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Cetren

Cetren

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Cetren
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  • @ad19970 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3925413#Comment_3925413

    I believe they are talking about the bug that lets Kaneki hit survivors instantly after vaulting that are multiple meters away from them. It should only hit survivors when they are right next to Kaneki, but right now you can get hits against survivors right after vaulting even though they are multiple meters away from you.

    This occurs even if you don't vault sometimes. The other night I had it happen to me after throwing a pallet, not even vaulting it. It's buggy and weird right now.

  • What difference does it make if they leave the game when they all go down vs. after 20 seconds? People gave up long before the abandon feature was added. This isn't fixing anything.

  • I totally get where people's concerns lie in being unable to use off meta builds. But I'll be so for real, I've run into so many teammates running iron will, urban evasion, lightweight, and left behind, that I really think the game will be better off. An extremely frustrating part of solo queue is not being able to choose who you play with. I think players should have some choice in that, even if they're playing solo queue. There's people who play off meta and there's people who play on meta, let them find each other and maybe everyone will have a more enjoyable game.

  • They have been bringing them back on certain occasions, but never for shards. Be prepared to shell out some cash if you want them.

  • I understand your complaint, but they also did just do an event with about a minimum of double bloodpoints and a maximum of 5 times the bloodpoints you earn from a match. They've added so many multipliers and offerings into events, I'm really not sure that the lost 25k from dailies is a drop in the proverbial bucket.

  • @frozzenk said:

    M1 killers are just way too bulliable and in their majority are way too weak. I wouldn't have an issue playing them if losing in this game didn't mean having to eat 3 tons of toxicity from survivors.

    Maybe if the community was better we'd all be fine playing weaker killers more.

    This is exactly it. If dbd players would learn to both lose but especially WIN gracefully (crazy that this is the problem) people would be a lot more comfortable queuing up with things that are weaker or that they're more unfamiliar with. There are so unbelievably many sore winners, it really sucks the joy out of just playing something unorthodox or chill when you're going to harassed about how bad you are for it.

  • I mean, I get why people think it's not the most useful, but I'm not sure that qualifies it as a bad perk. It's better when combined with other perks, but perfectly usable on its own, even if it's not amazingly impactful. I think the issue is that since they just keep adding new characters there's only so many "good" perks they can add to the game.

  • It seems like many other people have made some good points, but at the end of the day I think the frustration boils down to a lack of ability to really make any meaningful plays in both the micro and macro game. Skull merchant did this through just dropping a drone at a loop and holding a 3 gen. Kaneki does this through his insane mobility both inside and outside of chase that is extremely easy to maintain access to at nearly all times. Less so with recent nerfs, but still. It's frustrating to have a good tile, make a good mindgame, and then die anyways because he right clicks next to you with his power. It's frustrating to use your resources wisely, only to have that pallet not by you absolutely any distance because he can just right click on you after you've thrown it and you won't make it back around even a single time, you can't even play for the 50/50. It's frustrating when your team is efficient with which generators they do, but it doesn't matter because the killer can cross the literal entire map in a matter of seconds. And don't get me wrong there's killers that can do aspects of what Kaneki can do, but I don't think there's a great example of a killere that can combine all of those different aspects and do them at the same time. Even the strongest killers in the game typically have one or the other, not both.

  • Similar to the archive, more challenges will be released over time as the season goes on. That being said, it will certainly take more consistent playing to get every tier than before this change was released.

  • I would expect the exact opposite. People who play sac wards are trying to avoid the sweat.

  • Seems like they're just trying to get a pulse on what people are looking for in more 2v8. Based on how quickly the 2v8 was announced after the survey came out, they likely already had everything ready. But if the survey had a lot of no responses, they might examine which potential aspects of 2v8 are preventing players from looking forward to the next one and trying to fix it. At least that's the way I've got my head wrapped around it. I don't think it was intended to be a technical survey like the player satisfaction survey.

  • I'm surprised people feel so negatively about its performance. The activation requirements are a little stifling, I wish it counted any damage rather than only basic attacks. But other than that it is a very long hinder effect that kicks in when a survivor would otherwise be the relative safest - right after taking a hit. I could see having it active from the start, but I think I like having some hex perks that come into play later in the game. It's not just that they have the hindered, but it adds a secondary objective in the middle of the match, when having a little bit of extra pressure like a survivor looking for a totem that couldn't be cleansed at the literal start of the match makes a big difference in how the rest of the game plays out. Obviously not every time, but enough that I see it as a decent perk, not a poor one.

  • @Trex_Crazy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3920126#Comment_3920126

    Idk I think they're balanced but I also play a lot of nurse so she is my comparison to broken.

    Addendum: I think if you're getting guarenteed hit after a pallet vault you are running wrong or its a bad pallet. Just because the counter is similar to weskers in that you just keep looping the pallet until they break it. but if its a short wall and you run away its like a 50/50 if you've the distance to get to another vault/pallet. though the counter to that would just be not to let her target you on the other side of the pallet because then they have a similar speed and slowdown to wesker. I was more asking about hitting people over walls (and sometimes pallets) but "hold W" works mostly ok. I do have to say that she either shouldn't be able to manually cancel her ability or have it have a longer "stun" because if you grab a survivor for distance it slows you a lot but if I grab an object near them and end up right next to them I get the normal shorter stun. (which is usually a free hit, unless they're close to a lifeline)

    TIL shack pallet is a bad pallet.

  • @ChuckingWong said:

    Perks and powers/addons that work, and are based with, the gates open so this wouldnt be a thing sadly

    Push them out with walking and attacking

    Perks and powers/addons that work, and are based with being in the dying state or being carried exist too. And the abandon feature still works then. I'm not saying you're wrong but I don't think this is a good argument.

  • It's interesting seeing how the culture of the forums have changed over time. I was active for a bit when they first launched and it seemed almost exclusively to be experienced players, with killers being the majority. Coming back after some time, things have definitely changed. Part of that might just be due to the fact that killers were in much worse position when the forums were launched, now that things are a little easier for killer players they don't have as much of a reason to come and try to get things changed through discourse on the forums.

  • I mean I think it really depends. In the situation that a survivor gives up almost immediately after a first short chase, then starts throwing because someone unhooks them rather than going next, I don't think it's any more toxic to slug them than it is for them to try to throw the game for their team at the beginning of the match.

  • Your thumb? How exactly do you use a mouse? lol

    All joking aside though, yes, a bulk spending feature needs to be in the game already or they need to rework progression again so that it isn't so tedious. Before the anniversary (when there will be a LOT of leveling going on) would be best.

  • Like others have stated, I feel like 2 seconds is too short when it reveals the killer aura for such a long distance. That being said, it probably could use a buff of some kind. Just not the kind that could make it usable in chase.

  • I agree. I would match rather seen the dbd meta fall into more evenly balanced loadouts rather than being so focused on stacking perks that all synergize towards one specific goal. People talked about how it would hurt build variety, but I respectfully disagree. I feel like build variety between facing a 4 gen stall build one game and a 4 haste/hindered perks the next is not the same balance wise or fun wise as build variety with 2 gen stall and 2 haste/hindered in both games, but the perks are actually different between games. Beyond that, stacking haste/hinder effects are disproportionately good on certain killers with basekit haste (like singularity), high base mobility (like blight), or that require LOS (like huntress), while disproportionately harmful to other killers who don't have any of these things (like hag). If someone equips hope and made for this, they were literally gain distance on you running around an obstacle in the endgame if you're playing a 110 killer, at that point you really can't do anything because they picked two perks before the match even started. Haste is really good on blight because it makes it extremely difficult to outplay his power, he can get fast enough to get around an obstacle that even if you react as soon as you're able to you're just dead. There's a reason one of the most popular addon combos for him is just double speed.

    I hope that they find a way to balance in sometime in the future rather than just scrapping the idea entirely, like providing diminishing returns.

  • They did such a phenomenal job with the marketing of the Unknown, he has some of the best lore in the game. Some other people have made some really good comments already in this thread that I won't repeat, but I think a lot of what he has going for him makes sense. The hallucinations feel just about right, I wish the UVX sat a little bit better with me. I remember seeing the awesome teasers thinking this was going to be some long limbed monstrosity crawling after me on a wall just to load in with him and he's sneezing purple goop? I think he has his place in DBD and he's a well designed and marketed killer but you're not wrong either that it feels a little funny sometimes.

  • I will say I am a little sad that this change didn't go through as I've seen how much difficulty haste and hinder effects can add into making things balanced. Chase is just such an important aspect of the game, and even small tweaks in speed really add up (pun intended). Hopefully there can be some other solution for haste/hindered stacking in the future.

  • @SoGo said:

    I really love this.

    Currently, Deja Vu outclasses Visionary by a mile, and these changes would make it interesting and give it it's own niche.

    It's a yes from me 👍.

    Absolutely. Don't get me wrong, I'm happy for Deja Vu, it really needed something to get it going and it's in a great spot right now. Really wish other perks with the same niche didn't get left in the dust though.

  • I disagree with the rarity change, however, I am heavily biased as I love the color of the blue items. Having a toggle for legacy item rarity kind of like they have the bloody portraits for having people prestiged doesn't sound too hard though, I like that idea.

    As far as the challenges go I really agree. Quests just sounds so generic. Which generic would be okay if this were some MMORPG we were all playing in, but we're not. It's dead by daylight. Rituals just sounds so much better and fits the theme of the game. It can't be that hard to include a little splash message when looking at the challenges for the first time that says something along the lines of "hey, if you complete these tasks during your games, you'll get rewarded with X." Then everyone is on the same page about it. But BHVR wants to cast a wider net which I can respect, I think better UI and tutorials will go farther in accomplishing that then renaming and recoloring things but, who knows?

  • I don't really get why everyone is sweating so much either. Chaos shuffle genuinely has the capability of being one of the most entertaining modes, but people playing it are trying way to hard to maximize their competitive advantage from any other avenue that they can.

    I've been trying to counter this mindset a little bit by running what I call The Chillbilly, icy cosmetics along with cracked primer bulb and I just see what kinds of crazy chainsaw hits I can get. But truthfully, I shouldn't have to purposefully hamstring myself just so that people get the hint that I'm not going to extremely hard tunnel 3 hooks on the same survivor at 5 gens. (Which happened in several of my survivor matches today).

  • As much as I would love to cut down on cheaters, I think the genie is out of the bottle with the free epic accounts.

  • Your pay attention to their level of skill and predict their reaction. For example, the demogorgon has a pretty telegraphed ranged attack that only travels in a straight line. If you're following a player around shack corner and can tell they're more experienced, you'd probably expect them to try to dodge by running away from the wall. So what do you do? You aim at where they're going to be. Then they'll run right into you trying to dodge what they thought would be coming in a more direct path. This has layers too, if an experienced survivors notices that the killer is experienced, they might predict them to go for wider, riskier hits and instead choose to play in the normal way, causing the killer to use their attack in a direction the survivor never was going to go. All of this is part of what people are talking about when they're referring to "mindgames."

    In particular with ranged killer, you have what are called "flicks" where a projectile is aimed a certain direction, then "flicked" in another right before the shot is fired. This baits survivors into attempting to dodge, but results in them running into the projectile rather than away from it.

    TLDR: Aim at where the survivor is going to be, not where they are.

  • Then you stay in the match and do your best! If you don't feel like playing the game, there is a cute little button on the bottom left of the main menu screen that will close the application and free up your time to playing a game you actually want to load into and play!

  • I just wanted to comment for any devs that might end up seeing or reading this - THANK YOU.

    I know how hard a decision it must be to put off bringing new content to the game, especially when new content brings revenue, but I seriously think every single change listed here has been highly requested for YEARS. DBD is SO long overdue for an operation health to fix bugs and address frustrating core principles of gameplay mechanics. I guarantee any potential loss of revenue will be offset by bringing back frustrated and burnt out players who were just tired of frustrating and unfair gameplay mechanics. Seriously guys, this is awesome. Good luck!

  • @ItismeONI said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3769151#Comment_3769151

    Clearly you do misunderstand the concept of tunneling. Tunneling is when you as a killer go after a survivor which is freshly unhooked NO MATTER if you do it intentionally or not. And sry to tell you but when you as killer do not get when you tunnel someone you are the one who have a look on it. I do not say that both killers need to watch who the other hooked that is just too much but when I get unhooked and instantly get hunted by the same killer again is in fact a form of tunneling cause he should know he got me before. And before you come around with another pointless argument, THE SAME KILLER WHEN HE AFTER ME DID NOT HUNT ANYONE ELSE HE JUST SAW ME AND BREAK THE HUNT OF SOMEONE OR JUST GO RIGHT AFTER ME OR EVEN HIT ME WHEN I GET HEALED AFTER HE SAW ME GOT UNHOOKED! When that in your eyes is immunity to tunneling than tell me what it is what I experienced? MAGIC?

    But let me guess you just come and tell me what I said is no tunneling only to twist it how you want it to be, I know that kind of argumentation and let me tell you if you do say it like that or so I will not answer you anymore. That is no discussion that is twisting reality.

    Immunity only can happen when something is still a thing and becomes all of a sudden not working anymore. To call it an immunity while it is not even needed anymore that does not give us an immunity it just eliminates the need of it for the killers. Because if they would find a way to camp or slug in any form THEY WOULD DO IT AND THERE IS NOTHING TO MAKE US REALLY IMMUNE TO IT! If they would know how to prevent the cages from change places and still been able to camp they would to it and I am sure they will somehow find out.

    Killer litterally have 200% genregression and can try to keep survivors from gens they do not lost it. Not to mention that these slowdowns you mention also are linked to certain killers Pentimento for example, if the crowlady would be a killer for these mode FOR SURE THERE WOULD BE THE GEN SLOWDOWN. That is just currently till they maybe add the other killers. Survivors maybe got a speed perk for gens yeah but what I saw does the most not even take it with. I do not overestimate it I SAW IT! I litterally said that just two okay now 3 games out of over 20 are a escape. So what are you talking? And I mean not me alone but ALL of them or maybe two survived.

    Anyway I do not think that this mode is survivor sided if it would why does it have such a bad ratio, why more tunneling and toxicity and so on? Sure because I am the one with the misunderstanding because sure what I experience have to be false because you did not experienced it.

    You shouldn't be arguing dude, that's not tunneling. It wouldn't be a stretch to say that it is possible to "unintentionally" tunnel. People have just thrown the word around so much that its lost all of its original intent, similar to facecamping. If one person is getting tunneled out, that leaves at least 6 other survivors to do the already faster gens, assuming that the other killer is chasing a different survivor. If two killers are going to freshly unhooked people and "tunneling" them, that leaves 7. There's just no way that tunneling is even happening in most games with the cage mechanics, and there's even less of a chance that its being done effectively with basekit self care and unbreakable after second hook.

  • @steezo_de said:

    I don't say ggwp if I win unless I'm rubbing it in. Maybe gg if they say it first or if I need to bounce out quick. And even then, I reserve saying it for truly good games where everyone made good plays and it went the length-- which isn't nearly as often as a bad game, in DBD.

    Besides, wp is for the loser to say. I can acknowledge a good game, but I'm not going to tell them they played well when they lost. This was something my coach taught me in junior high and it carried over to every game since.

    This man actually knows how gg wp works ^^^


    Typically even gg started out as a way for the loser to concede that the match was over and you played well. Saying gg before the loser when you won is pretty bad sportsmanship.

  • It's a little weird to obsess over whether or not someone else benefits from an offering you brought. No matter what, you get your double blood points. If you're so paranoid that you might give someone extra imaginary currency when you lose, maybe a fog offering or luck offering is more your speed.

  • That's kind of the ebb and flow of dbd, but there's a lot of other considerations. For example, what killer you play, what perks you bring, what maps you load into. or even what perks and items the squad brings. A flashlight in the hands of a weak survivor can buy you a lot of time and distance, a flashlight in the hands of a strong survivor can cost you a lot of time and distance. All can make a huge difference. Personally, I am way more liable to camp and tunnel playing pallet break wraith as opposed to starstruck nurse I've noticed. I try to default to playing "fair" but once I need pressure I decide it's not personal anymore and do what I need to do. I'd advice watching some good streamers play the game. Obviously none of them start off with the "nooby" tactics, but you'll notice that if the game isn't going their way they know when to start camping/tunneling and also how to do it efficiently. I say just dodge the stigma and play to win. Don't be an ######### unnecessarily, but if you need pressure, don't way about doing what you need to do to get it.

  • It sucks because every time I get horrid map generation is just makes me wish that I had been playing nurse instead that game. The maps really shouldn't be so bad that you only feel good about playing on them if you can literally just teleport through all the ######### obstacles they put in your way. For example, I was playing a game of wraith the other day and loaded in on suffocation pit. The middle of the map is always particularly atrocious, but on this game there were THREE TL wall tiles in a horizontal line breaking the map in half, with a long wall on the end. I had bamboozle and bloodlust 3, and still had to chase them long enough to block five of the SEVEN windows with the entity blocker before I could get a hit in and hook the person, because bamboozle wouldn't even last long enough for me to push them past the other 2 TL tiles if I did block one of the windows.

    Sure, maybe the right thing to do would be leave the person and go surprise someone in an less strong area. (There was maybe one place on that entire map that it could've worked on) but at this point I was already feeling masochistic and wanting to see how deep the rabbit hole went. Needless to say, it was a game that just made me feel bad. The maps need to be better, but the procedural map generation makes a huge difference too. I've played on shelter woods where almost every tile has a pallet, barring the tree in the middle, and I've played on shelter woods when there's a handful of pallets scattered throughout the entire map.

    Losing because a map sucks is just not fun. Throw map offerings in the mix and it's even worse. It's one little thorn in my side that's actually killing my enjoyment of the game right now.

  • Honestly it would be pretty easy for them to buff both perks by adding in a little effect like, *healing progress gained from [perk] will not be lost until you are downed or fully healed.

  • I know this was my initial reaction as well, but after playing as Sadako a bit as well as against some with some VERY smart builds, I can say she has potential. I'd wait to see how the dust settles before changing her. Ideally I think I'd like to see some mechanical tweaks to make her more efficient rather than just straight buffs to her kit, as running tapes can become tedious, and if she's just the best stealth killer then it really takes away from her uniqueness. But obviously those more interesting mechanical changes take more time.

  • Unpopular opinion: Chucky didn't make any sense in dbd and I hope he shouldn't be added unless it's as a legendary sin for the twins where human form is Charlotte and Victor is the doll. Other then that, don't wanna see it!

  • @GoodBoyKaru said:

    Fun fact: Bitter Murmur is a hand on a shoulder ✨

    I still always see it as a rabbit. I have no idea why it looks like a rabbit to me, it just does.

  • I don't like the idea in public games as a principle, but having an AI for players that disconnect is absolutely genius. I really hope this gets implemented.

  • You don't spend money on the tome, you spend money on the rift.

  • As survivor and killer I love Dwight's, but not Dweard's.


    As killer my most hated is Feng min and Nea. I can almost guarantee you will not get the hatch if you play as either of them.

  • I mean except for licensed characters, none of the characters have any information about their sexuality. Maybe it's because that's not what you're really concerned about when you're running away from a bloodthirsty killer? Just a thought.

  • @Sludge said:

    On the list of killers that desperately need buffs Billy is near the bottom

    I had a laugh out of that one. Most old/weak killers need complete reworks/overhauls. Billy is one of the few where some simple fine tweaking could make him perfect.

  • What's funny to me is how I can play the game totally normally and they still think I'm cheating because THEY put TTV in their name. To quote someone I faced earlier today, "getting the ttv treatment". Like, no man, I was just winning. That's not TTV treatment lol.

    in Ttvers Comment by Cetren
  • What will really surprise me is when I can run non meta perks and not be teabagged and clicked at on the way out. I think I'd rather win than worry about "surprising" anyone.

  • I'll usually let the last person get hatch if they weren't toxic, like others are saying. Occasionally I'll let the whole team go if I completely destroy them, like have everyone 2 hooked before the first couple gens are even done. I just don't feel like they should die because MMR decided that they should get mirked that game.

  • Low confidence in your ability to actually use your ability.


    Or if the exit gates are powered and you don't know if you'll be able to grind through all of the next chance perks before the reach the gate if you leave.

  • It is pretty annoying. I don't feel good about killing everyone but I also don't want to waste my match farming either. Unfortunately though, I'm not really sure if there's a fix. It it just shuts down the game completely it would be difficult to find a fame that plays all the way through. It would also consume everybody's add-ons and offerings without giving them a chance to use them. And if the game keeps going there is a big disadvantage.


    My solution that I'd like to see is that DC'ing doesn't change anything about the in game characters. Survivors bodies will still hang around in the exact state they were left in. The killer can hook them, mori them, etc. Survivors can unhook ad heal. At any time a player should be able to reconnect to the game and pick up exactly where their character was when they load back in. If for any reason you are disconnected, you cannot queue into a new game until the previous one has completely finished. That way it forces DC'ers to stick around and it also is lenient towards those who experience connection issues. It's not a perfect system, but I think it's a hell of a lot better than what they have now.

  • @Dwight_Fairfield said:

    White gliph challenge. Carrying it to the basement without running is a pain.

    You can run. You just can't vast vault.

  • @Aven_Fallen said:

    I hate Glyph-Challenges with a passion. Especially the blue ones, since those require to escape as Survivor.

    Glyph-Challenges are just boring, they are just "Play at least X amount of games"-Challenges.

    That's interesting. I actually really like the glyph ones because it doesn't really distrust my perk load out / playstyle as much as perks where I need to grind totems or unhooks or something. To each their own I guess!

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