Coffeecrashing
Coffeecrashing
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3458383#Comment_3458383
Problem is non of us was bad in this match. But he got 2 kills even with garbage perks. I doubt any killer can do this against good survivors.
Matchmaking isn't as strict as it used to be, and we have zero evidence that all 5 players are near the same MMR. When I'm playing survivor, I sometimes get matched with 8000+ hour killer streamers, and I certainly don't think that is a fair matchup, considering how rarely I play survivor.
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@Mandy said:
Thanks for the suggestions here, we do have a few changes for the EMP's in particular ready for an upcoming hotfix. We'll be looking at reducing the EMP crates themselves to 4 per map, the generation time increased to 100s (currently 90s), and Survivors will also be slowed whilst charging an EMP by 10% as well as increasing the EMP charge time itself to 2.5s from the current 2s.
Duration of the pod disabling from an EMP will also be decreased down to 45s. There's also some score changes as we noticed Devious points were a little on the low side.
How do those sound?
My main issue with EMPs are people using them altruistically, especially when a SWF is using voice comms to coordinate teammates running over to EMP whoever is being chased... and this resulting in chases where a survivor has an EMP used on them 3-4 times in the same chase.
I just wish EMPs would not affect the biopods on other survivors, so we aren't giving extra rewards to people just because they are using voice comms. Slowing a survivor down, and increasing the charge time, just makes it more difficult for survivors to use EMPs on themselves, which affects solo q much more than SWFs.... Because when survivors use EMPs altruistically, it doesn't really matter if it slows them down, or if the charge time is increased, because they aren't being chased.
I just wish we could nerf EMPs in a way that doesn't just dump the majority of the burden onto solo q, especially when the proposed nerfs barely affect SWFs coordinating altruistic EMPs. And before anyone asks, I don't care if altruistic EMPs means an extra person isn't repairing a generator, because multiple EMPs in the same chase feels so awful, that I'm not caring if the survivors are playing the game to maximum efficiency.
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@squbax said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454932#Comment_3454932
Because if we made tierlist for the average survivor, then all killer are S tier, as the average soloQ team has no idea what they are doing.
So I guess yeah you could have a tierlist for that every killer is at the same tier.
I'm sure there is some middle ground, somewhere between "literally average" and "6000+ comp player", that is useful to more than the top 0.01% of the players.
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@Zmald_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454964#Comment_3454964
Great points. the main thing I wanted to address was the recent map clutter I've noticed and how it may impact games on both sides, now is map clutter a bad thing? There are arguments on both sides whether or not that's true.
I appreciate the way you went into detail about how higher tier killers are the ones mainly affected and this lowers skill ceilings for them and in turn raises the skill ceiling for lower tier killers,
but lower tier killers i.e. Pinhead, Cannibal, Deathslinger, Twins, Myers, Singularity(Not saying he's weak but main ability suffers in maps with clutter) etc... will still be affected because most of their abilities rely on line of sight.
The "safe pallets" and "how map design should be" argument isn't something I can get into because I'm not a Dev.
Though surpluses of clutter for the sake of map balance in my opinion isn't optimal, I suppose I'd just have to adapt.
I'm also not going to tell BHVR to do this and that because game design (especially balancing) is already difficult enough and I can appreciate them trying to innovate and change up things so DBD doesn't get stale.
Thanks for putting your two cents into the discussion, it's given me good perspective maybe I'll revisit this topic later when I have more game sense and debate skills.
Extra clutter is awful because it makes it way harder to find survivors that are hiding around the map. Which means people are expecting killers to leave a hooked survivor to patrol the map, and if the other survivors are hiding, then it’s a losing situation for the killer, where the killer doesn’t find anyone, and the hooked survivor gets saved when the killer is far away.
If killers are expected to leave hooked survivors to patrol the map, then there should be a reasonable chance that the killer could find someone if they patrol the map. This can’t happen if there is too much clutter on the map.
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@SpiritsHusk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454912#Comment_3454912
Sure she has a high skill ceiling but she is undoubtedly the best killer
What is the point on making tier lists based off of 6000+ comp players? They don’t affect the vast majority of the players, and this information is useless to most people, as it doesn’t help the vast majority of players figure out which killers are top tier in the games they are personally playing in.
Also, if we really want to base tier lists off of the absolute best of the best, Blight is currently beating Nurse with a 1000+ win streak. Nurse got too many nerfs, and she doesn’t have any OP addons. Meanwhile, Blight still has all his OP addons.
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For the vast majority of the players, Nurse isn’t S tier anymore. And creating tier lists based off of 6000+ hour comp players is a waste of time.
I remember a time where most of my survivor matches were against Nurse, Blight, and Spirit…. but Nurse and Spirit have gotten huge nerfs since then, and now Blight and Wesker are over represented in my survivor games. It’s gotten to the point where I’m encountering more scary Huntress players than scary Nurse players.
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1) Causes eye strain and headaches, because the map is too red…. and tracking red scratchmarks, red blood, and red auras, on a red map, is physically painful.
2) Too much ground clutter, and it feels like scratch marks aren’t properly showing up on ground clutter, which can cause gaps in scratchmarks, and more eye strain, because you might second guess whether or not the scratch marks are missing because of ground clutter, or if they’re missing because you didn’t strain your eyes enough to find them.
3) Still too much line of sight blockers, which makes it miserable to find hiding survivors. Are most killers expected to run around every object once or twice, to check if someone is hiding behind them? How is that reasonable?
4) Playing against windows of opportunity is awful, because those survivors know exactly where all the pallets are, but the killer is stuck which such bad visibility due to the line of sight blockers, that it’s difficult to know where the tiles are from a distance, and where the pallets are even supposed to spawn.
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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.
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.
This means that killers have an M1 deadzone, that is near the max length of the forced M1 zone. M1 attacks are unreliable in the M1 deadzone. Survivor 360s try to trigger this bug, hoping that when the killer starts to hold M1, that the killer is close enough to get a forced short M1 attack, but when hit validation happens the killer is too far away for a short M1 attack to succeed.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3451807#Comment_3451807
They're not equivalent statements, no. Because "close enough to interrupt a save" is the one that matters, and "directly next to" is the one that doesn't; if you're close enough to interrupt a save, it doesn't matter exactly how close, that's the range where standing still and camping is a problem, and thus the range that any anti-facecamp methods should be looking at. Facecamp vs proxy camp has been more about whether you're patrolling or standing still for a while now, anyway.
Of course, I'll reiterate, it could be that the extra radius added is too much and it has to be shrunk. We'll have to test it to be sure.
There also needs to be testing of what the killer is supposed to do if a survivor purposely stands on the opposite side of the hook, just out of facecamping range.... and forces the killer to either run through the facecamping range, or forces the killer to awkwardly walk around the facecamping range in a giant circle. It would be even worse if two survivors were doing this (so the killer and both survivors are in a triangle shape, right outside the facecamping range), where the survivors are trying to bait the killer into entering the facecamping range. And yes, survivors would try to bait the killer into entering the facecamping range.
The survivor radius might need to be larger than the killer radius, to stop this from happening.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3451789#Comment_3451789
"Directly next to" only matters if the killer can change gameplay because of it. Ergo, facecamping is standing close enough to the hook that you can interrupt a save. Add in a little extra radius to encourage actually leaving instead of standing slightly further away, and you get a larger radius than you might necessarily consider facecamping in a vacuum.
No. 16 yards is not "adding a little extra radius". Also, "directly next to" and "close enough to interrupt a save" are not equivalent statements.
If BHVR wants to call this an anti-camping mechanism, then fine.... but 16 yards being considering facecamping is completely unreasonable. Why is BHVR going through all this effort to massively change the definition of facecamping? Why won't they just admit it's an anti-camping mechanism? It would be the right thing to do.
Edit: Or even better, they can make up a new term, like "close camping", so they aren't breaking the existing definitions of face camping and proxy camping.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3451670#Comment_3451670
It's not that far off, though.
Facecamping is standing close enough to the hook to prevent a rescue, which given speeds in this game would be, what, ten to twelve metres? Add a little extra distance to dissuade killers from just standing on the very edge, and sixteen does seem like a reasonable number.
It's all speculation until we can test it, of course, but I personally feel like proxy camping involves a patrol route further than that sixteen metre radius.
@Trollinmon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3451670#Comment_3451670
What if it takes 60 seconds of the killer standing at 16m for the survivor to be able to unhook themselves? What if the system takes a few seconds for it to kick on? They can make it so proxy camping is unaffected by the mechanic and players looking to sit right next to hook the entire time are punished. It being up to 16m doesn't really mean anything without the full numbers for the mechanic.
Considering that facecamping used to mean "a killer standing so close to a hooked survivor that it's preventing other survivors from unhooking, because swivel hooks didn't exist back then, and facecamping literally used to 100% make it impossible to unhook"....
.... It's ok if people want to evolve the word to mean "directly next to a hooked survivor", but 16 yards is completely unreasonable.
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@Trollinmon said:
No it won't. They said they don't want this system to affect proxy camping. All this change should be doing is punishing killers that face camp when they get a hook and the grab game early in a hook state.
https://deadbydaylight.com/news/anniversary-gameplay-updates/
The system currently affects proxy camping though. They announced the mechanic goes out to 16 meters, which isn’t face camping at all.
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The problem is some players want to use this as an excuse to nerf certain killers.
If a game change nerfs all killers, then compensation buffs should also affect all killers. Otherwise, people will have an ulterior motive, where they are just using this situation to nerf certain killers.
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The game had built in voice communication and map pings, and it was very easy for the survivors to ambush the killer. Playing killer was an absolutely miserable experience, and the game devs decided they would rather shut down the game than make the killer experience better.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3431797#Comment_3431797
Hey @Coffeecrashing
i was right and i'm both very petty and very happy that i will no longer be motion sick
I wonder if BHVR can figure out how to increase vertical FoV, without everything getting squashed together in the middle of the screen.
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@BarnesFlam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3449121#Comment_3449121
I did not play that PTB, only watched it. What was so bad about it?
Survivors were having builds with some combination of Flip Flop / Boil Over / Tenacity / Breakdown / Unbreakable, and they were spending entire games trying to force situations where the killer couldn’t hook a survivor.
And during this PTB, Unbreakable would double self recovery speed, which meant that if a hook is sabotaged, then the survivor could pick themselves up before the hook respawned. And if a hook was broken due to Breakdown (or because of a sacrifice), then survivors would purposely run to the broken hook, so if the killer knocked them to the ground, then the killer couldn’t hook them.
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@Nazzzak said:
I feel like the devs need to clarify this. The person asking the question didn't mention the Finisher Mori. They were asking about Unbreakable basekit in general, since there's alot of complaints about slugging. The dev answered no to the question, then asked if he/she was referring to the Finisher Mori and said they're still making changes. Basekit UB on it's own would be an obvious no, but as part of the Mori it'd be nice to get a clear answer.
I can't see the Finisher Mori working without survivors being able to pick themselves up. It promotes slugging over hooking and will drive players away.
I don’t really think it would move the kill rate by any meaningful amount, if we had a finisher mori without basekit UB. The vast majority of the games where all four survivors are slugged at the same time, is a win for the killer if they just left everyone to bleed out on the ground.
The biggest counter argument, of “whatabout unbreakable”, I think is rare. We basically need someone to have unbreakable, but not have a chance to use it before the last survivor is knocked to the ground. Yes, this can happen, but the number of games where the finisher mori would save time, would greatly outweigh the number of games where the survivors could have somehow escaped after all the survivors were slugged.
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@KateMain86 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3448930#Comment_3448930
You're using perfect scenarios for your argument, which rarely happen in solo que and are more likely to happen in SWF groups particularly with looping killers. I know your response to that is "everyone should just get better" but I know that is not going to happen and killers will continue to abuse slugging because they know everyone isn't going to use self pickup perks. Being left in the dying state for long periods of time has been something talked about here and within the community of the game for years. I'm not asking for the ability of being able to unconditionally pick myself up from the dying state. In fact if you read my posts here about this subject you'll see I argue the exact opposite and think that the situation should be conditional. I'm completely aware that there are situations where the killer leaving a downed survivor on the ground for a few moments makes sense. If you down a survivor and see another nearby then it makes sense. However to leave a survivor in the dying state for prolonged periods of time, especially for full bleed outs, is not necessary and in my opinion is completely toxic. If you equate that to "having my hand held" then you and I have completely different perspectives on what equates to fun and fairness in this game.
If the killer knows they have no more than a minute to hook a downed survivor then the issue of slugging would be over. The power difference between the killer and survivors is bigger than you think. Survivors have to deal with repairing generators, unhooking, healing each other and often times worry about hex totems all while avoiding the killer. The killer doesn't suffer from the same down time survivors do. Our time to recover works in the killer's advantage because for every second we have to deal with everything that doesn't involve repairing a generator is a second the killer gains to find someone and reset all or a lot of our recovery progress. Leaving downed survivors for prolonged periods of time crosses the line of fairness when survivors already have to spend half their time recovering from injuries and unhooks.
Also just to be clear, this isn't as much of a problem when only 1 survivor is down and 3 others are still in the match. It becomes a problem when 2 or more are down and the killer simply refuses to hook them. It plays too much in the killer's favor, especially when killers get addons that are so powerful they could be considered an extra power like instant down addons. All I want is for killers to focus on the hook objective more than relying on slugging. Being downed and unable to do anything but sit there bored out of your mind is something survivors shouldn't have to deal with under any circumstance.
Killers don’t always have the option to hook survivors, especially when the survivors are purposely trying to place themselves in situations where they can’t be hooked. Killers should not be punished for leaving survivors to bleed out, if the killer can’t reliably get the survivors to a hook.
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@Luceus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3449163#Comment_3449163
Maybe that's why I said that we should wait for maps to get fixed before removing BL
BHVR also should fix the gen spawning and hook spawning rules…..
It’s a problem when generators spawn too close to each other. But it’s also a problem when some generators are so far away, that killers feel they shouldn’t even try to defend them
It’s a problem when survivors are left to bleed out on the ground, but it’s also a problem when hooks spawn so far away from each other, that slugged survivors might be too far away to be hooked (and some survivors purposely try to get knocked down in places that are too far away to be hooked)
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Maps have a major design flaw, where they can have so many connected tiles and resources, that a killer might feel that it’s more efficient to stay in the same tile until they reach bloodlust 2 or 3, than it would be to break a pallet and follow the survivor to the next tile.
And maps have a major design flaw, there they can have so many connected tiles and resources, that equipping windows of opportunity can allow survivors an easy mode way of extending chases, where they can just run from tile to tile, and pre drop pallets instead of being required to try any sort of mind games or advanced tactics.
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@Mooks said:
thanks for sharing the official answers here!
also, my other questions didn’t get any traction/upvotes so RIP 🥲
Traction and upvotes might not matter. There are multiple questions regarding an FoV slider, and they’re all being ignored.
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How do we know which questions have been officially answered? I just see a bunch of questions on the Reddit thread, and 1 BHVR response if I scroll for pages and pages.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3447733#Comment_3447733
Yes I do remember. That indeed didn't look like QoL to me. More like a balance change to even a little the information level between SWF and soloQ
It's still the definition this game uses, according to BHVR.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3447696#Comment_3447696
Definition of QoL is most definitely autobuy feature in bloodweb. There's 0 possible way how this would actually directly influence the game. Wider FoV is definitely NOT QOL under any circumstance. You could argue accessibility (one of reasons for shadowborn's existance), but that's it.
According to BHVR, QoL is allowed to directly influence the game. Here's the quote, where BHVR calls the Survivor HUD a QoL.......
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3447123#Comment_3447123
Visual TR does 0 for people without disabilities. Sure the 1st implementation was too "forgiving" giving huge advantage against onryo. That's no longer the case. This is true accessibility feature.
Survivor HUD was never meant to be accessibility feature. It's purely gap-closing feature to allow soloQ to be less miserable compared to SWF. There's nothing more to it. Any competent SWF get exactly 0 benefit from HUD, because same and more information is already shared between them as is.
And FoV techs are mindgames. Especially when Oni runs at you with your ability and you just hide behind the barrel. If Oni sees you or expects you to do this, then you as a survivor just die. If you use shadowborn, you will see said survivor hiding behind the barrel - completely negating any option (AKA mindgame in this case) survivor could have done. Exactly the same thing would have been the case if stretched res returned to the game for survivors - it would be again possible to track killers above walls - negating anything they could do to get the hit.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3447122#Comment_3447122
But it's not QoL. It's removal of mindgames. That's the problem. If FoV could be adjusted without actually showing more information to killer, then I would call it accessibility too... That's NOT the case.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3447078#Comment_3447078
Interesting. I see many tryhard blights taking the perk - knowing the players to not suffer from headaches... I wonder why if it's so bad...
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3447154#Comment_3447154
FoV techs work against competitive players. If you can't pull it off, then that's your problem. The case I was talking about before with Oni (and same thing applies to blights) is prime example that happens way more often in high level play then in average-to-beginner level.
Also it's not niche. Against competent blight/oni and to lesser degree nurse/spirit hiding mid-chase (for a very very short time) is one of very few options you have. FOV is paramount there.
And your example with deaf people ignores the fact, that they get LESS benefit than healthy people - visual TR gives exactly 0 extra information. That's the biggest difference. Even if visual TR is nice, you will not get extra distance on killer or escape a hit because of it (well the 1st implementation was broken - but it was rightfully criticized and fixed).
And again. You calling the perk F-tier doesn't make it so. The perk is very good on high mobility killers. You can call it F-tier on said clown where it only helps against 360's or window techs or any other animation-lock-fov-techs there are. That's not much. But on mobility killers, it's quite often difference between hit and miss.
If we're going to be picky, visual TR also helps streamers and SWFs. Some survivors are either talking, or listening to other people talk, and that noise can block survivors from hearing faint terror radius noises. This is fine though, because it's an accessibility change, and accessibility changes are allowed to affect game balance, because the accessibility is more important than the game balance.
I don't care if you see some people use the perk. It's still very often listed at the bottom of tier lists, and as multiple people have said before, accessibility changes are allowed to affect game balance.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3447047#Comment_3447047
Sure. For clown it's very meh perk. Take it on blight/oni/nurse/spirit.... The perk gives a lot of value.
The perk is often rated at the bottom of tier lists, regardless of which killer is using it.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3446965#Comment_3446965
I was just showing how ridiculous it would be to add more FoV to killers in a same way by a same adjustment. It's just wrong. It ruins the game. If you need it, use the perk.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3447014#Comment_3447014
It removes mindgames to too high degree. Read OP's 1st message - he doesn't want to get FOV-teched. That's basic part of game. Remove it and you can remove other things like survivor items "as a QoL change that affects nothing about balance "
It doesn’t “ruin the game”. Shadowborn is very often shoved at the bottom of tier lists.
And basekit Shadowborn certainly wouldn’t be anywhere near as game changing as the Survivor HUD is.
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@Gandor said:
I do play killer and ABSOLUTELY DISAGREE. It's like sure - give basekit shadowborn, but in exchange return stretch res for survivors.
That way it's also survivors that will see more then the game is designed to do. There will be no more mindgames, but at least it would be the same for both sides...
Survivors don’t need a compensation buff for a killer FoV slider, because killers got zero compensation buffs for the Survivor HUD.
It’s bad enough that we have a roadmap going out for the next year, and there’s zero announced killer-only things to look forward to. Killers should be able to get new features, without survivors getting something favorable for them.
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Any anti-camping mechanic needs address one of the biggest reasons why camping happens.... which is the fact that if survivors are hiding, and the killer leaves the hook to patrol the map.... that the killer might not find anyone, and the survivors would get a free unhook, which means the killer is much worse off than if they had camped instead.
The camping issue is a problem on both sides of the game. If the killer is supposed to be punished if they refuse to chase multiple survivors, then survivors need to be punished if they refuse to interact with the killer.
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@Malkhrim said:
I like that they reversed it, not only because of his tunneling power, but mostly because making that a base-kit feature would have made the add-ons that affect his Torment Trails (the majority of his add-ons, that is) even more useless than they already are. What's the point of bringing add-ons that improve his trail if their main function is also fulfiled by his other, much better ability? Just change his weak add-ons, perhaps replace one of them with a new one that makes his punishment inflict torment, but don't make that base-kit.
BHVR needs to make his M2 power have a larger base-kit range, or an add-on pass won't do anything. BHVR could make an add-on that allows Pyramid Head to float in the air, and vomit barbed wire projectiles.... and I'll still pick double M2 range add-ons, because his M2 base-kit range is just that awful.
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@HamsterEnjoyer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3445019#Comment_3445019
I mean I always thought the aesthetic was hideous (Same for every map we've gotten after Midwich tbh) and tbh I like the idea of more clutter and moving to a more stealth based gameplay but the sound issues definitely seem like someone wasn't thinking it through lol. Thanks for letting me know
Part of the issue with more clutter was that it really messed up scratchmarks. Some of the ground clutter (low to the ground clutter) seemed like scratchmarks couldn’t appear on them, so if a survivor ran through a bunch of ground clutter, you might not get an actual scratch mark trail.
And more clutter means that if you don’t get a proper scratch mark trail, that it’s super awful to track survivors, because survivors are constantly out of the killer’s line of sight, so the killer really needs to use scratch marks to follow the survivors.
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@HamsterEnjoyer said:
I haven't kept up with this chapter at all whats not liked about the new map?
1) Headaches and nausea caused by the new map
2) Difficulty in tracking scratchmarks, regardless if the player is colorblind
3) Clutter being bumped up to like 500%, which makes tracking survivors even more difficult
4) Ground clutter sometimes being huge, blocking way too much of the screen, and also makes it more difficult to track survivors
5) Sound occlusion issues with tracking survivors, due to clutter being bumped up to like 500%, so survivors are very often not in line of sight, or separated from the killer by multiple line of sight blockers.
6) Too many colors on the new map, and too much red on the new map, which causes eye stain when trying to follow red scratchmarks and red pools of blood.
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I want toolboxes to no longer have increased chances of skill checks, so they won't super combo with hyperfocus and fogwise.
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If someone asks about an FoV slider during reddit question time, will BHVR respond, or does "we want to answer as many questions as possible" exclude this topic?
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@Iron_Cutlass said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3443958#Comment_3443958
Agreed.
DBD Mobile (which is treated completely different as base game DBD because it is managed and run by a company other than BHVR) has it so the player is automatically replaced by a bot, taking all of their perks, appearance, hook state, and position. One can assume that BHVR is going to do the same here.
One thing that Im curious about is if BHVR is going to loosen up DC requirements when this system is implemented, since I still a DC penalty is needed, to not disturb match flow, but it should at least be loosened so busy individuals dont get punished as much if they need to log off.
The DC penalties should be increased when the bots are released. We don’t want the game to have a big increase in DCs, just because a bunch of players think it’s more acceptable to DC if they’re getting replaced by a bot.
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@Göch said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3444113#Comment_3444113
Why would i care if this bug is fixed? What are you on about lmao. I just told you why i think the isnt a big uproar about it.
Your reason is incorrect though. The bug happens a lot, and many survivors purposely try to get the bug to happen. The lack of outrage is because the bug favors survivors.
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@Göch said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3444092#Comment_3444092
Yeah but being hit 3 steps away from a window is completely fine on the other end right? You are aware that the Hitreg/netcode whatever you want to call it favors killers pretty heavily so this m1 "bug" that happens once in a blue moon is not even worth talking about. Talking about the game "stealing hits from the killer" while 2 out of 3 killers you play against have an 8x on their melee weapon due to their ping.
It’s called server validation, and it’s considered the most fair way to determine hits, for survivors and for killers.
And the forced short m1 bug steals hits very often, and it is worth talking about. If you honestly don’t think the bug is a big deal, then it should be fine if it’s fixed, right? After all, if it’s really as rare as you claim, then you shouldn’t even notice or care if it is fixed, right?
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@Göch said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3444018#Comment_3444018
Yeah mate because survs not knowing what others do only affected Solo Q, and the whole intention behind it was to bring the level of Solo Q vs SWF closer so its more managable to adjust the strengh of killer/surv without ######### over either Solo Q or Killers.
I explain the lack of outrage towards that "bug" that it is more of a skill issue, you can pretty much avoid it most of the time.
It doesn’t matter why BHVR broke their immersion rule with the Survivor HUD. The important thing is BHVR did break their immersion rule for survivors, so they can also break their immersion rule for killers.
And let’s be super honest that the lack of outrage is because the bug favors survivors. The forced short m1 bug steals a lot of hits from killers, every day, and has been for a long time. And we have many survivors that are purposely trying to get this bug to occur in their games. The game shouldn’t be stealing hits from the killer, due to a broken double validation system.
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@Göch said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3444009#Comment_3444009
There were more than enough killer players that were saying erruption is busted and needs to change. Not everyone is blind on his second eye and only plays one side and hates the other one. Theres enough people out there with reasonable takes for both sides, but speaking up for or against one side will always let people think you only play one of both.
I play surv more but i still play killer for sure but i play enough killer to have an opinion about it, and i dont think the FOV needs a change. Its part of the 1st vs 3rd person immersion that the killer has a limited FOV so you have a chance of mindgaming him and "disappearing" outside his FOV, even if just the last part of you scratchmarks is outside the fov and allows you to win the mindgame. If you suddenly make this aspect worse a big part of surv gameplay gets a heavy nerf, not everyone is a 5k hours tight looper with perfect pathing and map knowledge you know. There's a reason people sacrifice a perk slot to run Shadowborn.
“Survivors not knowing what what other survivors are doing” was supposed to be a core game immersion, but that got changed….
Just because something was intended years ago, doesn’t mean it needs to stay that way forever.
And yes, we do have a lot of people that hate one side of the game. How else can you explain the lack of outrage on the forced short m1 bug that can steal hits from killers? Do you think it’s “healthy for both sides of the game” for a bug to steal hits from the killer? When this bug steals hits from the killer, do survivors think it’s exciting? Do survivors think they’ve “outplayed” the killer, when in reality the killer got outplayed by a bug stealing their hits?
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@Göch said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3443652#Comment_3443652
Yeah but buffed erruption was around for a short amount of time and caused a big uptick in complaints by everyone, the FOV is like that forever and most people are absolutely fine with it.
And don't tell me those "accessubility feature" people wont be the first to set FOV to minimum mid match after beeing blinded from a sick angle. Or even better, the whole new discussion about "why can i with my 120° FOV be blinded from such an angle? CHANGE FLASHLIGHTS!"
Actually, the big difference is the number of survivors sided voices on these forums is way higher than the number of killer sided voices, so eruption got way more complaints. There weren’t “complaints by everyone”. We clearly had a bunch of killers using the perk, so they were obviously ok with it. It’s just that it’s so easy for survivor issues to become hot topics, that people assume it’s proof the survivor issues are more important.
Similarly, the reason why it seems “most people are absolutely fine” with killer FoV, is because it’s a killer issue. It’s kind of like how “most people are absolutely fine” that we have a forced short m1 bug, that can steal hits from the killer…… because the bug hurts killers, so the majority of the people on these forums are fine with it staying in the game.
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@Göch said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3443239#Comment_3443239
Spamming is these posts is not the way to go, im sure they saw the posts, apparently they didnt want to take a stance, like with most things that are asked here, it is what it is. Trying to sell this as an accessibility option when such a super small minority of people is affected is IMO the wrong approach. Its clear people want it for gameplay purposes, at least be honest...
We were told by a dev that the eruption nerf got a boosted priority because it was a "hot topic". This means that if multiple people want to each make their own post about FoV sliders.... they absolutely should do that, because "hot topics" might get boosted priorities.
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Reasons why the game is popular....
1) Gates and doors are "reusable pallets", and you can "pallet stun" killers with them.
2) There are bone piles where you can spam a button (even in mid-chase) to get an item to "stab stun" killers. You can hold up to 2 of these stab weapons at the same time, and you can get multiple stab weapons from the same bone pile. You can also try to 360 the killer, to try to go for a backstab stun.... and there's one character that is so strong that he doesn't care if he backstabs, because he can "stab stun" killers from any angle.
3) You can "Head on" stun people.
4) You can chain stuns together. Maybe you want to "knockdown stun" a killer to the ground in front of a container, then chain that into a "head on" stun, then chain that into a "stab stun"???? Sure, why not????!
5) Some of the loops are balanced for 2 killers to be at the loop at the same time...... so if a survivor is 1v1 with some of the killers, then some of the loops are infinites. So if the killers aren't using voice comms..... well too bad for them.
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@Göch said:
How often will this topic get spammed? Theres like 20 active threats about this....
The more important question is “how many hundreds of times must this thread exist, before a dev gives feedback on it”?
We still have zero feedback from the devs.
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@Witchubtet said:
Survivors are and have gotten a lot of QOL additions recently. While killers only got theirs last Nov and haven’t been touched fully since. And I’m not talking about individual buffs or changes, I’m talking about all around changes that affect the whole cast. Now I’m not 100% against the survivors QOL buffs but I do gotta ask… when will killers get the same level of care?
Small personal information about me, I was born with extra tissue in my ears. It’s fairly common nowadays and you can get special tubes in your ears to help open them up so you can hear properly. What isn’t common is mine shifted and scared up my left ear a decent bit so I lost about 10% of my hearing in that ear. So 360° sound is harder for me in little ways, like survivor breathing and movement. If I was a survivor main I’d just turn on my heartbeat sensor and be slightly better, I can’t do that as a killer main. Nor can I fix the FOV to not be 87°. I usually play at around 110° on other games with a white dot in the middle to help my motion sickness (I hate car rides). Survivors if effected by a distortion get a small white dot.
I just think QOL changes should help both sides of the game. Not this weird 2 for you (survivors) 1 for me (killers) thing BHVR does. They should address issues all together to help improve the game as a whole.
Like currently they are talking about Face Camping (Something As a Killer i hate seeing other killers face camp) and adding bots to rage quitting survivors (Maybe punishing them would be more effective). But currently Gens are flying within 4-4:30 minutes when you’re against a group of gen monkeys with SB. If you’re not playing a mobile Killer you’re not going to have a fun time. So far we haven’t seen them talking about this issue at all, instead they are focusing on 3 Gen’ing (which I do agree is a problem but some killers like Trapper and Hag have that as one of their main strategies. So you’re killing off half their play style) by buffing a perk to give you 3 gens you can always see and a 6/7/8% boost on those three gens. Do they realize how broken they can be paired with PTS? Two people run the 8% and one of them has PTS? That’s 31% faster. This is a huge issue for one of the main QOL boosts we got back in Nov. who cares about an extra 10 seconds if you can stack two perks to make it nonexistent?
Sorry for ranting but this is an issue, not looking at both sides QOL needs will lead to one side not getting any help and they will just leave. I did back in 2020 because of the abusive DH usage (This was the OG one with the dash).
None of the things killers got were quality of life improvements. No one says "killer feels better to play, because killers kick pallets slightly faster". All of those killer buffs were uninspired generic number buffs, that were purposely designed to move the kill rate, without making killer feel better to play.
Quality of life improvements are supposed to make the game feel better to play, which is exactly what the survivor HUD was designed to do. Meanwhile, we have a roadmap for the next year, and there's still zero announced killer quality of life improvements or killer accessibility improvements.
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@Mooks said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3438458#Comment_3438458
Theres zero reason for an FoV slider to take this long, if BHVR is actually trying to make one.
i hate it just as much as you… but there is.
it needs to go full circle, approval phase, priority phase (which might just push it far behind), design phase, implementation, QA, and don’t forget this would need changes for the perks that are messing with FoV as well (Shadowborn, Monitor&Abuse)
Or the more important reason is that survivor fun often relies on killers suffering through broken mechanics.
Killer losing a chase because a survivor is hiding at their feet = hilarious survivor fun
Killer missing a swing because a survivor 360s out of the killer’s FoV = hilarious survivor fun
Killer missing a swing because the short m1 attack bug stole a hit from the killer = hilarious survivor fun
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@Mooks said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3438395#Comment_3438395
To be fair, BHVR have a record of taking their time for these things and not commenting directly even if they are already working on something in this regard (see colorblind modes)
i kinda feel like it’s a good sign that they don’t comment, since it’s also not a direct ‚No can do‘ from them!
Theres zero reason for an FoV slider to take this long, if BHVR is actually trying to make one.
At least with the colorblind mode, they had to research what filters to make, and figure out how to make the filters……
….But with FoV changes, they already have code that can do that. And if a true FoV slider is too difficult, they could just start with a few presets, like a “shadowborn on” FoV preset.
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@VaporLion said:
fov is not accessability, its just gives you an advantage. thats why its a perk.
also dbd is a very competitive game so max fov would be a standard for every killer. so you should ask yourself this question:
Is the game better balance wise / better looking / has better immersion with the current fov or with the maxed out fov ?
Since everyone will then play with max fov. And i think that the current is better in every 3 of those aspects.
The “better immersion” argument got thrown out the window when the Survivor HUD was released. Forced terrible FoV is an outdated mechanic, and there should be FoV options.
Also, how many of these threads are going to exist before we get any feedback at all from BHVR?
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3437151#Comment_3437151
I wrote so in this thread. I understand I am making some mistake in the way I describe it, but I don't know how else to write it. But I will try to make the most clear example I can think of:
The idea is, you as a nurse are facing survivor that is some distance away from you. Say survivor is not even moving to make it easier to illustrate. You charge your blink and try to blink right after the survivor - but right at the moment you release the blink, you also hit M1 (meaning it's during your blink). Your M1 will be postponed, until your blink finishes, but it will be resumed once the blink finishes - and then instead of hitting air (you were looking at survivor and overblinked him - you didn't turn your head even a tiny bit - so you are now looking as far away from said survivor, as is humanly possible), you actually hit the survivor.
This specific instance does not happen that often, but this autolock mechanics make it very easy to hit survivor when you land somewhere next to him - you just flick your mouse right after and you will get the hit if you are within hit distance - you don't even need to really see the survivor - it's good enough that some time during you hitting M1 there was survivor somewhere in front of you and it will just count.
That’s not a thing. There aren’t any “auto lock” mechanics that give killers free hits.
And you literally said you were attacking, and the survivor was somewhere in front of you. That’s literally how attacking works.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3437110#Comment_3437110
Why? You will see me looking at one direction and not moving my mouse - hitting survivor literally with my back.
What exactly are you claiming?
1) Server validation doesn’t work?
2) Nurse has a 360 degree radius hitbox?
3) There is an auto aim system?
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@Gandor said:
I don't play nurse that much these days and I don't record my games. But I will create a clip for you some time. It won't be soon, but I will add it here just to show you how deep your copium is
Make sure to have a mouse and keyboard overlay on the recording, to prove you didn’t manually turn your camera!
