new feature. It would have been nice to be informed that BHVR dislikes their OCE players.

    https://forums.bhvr.com/dead-by-daylight/discussion/419632/oce-sea-players-forced-into-laggy-lobbies

    Well that sucks. Why not just stick us anywhere in the world that has good MMR at that point. If the matchmaking system actually thinks 150 ping is the most suitable then I think your system needs some massive improvements, BHVR. Especially when it sometimes only takes like 10 seconds to find one of these 'preferred' lobbies.

    Please revert this, this is awful. No one asked for this.

  • Their backstory is that no one knows what it is and anyone who tries to understand it is ultimately killed by it. People have tried to figure it out but no one comes close.

    You summon it by trying to understand it and the scariest part of it is that you have no idea what it actually is. It uses the rumours to attack and lure its victims. It's scarier when you don't see it and build an idea of it in your mind.

    So my guess is that looking at it represents the idea that you are removing the mystery behind it because you can now see it and are starting to understand it. It's no longer an urban legend, it's just a weird guy with a bomb.

  • As long as it is only flashlight save and not using the flashlight in general, I'd be okay with that. Sabo saves count as a conspicuous action so I don't see how a flashlight save is any different.

    You're not being tunnelled and are punishing the killer for not tunnelling, so I think this would be fair.

  • Yeah it’s getting frustrating. Every game these past few days has just been 150+ ping. I don’t want to play the game anymore because of this :(

  • Wait they were doing gens before?

  • Singularity.

    He looks so cool but there’s also something about him that just makes him seem adorable.

  • @VantablackPharaoh91 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3754435#Comment_3754435

    I'm so glad others, like me, do not give a single solitary ######### about how "viable" a Killer is at being the best as long as the Killer's fun to play. I think fun really is all that should matter in a game, if you aren't enjoying yourself why bother?

    Completely agree. It’s why I mained the OG Freddy even though he was considered F tier and currently main Ghostface who is also considered weak. Fun is way more important than viability and I’ll always play who I have the most fun with :)

  • Give HUNK voice lines and Looming Dread!!!

  • This sounds like Freddy should be receiving something soon and we'll hopefully find out when it is when the roadmap releases.

    I hope Myers gets something sooner rather than later. Freddy was said to be 'on the radar' in the first AMA over a year ago. So now that Myers is getting placed 'on the radar', I hope that doesn't mean having to wait another year or two for changes :(

  • Just make him fun to play again. I don't mind if he's still bottom tier, I just want him to not be boring to play anymore.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3753717#Comment_3753717

    If I knew we were going to change the definition of tunneling and argue over details, I wouldn't have bothered. However, since we're here. Your definition seems to be that you can only tunnel if someone dies.

    I specifically wanted to keep the definition simple. The truth is that tunneling can be instigated, it can be deserved. It doesn't make it not tunneling, but it does make it understandable. However, I can't be present and account for all of that, which is why you'll recall that I asked whether or not I was to be in a SWF or Solo Q. The only way I could account for it is by having all four members of my SWF stream.

    As for the games:

    Yun-Jin could have easily been hiding. The Killer did not chase her at all, nor did he chase anyone near her location, for the rest of the game. This counts as a tunnel.

    Legion did tunnel, but it was a tunnel of my own making. Still a tunnel as he didn't hook anyone else between me and I stayed out of his way and made myself an uninteresting target for the rest of the game.

    Unknown Match: I HATE DWIGHT SO MUCH. We could've won that and he threw so hard for no reason.

    I give the Huntress the benefit of the doubt, unlike PH or Legion. She was clearly trying not to tunnel.

    I really don't know what to make of David cuz Legion was literally right next to him the entire time.

    First two hooks were on me. Once again, tunneling as no one was hooked between us. I actually thought my team was fine, but I was clearly not supposed to be there.

    I watch the VOD. Honestly if those are the types of games you were complaining about then I have no idea what you are expecting. Most of those games seemed pretty good and aside from 2 or 3, your teammates all played really well. Aside from the 2 throwers you had, all those games seemed pretty fun. And if you didn't have the throwers those other 2 games would've been fun as well. You also escaped 5/7 and most of those games ended in a 0K. For solo queue, those are really good games.

    As for tunnelling, I didn't see any of the killers tunnelling honestly. If your definition of tunnelling is just hooking someone with no one else in between then I don't see how tunnelling is actually even an issue? Otherwise the unhooked survivor just becomes invincible until someone else is hooked.

    Pyramid Head didn't tunnel. He hooked Yun-Jin, chased Dwight and then made the right play and broke chase because he couldn't catch Dwight. He then went to another gen and found Yun-Jin again. Could he have chased you? No. You were already out the door and Yun-Jin was at the pallet. He had no way of getting past her. That was not tunnelling at all. He simply chased who was closer and in the worst position. He might not have even seen you, we don't know because you didn't look back. He even actively avoided Yun-Jin when she was on death hook after that. The Pyramid Head played completely fair and was a good sport.

    The first Blight didn't tunnel at all and I'm assuming they are one of the 3 you said didn't. But I do have to ask - if he downed you after you nearly sandbagged Nic, would you count that as tunnelling?

    Legion I can see what makes you think this was tunnelling but I don't think they were actively trying to do so. They missed their Frenzy on you and instead of just tunnelling you there they went and chased someone else first. They then never tunnelled anyone else the entire game. If you had left the gen they never would've found you. I can see why you would call this one tunnelling, but I don't think they played unfairly and they played fair the entire game after and before that.

    Unknown never tunnelled. They played 100% fairly. That would've been a good game had Dwight not given up.

    Huntress didn't tunnel. She double hooked every one and the only time she hooked someone twice in succession was Mikaela who was the only survivor not on death hook and it was an entire minute after she was unhooked before the chase began. I wouldn't call that tunnelling, especially since Mikaela was on a generator.

    HUNK didn't tunnel, David gave up and went AFK. You can tell because David's mend timer never paused and he went down to it directly under the hook. He played fair and never tunnelled anyone before or after that, he even went easy on you guys after that. Even after you also gave up he didn't tunnel you. Would've been a good game had David not given up.

    Second Blight also didn't tunnel. The only time he hooked someone twice in a row was you because you made a gigantic misplay. It is not tunnelling if you are literally sitting right in front of him while he is chasing someone else. Had you just run off once you saw him being blinded you would've been fine. He didn't tunnel you after you were unhooked after that and didn't tunnel anyone else either. No tunnelling, he just played really well and you made a big mistake.

    So overall, at most 1 killer tunnelled and even then it didn't seem like they did it on purpose. Tunnelling should absolutely be addressed, but none of these are indicative of why. They were normal games for the most part.

    The thing that had the bigger impact on these games was the survivors giving up for no reason. Had that not happened I feel all 7 of those games would've been pretty fun to play. Survivors giving up is probably the biggest issue with solo queue.

  • It is underrated. It was a part of my build for months last year after I tried using it as a joke. I stopped using it around when Ultimate Weapon released and every one was running Calm Spirit and so it became useless.

    I don't think it will become meta though. On some maps like Lery's the perk can give insane amounts of value, however on more open maps you honestly don't even need it since you can just see the crows fly off yourself. Even when survivors weren't using Calm Spirit there were more games were I got next to no value from it compared to the games it gave me good value. Half the time survivors don't even startle the crow unless they are actually running, and often then you can just follow scratch marks.

    I should try it again though now that Calm Spirit is no longer everywhere.

  • @ColdCobalt said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3753365#Comment_3753365

    I fully agree. It would also be awesome for him to have a unique pallet break animation. Maybe something that uses the dream world and his powers. And of course some power updates would be nice as well…

    Imagine is he had an animation similar to Vecna's but instead of it being a purple crystal it's the bloody hands from his snares breaking the pallet.

    Truly terrifying.

  • @Brutha said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3753215#Comment_3753215

    His hit animation is cool I feel like that one should stay

    That is true, he has one of the best hit animations. Same with his wall break. They both don't need updating.

    Everything else though, especially his walking and lobby animations, should be updated.

  • Freddy needs a complete graphical and animation overhaul. He feels like he was modded into the game rather than being an actual character.

  • His data is flawed in that he only asked when you get tunnelled not whether the game contains tunnelling. I don't think we can really draw many conclusions from it. I answered the survey he made and it was very bare bones and basic.

    I do agree with him though that tunnelling is much less common than it is discussed, at least in my experience. My experience is very similar to Nazzzak's and I very rarely see tunnelling (outside of events at least). I think it's similar to the complaints that "every game is a SWF" where people see something slightly resemble tunnelling (such as a teammates body blocking, you running into the killer, etc) and then use it as a way to justify their mistakes and loses. The bad games also stick with you more than the good ones so it feels like every game is a tunneller because they leave the biggest impact on you.

    Regardless of how common it is though, it should still be addressed in some way. I think the DS buff was a good start and helped alleviate some of it by the threat of it existing returning but there should be something that to encourage you not to do it that isn't behind a pay wall. Whether it is common or not, it still is common enough to understandably ruin people's experience with the game. A good comparison is FtP/Buckle Up - it was not that common, maybe 1 in every 10 games, but it still made the game miserable to play at times and the nerf was necessary.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3751997#Comment_3751997

    The 'suggested counterplay' in this thread is:

    1. Voluntarily waste time dropping your item in the corner, so you have to waste more time later to go get it, just in case the killer runs this combo, or
    2. Spend an extra perk slot to voluntarily show your aura to the killer, again even if this killer isn't running the perk.

    Both of these have been complained about (and likely already nerfed I might add) by killers as 'unacceptable counters'.

    Number 1 was the exact counter to boons (going out of your way to snuff) and that wasn't an acceptable counter... So much so that boons were effectively deleted from the game.

    As for #2, object being considered a counter here is hilarious. The exact reason that 'old object' was considered too powerful is because it essentially always gave wall hacks, and it was nerfed because very consistent aura reading is not healthy for the game. So now the argument is that is that this aura reading is now only one sided it's supposedly ok? Just equip that perk and it'll function essentially like the old object? Old object and old MoM are considered some of the most broken things this game has ever had, so the power level were taking about here absolutely needs looked at for adjusting.

    That doesn’t change what I said though. People ask for counter play and then when people have some suggestions, rather than actually discuss why the suggestion is flawed it’s suddenly time to play the victim and make it an us vs them. This goes for both sides by the way.

    As for the actual suggestions, no one is suggesting you run to the corner of the map at the start of the game to avoid it. The suggestion was to drop it as soon as you load in, see if the icon (which tells you the perk is in play) appears and if it does THEN go into the corner to deposit it. No one’s saying to run back and forth, that would be silly. You only have to do that once not multiple times in the match like boons.

  • As long as they fit into a horror setting without sticking out or seeming out of place, I don't think it matters that much if the character is from a horror franchise or not.

    As I mentioned in another thread, a character like Scarecrow from Batman or the Weeping Angels from Doctor Who aren't technically horror but they still fit the theme of DbD fine and I doubt anyone would claim they don't.

  • Events are always awful to play. It feels like everyone just becomes 10x sweatier and more toxic during this time. Everyone brings the strongest items and add ons and plays to end the game as fast as possible.

    It's why after earning all the event items I just stop playing until the event ends.

  • I wouldn't call Tomb Raider a horror series or Lara a horror character but despite that I do think she fits the game perfectly fine.

    I don't think something needs to be straight horror to be suited for DbD. I think that all they really need is to be able to suit a dark/horror/survival setting without it seeming weird. For example Doctor Who isn't horror but I don't think anyone would find a Weeping Angel unfitting for the game. Or Scarecrow from Batman - not a horror character but fits a horror setting perfectly fine. Same with Vecna.

    I also think Nic Cage fits the game because he deals with the greatest horror of all time - real life.

  • @GolbezGarlandGabrant said:

    All the killers giving you counterplay advice but when it comes to survivor things—no counterplay!

    "There's no counterplay!"

    Offers counterplay

    "Lol of course you offer counterplay! How typical!"

    These forums in a nutshell - unnecessary Us vs Them

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