Brokenbones
Brokenbones
About
- Username
- Brokenbones
- Joined
- Visits
- 8,682
- Last Active
Comments
-
Not every person with hearing issues is completely deaf. To call this feature nothing but giving survivors a free advantage is quite disingenuous.
Though you're right about one thing - a lot of people with perfectly fine hearing do use it for the slight advantage it gives but what can you really do about that other than not use it yourself.
I'm in that camp myself, I don't care about its advantage- I don't need it so I don't use it.
-
@TimberGoingDown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3950194#Comment_3950194
So it's literally, "I didn't have a chance to start chase fully healed at a strong loop."
No, their actual point is if a Killer returns to the hook immediately and you just so happen to have nothing to work with - you're going back on that hook for the 2nd time and probably the final time as well if the Killer is so inclined
Loop strength has nothing to do with it. You could get hooked in the killer shack with the pallet and window all still there but if the Killer bodyblocks you until your endurance is gone or has a power that can stop you from getting there to begin with, what then? Back to square one.
-
@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3950137#Comment_3950137
No. Because it still means the survivor can run in front of the killer, try to make confusing scratchmarks or noises, drop pallets to make pallet saves, an just do flashlight saves after the collision is back to normal.
And survivors can still block line of sight from the killer, even when the character models aren’t overlapping. For example, if the killer is chasing survivor A, and survivor A vaults a window, if survivor B stands in front of the window, then the killer might not be able to see which direction survivor A went.
And it doesn’t address the fact that if a survivor is purposely trying to hinder the killer from chasing someone else, they aren’t being tunneled, and therefore all their anti-tunnel perks should deactivate.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3950114#Comment_3950114
That isn’t true during the post-hook haste, especially if perks like babysitter are being used.
Default unhook haste is only 10% for 10 seconds, majority of killers are 115% if not faster with powers. So majority of the cast would be faster by default and the others the same speed. The only killer that'd be slower is Nurse and I really doubt you're about to make the argument that's an issue.
And factoring in perks that might be in play is a bad way to try and counter that argument because the same logic goes both ways. What if the killer has haste perks? What if they have ways to inflict hindered? What if they have STBFL?
It's not good logic imo
-
@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3950135#Comment_3950135
I'm not sure I'm following. Skillchecks still exist on those actions…?
What do you call a Skillcheck that you don't hit
-
@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3950108#Comment_3950108
That won’t work, because survivors could purposely overlap with the killer, and block their vision.
Killers will always move faster than the Survivor trying to block so that doesn't matter
The real issue I think would be the issue of aim dressing causing Killer's to autolock onto a survivor who they are currently passing through. If aim dressing auto locks Killer's on random bits of terrain it for sure would lock onto a survivor currently hiding inside their collision box
-
I wonder what happened to the 'consecutive match' bonus thing that was supposed to be coming with the go next prevention system.
I think I saw Mandy or someone describing it as you get some kind of BP multiplier the more matches you stay in and complete. Something like that
-
@terumisan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3949746#Comment_3949746
so you know that counterplay i mentioned that invalidates that playstyle? like the build that is reliant on slugging gets invalidated and they lose since their build relies on slugging if everyone just brought exponential and just lit totems on different parts of the map or at least brought unbreakable the killer couldn't really do anything since the survivors could just reset
but that didn't happen
Expecting survivors to bring Unbreakable/Exponential in case they get a killer doing a bleedout strat is the same logic as me saying:
"As a killer if you hate boil over sabo squads, just play pyramid head or use hangmans trick (back when it respawned hooks very quickly)"
Does that sound right to you?
Even in full bleedout games, unbreakable (a perk that actually is used a lot) is 1 use. Once it's gone, that's it.
-
@terumisan said:
the reason why it spiked in usage is because slugging is more preferable than hooking which buffs survivors and constant gen regression nerfs
it wasn't really a griefing tool since there was counterplay with unbreakable and boon exponential
Something having counterplay doesn't mean it's not unhealthy/griefing when used a certain way.
The problem with Knockout was that it disproportionately punished solo Q survivors and did virtually nothing against swfs on comms. It was also the #1 perk choice for people playing bleedout playstyles which imo is borderline griefing since it was one of the main reasons basekit unbreakable was almost a thing and is one of the sole reasons why survivors have the abandon feature now.
Killers who use slugging properly and tactically weren't the issue and they didn't really use knock out for that regardless in my experience.
-
I'm not the biggest fan of comp at all but It's the people running DBDL who've got the endorsement, not everyone who's ever played in it or taken part in it.
I don't know the reputation of the people who run DBDL but I heard they're alright and try to maintain a high standard.
I think that's the situation at least?
-
@thrawn3054 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3948275#Comment_3948275
Visionary only shows the gens near you which serves a different (and frankly worse function). Plus it deactivates when a gen is completed. The very time you actually need it to be working.
As for Illumination I've never used it. Does it only show gens within the 24 meters or does it show every gen? If every gen I could see some use for it but you still need to find and bless a totem. A totem that will almost certainly be kicked. In short it's too much of a time sink for the reward.
Compare these to Deja Vu which is always active, shows you the important gens, and gives you a little speed boost. The first two alone are reason enough to run it over the others. The extra speed is just the cherry.
Yeah Illumination shows all gens on the map
I just think if the info was purely main reason, other gen seeing perks would see more use but they don't.
-
@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3947885#Comment_3947885
This is barely relevant. You can remove the 6% right now and the Perk would be almost used as much as before. 6% saves barely anything. I guess if anything it is a dopamine boost because the Bar is yellow.
The big strength of Deja Vu is simply that you can see Generators and have it easier to find them.
Well, to me it's not just a dopamine boost if you analyse it a bit more.
It saves 6 seconds. Making gens take 84 seconds if solo. Not crazy but those 6 seconds could be the difference between gen completion and the gen getting regressed in some fashion.
Now pair it with another very common survivor perk, resillience and you get 15% - which saves about 12 seconds, making gens take about 78 seconds.
Now take all of the above info and apply it onto one of the 3 generators closest to one another and you got a Killer's endgame nightmare, the last 3 gens being in seperate continents from one another.
If it was purely just about seeing generators, wouldn't perks like Visionary or Boon: Illumination see more use?
-
All they had to do was make it "While playing as The Animatronic, grab x amount of survivors" considering grabbing survivors is built into his power it'd be simple.
-
@TripleStryke said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3947412#Comment_3947412pushing back is fine, stomping is not okay. No restrictions on one of the best blights should be able to beat restricted survivors on a fairly standard map because if he can’t who can? There is no killer perk that gets nearly as much value as STB does.
Again this dude probably wins hundreds of matches back to back and (This isn't meant as an insult) plays effeciencly by tunnelling someone out asap which for a lot of the survivor playerbase is a 'stomp'.
Seems like MMR doing it's job for a change if you ask me.
-
Fix the invisible bug + the weird hatchet holding animation bug and yeah I quite enjoy vsing him a lot.
-
@TripleStryke said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3947401#Comment_3947401
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3947401#Comment_3947401
I would still be able to use it in solo queue, but only as a counter to the hardest tunneling in the game, and so would swfs. I am someone who abuses this stuff in swfs, and plenty of people do too - it makes the game basically impossible for the killer even without comms unless we are just messing around.
People getting the unhook before you is not a reason to keep STB busted. That’s an issue with you not being able to see your teammates perks which should’ve been in the game a long time ago. Even with deliverance you can still get to the 3v1 before you’re hit with that perk, but there is no killer that can hold the last 3 gens against 4 alive survivors.
I do think you have a point about it being punishing towards Killers who don't tunnel. That part I completely agree with you on.
But, I don't think gutting the perk is the way to fix that either. People were doom/gloom about STB during houndmaster's release and yeah it is a super strong perk but it's also barely used and at least with how frequent returning to the hook is these days it comes with a big risk to the survivor using it.
-
@TripleStryke said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3947325#Comment_3947325
What I’m trying to say basically is that against the teams running shoulder well, you cannot hook all 4 survivors individually before getting someone out of the game, but if you try to get someone out earlier you’re also going to lose the game. You’re put into a lose-lose situation that takes the game out of your hands.
Here’s a video for example where it is one of the best blights in the world, close to the best build vs a team with shoulder the burden, only 1, in combination with other meta stuff. Now the survivors were not running duplicate perks, only basic items, and he barely gets a 2k because the game from an efficiency standpoint is just out of his hands. It’s reasonable to assume that if they were running multiple shoulders and stronger items he would’ve gotten maybe a 1k. This is one of the strongest, if not the strongest killer in the game that honestly needs a bit of a nerf, and he could not compete. Obviously bhvr doesn’t intend on balancing at the absolute highest level, but it doesn’t mean it should be completely neglected especially when this perk only exists to stomp high level matches.This is one game out of the hundreds, probably thousands where someone probably gets immediately tunnelled out to make it a 3v1 as fast as possible.
Sorry but in my opinion this is proof the perk should stay as is. Survivors need strong perks to push back against quad slowdown blights. Just like killers need strong perks to push back against 4 man meta squads.
-
@Emeal said:
People react to the Warning Message like its a personal slight against them, they dont want to be told they played incredibly poorly. So poor in fact that a system designed to track people who kill themselves on purpose are suspicious of them.
You do know how other games tell you, that you are bad? They give you a Game Over.
I gotta say I have no time for a guy who sits and looks at a warning message for 10 seconds, then looks at chat and then looks back at the message. Its Theater, He wanted to make a point cause he felt insulted by the warning.And BHVR is happy to take a look at their system, ofc they are.
It's pretty ironic considering BHVR had to change 'Entity Displeased' to "The Entity Hungers" because people were taking that as a slight against them for doing ""badly"" as Killer
-
@TripleStryke said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3947331#Comment_3947331
I played in a way where it was bad for the killer to chase me, if he had chased me prior he would’ve lost the game as well because hooking me gives him no immediate pressure, and I pre run him into such a bad area away from the gens. “Just hook me earlier” is not easy when I pre run his TR, and if he tries to fly on top of me I lithe into main’s completed gens to waste more time and predrop pallets. It’s not a smart decision for him to make.
If you are going against a strong team as anyone who isn’t top 8 or so, you cannot go out of your way to hook all 4 survivors before killing someone. And if we are talking best of the best you cannot do that with the strongest killers as well even if you play well. If this is a perk that is only extremely strong in the hands of the strongest teams, why not just just balance it around them if it was going to be unusable for the average player anyway?And yes deliverance is very strong, but this is much stronger
But your suggestion kills the perk for the majority of people who might want to use it in Solo Q though. Making a perk worse for Solo Q/everyone else because of SWFs doesn't seem right.
Like you said, good survivors/SWFs don't need it and so they don't run it. Plus just because you're in the right spot hook state wise to use STB, doesn't mean you will be able to. I've had quite a few games where I had 0 hooks and someone was on death hook and my other teammates saved them before I could use STB.
And my point isn't that Killers can afford to hook all 4 survivors or whatever, my point is in many games you will be the first hooked and the perk will become a dead slot because of it.
-
@TripleStryke said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3946897#Comment_3946897
Here's an example from a solo game I just played. Steve is death-hook, right now basically the only path of winning for the killer is to get Steve out of the game. I use shoulder the burden on him to take his hook state. (I have no hooks because any time he tried chasing me prior I preran to the corner of the map away from everything where it would be detrimental for him to chase me).
He goes for Steve because I run to an area where he probably woudn't get the exposed down in time. Then when Steve is unhooked yui takes a down, and suddenly he's in a lose lose situation. If he hooks yui all the gens get done, and if he continues chasing steve all the gens get done. He hooks yui to try and get pop value, but we're split on gens, all the gens pop, and we get a 3 out. The game went from close and within reach to completely out of his hands barring some insane mess up almost entirely because I brought this perk and used it well, even though he didn't really make any bad decisions.
See this is a good example of what I mean in my previous post, if you had gotten hooked at any point earlier in the match - Shoulder would've been a dead perk slot for you.
Think about it, you'd put yourself on death hook and expose yourself making you a super easy target.
-
@TripleStryke said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3946897#Comment_3946897
Why do people think this perk is weak? Why do you think it favors the killer?
I’m trying to understand why there’s such a disconnect about this perk because most people with a lot of experience think that when it’s used well, it’s the most impactful perk in the game,
I think the best way for me to try to explain is just to say that once the killer gets into the 3v1 it’s a way stronger position and that if a person hasn’t been hooked yet by the point someone reached struggle phase it can delay that first kill by over a minute. Unless you’re the strongest killers, you don’t really have the time to go hooking every survivor individually especially when the person with this perk is probably playing more hidden.
If you as killer are beating a team by 12 hooking, sure you would’ve beat them anyway if they had shoulder, but if you need to ignore a survivor for whatever reason in closer games against good survivors (doing gens in strong areas, leaving areas you care about defending, on the other side of a large map etc) it can lose you the game for no reason other than a survivor brought a perk because of the pressure it relieves.
It's not that the perk is weak, it's just getting maximum value out of it revolves around the person who brings it not getting hooked first/losing their first hook state which is easier said than done in a lot of games. It's like Deliverance. Super strong when it works, basically useless if you're the first hooked
Using it past that point is basically throwing because you'd be putting yourself on death hook + exposing yourself on top of that.
-
@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3946718#Comment_3946718
One of the examples involves anti-slugging. Many of the anti-slugging suggestions involves punishing killers, regardless if the killers chose to slug, or if they were forced to slug.
Is that fair? Should we punish killers for slugging, if the killers literally couldn't hook the survivors? For example, if a killer is forced to drop a survivor because of a hook sabotage, the killer honestly tried to hook the survivor, but was denied. Should the killer be punished for slugging in this scenario, even though they wanted to hook that survivor?
I don't know what the supposed changes are gonna be so I can't draw any conclusions on whether they are fair or not.
All we can do is draw conclusions on the systems that just got added, which is what people are doing. I don't know why you're trying to turn it into an us vs them type issue when it's not and doesn't have to be
If the new changes suck and are unfair, then people will complain and make their voices heard. I know I will at least.
-
I mean…
There's changes making your role harder and there's changes that outright punish you for things that aren't completely in your control. Like the various examples of people being warned for 'going next' because they got tunnelled which we have hard evidence can and was happening.
Imagine if Killer's had a system like that, where if they lost a match too quickly and didn't fulfill some arbitrary and hidden criteria, the game penalised them for it and claimed they weren't actually trying. How would that make you feel?
-
@Rapid99 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3946499#Comment_3946499
You can have those discussions about what to improve but again, if you are actively playing a game you are not enjoying anymore and you are literally just ruining the experience of everyone else in the game, then yes. You need to stop playing.
Have those discussion while not playing.
This is exactly what I did for a time
I found I wasn't enjoying either role, so I stopped. Played other games and when I came back a few months ago I found the game to be more enjoyable than it was back then.
I'm not saying everyone will feel the same way but if your mindset is you hate the current state of the game, chances are if you keep playing it your opinions will only strengthen, not change.
-
@Fix_Killers said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3946430#Comment_3946430
Dcing was punished to harsh. If people don‘t want to play out their match, they should be allowed to leave and give their teammates a bot.
No. People should not be able to ragequit just because brainless bots exist.
Don't queue up if you're going to ragequit & ruin the match for everyone else.Too many unfun maps and killers for survivors.
Sorry but the Killer doe snot have to pick who they play based on Survivor 'fun', or, with a large enough player base; every Killer would be banned except the easiest to beat.
Camping and tunneling. Self explaining.
Not really. This just says Survivors will quit if the Killer breaks made-up rules.
The survivor experience was neglected for far too long.
ROFL! Survivors are coddled with EVERYTHING they want to counter Killers being made basekit so their precious meta remains untouched.
But they always want more, more, more.If survivors really were 'coddled' the experience wouldn't be as frustrating as it is. You could easily make the same argument about all the survivor nerfs over the years to make it more fair for killers
Neither side is coddled, it's just one side (Survivor) hasn't really changed all that much in recent years. Good or bad, it's mostly static with everything changing around it like maps, tiles and so on.
-
They should just let survivors see the Killer's ping in the lobby
At least then dodging bad ping lobbies is way easier
-
@MaTtRoSiTy said:
Interesting thoughts General and yes I do agree overall, I think this is probably the hardest time to play survivor in my experience (I also remember the horrors of OG Legion lol). Even though we have more information than ever by default, matches are harder and sometimes can feel hopeless right from the start.
For me the primary reason I may not be into a match is the killer, I just do not enjoy a lot of the killers in the last couple of years and as you say, it can feel somewhat hopeless early on in a match in ways that you probably could have got through years ago.
Either way, I do think the real solution probably is more in the WHY people go next so often, rather than trying to force people to play matches they don't want to be in, as I don't think that will work.
Final thing I have to add, anyone notice how few people DC/go next in 2v8? The answer to how to reduce it lies in there somewhere I think!
I think the worst time to play survivor was during the eruption meta. If you were playing Solo Q there was virtually no way to avoid the incapacitation penalty unless you knew exactly when the survivor in chase was about to go down. Not being allowed to play the game for 20s+ was completely miserable
-
@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3946390#Comment_3946390
Well, to be fair, my friend, the list of changed things you've mentioned covers almost the entirety of the survivor meta. We can also add perks like Self-Care to the list, or WGLF losing its bloodpoint bonuses, or Adrenaline getting nerfed. What did remain intact were perks like Sprint Burst and Lithe, but with the maps sorely lacking in resources the speed bonus has a chance of leading you towards a deadzone.
Personally, I never had a problem with massive amounts of DCs in the past, outside of Original Legion. Seems to me it is a "modern DBD problem", if I may put it that way.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3946391#Comment_3946391
Yes, there are countless cases in the community of players replicating content creators, but I am not certain on how much influence they had on this matter in particular.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3946393#Comment_3946393
Thank you, my friend! I think it is important for us to understand why this whole thing started, because otherwise it will never be fixed.
And please, my friend, do share your scenarios! Every point of view is welcome in my discussions!
I forgot about Adrenaline, that's my bad.
Though imo it was made healthier by not creating scenarios where killers had to 'adren-check' survivors in the endgame by dropping them off their shoulder. It was lame for both sides. Plus it countered Freddy for no reason, glad they removed that.
WGLF lost it's BP bonus and so did BBQ but BP gains were increased on the survivor-side ten fold. In my games I quite often get 30k per game and I'm not like a super good survivor or anything I just do stuff in all categories a lot. Modern WGLF is a much better perk for actual gameplay though.
Self care, yeah fair that perk is dead in the water.
-
To start with I'd like to say that 'going next' had always been a thing way before it was considered this problem that needed rectifying via in-game mechanics.
Though, the introduction of DC penalties was ultimately what led to it increasing since before, 'Going next' meant just DCing whenever you couldn't be bothered with that particular match. Then it warped into giving up on hook instead since there was no punishment for doing so apart from lowering your MMR (Which 90% of people do not care about).
I think saying mass DCing wasn't an issue back then is quite wrong, because it certainly was from my experience. It was even worse back then because there was no bots so the survivor team were even more screwed than they would be these days if someone DC'd.
Now to sort of get into the reason as to 'why' people do it. It's usually just people not liking how the match has went for them and are already "mentally checked out" as some would put it. There's too many factors to list as to why this might happen but the more common ones would be something like
"I went down too fast due to xyz being bs."
"I hate this killer/their perks because xyz."
"My teammates aren't playing well enough so I'm out"
"This game's already lost so I might as well re-queue"
"The killer has 150+ ping" (Personally I think wanting out of a game vs a bad ping killer is completely 100% justified, it's completely miserable).
The survivor role hasn't 'lost' most of what they had available to them. Most of the strong meta perks are almost identical to how they used to be. The only ones that are different from the good old days are:
- Dead Hard being limited to twice per match and is an endurance based mechanic instead of getting a dash + iframes. Also doesn't work while in deep wound.
- Decisive Strike turns off if you progress the game state and is 4 seconds instead of 5
- BT was added as basekit because the perk was REQUIRED back then to have a chance of not being tunnelled off hook
- Balanced Landing was nerfed because of it creating semi-infinites with old maps.
- Iron will did get nerfed to 75% at one point but was buffed back to 100%
- Resillience is the exact same as its always been
- Spine Chill yeah was completely gutted to kill the vault build, but then we got finesse which kinda fills the same role.
I will say survivor was made harder in the following areas:
- Gens being 90s despite what some people say, was a noticeable change in my opinion.
- A lot of maps had their strong tile generation changed to no longer generate as many jungle gyms and weaker tiles were added in their place
- Some maps like Haddonfield have barely any pallets to begin with and all the windows were nerfed in some way
- Medkits being nerfed made it so relying on teammates to heal you was more important, at least after COH was heavily nerfed
That's what comes to my mind at least.
-
@TimberGoingDown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3945429#Comment_3945429
Huntress doesn't get to turn into a 4.6 killer, though. He catches up really quickly.
2 things
Huntress doesn't need to turn into 4.6 because she can throw more than one hatchet. She gets 7 hatchets by default. A huntress who hits all their shots will down survivors way faster than any basic 4.6 killer.
Huntress has an ultra rare that turns her into a 4.6 when she has no hatchets left. Nobody uses it.
-
@SweetbutaPsycho said:
I literary just played a game where I had shoulder the burden, used it to take one of the hook states of a teammate who was tunneled, got hooked after that but escaped in the end and got a point for that.
Did really noone at BHV bother to do some sort of quality control or check if this new system works with every perk?
How in the hell are people getting anti 'go next' points if they are escaping what????
Does the system really not account for people actually surviving the match they supposedly were trying to leave?
-
Huntress can actually m2 then m1 you really quickly afterward though
With cooldown addons
-
I like the removal of giving up on hook.
Hate how the system can actually punish survivors for being tunnelled out.
-
I suppose if the choice is having haste perks tuned down vs having haste stacking removed completely - I can understand the logic behind it
Though, if unbound was put back to 5% instead of something slightly stronger like 7/8% then I think that's a mistake. Unbound was mostly used on m1 killers who struggle quite a lot.
-
Blight losing 1 extra token for a pallet break wouldn't be the end of the world and would give survivors a bit more wiggle room to make it somewhere else. Not sure how I feel about it though
Wouldn't affect Nurse at all since they never really break pallets/pallets are almost a non-factor outside of the occasional after blink stun.
-
You're not forced to watch them do anything
If EGC has started and you know all 4 are out, you can just wait for them to leave and not see anything or push them out. If they refuse to open a gate, do it yourself.
@xGodSendDeath said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3943323#Comment_3943323
How is an endgame mori toxic exactly? Basically everyone finally agrees teabagging and sitting in the exit gates is toxic. People don't even bother to flimsily say "I just want to give a hit so the killer gets extra points, guyz!!!" like they used to
I see where he's coming from though. You sit there playing against some trash can SWF trying to be as frustrating as possible. Constantly trying to Sabo, flashlight save, contest every down, shove every second chance perk in your face, but as soon as you fight through that and get the upper hand they can just bounce. It's very unsatisfying
Two things
- Abandon only proccs when everyone's down. If everyone in a team goes down then they clearly weren't trying very hard/had already given up at that point imo
- Both sides have hollow victories/unsatisfying victories. It's just a thing that comes with the pvp game territory I'd say.
-
I don't understand why BHVR seem to sneak in nerfs to perks like this outside of the PTB which is supposed to be the playerbase's forum for giving feedback on upcoming changes
So is unbound back to 5% now?
-
@RJoyYourJoy19 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3941965#Comment_3941965
It's still gonna be a 3v1 tho since there's absolutely no way to force someone to actually play the match. Them being forced to stay in it won't change anything, it's just gonna make the game significantly more frustrating for survivors which is the last thing this game needs and killer queue times prove that.
Or they can just DC and let the bot actually contribute in their place
I'd rather have a bot than someone who gives up immediately.
-
@RJoyYourJoy19 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3941962#Comment_3941962
It's not a buff, it's a change coming to aolease the killers and not survivors. Scroll through any discussion on the internet and you'll see which side is celebrating these changes.
Unhooking yourself is an exploit? I've heard it all
That's completely false though
The people who suffer the most from people giving up on hook/"going next" are the teammates now stuck in a 3v1. That is why the system is being made in the first place because the alternative is "just play with friends who don't give up".
In Solo Q nothing annoys me more than a teammate giving up because they had a minor inconvenience.
"Oh it's a wraith and i messed up and got downed quickly, i'm done" like why even queue up at all if you're going into it with that mentality.
-
Supposedly 'Death Note' is one of the most requested anime chapters.
Personally I'm holding out for a Persona/Shin Megami Tensei crossover of some kind though.
-
@SoGo said:
My biggest gripe is how the new Rift makes the FOMO worse with Daily Rituals being pretty necessary to get to the end of the rift.
ngl I actually think the daily system is an improvement over the old system.
Not only do they add progress to the rift, but you can also play any role you want and dailies are so easy you can almost always do all 3 in one game pretty much. I wouldn't say they are 100% required to finish the rift but they will certainly speed it up.
I mean think about it, if you play DBD at least a little bit a day, you'll always finish the dailies.
-
Ghoul, because people give up.
Myers, because 9 times out of 10 they are using tombstone piece in my games. I love being taken out of the game by a single purple addon. Yes I know lockers exist but I hate having to play like every Myers has tombstone piece, it's ridiculous.
-
@Frost139 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3941177#Comment_3941177
It's problematic for the same reasons tunneling 3 genning camping slugging etc were. It's a boring and unfun way of playing. The best part of the game is chase. More passive strategies similar to 3 genning create unwinnable stalemates
"It's a boring and unfun way of playing". "it's a passive strat"
How?
Both sides still get a chase, it's just the Killer decides to switch targets when they assess that this survivor is wasting too much of their time. The pallets that got broken during that chase at least make it so chases in that area later are easier.
Removing tools from Killers won't make the game more fun for anyone.
-
@Frost139 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3941168#Comment_3941168
I think many fundamental aspects like tunneling are problematic in this same way. I think if fundamental gameplay is problematic it should be addressed, and performance can be reassessed later
I don't really agree. What's problematic about it?
Creating pallet deadzones and pushing survivors into them/picking your chases as Killer is a very important thing for the Killer role to have. It's a skill that needs to be learned.
Sometimes there's a survivor you can't catch, best thing to do is get a pallet or two out of them and go for someone else.
-
@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3941123#Comment_3941123
Blond moment here. I am trying to follow the convo. What’s PTW?
Pay 2 Win.
Basically saying Springtrap is gonna be released OP so everyone buys him for easy games.
(Though this is hilarious because people keep calling him a recycled huntress and huntress is the furthest thing from P2W lmao)
-
Imo:
- I don't mean to sound dismissive when I say this but pallets respawning would break the game for m1 killers who already struggle with them. Plus creating deadzones by breaking pallets is a fundemental part of playing Killer. This would cripple that.
- I think the 'anti-tunnel' stuff is likely going to be something that helps keep survivors in the game a bit longer. Same sort of idea
- Heal speed should remain tied to perks/items. Heal speed can already be mega broken if survivors have the right build.
-
She's actually been nerfed quite a lot over the years, but you can't really fix the fundemental 'ignores the rules' aspect without completely reworking her power.
I'd say my main issue with Nurse are two things. One small, one major
- Her lunge range addon is kinda silly, I don't think it's like crazy OP but she doesn't need it
- Aura reading on her is straight up busted, to the point perks get nerfed because Nurse exists (Awakened Awareness anyone?)
-
@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3939950#Comment_3939950
Yes. According to me, the killer should just grab Dwight from the locker and eat the DS.
Your scenario has the killer wasting time standing next to a locker, and they don't even get a hook state out of all the time spent chasing the original target + the time spent chasing the DS user + the time spent waiting by a locker. Spending all that time, just to slug a survivor, isn't worth it.
So waiting 20 seconds is bad but eating a 4 second stun and going on what could be a prolonged chase against someone who could have perks like DH etc in the backpocket is totally okay and not a bad idea? While the other 3 survivors are all cranking seperate gens each? Really.
I mean hey, to each their own it's your playstyle.
Though In actuality, you probably won't wait the full 20 seconds because you know what survivors do when they realise you're waiting out deep wound? They will try to bait you into grabbing them by slowly getting out/getting back in in which case you m1 them and boom they are slugged.
-
@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3939939#Comment_3939939
There's no "fall for the bait", it's objectively better to eat the DS and tunnel out the DS user. Killers aren't "newer/less experienced" if they pick up the DS user.
Yes there is, to claim it's objectively "always" better to eat a DS and tunnel someone is ridiculous. There's tons of scenarios where that is a horrible idea and you know it dude.
you're also again intentionally misrepresenting what I said.
I will reiterate it again - lesser experienced/new killers will fall for survivors baiting DS more than ones who know when a survivor is doing it.
Here I'll even give you an example:
Killer hooks Dwight.
Meg unhooks Dwight.
Killer hits Dwight triggering his endurance. Dwight jumps in locker.
Now according to you, the killer should just grab him from the locker and eat the DS, Right…?
Or they could just wait for them to bleed out from the deep wound instead. Now they are slugged and you can pressure someone else and get them later while also forcing someone else to get off gens!
A lesser experienced killer would just open the locker, get DS'd and boom - now Dwight no longer has deep wound, can run away and can even use his Dead Hard that he got from being unhooked. Oops.
It's a stupid example but it goes to show that sometimes people get baited into making mistakes. It happens. DBD's a game that can always surprise you.
-
@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3939934#Comment_3939934
Nope. The doesn't work either. There's no "fall for the survivor's obvious bait". If a killer is forced to waste time to knock a DS user to the ground, the correct action is to pick them up, eat the DS, then tunnel them out of the game.
So let's review here. You're calling killers "Newer", "Inexperienced", and "clueless", if they pick up the survivor that obviously has DS. That is a lot of name calling that you're doing.
…No? What are you talking about
This is your scenario:
"I am going after a survivor who just unhooked someone however the person who got unhooked is blocking me!"
So then down the person who obviously has DS and keep chasing. Don't fall for the bait/don't let them have perk value. Take the free slug pressure instead.
It's not name calling, it is a fact that newer/less experienced killers will fall for survivor baits compared to those who know what tricks survivors will pull against them. If you think that's "name-calling" then idk what else to say that's just trying to dismiss my point with a petty response.
Again, just to re-iterate - I'm going off of YOUR scenario of not wanting to tunnel off the hook. If you don't care about tunnelling then yeah, tunnel the dude with DS. Why not, they are asking for it. But in YOUR scenario you said you don't want to do that.
-
@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3939928#Comment_3939928
The part I have an issue with, is when you say things like "good killers", which heavily implies that if a killer doesn't agree with you, then they're obviously not a good killer.
Survivors aren't weaponizing DS, because they are "confused" and "don't understand good gameplay". They do this because it can be an effective way to occupy the killer's time.
No, it has nothing to do with whether they agree with me or not. When I say "good killers" I mean people who see the situation and would go "wow this survivor obviously has DS, they can stay slugged" and don't fall for the survivor's obvious bait. Newer/inexperienced killers will fall for it and thus the survivor gets value from their perk as opposed to just being left on the ground.
Also yeah I never said that second part. Survivors who try to weaponise DS know what they are doing. They just expect The Killer to be the clueless one in the scenario.
"He'll eat my DS and we'll both get away" or something like that.