Coffeecrashing
Coffeecrashing
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Can we please normalize giving people a written summary of a video, instead of expecting them to watch an entire video?
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@Digfish said:
I feel like I'm losing my mind here, but I have been just missing so many hits since the Vecna update and it feels terrible at this point. All of them look like fair hits to me. I've got 4.8k hours of mostly killer, so I generally know what hits should and shouldn't connect. And it's not even like survivors are spinning half the time. The are just right in front of me, I swing, and it whiffs for no apparent reason. I main Onryo, and most of the time I can see her curse mark inside of the survivor, but there's no hit detection. And it's not like I'm auto aiming into a wall or anything like that either.
I check survivor ping, and they all look fine. And I'm fairly confident it's not my ping as I've never really had an issue, and I'm not really seeing other indications of low ping.
It just feels like hitboxes or hit detection has somehow been changed since the Vecna update. It's extremely frustrating. Am I the only one experiencing this? Did survivor hit-boxes get changed in some way?There is a forced short M1 attack bug, that can steal hits from the killer. It's been in the game for well over a year, but it seems like ever since DBD moved to the new unreal engine, a lot more people started noticing it in their games. We've gotten zero feedback from BHVR, even though a bug report has existed for literally over a year.
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@Ohyakno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3741757#Comment_3741757
"The killer can have the perk, but it can't do anything actually interesting or have synergies*
Another idea is that the killer needs to pick up the survivor and wait a second before activating the remote hook, but this remote hook forbids survivors from self-unhooking. That would turn it into an anti-slugging perk for the killer.
Every night that I play the normal mode of DBD as killer, I'm stuck bleeding out multiple survivors, because they've done something that prevents me from getting them to a hook. It would be nice to be able to remote hook them, instead of just having them bleed out on the ground. This would allow survivors to do their pallet saves or flashlight saves, or DS, or whatever.
And yes, this would save time for the killer, but generator slowdown and generator blocking perks also give killers more time, and this would be an way to give killers time without slowing down the game for the survivors.
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@lifestylee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3740980#Comment_3740980
If it works on survivors on the ground you could tunnel and not proc ds if the survivors have ds tho. Thats why pyramid head is such a good tunneler cause he can do that when survivors are tormented.
Plus you would still get bonuses from hooking perks like pop, grim, no way out, etc since you're hooking the survivor unlike pyramid head which needs to use a cage.
- That is why I said teleport the survivor to an actually random hook, and hide the hook aura from the killer. Pyramid Head tunnels easily because the hook really isn't random, and if the killer tries to run across the map, they'll usually find the caged survivor there.
- The perk can be written so that killers don't get any perk activations from remote hooking.
- It's fine if a perk can deny DS. Survivors being able to DS isn't a 100% requirement of killer perks. Also, the perk can be written so it counts as a hook for the purposes of survivor perks, which means that it's better than cage of atonement for every other survivor hook-related perk.
- According to the logic many people on these forums, this perk idea would be a buff for the survivors, because if they can't do things like hook sabotages, then they'll work on generators instead, which is more important for them to do. Therefore, this perk idea should be fine.
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I want this to be a perk, except that it should also work on survivors that are on the ground, like cage of atonement.
If it needs a downside, then just teleport the survivor to a random hook, and don't show the killer the hook aura. And actually have it be a random hook.
Or maybe don't show the killer the hook aura for 30 seconds if that is enough of a downside.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3739541#Comment_3739541
You have to decrypt some of these ambiguous words such as "good player experiences". Assuming good player experience is survivor winning when they play worse, no this should not be the case. you shouldn't attempt to make a poor player win.
And again, trying to dismiss the majority of the playerbase, by claiming it's "their fault they're at average MMR"
I am not saying it is their fault. i am just saying their inability to win should not compromise more experienced player's gameplay experience.
Yes, a higher MMR killer should have to put up with the fact that average MMR killers exist
Why? Explain in detail how this benefits other players.
average MMR players deserve to have killers that are good at their skill level too.
Average players will face Average killer players. A killer power could be much stronger but an average player will not utilize kit correctly to their full potencial. You don't need to make a killer purposely worse for worse players because worse killer player won't use kit correctly. the killer and survivor already get self-balanced because both sides are playing poorly in their respectively role.
The game having different killers that cater to different MMR levels, benefits everyone, because everyone is included. High MMR players aren't more important than average MMR players, and the game shouldn't revolve around them.
And the actual problem with Freddy is his skill ceiling is way too low. He has an easy to aim power, that never needs to be aimed at a moving survivor, he doesn't have any fast movement abilities that are difficult to control, and he doesn't really have any advanced tactics. There isn't enough opportunity for high MMR players to mess up his power, so there really isn't a good way to balance him across all skill levels.
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If people still want the gap between solo q and SWF to be closed more, remember that BHVR said the main problem is that solo q survivors don't work together as a team as often.
Survivors that run Distortion, and are excessively hiding, are part of the gap between solo q and SWF. They are basically sandbagging their team for their own survival.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3739422#Comment_3739422
i am not saying you should get better. I am just saying that a limited skill-floor of another player shouldn't limit other players that do get better. In other words, a higher MMR killer shouldn't have to put up with bronze-level balance on a character. Most of those C and D-tier killers are killer that player actively avoid playing because they're far too ineffective. Your saying that this is good design while i am saying it is poor design because those players can level-up their game or accept L's when their opponent is better at said weak killer than they are at survivor.
Actually, it's important to have a variety of killers that are good at average MMR and a variety of killers that are good at high MMR, so that all players have multiple choices they can pick.
Yes, a higher MMR killer should have to put up with the fact that average MMR killers exist, because average MMR players deserve to have killers that are good at their skill level too.
And again, trying to dismiss the majority of the playerbase, by claiming it's "their fault they're at average MMR", is really bad game design. Beyond the fact that many players can't actually ever reach high MMR, there's the fact that they shouldn't be required to be at high MMR in order to have good player experiences.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3739115#Comment_3739115
the question is, why does it matter an average MMR survivor player on average dies to freddy? Why does his experience prioritize over the killer experience? A 9000 hour player that plays freddy vs 5000 hour survivor team gets steamrolled. The 9000 hour killer player is unlikely to get better at said killer because the killer has limited power-level potencial. Joe who is stuck at average MMR survivor can get better vs freddy. Your argument is saying that the killer experience should be deprioritized over the survivor experience.
The nurse who struggles to play Nurse can play more games to get better at said killer. these players in lower bracket are able to change their outcomes on their own. If they don't want to do that, than they can accept L's vs players that are better than them at said killer just like Joe who is not good at survivor should accept losses vs killer players better than him.
players can always get better, but you can't ask better players to play worse or get worse for poor balance.
Players can't always just "get better". The difference between average MMR and high MMR isn't just time and effort. There are so many reasons why some people will permanently be in average MMR, which includes things like personal dexterity, reaction times, hardware limitations, personal eyesight, personal hearing, ability to multitask, how much the player is willing to leverage killer strategies that might be unfun for survivors, whether or not the player actually wants to push their MMR, etc.
In reality, many players are stuck in diminishing returns, and some get stuck at average MMR and some get stuck somewhere at high MMR. It feels like you are claiming that average MMR player experiences aren't important, and should be ignored because it's "the player's fault" they are in average MMR.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3739115#Comment_3739115
Well with that reasoning everything becomes relative and every single question about killer strenght will always be answered by saying depends and that will result in endless specifications on the conditions under which killer x can be considered why...
Freddy is the worst killer in the game objectively because his power is a worse version of clown, that only works while survivors are asleep, that cannot be thrown in front of you to prevent survivors from reaching tiles, that only has a slowdown and no haste to tackle safer tiles and on top has a teleport with a big cooldown that becomes worse map traversal the longer the game goes because it cannot target finished gens. On top of that his addons are basically useless.
When we look at killer strenght we look at the tools they have at their hands, and for that we need to assume players know what they are doing, because otherwise the argument will always be "Well but at this mmr the killer performs well because survivors have no clue what they are doing so we cannot buff them" or "Well at this mmr the killer performs poorly because the killer player has no clue how to properly play the killer, so we cannot just nerf the killer". Sure you need to take into account the effects it has on different groups of players, however that does not mean you cannot still buff the killer and try to negate that effect on certain skill levels by making it more accessible.
Nobody does comp tier lists except comp players…not Otzdarva, not Hens, not Ohtofu or god knows who, the vast majority of players go for a good player that know the killer very well, because that is the killers objective potential strenght when played against the people you get matched against in pub games. You don't need tierlist for all that other stuff... A. You don't need a comp tierlist because bhvr does not care about comp, so they need to adjust their rules accordingly anyway. B. Buffing or nerfing should be done based on objective strenght and outliers on certain mmr levels should be countered by qol changes... The reason for this is when a killer under or over performs VS weaker players that is just a skill issue on both sides, because they simply don't know what they are doing. However instead of not buffing or nerfing the killer we are going to help them get the tools to do better. Bad players on nurse have a rough time getting the hang of where the blink goes, so they get a marker. Bad players on huntress struggle to line up shots so we give them a cross hair, bad survivor players struggle against Freddy because he has a lullyby and a weird dreamworld and what do those clocks even do, so we need to make the information about the killer more accessible so they can have the tools at their hands to deal with him. It is really not that hard... Freddy is the worst killer in the game and if you struggle against him that is fully on you... That is something you can improve on fairly easily because of how weak he is, however that is not a reason to not buff him because people seem to be having a rough time against him for whatever reason.
Well, no. We need to realize the majority of players will always be average MMR, even if they played for thousands of hours. This is one of the reasons why BHVR keeps saying that prestiege level isn't a good indicator of skill level. We can't just say "let's ignore the majority of the playerbase, because they have skill issues". Their playing experiences are important too. And dismissing the majority of players as "having a rough time for whatever reason" is super dismissive, and not helpful to those players.
And Nurse has had plaid flannel for years, and she still underperforms the average MMR. Nurse could have basekit plaid flannel, and she would still underperform at average MMR. There is a lot more to Nurse than "getting hang of where the blink goes".
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3739079#Comment_3739079
Ok, so if the tierlist is entirely based on the killrates, what is its purpose? We don't need to make such a tierlist if this is its basis and it is obviously not something we can use for balancing, because in that case Nurse needs buffs… The only thing we could do is think about why this is the case and how to possibly change it in a way that does not make killers stronger or weaker, and that is not really our job as the player base. We would also need to have two seperate lists for console and pc to take into account the different problems the plattform has for playing the killer.
In other words, if the tierlist is the killrates that behaviour obviously has access to then we as the community don't really need to do anything nor can we do anything, because then it is just a fact that is not really possible to argue about the only thing we can do is think of changes that dont change killers power level but only their accessability… For example give Nurse plaid flannel as an ingame option to turn on or off, same for huntress crosshair or stuff like that. But taking this for balancing would make it so balancing is all over the place. Because everybody knows who the top 3-4 killers are, their order might be up for debate but probably 99% of people know it is and has always been Nurse Blight and Spirit. So based on this, Freddy needs a nerf, because he is above the goal of 60 and nurse needs a buff because she under performs… Which is utterly ridiculous, Freddy is the worst killer in the game. So once again, what are we going to do with this information? Freddy is already a really simple killer, there is not much to know about him, I don't know how to dumb him down even more so people dont feed him kills for whatever reason…
Freddy isn't the worst killer in the game, because he currently performs well at average MMR. For many DBD players, Freddy is a good killer, and performs well in the game's he is played in. Therefore, BHVR can't just give Freddy random buffs, because buffing Freddy for higher MMR levels would affect his performance at average MMR, and might cause him to overperform at average MMR level.
And BHVR can't just randomly buff Nurse because she underperforms at average MMR, because that might cause her to overperform at high MMR.
And that is the actual reason why it's important to evaluate killers across all the MMR levels. And that is the reason why only having one tier list, at the 6,000+ comp level, isn't useful.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3738909#Comment_3738909
Not really… Because A. a comp tierlist is really not relevant because nobody plays in comp. B. What exactly are we going to do with top 5% and overall… Are you assuming average skill for overall and for top 5% knowing everything, basically playing him like a comp player just not in comp setting? What are you even getting out of this? Because lets for example take Wesker, what techs can an average Wesker player hit? What counterplay can the average survivor consistantly do against wesker? All of that is just way too unspecified… I can agree on two tier lists, one for comp with comp rules and everything, that would basically not really be relevant and a second one for normal pub games.
The tier list for the average MMR would look something like this. It would be how well each killer does when the average player uses them.
Different killers have different performance levels across the MMR levels. I've said this multiple times, and BHVR has said this multiple times. It's true. When people talk about game balance, they should be talking about how powerful each killer is AT THEIR SKILL LEVEL, because those are opponents they should be matched with.
Yes, the average MMR tier list should have Skull Merchant way up in S-tier, because at that skill level she is overperforming. And it should have Nurse below average tier, because at that skill level she is underperforming.
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At the very least, there should be 3 separate tier lists: 1 for overall, 1 for the top 5% of MMR, and 1 for the literal 6000+ hour comp players.
Having only one tier list isn’t very useful, and very often gets misused. For example, an average MMR survivor isn’t really playing against S-tier Nurses, because Nurse isn’t S-tier at average MMR. It would be much more helpful if each player could just use a tier list that was personally relevant to them, instead of using a comp tier list that involves 0.0001% of the total players.
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The pacing of the game doesn’t allow the early generators to be slower than they currently are. Killers are allowed to properly defend the last 2 generators, because the first few generators can be repaired very quickly.
If the game was changed so that the early game was slower, then the last 2 generators would need to be much easier for the survivors to repair, which means killers wouldn’t be able to defend them anywhere near as easily. And when killers can’t properly defend generators, there isn’t as much tension in the game.
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I thought the entire point of a party game was that they are so easy to learn and play, that you literally could bring it to a party, and new people could easily start playing them?
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@VantablackPharaoh91 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3737504#Comment_3737504
That's another irritant, aim dressing. I like to spread injury pressure by going for someone unhooking sometimes, letting the unhooked person go so they don't feel tunnelled out, but then I am also causal. Sometimes the aim dressing forces me to hit the unhooked person instead especially if I come from the wrong angle, and then since the obvious target is right there (I'm not gonna hit the healthy person for the longer chase, why would I?), the end result is a tunnel off hook.
I wish the aim dressing didn't do this so I could give everyone a chase and some fun, maybe even get a hook trade this way?
Killers are forbidden from lunging at a nearby survivor, if a body blocking survivor is closer, because the proximity check will say the killer is “too close” to be allowed to lunge.
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All toolboxes should be 16 charges. That would fix all the issues that repair stacking currently has.
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@Iron_Cutlass said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3737200#Comment_3737200
I still sometimes lose out on hits as a result of Grab Validation, it's not as common as it use to be but it still does happen nonetheless. I wouldnt have mentioned it if it still wasnt an issue.
It works on the same concept as the Forced short M1 attack bug that can steal hits from the killer. The grab validation is completely separate from the hit validation, so the game can force a short M1 attack that misses the survivor.
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Generators don't run after me, and try to weaponize blast mine with aggressive bodyblocking.
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I just want whispers to not literally make audio whispers. It's so distracting and unnecessary.
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@radiantHero23 said:
How would you nerf it?
Make it longer? Make survivors have to do gens together? Add more gens?
It's genuinely a hard problem to fix because it involves changing the objective of one role.
You can't just nerf toolboxes and Gen perks and expect gens to not fly. Gens go fast if survivors spread and do gens separately.
Literally just make all the toolboxes 16 charges. The only problem with toolbox repairing is when 32 charge toolboxes get stacked with repair addons and perks.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3733236#Comment_3733236
I usually ignore you, because there is not really a point, but Killers complain about Gens being too fast and now the Devs provide alternatives to doing Gens (which are still not strong, it is totally overblown, like always when something on Survivor-side is buffed), but this is also not ok.
At this point you can just say that Survivors should just keep still and let the Killer hook them. If neither doing the Objective nor doing other things aside from it are ok for the Killer.
Players are allowed to complain that one side of the game has MULTIPLE PROBLEMS AT THE SAME TIME. There's no "killers are only allowed to complain about generator speed, or hook sabotages, but never both" gotcha argument here. Because with that logic, we can say "survivors are only allowed to complain about slugging, or hook camping, but never both" as a gotcha argument.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3733115#Comment_3733115
I mean, I did never say it cannot happen. But I dont think it will happen frequently.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3732964#Comment_3732964
You heard it here folks - Killers prefer genrushing Survivors.
Can we apply this same attitude towards killer strategies?
If someone complains about slugging, we can say “You heard it here folks - Survivors prefer hook camping Killers”
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3732970#Comment_3732970
I pick a survivor up, walk for 3sec and see you sabo hook#1. Then I just go for hook#2. I still have 13sec left to walk to a hook. Even if you tank a hit, I still have 9sec left.
When a sabo requires a health state, its already worse than a flashlight save.
That’s not how it’s supposed to work. The survivor is supposed to have background player, wait for the killer to get near a hook, and background player past the killer (if they need to) and sabotage the hook near the killer. At the point, the killer wasted so much time carrying the survivor to a hook, they can’t get to another hook.
Source: I’ve literally been doing this. And yes, sometimes hooks are super close to each other, but usually they aren’t.
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@THE_Crazy_Hyena said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3731317#Comment_3731317
Do you remember when Commodious used to have 180 charges? - Enough to complete 2 full gens, and then some (since gens had 80 charges back then).
It doesn't matter what Commodious used to have. Repair stacking is still too much for modern DBD, especially when BHVR keeps nerfing gen regression and slowdown stacking.
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If people really hated slugging, they would be making forums posts, telling BHVR they shouldn't be buffing toolbox sabotages, because sabotages encourages slugging.
But let's be super real here. Many survivors don't hate slugging… they only hate slugging when it's the killer's choice to slug. Many survivors are 100% ok with slugging when the survivors are forcing the killer to slug.
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@ad19970 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3731654#Comment_3731654
How do you know he is purely balanced around survivors not having counterplay items? He isn't even out yet. As far as I can tell, the items will help survivors a bit but won't be anything too crucial.
He has to be balanced around zero counterplay items, because survivors can't actually get all the items at the same time. For example, BHVR can't balance the fly spell around the fly counterplay item, because survivors can't be guaranteed to get that item. And you can repeat that for Vecna's other 3 spells.
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I still won't be playing this killer. I think it's very bad game design to give survivors counterplay items, but then balance the character around the survivors NOT having the counterplay items. Counterplay items make way more sense on killers like Nemesis and Wesker, where the killers are definitely balanced around the survivors using the counterplay items.
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@alpha5 said:
I guess this is the rage post of the day.
Aim dressing actually has a game bug that can steal hits from the killer. People are allowed to be upset by it.
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Toolboxes need a complete pass, to balance the repair times, especially when a commodious or event toolbox is stacked with repair addons and perks. There's only really a problem when the repair stuff is getting stacked.
BHVR repeatedly nerfs generator regression and slowdown perks, because of stacking…… the same should apply to generator repairing stacking… like when a survivor uses a commodious toolbox with wire spool, socket swivels, streetwise, and built to last. And it's extra broken if they are good at hitting great skill checks, and can reliably use hyperfocus.
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@Coffeecrashing said:
Killers are forbidden to lunge if they are too close to a survivor. It doesn't matter if a killer is holding a direction and the M1 button at the same time, because the game will force a short M1 tap attack if the killer tries to attack while right next to a survivor.
I'd even claim that many of the aim dressing complaints involve this short M1 tap bug, because if a killer is expecting to be able to do a full lunge attack, and they purposely turn their camera toward an object because lunges have zero object collision (and therefore they are expecting to be able to curve around objects with their lunge), that when the killer is forced into a short M1 tap attack, they can easily hit an object next to them and think the problem was aim dressing.
BHVR should also look into the possibility that the game might be forcing short M1 tap attacks, even though the survivor might be out of range by the time the hit validation snapshots are taken, which means that the forced short M1 tap attack might be stealing a hit, because the killer could have reached the survivor if they were allowed to lunge attack.
I'm still shocked this bug report has been in the game for over a full year, and still hasn't been acknowledged by BHVR.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730591#Comment_3730591
The general perception in this forum is, once again, that there is some OP Perk or anything. And yet, it will be wrong. Again. But for some reason, this has to be done every Chapter.
The Perk is not good. Really. Having once Survivor idle for information is not worth it. Object was far stronger than this, simply because the Survivor using it could also progress the game AND Killers are stronger now compared to the time Object was at full power.
It is just another overreaction to another garbage Perk.
If it's a "garbage perk" then it should be fine to remove the killer aura reading. Because who cares if the perk goes from "garbage" to "more garbage"?
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730583#Comment_3730583
At that point, the survivor's doing nothing and you're gonna win because the team is playing a 1v3. It'll be kind of annoying to wait out the EGC, but they're not gonna get anything out of that tactic, so I can't imagine it's gonna become super popular.
Still, kind of annoying, I'll grant you that.
A survivor won't be repairing generators if the killer is in the area trying to find a survivor. It doesn't matter what perks that survivor has, This isn't a choice between repairing generators and not repairing generators. It's a choice between hiding from the killer with infinite aura reading, or hiding from the killer without infinite aura reading.
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730398#Comment_3730398
I was replying to two people at once, the other person was talking about how it would be like Old Object. You, yourself also said that SWFs could use it as a "lookout perk" as well. If you're chasing someone while another person is stood still as a lookout, then that's a two-for-one chase for the Killer.
Anyway, I explained the downsides of trying to use this perk to hide. You can't change your position at all without turning it off for a bit.
The perk just isn't that good.
Again, if the 2nd survivor is helping delay the killer enough, then that is way more important than repairing generators.
I don't even understand the logic people are trying to use here? So hook sabotages, flashlight saves, buckle up + for the people, and everything else that involves 2 people, is a "waste of time" because the 2nd person could be repairing generators? For reals? So if a survivor flashlight saves me, I should be happy, because it meant that two survivors weren't repairing generators??????
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@HerInfernalMajesty said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730351#Comment_3730351
Oh dang really? So is it like you’ve wanted to play with others but don’t have the means or is it that you prefer solo q?
I usually only SWF with people I know in real life, and many of my friends thinks that if a PvP game doesn’t have a ranked mode, that it’s proof that the game is an unbalanced mess.
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730301#Comment_3730301
I mean it's not exactly free as it's a perk. A lot of stealth gameplay also involves moving a little bit, which would deactivate the perk instantly. You wouldn't be able to adjust your hiding position at all without turning the perk off for a bit.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730322#Comment_3730322
I genuinely don't think this will be anywhere near the levels of Old Object.
Old Object had a 72m range and could be used while progressing objectives. Still Sight has a range of 24m by itself, and 40m with two perk slots. It also requires you to be stood completely still for 4 seconds to activate, you're basically getting a two-for-one chase at that point.
It'll be a weird gimmick at most.
Why do people keep using the word “chase”? The issue with this perk is with survivors trying to hide from the killer, that aren’t repairing generators because they are trying to hide from the killer.
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@Cali88 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730301#Comment_3730301
The thing is, it's 1 fewer person progressing the game whenever this will be happening and its effect also requires a perk slot for Open-Handed to reach this far. You can also already make call-outs to the killer's presence if chased or with assistance of other perks anyway
it doesn’t matter if there is one fewer survivor in generators. If a survivor is trying to hide from the killer, then they aren’t doing generators anyway, and even without open handed, a excessively hiding survivor can just move from hiding spot to hiding spot, and wait at each one.
“There’s one less survivor repairing generators” isn’t important. The actual important thing is how fast the killer is doing their objectives COMPARED TO how fast the survivors are doing their objectives. If a survivor can use still sight to majorly stall the killer, then that is much more important than if they were repairing generators.
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I’m almost always solo q, because I only know one person in real life that is willing to play in an unranked PvP game.
I often SWF in other games though, because they have ranked modes.
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@HolyDarky said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730292#Comment_3730292
I said it in the PTB Feedback but I think Still Sight could become a problematic perk for the metagame in the way that players will play even more passive with other perks like Distortion and now they buff it. I'm not against infoperks - in fact I like them - but seeing the killer aura for free (4 second is nothing compared to other killeraura Perks like the one from Vitorio or Troubleshooter) feels not good, especially for setup killers like Trapper and Hag.
The perk needs a cooldown if it's going to reveal killer auras. If a killer is trying to find a hiding survivor, and the survivor uses the aura revealing to move from hiding spot to hiding spot, and stand still at each hiding spot…. that's fair and balanced? The survivor doesn't even need open handed if they are just using it to excessively hide, so yeah, the distortion survivors just got a major buff.
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@ReverseVelocity said:
gonna copypaste my other comment onto this thread:
I don't think Still Sight will be that good even with Open Handed. You have to be standing completely still for 4 seconds (you can't be doing an action either). It's 2 perk slots for a pretty clunky way to see Auras.
It being techincally infinite doesn't really matter when you have to be as useful as a tree on the map to get value out of it.
I personally think they should bump it down to 3 seconds. 4 seconds is too long and 3 seconds keeps it from being free wallhacks mid-chase.
It’s free wall hacks for survivors that are trying to hide, or for SWFs that have someone using voice comms to tell their teammates where the killer is.
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730292#Comment_3730292
Yards? C'mon DBD has used the metric system forever.
I don't think Still Sight will be that good even with Open Handed. You have to be standing completely still for 4 seconds (you can't be doing an action either). It's 2 perk slots for a pretty clunky way to see Auras.
It being techincally infinite doesn't really matter when you have to be as useful as a tree on the map to get value out of it.
I personally think they should bump it down to 3 seconds. 4 seconds is too long and 3 seconds keeps it from being free wallhacks mid-chase.
When a survivor is trying to hide, it’s not really a burden for them to stand still. Also, SWFs can use voice comms to relay the killer’s location to their teammates
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Survivors getting on-demand 40-yard killer aura revealing, with infinite duration, just happened with Still sight + open handed.
And Alex toolbox + sabo speed addons is still a free sabo for survivors, because they can sabo a hook and move away before the killer can recover from hitting them.
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Additional information, for an additional solution….
The game really should be making the hit validation check first, and if a hit is confirmed, then the proximity check can force a short M1 attack, or yank the camera, or do whatever else it wants, because it already confirmed a hit for the killer.
The second best solution would be to have BOTH the proximity check and the hit validation check ON THE SERVER SIDE, at the same time. And if the hit validation check is rejected, then the proximity check is also rejected.
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@HerInfernalMajesty said:
Is it possible that the switch to UE5 changed how 360s work in a small way?
It's more likely that UE5 is causing larger desyncs between aim dressing's proximity checks and hit validation checks.
The game really should be making the hit validation check first, and if a hit is confirmed, then the proximity check can force a short M1 attack, or yank the camera, or do whatever else it wants, because it already confirmed a hit for the killer.
The second best solution would be to have both the proximity check and the hit validation check on the server side, at the same time. And if the hit validation check is rejected, then the proximity check is also rejected.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3728722#Comment_3728722
is that what's going on? I've gotten into killa again since Chaos Shuffle (last was Dec/Chucky/xMas) and I keep missing hits from swipes that always would connect before. so many times, I would just wildly spin a 360 and hit attack and down them. they change the game so much that I'm not sure if it's a bug, a tweak, or hackers… when did they add the inability to strike if the survivor is too close? like, wow
The forced short M1 attack bug has been in the game for well over a year, when I entered the bug report for it.
People can even prove that the bug exists. If someone records their game in a software like OBS, and adds an OBS input overlay, it will visually show which keyboard, mouse, and gamepad buttons they are using. They can use this to measure how much time their lunges are lasting, while proving they were holding the M1 button the entire time.
…So if the killer holds their M1 button the entire time, the lunge didn't happen for the full duration, and the killer didn't hit a survivor…. then the game forced a short M1 attack.
It gets a bit more confusing, because the survivor also needs to be somewhat in front of the killer's camera for the bug to happen. This can allow partial lunges, where the lunge is forcibly turned into a short M1 attack, after part of the lunge happened. This is even more confusing for the killer, because it "looks like" they were able to lunge, but the game still could be stealing hits from them.
…And the killer can easily test partial lunges too. If the killer is directly next to a hooked survivor, and is facing 90 degrees away from the survivor, then the killer can hold the M2 button, and flick their camera toward the survivor. This will start a lunge, which will be cut short when the survivor is in front of the killer.
Killers can also prove that forced camera yanks exist. If the killer is directly next to a hooked survivor, and is somewhat facing the survivor, they can try lunging at the survivor at various camera angles, and eventually they can find an angle where the camera is forcibly yanked, even though the killer isn't pressing any movement keys.
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3729465#Comment_3729465
I just focus on the most broadly used definition sources as we can find variations of definition interpretations in all directions. We’re just arguing semantics at this point and detracting from the main topic.
You're doing more than "just focusing on the most broadly used definition". You're telling other people their definitions are invalid, and are demanding for other people to use the one specific definition you want to use. That's really not a good strategy, and can cause a lot of communication problems.
If there is confusion over word definitions, then it's fine to clarify which definitions people are using, to clear the confusion. But it's absolutely not fine to tell other people their definitions are incorrect, if they are still using valid definitions of the word.
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3729362#Comment_3729362
"No. I'm literally saying it's 100% fine if you get people that are 100%
trying to "unfairly" buff the survivor side, if you also get people that
are 100% trying to "unfairly" buff the killer side."Oh well then I don't really agree with this. I don't want unfair in either direction, I just balanced and rational, unbiased ideas of people from both sides. I don't really want bad opinions on one side as long as the other side also has bad ones. That's just a weird mentality to me. It's like well it's okay if you have an OP perk as long as I get one too. Rather than neither of us get an OP perk and we work towards both sides getting balanced perks.
"For example, If a person can consistently give detailed and thoughtful
feedback about their opinions, then it's fine if they only support
survivor buffs and killer nerfs."I guess I don't really see the use or value in detailed and thoughtful feedback unless it is also rational and balanced, and if it was in fact rational and balanced, then it's no longer biased.
A person can give rational and balanced feedback, and still have a major survivor bias.
Words have multiple definitions, and you can’t just pick one part of one definition of one dictionary, and claim all the other uses of the word are invalid.
It is valid for me to use the above definition for the word “bias”, that I got from the Cambridge dictionary.
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3729290#Comment_3729290
I get where you're going with this but I think it's misusing the word bias again per my main point.
Bias means an "unfair" leaning towards one side. Emphasis on the "unfair". IE only wanting buffs for their side because it's what they play. So by what you're saying we'd have one person on each side "unfairly" wanting their side to get better improvements.
What I think you mean is people who mainly play each side for different perspectives, but still aren't biased.
No. I'm literally saying it's 100% fine if you get people that are 100% trying to "unfairly" buff the survivor side, if you also get people that are 100% trying to "unfairly" buff the killer side.
The important part is having a variety of opinions, and people that can give detailed explanations for their opinions. For example, If a person can consistently give detailed and thoughtful feedback about their opinions, then it's fine if they only support survivor buffs and killer nerfs. This isn't a court jury, and game decisions aren't decided by popular consultant voting. It's just a way for BHVR to gather opinions and feedback on various topics.
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@Blueberry said:
It's tough to pick people that are "unbiased" as people these days tend to call everyone that disagrees with them bias. Think survivor is weaker and needs buffs? Bias. Think killer is weaker and needs buffs? Bias.
It's nearly where unless you're basically fence sitting and think things are overall pretty good where they're at you're bias. Needless to say most people misuse the word "bias" when throwing it around.
The other tough thing with picking consultants is that people have different views of what the game should be. What skill level should it be balanced around? Competitive? Party game?
Overall even though I disagree with some views that people we know are on the consultant group have about the game I still think this is overall a very good change. I just hope they get a variety of different people with different views on the game and it's not so much an echo chamber of same opinions. People with a good amount of hours in the game as well.
I'm optimistic about the consultants. This is something good for the game.
I think it's fine to have biased people in the program, as long as BHVR picks a wide variety of biased people, so there is a wide variety of opinions.
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@The_Krapper said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3729142#Comment_3729142
Idk about that person, but me personally I don't lunge unless I'm contesting a pallet or window because the way the aim dressing is on killers it's easily abused when you lunge but if you get a touch closer than you are now barely missing and just tap the button it will auto lock on the survivor and that was stated by peanits on here a long timeago because with the old movement it used to be alot worse they could do helicopter 360s and the aim dressing would screw you over alot.
@Lost_Boy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3729142#Comment_3729142
Not always it depends on the position and how far away they're, but in general I'll hold my attack if I see them push into my FOV and track them until I'm sure a short attack will clip them. It's something I picked up years ago when I played on console to counter getting spun. PC is significantly easier to both track and predict so that's why I originally mentioned that it barely ever works when you play on PC as both survivor or Killer.
Lunges being unreliable is a major game problem, that should be fixed. Killers should be able to lunge, and not need to worry about a massive game bug stealing hits from them.

