CleanseThis
CleanseThis
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@イエローミント said:
It works if everyone speaks the same language, but on servers with multiple languages, it’s hard to communicate over voice chat.
so what? many games have had voice comms since there inception.
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@SoGo said:
Rework Shattered Hope to be able to close opened Exit Gates, regressing them back to 60%.
Rework Spine Chill so it warns you only when the killer sees your aura.
These are solid ideas
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@BongoBoys said:
As someone who has never seen Stranger Things and everyone wanting Vecna to come to DBD along with Fortnite confirming Vecna is coming to Fortnite the chances were getting Vecna in DBD is stronger now.
So I ask the question what does Vecna do and what would his power be?
What? Vecna is already in dbd… I have no clue wth your asking.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3995408#Comment_3995408
Is it? Because I never tunnelled. How did I miss the 'core gameplay loop'?
Yes it very much is. You never tunnel? so I'm guessing you only play survivor and if im wrong and you do play killer what's your mindset when you load into a match? also, do you have a problem with posting your KR with your most used killer?
The core loop has been the same since this games inception until possibly now. Granted there have been lots of changes since then but the AGENCY has always been there.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3993913#Comment_3993913
Just because something's nerfed doesn't inherently mean it's a bad option.
Calling this a nerf is an understatement. This is a overhaul of the core game loop to say the least.
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@littlehoot said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3993921#Comment_3993921
Slugging. Y'know, one of those big issues the devs are trying to fix in the upcoming PTB. In which you literally cannot do anything except crawl away incredibly slowly. Barring incredibly specific perk usage, or the one in a million shot of a hatch spawning literally directly under you (assuming your teammates are dead and not also slugged), there's pretty much nothing you can do to turn the game around. Most likely, you'll just have the killer stepping on you, following you while you pitifully crawl, or humping you on the ground.
Things that happen regularly to survivors.
Meanwhile the killer always has freedom of movement and action. There's never a point at which the killer if screwed if one of their teammates (assuming any are left) won't try and get them up.
I'm not saying there are not incredibly frustrating moments wherein killers probably wish they could leave. But there is literally a chance for a killer to get a kill up until the very second the final survivor leaves through the gate or hatch. So no, you can't give me an example of a point at which a killer cannot turn the game around in some way, even if that doesn't result in a 4K, because there is always the possibility of getting a kill.
Which is why I don't think a more lenient killer abandon feature is needed or a good idea.
Theres a perk called unbreakable but it seems survivors don't want to bring it…. Also let's say im on grim pantry for example (I could have chose other maps but this happened to me recently) 1 survivor killed, all gens are done and exit gates are opened. I down one, thrown them on hook ( The hook that leads down the hill from the exit gate because thats all that was available to me or otherwise the survivor would have wiggled off), one team-mate comes for the save so I hit them while they grab the survivor off hook then the 3rd survivor body blocks the rescuer out the gate so I opt to hit the unhooked survivor while within the gates hoping there BT was out and nope…. There was literally nothing I could have done at all.
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@ratcoffee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3993921#Comment_3993921
When two people are already dead, one is on hook and the last one just got knocked down, for starters. That's one of the most common use cases of the survivor surrender feature
Yes but the game already played out so to speak. I should have been more specific.
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@Aven_Fallen said:
Not really. It is still beneficial to turn the game into a 3v1, you just dont get to use your Regression afterwards. But you still are in a situation where technically the Gen progress should be heavily slowed down, since when you have one person on the hook, one in chase and one going for the Unhook, you have 0 people on Gens.
Like, it is not like alternative Kills like Sadakos Condemned Kills or Pigs Traps dont provide any advantage to you anymore. And if those Killers have a problem with the new changes, the Devs will most likely buff them.
IMO it would also be fine to make it that only if people die on Hooks that the penalty for Killers work, but if they get killed by an alternative method, there is no penalty. Even tho this would require to remove Moris.
I feel like when you give a response you just kind of throw together whatever response comes to mind without really thinking of the outcome.
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@MDRSan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3993876#Comment_3993876
Why, does a gen not have fun if it's completed before it can accomplish anything in a match?
A timely completed gen is one step closer to escaping without worry.
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@littlehoot said:
I disagree. The reason for Survivors having the abandon mechanic is because there are situations where survivors can do literally nothing to turn the game around. Or are unable to do anything at all (extreme slugging etc). There is no comparable situation for Killers. I've played killer games where I had barely gotten any hooks, let alone kills until EGC and still managed a 4K.
Killers always have agency that Survivors just don't. Hell, I've seen teammates being jerks at the gate, the killer getting a good hit at the last possible second, causing them to fall away from the exit, and subsequently getting killed. Killers are never 'helpless' or denied agency in the same way, so I don't think the abandon feature needs to be added for them in any additional scenarios (I do think that the killers being allowed to DC after a long time of no gens being completed is entirely valid and fair, because some survivors are just Like That).
Can I get an example of where the survivors are held to a point they literally cant do anything to turn it around? I can give you a killer example.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3993910#Comment_3993910
Not really, lol. 2 Gens done is nothing, the Killer can easily come back from this. This would only lead to some people abandoning basically every game because they dont really understand how the game actually works and that the first Gens are always the fastest and matter the least.
The problem here that's being overlooked is by the time I reached that 1st down and 2 gens pop it is more efficient to drop whatever chase I end up in to go back to hook for the injured survivor. No point in going for a fresh hook when I can double back and go after the injured survivor.
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@MDRSan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3993367#Comment_3993367
These mechanics don't block you from tunneling if you still wish to do so. They make it less efficient so that it is no longer the optimal tactic in most situations. Your agency is not limited.
This isn't like blocking a vault the survivor has jumped too many times in a chase. You can still do whatever you want - it just doesn't help you win in as many scenarios as before and can now be detrimental. That's the point.
Your agency is very much hindered. If survivors make really bad misplays like being to altruistic and I capitalize on that i'm left with bad options that weren't there before said patch.
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@Aven_Fallen said:
Survivors can only abandon when the match is basically over for them. Killers should not have the option to just abandon when the game "dont go their way". Survivors, after all, also dont have that option.
2 gens done by the 1st chase should warrant atleast the prompt to abandon.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3993376#Comment_3993376
Why do you ask me this? Does this have anything to do with the topic?
Well your clearly in favor of this patch. The poster made this thread because of the relevance the patch has to do with the future of the game going forward. Yes, it has everything to do with the "topic".
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@Aven_Fallen said:
The same you can already do when you want to play around DS - slug. It is not that hard, it will take them 90 seconds to get up and if someone else has to do it, it is Map Pressure for you.
Would you be ok with bhvr reverting this if there was enough outcry? if not why?
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@Jacknalls_Paw said:
I don't think a gen repair speed bonus is your biggest concern if you lose 3 gens in 1 chase.
losing 2-3 gens in the first chase is not an uncommon event
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3992850#Comment_3992850
But it's not punishing you though? You have plenty of options.
Oh thats rich… Let's handicap you as killer by imposing rules you have to keep track of or be punished and limiting your agency as killer but then turn around and tell you that "yOU hAVe plentY oF oPtionS". lol
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I personally would like to see the data that they used to determine that this was the play to make.. Of course they wont show it. When bhvr releases any "stats" it's never the full picture.
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@Aven_Fallen said:
What details do you think the Devs are hiding?
Nurse needs buffs right?
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3938162#Comment_3938162
Because the killer leaving is ruining the match for everyone.
Survivors reacting to the killer's gameplay is the game.
Not if there was no indication that the killer DCed. Why is it a problem if survivors face a bot? is there something more about the human interaction?
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@Oputeeva said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3873969#Comment_3873969
As I said before, players like the commentators above who have a negative attitude towards the visible MMR do not allow the game to grow, because of them the game slows down in development, but the gaming business is not a stable economy of some country but a constantly progressing business
What? I'm advocating for visible MMR. Pay Attention.
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BHVR wont allow us to see where we stand individually because the makeup of this community is soft blue haired introverts and they don't want them to have their feelings hurt.
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@SoGo said:
I'll just list down the issues it would have, ok?
- Terrible quality of mics, weird backround noises, etc.
- Great amounts of toxicity, loud music blasting and screaming.
- Half of the playerbase will just turn it off making it worthless.
- Language barriers.
- It will still not stop Solo Q goblins from doing weird stuff and throwing for no reason.
- Long development time wasted on it.
Do you still think it would really help the game?
Ok
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3850150#Comment_3850150
I can't speak to R6 Siege or TCM as I haven't played those (I think TCM's voice chat was like, badly done, wasn't it? I remember that being a complaint) but I can speak to another video game in a similar vein: Overwatch.
I used to play ranked queue Overwatch fairly consistently, and let me tell you, if that game were balanced around its voice chat as the primary method of conveying information, it'd have been unplayable. The amount of times I actually got to just communicate with the other players in the match using the voice chat primarily really wasn't that common, because the issues I described constantly got in the way. The language barrier was a very common problem, people with terrible mic quality making it hard to understand what they were saying was quite common, people with massive background noise pollution were not quite as common but still hardly rare…
There is an exception to that, though. When I visited Canada for a spell, I did actually get to use voice chat more consistently, because while the other problems were obviously still present, most people in that matchmaking region there spoke the same language as me. So, clearly, voice chat is not a worldwide solution to a lack of coordination or information.
There are two other noteworthy things to mention here.
1: Overwatch wasn't balanced around the voice comms being the primary method of information. There are tons of ways Overwatch gives information to players who aren't speaking on voice comms- those are what BHVR need to look into, not voice comms. However, they need to keep in mind point two:
2: Overwatch also wasn't different to DBD in another regard. If you queued up solo in Overwatch, you did not get to coordinate on the same level as premade groups, full stop. That will never be possible in multiplayer games like this, and therefore shouldn't be the goal. Bridging the gap should focus on the things that BHVR can effect, while accepting that solo queue is inherently just always going to be less organised than the alternative. That's always gonna be a thing with solo queue, BHVR are good devs but they can't fix inherent issues with multiplayer games as a whole like that.
I appreciate you taking the time respond with a thorough reply but I concede. I don't know what the people of this forum/game want.
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Sorry y'all, close the thread apparently voice comms is no good and we should just continue on our merry path of bickering about how tough it is for soloQ and why pop and pain res need another nerf while at the same time complaining about the coordination of SWF causing unfun killers games and why certain survivor perks need a nerf just to have a survivor main come in and reply that the killer needs to stop whining since SWFs only make up like 5% of the overall game or whatever the math is now on that.
Carry on everyone.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3850115#Comment_3850115
Right, so, that is what I'm saying you won't get.
When people talk about adding voice chat, they always breeze past a few critical assumptions when setting up the benefits. They assume everyone in the match has a mic to use, they assume everyone in the match has the desire to use a mic, and they assume everyone in the match has the ability to communicate with the other people that they queued up with.
There are two major points I want to make here, and they're linked, so bear with me for both.
Point one: The first and biggest hurdle to overcome is one that certain regions simply will not be able to overcome, which is the language barrier. Even assuming everyone in the match has a mic and has the ability to use the mic, it doesn't really matter if one player speaks English, one speaks French, and the remaining two speak Spanish. Sure, those last two can communicate with each other, but not with the other two, and the other two also can't communicate with each other either.
Add onto that the other factors that can affect voice chat's ability to function even when everyone speaks the same language - mic quality, background noise, harassment causing some players to shut down comms entirely, etcetera - and suddenly voice chat becomes an extremely volatile and inconsistent tool. This leads to…
Point two: If the goal is to provide a consistent baseline of information survivors can use to coordinate with one another, and voice comms are an extremely inconsistent and volatile tool… we're right back at square one.
The problem we're aiming to fix is that some players have information and some don't, with the ones who don't having that information denied for reasons outside their control. That's the exact same position we'd be in with voice chat, from a balancing perspective barely anything has changed.
In short: Voice comms don't give you the ability to directly communicate with someone. They're only one variable that has to line up for you to get that benefit, and neither you nor BHVR control the others.
Information gain has to first come from the game itself. We've gotten a few good additions over the years there, but there are still gaps.
The other half of this conversation, of course, is that in solo queue you are never going to be able to coordinate the way that pre-made groups can. That's true of all games that have a solo queue, it's not a DBD thing.
R6 siege is world wide, TCM is world wide what makes DBD so unique? I'm not here to give the road map to making this work, that's BHVR's job.
Can you lay me out your road map on what BHVR needs to do to bridge the gap?
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@SoGo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3849500#Comment_3849500
Oh, you would see some really extroverted ones in game if this got implemented.
They would gladly let you know how unsatisfyied they are with your preformance, using insults, screaming and music blasting your eardrums.
If you want to see voice chat in action, look no further than Friday the 13th: The Game. It didn't help a lot there, and they had a more chill playerbase than DBD.
Im not disagreeing with you. But when I look at others games I see so much potential for this game. Voice chat profanity can be regulated and like I said in a previous post it didn't start with DBD and it wont end with it either. You wanna see some wild stuff, listen to some of the old COD MW3 lobbies you'll feel like your at a klan rally no joke.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3849490#Comment_3849490
I don't think I'm conveying my position properly, so let me scale back and ask you something:
What is it that voice chat provides, that translates to a baseline for balancing? What changes, what's the benefit being proposed?
By introducing voice chat people will feel they have agency into how to possibly overcome come and win the match because having the ability to directly communicate with someone is vastly superior to hand-waving a survivor to come follow you to do a gen. I don't about you but me seeing a survivor hiding behind a rock while I'm doing a gen just because he heard the slight faint of the killers terror radius and me being able to say, "Hey Claudette behind the rock, the killer just left come help me finish this gen and if the killer comes back I'll tank the hit for you" and hopefully he'll then chase me and the Claudette can finish the gen.
If gives BHVR the data necessary to start addressing the core issues that have plagued this came for years and start bridging the gap which is balancing around average players. Solo now has the necessary tools effectively communicate a potential game winning strategy instead of relying on the HUD and perks to gather info into what's going on with the other survivors.
Add voice-chat, give it 6 months (I'm just throwing that number out there), gather feedback and in the mean time start coming up with potential buffs/nerfs to killer/survivor perks. I'm just throwing out a "Rough draft" on what to possibly to do going forward.
If anyone has a better way to implement this please chime in.
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@ad19970 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3849508#Comment_3849508
Well sure, but if the killer gains instadown after only 3 unhooks, you are never going to finish your objective anyways. So if Devour Hope is in play, you kind of do have to cleanse the totems if you want to win.
That's part of the game when it happens. Not every match is perfect. I don't understand the REAL objective of the gameplay of this game when everyone on both sides poses picture perfect scenarios.
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@ad19970 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3849478#Comment_3849478
You are joking now right? Your solution to Devour Hope + Thrill of the Hunt is simply escape within 5 hooks?
Not to mention the exposed effect already kicks in after 3 unhooks. Not being able to cleanse Devour Hope is almost always a guaranteed win for the killer.
I mean you don't have to do totems to finish your objective…
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@NarkoTri1er said:
the only reason adding voice chat would be useful in this game for soloQ would be to prove how lack of communications isn't the reason so many survs are having very miserable matches
Killers have miserable matches too. How do we start to balance these issues? I mean that sincerely, How do we balance this without SWF benefiting from it?
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@SoGo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3849477#Comment_3849477
Immature is the better word.
I can guarantee you that even if voice chat was a thing, solo Q would still be hell. Even worse, perhaps.
Ill stick with soft but whatever.
Gotta start somewhere. Some say killer is hell, Some solo is hell. I've never seen more introverted gamers than on this forum.
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@Raptorrotas said:
Adding voicehat to survivor would instantly remove the mechanical differences between "solo" and "swf".
All that'd be left would be the survivors' own choices and agency and skill issues which the devs cant touch.
I dread the day people demand buffs to survivor because bad players perform worse than good players without being able to blame swf. I'll be the first to point the exact same thing applying to nurse, which sadly wont shut up the hypocrites.
Exactly! the difference between me telling a wandering survivor that I'm working on the gen upstairs on Thompson house vs not is a huge difference. This is a no brainer. Who cares about people being toxic, that didn't start with DBD and wont end with it. TCM has voice coms would they be better off if they removed it? it's similar to DBD sorta.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3849479#Comment_3849479
This is what I mean- voice chat won't create that baseline the way people think it will.
At best, and this is looking at it through pretty generous lenses, it'll very slightly bridge the gap by adding a small number of instances where solo queue teammates aren't as harmed by lack of information, but it won't do that for most games and it won't fully bridge the gap even in the games it helps.
Even in other games with voice chat, you don't actually need to use it because the game provides a lot of information at base. Bare minimum DBD needs to be in that position before voice chat could be considered reasonable.
Voice chat is a baseline on what to do next. It'll give useful data over the long term that can then be extrapolated to make for more useful decisions to the game going forward. Survivors right now have plenty of base info to work with.
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@jesterkind said:
It wouldn't fix any of the problems people complain about, it'd be a lot of ongoing effort to implement and maintain, and it'd change the tone of the game dramatically.
There are a lot of reasons to not want voice chat in this game.
Then people need to stop advocating for buffs/nerfs to killer/survivor when we don't have a base-line to work with when an outlier group (SWF) gets to run rampant.
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@Astel said:
I cannot imagine how much insults I need to hear then regarding this community is toxic rather than healthy.
Most games have a mute feature. Not saying you are this but this community is rather soft.
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@TWS001 said:
Ignoring the totems altogether basically means you have 3 unhooks until you are permanently exposed and 5 unhooks until you are 1 hit from insta mori. Any killer with mobility and a half decent knowledge of maps will easily be able to get that way before 5 gens are completed.
The problem is solo queue and lack of comms and coordination. A SWF can tackle it but solo queue, there will always be major problems. The slowdown TOTH gives need dropping a touch from the 14% they've changed it to.
Another perk/build that massively impacts solo queue. I don't even mind it, at least it's something different as I'm now running Counterforce, but will get annoying very quickly if it becomes too common, especially as there are certain killers and builds that make cleansing impossible from what I've seen.
All BHVR needs to do is introduce a mic option for survivors. This whole party-game, scary independent lone survivor sneaking around trying to avoid the killer as much as possible is so 2017.
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People here act like the whole team is going to stop doing gens and go look for totems at once and therefore the game cant progress because you know cleansing totems is a must if you want to open the exit gates at the end of the trial.
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Nope SWF exist
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OTR would be perfect if it lost it's collision when body-blocking same for DS. It's meant to be used defensively not offensively.
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This is a party game with MMR. It's par for the course.
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I like DBD and will continue to play but in all seriousness this game has no direction whatsoever. It's a party game with MMR. It's like going to a newly opened BBQ spot where the owner put time and money into developing there menu and style of cooking and it appears to be a hit because customers keep coming back for more but the owner decided to see what their reviews looked like one day and found they have a handful of 1 stars on Google because people were upset that they don't offer Philly cheese steaks or Avocado on toast and so now they think this is their customer base and just revamp their whole menu ignoring their loyal customers who come in all the time and pay their bills and now have to quickly produce a sub-par product or else there business may fail instead doing what they originally set out to do.
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This right here is the real reason the devs wont do nothing to nurse and I support it. People complain about EVERYTHING!
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@Anti051 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3832632#Comment_3832632
Don't always have the option.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3830812#Comment_3830812
And being guarded by invincibility out of the gate isn't boring or unfair?
2 dive the hook, 1 soaks the first hit and runs while the other unhooks during hit recovery, all escape without any actual challenge and BM at the gate as though they did something difficult….because otherwise it would be "boring?"
Couldn't have said it better myself.
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@buggybug said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3830753#Comment_3830753
So how did you find survivors before lethal exist? Why should you be allowed free handhold information on where survivors spawn before they get even a chance to see gen/tile/pallet layouts?
You do understand that if for example I kick a gen with Nowhere to hide and a survivor behind a jungle gym has distortion that I cant see them right?
You mean a perk that's one-time use unless paired with another aura reading perk which in turn only gives you an additional 2 seconds?
Im assuming your of the opinion that at the end of the match where the last 2 survivors are playing hide and seek holding the game hostage is cool because you know I can just look for them forever?
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@TheSubstitute said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3830204#Comment_3830204
You're ignoring the power creep issue with this argument, Distortion in its previous iteration being quite easy to run out of tokens with stealth based Killers, Spies in the Shadows, Discordance and Surveillance hard countering Distortion, and also that Gearhead and full aura reading builds were able to run Distortion out of tokens while still providing full value on the Survivors without Distortion. As well, your argument isn't taking into account that Distortion doesn't make Survivors invisible and that Survivors can be located normally.
As a parallel, as @Ayodam indicated, Lightborn counters a category of Survivor perks as it renders every perk that creates blinds or enhances blinds useless. Nobody has called for any nerfs to Lightborn as countering blinds is Lightborn's job and, to be worth taking, it has to be good at its job and it's a situational gamble; no attempts to blind equals no value. That was also true with Distortion; no aura reading perks equalled no value.
The biggest issue of what I mentioned is, in my opinion, the power creep. As there no more counters to aura reading that are on par with the power of aura reading perhaps it's time to introduce tokens to aura reading perks so it's no longer possible to get essentially on demand at the important times aura reading.
Spies, Discordance and Surveillance don't hard counter distortion because they don't reveal auras so that's moot.
Gearhead is a niche perk. I've never heard of anyone actively having this perk be a stable in there build. I could be wrong but again I just haven't heard of it.
Distortion does make survivors invisible. When I equip lethal and at the start of the trial no ones aura is read survivors are definitely invisible as I cannot see them. Survivors can be located normally…. Aura reading is not constant wall hacks.
Lightborn counters no survivor perks, it counters survivor items, as well as a killer perk slot is more valuable then a survivor perk slot. Killers get 4 and survivors 16.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3830204#Comment_3830204
To be fair Lightborn counters an entire survivor mechanic (including perks, items, and several add-ons). I don’t really see anyone arguing that is problematic.
To also be fair a killer perk slot is more "valuable" than a survivor perk slot. A killer would much rather have that slot open for regression or possibly aura depending on the killer than lightborn.
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If survivors want to kill themselves on hook they should suffer a quitter penalty and forfeit all BP.
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I don't even know how this is still an issue. Distortion hard countered a CATEGORY of perks.
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@Spare_Them_Mori_Me said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3827972#Comment_3827972
This is an excellent comparison. Comparing WoO to Zanshin is ridiculous. WoO is much more useful to survivors than Zanshin is to killers.
Sometimes people just need to be shown. Terrible comparisons really sour talking points.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3827985#Comment_3827985
But this, I disagree with. Maybe the needle would move a little, but anyone hyping Woo up to be some sort of survivor hand hold is just off the mark. WoO does nothing if the survivor is already bad at chase. It will extend a bit, but at the cost of predropping everything on the map. Which means no resources and the rest of the game is smooth sailing.
If 'WoO is boring to play against', then pick a new game. Tunneling is boring to play against.
I think your misunderstanding Aku's post but I could be wrong and he/she can clarify. He's illustrating how a mirror perk for killer side is borderline useless hence the pick rate but for survivor side its extremely beneficial hence the pick rate.
You sound very disingenuous. "It might move the needle a little bit, "It will extend the chase a bit". Your confirming what I and others are saying is problem of this perk in its current state and trying to downplay it's utility in-game.