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Caiman

Caiman

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  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3406556#Comment_3406556

    They already are. +50% healing speed is a big deal, and survivors can get more altruistic heals from a medkit than self healing.

    We really should be focusing our time and energy into toolboxes getting an addon pass. Toolboxes shouldn’t give increased skill checks, because of perks like Hyperfocus and Fogwise.

    +50% healing speed is only on the purple medkit. Brown is +35%, Yellow is +40%, and Green is +45%. This is why I made this thread, these differences are very minor and I think the range should be wider.

  • @Remedicist said:

    How would this work with a perk like No Way Out? Would the perk do nothing while repairing the gate, but still block the gate switch like normal when the survivors go to open it after repairing it?

    Yes. In my mind, the object for repairing the gate and the gate switch would be completely separate.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3406536#Comment_3406536

    nobody uses them for healing others. they're only used for self-care benefit.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3406526#Comment_3406526

    arguably med-kit will never be used for altruistic healing as long self-care benefit exists on them. ironically if they were trying to make them usable for altruistically benefits, they should been removing self-care effect from med-kits. I don't think this was their goal anyway. they were more looking to marginally improve balance of the item. I highly doubt they will ever weaken med-kits to that severity purely because it would make bloodweb for survivor significantly less attractive for them to spend BP and they need to keep survivor player-base happy.

    nobody uses them for healing others. they're only used for self-care benefit.

    I would like them to be improved in ways that make them worth using on other survivors.

  • @devotedDBDenjoyer said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3406527#Comment_3406527

    You're putting words in my mouth, too. I said "kill the majority of genrushing". Don't pull that when you misconstrued my words, too. Never claimed you had a fix-all solution, I'm stating your solution will only attack weaker genrushers and those people you shouldn't be threatened by. It just isn't a good idea. Nerfing toolboxes and BNP and gen speed perks rather than making this side objective exist would be a healthier and more logical solution.

    Alright, if you think it's not good enough and will only unfairly impede casual survivors, then that's a fair criticism. I'm not opposed to nerfing toolboxes either, though I think just reworking BNP is a strong enough first step. I just want to try to think of ways to break up the monotonous meta because DbD is overdue for something to change up the gameplay loop, even if only slightly.

  • The upside is having plenty of time to farm BP.

    I really wish she was a better killer. I like the idea of throwing surveillance drones everywhere and knowing where survivors are and being able to sneakily track them down and catch them by surprise. But right now, Skull Merchant doesn't really do that, at least not in a fun way.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3406536#Comment_3406536

    BHVR could make the medkits tiers do +20%/+25%/+50% altruistic healing speed! Then they would feel really different from each other. It's a win/win here.

    Sure, that's fine. My original post was throwing a bunch of different ideas around but I wasn't serious about using all of them, I was just trying to give examples of more interesting things we could do with medkits other than "heal more". I just want the tiers to be meaningfully different. I want my rare and valuable purple medkit to feel better to use than my 30+ brown medkits, that's all.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3406497#Comment_3406497

    The different tiers mean something, because the whole point of the healing changes was to discourage self healing and encourage altruistic healing..... and the different medkit tiers do affect altruistic healing, which they should, to encourage people to use them altruistically.

    The only differences in tiers is increments of +5% speed, which is so small as to be non-existent and definitely not worth the increased BP costs between them. Currently they're all so samey that they're practically identical and I think that's bad design.

    I am completely aware of the healing nerfs and why the exist, and I'm not arguing to revert them, this is not one of those threads. I agree the self-healing was a problem and the penalties can remain. I want the medkits to be good at healing other players. I also want there to feel like there's a noticeable difference between a brown medkit and a green medkit, because right now there is not.

  • @mustdogen said:

    The 20 meters limited had been destroyed a long time ago.

    I've seen pallets 5 meters from each other on Ormond, perfect tile-to-tile link. I should have taken a screenshot because it was hilarious, in a sad way.

  • I didn't say it will kill genrushing. Those are words that you put in my mouth. My idea is for mitigating it somewhat. It's not a perfect fix-all solution because one doesn't exist and I never claimed it was.

  • @mania_ said:

    Do you guys not understand that dead hard is the weakest exhaustion perk now. If you get tunneled (very high chance), you will be hit immediately off hook putting you in deep wound. You won't have any time to mend to even get a use out of dead hard. Let's say you did and you get hooked again. Now the killer knows you have it and it takes a simple mind game to bait it. Essentially dead hard is a one time use perk and is basically a way weaker overcome. If you truly believe in what you just stated you'll realize overcome is way better than a 2 attempts perk when previously overcome was very underutilized since it's nerf. Just because you can't bait dead hard properly it doesn't mean it's that much of a problematic perk to basically nerf it to the ground.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3405807#Comment_3405807

    Do you guys not understand that dead hard is the weakest exhaustion perk now.

    Head On, Smash Hit.

  • @Emeal said:

    I see no reason as to why Items in a category have to "mean" more than direct simple increases, You have addons for that. You can literally create your own personal improved med kit, but here you are asking for more speed and more power in each different one.

    Keep in mind every super effect you apply, Can be doubled by four. So its at least obvious to me why they cant be that strong.

    If you want to use Iron Will, We're Gonna Live Forever or Bite the Bullet use those Perks. Power comes at a cost. Why do we need to make those perks less by adding their effect to med kits? Why do Medkits need like mini-perks effects anyway? Ofc the reason must be so you can avoid using your Perk Slots on them, obviously.

    bHVR has just closed the hellish gates of Healing Medkits, and here you are asking them for just opening them up a little bit again.

    All I can say currently is No Thanks to those ideas, if anything bHVR could add more interesting med kit addons, but their power should not overshadow viable perks. That would be an mistake to do.

    I'm asking for the different tiers of medkits to mean something, otherwise they have no reason to exist and therefore are a waste of BP to purchase beyond the common brown ones.

    By your logic, medkits shouldn't exist at all because Botany Knowledge exists.

  • @devotedDBDenjoyer said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3406480#Comment_3406480

    ok? people don't need toolboxes to efficiently genrush. you're super naive if you think toolboxes on some random secondary objective will kill the majority of genrushing. it'd only hurt the ######### players and the ######### players aren't a threat to you anyways.

    I didn't say it would.

  • Trickster. I don't like his design, I don't like his character, I don't like going against his power, and his Terror Radius music is painful to listen to.

  • @devotedDBDenjoyer said:

    https://forums.bhvr.com/dead-by-daylight/discussion/373143/new-objective-to-slow-genrushing-repair-the-gates

    I feel genrushing is a distant minority of players. Offering a second objective will mostly only ######### with casual players (or the majority) who didn't need the extra nerf, and swfs/genrushers will probably hardly notice this, in fact it'll make these people bring more BNPs and toolboxes (as you said BNPs give instant gate repairs and toolboxes can also be used on gates) which I doubt any killer player wants if they care about genrushing. All it takes is one good toolbox to make your objective side hustle pretty much useless

    in fact it'll make these people bring more BNPs and toolboxes (as you said BNPs give instant gate repairs and toolboxes can also be used on gates)

    Which would then be consumed on the gates instead of a generator. That's the point, to make a secondary objective to consume these resources so that they don't all get piled onto generators. A toolbox used on a gate is a toolbox not used on a generator.

  • @Hex_TunnelBait said:

    Would the gates still require like 20 seconds to open as well? Because it seems like this is just making you have to do the standard opening process twice if you don't have a brand-new part.

    That being said, I'd be okay with this so long as the repairs had something more intriguing than holding one button to repair with occasional skill checks. I dont want any more of that mindless "hold one button and watch bar fill" gameplay on survivor. Maybe something similar to a series of Skull Merchant's drone hack mini game lasting approx 30 seconds, and you can leave and resume progress whenever needed?

    Would the gates still require like 20 seconds to open as well? Because it seems like this is just making you have to do the standard opening process twice if you don't have a brand-new part.

    Yes, opening the gates would still take time. Maybe we could shorten it to 15 seconds as some compensation? I know it sounds unappealing but the point of this idea is to give survivors something to do that isn't a generator.

    I did have another idea where an additional specially-marked chest would spawn that would contain a machine part that could be used to instantly repair a gate, instead of a BNP. But I worried that was overcomplicating it.

    Maybe something similar to a series of Skull Merchant's drone hack mini game lasting approx 30 seconds, and you can leave and resume progress whenever needed?

    That'd be fine. I'm all for adding new functions to the game that aren't button-holding simulators.

  • When I first saw Skull Merchant and only snagged snippets of her lore, my first impression was she was an arms dealer who profited off violence and eventually started committing it herself for fun and profit with increasingly advanced inventions and technology.

    Even with her current lore, all she has to be is a wealthy corporate executive who went full Patrick Bateman and thought "I enjoy killing people, and I'm rich and powerful enough to get away with it, so why not?" The manga inspiration is an unnecessary gimmick, her visual design is goofy, and her rise to power and her growing murderous tendencies are almost completely glossed over.

    I'm sorry to say this but she feels like a fan-character made for a bad DbD fanfiction.

  • Her Terror Radius music is really cool... all the way up until her chase music starts, then it's awful.

  • I hate Boil Over because it makes the very simple task of putting a survivor on a hook very tedious, annoying, and especially unreliable if you're on console with a controller. In video games, taking control away from the player is one of the most infuriating things you can do, and that's what Boil Over does. On some maps like RPD or Lery's, just walking through doors becomes a pain in the ass that costs me valuable time. And then there's players who use it in cheesy ways like hiding in Badham's basement with it.

    Overall Boil Over is just annoying and frustrating to deal with, and not in the typical competitive way. It's like getting rubbed down with sandpaper every time I encounter it.

  • I want the next survivor to be a fat bald old guy. Someone who looks like a very unlikely survivor. Vittorio was too sexy, we need to rebalance the scales.

  • It would be nice if survivors were awarded additional BP for how many other survivors escaped the trial. Getting something like 1000 BP for each teammate that survives would make me feel a little better about getting left on hook to die.

    Though that would be impossible to calculate at the game results screen while the game was still in-progress, so that wouldn't work...

  • @craycray said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3405741#Comment_3405741

    I told you the point that the Dead Hard Patch simplifies the game. You don't know?

    Are you really playing this game?

    I'll give you a quick example

    Pitchers can only throw fastballs up to five innings in a baseball game.

    You can only throw fastballs and breaking balls until nine innings.

    This is the case with a dead hard patch.

    Pitchers can only throw fastballs up to five innings in a baseball game.

    You can only throw fastballs and breaking balls until nine innings.

    It sounds more like DH was a curveball and you only ever learned how to throw curveballs. There's dozens other kinds of pitches, go learn some of those.

  • Boil Over, for being extremely annoying, and being stronger against console players (me) than PC players.

  • I think BHVR should add a BP bonus for getting Mori'd. Getting killed isn't fun but if it meant a consolation prize, maybe people wouldn't be so bothered by it. Compare it to the BP bonus you get for getting sacrificed as the Obsession.

  • @Iron_Cutlass said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3405104#Comment_3405104

    If you have Twitch Prime, you can get the Rift Pass for free on April 26th!

    I don't have Twitch Prime, unfortunately. Money is tight for me. I might pick up the Rift Pass in May or June.

    @[Deleted User] said:

    Shame most of the ones I like are in the store , not the rift. Oh, well. Guess I can wait a month a use shards.

    I like the Renato and Thalita store outfits more than the Rift outfits. But I don't own them either way.

  • Depipping needs to go. Survivor is a role where you are not in complete control of your play. Either the killer can aggressively shut you down, or your own teammates can ruin your performance by sandbagging, neglect, or sabotage. And on the killer side, the matchmaking is a joke between wonky MMR and SWFs.

    Grades aren't Ranks anymore. Depipping has no reason to exist anymore. All it does is stress people out, and this game has too much of that already. I don't know how much more this needs to be said for BHVR to hear it, but I'll keep saying it.

  • @betelgeuseyes said:

    It really seems that this discussion has attracted nothing but killer mains who don't want their game made harder for them.

    Sorry but your idea is just bad and throwing a tantrum at people for saying so isn't going to change that.

  • Haddie's new skin looks good. The new Jeff, Dwight, Zarina, and Doctor cosmetics in the Rift were a pleasant surprise, I might actually buy the Rift Pass now.

  • @maybelawliet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3404059#Comment_3404059

    We were all prestiged multiple times and we did good looping but it was never enough, killer was too overpowered.

    8 hooks at 5 gens means you either weren't good at looping or you were good at looping but none of you did gens.

    Both are bad.

  • @DY86 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3404951#Comment_3404951

    yes 16 to heal Others, but the kit has 24, enough for 1 self heal. No one is gonna bring a one heal kit to waste 16 charges and do what with the rest? Anyone who plays solo q is gonna use it for selfheals. Now more than ever.

    the only scenario where 16+8 bandages is realistic is in SWF. And even then it’s far fetched

    No one is gonna bring a one heal kit to waste 16 charges and do what with the rest?

    Heal someone else.

  • @DY86 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3404885#Comment_3404885

    Its 24 charges in each kit now bruh. Also if u want extra speed, just use the speed addon. And that’s exactly my point. Why use charges? If u want speed use speed addons, if u want efficiency use Botany Knowledge. They should change charges is what Im saying.

    dont u think removing it and adding something else would be better?

    Its 24 charges in each kit now bruh.

    It takes 16 charges to heal another survivor. More speed makes two heals faster. More charges makes more heals.

  • @FatallyIconic said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3404931#Comment_3404931

    If they want their game to survive, i'm sure they'll put some effort in.. The solo queue survivor player base is larger than the SWF playerbase. Today, I have observed that matchmaking incentives seem to be favoring survivors more, even in the evening. It could be a coincidence, but only time will tell.

    Plus, BHVR have been creating weak filler perks for a long time now, they'll think of something.

    Today, I have observed that matchmaking incentives seem to be favoring survivors more, even in the evening.

    It's Day 1 of a new Rift. People got killer Tome Challenges to do, and they're usually faster than survivor ones.

  • Because now that the gen kick meta is done killers are pissed and retaliating by falling back on their old trusty tactics of tunneling and camping.

    Funny, when killers said this would happen, survivors always snarked back "You were going to tunnel and camp anyway so nothing will change."

    Changes to healing needed to be made for sure

    And they were made, and they were good changes. There is literally no way to nerf healing with some magic trick that stops SWFs but somehow doesn't affect SoloQ. It is impossible to touch survivors in a way that doesn't affect SoloQ.

    Anyway, my survivor games have been the same as usual. Win some, lose some. Have fun with your SWF though.

  • @FatallyIconic said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3404892#Comment_3404892

    Bond and Kindred should both be basekit. It would literally not make a difference to SWF, as they already have this information via comms, it would just make it a bit more convenient for them. But solos would at least get the same information.

    Good luck coming up with new effects for Bond, Kindred, Empathy, Aftercare, Empathic Connection, Situational Awareness, and Keys.

  • If it makes you feel any better, I do think Sloppy should be nerfed to just normal Hemorrhage, and Hemorrhage's effect should be reduced, maybe down to -4% per second from the current -7%.

  • I like the Bloodweb update. I rarely used any of the nerfed perks and I only ever ran brown medkits so pretty much nothing has changed for me other than fewer teammates running Circle of Healing. As killer, not having to worry about Dead Hard at the start of the match has been a welcome relief.

    Overall, I'm feeling fine.

  • @AverageKateMain said:

    The problem with CoH was the access to infinite healing. All they need to do is address verticality issues and the perk is fine. You guys cannot complain about CoH when a majority of you slot in Sloppy with Coulraphobia just to be obnoxious. This isn't a good take

    You guys cannot complain about CoH when a majority of you slot in Sloppy with Coulraphobia just to be obnoxious.

    Sure I can.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3404647#Comment_3404647

    you should not need to forced to equip a perk to make relevant decision making when playing a match. that in itself kinda ridiculous. The icons do help a little bit, but they really should consider putting a form of global bond base-kit. solo survivor would save a perk slot for something useful and they could rework a bunch of perks in process. anyway I don't think survivor has changed that much in following patch. its still largely same with SWF being stronger with COH change and soloq being weaker as a result of self-care nerf.

    SoloQs don't have to deal with Overcharge and Call of Brine anymore, which were most effective on SoloQs who could not communicate that a strong regression perk was in play and had to be stopped before losing a generator's entire progress.

  • whoops posted in wrong thread, ignore this

  • @DY86 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3404764#Comment_3404764

    U do realise it still not enough charges? Lmao thats the whole point of overhauling the addons

    You don't need the full 16 charges in a medkit to heal another player. You can just use the medkit for extra speed until it runs out then finish healing them normally. It's still time saved.

  • Toolboxes need an add-on pass like medkits got. Brand New Part needs a hefty nerf if not an outright scrap and rework. On top of that, other items like maps and keys need reworking to make them more viable options so maybe once in a while a survivor will bring one of those instead of the usual medkit/toolbox/flashlight.

  • @EvilSerje said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3404787#Comment_3404787

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3404792#Comment_3404792

    You probably missed the point. Of course there are complainers from both sides, but from killer side it ten times more, like "OMG, I was killing everyone and got to top MMR, now they dare to wipe floor with me, nerf survivors". Maybe I'm so lucky, but I constantly see complaints how hard killer life is.

    I intentionally don't mix it with camping/tunneling threads, because it's just unhealthy exploit to game design in general, not one side.

    But the MAIN THING is that in my fantasy land, I almost never lose as the killer and almost always as survivor. Fact is fact, that's why crying about killer hardship is something like flat-earth or santa-claus to me.

    Of course, I cannot say what would happen if magically camping and tunneling (killer experience wouldn't change, but as survivor there could be major increase in victories), but for today, I have what I have. And 8 hooks (probably 8 stages) at 5 gens is very frequent scenario.

    And 8 hooks (probably 8 stages) at 5 gens is very frequent scenario.

    Glad I'm not in your matches because I haven't been dealing with that at all. I don't win as soloQ survivor often but my games consistently get at least two or three gens done, at minimum.

    Frankly I wish everyone stopped acting like persecuted victims over a video game.

  • @EvilSerje said:

    I didn't read all the comments, but I think there must be a lot about your "skill issue" and "learn to play".

    The thing is that because of pressure of crybabies, some two unofficial laws settled:

    • killer must win all the time
    • learning to play applied only to survivor, killer shouldn't learn

    Because some very skilled survivors that live in the game make hard time for killer on tournament-level, survivors named "OP" so 90% of survivirs players have to be tournament-level themselves, otherwise it is like on your picture.

    I just compare how much I win as survivor and as a killer, 10%/90%, so I believe target point is 0%/100%. Next thing should be removing pallets and windows, because they can give some annoyance to killer.

    I don't know what fantasy land you're talking about. Every time a killer player makes a thread complaining about how hard the game is, they receive nothing but an entire parade of "skill issue" and "git gud" and "quit playing".

  • @DY86 said:

    I came back playing dbd and I just realized, after the medkit nerfs, that most of its addons are now useless. I mean some of them have been for a while now (surgical suture im looking at u).

    But now every single “extra charge” addon is basically useless without the iridescent Gel Dressings, as any combination without it doesn’t add up for another full heal. I think it’s time bhvr stop with the lazy and overhaul this bs. It’s about time.

    we get nerfs left and right for the most senseless things (billy im looking at u mu boy 🥲) and get very little improvement in exchange.

    what are you guys thoughts? It doesn’t have to be the medkit addons only. What addons u think need overhauling?

    But now every single “extra charge” addon is basically useless without the iridescent Gel Dressings, as any combination without it doesn’t add up for another full heal.

    Did you know medkits can be used on other players?

  • I exclusively play SoloQ. It's been about the same, with a few less Circles of Healing around. Business as usual.

  • Might be fun on Dredge and Sadako, maybe even Freddy.

  • It is possible to play this game without an Exhaustion perk.

    Crazy, I know.

  • @meromero said:

    What is it with the DBD community and making up imaginary scenarios to be angy about?

    It's strange, since there's plenty of real things to be angry about instead of hypothetical situations and us vs. them mentality.

  • There will be a few less Dead Hards.

    There will be a few less Circle of Healing Boons

    There will be a lot more genrushing.

    Nothing else will change.

  • @CaulDrohn said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402223#Comment_3402223

    "Lightest possible slap on the wrist"

    You cannot use DH in your first chase, that alone is a HEFTY nerf! You cannot tank a hit with it, so you will go down faster, AND the killer won't hesitate to lunge at you in your first chase as well! So even in situations where you would be able to squeez out another loop bc of the killer hesitating in fear of current DH, thats not possible anymore in the first chase. They will swing at you when in range, and get the down if you not manage to 360 or something else.

    On top of that, you will only get an activation when being unhooked. So thats max two. And only IF you got hooked. So no DH shenanigans at end game to protect a teammate or unhook someone when you did not get hooked once.

    How anyone can describe all this new limitations to DH as "just a slight nerf" is beyond me.

    "CoH's speed buff, along with the fact that healing speeds weren't touched means that survivors are still going to be able to delete injuries like they're nothing"

    CoH speed does only apply to altruistic healing. And altruistic healing is not an issue, since it keeps at least two surfs busy. Fast solo heals are the issue, since it does not pressure the other survivors. With the CoH and medkit changes, solo heals will be significantly slower.

    I don't expect any DL nerf. For one, there's nothing wrong with it, for two, with the DH and healing changes, chase oriented builds and playstyles are stronger, so there's just no need to run so much gen defense.

    And if they should really nerf DL in the future, you may come back to me and slap the biggest "TOLD YOU SO" in my face.

    I don't expect any DL nerf. For one, there's nothing wrong with it,

    The Hillbilly mains would like to speak to you.

  • Even if killer is "the easiest it's ever been", that doesn't mean it's actually easy.

    More importantly, that doesn't mean it's fun, either.

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