Blueberry
Blueberry
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@Reinami said:
If you have to use a 3rd party program that makes some kind of change that gives you a competitive advantage, it is cheating, pure and simple.
If filters weren't giving you a competitive advantage, then why does every comp player use it? If EQs didn't give a competitive advantage, then why does every comp player use it?
I agree with you on this.
So wouldn't that make voice coms "technically" cheating as well by this criteria? I would say so.
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@SoGo said:
I would like something along the lines of:
P20 - Unique Badge
P40 - Unique Banner
P60/P80/P100 - A full Cosmetic set.
This is basically what I want to see. Just a badge, banner or charm would disappoint most people. The cosmetic can literally even be a recolor of the bloody cosmetics. Like a silver blood for example would be pretty cool.
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Agreed. Forced to sit there twittling thumbs waiting for the match to end. Also remove them 4%'ing. It's bad enough being forced to play out a bot match but to then also have them unhooking and dragging it out even further is so annoying and a waste of time. Feels so backwards to be punished for winning.
If the "game is over" when they're all downed it should also be over once they're all bots. Otherwise it's a double standard.
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Feels very survivor sided, but at the same time less fun on survivor. I think the class system instead of perks was a bad idea as it ruins one of the main fun components which is perk building. Also, the inherent nature of 8 survivors significantly increases the chance of getting potatoes. Barely anyone is using smoke bombs that I've seen as well.
Ghostface is also way too weak for this version.
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Needs to see her boxes again, it was a massive nerf to her power and fun. She used to be a macro killer before, but now she's just a bad stealth killer with a bad anti loop and a passive gen slow down that's put and forget.
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I want to see a huge list of sweeping buffs to perks across the board like we saw long ago. So many are fixable through simple number changes, not developer time. We should be seeing at least 10 perks on each side getting buffed every patch.
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Yeah no 100% disagree. Pinhead is the epitome of high skill/high risk/low reward. It is not a skill issue as you imply. He isn't properly rewarded for how high skill he requires and and his counter play is too easy.
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3929633#Comment_3929633
I didn‘t write multiplying by all survivors, only the ones actually doing gens. It might not be 100% accurate but it shows what I mean. With less time hooking, survivors have less time progressing gens and you can force survivors of gens easier/faster to stop them from finishing gens, either by requiring them to unhook or chasing them. You down people a lot faster back to back, which allows you to hook more people faster at the same time from which survivors might not recover.
Hooking someone on the furthest hook doesn’t make tunneling any harder. We have that with Pyrmid head, who is an excellent tunnler even without seeing the cage auras unlike with your perk.
"I didn‘t write multiplying by all survivors, only the ones actually doing gens. It might not be 100% accurate but it shows what I mean. With less time hooking, survivors have less time progressing gens and you can force survivors of gens easier/faster to stop them from finishing gens, either by requiring them to unhook or chasing them. You down people a lot faster back to back, which allows you to hook more people faster at the same time from which survivors might not recover."
Only ones doing gens would also be an inaccurate comparison as again you aren't pressuring all those on gens, just one. The only point I would agree to is that it allows keeping pressure up faster which is not something quite as tangible that we could calculate the value really. I think you're vastly undervaluing the downside of pushing them to the furthest hook as well. It's forcing much more fair play on the killer.
"Hooking someone on the furthest hook doesn’t make tunneling any harder. We have that with Pyrmid head, who is an excellent tunnler even without seeing the cage auras unlike with your perk."
Oh it for sure does. It isn't hurting PH's tunneling because his blocks perks from activating, not because it goes further away. You're miscontributing PH tunneling to ranged hooks instead of him blocking anti tunneling effects. If PH's cages counted as hooks, his remote hooking would be significantly worse and he would lose all his tunneling strength.
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/443737/new-perk-ideas
Toy box is funny, but why would the killer run around a chest? Maybe it´s better than I realize.
Mess express: Very cool, like a little camera network. Do you think the killer should get a warning like survivors get with weave and have some type of counterplay?
Survivalist could be a buff for chem trap. I don´t think we need two perks with almsot identical effects.
Campfire should have an amout of charges it can regenerate instead of disappearing after a certain amount of time and whether or not it will be useful depends on how fast you can recharge items. If it´s too slow, I don´t think anyone would use it.
Feathery friends seems like the invocation perk from taurie. It´s good, maybe behavior should change that perk to your version.
Sweet and spicy: I don´t think it is worth using it.
It´s me or you would be a perk why I would leave that one survivor to die on hook.
Wild thing 👍️
Creepy caverns sounds wild, but should work on its own without requiring another perk.
Hide and seek and play with animals could be funny.
Toy Box: They'd run to the chest because that's where they chase the survivor to. The alternative is ignoring the survivor there sitting on a gen? The killer can't really just choose not to chase a survivor because they're near a chest.
Mess Express: Yeah we can give them a notification like Weave so they know. The negative is the time they waste putting items around and we could also add like a cooldown to it triggering as well so it's not just proccing over and over for constant info.
Survivalist: That's reasonable. I could see too many traps getting super annoying.
It's Me or You: Technically you wouldn't know they were running this though during the match.
Creepy Caverns: It has a lot of requirements and caveats because this is an extremely strong effect. I think the additional perk requirement is needed. It's essentially an extra health state.
As you've noticed I was trying to make some more fun type perks that gives some new kinds of game play. I feel like a lot of their perks haven't really been innovative or creating new game play so I was trying to think outside the box. I also think the games got a lot of missed opportunities for perk design around new synergies.
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3929606#Comment_3929606
The time safed by a remote hook is x seconds carrying a survivor multiplied by x survivors on a gen (not 10 seconds for each time). Then you have one person on hook and interrupt another person faster → less progress on a generator. When one person is on hook and you chase another person, a third person has to go and unhook and you have 3 people not working on a gen, that would normally have the chance to work for 10 seconds on a gen. The perk also has heavy snowball potential from which many survivors might not be able to recover.
My thoughts on your survivor perks are in the comment above. I didn´t have much time to go over your ideas, so sorry for letting you wait that long.
That actually isn't a fair comparison multiplying it by each survivor because that carry time isn't time you could be pressuring all survivors, it's 1 survivor. Multiplying it by all survivors would imply that carry time could've been spent pressuring all survivors and that's just not the case. It does slow down recovery time, which is why it's less regression than regression perks as well as having the additional downside of hooking them the furthest away making hook camping/tunneling significantly harder and giving negative synergy with scourge hook perks.
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3929603#Comment_3929603
I would run whatever fits my playstike more. Overcharge for the skill checks and longer consitent regression - call of brine for information and less but faster regression.
Another buff I want for call of brine is that it can be active on more than one gen and make gens on which it is active regress again like ruin.
Skill checks are only good against new/bad players, that isn't good design.
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3918649#Comment_3918649
Danger in Numbers: My problem with the perk is that it is very situational, but that is also your intention. Maybe make it grant undetectable for the haste duration, so sneaking up is easier.
Hex splinters, scarred👍️
Anemic really depends on the numbers and can´t be too high since there is no way to remove it. Also agree with gift of pain needing buffs.
Devotion: Hooking people remotely is very strong. It bypasses sabos, safes a very big amount of time (more than pain res) and allows you to start new chases a lot faster while another survivor is hooked. The last time this was in game it was very ufun to play against, because you couldn´t do gens while the killer was carrying someone and you were only unhooking/ healing constantly.
Sabath: I would jsut make that you hear nothing for 30 seconds (the silnce effect I suggested). Then you have the same effect without the tinitus.
Reliquary 6 sounds better.
Danger in Numbers: That seems like a reasonable change. I was trying not to be too heavy handed but I suppose given its situational nature that might be fine and the fact that generally speaking the only time it's triggering is against swf resetting. I really like the idea of perks that aren't great against solo queue but are especially strong against swf.
Sabath: Sounds reasonable.
Devotion: You say more than pain res in time saved but if we take the average carry time and multiply it out you generally would only be beating pain res in time saved after 8 hooks (average 10 second carries x #of hooks)..meaning the games already over. So in most matches it isn't giving more than pain res. In most matches this would be saving less time than all the other regression/blocking perks. The starting new chases faster isn't much different than a gen regression. It's just the difference of saving the time before hand vs knocking it off after. End result being similar. Yeah you can't do gens during carrying, but that isn't much different than you doing the gen while he carries, and then having that gen time knocked off as soon as he hooks. Same result. My experience during that time wasn't that people had much of an issue with the remote hooking, it was that people could get the remote hooking AND the gen regression. This version would be taking a perk slot. The problem with the event was that it was free and basically just a 5th slow down perk. As far as saboing, well saboing currently has basically zero counter play anyway for the killer and it also isn't common anyway, so I don't see the issue here. You can still blind and stun with this perk as well.
Would still like your thoughts on the survivor perks as well!
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More guides are always a good idea! I’m currently on a 196 knight win streak with no tunneling and still going, which is the record as far as I’ve seen anywhere if you want any help making it! I’ve got a lot of strong opinions on knight as he’s been one of my mains these days. I’ve been streaming most the streak as well.
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@Langweilig said:
They should get changed but not go higher than 200%. I would want overcharge at 150% and call of brine at 150-180%.
The problem is that if they don’t stack then people would only ever just run the better of the two.
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Just looks like a big nose mask to me lol
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He’s weak imo. Way too easy to wake up and turn off his power completely.
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Haven’t played as her much since the changes but going against her she feels a bit weak.
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Kind of funny that even the bots understand it’s the right play lol
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The Knight invisible walls when drawing patrols have been awful.
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@Lexilogo said:
This is precisely why BHVR have been reluctant about tying rewards to P100s. P100ing is supposed to be an extremely unreasonable process and a demonstration of your commitment to a character, having 17 or more P100s should take many years of playing this game. If everyone's P100, nobody is.
I do agree that some things like default BP earning could be better, more BP offerings should be stronger, etc, but I don't think those things should be done with the specific objective of making P100s easier.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3927779#Comment_3927779
Unfortunately, the issue with this is that you'd be incentivsed to only farm BP on the character you've got the highest Prestige level on. I think P100 getting the infinite level 50 bloodweb, and P3 ensuring you never need to spend BP on levelling that character's Perks in others' bloodwebs, are already pretty decent Prestige economy rewards personally. Maybe something like a batch of Iri Shards for each P10 could be nice?
"Unfortunately, the issue with this is that you'd be incentivsed to only farm BP on the character you've got the highest Prestige level on."
I don't see any issue with this at all. It's no different than playing your survivors that have the most BP offerings on them.
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That might just have been a bug. Garden of Joy is generally considered a very survivor sided map.
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Artist has some issues to me that could use addressing. I think she's much further from perfect than you feel, which is why many don't play her.
First people find her anti loop play style extremely boring. Honestly as and against to me personally. It just encourages hold w game play which is terrible. I'd nerf her anti loop slightly but buff her long range sniping a lot. That's the play style people generally enjoy playing as and against.
I'd like lockers to not remove birds any more. There's no skill involved here. It just invalidates long range sniping. The skill should be in prediction and dodging. Increase the time to remove birds and increase the aura reveal on them while repelling slightly.
She has some annoying map dependency. Maps with elevation really screw her. I don't think there's an easy fix here, so I think the only real solution is making the birds flying also have vertical collision. So basically if you were on The Game and launched a bird on the bottom or top floor, you'd also hit any survivors on its path above or below them flying. I understand this could be a little weird per say, but I think it's the only real solution here and I don't think it would make her too strong. She just feels too punished by map rng.
Then yeah I agree with you about her needing a huge addon pass and Severed Tongue base would be fine.
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I'd just like if they made those p100's have some bonus bp gain. Like 1% per prestige. So p100 would be 100% bonus bp gain on that character only and your p30 would have 30% extra ect.
I don't think that would be that extreme, just a nice bonus incentive.
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That's my main experience as well. The main reason solo queue matches lose has nothing to do with communication, tunneling, or camping. It's just bad players. They make poor choices, which is usually poor time efficiency. Lots of wasted time not sitting on a generator.
While communication is a massive advantage for swf, the biggest advantage is just picking your own teammates. You remove the rng of matchmaker giving you bad teammates and guarantees you get good players.
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I think Jaws could very well function if instead of water you have him traveling around under the ground as if it was water. So survivors seeing his fin moving through the ground. He would basically just come up at attacks.
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@WolfyWood said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3927399#Comment_3927399
It was common enough for the devs to address it, which they did.
Abandon being used to 'go next' is just a by-product of an actual healthy fix and going next in this situation has no negative consequences unless you want to bleed-out players or force them to watch a mori. I don't see why either of these should be mandatory, having them be optional is fine.
The killer gets to win, survivors get to move on from a lost match. Nobody is losing out.
Again, I am aware this logic could be applied to the OP's idea, but in that case, the by-product is being made the actual feature, which opens the door to constantly petitioning for more and more ways to abandon a match, there's literally a post in this very thread stating the killer should be able to open the door at any point in the trial, for example.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3927391#Comment_3927391
The statement isn't incorrect because it was never made to be an objective statement. You are the one trying to force objectivity in that the killer would never be able to find survivors in the scenario you have created, which not only doesn't fit, but is nonsensical in nature.
Furthering that, the killer would still have autonomy in the situation you describe because they can still find the survivors who are hiding, and failing that, the game would still time out after two minutes.
It does have consequences. It degrades the integrity of the match. If we're being fair then the killer should be able to abandon as soon as it's all bots for the win. At that point the match is over.
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@iloveandhatethisgame said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3927388#Comment_3927388
it was. why do you think knockout finally got changed? Because people used the perk more and slugged more. Just look at the content creators that were were just playing for slugs like Choy and tru3. Saying it barley happened is just disingenuous
You're basing too much of what's the "meta" on watching content creators. That's not the meta. It was and still is extremely rare to find a killer hard slugging and any time they do it generally doesn't go well for them. Are you honestly going to tell me that in your matches you often ran into hard 4 man slugs?
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@WolfyWood said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3927385#Comment_3927385
Even if this was true (its not in my experience and I play a lot as well,) previously there was no solution to four man slug except for waiting the entire timer on the ground. Now there is a solution.
We both agree it's extremely rare. I agree that in the hypothetical scenario that you're all 4 slugged, being bled out, and there's no perks to save yall, that is an issue. However it's such a rare issue that it is hardly worth addressing and even if we did, it would need to be addressed in a way that only fixes that problem. The abandon feature goes WAY far above and beyond preventing a hostage or bleed out scenario. It is not a hostage prevention feature, it's a go next faster feature. A go next faster feature, while convenient, is not good for the game. If it was actually for preventing just those bleed out scenarios I'd be fine with that.
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@iloveandhatethisgame said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3927385#Comment_3927385
with the slug meta? It was way more than 1/100 games games
It was not, and we're not in a slug meta.
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@WolfyWood said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3927329#Comment_3927329
And how does this make what Mandy said incorrect? It shouldn't have to be stated that it wasn't an objective statement unless you're trying to force semantics.
In the 1/100 chance that the killer somehow fumbles so bad that:
A - They have no idea where any survivors are.
B - They have no perks/addons/powers that assist in finding survivors.
C - The survivors all hide the entire two minute duration and escape at the last second.
There already is a solution and this scenario isn't relevant to OP since the killer would be playing the entire time and there would be no BM in the Exit Gates.
You mean like the 1/100 chance you get bled out? I literally can't remember the last time this happened and I play way, way more than the average player.
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3927263#Comment_3927263
The Abandon feature is only an option if all survivors are dead or dying, in which case the game has concluded. All that's left to be done is for the killer to obtain the last of their bp and emblem points, which they're able to do whether the survivors have abandoned or not.
So you think it's good design where as survivor I will never see a single match to its end that we're losing?
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@WolfyWood said:
Abandon Feature exists to prevent hostage situations such as killers bleeding everyone out or survivors not doing gens.
EGC is not a hostage situation by virtue of still being able to hit, hook, or kill survivors.
You also have the agency to push them out or farm blood points elsewhere.
If we're going to add Abandon options just because something feels bad then they should let you Abandon If you get hit on hook or a gen gets popped in your face.
The instant the final survivor hits the ground, is not a hostage situation either, yet here we are. If they had to wait at least like 30 seconds or something then I'd agree. How the abandon feature is currently used though is just to "go next" faster, in 99% of scenarios, not for hostage situations, even though that's what it "should" be. The system as it is now needs to be much stricter in when it allows abandonment, not just to be used as a time saving convenience.
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@GentlemanFridge said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3927263#Comment_3927263
I think I mentioned this before, but with regards to the survivor issue I’d go with like a 30-second timer before the option becomes available, that starts when the final survivor goes down.
That way, extended slugging is not possible, whilst also not allowing the loser to just skip the conclusion.
I think that's more acceptable. I'd still say more like 60 seconds, but 30 could be fine.
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@GentlemanFridge said:
I wonder if this won’t just encourage never fully finishing a trial that doesn’t end in the killer’s favour.
Which is literally the exact issue we have right now but for survivor. As survivor I've yet to see even a single match to its conclusion that we lost.
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@XDgamer018 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3927099#Comment_3927099
but but just tough it out and push them out…. /j
And yet that doesn't take less time than watching a mori. What's the difference. It's a double standard
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@Raginchicken said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3923957#Comment_3923957
I understand that removing counters to killers is generally not going to feel good immediately, but there are a lot of built in counters that are straight up unnecessary in the first place (like Dredge locks, no reason to be nerfing an already below average killer). Unknown already has to hit his m2 3 times to get a down, having the mid-chase weakened removal just gives extra health states. Simply put, his power is not nearly strong enough to justify having to hit a survivor more than three times to get a down.
"Simply put, his power is not nearly strong enough to justify having to hit a survivor more than three times to get a down."
Ranged killer, it's aoe and can through walls, 115% move speed, map mobility. I think it's justified.
I just think it's currently too punishing.
Your general premise isn't wrong and I would give Unknown significant buffs, I just think you're doing too much.
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The idea is good but the perk is barely impactful at all and definitely not even close to worth a perk slot. For what few things this actually affects, the numbers would need to be wildly high to be potentially worth a slot.
Think of it this way, Pain Res is giving you 72 seconds, so for this perk to be relevant it would need to come close to saving you 72 seconds throughout a whole match…
l'll just go ahead and tell you it isn't even remotely close to that. We could compare it to other slow downs if you'd like but it just makes the perk look even worse. We could even hypothetically do something crazy for example like literally double the numbers on it and it still looks trash in comparison. That should illustrate how bad it is.
Cool idea, it just needs to also affect other things or have it's numbers exploded to even be considered "okay", not decent, just"okay".
This is why so many non regression or blocking perks aren't ran, they're just way undertuned. DBD is a time management game. Perks are all saving you time in one way or another. A chase or information perk for example to be considered worth a slot needs to save you time close to the amount you'd get from a regression or blocking perk. Most don't. Hence the problem. When designing a chase, info, or convenience perk such as this they need to ask themselves, is this saving time close to what they could get from a slow down perk. If the answer is no, it needs buffs.
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Actually undertuned imo. A lot of his mechanics are kinda irrelevant with how overly easy it is to wake up. Like you're realistically never gonna get the chance to teleport to healing survivors.
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None of this looks good. They are still awful, those buffs do basically nothing to make them better.
No one is going to run Shadowborn. As soon as they realize you have it they stop trying to blind, it’s the same issue with Lightborn. The benefit would need to be something they don’t realize you’re getting so that they continue to blind.
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3924728#Comment_3924728
Where did I say it was toxic??? When Im saying "being bled out" its mainly because well... what else can they do? Wait to be hooked?
Being bled out description is implied toxicity by basically everyone. Also, as I already said before, the abandon is immediate, so you aren't being bled out in these scenarios as you describe, it's just a go next faster feature. Saying it's to prevent being bled out isn't true in 99% of cases.
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I guess if that wasn't supposed to be the actual anniversary stream then this all makes a lot more sense and is reasonable. I just felt like the marketing and everything for it was saying that this was the anniversary stream. I'm sure if that's the impression I got many others must have as well. A bit confusing.
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Intentionally ignoring other players to specifically get one person out of the game.
Note that to me it’s not tunneling unless there’s “intent”. Meaning if the killer just happens to run into the same person twice in a row that’s not tunneling. This is usually what people call tunneling when it’s not.
So just because a person goes down a second time in a row it isn’t automatically tunneling. I also don’t consider it tunneling if they abuse “anti tunnel” perks or features to body block. It’s no longer tunneling at that point either.In my experience the majority of the time people say they were tunneled they weren’t, and it’s usually because they’re using an extremely broad definition of tunneling that isn’t realistic. This is easier than taking accountability.
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3924476#Comment_3924476
Ok... but at that point why wait for the pick up and everyone getting hooked when the game is already over??? Whether the killer wants to bleed them out or hook them it all leads to the same outcome.
The point is that you called the abandon feature as being for toxicity when I pointed at that is not accurate as you abandoning as soon as your down was not a toxic scenario and that is 99% of the scenarios being abandoned.
The conversation wasn’t about whether the abandon feature is good for cutting wasted time, the conversation was that you said it was for avoiding toxicity, but it’s not.
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3924613#Comment_3924613
”Like even the new features that were brought up we already knew about and they didn’t even go into any details on those. “
This is how I felt :(
However they did say with bulk blood point spending you’ll be able to press a button to spend your points in mere seconds! 🥰
I can’t express how excited I am for thisYeah that was a good feature to hear! Wish they’d told us what was coming for the anti tunnel and anti camp features as well as what they mean by hiding and body block fixes.
I also wanted to hear we’d have mass perk buff/reworks coming and addon passes.
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3924486#Comment_3924486
I felt the same. It was nice though. But yeah. xD
I think it’s cause they’re saving it for the next stream in a couple weeksYeah that’s understandable, I’m just so used to the anniversary being a much bigger moment where we get all the info dumps.
Like even the new features that were brought up we already knew about and they didn’t even go into any details on those.
Like bar new cosmetics and a roadmap like what new stuff do we know about changes coming? I can’t really think of anything
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@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3924503#Comment_3924503
Given this point of view though are you in favor of allowing the killer to abandon as well once it’s only bots left and it gives him the win? Currently it takes the win from them unless they stay there wasting their time with bots.Yes, though BHVR's messaging has been extremely confusing on the win/draw, killers absolutely should be able to abandon and given the win.
I also think killer should be able to abandon and replaced with a bot if the doors have been opened for cases where survivors are just sitting around to teabag.
I think it would be reasonable for either survivors or killers (presuming the gate open scenario) to have a minimum of 15 second before they abandon so the match can still end 'normally', though BHVR has chosen not to go in that route (likely for coding simplicity which I think would be a valid reason).
Well at least you’re consistent then, that’s fair. I agree with those points.
I was thinking more 30 seconds to give plenty of time for any potential unbreakables or whatnot to set up and/or give the killer a chance to hook at least, but we agree on the principle here it seems.
I still think we’d be better off without the feature at all or only for “actual” toxicity and not just speeding up the matches, but if this is the route they are going then yeah I agree with all those other points being the route they should go.
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@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3924311#Comment_3924311
I wrestled and ran distance in high school. With wrestling there is a built in way the match ends, if there is an extreme mismatch it will last literally seconds before a pin.
On American football, as I mentioned, the winning team can speed up the game by running the ball, which is usually what happens.
I think @ChuckingWong and I are using recreational to mean more like pick up basketball where its a bunch of people who just make teams on the spot. There I've been in lots of situations where one side has a big lead and everyone agrees it would be a better idea to move on (and if there is time just start a new game with better teams).
My point being that sports do have ways to speed up matches that have already been decided and a lot of 'unwritten' rules on how the game should be played (the winning team drawing out the game being viewed as bad). In addition, there's a big difference between a sport which you might play two or three times a week, and DbD where people can play hundreds of games a week. In the former, a few extra minutes is not a big deal, in the latter extra time in even a quarter of your games really adds up.
I still think it sours the match and for the winner.
Given this point of view though are you in favor of allowing the killer to abandon as well once it’s only bots left and it gives him the win? Currently it takes the win from them unless they stay there wasting their time with bots.
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I was personally expecting a lot more info compared to previous anniversaries. I don’t feel like I left the stream knowing much more than I did going in.
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As much as I want Sam and Dean that does seem very likely based on their wording. They even said they put clues throughout the broadcast so I don’t think this is reaching at all.
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3924330#Comment_3924330
Literally yes?? if all 4 Survivors are on the ground with no perks to get themselves up they have literally 0 options. A killer on the other hand once the gates are open still have a chance to turn the game around.
Bleeding out is not you being 4 slugged, it’s yall being left there to bleed out. Yet if you get 4 slugged you can immediately leave even before you’ve had the chance to see him pick you up.
A 4 slug and being bled out are two different things.