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BlightedDolphin

BlightedDolphin

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BlightedDolphin
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  • @solarjin1 said:

    The forums question is interesting and i kinda think @WolfyWood is right. It handful of people posting the same messages over and over. I like to think of the forums as masterfully ongoing story crafted by C3tooth. You got your establish main cast consisting generalV, Reinami, Nazzzak, pulsar, etc (can't name them all). You got strong side characters who usually mind their business but still post frequently enough like iron cutlass, blighteddolphin, Raccoon, count in the fog, etc. Usually the antagonist of the season is a new account who posting 20 threads a week and wilding out nonstop (skill issues, Professor dunwich, more recently camper_villain). Every so often they kill off major characters like MikaelaWantYourBoon & Ayodam to keep the crowd on their toes.

    Wow I can't believe I'm a side character! I always considered myself a background extra.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3702199#Comment_3702199

    IMO Deep Wound should not be the same for both Endurance and Killers who inflict it. For Endurance it should be something else (which still functions as Deep Wound, but just different).

    This would also allow to tinker with one part of the mechanic without nerfing or buffing the other side by it.

    I think keeping Deep Wound the same is fine honestly. The only killers that can reliably apply it are Slinger and Legion and the way they apply it doesn’t really make tunnelling easier for them. It would just be an necessary nerf to killers who don’t really need it. Maybe if they add more Deep Wound effects to killers but right now I think it’s fine.

    The only thing that is problematic is Original Pain, which should absolutely not be a thing.

  • @ExcelSword said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3702201#Comment_3702201

    You know part of me feels really strange that the fact that if OP had started playing DBD a year ago, he would have had access to surge as a free generic perk.

    I know that the perk was originally implemented as DLC, then when they had the license gone they added it to the general pool rather than taking the perk away as well. If anything, that is making paid content free for no benefit to BHVR, it is commendable.

    But now that Stranger Things is back, those perks are again locked behind a paywall, or the shrine.

    It just feels…not wrong, but not right either.

    Yeah it really screwed new players over. They should’ve added some more generic perks to make up for the removal of them.

  • Do you plan on ever buying the Resident Evil or Stranger Things DLC? If you do I would just save for the killer. If not getting Lethal might be better since you probably won’t see it again for a while.

    And do you have any other slow down perks you can use instead of Surge? If you do then I wouldn’t bother getting Surge. It’s a good perk but there are better regression perks. If you had the shards to spare definitely get it, but since you don’t I think the killer is better than getting Surge.

  • They could make it so the Deep Wound only applies if you hit someone with a basic attack that is currently chained, but that doesn’t seem very useful.

    Reworking it into something else is probably the best idea.

  • Definitely Freddy. His previous rework was a huge mistake. I don’t even care if he is still weak, I just want to actually have fun as him again and not be a powerless M1 killer for most of the match.

    1. Billy - I agree. You can just tap to stop it. It feels like they had no idea what to do with those add ons and just left them in.
    2. Bubba - if you mean the metre when he continuously charges his chainsaw, then that was implemented for a reason. It’s to stop him standing in front of the hook and just constantly rev the chainsaw which makes unhooks impossible because he can down the rescuer before they can reach the hook. It’s doesn’t make it impossible for him to camp, it’s there to make it actually possible to hook save/trade.
    3. Wesker - it’s there to encourage you to cleanse. Without it there would be minimal difference between being injured or healthy so you could stay injure and focus gens. I think it’s there just to pressure you into using them more and encourage Wesker’s to use their power more.
    4. Skull Merchant - yeah this seems like an oversight. There should be more reason to hack drones. Right now it’s not that much different to just leave it and repair the gens in the radius since it doesn’t see you then anyway (and we all know she only places them on gens)
  • @WolfyWood said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3701605#Comment_3701605

    Yeah it only took them ages to remove something they called a bug, better late than never isn't cause for celebration when the damage has already been done.

    Citing the HUD makes no sense here, while it is unequivocally a good change, it's also almost been a year+ (?) since it's been added.

    Killer perk nerfs are largely irrelevant because you aren't facing the same perks every game, basekit nerfs are a lot more significant and guess which side gets basekit nerfs more?

    There's also the fact that everytime a killer perk gets nerfed it either gets huge compensation (Pain Res) or a similar perk gets buffed and replaces it (Pop/GE.)

    Meanwhile survivor perks like Dead Hard and MFT got absolutely trashed and nothing has replaced them, Background Player is definitely an outlier.

    The three gen change was only a nerf insofar as you cannot textbook three gen anymore, but you can definitely proxy 3-gen and killer's got a big buff to gen kicking + the removal of gen tapping. Which means the gen change was a survivor nerf somehow.

    SM did not get nerfed purely because of 'survivor complaints,' she got reworked twice because her design is terrible and they're too stubborn to let go of it, SM is actually one of the few times I've seen this community unite on an issue.

    You might be okay with half-baked efforts to address problems but it's clear the problems persist, and this is not a case of people be insatiable and more that the gameplay devs have yet to put any serious effort into their changes, so I don't believe they deserve any praise (obviously dont deserve abuse either) until some serious changes are made to make the game better for survivors.

    The bar needs to be higher imo.

    I’m willing to give them the benefit of the doubt for hug tech. A bug like that isn’t as simple as fixing a line of code. It would require completely reworking how his entire collision system works (along with some possible map collision changes). Yes it should have come earlier but I can understand why it wasn’t an immediate fix.

    Along with that, delayed fixes like that aren’t exclusive to the survivor side. It took 6 years for them to nerf Dead Hard. It took years to nerf OoO because they refused to admit it was broken. They admitted they had a back up plan for MFT if it become problematic yet it still took months to address it.

    “Killer perk nerfs are irrelevant because you aren’t facing the same perks every game”

    This logic makes no sense and just completely invalidates everything you said. You don’t face the same killers every game so nerfing them is irrelevant. You don’t face the same survivor perks every game so their nerfs were irrelevant. You don’t face the same perks so their buffs are irrelevant. Ultimate Weapon was the talk of these forums for months and nerfing it shows they listened. Completely disregarding that just to fit your narrative is completely misleading.

    If by base kit nerfs you want the killer role as a whole nerfed, then that’s not a good idea. Nerfing the entire killer role would just make killers like Trapper and Freddy weaker while not affecting high tier killers like Nurse as much. Survivors get base kit nerfs more because there is only one “character” in it, so you can’t just nerf them individually like killers.

    ”Survivor perks like Dead Hard and MFT are trashed”

    Dead Hard nerf was over a year ago. How does bringing up the HUD here make no sense but Dead Hard does? Besides, Dead Hard isn’t “trashed”, it’s still a good perk it’s just not broken. You even said that perk nerfs are irrelevant so I don’t understand how you can disregard UW nerfs but use Dead Hard as an example of them not listening. (I do agree MFT is trash though. It should have received the effect Buckle Up has and then give Buckle Up something else). We shouldn’t be replacing Dead Hard and MFT. They were nerfed because they were overpowered and unhealthy. No perk should ever be close to that level.

    I agree that killers benefitted from anti 3 gen, but they still listened and made it harder to do. They didn’t want to remove it, it still needs to exist to some extent, they just wanted to remove the hard core 3 gens which they have for the most part. I agree they could still do more, but it showing that they listen.

    Skull Merchant was absolutely because of the survivor perspective. Killers might have agreed she sucked, but that was that she sucked from a survivor perspective. The killers didn’t have any issue playing against her because they can’t unless they are a survivor. She was reworked to be better for survivors.

    I agree that they need to implement changes faster and that there is still a lot to address, but to say they aren’t listening is just a lie. There are issues on both sides that need to be addressed, and there are issues on both sides that just get a half-assed fix. They don’t treat one side better than the other, they aren’t ignoring survivors and gigabuffing killers because they hate them and want to kill the game. Stop with this mentality that they are ignoring survivors when they aren’t.

    Rather than argue about which side gets more love, we should just work together to get them to implement changes faster for BOTH sides. Going the Us vs Them route just makes it more difficult.

  • @Spare_Them_Mori_Me said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3701617#Comment_3701617

    Ah, gotcha. Thanks! I might dive into some of those vids shortly.

    Also, very first game, got my walled FB save on a tunneled Meg. Wooooo, praise the Entity!

    Hahaha. Tunnelling and flash bangs, the two things we were discussing earlier lol

  • @Spare_Them_Mori_Me said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3701600#Comment_3701600

    Is this confirmed? I thought it was solely based on kills/escapes?

    Wait, maybe thats SBMM? Oh dammit…

    SBMM and MMR are pretty much the same thing. They just want to confuse you haha.

    I don’t think it’s ever been officially confirmed, nothing about MMR really has. However the in game files state it is true. And given that pretty much every other MMR system in games does so it would be odd not to include this.

    The things that effect your MMR are:

    • Escapes and kills. If you escape you go up, if you die you go down. Killer MMR changes are based on each individual survivor.
    • The skill level of the opponent
    • The duration of the match up to a max of 10 minutes - the longer the match the more you gain
    • SWFs also have their MMR changes adjusted depending on if their buddies escaped or not - they gain less if they died but more if they escaped

    All of this is on the wiki and I think Scott Jund made a video detailing the data mines on it when MMR first come out.

  • Singularity can’t TP straight back to the hook though. It takes 10x longer to do it near a hook.

    @Brightened said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3701445#Comment_3701445

    The point is not that there aren't balancing issues on the survivor's side. It's that they take every opportunity to nerf survivors and do nothing but buff killers, or not change the broken parts of killer at all.

    They have been listening. Hug tech was one of the biggest complaints on these forums and they are removing it. Same with the HUD and Ultimate Weapon nerfs. And while they aren’t perfect they still listened and tried to address camping and 3 gens. And Skull Merchant has been reworked multiple times because of survivor complaints.

    Yes there is still a lot to do to make solo queue better, but to say they aren’t balancing the issues in the survivor end is wrong. They are listening to both sides.

  • Probably depends on the skill level of the survivors.

    The MMR gained/losses is dependant on the MMR of the opponents in comparison to yours. The higher they are, the more you gain for winning and less you lose for losing. Same with the opposite - gain less for winning, lose more from losing if the opponent is of a lower skill than you.

    So if you get a 2k, it probably would be dependent on the overall MMR of the match.

    For example, you kill 2 higher MMR survivors then the chances of gaining MMR is higher. However if all 4 were lower MMR than you, you probably would have lost MMR after getting the 2k.

    If everyone is hypothetically around the same MMR, then the killer probably wouldn’t gain or lose anything (or at the most very minimal changes)

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3701577#Comment_3701577

    Really? I wasn't aware (and not for a lack of failed pallet save attempts on my part). I guess it makes sense, if someone was confused by that. That should probably be looked into (although, it would be kind of weird taking away the extra BP for failed attempt).

    Could just change the name of the BP bonus from “Stunned” to something like “Attempted Rescue”

  • I don’t think so. I can understand why content creators who have to play this game for multiple hours a day are tired of it though. Personally though I’m still having fun and think this is one of the best states the game has been in.

    I don’t think having SBMM is necessarily a problem, but it is pretty bad in its current state. The issue is though, how do you fix it when it’s a combination of casual and comp players together?

    Skill expression - some has been removed I’ll agree. Flashlight timings and Billy curves being made easier kind of sucks. Light burn against Nurse should have stayed as well and was a great example of skill expression. Other killers though, I have no issues with the removal and didn’t find it skilful in the first place. It didn’t take skill to burn Wraith or Hag. As for techs, it depends on the tech honestly. Ones that are problematic like stagger tech and Blight old Z tech should definitely go. Things like Oni flick, urobending, and CJ though should stay simply because they don’t become uncounterable or often problematic. Hug tech I will give a pass for removing because the community begged for that to be removed for years and that’s just a case of BHVR listening to feedback

    Invisible walls - screw them. I need my flying Demo back :(

    Only catering to high skill players - heavily disagree. If that were the case then DS wouldn’t be considered for changes since top skill survivors can already use it very well. Same with making flashlights easier. Seems more like they are catering to both ends but leaning slightly towards the bottom. Not sure what survivor changes you are talking about here.

  • @Spare_Them_Mori_Me said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3701574#Comment_3701574

    The issue is they both claim they are using 'facts'. One has to be false, so…

    How to fix this?

    Often times both have some merit but each side refuses to admit it, or they are both completely wrong and twist everything to suit their narrative.

    In this case though, no matter which side it is if you shouldn’t have to run a perk just to counter something that is otherwise near impossible to counter. This isn’t just BGP flash bangs I’m talking, this applies to everything from tunnelling to Ultimate Weapon.

    How do you fix it? You can’t really. There will always be some form of Us vs Them in an asymmetrical type game. Only thing you can do is try not to resort to Us vs Them to not make the issue larger. If you know something is an issue, then you should agree to solve it rather than use the unrelated opinion of someone (who probably isn’t worth listening to in the first place) to justify it being unfair.

  • @Spare_Them_Mori_Me said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3701301#Comment_3701301

    When 'the other side' decides this is the case, I will bend. Until then, fair is fair, and BHVR clearly thinks this is fair.

    I use to dislike the 'us vs them', but when you dive in, things become a lot more fun lol

    But by this logic, the same applies to the other side, and they won’t bend for the same reasons. And now it’s just a cycle.

    You’re using the same logic and justifying it very hard, yet don’t agree with it when it affects you. If you think it’s not fair to run a perk just to counter tunnelling but then provide the exact same logic and justify it hard, then sorry that’s just hypocritical and petty for the sake of being petty.

  • @Spare_Them_Mori_Me said:

    I'm typically on the same page as a lot of you. But if I may!

    I've been told many times during my complaining about tunneling that 'There are perks to counter your issue. Use them."

    I know Lightborn has been mentioned, but Im gonna mention it again. There is a perk that solves the issue this thread is bringing up.

    No, I dont think this solves 'the issue', but I know how BHVR does things and I wouldn't hold my breath.

    Besides, as a killer, do you really want EVERYTHING to just be safe? Wouldn't that make gameplay repetitive?

    I mean I'm sure someone isn't going to say this is more common than not. Especially when it can be countered with… a perk!

    Do you think perks are a good counter to tunnelling though? If you don't then this is very hypocritical.

    You shouldn't have to rely on a perk to counter something that is otherwise near impossible to counter. This applies to both sides not just one.

  • Not a power but Freddy's wipe animation is the most satisfying thing and probably the only reason I play him occasionally

  • Usually I do try, especially if the teammate played well.

    The times wouldn't though would be

    • Instadown killer
    • The teammate was very frustrating to play with and/or dragged us down heavily
    • The last few games have been frustrating and I just want a win
    • I repaired all 5 gens and feel like I deserve to survive
  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3701155#Comment_3701155

    "and having to constantly run a perk to counter broken mechanics or perks like BGP feels kinda unfair."

    Funny, now it is unfair. Back then it was common practice to tell Survivors to "just run Perk X" if there were any complaints.

    @Topic:

    I almost never get blinded, neither by Flashbangs nor by Flashlights. With and without Background Player. The past two weeks it happened once and yes, I dont think it should have happened. But I highly doubt it happens that often to those people who complain about it, because I doubt that I am the exception of the rule.
    When playing Survivor I also see a good amount of people just failing their attempts with Background Player or Flashbangs.

    But the forum once again acts like they get robbed of 10 Hooks each game due to Background Player and/or Flashlights/Flashbangs.

    Back then it was common practice to say it to killers as well, still is.

    I remember back with old DS people would legitimately tell you to just run Unnerving Presence + Enduring to counter it. Or to run Shattered Hope for Boons or Franklin's for keys (and then again for med kits).

    Lets not turn this into an Us vs Them. People have been using this same excuse on both sides for this games entire life span. It's not exclusive to one side. And no matter which side it is affecting you shouldn't have to run a perk just to counter something.

  • @solarjin1 said:

    it might be difficult giving how big the batman franchise is but I'll say it anyway.

    https://us.v-cdn.net/6030815/uploads/WDAM5ZM52Y3S/download-287-29.jpeg

    Joker skin for trickster. Just substitute the knives for throwing cards

    Trickster as Joker

    Oni as Bane

    Unknown/Doctor as Scarecrow

    Legion as Red Hood

    You could make an entire Batman collection honestly!

  • An add on that reverts Freddy to a modified version of his original power.

  • A story about Singularity and Gabriel would be cool

    Or the Knight

  • Maybe it’s an MMR thing? The average killer might not tunnel so in average MMR it’s not common.

    Low MMR killers though are less confident in their skills and probably be more likely to tunnel.

    Higher MMR killers probably don’t tunnel that much either because most times they don’t need to or feel confident in their skills. Except for the times where they are going against the best of the best, but that’s pretty rare given how poor matchmaking is (and because match making is so poor higher skill killers are more likely to get paired with lower skill survivors and they generally won’t tunnel because they don’t need to)

    So maybe that is it? I rarely ever see tunnelling and I think I’m probably in the average MMR range as survivor, and Scott is probably somewhere above average which could explain why he doesn’t see it at all.

    However the survivors who are in lower MMR ratings might see it more frequently and that could potentially be what’s causing this difference in experiences.

    The average survivor doesn’t see tunnelling that much, as shown by Scott’s data, and so they don’t talk about it because they don’t need to.However those that DO experience tunnelling are more likely to talk about it and therefore most discussion about tunnelling will be about how common it is simply because those who discuss it do experience it.

    Not sure if that makes sense…

  • Typically I start playing a different killer for a few weeks and play them non-stop until I get bored or frustrated with them then go back to exclusively playing Ghostface or Legion for awhile.

  • HUNK!

    He needs voice lines and Looming Dread but still my favourite skin in the game.

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3698647#Comment_3698647

    Singularity does pretty well. Though, despite all the biological matter it has absorbed it still lacks physical mass.

    Now do it with his right arm.

  • The Entity creates the realms based off of people’s memory of the location. Which is why a lot of realms are a bunch of stuff smashed together or shrunk down.

    So while this is most likely just an aesthetic overthought, it is kinda lore accurate. Maybe one of the survivors saw the Saloon and thought of tumbleweeds which made the Entity add them.

  • @Nazzzak said:

    I'm guessing this is confirmation that BHVR rolled back their November MMR changes? I suspected it since my games started feeling bad again after all the content creators complained. Otz said at the time he would stop doing win streaks because of the changes, and if he's back to doing them I guess the changes were rolled back.

    It could just be that everyone who was at the previous softcap has now reached the new one so it’s basically the same skill level as before.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3698151#Comment_3698151

    Tunneling is, "Hooking the same Survivor multiple times in a row." That's about the most basic definition possible.

    It's like camping to me. You obviously aren't gonna leave the hook if there's someone nearby. Are you still camping? Yes! Is that a bad thing? No! I think a lot of people, given that scenario, wouldn't blame the Killer for sticking around.

    Same with this scenario. If someone bodyblocks you and you down/hook them, are you tunneling? By the very basic definition, yes! Is that the same as doing it unprompted? No!

    I guess this is kind of one of the reasons why everyone has different experiences to tunnelling. There is no real definition of tunneling so it’s pretty much up to you to determine it’s meaning. There is no one definition because it’s not a real term, it’s a fan made thing to describe a situation.

    For instance I define tunneling as “focusing one survivor to the point of ignoring the others”. You know, like having tunnel vision on that guy.

    The issue with simply describing it as hooking the same person in a row is that it can lead to technicalities about whether you actually tunnelled or not.

    For instance:

    • Jake is unhooked and I go for the rescuer, however when I try to hook them Jake sabos the hook and goes down in the process. The rescuer wiggles out so I hook Jake. This would technically be tunnelling, even though I was never intending to hook Jake
    • Alternatively, I purposefully go for Jake after he was unhooked but he loops me the entire game and manages to escape the trial. In this case then didn’t I technically NOT tunnel Jake since I never managed to hook him again?

    All definition have issues, including mine, so this isn’t anything against your opinion. Unless everyone collectively decides on a specific meaning then there will always be cases where one side doesn’t agree with it.

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3698089#Comment_3698089

    Perhaps mix the ideas. Spine chill activate when survivor is in Killer's screen cone, doesnt matter if clear sight or aura. So if survivor's aura shown, but if killer doesnt look at the direction, the perk is not activated. Killers can also counter when look at survivor 45 degree side way.

    As long as it doesn’t work like old Spine Chill and notify you of stealth killers approaching then I think it’s fine. I don’t think Spine Chill should go back to being able to alert you that Myers or Ghostie is nearby.

    Probably wouldn’t even need that many drawbacks either if it’s just a noise notification that your aura is visible.

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3698032#Comment_3698032

    Nazzzak is probably at least 70% on survivor side, and so do I. But I also think my idea would take away the fun from Scratch mark Myers. That was a quick conclusion from a single comment you saw.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3698027#Comment_3698027

    First off, as many people misunderstood my point. I just want to know if my aura being shown, something that Distortion users can, not that I want to know what killer's perks are.

    And most of all, I dont want to use Distortion, because as an evader, I still want to take chase for last hook teammate, using Distortion would lead my teammate to death. While OoO doesnt suit my play style as its asking to get chased.

    Sorry if it seemed like I was implying that you wanted to know the perks in my post, I know that’s not what the post was talking about so sorry if it came off that way.

    I think the reason some people are bringing it up is because it would allow you to know what the killer is using simply based off of when it activates. If it activates after a hook you know they have BBQ, if it’s after a gen kick it’s probably Nowhere to Hide, if it’s after unhook then it’s Floods of Rage. It doesn’t directly tell you what caused it but you can pretty easily figure out what it was and just remove all the value from future activations if it.

    Not wanting to use Distortion because it screws over teammates is fair, and that might be how the Spine Chill suggestion could be a better choice. It allows you to know that you are visible while at the same time allows you to use that knowledge to protect your teammates (or hide if you don’t need to save anyone).

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3697854#Comment_3697854

    If between Spine chill "know aura being shown" and Distortion "know aura being shown + hide aura + hide scratch mark". Im sure people still use Distortion.

    Even if you buff to have Spine chill hides scratch mark, and nerf Distortion to only hides aura. Distortion is still more useful. Because you know…killer is seeing your aura, not scratch mark.

    True it would be outclassed by Distortion in most scenarios. I agree with you there.

    I think Distortion is more than enough to counter auras though. Most of them aren’t strong enough to justify a base kit warning to them and can always run Distortion if you are having trouble with them.

    If aura perks become weaker then killers will be even more inclined to run full slow down, which is not a very good idea I believe.

    It’s an interesting idea but I don’t see the need for it or it having an positive long term effects.

  • I just want to say thank you for including Australia on the list and not sticking us under ‘Other’ like a lot of other things like this do.

  • This would just be an unnecessary nerf to aura perks. They already aren’t super useful right now anyway because of Distortion and a wide spread aura nerf will just push people to use slow down even further.

    There was someone on here recently who suggested a buff to Spine Chill which made it so it activated whenever your aura is being shown. That could work but as a base kit feature it is way too much.

  • Nothing is more annoying then knowing you can get that 5th Frenzy hit with Legion but auto aim takes it away from you.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3697272#Comment_3697272

    To be fair, to take away his Lethal value, every Survivor would need to split up and run in separate directions.

    Likewise, running UB would require prior knowledge of the Billy wanting to four man slug. It's usually a dead slot, because tunneling is more lucrative than slugging, at the moment. I also don't think it would've changed anything.

    Even without Lethal splitting up is usually the best option.

    I honestly don’t even think Lethal affected the outcome of this game anyway since Lethal would’ve ended a while ago and the Billy most likely found them because of the scratch marks they left.

    Whole thing could’ve been avoided had OP just not stuck around the killer for so long.

  • @Xernoton said:

    There was absolutely nothing you could do.

    Because spreading out to take away all the info he obviously got from Lethal Pursuer is not an option. Neither is running Unbreakable, running towards a safe loop, crawling somewhere else, actual looping, or picking up the slugs when he isn't right next to them. These are not at all possible ways to avoid something like this.

    Honestly, there was only one real issue in that video and that was Ada getting screwed because she played on a controller. Devs, please! This is not ok. Console players should not be punished by bad controls.

    Can't you rebind your controls on controller so this doesn't happen?

  • True.

    Although I haven't seen a single Rose so I don't even know if she sold that well in the first place.

  • Have you finished Alan Wake 2? His appearance is taken from the second game.

    Casey should definitely have been a legendary. Don't understand why they chose Rose over him.

  • Trickster has to hit you 8 times.

    Slinger can't hit over pallets and has limited range.

    The hitboxes of their weapons are a LOT smaller than Huntress' hatchets.

    That's why. They reverted it because it led to a lose-lose situation for the survivor whenever the Huntress pulled up her hatchet. If they drop the pallet, they got hit. If they didn't she lost no distance and just hit them anyway. It was too much.

    • You have a flashlight. He can't pick up the Zarina after he downed her. Slugging and going for you was the only thing he could've done there.

    You also went down under a pallet and Ada was nearby, so he couldn't pick you up either. If Ada had waited to start healing you after he picked up Zarina instead of starting it almost immediately, then this may have gone differently.

    After that there was also someone else right in front of him at all times. Why not down them for extra pressure? You guys kept running straight into each other and never used anything to make any distance.

    This was just a bunch of massive misplays on everyone's behalf. There were tons of things you all could have done differently and then the killer wouldn't have been able to pull any of this off. The Billy shouldn't have to handicap himself just because you all messed up.

  • I can understand being burnt out by this, especially when it’s pretty much her entire life. Taking a break is probably the best choice in those scenarios.

    I agree with her that there should be more skill expression, however most of her examples should have been removed or weren’t exactly skilful in the first place

    • Light burning Wraith and Hag’s traps wasn’t skill, that’s simply bringing an item and suddenly gaining an easy counter play. They weren’t fun to deal with (especially Wraith) and even her example of there not being many flashlights in games doesn’t make it skill, it’s just luck that yo happened to have a flashlight against Hag. Nurse is the only one where skill actually was involved and I agree that should have stayed.
    • Locker saves were completely uncounterable and again miserable to play against. The killer couldn’t do anything except leave. That’s not good game design.
    • Hug tech is a good example of skill expression, but with how powerful Blight is something had to change and Hug tech just happened to be it. Maybe they should have nerfed him some other way but one of the strongest killers shouldn’t have a way to make them even stronger
    • Flashlight saves I can understand. That was an example of skill expression and I agree that making it easier was an odd choice.

    Honestly a lot of her examples of “skill expression” seemed to be less skill and more “things new players don’t know about”. I get that it’s fun to learn about new things and then use them in game, but things like the main counter play to killer (eg, Hag traps) being hidden from new players doesn’t sound like a good idea.

    Relying on exploits and hidden game mechanics to show “skill” isn’t good game design. It sounds like she’s just learnt everything is to learn about this game and is disappointed, which happens.

    Instead of hiding things and making new players have to scour the internet and find YouTube videos just to understand the game, why not just make killers that reward skill? Make killers like Singularity stronger, make counter play for killers that require you to actually do more than just abandon loops. Make looping and mind games stronger than pre-drop and hold W. Do something that shows you are good at the game but doesn’t hide it or make the other side miserable to play against it.

  • @Marioneo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3697008#Comment_3697008

    I agree with everything except your take on techs the devs have changed there minds and considered techs as unintended exploits which is why there very slowly fixing it(example chucky flicks and blight hug techs fixed) there next target is Wesker hug techs then I'm assuming Oni 180 flicks

    Wait where did they say they are going after Wesker next?

  • I agree that removing skill expression is not always a good thing and sometimes unintended effects should stay, however I think it depends on the tech and how it impacts the game.

    For instance with hug tech, while it adds more to the gameplay, it also makes an already powerful killer even more stronger while at the same time going against his whole thing which is bouncing. I do think hug tech was an interesting way to show off skill but unless they nerf Blight in other ways, I can understand why they removed it.

    The stagger tech should also not stay because while it was rare it could lead to pseudo infinites in certain maps like Coal Tower and didn’t really require skill or map knowledge in certain scenarios because it was all RNG dependant. I had multiple games where a window would spawn right next to the drop down of a hill. That’s not skill that’s luck. And keeping it would mean going forward they would have to design every map with this tech in mind. I think it’s fair that this was removed.

    BHVR has also already kept multiple unintended effects in the game already - trap buffering for instance was a bug but they made it an actual thing. Other techs or unintended things such as 360s, survivor moonwalking, and Forbidden Legion tech as well.

    Some techs are good and some aren’t. We shouldn’t keep all techs or remove all techs just for the sake of it. If the benefits outweigh the cons then keep it. Otherwise maybe it shouldn’t exist.

  • Yes please.

    Everyone who is solo queue should just run this perk right now because the difference it make is huge. It’s not fair though that solo players have to use a slot on this while SWFs don’t.

    Make it base kit (without the killer aura) and if it’s too much then just buff killers or nerf survivor in other ways after.

  • @ZE8ERDEE said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3696897#Comment_3696897

    I was informed by staff that it was not, that it was fully automated and you wouldn’t look into or review anything in regard to anything dc related. It does come off bad when you aren’t willing to even remotely look into stuff of this matter. It happened with the mass Cheater period and the several times the servers were legitimately playing up as well. You’ve removed the penalty system before and especially with the newer changes it would be fine.

    I get you can’t control the player base as a whole but players can still get past the bots by dying on hook and the game just ends if the killer leaves. Nothing is lost to those who aren’t hit with a penalty and can easily queue up again. In fact you are planning to remove the de pip feature which would honestly if anything give more incentive for dcing if anything and less incentive to play. Not that ranks mean anything at the moment either since it only provides blood points.

    At the very least an appeal system should be warranted. Stacking penalties to such a degree is harsher than any other online game I’ve played. DBD is the only game I at times legitimately can’t play for no fault of my own. I could have 30 completely fine matches but then I get one internet hiccup and booted out of a match and I’m banned for sometimes days. I’m not deliberately doing it and my internet isn’t so bad that it’s ruining tons of matches but you would never know this cause you don’t allow players to actually appeal even though it’s fully something you could do and implement as you have previously removed these penalties before.

    My internet cuts out quite a bit and I’ve never seen a penalty over 5 minutes. If you are being banned for days then you’ve DCed a lot more than just once in 24 hours.

    From what I can find, the DC penalty increases 1 level every time you DC and goes down 1 level every 24 hours. To get day long bans, you have to have DCed a lot in that time. I think a 24 hour ban is like 5-7 times or something, so if it is multiple days then you are DCing a LOT.

    Just don’t play for a couple days and your penalty will reset back to zero and a single internet cut out will only be a minute long ban.

  • It is 4v1.

    1v1v1v1v1 was just an oversimplification of how MMR works and they didn’t mean that it was every one versus each other.

    As far as I can remember, they never said they view the game as 1v1v1v1v1, but everyone’s MMR is calculated as a separate 1v1. And literally all that means is if you kill a survivor, you win that 1v1 and gain MMR and the survivor loses it. If they escape, they gain MMR and the killer loses it.

    The game is 4v1, MMR is just calculated that way so that you aren’t penalised for your team dying or so a terrible survivor doesn’t gain MMR despite the rest of the team escaping.

    I do think some form of teammate MMR should be accounted for (e.g, if your teammates MMR is way below the killers then you shouldn’t lose as much for losing). MMR is pretty bad and could use some work, but it doesn’t make the game not a 4v1.

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