Coffeecrashing
Coffeecrashing
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@ArkInk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3692470#Comment_3692470
A killer has to pick someone up for fifteen seconds and actively let them deactivate anti-camp by reaching the wiggle threshold, and you really don't see how that's a far worse way to slug than current version? "A killer can just waste half a minute to get what they used to have for free." This both wastes a ton of a killer's time (which is literally countering what makes slugging useful), AND provides a crystal clear tell the killer is trying to slug.
Yes, if it deactivated on pallet there'd be instances where a killer could knowingly slug, I feel like this is such a clear minority of cases that although annoying, doesn't stop the majority of instances coming out fine.
You complained about facing bully squads in the PTB, which really makes me feel like you really aren't even trying to follow my viewpoint since I've been saying the PTB test was a flawed design since our first interaction, it's why literally all of my comments are about proposed changes to make the system more bearable and less abusable.
I've been playing this game since launch mate, I was there too.
I refuse to follow your viewpoint, because you refuse to understand just how badly survivors try to weaponize things.
The PTB test was only flawed because it allowed the anti-slug to be weaponized, and none of your solutions addressed that problem. It doesn’t matter if your ideas make anti-slug less weapon-usable because survivors will still weaponize it.
Killers should not be forced to pick up survivors, and forced to attempt carrying them to hooks, when there are many scenarios where those actions are too risky to attempt. You can’t just say “the killer COULD have picked up the survivor”, when a survivor purposely gets knocked down in an open corn field, and teammates are nearby with flashlights and toolboxes.
If a killer slugs a survivor because a teammate is running nearby with a flashlight, then the killer should be allowed to chase that survivor without getting punished. But you’re suggestion is that the killer should be punished if they don’t pick up the slugged survivor, because if the killer chases the flashlight user, then the slugged survivor might be alone near a hook, and therefore the anti-slug mechanic should happen.
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@Interocitor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3692641#Comment_3692641
Even more likely is Twins doesn't work, but I wouldn't be surprised if Blight is broken too
Twins is broken on live, with 1 or 2 bugs that cause Victor to totally freeze, and cause the player to be stuck for possibly the entire rest of the game.
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@BlightAbuser said:
I wonder if they broke blight trying to take away the hug tech…
Hug tech was created as a band aid fix to Blight’s “rushing in place” + M2 bug. If hug tech was removed, then those bugs might have come back?
We’re also still not sure how BHVR removed bug tech. Did they extend his M2 bump hitbox down to the ground? Did they totally remove the secondary collision detection system? Did they deactivate the secondary collision detection system, for 1 frame, each time Blight pressed M2? We have zero details!
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@ArkInk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3692363#Comment_3692363
Disable the recovery entirely under pallet for the first bit. A blanket change that would seemingly solve most of these proposed strategies is not letting the mechanic activate if it doesn't initially proc on down. There should not be an interaction wherein the survivor is able to proc anti-slug in a situation where a killer cannot hook, and if the survivors wiggle meter gets to a certain point, it could also disable anti-slug as clearly something went weird if the killer had to drop after presumably carrying the survivor for a while.
I do agree the parameters would need to be fine tuned, as it shouldn't proc through floors unless there's an entrance nearby, which is rather hard to auto detect in the DBD engine I imagine. As for slugging being necessary, again remember that without perks it would take 45 seconds before the survivor gets up (a timeframe that could be changed depending on feedback) and the timer slows/disables if there are other survivors in the area. A killer can absolutely go kick a gen, try out a chase, or whatever they need and then still come back for the hook without a survivor picking themself up in that timeframe.
This still feels like rather simple restrictions all things considered.
That means if a survivor is being chased, runs towards a pallet, and gets knocked the ground under a pallet before the survivor could throw that pallet, that the anti-slug mechanic would auto remove itself.
It also means if a killer wanted to slug, they could purposely pick up the survivor, wait for the wiggle meter to reach the correct amount, then drop the survivor. Or if the survivor didn't want to wiggle, then the killer could pick up, drop, pick up, drop, the survivor, until the correct amount of wiggle meter has happened, to deactivate anti-slug.
And again, this whole "the anti slug will pause or slow" idea is unacceptable. Do you expect killers to walk around, and repeatedly check back on a slugged survivor, to see if they are still unable to be hooked? How is that fair?
And yes, I do remember it would take many seconds before the survivor gets up. I was there, in that PTB, facing multiple bully squads, of survivors weaponizing the anti-slug mechanic. It doesn't matter how many seconds the mechanic needs to happen, as survivors will still weaponize it.
And the hook distance detection problem isn't limited to different floors. It can apply to hooks on the same floor as the killer, but beyond walls that the killer can't carry the survivor through. Unless you want to allow the killer to be able to carry survivors through walls, then DBD isn't going to calculate hook distance well.
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@ArkInk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3692324#Comment_3692324
- There are killer perks that disable bloodlust, anti-slug could be removed from certain perks if they're often used for poor playing. Slug crawling under a pallet could also disable or slow the recovery timer to prevent this, a restriction I'd even extend to if other survivors around the slug, like Anti-camp.
- It can simply not activate at all during the slug if the survivor crawls in range of hook or if a broken/saboed hook regens, as it's not like the killer had those options available to them when they had to make that decision. This would also stop 3. from occuring.
It took you five minutes to think of those strats and it took me thirty seconds to think of those solutions, both of which are already restrictions other mechanics have that limit killer playstyles.
Yes, survivors will try and weaponize anything you give them, that doesn't mean they'll always be successful.
"Slow the recovery" is unacceptable, because it still places the killer in a situation where they weren't able to hook a survivor, but will get hit with the anti-slug mechanic anyway. And what happens if a survivor is under a pallet, waits for the killer to leave, then crawls away from the pallet?
What happens if a killer picks up a survivor, is forced to drop the survivor, and now the survivor has enough wiggle progress to prevent the killer from getting them to a hook?
There is a problem with "in range of a hook", because that doesn't mean the killer has a 100% chance to get the survivor to a hook. There are many scenarios where the killer is forced to slug a survivor, even if there is a nearby hook. Also, this game is terrible at measuring hook distances, and might consider a hook "in range" even if there's walls and ceilings in the way, and the actual path to the hook is way too long.
Your solution still allows survivors to weaponize the anti-slug.
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@ArkInk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3692297#Comment_3692297
I don't think you understood my post because my whole point was that the proposed system made it far too easy for survivors to weaponize anti-slug with its proposed version. You just restated a point we agree on.
The change I proposed would mean only survivors slugged near a hook, ie in places killers *could* hook them, would get the anti-slug. This in theory should solve your issue of survivor's knowingly going down in places they can't get hooked so they get up for free.
I did understand your post. It doesn't matter what restrictions you place, survivors will still try to weaponize it….
- Will anti-slug happen if a slugged survivor is under an un-dropped pallet that's near a hook? Because survivors will flip-flop + power struggle that.
- If a slugged survivor is near a sabo'd/breakdown'd hook, will the anti-slug start when the hook comes back? Because that means if the killer leaves the hook because it's broken, then the survivor can anti-slug after the hook is back.
- If a survivor is slugged away from a hook, waits for the killer to leave, then crawls near a hook, will the anti-slug kick in?
That took me all of 5 minutes to think of, and there's probably more ways survivors could still weaponize the anti-slug.
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@ArkInk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3691837#Comment_3691837
I'd say this is moreso a flaw of the proposed system than it is the concept. Perhaps extending the time it takes to pick up could've been increased depending on how close a survivor is to to a hook, meaning that survs can't Sabo a hook and comp corner for an easy escape.
That isn't really an issue with finisher Mori either, but the devs got rid of it anyway so ig there's precedent for that line of thinking.
The precedent is that survivors will weaponize anything that can be weaponized.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3691839#Comment_3691839
both of tech are related killer hitbox detection. they fixed killer detection which allowed killer to get an advantage.
where is survivor hitbox detection fix where survivor get an advantage?
For Blight, Billy, and Demo, crouch tech is a bug.
For Nemesis, crouch tech is a feature. A BHVR dev literally told us that the Nemesis whip attack is actually a vertically stacked set of projectiles, that each moves in a horizontal direction.
Of course, the issue is why did BHVR create a killer weapon that looks like a whip, sounds like a whip, and animates as a whip…. But is actually a vertically stacked set of projectiles that moves horizontally?
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@Krazzik said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3691333#Comment_3691333
The issue with this is that it would punish those who don't have DS even more. Because the killer would 100% know you don't have DS so will always just pick up and hook again in all cases
That's fine. BHVR made it clear that it's perfectly fine for survivors to run perks that hurt the rest of the the team, like when survivors excessively hide with Distortion, or when survivors equip Sole Survivor + Wake Up, and just wait for the rest of their team to die.
Survivors that are honestly using DS for anti-tunnel would get more value out of DS, if the killer knew they had an active DS. That is more important than giving every survivor DS value, even if they aren't running that perk.
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@SimpleSage said:
Wasn't the old finisher mori system scrapped because it actually caused slugging to become meta? People realized it was way easier to win if you just slugged everyone (because of the instant sacrifice) vs playing normally and hooking everyone.
As for an anti-slug mechanic, I would absolutely be down for the ability to speed up the bleed out process. Scott Jund had a decent idea to give survivors tenacity crawl speeds at the cost of doubling the bleed out rate. Heck even if its like the 4% unhook but we can attempt to pick ourselves up.
As someone who had 3 matches this week where it was a 4 man bleed out because that's how the killers came into the match wanting to play, I will take anything that just lets me go next.
The old finisher Mori system was scrapped, because a bunch of survivors brought stuff like Flip flop, breakdown (or power struggle), unbreakable, tenacity… and were purposely placing themselves in situations where they couldn’t be hooked.
The main point is that when survivors got anti-slugging, they purposely weaponized it.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3691296#Comment_3691296
It’s clear that you all have decided to alter DS to help ameliorate tunneling. I think it’s a good move. I’m curious, though, if you all have other things you’re working on to help with it. Obviously you don’t want to completely eliminate it as a playstyle, but you all seem keen to at least restrict its potency.
DS doesn’t actually function well as an anti-tunnel. Unless a very large percentage of the players are using DS, then mathematically, the killer is better off immediately picking up survivors, and risking the DS.
This is true because if a killer hesitates to pick up a survivor because they might have DS, but it turns out that survivor didn’t have DS, then the killer has just wasted time.
Therefore, killers should look at “should I immediately pick up a survivor” as a probability over a large number of games. And if the majority of the pickups don’t result in a DS, then the killer is better off just picking survivors up whenever they want.
The only way DS could actually function as anti-tunnel, is if the killer knew when a survivor had an active DS. This would signal to the killer there is a 100% chance they could eat a DS, and therefore should hesitate to pick up that survivor.
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@LapisInfernalis said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3690988#Comment_3690988
You referring to Blight or Wesker? Because this is how Wesker works.
I know that Blight s hug-tech works with look angle, but that is not what triggers it for Wesker
Everything I said applies to Blight.
Also, the reason why Wesker’s techs haven’t been targeted for nerfs, is the same reason as why Oni’s 180 flick hasn’t been targeted for nerfs…. people haven’t complained about it enough.
That’s the reason why you never see BHVR actually confirm that any of these tech are intended. Because if they purposely leave everything vague, then they have a super easy way to nerf the killer if they want to.
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@LapisInfernalis said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3690252#Comment_3690252
Are you trolling now or don't you get what my problem is with your arguments?
I repeat to make myself clear:
Anything the Devs did not classify as a bug isn't one and therefore not an exploit. None of Wesker's techs have been classified as such. And no, his hug-tech works completely different from Blight's and therefore is not a bug. All of his techs are based on the server confirming if you can dash during the frame you press M1 and not throughout the whole dash.
So do yourself a favor and stop reporting Wesker players (or anyone) who just play the game. Unless you want to end up with a ban for false reporting yourself.
Blight’s hug tech is literally based on the server confirming if you can dash during the frame you press M1.
Hug tech doesn’t remove collision from an object. Any object Blight could hug tech, he could also slide on. What hug tech does, is remove the angle restriction of what angles Blight can use to start an object slide. Blight being able to slide on an object throughout the rush, happens because of the secondary collision detection mechanic.
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@LapisInfernalis said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3688880#Comment_3688880
So it can't be that bad then. So why do you complain?
And hug-tech on Blight has existed since his release btw. That was 3.5 years ago. I don't play Blight, but I am very capable of seeing the greater picture here, which you can't.
They remove Hug-tech, a lot of players will be pissed (similar to when Billy got Overheat) resulting in frustration and a lower number of total players. The removed Sky Billy (which would also be an exploit according to your argumentation) and other fun stuff, which made the game bland for many people (I guess some of them are the cheaters of today, as they want to have fun again).
In addition it is dangerous for the same reasons because other characters who use certain advanced techniques (like Oni, Wesker, Huntress) could get targeted as well in the future. I would not want that at all.
Removing depth to a character is unwise as this depth is what people like.
If you cannot see that at all, then I will not take the discussion further with you, because you are not worth my time then.
You’re wrong. When BHVR created the secondary collision detection mechanic, there was a bug where Blight would get stuck if he tried to M2 while he was directly up against a wall that he was facing….. and BHVR fixed that bug by allowing him to slide instead of getting stuck.
This means that BHVR literally added hug tech to the game, to fix a collision bug. But it was unintended for hug tech to exist because they only added it to fix the M2 bug.
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It should be fine to add extra things to the list of conspicuous actions that deactivate DS. That would make the perk high risk high reward, which is fine.
Killers already need to deal with hex perks and scourge hook perks, where they aren't guaranteed to get full value out of those perks. And for years, killer were told "that's fine" because it's high risk high reward. The same should apply to DS.
Also, remember that Adrenaline is getting changed so that extra things will deactivate it, which means survivors won't always get full value out of the perk, and that's fine. The same should apply to DS.
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The same happened to me, but no one got stunned. I tried to unbind Victor, and when the camera switched to Victor, I couldn't do anything, and was stuck like that until the entire game ended.
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@Coordi said:
Just wanted to clarify that the PTB is for testing, and things may still be adjusted, changed, or omitted before going live.
I think it has been well over a year since DS was nerfed, and I really had wished that BHVR would have thought of SOMETHING to discourage survivors from weaponizing DS, but instead, BHVR is changing DS back to 5 seconds, and killers will once again need to deal with survivors that want to punish a killer even if the killer isn't tunneling?
The conspicuous action nerf didn't stop survivors from getting healed, then running straight for the killer to try to aggressively bodyblock them. Let's be real here, DS was never a problem when it was being used as an actual anti-tunnel perk. The issues with DS were 100% based on survivors that wanted to weaponize it.
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687145#Comment_3687145
OTR doesn't give you an endurance hit once you're healed. So you'd be injuring, then downing that survivor like you'd do a regular non-OTR gamer once they're healed. Then they can get their DS.
What part of the OTR rules says the endurance deactivates if someone is full healed by someone else?
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@Seraphor said:
No.
Your own anti-tunnel perks should never be deactivated by actions carried out by other survivors.
Another survivor can jab you with a syringe and fully heal you without any input by you.
How about: don't tunnel.
No. The correct solution is if survivors can weaponize DS, for the killer to hardcore proxy camp, and hit the survivor off the hook, so they can't be healed, because that would allow them to weaponize DS. The best counter to weaponized DS is to just tunnel the people that might weaponize DS. And since we don't have psychic powers, and don't know who might want to weaponize DS, we need to assume everyone is guilty, and that everyone might want to weaponize DS, so we should hardcore tunnel everyone.
@Seraphor said:
No.
Your own anti-tunnel perks should never be deactivated by actions carried out by other survivors.
Another survivor can jab you with a syringe and fully heal you without any input by you.
How about: don't tunnel.
BHVR just just make it so a survivor can't be healed by any means if they are holding shift, and the survivor can just hold shift when other survivors are next to them, if they don't want to be full healed. Or maybe DS can have an extra button input or something, that removes the ability for other people to heal them past the injured state. There should be some way BHVR can figure out how to have DS, without encouraging survivors to weaponize it.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687679#Comment_3687679
I've used FTP to try and draw killer's attention off a tunnel target by healing them to full with it. This should not then greenlight the killer to tunnel harder because DS got deactivated.
If you're going to use it that way, then you could have just bodyblocked instead. I don't even understand how your plan is even supposed to work? You give someone an instant health state, run away, and hope the killer chases after you? That wouldn't even make sense.
At least with bodyblocking, you continuously delay the killer until they hit you, then the other survivor gets free distance while the killer is recovering from the attack. That is what encourages the killer to go after you. Just giving the survivor an extra health state doesn't encourage anything, especially if the killer is still super close to whoever they are tunneling, because you made zero attempt to give the survivor any free distance.
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@Firellius said:
Nope. Not having DS ripped off by someone's FTP.
Y'all need to remember that this is a survivor perk, and is not supposed to be a net neutral.
Having DS ripped off by someone's FTP should be fine, because almost 100% of the time it is being used to bring a survivor from the dying state to the injured state, which doesn't count as being fully headed. And this is especially true, because most people combo this with buckle up, and that combo only works on survivors in the dying state.
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@dance said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687145#Comment_3687145
It should work the same way that it does currently, just with a longer stun duration (and fun stabbing animation) :)
I don't understand why nothing was done to address the survivors that weaponized DS against killers that weren't tunneling, because the survivors "didn't want to waste their DS"? Recently unhooked survivors were getting full healed, and then would try as hard as possible to bodyblock the killer, to bait them into eating their DS.
The counterplay back then was to make it a point to tunnel survivors off the hook, to stop them from offensively using a full DS combo, and it still applies now. If killers don't want to eat a weaponized OTR+DS (+possible DH) combo, then killers really should hardcore proxy camp, and make it a point to tunnel a survivor off a hook, just in case they might try to weaponize a full DS combo against them.
And BHVR spent years to figure out how to nerf Twins slugging…. then BHVR boosts DS even though that perk encouraged a lot of killers to slug survivors? I don't understand, does BHVR want to discourage or encourage slugging? And because of flip-flop, if a killer decides to slug someone to wait out their DS timer, they might be forced to let the survivor bleed to death, because the survivor might use that extra time to crawl somewhere where boil over can prevent the killer from getting them to a hook.
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@D0NN1ED4RK0 said:
they already knew they were being revealed by UW when they screamed so I don’t think that changes anything tbh
the dev update literally says “Survivors won’t know they are being revealed by the killer”
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It should also be mentioned, that if Victor is planning on hitting a survivor twice, the survivor can make so much distance that they could just jump into a locker before the second hit, and be far away enough from Charlotte and she won’t be able to reach the locker in 10 seconds, even with the haste buff. This means the survivor will leave the locker, Victor will get recalled, and Twins just wasted a lot of time.
A 10 second locker hold for Victor, is no longer good enough. Victor should pull survivors out of lockers and latch onto them. Or the locker hold needs to be greatly extended, to give Charlotte a fair chance to grab the survivor out of the locker.
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@dance said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687028#Comment_3687028
For Ultimate Weapon, the Survivor's aura is only visible for 3 seconds.
Also want to give a thanks for everyone sharing their thoughts on the Dev Update :)
If a survivor gets unhooked and then healed, will it be possible for them to offensively body block the killer, and combo OTR into DS into DH?
1 health state for OTR
2 health states to knock the survivor to the ground
1 health state for DS
1 health state for DH
Is this correct? Will survivors be able to chain 5 health states together?
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@Yharwick said:
Does this bump Blight from S to top of A tier do you think?
I still think Blight will be the 2nd best killer in the game but this might make them not entirely busted anymore.
We don’t know what BHVR did. They might have removed the secondary collision detection mechanic, which would be a big nerf for Blight.
We’re also not sure yet if they really fixed all his collision issues, or if they just removed hug tech, fixed some of the broken collision, but Blight will still slide uncontrollably on some objects.
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3686978#Comment_3686978
I wasn't talking to you? I was responding to the OP.
This is a public forum, not a private conversation.
You implied the speed boost is proper compensation, and I’m saying it’s not, because of the extra distance survivors can make since they might be getting hit twice by Victor.
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@OrangeBear said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3686955#Comment_3686955
I don't understand why people think DS is bad now either. It was meta when it was 5 seconds and i don't see why it won't be again. Personally it's on track for it to be a must have perk for me along with unbreakable and or plot twist.
Adrenaline change is pretty significant and i see it's usage dropping a lot. It not working on hook may be pretty frustrating to deal with. And the 3 second boost instead of 5 means it won't be enough to escape a chase in endgame. Right now the 5 seconds is enough for the survivor to make a lot of distance from the killer and make the killer lose the survivor. 3 second is the same as lithe/sprint burst so it will be very difficult to do that anymore.
Ultimate weapon is a rework. It will be better for some scenarios and some players i think. Personally i like this version a lot more because i don't like that the old one gave survivors a warning to start running. This one allows you to track them. Unfortunately distortion and off the record will make it a lot weaker and the 60 second cooldown is quite long so i don't think it'll be super popular.
Ultimate weapon is an ultimate nerf, because Distortion will now counter it. The only good thing about ultimate weapon was that it bypassed distortion.
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@ReverseVelocity said:
https://us.v-cdn.net/6030815/uploads/QEMTZ6MPD8QN/image.png
Did you read the dev update properly?
Yes. I read the dev update properly. By the time Victor hits a survivor twice, that survivor might have gotten so much distance that a 10% haste buff isn’t going to compensate for the extra distance.
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@Aven_Fallen said:
While this is nice, it will not help. Killers know by now that tunneling one Survivor out is the best way to do it. They will just eat the 5 second Stun and thats it.
The only hope that comes with this change is that the less experienced Killers will respect DS. If the Killer is somewhat decent and wants to tunnel, they push through DS.
It will make me tunnel even more, because if I eat a DS, then I know that survivor doesn’t have it anymore, but if I try to chase someone else, then I might eat their DS later in the game.
DS never actually discouraged me from tunneling. That was just a streamer meme, where some of them would tell chat they needed to slug a survivor until the DS timer ran out…… and they would sometimes do this twice for the same survivor. I have absolutely no idea why those streamers didn’t notice how much time that wasted, and that eating a DS is way more efficient.
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If Twins are going to get a huge nerf where Victor is forced to latch onto survivors that he knocks to the ground, then Charlotte needs a really decent chance of reaching the survivor before a teammate heals them.
I’m at an MMR level, where I’m very often getting survivors with boosted medkits, or perks that can very quickly heal survivors. And it’s super frustrating when a teammate heals the survivor before Charlotte can reach them.
And I’m supposed to be forced to switch back to Charlotte instead of letting Victor defend the survivor that’s on the ground? How does this work? A teammate does a 2 second crush animation, then can still instant heal or quick heal the survivor before Charlotte can reach them? How is that fair?
Everyone should be aware that if Victor is now going to hit survivors twice, then the survivors might be very very far away from Charlotte when Victor finally knocks them to the ground. Much farther on average than on the live servers. Giving Charlotte a minor speed boost really doesn’t compensate this. Maybe she can get a larger speed boost as long as she is walking in the direction of the survivor Victor knocked to the ground?
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I hope we can get a dev update soon. I’m afraid to spend any bloodpoints on Twins, because I’m not sure if they’re going to get nerfed so badly that I’ll never want to play them again.
And I’ve completely stopped playing Sadako and Pig after their latest nerfs, so there is a very real fear that I might completely stop playing Twins forever.
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The picture likely means one of the following:
1) When Victor knocks a survivor to the ground, he is forced to continue latching onto the survivor, which kills their ability to slug, and will completely ruin the killer. BHVR would likely tell us this new feature is a buff to Twins, as the survivors won’t be able to pick up the survivor for some amount of time, which would give Charlotte enough time to reach that survivor. BHVR would also likely tell us this is a buff for Twins because it would give guaranteed killer instinct on that survivor, and teammates wouldn’t be able to kick Victor to remove the killer instinct. BHVR would also likely tell us this is a buff for Twins, because Victor would quickly switch to Charlotte if he knocks a survivor to the ground.
2) When Victor knocks a survivor to the ground, they have the option to latch onto the survivor, if they are worried that a nearby teammate might try to kick them.
3) When Victor latches onto a healthy survivor, that survivor gets a timed meter on their screen, and if they don’t remove Victor before the meter runs out, then Victor knocks them to the ground. This would fix complaints about survivors that “hold Victor hostage” and don’t even try to remove Victor. And yes, there are a lot of survivors that do this currently.
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If that’s mandatory, then RIP Twins.
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@indieeden7 said:
I've been using Dead Hard in my builds for quite some time now, and it's getting pretty frustrating to see my character begin the animation before I get hit, just for my character to instantly fall to the floor. And my question is, why?
Before Dead Hard's rework, BHVR heard people's frustrations whenever the perk's effect didn't execute properly, despite timing the button press correctly, and implemented validation for the perk. But when the perk got reworked into its arguably weaker state (aka post-hook-requirement state) they seemingly just removed it?
So I'd just like to know, why, when the perk objectively requires more skill to use correctly, is the perk absolutely destroyed when it comes to ping, and specific (fast moving) attacks?
The perk doesn’t require enough skill for it to function as a validated parry. There are many other PvP games that have parries, and they tend to have massively smaller (like 0.117 seconds) windows of parry time. Also, many other PvP games with parries tended to have startup frames before the parry was active, and also missed animation frames if the parry didn’t connect.
However, DBD wanted their “parry” to be active on frame 0, even though killer lunges and powers had way more frames than 0, and they also wanted survivors so recover super fast even if they didn’t actually “parry” anything.
Also, we were promised that dead hard could be anticipated, and killers could react accordingly, but that never happened. Instead, the game could allow survivors to successfully dodge/tank a hit, even if killers never saw the dead hard animation.
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The Twins changes have been planned for literal years, and BHVR has refused to give any sort of preview of the changes.
I’m horrified that BHVR will probably massively nerf Twins, give them weak compensation buffs, and tell us they’re “more fun for both sides”.
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@100PercentBPMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3685054#Comment_3685054
I legit had to stopplaying Spirit because it was genuinely upsetting.
You can make the argument that you shouldn't insta lunge out of power, but sometimes you need to be lightning fast in order to steal hits.
The most awful part is that dev quote is from 2019, and it can still steal hits from the killer, and BHVR refuses to comment on it again. Do they want this in the game? Was it too difficult to fix? The world may never know????????????????????
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@ohheyitsbobcat said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3684901#Comment_3684901
This a quote from 2019 but still applies.
https://us.v-cdn.net/6030815/uploads/QYAR4B1NKAT3/aim-dressing.png
Basically, the game detects you got a hit but the system that makes the animation line up and look pretty messes up and forces you into an object instead; which will deny the hit.
Aim dressing also will forbid killers from lunging if it thinks someone is "within range". So if a killer is intending to lunge around an object (because lunges don't have object collision), and the game forces a short M1 attack instead, it can cause the killer to hit whatever object they were trying to lunge around.
In fact, I'd argue the forced short M1 attack mechanic is what steals the most hits, because most of the players in this game aren't even aware this exists, so they don't even try at all to avoid it.
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@Yharwick said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3684761#Comment_3684761
There is absolutely no way my own two eyes are seeing someone suggest lockers are survivor sided in 2024.
If you honestly think lockers aren't a big deal for survivors, then you should be fine if the extra lockers are killer-only, and survivors can't hide in them.
Alternately, you should be fine if the extra lockers are ONLY added for specific killers, and the rest of the killers get the current locker amounts.
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@Shroompy said:
Looks like the road is gonna remain wider than the Clown tho..
And I dont see no lockers for my boy Dredge :(
BHVR should never add more lockers to maps, because that would be an unnecessary survivor buff.
BHVR should create a new killer-only locker, that killers can interact with, but survivors can't hide inside. And BHVR can fill in locker deadzones with these killer-only lockers. That would be the most fair solution.
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Is Blight going to have collision on all those cars? The car trunk to the right of the pallet looks like it might have questionable collision?
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We still need an option to be able to use our actual mouse sensitivity for Billy’s curve windows.
My mouse is permanently on a decently high DPI, and there’s zero reason why I should be forced into a skyrocketed high turn rate during the curve windows, when my mouse’s DPI by itself would be good enough for curving.
The result is that it feels like I’m forced to move my mouse in 1 millimeter increments during curve windows, which is absolutely ridiculous and unnecessary.
We really just need a separate mouse sensitivity slider, that’s specific to Billy’s curves, so I can set mine to 100%, and all the people using low DPI can set theirs to 400% or whatever they need to curve properly.
Alternately, can mouse users just use the controller sensitivity setting for the curve window? Then I could set that really low, so that when the curve window super boosts the turn rate, it all balances out to an actually reasonable turn rate.
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Toolboxes need a nerf/addon pass, similar to what happened to medkits.
Commodious and Event Toolboxes give way too much value, when compared to other toolboxes, and they stack way too much with other survivor generator perks. Toolboxes having a much high skill check chance is also stacking way too much with perks like Hyperfocus.
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The only thing this killer needs is for the biopod placements to be much more reliable. There are so many objects, where Singularity should easily be able to place a biopod, but the killer is stuck frantically moving their biopod cursor over an object 5 times, trying to find the specific pixels that a biopod can attach to, and they’re often trying to do this while chasing a survivor.
And some objects, like some of the farm map trees, really hate biopods.
For reals, BHVR should just let us easily place biopods on everything (even the smaller tree branches). Except for, of course, objects out of range, objects that are too vertically far away, and special objects like hooks and generators.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683224#Comment_3683224
At this point I've seen over 5 or 6 different claims of a "Killer Exodus", so it is hard to know what are we talking about. Or if they even happened in the first place.
The kill rates aren't exactly the problem (though they are part of it), it is mostly the way they were achieved. Making the game genuinely worse for survivors isn't exactly fun either.
Of course the killer exodus happened. Do you remember that before MMR, we had red ranks, which was super easy to achieve, and they had a 68.19% kill rate? A lot of killers got really upset when the 68.19% kill rate dropped way way way down. Many killers had an extremely high win rate, even if they were playing a "lower tier" killer, because the matchmaking was just that bad.
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I refuse to defend an MMR formula, where the players aren't allowed to see their MMR number.
Every other PvP game I play, shows MMR numbers. There's zero reason for this game to hide MMR numbers, unless the MMR system is making decisions that would be controversial if they were public.
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I wish the probability of finding event offerings in the blood web, would go down to the minimum percentage. I’m still getting a lot of event offerings in the killer blood webs, and the event offerings are so terrible that I’d never use them event if I could.
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The event offerings are useless, because they don’t give a bloodpoint percentage bonus. The yellow rarity +25% bloodpoint offerings are way better than the event offerings.
So it’s for the best the event offerings are showing up way less.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3681364#Comment_3681364
You do not need to camp and tunnel at 5 gens to play killer.
I play killer. I don't camp or tunnel until I get to end game. I don't even use meta perks. I still win the majority of my games.
But I'm well aware that you're so far gone as a killer main that anyone who even suggests that a killer might not be a scawed wittle puppy just twying to eawn some bwood points looks like an alqaeda peta agent to you.
I'm still waiting for you to brag about all the things you avoid doing when you play survivor, that you do for the sake of killer fun.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3681340#Comment_3681340
Often is, yes. But that's not what I'm talking about.
Trust me I've had my fair share of SWF bully squads too. Getting demolished by the other side, who never let up even when they're already wining 5 times over, isn't fun for either side.
That's still not comparable. A killer tunneling at 5 gens is often just trying to win the game in an effective way. A SWF bully squad is purposely trying to make their opponents feel miserable.
I know what you're talking about. You're literally talking about killers being expected to purposely make bad game decisions, for the sake of survivor fun......... but survivors don't have to show consideration for killer fun, because your examples of "unnecessary survivor behavior" apply to less than 1% of the survivors.

