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CaulDrohn

CaulDrohn

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CaulDrohn
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  • @GoshJosh said:

    Now that Botany Knowledge is nerfed even harder, Circle of Healing and Inner Strength are the only viable self-healing perks in the game. Real nice. What is with the devs giving survivors penalties for using perks? They aren’t undoing the Calm Spirit nerfs either, even after large outcry?

    Yeah, Prob. it would be better to just disable botany for med kit heals? So you only get the extra speed for self care and healing others?

  • When being close to the 170 perk tiers, it's better to invest some more BP to get to the 170 perk tiers.

    I would say if you just leveled to P0 L50 without doing additional webs (so you only have around 55-60 perk tiers), then sure prestige before the update. But the more perk tiers you have bought, the more items, addons and offerings you will have bought as well, which you will all lose when prestiging before the update.

    So maybe something llike this:

    When P0 L50 with less than 120 perk tiers, just prestige.

    When P0 L50 with more than 120 perk tiers but less than 170, try to invest BP to get to 170 perk tiers.

    When P0 L50 with 170 perk tiers or more, don't prestige and wait for midchapter.


    This is actually a decision I have to make for my Yuichi and Haddie, bc they are both P0 L50 with 130 per tiers. I'm not sure if I can manage to get them to 170 perk tiers in time (should be able to boost them greatly with the rank reset BP though). But I also have 20+ event flans on them, so I surely will not prestige them before midchapter hits. Guess I have to prestige them in the new system then to get their perks for all survivors.

  • @jamally093 said:

    Sacrificing all four survivors in the basement from the first tome a challenge I never want to see as a master challenge again it took me almost a year and a half to beat it since the archives came out I was just remembering what I did which was down three survivors and camp basement and having the other guy basically say I could he wasn't happy since he hadn't gotten good matches so in the end I felt bad. But when I have the chance to get it the challenge was never selected. In the end I don't think there was a survivor challenge like it I know there was one where you had to hide ten meters without being caught but for survivors they have maps and lockers so it's easy in a way but there will never be and hopefully never will be a challenge as hard as Six feet under.

    There was one survivor challenge were you have to finish four of the five generators, in a single game. That one is nearly impossible in soloQ (manageable in swf, sure). With "Six feet under", you can at least equip perks to increase your chances (Iron Grasp, Agitation, Mad Grit, Make your Choice), use Offerings for basement location / maps and use Killers with powers that help you (Hag, Demo, Trapper).

    When being reliant on your random teammates to wait for you before finishing a gen, if you even get as far as popping at least four gens, you are pretty much screwed most of the time. Just hanging first will likely rob you of any chances to get it done. You can equip aura perks to find gens and teammates, but you can't stop them from working on the gens. I was lucky getting it in a two-man and nice randoms which actually waited for me (asked them about that in pregame chat). But that was when that challenge was part of the then current tome, so most ppl knew about it. My mate did not get it done even then. I don'T want to imagine how difficult it would be to finish it in soloQ today, when nobody knows about that challenge anymore.

  • There are two situations in which you can afford to 99 a gate without risking someone to be downed bc of it:

    1) You are SWF and can coordinate to open the gate on demand.

    2) You are solo and STAY at the 99ed gate, so YOU can open it if needed.

    So, if you are solo and want to leave the gate again to do whatever you want to do, for christ sake just open it, so no one gets screwed who has the killer on his heels.

    As others have already mentioned numerous times, a deserted 99ed gate kills so much more survivors than any bloodwarden plays.

  • @[Deleted User] said:

    They can't change them cause console.

    Basically Sony & Microsoft won't allow developers to change their trophy/achievement requirements willy-nilly. Typically it's only allowed if the game is changed in such a way that said accomplishments are no longer possible to attain. And even then they probably have to go through a lot of hoops to make that happen.

    That's all true. But the devs could STILL do something about it without changing the achievements at all. That is adding minimum pip requirements for edge cases. E.g. you always have minimum safety-pip when escaping. Or minimum saftey-pip/single-pip when 4king (Tombstone games tend to give EVERYONE a depip). Or guaranteed 2-pip (merciless) when 4king with min 8 hooks or something. With such minimum-pip conditions the pips would feel fairer in such edge cases, and it would allow adept without having to go out of your way to get merciful on some killers (e.g. not using chainsaws to not hurt emblems).

  • @Dwight_Fairfield said:

    I am sick of it. Practically every Bubba I get does it. I had two tonight do the insidious face camping thing. At five gens.

    I legitimately cannot remember the last time I faced a Bubba who played normally instead spending most of the match staring at a hook.

    In my exp it's more like every third camps (really camping near the hook, not counting imidiate returning into it). Could be luck on my side, or misfortune on yours.

    But regardless of that, when bubba can face camp at five gens, that means he could down someone fast. Which the survivors should try to avoid. Esp. at the beginning of the game, with all pallets up, you should be able to loop a bubba for some time so that maybe one or two gens get done before you get downed. Thats the real issue I have with many of my soloQ games against bubba, teammates dropping like flies against his chainsaw. And honestly, in this situation, you are better of with a camping bubba (if the teammates are smart enough not to try rescues).

  • @Marik1987 said:

    https://us.v-cdn.net/6030815/uploads/UC59XL6KJIDX/my-image.png

    I made a little tierlist as an Freddy-Main.

    For me, as Ive said before in other discussions, there is literally no addon reliable besides the Red Paint Brush, which is really nice. All Survivors starts in Dream, which means they can interact with the Snares or Pallets and u have your first Dream Projection much faster.

    As 2nd and 3rd best addons, I choosed the Masterpiece and the Sketch, which gives u 3% and 2% speed-bonus for Reloading your Teleport.... per Survivor in the Dream. The Dresses are for Skill-Check-Penalty in Dream, but to be honest it happens mostly 1 time a game at maximum.

    Everything else is just, sorry, pure crap.

    For me, there is no hope, that the Devs will help him out of his current really bad state. Unfortunately, he has so much potential....

    I really like the dresses together with overcharge, oppression and huntress lullaby, so to get more value out of them. Not incredibly strong, but very satisfying when they miss the difficult skillchecks. Sadly Huntresses is always gone fast.

  • Oh yeah, played it with Nemesis, Furtive and Make your choice, so whenever the obsession was unhooked, the unhooker became the new obession, being in dream instantly, exposed through Makey your choice and aura for me through nemesis. That was fun. Doin't know why they removed that, honestly.

  • I used a flan every match so i don't know how many I got, but I can write how much i have left:

    For survivor, I still have 23 flans for Yoichi and 28 for Haddie, I leveled both a bit during the event. For my mains Bill and Jill, I gave them all the perks from Yuichi and Haddie during the event, so I had more than 10 flans with them, but now there are only 5 flans each left. The remaining survivors all have just one to three flans, since I only gave them one event bloodweb each.

    For killer, I heavily played and leveled Sadako and Dredge during the event, they both have 104 flans left. The other killers I maxed out again with the perks from Sadako, Dredge and Shattered Hope, and some additional bloodwebs here and there just for more flans. Around 35 to 45 flans per killer.

    All in all I might be around 1300 flans.

  • You can totally miss an audio queue in the heat of the moment. I had so many instances where I found a boon and couln't recall me hearing the sound.

  • @Mewishis said:

    https://forum.deadbydaylight.com/en/discussion/comment/3043714#Comment_3043714

    Because the addons are simply boring or not useful because Nurse is so strong already in the right hands they made most of her addons either awful or just not good enough to bother using. The only addons worth running in my opinion are recharge and range, fatigue I'm iffy about not to mention I believe some are bugged and don't work properly and I don't like the 3rd blink addons never have even before the rework.

    So why exactly would anyone want to run the meme addons or just not useful addons? To intentionally make your experience less fun? To challenge yourself? Sure it may be fun for you, but it's not for everyone doesn't mean you can dictate what people can and cannot do.

    Did I dictate you to use lesser addons? I just don't understand why someone feels inclined to always use the best stuff, esp. when you are very experienced with a killer, as you have to be with all that addons. It just seems immensly boring for me. But everyone as they like.

  • @[Deleted User] said:

    I have been heavily critical of the bloodweb recently. I think it often gets overlooked as far as how much it increases the grind and artificially inflates the amount of time spent in game because of how long it takes to use. Players are constantly forced to purchase items they have no intention of ever using, which inflates the real value of their desired add ons and offerings.

    I went through my inventory and added up all my "dead space". That is, I added up how many add ons and map offerings I have that I'll never use and calculated how much BP I've been forced to waste on them. The only add ons I use on Nurse are range and recharge. Not included are the add ons I use.

    Ultra rare (Matchbox, Bookmark): 189 add ons, 1,323,000 BP spent

    Purple (Bad Man, Campbell, Jenner): 700 add ons, 4,200,000 BP spent

    Green (Anxious, Ataxic, Spasmodic): 1056 add ons, 5,280,000 BP spent

    Yellow (Bad Man, Catatonic, Dull, Pocket): 1947 add ons, 7,778,000 BP spent

    Brown (Spoon, Flannel, Comb, Horse): 2306 add ons, 6,918,000 BP spent

    Map Offerings (I only use Autohaven, MacMillan, and Midwich)- 395 offerings, 1,975,000 BP spent

    Total useless things: 6198 addons+offerings, 27,474,000 wasted BP

    Kind of absurd, right? I have 27.5 million BP on one character alone in wasted inventory. I will never use any of these things. I have no way to avoid purchasing these things short of not spending BP altogether. How is this ok?

    Delete the bloodweb. It's an archaic progression tool that forces players to waste BP. This gets worse considering you're essentially halving BP gains with the BBQ and WGLF changes. The grind is still egregious.

    But why are you not using the others? Why do have to play with the best addons every time? It's not like Nurse needs them to perform good.,

  • @BradQuackson said:

    https://forum.deadbydaylight.com/en/discussion/comment/3038352#Comment_3038352

    Because I know I cleansed the only boon that was in the game

    So? It can be activated again at a different or the same location.

  • @pizzaduffyhp90 said:

    I've been thinking about the killers powers in this game and how much of them have changed either getting buffed or nerfed and sometimes being more fun to vs or play as to have unique playstyles in order to do well with.

    Hillbilly didn't have the overheat and there was more players playing Hillbilly back then and while still being a fun killer to play as and against that overheat mechanic has made Hillbilly less common nowadays sadly.

    Nurse didn't have any cooldowns on her blinks and could give herself 5 blinks if she wanted and omega blinks too. Though many people are saying Nurse needs a nerf still to this day just remember she had all this in the past and granted omega blink is still kinda here but, that needs a longer charge time then before if you want full blink distance.

    Freddy only being able to pull people into the dream world and seeing there aura's all game from a certain distance from the Survivors was interesting and it felt like you were playing as Freddy and he was very unique but, also made him the worst killer for a while before his rework.

    Spirit while I know many Survivor mains will disagree with me on this but, I personally think the old Spirit was more fun to play as and against there was different variety's of addons that they used rather than now which is mainly Mother's Daughter's Ring and that one purple addon that I can't remember the name of. Spirit didn't have directional phase which made for a unique challenge to learning how to beat her and Survivors had to be caution if they were in her terror radius and she was phasing cause since there would be no sound but, instead it all went down to Spirit has "0" counter play

    I don't get why everyone claims that the overheat mechanic is the reason for billy to not being picked anymore. The overheat was significant in PTB, but for Live it was decreased massively, to a point where you really did not have to mind it at all if not for playing curve billy. They increased that a bit later as it is now, but it's still the same. If you are not trying some sick curves, you won't be hindered by the overheat at all. LIkewise, the only situations were I witnessed a billy player going into heat cooldown was for the curving billies.

    The "real" reason for billies plummeted pick rates is his addon pass, with the instasaw addons being removed completely without compensation (tuned carboratur has a massive downside). THAT hit the casual billy player hard, bc many used that addons to get easy downs ( I did that as well). So many many billy players moved to some other, "easier" killer after the addon rework, and only the hardcore curving billy players remained.

  • @Canas said:

    When was the last time the devs actually changed a perk on the PTB before bringing it to live servers? They have the bad tendency of turning the live environment into their actual testing grounds. The PTB is just meant to promote upcoming content and see if there's anything which can crash the game. Gameplay balance is very rarely even considered.

    Lucky break

    Hangmans Trick

    When was the last time they actually let a problematic perk hit live unchanged? Can only think of Mettle of Man, and thats ages ago. Or you could say Boil Over, but that was only busted on certain maps, and could be countered by just slugging. So not universally broken like mettle was.

    So an alternate explanation for your claim would be, that there are just not many perks that need to be changed between PTB and live for being too strong. As they often say, they usually bring new perks with rather safe numbers, and buff them later. You can critiize that. But a really problematic perk usually gets addressed after PTB, and I excpect OTR to get some change as well (maybe disable it in end game like DS).

    About the PTB meant for promoting content and finding crashes: YES, THATS ITS PURPOSE! For one, the new features are the main reason for many players playing on PTB. If there's nothgin new, why should they bother to download the PTB? For two, BHVR won't have the manpower to find all the crashes themselves, so the PTB is important in that regard, since there will be much more players testing things out.

    And don't we have some major gameplay changes this PTB?

  • If one of them had Boon: Exponential, how can you be so sure they were cheating? They could just have used the boons effect.

    Edit: Also, you got 30 k BP (times 5 bc of flans) and a 3k, so why are you making a fuss over one escape? The 4k yould have given you like 1k BP more tops, barely noticable in points.

  • The proposed Pain Resonance nerf actually destroys the synergy with DMS, since affected survivors no longer scream and the gen no longer explodes, so the survivors are not pushed from the gen via DMS effect.

  • About the "killer slowdown perk meta unchanged", lets look at the top gen defense perks:

    Ruin will get it's regression halved, so it will be just like normally kicking a gen. And thats on Tier 3, the others are even slower! And it will disable when one survivor is dead. Thats a pretty hefty nerf. Expect killers to remove it from their loadout,

    Pop will only remove 20%, and only of the current progress, not overall. A slight nerf, but I guess it will remain one of the goto regression perks

    Tinkerer will only work once per gen. Thats some significant nerf, albeit justified.

    Corrupt will disable when one survivor is downed. Justified nerf.

    Synergy of Pain Res and DMS will be removed. Furthermore you won't know which gen is affected anymore. Likely no more being picked so often.

    So the top gen regression / defense perks will all receive significant nerfs. So stating the slowdown meta remains unchanged is objectively wrong.

  • "while killer getting 3 slowdown perk with every release."

    The Dredge:

    • Dissolution -> Chase Perk
    • Darkness Revealed -> Info Perk (Aura)
    • Septic Touch -> Debuff Perk
    • => 0/3 gen slowdown

    Yep, 3 gen slowdown perks with every release!

  • I also feel having DS disabled in endgame is too much, it does not need to be less than 5 seconds. Or if you really want to reduce it to three, then make it acitve in both stages.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/3017519#Comment_3017519

    If you want to move on, just stop responding. I still think your points don't really hold up at all.

    Nice, then bb and see you later in another thread ;).

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/3014922#Comment_3014922

    If there's no reason to assume it will be difficult or easy to implement without breaking things, then this is not a point that can be argued in either direction. It's a non-argument.

    You are inventing a worry that entirely theoretical. It is pointless to argue about it because there is no way to demonstrate it to be a legitimate concern.

    Code design and technical hurdles are two sides of the same coin. I believe it is a needed and beneficial interaction that both solves the problem better than the current solution and does so with less collateral damage to balance.

    Ok so we still disagree. Can we move on now?

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/3013845#Comment_3013845

    That's just how coding works in general: The bigger and more complex the code is, the higher chance there is for bugs. That's game development in a nutshell, not a point against the idea. The fact that you understand that you don't know the game's code should be a crystal-clear cut that you (and I) are running purely off assumptions with this addition's impact to the game code. We're not actually arguing with anything but hypotheticals at this point, which accomplishes nothing. There's no reason to assume that this would be legitimately difficult to implement outside of "but maybe it'll break things".

    The cheaters thing doesn't really say or mean anything. Why? Because "cheaters can maybe exploit it" can apply to just about anything about the game. A new Killer, a new map, a new anything. You're inventing a scenario in your head that we don't even know is possible to justify your position. By this logic, I could say that cheaters can just send info to the server that EGC never progresses period. Why should that matter?

    Considering that you are accusing me of having gross misunderstandings of coding, everything regarding the "technical hurdles" of making this change that you put forth amounts to little more than guessing. It doesn't actually mean that the hurdles that you're hypothesizing actually exist in a meaningful way.

    And there's also no reason to assume that it would be easy and NOT break anything!

    About the cheaters, when you change the EGC to be stoppable by an active trap, how do you think the server will recognize that? Bc a clients sends the info. And that info can be forged / spoofed. How do you think all the other things that cheaters can manipulate are done? Exactly the same, they are sending forged / spoofed content to the server, which the server than accepts as true. Of course the server should not allow something like that, but we know it does, considering all the stupid cheats that occur. So I'm not talking about some vague risk here, but a very specific one! One we won't have when EGC cannot be stopped.

    Technical hurdles is one thing, code design the other. If it's technically challenging we don't know, but adding an unneeded (imo) interaction between EGC and traps is also a flawed design (atleast for me), and that alone is enough reason to not do that.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/3012920#Comment_3012920

    I'm willing to learn if you can explain it to me instead of just alleging that I just don't get it. Simply going "don't make the spaghetti code worse" doesn't say anything. The EGC is already coded to conditionally modify the speed of the timer ticking down, so what exactly is the difficulty in adding another condition?

    I already told you at least two times: Adding ANY conditional modification adds complexity, increases chances for bugs and unintended effects, potentielly makes the code a bigger mess and so decreases maintainability. Yes the timer slows down currently when a survivor is downed or hooked. But that works unconditionally for all killers, and is deemed neccessary to give the survivors enough time to rescue someone during end game.

    Your proposal was to stop the timer when a trap is active. So you would have to change the timer to be stoppable, you would have to check whether a survivor has a trap on and whether it's active. And then stop the timer. It may not look like much code, but we don't know about the state of BHVRs codebase. So we have some additional implementations, which all can add bugs and glitches, and at least two additional conditions (trap on and active) we can be pretty sure about (there can be more hidden conditions we don't know). Furthermore we need to make the traps auto-active in endgame again, so thats some additional conditions for the traps (and likely some implementation). Since the EGC is relatively new, we can assume that it's still somewhat clean. The code for the pigs traps is older, and thus likely more messy. So getting it right might be more of a task, with higher odds of introducing bugs and other unintended effects.

    All that effort for making the power of one killer work during end game / EGC (Freddy also loses part of his power in end game, btw). And also a change that might not even come into play (when all traps were already used), so it's conditiona whether the auto-active traps are even needed. That's no good code design for me, it adds complexity into the code base for just a minor benefit for one killer play. Code needs to be clean, easy to understand/maintain and modular. And your proposal is neither for me.

    And one additional thought that crossed my mind while typing this: knowing about BHVRs difficulties with cheaters, I clearly can see such a stoppable timer as exploitable. All a cheater would have to do is sent the info to the server that the player has an active trap on, and the timer would likely stop. Even if there are no traps in play.

    That are my thoughts about that. You can accept it or disregard it, do as you like.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/3011819#Comment_3011819

    Adding anything to the game is contributing to bad spaghetti code. You may as well say "adding the EGC is a bad design choice because it adds to the spaghetti code." If we're going to be adding something to the game, we're going to make sure that we're actually doing it well. Randomly screwing over one Killer while not fully dealing with the problem is the opposite of that. And no, if the problem they were trying to solve was "we don't want RBTs to be active during the EGC," then they did not actually solve the problem. Obviously, we don't want to be doing things overly inefficiently when it comes to programming, but that doesn't mean "don't make a minor tweak to for the sake of a small accomodation." Otherwise, we wouldn't have to, for example, have a list of things that AREN'T affected by Blindness. You claim that making that small change to the EGC is "adding more spaghetti." I see no reason to believe that it would result in coding problems beyond the worn-out non-argument "it's BHVR; expect the worst from them."

    Like I said before, "git gud" is not an excuse for not taking the sensible route.

    Any further discussion is futile. You show some great misunderstandings about code quality design, so let's just agree-to-disagree and move on.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/3011368#Comment_3011368

    I don't see why that's bad design. If anything, I would call that GOOD design because it solves the problem of the RBTs during the EGC in a way that allows both to still do their job. A bad solution to a problem is one that solves a self-made problem through unnecessary collateral damage while also NOT EVEN SOLVING THE PROBLEM ENTIRELY (because right now, you can STILL put Survivors in a position where they have to deal with an active Trap while the EGC timer is running). You talk about how the EGC should behave the same for all Killers, but the Pig was the ONLY Killer in the entire game (at the time, though even still now) who was actively made worse off as a result of the EGC.

    "Git gud" is not a good answer to nerfing an aspect of a weak Killer that was not problematic until someone chose to introduce something that makes it problematic, no matter how you slice it.

    Bringing more Spaghettis into the already large pile of spaghetti code does not make it any better. And adding a special rule for pig traps in EGC is exactly that. No auto-activation of traps in endgame does also solve the problem, it's just not the solution you like. That it's still possible to have active traps in end game is not an issue, btw, since they are independent from another code-vise. On the contrary, it would be bad to add some checks to actively disable them. Again, the goal should always be to REDUCE code dependencies.

    About the "git-gud", we are talking about downing 4 ppl. Thats not a hell of task to do. And if you struggle hard to do that 4 downs, why should you be any more effective with auto-active traps in endgame? If the survivors are hard to catch when doing gens, they will also be hard to catch during end game.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/3011129#Comment_3011129

    There will still be an end to the game because the RBTs will eventually either come off or kill the Survivors, which causes the EGC clock to start ticking again. The EGC will still be doing the job. The nerf that BHVR gave to the Pig for EGC was the WORST solution because it nerfed a weak Killer for absolutely zero compensation when there was a perfectly viable alternative that kept the best of both worlds.

    It's still not a clean solution. "We will introduce this new mechanic called EGC, but for Pig we introduce this exception." That's no good design, it creates a dependancy between a killers power and a game mechanic, and every additional dependency makes the code more fragile and error prone. We always complain about the seemingly poor code quality of the game, but doing what you propose would actively reduce said code quality. That's what mean with clean solution: EGC behaves the same for all killers, there's no interaction with a killers power. We should always aim to decrease dependancys and harmonize mechanics. That's the reason why Tinkerer was reworked to its current version, btw, bc. the previous effect (increasing the effect of killer addons) was a nightmare to maintain.

    Edit: About the "zero compensation", an effective Pig should and will use all her traps before EGC starts. So if anything, it's a nerf to Pig players struggling to get four downs before all gens get done. But luckily there's a solution for this: getting better / being more effective with Pig, as cliche as this may sound (the git-gud argument).

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/3011095#Comment_3011095

    I'm talking about Remember Me, No Way Out, and Bloodwarden.

    Plus, all those issues you mentioned go away if you just pause the EGC timer when someone is wearing a Reverse Bear Trap.

    I'm not a fan of pausing the EGC. It is meant to run out, thats its purpose. Let's keep that simple. As sad as it may be to the pigs end game potential, I think removing the auto-active ability in end game was the cleanest, easiest solution to do.

  • @Viciusaurus said:

    https://forum.deadbydaylight.com/en/discussion/comment/3010901#Comment_3010901

    I agree that TV interaction is almost nonexistent unless you force them to start with a tape, and even then that doesn't do much.There should be more of an incentive to turn them off, such as the longer more TVs stay on, the more condemned builds. I think having condemned build up should also inflict certain status effects, such as Oblivious, Exhausted, or Blindness, to further incentivize TV use.

    Also I think the cool down on TP is much too long to be utilized effectively, along with their RNG placement.

    We currently have the passive condemned build-up when holding a tape. I wonder if thats the wrong approach, and we should rather have passive comdemned build-up when near an active tv. Maybe the tape would then trigger the status effects, but no longer increase condemned. And when fully condemned you are exposed either way, plus moriable when holding a tape.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/3010873#Comment_3010873

    "If the gates are powered, stalling is no longer required."

    That is in no way true. Otherwise, we wouldn't have perks that slow down the process of opening the Exit Gates or actively stop Survivors from escaping.

    As far as EGC, just pause the EGC timer as long as someone is wearing an active RBT.

    Stalling as in bothering the survs with an additional objective that is to be done besides the main objective. Not to be confused with gen defense / gen regression perks, they just mkae it harder to finish the main objective. So pig traps are stallling, bc they force the survivors to get rid of their trap, which is time not spent on gens. During end game there are no gens to be done anymore. Only the gates, but they are finished fast, and progress cannot be reverted. So I would argue there's no real stalling in end game. Only some hindering factors (end game perks).

    Since you meantioned end game perks: That ones would make auto-active traps in endgame even more disgusting, bc it would give the killer more time to down survivors and utilize the auto-active traps more vigorously.

  • Currently I'm, playing both Onryo and Dredge more often, bc I'm actively leveling them and due to the event i get a high number of flans by that. And although I know about such comparisons and would agree with them, I cannot really say that I get better results with Dredge than with Onryo. Or that the games with Onryo are more difficult.

    Your buff aims in the wrong direction, I think. Using TVs is already pretty rare in my experience (I usually don't use a single one when facing her). So such a thing like exposed would reduce this interaction even more. There's just no need to use the tapes in most cases. So thats the thing we need to change.

  • @[Deleted User] said:

    BHVR came to the decision to make the traps completely and utterly useless in the endgame, so as long as they aren't active people can just walk right out of the exit gate. Imagine that.

    Traps are meant to stall the game, not to get kills out of it reliably. If the gates are powered, stalling is no longer required. Also having to remove a trap when EGC is active is a near automatic death sentence. If that occasionally happens (killer closes hatch with the last surv. having an active trap), thats already pretty bad. But giving the killer the ability to enforce this situation on a survivor (placing a trap thats automatically active and then activating EGC by opening a gate) doesn't sound very healthy.

  • @HectorBrando said:

    https://forum.deadbydaylight.com/en/discussion/comment/3010810#Comment_3010810

    Its easy, whenever someone suggest something outrageous you just have to think "Ok, how can I abuse this suggested change for myself?" and the answers will flood your brain.

    Good advice ^^

  • @VikingDragonXii said:

    https://forum.deadbydaylight.com/en/discussion/comment/3009902#Comment_3009902

    BT won't become base kit without changes....as it is now like DH survivors are using it in a way that it's not supposed to be used. A anti tunnel perk that players use to body block. If you body block for someone while under BT effect your not being tunneled so more than likely one of two changes will be made.....

    Change 1: While under BT your Survivor loses all collision until it wears off. Meaning you can't be hit you cant body block etc.

    Change 2: This is the more likely change I think will occur. If your under the effects of BT and body block and get that protection hit you actually lose the endurance effect and go down like normal

    As @Tsulan already mentioned, Change 2 does not work:

    You get rewarded a protection hit whenever you get a hit and an injured survivor is near you. So with your change 2, you could actually be downed instantly when an injured survivor takes you off the hook. So BT would just not work in a camping scenario with this change, the very thing we want the perk to work!

  • @HectorBrando said:

    Actually I agree, they should remove hatch when all 5 gens are powered and there is only one Survivor left, this way I can inmerse myself until the Killers get bored and opens the gate themselves, this way I can guarantee my escape since I would just need to run towards the opened gate without having to risky myself for 20 seconds.

    You are absolutely right! Why didn't I think of that xD.

  • @SlavaRusiji said:

    https://forum.deadbydaylight.com/en/discussion/comment/3010623#Comment_3010623

    Yea it doesnt but what when all gens are done and i kill third guy . Last guy can chose between hatch or gates. So i should make a guess . Thats just bad design and we all know it man.

    It is not bad design. The last survivor earned that by finishing the last gen. If you want to avoid that, you have to kill the survivors faster, simple as that!

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/3003961#Comment_3003961

    *Looks at Sadako feedback from the PTR*

    *Looks at Sadako on release*

    I...sort of do. But we will see.

    Thats a whole different story. Changing a killers power has balancing implications and requires implementation work. That takes time, even if the developers weren't as restrained with changes as BHVR is.

    It's on far different level of complexity then just droping / reducing the community goal and giving the players the cosmetic"for free", bc it is MEANT to given out for free.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/3003868#Comment_3003868

    They've already said that if we don't complete the challenges, they simply won't give out the rewards.

    Of course they would say something like this now. But that does not mean that it comes this way.

    Edit: You can bet that the complaints will be massive if the community goal is not reachable. I don't believe that BHVR wouldn't move in that regard.

  • It's just the second day of the event! I would think many like me are still working through the normal event tome, so expect the numbers to rise drastically when there's nothing else to select.

    Also, I highly doubt BHVR will go like "Oh, you did not finish the community challenge? Too bad, no cosmetics for you all!". If it's emminent that the goal cannot be reached, they will tone the numbers down. The cosmetics were already created, there's no point in not releasing them.

  • @AshInTheTallGrass said:

    https://forum.deadbydaylight.com/en/discussion/comment/3000367#Comment_3000367

    Ahhh, you're a good person for wanting to show some mercy. I appreciate you. Those tea baggers suck.

    Even when they are not tbagging, it just feels so frustrating when you know you could have easily get 2 or more kills, but lose that just because you didn't want to play like a d*ck.

  • So often that I think "Nah, I won't tunnel that surv, they were left hanging into second stage and it would be mean to kill them off for good". And then, I get handed a 4-man escape with likely tbagging on top -.-.

  • @Kuinzu said:

    Imagine a universe where in Dead by Daylight, each Survivor is a unique character. You HAVE to use their three personal perks, plus one extra of your choosing to fill the fourth slot.

    [QUICK DISCLAIMER] I'm not saying this SHOULD be a feature before people rant about how terrible the idea is, I just wanna discuss how it would impact the game, I know for a fact that it would probably make the game even less enjoyable.

    Who do you think would be the most meta character? Who would be the worst in the entire game?

    I think it would be interesting to see how they balance the game around this. Each character would have a very specific way to play them in order to achieve your team goals. This means they'd have to balance each character around their three perks together so that they have a nice, cohesive kit, rather than balancing individual perks.

    Kinda wanna have a game mode where this is a thing for a week, just to see how it would play out. This means characters with stronger perks like Laurie also has to weigh the disadvantages of having Object of Obsession and a perk that relies on your fellow survivors dying. David would also have to put up with No Mither in order to use Dead Hard.

    Again, not saying this suggesting that this should happen, but what do you think the game would be like if it were a thing?

    Instead of requiring survivors to use their teachables, which would turn awful for chars like Ace, I propose that characters get a bonus tier of their respective perks. So A Meg for example can use QaQ sooner and looses exhaustion a little bit faster (when using SB) than other characters. Of course that does not work for every teachable currently (IW), but it would be possible, given that we already have three perk tiers per perk. So just fiddling around with the numbers would easily give us a bonus tier only usable by the respective survivors.

  • @CashelP14 said:

    First off I'd recommend for people to just wait 1 day and start doing the challenges then. This means you can spend the bloodpoints earned on event items and offerings.

    Here is my guide to save as many bloodpoints as possible, while also completing the archives.

    Red Line = Collect

    Yellow Circle = Save

    https://us.v-cdn.net/6030815/uploads/TK9YOHI1ETEO/sketch-1655305980451.png

    Since the game only allows you to hold 1 million bloodpoints at any given time, this is a way to store extra bloodpoints for a later date. This is useful if you want to save bloodpoints for a later event or chapter.

    Why should we wait though, what did I miss?

    Edit: Ah, you mean not using the BP today but tomorow for event cakes, I see.

  • @AcelynnBen said:

    and I'm not talking about about how good they play because i suck, i know that's what u were thinking

    I'm talking about the amount of private profiles on survivors

    Holy hell I've never seen this amount of private profiles in a community before

    I swear every time you try to check how many hours someone has or literally anything you just get hit with with private profile

    like is every pc player insecure? or yall just subtle cheating , because I'm a killer main, which you know sparks more salt and toxicity then survivors, and my profile is as public as it can get.

    i know this has nothing to do with Bhvr since this is a steam option, but why so many, are you really that afraid of people calling you bad in game, or u just doing something fishy

    like i honestly reported every single private profile even if I killed them, not that i meet them that often anyways, NA is filled with console players which i kinda feel bad sometimes for.

    moral of this post? i have no idea, I guess I'm saying its fine to suck (even with the ludicrous of crutch perks that survivors have)

    i know this is in usual post but hot damn I might just start dodging pc players if everyone is just gonna private their profile

    My steam profile was always public, since I'm an achiever and like to brag with the number of my perfect games. I kept it that way for maybe the first 1k hours in DBD. But then it slowly showed that my public playtime will only be used to insult me. Whenever someone disliked the way I played, I might get something like "#k ourse and still abd in the game" or "#k and still camping/tunneling". So I changed my profile to private.

    So when you are asking why players have a private profile, the answer may be because of toxic dipsh*t players who think the playtime argument has any value. It has not. It's by far the dumbest kind of argument you can bring forward to explain the actions of a player.

  • Another thing, if the killer has PR, ffs don't stay attached to the gen with every other hook! It's so easy to counter PR+DMS, but sometimes my teammates make it so incredibly hard!

  • Using the kindred aura I provide when hanging on the hook to do actual smart decisions. I hang so often into stage two although the others could see through my kindred that the killer is buisy chasing another survivor on the other side of the map. It really let's you questioning the intelligence / game sense of you fellow teammates.

  • Overall, I really like your suggestions, good job!

    About the changes one by one:

    Even though the suggestion for Iron Will is highly justified, I feel reducing it to 75% would nerf it too hard, and it would be thrown out by the majority of current IW players. The players just love their 100% noise reduction too much. So I would suggest, besides your base reduction of 75%, whenever a survivor stays still, the 100% is applied, but when they move again, it goes down to 75% again. This would allow to use IW for hiding, but you wouldn't be able to use it while looping anymore, at least not as good as before.

    For getting a base regression on a kick, I would happily shave off some percentages on Pop ^^. Maybe 15% is too low, bc it will only add up to 20%. But since we want to overall give the perk a nerf, I guess thats fine. Also, with every kick applying 5% regression, that might actually build up to more regression that now. Maybe the 5% base regression is even to high. The best thing about abase regression for me, it would put an end to the stupid "I 99 the gen and wait for the killer to hit me, so I can pop the gen and fly away with my adre" play.

    About Aftercare, my first thought was wether that would be too strong. But otherwise, we have swfs with comms. Being able to keep the auras after hook would be a heavy buff and allow some great coordination between randoms. And since we want the lesser used perks to be competing with the current meta, I guess such a massive buff to Aftercare is justified.

    About Noed, thats a really marvelous solution for me! As you pointed out, it covers all the usual complaints, while keeping it's core lethality intact (at least as long there are totems left). If you get somewhat gen rushed but manage to hook all four, you will have multiple exposed hits at your disposal, at a time where you might really need that. If it's a long match, you likely won't get any exposed hits, but you likely did good enough so you won't need it. It has built-in anti-synergy with other hexes (esp. ruin) (another thing that gets complained, stacking gen regression with noed). And I really like the duality of the totem destruction, so you can either cleanse a totem you found or it gets destroyed when used. Also the condition that only healthy survivors being put into dying state destroys a totem is really important, so no token is wasted. A really, really elegant solution, probs :).

  • Yeah, that DS does not deactivating on touching a gate is really awkward. When DS was changed, it was explained that DS should deactiavte when the player proceeds with the game. But then opening a gate does not count as proceeding with the game? Esp. when things like saboing indeed cancels DS?

    @MandyTalk Is there any official dev-respone why DS is not deactivated when opening a gate? I would really like to know the thoughts behind that decision ..

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2994244#Comment_2994244

    Why should that be acceptable that the only option is for the survivor to walk up and asked to be killed (suicide)?

    It is not the only option. Cracking that 3-gen is another. And don't say thats impossible. I've done that with 2 other randoms against a hag. It takes time, it's not easy, but it's possible.

    There a simply reason somthing like camping a 3-gen or other "unfun" tactics are not considered hostage taking or banworthy: They are to fuzzy as a metric. If we said camping a 3-gen is hostage taking, how much would a killer have to engage in a chase that will lose them the match to not commit that hostage taking? If we said camping was bannable, how long may a killer stay near a hook until its a banable offense? It's all extremely fuzzy, highly subjective, and does not help you do the right decisions (regarding bans / punishments).

    What we need are clear, objective metrics that specify what allowed and what not. And regarding hostage taking, the metric is, whether a party hinders the other to play the game AT ALL, so the only way to get out of that situation is to DC or waiting to be "released". Camping a 3-gen does not fall under this metric, bc the survivors can still do things, even if its futile in the grand scheme. And like I already wrote, they CAN get out of the game without DC, simple by giving up. Whether you find that "acceptable" or not is not of any concern (again fuzzy / subjective).

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2994190#Comment_2994190

    The problem there is killers can hold the game hostage, and they sometimes do.

    The hatch needs to return to make the game more fair.

    A killer hard camping his 3-gen is not holding the game hostage, as was clarified multple times by the mods. You still can get out of the game by just giving up and let yourself being killed. In a true hostage situation, you cannot leave the game (besided DC) until the another player allows it. And that's way more prevalent with survivors doing nothing to make the killer DC, than the killer somehow body blocking the last survivor into a corner so they cannot leave.

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