Coffeecrashing
Coffeecrashing
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@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3413253#Comment_3413253
You don't know what the hitbox size is or a size of a hitbox to compare it to, it has ending lag to it to punish also. As I said earlier your issues are likely tied to the networking as it favours the person attacking over the person being attacked on both sides.
There is counterplay (5 seconds to punish a missed head on/ to open the locker if they go in it mid chase, what are you doing during that 5 seconds Coffee?) and you could just eat the stun and put the exhaustion on cd for 40 seconds.
Counterplay means being able to reliably not get stunned, if I know a survivor is in a specific locker with an active head on. I'm not talking about casually walking by a locker and getting stunned. I'm specifically talking about the situation where I know a locker has a head on survivor, and I want to attack the survivor without getting stunned.
And "open the locker before the head on is active" doesn't help, when I get to the locker after the head on is ready, but I still know exactly where the survivor is.
And I do know what size of a hitbox I want to compare it to. The hitbox should be narrow enough that if I'm directly to the side of the locker, I should be able to start opening the locker without getting stunned. The perk should be limited to a surprise perk, and not a "you get to stun the killer even if they know exactly where you are, if the killer doesn't want to wait for crows" perk.
And I don't care if latency or validation is involved. It shouldn't be working the way it's currently working, and the perk should be made more fair, before any buffs are made to it.
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@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3413220#Comment_3413220
You've suggested no constructive changes, you are just here to complain. If you want to make constructive feedback about head on you'd probably have more success with a new thread about it.
I did suggest constructive changes. I suggested the hitbox be made more narrow, or for the stun to have more startup frames, so that killers have a reliable counterplay that doesn't involve waiting for crows to happen.
That is what constructive changes mean..... suggesting changes to make the perk more healthy for the game.
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@Ivanynakov said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3412903#Comment_3412903
By intoducing killer bans it would force Killers to try new ones. And as I said previously, number of Killer character bans may be less than 4.
But tell me how would you imagine ranked league. This was mine suggestion and I think it is OK if community improves it.
Killers shouldn't be forced to try different killers. This is a one sided game advantage that is massively survivor sided.
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@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3412992#Comment_3412992
Go make a new thread about it, this isn't about issues with head on. This is about a new perk idea/QoL Change.
This is completely related. Head on should not get any buffs, for as long as it continues to have zero reliable counterplay (besides waiting for crows to show up).
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@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3412840#Comment_3412840
You shouldn't be able to approach it easily, there is 5 seconds of prep for you to open it lol, if they miss a strike and go back in the locker you have ample time to punish it, also regarding the hitbox as mentioned earlier much like pallets it's latency dependant. The hit validation has been particularly horrible recently on both sides I feel, if it's even on.
There should be a way to approach it, besides waiting until crows show up. If the game is having long term latency problems, then the hitbox needs to be made much more narrow until the latency issues are fixed.
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@Jejune said:
In this specific scenario the best chance of survival is to hide. To make it possible for at least one survivor to escape you would have to have AT LEAST 200% BONUS to gen progression speed. (so you do a gen in 22.5s)
When that happens you can't even hide (even though thats the only viable option) because rules forbids it. So realistically one of following should happen:
- The second 3rd survivor dies, random generators get finished until there is only 3 remaining (all at 0%).
- Allow for hiding until killer finds one survivor and kills them.
- Game ends in a stalemate everybody gets some predefined amount of extra bp.
4: The game should do something to punish survivors that are hiding for excessive amounts of time, since they are breaking the game rules. Maybe give them all 3 crows, so the killer can easily find them.
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@Ivanynakov said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3412741#Comment_3412741
I don't find it pointless. In your words killers pick only those 3 characters. That is horrificly bad. So banning them would bring other killers to the game.
But also If everybody is afraid of those 3 killers than obviously killers need balance.
Other option is to have "party leader" who would ban only 1 killer. Or limit bans to 2 killers in sum.
Character bans only work in games where all the players share the same list of characters.
Character bans in this game would just heavily favor survivors, because the killers won’t be able to make any comparable bans for the survivors.
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Head On would need better counterplay. The hitbox would need to be much narrower, or there would need to be startup frames before the stun is active, or the prompt to open lockers needs to be available from outside the hitbox.
If I know a specific locker has a head-on survivor, I should be able to reliably open that locker without getting stunned. But the stun hitbox is so wide that I end up dancing around near the locker over and over, hoping the survivor will accidentally run out of the locker. Or sometimes I will just wait until crows show up.
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People that ragequit often should be matched with each other. This allows them to still play the game, and they can ruin each other’s games.
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@averagemikaelamain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3410004#Comment_3410004
It is related though. You always have to take into account the strongest parts of the Killer roster when nerfing baseline survivor. When you dont do that,you end up with whatever the hell this patch is.
We’re still waiting for BHVR to take in account the strongest parts of survivors (SWF). We’ve been told (for a very long time), that solo q needs to be brought closer to SWFs so all survivors can be balanced accordingly…….. but we still are waiting for the “balanced accordingly” to happen.
Instead, we got a patch that widened the gap between solo q and SWF, by dumping all the healing nerfs onto self healing…. and SWFs can coordinate altruistic healing way easier than solo q can.
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@averagemikaelamain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3410004#Comment_3410004
It is related though. You always have to take into account the strongest parts of the Killer roster when nerfing baseline survivor. When you dont do that,you end up with whatever the hell this patch is.
We’re still waiting for BHVR to take in account the strongest parts of survivors (SWF). We’ve been told (for a very long time), that solo q needs to be brought closer to SWFs so all survivors can be balanced accordingly…….. but we still are waiting for the “balanced accordingly” to happen.
Instead, we got a patch that widened the gap between solo q and SWF, by dumping all the healing nerfs onto self healing…. and SWFs can coordinate altruistic healing way easier than solo q can.
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@StickyB said:
Momo requires addons and perks, if you look at Knightlight (probs the best killer in dbd), he's on a 200+ streak with Nurse with no addons or perks. Nurse is just fundamentally the strongest killer. If you ask Momo to try and streak without perks or addons, I bet he'd have an extremely hard time getting close to 100 let alone 1000
Does anyone really care which killer is better without addons or perks? When is that ever relevant? If people want to play to win, they'll play with addons.
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@SeaFlower said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3410004#Comment_3410004
I’m curious how drastically Alchemist Ring affects his kill rate across MMR levels.
I’m still curious how drastically the Survivor HUD changed escape rates. It’s has been in the game for a while, but we’ve gotten zero feedback on how much it affects escape rates.
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What challenge do you have for survivors, where they get to make bad game decisions that lower their win rates, so the games are more fun for killers?
Or is this another double standard, where killers are should make bad game decisions for the sake of survivors, but survivors can do whatever they want?
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@I_CAME said:
You can check Otz's twitter if you are skeptical and want to verify. Do you think Blight should be nerfed? Thoughts? Is there a justifiable reason for why any killer should be this powerful? 1000 wins in a row just seems a bit ridiculous and difficult to defend. Even the great Magnus Carlsen never won more than 125 chess matches in a row.
and yes I am going to keep crying about this busted killer until he is finally nerfed.
If we want for killers to be balanced based upon the top 0.01% of the killer players, does this mean we should balance survivors based upon the top 0.01% of survivor players?
Or is this another case of "survivors should be balanced on solo q, where survivors might get teammates that are bad at the game", but "killer's should be balanced based on what the absolutely highest level of killer players are"?
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@I_CAME said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3408751#Comment_3408751
The real kill rate is significantly higher than 60% though since they don't count games with a DC in their stats. This is only my experience but I'd say half of my solo games have someone dcing. I'd be curious to see the REAL kill rate since dcing is an undeniable part of the game atm. I also want to see the kill rate in solo vs SWF. They say it's not much different yet won't actually show us the stats.
The problem is the DC penalties are so tiny that survivors might DC for a whole variety of unsportsmanlike reasons, and we aren't sure what the outcomes of those matches would have been if those survivors didn't DC. Survivors aren't DCing just because they think the games are unwinnable.... some survivors want to bully the killer, and will DC if they think the current killer won't be bullied easily. Or maybe a survivor DCs because they have a specific rift challenge, that isn't easily done that match. Or maybe a survivor DCs because they don't like the map, or they don't like the killer.
We really need more strict DC penalties, so that the majority of DCs are legitimate, instead of ragequits, before we can add them to the stats.
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@dark_hunter92 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3406872#Comment_3406872
What I don't understand is why the kill rate even needs to be that high. It makes more logical sense for the kill rate to be 50%. Isn't that what balance is? And also, by their logic, wouldn't that deem their POV to be killer-sided?
It would make more logical sense for the killer's WIN RATE to be 50%, which is different from the kill rate. This requires the kill rate to be higher than 50%, because a win for killers is a 3k or 4k.
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@KenwanObinobi said:
Have not get such a long wait time for months wow...
I guess survivors do not like the last changes.
Ever since the survivor HUD, I've had 10 second killer queues non-stop all the time. This new meta shakeup did absolutely nothing for my queue times. I even have 10 second killer queues when the game has +100% survivor incentives.
Before the survivor HUD, I would have long killer queues in the morning, and short killer queues in the evening. But now it's always short killer queues for me.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3407562#Comment_3407562
That's not my contention.
My contention is about you offering no proof of what actually is and then BASING an entire argument around it.
It'd be one thing if you had just said, "Well, I don't like how DH was reworked, so I would like it to be looked at again."
Instead, you disputed the fact that it was nerfed in the first place and when pressed on it, you tried to use completely anecdotal data to back it up. You can't just say, "Well, you know, I saw it a lot so it's true."
My contention is you demand proof, but the only proof you would accept is something only the devs can provide.
Arguing with you is just so …..boring.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3407546#Comment_3407546
Do you have any other ideas in mind?
Which exhaustion perk do you think was the most popular last month?
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3407361#Comment_3407361
So you can say whatever you want and paint it as undisputable fact whilst never offering any proof?
I'll have to try that out.
Are official stats the only proof you would accept?
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@Ebonbane2000 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3407215#Comment_3407215
You still aren't explaining why a perk being used is a bad thing. Asking for a perk to be nerfed just so you have an easier time is not a good reason. Does the nerfed DH substantially draw out chases still? No, it can't even be used on the first chase.
What is 'game breaking' about the current state of DH?
The actual effect of DH is exactly the same as it used to be. It can draw out chases exactly the same as it could before, whenever a survivor has a DH activation available.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3407269#Comment_3407269
I'm saying that if you are using a figure as the main backing point for your argument, you'd better be able to prove it.
No. That isn't required. The original statement was said to a dev, and the devs have access to the data.
Besides, this isn't anything that people (besides you) even argue about. Dead hard was the most popular exhaustion perk in my games by a lot, and I'm sure that at the mid to high MMR range, it was definitively the most popular exhaustion perk. Unless you want to provide a counter argument, by claiming some other exhaustion perk was more popular, then you're not even attempting to make a good faith argument.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3407247#Comment_3407247
You think DH was buffed during 6.1.0? Really, are you sure that's what you want to go with?
I also didn't say that I didn't think you were correct. I said that you were basing your arguments of off completely anecdotal evidence.
1) I'm saying the DH nerf wasn't a meaningful nerf, if the perk goes from the #1 exhaustion perk, to the #1 exhaustion perk.
2) So you're basically saying DH was most likely the most popular exhaustion perk, but you're just arguing for the sake of arguing? Do you think truth only exists if people can prove it?
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3407215#Comment_3407215
Dead Hard was nerfed in the first meta shakeup.
Also, your evidence is completely anecdotal. We don't know how often DH was used post meta shakeup, I think.
Dead Hard went from being the #1 exhaustion perk, to being the #1 exhaustion perk. That's hardly meaningful, and the perk just replaced one awful problem (invulnerable dash) with another awful problem (endurance that tanks a hit and gives a speed burst).
Which exhaustion perk do you think, a month ago, was more popular than dead hard? Are you really trying to tell us that maybe lithe was more popular, and there's just no way on earth to know because we don't have official stats?
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@Peanits said:
Just to chime in real quick, both the Killer perks and Survivor perks that we've toned down in the past few updates have seen a decline in usage rate, as intended. It's not just Killers who stop using a perk when it's nerfed, Survivors do the same. It might be harder to tell since you're the only Killer in your match, but there are still many who continue running those perks.
Beyond that, I will just say that you haven't explained why you consider them a problem (or why they will always be a problem), so it's very difficult to have any sort of constructive conversation about it.
The main issue is that dead hard was supposed to have been nerfed in the 1st meta shakeup, and we had a few weeks where I didn't see it much at all, and then it went back to being the #1 exhaustion perk in my games, by a huge margin. And nothing was done about it, and everyone had to wait a year for the 2nd meta shakeup.
And now dead hard was nerfed again during the 2nd meta shakeup, but we aren't sure if this will be the same situation, where after a few weeks, the dead hard usage might rise again. And this is a major concern, because if the dead hard usage rises again, will anything be done about it, or will everyone need to wait a year for the 3rd meta shakeup?
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3406886#Comment_3406886
Free and easy? We are clearly not playing the same game. Free and easy is taking spirit with good headser and MDR+amulet. That's free and easy. In this case it doesn't matter who you get against yourself (with maybe exception to team eternal, but I am not even 100% sure - depends on what they would take).
And if the healing stayed the way it was proposed, the game would have VERY serious problems. And you would feel it very quickly. But it clearly shows that some people will not be happy until the game becomes so easy, that the other side will no longer want to play the game. For me it's already gone so far, that I will 4/3man or play killer. Let's just hope that I am an exception, because I want to wait for killer games just my 3 minutes the way it is now.
And there could have been a middle ground between PTB and Live….. instead of just completely reverting all the altruistic healing nerfs, so that SWFs could have an even bigger advantage over solo q, because SWFs can use voice comms to coordinate altruistic healing, and solo q can’t do this.
So this patch effectively widened the gap between solo q and SWFs, which is very sad.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3406854#Comment_3406854
Chase oriented? U want nerf all healing. that's not chase oriented. That reduces all chases by 50%.
To illustrate the point - if you make heals take 90s each, nobody would EVER heal. It would be plain stupid to do that. You would effectively remove 1 health state from game (not counting adrenaline, autodidact, inner healing as the only 3 exception to the rule). The result is, that ppl will just play injured - making chases much easier, because 1 mistake is all it takes to down person.
Also this effectively removes all sabotage plays, because u can't play sabo without taking a hit (making the game very boring to me) - anyway, I don't even mind at this point very much. I play killer much more anyway - it's just so much easier.
I’m not saying that heals need to take 90 second each, but I am saying that fully reverting the altruistic healing nerfs completely killed the entire purpose of the meta shakeup, which was to promote a chase oriented meta.
And yes, all healing speeds should have been nerfed, so injuries could feel like they mattered, which was literally what the devs wrote in their original update. SWFs shouldn’t feel like it’s so free and easy to take hits for their teammates, whether it’s bodyblocking or hook sabos.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3406792#Comment_3406792
No it wouldn't. 99% chance you will not be using it on yourself anyway. Making brown with 99% certainty as good as purple medkit. This might be different (and I say might - it will probably still not matter) if altruistic healing could go up to +100%. But I still seriously doubt anyone would be using it on others consistently
Medkits are supposed to be nerfed (like they are now), because the community demanded for the altruistic healing nerfs to be reverted, and forced all the nerfs to be thrown on self healing and medkits.
The game would have been better off of altruistic healing speeds were allowed to be nerfed, and we could have a chase oriented meta….. But altruistic healing nerfs got reverted, so people should be forced to deal with nerfed medkits, because the healing nerfs need to go somewhere, and they aren’t allowed to go near altruistic healing.
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3406559#Comment_3406559
+50% healing speed is only on the purple medkit. Brown is +35%, Yellow is +40%, and Green is +45%. This is why I made this thread, these differences are very minor and I think the range should be wider.
Change Brown to +5%, Yellow to +20%, Green to +35%, and Purple to +50%. The range would feel much more meaningful that way.
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3406552#Comment_3406552
nobody uses them for healing others. they're only used for self-care benefit.
I would like them to be improved in ways that make them worth using on other survivors.
They already are. +50% healing speed is a big deal, and survivors can get more altruistic heals from a medkit than self healing.
We really should be focusing our time and energy into toolboxes getting an addon pass. Toolboxes shouldn’t give increased skill checks, because of perks like Hyperfocus and Fogwise.
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3406544#Comment_3406544
Sure, that's fine. My original post was throwing a bunch of different ideas around but I wasn't serious about using all of them, I was just trying to give examples of more interesting things we could do with medkits other than "heal more". I just want the tiers to be meaningfully different. I want my rare and valuable purple medkit to feel better to use than my 30+ brown medkits, that's all.
The point of the healing nerfs was also to heavily nerf medkits, because they can be used for self healing. We don't need to un-nerf them by giving them more utility.
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3406526#Comment_3406526
The only differences in tiers is increments of +5% speed, which is so small as to be non-existent and definitely not worth the increased BP costs between them. Currently they're all so samey that they're practically identical and I think that's bad design.
I am completely aware of the healing nerfs and why the exist, and I'm not arguing to revert them, this is not one of those threads. I agree the self-healing was a problem and the penalties can remain. I want the medkits to be good at healing other players. I also want there to feel like there's a noticeable difference between a brown medkit and a green medkit, because right now there is not.
BHVR could make the medkits tiers do +20%/+25%/+50% altruistic healing speed! Then they would feel really different from each other. It's a win/win here.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3404880#Comment_3404880
Killers received improvements in patch 6.1, when the kill rate jumped by like 8-10% (from 53% to 60-63%). Then survivors received the HUD update, and then this new patch nerfs both.
None of the killer changes were quality of life, or player experience changes that were designed to make killers more enjoyable to play. We just generic uninspired things like slightly faster pallet kicking, that didn't make anything more enjoyable.
Kill rate is NOT quality of life, nor is it player experience. And this is the problem... It's clear that it's important for survivors to have player experience changes and accessibility changes, but killers only get their kill rate fixed if it moves too much.
....And that's the biggest problem in this entire game. The kill rate is treated as BHVR's special gift to killers, instead of it being a controlled variable that is designed to balance both the roles.
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3406428#Comment_3406428
I'm asking for the different tiers of medkits to mean something, otherwise they have no reason to exist and therefore are a waste of BP to purchase beyond the common brown ones.
By your logic, medkits shouldn't exist at all because Botany Knowledge exists.
The different tiers mean something, because the whole point of the healing changes was to discourage self healing and encourage altruistic healing..... and the different medkit tiers do affect altruistic healing, which they should, to encourage people to use them altruistically.
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@Adagio_InDminor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3405807#Comment_3405807
Compared to what it used to be, you're saying my change is a MASSIVE un-nerf? Going from Infinity attempts, to a max of 6 attempts (and that's if you literally do every gen by yourself, and are the only person rescuing people)
Meanwhile literally every other exhaustion perk is able to be used infinity times. I just don't think it's that drastic. It's also the only exhaustion perk that has a chance of not working as well.
Thanks for your input, I guess I just think it's not that bad. Dead Hard even before this nerf didn't solely break games into survivors favor. I play killer too, so I'm not just coming from a survivor only perspective. If you're bored of seeing it, I understand that, but treating it like it's causing killers to lose the majority of games I just don't see it.
It's a massive un-nerf compared to what it is now....... and what it is now is already a huge un-nerf from the original PTB version.
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The next addon pass should be for toolboxes. Now that the game has perks like Hyperfocus and Fogwise, toolboxes should no longer grant extra skill checks, because those perks get way too much value when combined with toolboxes.
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The next addon pass should be for toolboxes. Now that the game has perks like Hyperfocus and Fogwise, toolboxes should no longer grant extra skill checks, because those perks get way too much value when combined with toolboxes.
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@Adagio_InDminor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3405608#Comment_3405608
Dead Hard you needed to be one hit from down, and pull off a .5 second window during a 2nd hit. Compared to finding a window or pallet, running up a slight hill, and 99ing (or just walking everywhere) It's risk/reward. If people fear Dead Hard so much, why now wouldn't the killer just tunnel the unhooked survivor? The others can't Dead Hard because they haven't been hooked yet. I'm just not a fan. Did you read my suggestion? I'm curious on your opinion about it.
A .5 second parry window is huge compared to what most games allow for a parry window. Some games have parries that are only active for .09 seconds, which is way less than .5 seconds, and those online games are still affected by latency.
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3405820#Comment_3405820
I mean yeah, some Ultra Rares could do with a buff, but Ultra Rares are generally really good addons. A lot of the best addons in the game are Ultra Rare. MDR, C33, etc.
It's kinda funny how you said they've been "garbage for years" and then proceeded to use killers released in the last year for every single example.
Ideally the majority of addons should have a tangible effect on their own. I don't think anyone would really be opposed to buffing the addons you mentioned either.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3405790#Comment_3405790
Even if Gel Dressings added 24 Charges, there's nothing else you could stack it with that would give you 3 heals. If it even was an issue (which it isn't), then Gel Dressings could be made the only charge addon and the others reworked, as they really don't do anything by themselves at all.
It’s important for the gel dressings to only be 16 charges, so a survivor needs to use 2 charge addons to reach 2 full self heals.
If a survivor wants 2 full self heals, they should be required to dedicate both addons for +charges.
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@Adagio_InDminor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3405680#Comment_3405680
So you're only argument against my change proposal is "DH was out of control" when I'm attempting to control it from both sides of the game while still making it viable and not a tunnel magnet? I mean okay, thanks for the input I guess. I'll just have to agree to disagree.
You’re not trying to control it from both sides. You’re trying to give DH a massive un-nerf so that it’s way more useful than it currently is. DH should never again have more than 2 uses per game.
……and it really should only be 1 use per game, considering it’s an extra health state and a speed boost combined together.
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3405735#Comment_3405735
Addons are generally supposed to have worthwhile effects by themselves, especially the higher rarity ones.
The game needs to be balanced around effect stacking. BHVR has addressed this multiple times for killers, where certain slowdown perks needed to be nerfed because they might be too powerful if killers stacked them.
This is the same situation, where gel dressing needs to be balanced around a survivor stacking +charges addons.
And this game certainly doesn’t have an expectation that higher rarity addons should have worthwhile effects, because we have many higher rarity killer addons that are trash garbage.
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@borisbratva said:
I'm sure many of you are tired of hearing complaints about the new dead hard nerf, however I just wonder why BHVR didn't keep dead hard the way it was in the PTB that it disabled if it successfully protected you from damage (if it took you into deep wound).
Now even if you just missclick it or use it and get exhausted without it successfully protecting you, it disables.
Now I understand what people mean with it being truly dead. BHVR could keep it as it is, but I would love if they could add that it disables only if it puts you into deep wound, meaning you could use it several times per hook state until you've hit it. What do you think about this suggestion? That would be more balanced.
Everyone should wonder why BHVR didn't keep the original PTB Dead Hard that required survivors to actually earn activations. Because current DH just encourages killers to hit survivors immediately after being unhooked, if they didn't see that survivor's exhaustion perk yet.
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Gel Dressing allows 2 self heals, which is worthy of being an iri, because survivors decided they wanted the all the healing nerfs to be thrown onto self healing, and now self healing needs to have its mega nerfs.
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Dead Hard complete overhaul...
When you unhook a Survivor, the auras of all the other survivors are revealed to you for 10/20/30 seconds.
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@Connormario said:
I encourage anyone who reads this to come up with their own version of how to balance this idea.
- Dead Hard activates after being unhooked or unhooking yourself. Press the Active Ability button while running to trigger the Endurance Status Effect for 0.5 seconds.
- Dead Hard then deactivates FOR THE REST OF THE GAME.
Done. Now it's a one time perk like DS, and it's properly nerfed like it should be.
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@FatallyIconic said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3404883#Comment_3404883
We'll make it isn't that useful if the killer comes straight back to the hook, which quite often happens.
It activates for 90 seconds, so if the killer is proxy camping then the survivors can just go somewhere else, and still get an 8 second heal. And they can just pick a sport between the hook, and whatever generator they want to repair, so they aren't losing time by moving away from the hook.
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@HugTechLover said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3404002#Comment_3404002
I saw a ton of We’ll make it while I was on killer.
I’m seeing a lot of we’ll make it, and some CoH still, so we’ve basically gone from problematically fast self heals to problematically fast altruistic heals.
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@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3401721#Comment_3401721
From what I have seen of their changes over the past year and a half or so, their plan seems to be to get solos as close to SWF gameplay as possible, and presumably rebalance most of the killers around that when satisfied. So basically each trial becomes SWF-ish.
Like everyone else, it often feels like these steps take forever, and patience runs low. We'll have to wait and see if it is all worth it.
I’m still waiting for a timeline to this. When does it get to be the killer side’s turn for improvements?
BHVR was planning on giving killers a chase oriented meta, then backpedaled before the end of the PTB with survivor un-nerfs. At what point do killers get actual changes that improve their player experiences? At what point will any possible improvements even be announced?
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It’s a shame that BHVR partially un-nerfed Dead Hard, and it’s still going to be awful and unfun to deal with.
I had to remove all the generator kicking regression perks from my loadouts, and Dead Hard should have gotten the original PTB nerf, so it can be just as awful as the generator kicking perks are now.