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ChaosWam

ChaosWam

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ChaosWam
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  • @ARTRA said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759148#Comment_3759148

    In addition they fixed the bug that knight players wanted that allow to cancel a guard and summon a new one.

    The negative one is a feature, the one that knight players want is a bug.

    THAT is what bothers me the most.

    I don't mind if survivors can juke guards now, it makes counterplay interesting, but removing the ability to cancel guards with a new one when they put in the ability to switch which guard you want and give them cooldowns? It makes no sense, all of those worked so well together and had a good flow of cooldown management.

  • Thank the entity it isn't just me experiencing this.

  • Knight's passive hunt time reduction for being near a guard wasn't eased a bit, which is a bummer. I think it should be there, just not at the rate it is currently.

    Edit: Apparently they removed swapping guards when one is active, which was a highlight for me. Very disappointed.

    Singu's changes seem fair enough.

    Specialist having 6 tokens is going to be annoying, but not for gen rush reasons. I see it like I see Potential Energy, but a little better. Having gen progress that can't be removed is terrible for killer and great for survivor, but the time to get it/amount of chests/needing rummage perks to get the best reduction is a lot of wasted time. I've seen people say it will be used to break 3 gens and I highly doubt it. Deja Vu was changed to break 3 gens and I just see it being used to snowball the last 3 gens no matter the gen spread. Killer or Survivor, it's just going to be annoying.

    Stridor is a good buff.

    Character selection looks a little better, but honestly still seems wonky to me.

  • Levels you up, each level gets you shards, shards get you cosmetics and other characters, so on and so forth.

    Good enough reason for some to just… Not try and grind them. I've seen it before.

  • Honestly I think it's the XP multiplier.

    I keep seeing survivors afking and just trying to get through matches ASAP, even against trapper and freddy.

  • I don't see how you can at this point.

    You can give SoloQ all of the buffs and players will still lose by not paying attention to their teammates, HUD and killer. Let alone trying to figure out what the killer is running half the time.

  • My plan is just to play Nurse.

    I don't have to feel as bad with 8 survivors running around.

  • That would make Plaything even stronger if you make a mental note of whose totem is whose as they appear.

  • Personally I think it's too much of a snowball perk, especially with multiple survivors running it.

    Most who say 'only 6%' forget at the last 3 gens, NO MATTER THE DISTANCE, will benefit from each survivor running it on the same gen. Even just 2 survivors gives 12% gen speed on the last gen, which can be across the map from where you're initially pressuring.

    There's no problem returning it to it's 60 second timer at match start and post-generator completion to me. It's still a good perk for information and a boost to generator speeds that way, especially now that there's a regression limit.

  • Current.

  • @Langweilig said:

    @ChaosWam @ReverseVelocity

    I have a mixed feeling about the pallet immunity, because you can‘t use spirit fury/enduring anymore to get out of power fast, but except of that I like it.

    Would it be a problem when she wouldn‘t be able to get stunned while picking up? You could basically call that a part of her killer power (like plage disables heals with her power).

    It would definitely be interesting to test. ReversVelocity: Why do you think it would be a bad idea?

    At the moment I think her cooldowns after she teleports are too short to deny survivors from grabbing tapes. I think the cooldown is 40s or 45s. I think 60s would be good, so that you can still deny survivors from grabbing tapes, but I might have the perspective of her first version, which probably doesn‘t fit her now.

    Thanks for the answers I was wondering how everyone thinks about it.

    • Personally, the pros outweigh the cons for me when it comes to pallet immunity. If you run Brutal Strength, you nearly match the same breaking speed as fury/enduring, perhaps 0.5 seconds or so longer.
    • That's a decent argument for it, considering Sadako has a weak chase overall.
    • Skipping the third one for it was directed at ReversVelocity
    • The cooldowns are 70 seconds when a survivor takes a tape and 45 seconds when Sadako teleports to them, which to me is pretty fair. Most survivors I go against are grabbing tapes before the second teleport as it stands.
    • Pallet Immunity is great imo. I like timing my demanifests to avoid getting stunned and manifest mindgames when survivors attempt to greed pallets. I've also had times where I demanifest right, get pushed to the survivor's side, and break the pallet before they could vault over.
    • The reason she goes out of power on pickup is debatable, especially since it happened before the pallet immunity. However, I think due to the introduction of pallet immunity, it makes sense. It would make pallet saves impossible against her, which is another debate.
    • Permanent demanifest? That's a good question. I could see the pros and cons of it, the pro being no TR and the cons being a constant lullaby. I would need to play a version of this to really have a strong opinion though.
    • Longer TV cooldowns are always gonna feel bad, which is why I never touch Iridescent Tape. That said, balance wise, it makes sense. It just needs to be tuned just right to feel better for both sides.
  • I'm still wanting a Cthulu chapter, or some kind of sea horror.

    Something like a Cultist that's mid-transformation into a fishman or squid that's trying to sacrifice for their eldrich god in defiance of The Entity, albeit in vain.

    Power wise, I can't fully decide on what exactly, some kind of madness mechanic similar to Doc would need to be in play though for sure.

  • @Fuzzycube said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3754913#Comment_3754913

    I wouldn’t mind it being added to Freddy’s base kit, maybe he could only use it if the survivor was in the dreamworld and got 1 token (use) of it per completed generator?

    Not a bad idea, I think out of anyone Freddy deserves it the most.

  • Trickster and Bubba, for one normal reason and one uncommon reason.

    Trickster just feels off after his changes, either weak or too strong. Not my cuppa tea.

    Bubba, meanwhile, I dislike the UI for his power. The red meter doesn't fully deplete before you can use another charge, and my brain autotimes that stuff off of visual feedback, meaning when I press M2 to increase my chainsaw time and it doesn't work despite seeing the red bar still up or my brain thinking that red bar is still up, it just doesn't feel good to me. Might be a very strange take.

  • I've seen this type of perk suggested, but reworking Beast of Prey for it is a new take. I also accept that, considering current BoP is pretty useless.

    I also think it works for Huntress, adept wise. One stealthy shot where the survivors only hear her lullaby? Not entirely useful by itself but to me it feels right for Huntress adept.

  • Dang, returning lightburn to him and nobody else, THAT is brutal by itself.

    In all seriousness, I do think a combination of his speed and pallet breaking potential is very tough to face. Not really sure how to fairly balance him to not be absolutely unusable.

  • I just dislike Wraith simply because of his uncloak animation being deceptive, but that's a me issue.

    Also, Oni? Really?

  • I wonder if it counts it like Plague's power or Trapper's traps, because neither of those reduce the stacks last I checked.

    I could be wrong though, I haven't tested it since after STBFL's changes.

  • @TieBreaker said:

    Finally killer players can experience the peak of fun, that up until now only survivors could enjoy. These include:

    Bad Matchmaking - 4.5 hours Timmy w/ 9000 hours Super Chad.

    Betrayal - Killers bodyblocking killers out of spite.

    You're On Your Own - Teammate goes AFK or disconnects.

    No Info - There's no perk HUD in the pre-game lobby, so good luck coordinating your perks in solo queue.

    #2 is why I'm playing Nurse during it.

  • @BlightedDolphin said:

    Of course there are big issues on the survivor side. Anyone who denies that is wrong and obviously hasn't played much survivor. The same is true for those who think killer has no big issues.

    Both sides have major issues that need to be addressed however these forums have the habit of feeling like every single change on one side needs to have an equal, or often larger, change on the other side to 'balance it out' or bring up how there side is worse and needs changes first before the other side is improved.

    Anytime you bring up tunnelling you are met with complaints of gen rushing and SWFs. Anytime you mention gen speeds you are met with complaints about slowdown and tunnelling. MfT complaints were brushed off because 'killers get broken perks so why can't we?' and Eruption was brushed off because "you guys just had Dead Hard! Let us have a broken perk!"

    Both sides have problems and both sides should be addressed. However so many people just see it from one side and think that every change needs some sort of 'eye for an eye' change to the other side.

    "You guys can nerf X, but only if Y is nerfed".

    "Y is a problem… but so is X! Let's derail the thread into a talk about X!"

    I honestly don't believe these forums are killer OR survivor sided, I see an equal amount of complaints, derails, and whataboutism on both sides, however it is very obvious that the majority of people here only play one side and forget that the other sides fun matters too. Both sides here are just as obnoxious and dismissive of the other side.

    Every adjustment doesn't need an equivalent one on the other side. Just because one side has issues doesn't mean the other is good. If something needs to be changed, then it should be changed regardless of if that same side just got another QoL improvement.

    I'll add to this statement and say I prefer the official forum over things like the Steam Discussion or the Reddit page because both of those have FAR more people who are willing to single out the other side. I've had legitimately good debates on this discussion board compared to the others. Of course there will be those who downplay the survivor issues or downplay specific killer issues, but in my experience it has been more civil here.

  • Personally, yes.

    Though I don't think BHVR wants to do that, and wants the killer role to be more ruthless, therefore no hook states and having the killer go after whoever they see. Which is perfectly fine for what this game is, but unfortunate for us who want to avoid tunneling accidentally.

  • I made a post about her TV spawns awhile back on the new D&D map when it released, so I don't know if they changed them around or not since I haven't gotten the map often these days. That said, it was an interesting experiment…

    @ChaosWam said:

    I threw myself onto the new map to see how bad the TV spawns would be, I assumed due to the nature of the map having a long vertical setup it would turn out with some odd spawns, but I did NOT expect this. I'm the kind of survivor who enjoys facing Sadako on RPD and The Game, for the record.

    I pretty much gave up and let the 4 others escape, because right next to killer shack was 2 TV's roughtly 8-10 meters away from each other. If I hook near it, wait for the save and teleport anywhere, it was a guaranteed 2 stacks.

    So, after I let them leave that match I hopped on customs to really see if it was some kind of fluke. It's much worse than I thought, however, and I will provide photos of my findings:

    Note: Some of this is speculation as I have not faced a Sadako on this map, but from my testing with bots I managed to rack up a ton of condemned, so let me know if you can gain multiple condemned stacks from TVs close to each other.

    Let's start with exhibit A-1 and A-2: Knight Armor Hallway and Torture Room cell next to tunnel:

    https://us.v-cdn.net/6030815/uploads/U8QC21RSLU4D/capture-png.png

    https://us.v-cdn.net/6030815/uploads/JHO5338EPD6Q/capture-png.png

    This combo is the most consistant, and it seems (from my experience with how TVs spawn) the suit of armor hallway TV is supposed to be paired with the generator next to the bottom of the staircase leading to the dungeons, OR the arcane library room, I have not fully decided on that yet. This has three problems right off the bat:

    • 1. The obvious, vertical condemned gain. Within reach of both TVs on a teleport, you'll get 2 stacks.
    • 2. Getting to the generator from the knight hallway, both the stair gen and the library gen, is pretty far and kind of pointless without the fingernail addon.
    • 3. Condemned does not reach the two generators I spoke of if they're working on them. Might be a pro for survivors, considering the tradeoff.

    Exhibit B, or an example of a TV's logic being wonky:

    https://us.v-cdn.net/6030815/uploads/ABLAFEBEK07R/capture-png.png

    I drew lines to show which ones are paired with which TV as an example.

    Exhibit C:

    https://us.v-cdn.net/6030815/uploads/CUHTMWCBOZ9M/capture-png.png

    And Exhibit D:

    https://us.v-cdn.net/6030815/uploads/7XRQJ6O3YA93/capture-png.png

    Main point being, I re-generated the map a handful of times and kept getting very similar situations with close-proximity TVs, TVs that aren't very useful to get to generators, and problematic TVs for condemned build up. I don't know how oppressive or not this is against Sadako, as I said this was just me experimenting, but I'd like other players insight on this. I'm also curious if Xenomorph's tunnels have the same oddities.

  • I agree with all this, especially TV placements.

    I'll even note that, against Sadako on Midwich and some other multi-layered maps, TV spawns often don't pair with the gen on the same floor. The most egregious of them being the Midwich music room sometimes spawning the TV in the reception desk room? So you'd need to break 2-3 walls going up the secret stairwell through bathroom to reach that gen, or as survivor drop down into bathroom to reach that TV and then find a stairwell to go back up to the gen. The new D&D map is also questionable with TV spawns.

    Also, RIP VCR addon, how I wish you hid TV auras for survivors without tapes like that Pig addon does for her stations when a trap isn't active.

  • Another suggestion I'd give, if it were to return in perk form, is for the perk to require something like 30-45 seconds in chase to charge so quick chases aren't rewarded so swiftly while being a decent time-saving perk against longer chase times.

  • If more than 2 people escape, as survivor.

    And if I have at least half hooks as killer.

    I wish the game itself was like that though.

  • @VantablackPharaoh91 said:

    Just make BP gains be larger for everyone, especially Survivor. Period, end of.

    Especially for taking chases. The low amount you get for keeping the killer's attention for long periods of time is very annoying.

  • Honestly, I want to see a perk version of it with some slight restrictions to not negate saves.

    Or as part of a killer's kit.

  • Counterpoint to your box argument: A perk to create boxes, to place them OR be in them.

    They can both be a distraction and a potential hiding spot if used correctly. Not to mention, the ability to crouch walk while wearing a box. Even pair it with Urban Evasion to move faster while in a box.

  • If they don't go through with the auto-aim, I at least hope they have the camera reset to the center of the camera's viewpoint every time you use one so it isn't just wildly looking at another direction even if you never looked there before.

  • I don't know if it would count as one thing, but capped limits to speeds would be nice. I guess technically the code behind a cap would be one thing.

    Progression, regression, healing speeds, gen block timers, and anything of the sort would benefit from having a cap from synergies becoming too problematic and allow for perks to be at their peak strength themselves, or a max strength combined with something else.

  • I do think it was a wise choice to help mitigate problems of epilepsy or extreme phobia triggers (even for a horror game, at least in DBD's situation being an online MP one to get as many players as possible) but the option to toggle these on would be awesome.

    That doc effect is amazing and I wish I played the game during that.

  • Oh no! Adept! The horror!

    I already won against 3 killers attempting adept, how is this even a measurement of balance?

  • I always like seeing these kinds of surveys and tests done, it's very interesting.

    That said, isn't the test pool kind of small? I feel like in terms of tunneling it should be tested across more matches and different MMR brackets, though I am not sure how you would pull that off. And considering this community, it would be difficult to just ask a large pool of players for their stats and for it to be accurate enough to trust. And I say that for both survivor and killer mains.

  • Well said. We really should get an official statement on this issue, this is a major breach of security.

  • Now that I think about it, have they been found on the Alien map and Vecna's map?

  • Perhaps a few people, and I've seen non-twitch users do it to troll as well.

    I've met enough nice twitch streamers that I don't put the blame on them farming content or something, a lot of them are perfectly fine playing the game as normal while interacting with their chat.

  • Honestly? I agree. Kinda.

    I don't know what would be good and fair for Evader, but out of all the emblems it's an issue to break gold on at times just from natural game progression. It should be looked into a bit.

  • I like em, helps me get into my character more.

  • Hoping this kickstarts a complete overhaul of their anticheat and the way they handle cheaters in general. If cheaters are getting away with this, it's a massive oversight.

  • I haven't had too many people DC on me lately, except maybe when a flashlight save failed once or twice.

  • Considering how much money people sink into this game, this should absolutely be a top concern.

  • Just removing the GSC or repair speed debuff themselves would be enough for this perk to be balanced, imo. Heck with GSC's removed I could see this having something like a 3% repair speed to compensate. Not a bad perk idea, especially for the intended reason. It is a bit bad that a accessibility thing like this would be tied behind a perk (hopefully not a licensed one) but I still commend the foresight of balancing it.

    I'm sorry to hear about your cousin's condition. And I hope at some point there is an accessibility addition for this issue.

  • I never noticed that thing there.

    I'm shocked we don't have it already.

  • This is me every time I try to learn a new killer outside my comfort zone as well.

    I gave up on Oni after a particularly terrible game against a sabo bully squad trying to hold the game hostage on Eyrie of Crows. This was before it's rework, so maybe I'll give Oni another shot but it really put me off trying for awhile.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3752274#Comment_3752274

    This will put both perks back into the worthless category... Back when they were like that nobody ran them...

    6% is really not much... Saving 4 seconds on a gen is nothing... You will save more overall time if you bring we will make it...

    That's by itself. I have been running into a lot of teams running at least 2 Deja's, a Prove Thyself, multiple Resilience and a couple toolboxes and just slam out gens. Last 3 gens become an arms race at the speed they can be optimized that way. And I could probably think of other things you could add to make it even faster.

    Deja should keep the repair bonus, I do believe that, but I think it needs to return to it's pre-3 gen era version where it's within 60 seconds of a gen being finished.

  • I've been spreading them across a few different survivors and killers.

    Though my Sadako still has 400 of them. Always gonna stock up on my main.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3751773#Comment_3751773

    I've had zero issues getting saves or having saves done against me so I have not seen this issue at all. I think this is more user error on timing than anything.

    I'm not entirely sure but I think I've gotten away with more than I should have, personally. But you may also have a point.

    That said, in perk form, it may need some kind of drawback to make up for the time saved.

  • I like the idea of remote hooking being a perk, but unlike the anniversary it should have a windup timer before you can use it to allow survivors to get the pallet/flashlight save. Like, a second before you can activate it?

  • Anniversary has been the same as always for me.

    Survivors either attempting to grief or troll (oddly, despite the remote hooks and other powers), survivors gen rushing, survivor teammates not doing anything or actively getting their teammates killed, killers slugging everyone at 5 gens, killers tunneling, and so on and so forth.

    It's just DBD, same as usual. Event or no event.

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