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CompetitifDBD

CompetitifDBD

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CompetitifDBD
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  • @AcesSpeedo said:

    what is it specifically you hate/hated about Skull Merchant? because i fear the developers have missed the mark… again.

    to me, it was her entire power — the whole thing with scan lines injuring people, being forced to crouch mid chase to avoid being scanned and losing all my distance and getting m1'd anyway. i don't really care how bad they make her, as long as scan lines are a part of her power, i will not like her.

    I would prefer a complete rework. i'm god sick of dash killers, but i would prefer dash merchant over what she is now. the drone scan lines do not work as long as you're wanting people to enjoy versing her.

    the status effects are annoying as hell as well. like… what do you mean i have to crouch to not get put into deep wound? and then when i'm in deep wound, i still have to crouch to avoid being hindered? just ######### spawn me in on the hook, she's so ######### boring.

    only having 1 scan line is just making her half as boring as she was before. people will still dc, she cannot be rectified.

    For me and the only problem I found with her first rework was that she had two scan lines AND could rotate the drones manually. Getting claw trapped was way too easy, and very unfun to deal with when you got hindered and she got haste

  • @Tenac said:

    I see a lot of posts about people complaining that they see the same killers so I ask what is a killer that you love to play that is underrated and do you have any tips for them?

    For me it is Hag. She apparently had a less than 1% pick rate at one point and I really don't see why. 1. She has one of the best designs and lore to support it. In the game I get that she can be outdated but I think if you take the time to get used to her she can be very powerful. It helps that is isn't picked as much because quite a few survivors don't know how to face her. Not to mention one of the most brutal moris in the game. She is honestly in my top 3 killers and is working her way into my top 2.

    I keep remembering the time Otz had her at A tier, though for the past few years now he's been considering her a C tier. She is hurt severely by coordinated groups or whoever chases her at the start. They can stop her from setting up the web, and that really hurts her early game

  • @runningguy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4033638#Comment_4033638

    maybe but my point that people wanted fairness and 50 50 luck based cant be any more fair than that are for the many many many people that have been very vocal about the game being too competitive and hate try hards.

    Its not at all fair. 50/50s are killer sided for the most part, one misplay and you're getting tagged because the loops are too small. Win the 50, and you don't have enough distance to make it anywhere anyway. They should exist as edge map pallets only, not fillers that should be chainable into structures.

  • @runningguy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4033602#Comment_4033602

    thats your opinion but from what i have seen in these forums there are many that dont share that opinion. there are killers and survivors that would prefer a more casual, party game experience where skill, competitiveness and the must win mindset isnt at the core of the game.

    how many causal survivors or killers just hop on the game now and then to get super competitive meta opponents? how many killers let the survivors escape or meme around?

    personally i like the luck element to the game, if there was no rng every match would feel the same, its bad enough i get the same killers over and over i would hate to have same map over and over with the same pallet layout every time. im not really sure how you would achieve the whole thing of skill = win in this type of game when theres soloq, an amazingly skilled player can still lose because his 3 team mates refuse to touch gens but you cant force people to do gens if they dont want to.

    Clearly it's alot of other people's opinions too

  • @runningguy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4033477#Comment_4033477

    so you wouldnt mind having no rng? pallets preset every match the same, totems same location every match, map selection to hand pick the map? these are all luck based elements of the game, like it or not luck is a big part of the game. even down to the random team mates….its luck on if im teamed with good people or people that just want to meme

    Of Course I wouldn't mind. Developers making games like this should aim to have as little luck based mechanics as possible. They can start with small things, like limiting skill checks per generator and their frequency. (keep luck themed perks like Bardic and Dramaturgy the same) Games like DBD should not be primarily luck based, that's not fun.

  • @Akaya said:

    https://us.v-cdn.net/6030815/uploads/CKV7CXDQZNQH/michael-myers-001.png

    https://us.v-cdn.net/6030815/uploads/UQYYD6NU4AQD/michael-myers-002.png

    Poor poor Michael... one skin only? Get this Michael as the headless horseman. His Mori? Chops the head of the survivor and puts the pumpkin on top. He deserves more skins, PRETTY PLEASE!

    That's up to the license holders, and Myers is never seen with a pumpkin on his head or headless entirely. Also if the concept is coming from AI, it's not creative or original so no one wants that.

  • @steamed_hamzzz said:

    I thought the whole point of the PTB was to test out changes and decide if those changes will be rolled over to the live servers?

    First the devs massively nerfed M1 killers with ‘pallet density update’, a patch disguised as “quality of life” but was really a nerf to already weak killers

    And now they’ve massively nerfed survivor with the new changes, making a lot of loops incredibly short and unsafe

    My question is why? Why not just revert the initial change? And why wasn’t any of it tested in the PTB first? We could have avoided this entire headache if the PTB was actually utilised and the devs could have seen that neither pallet density change worked

    It Was full of easily adjustable changes, but no, we're gonna cut half the content and now we're still behind on QOL and Health Initiative for when ST2 drops

  • @orange7 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4033187#Comment_4033187

    Looking at things by assigning "fault" isn't the intention here.

    Someone is always going to have their agency removed in a tunneling situation, the killer if anti-tunneling is too aggressive, the tunneled survivor who can't play out the match, or the remaining survivors who don't get to interact with the killer nearly at all until the game is a guaranteed loss. It is not a "misplay" for four solo survivors to be matched against a multi-slowdown nurse who is determined to get a kill as early as possible in the match. The expectation that four solo players (the most common matchup of most survivor lobbies) should be able to coordinate on the same level as SWFs against strong killers is false. This change limits the overkill aspect and would make the match worth attempting to play out if perks that are inherently designed to be used in a 4v1, not a 3v1, are disabled.

    Let's be clear about this: these perks are designed for the 4v1 specifically; that is the reason their numbers are what they are, and they work the way they do. When you enter a situation at 5 gens of someone dying, for whatever reason, it makes a difficult comeback an impossible feat.

    Would you agree then that by your logic, DS, OTR, should remain active during endgame, as it's the killer's fault for not doing their objective effectively? If you're not getting kills, don't expect the survivors to get punished; you're getting punished for not doing the objective.

    The point being, there are 4 times more survivors than killers, thus they're 4 times more likely to be bad, and that is exactly how the killrates are playing out now (killer appears stronger, when in reality most survivor players are quite literally just bad at the game). At least before this update, the game was heavily Survivor sided, regardless of solo queue or not, pretty much all killers should be getting outted, and if you're not outing, someone misplayed somewhere. Tunneling in reality is very hard to do already, but also very necessary for most killers, because gens fly by in no time at all. Nerfing pain resonance to essentially be a wasted perk slot once someone dies (same as old ruin) is not warranted, since that IS the survivor'd fault. Even with this new update, no one should be dying before 2 gens at least, unless you're all that bad at keeping chase, which seems to be the case. (even with every filler being a 50/50, no one should be dying so soon on most maps)

  • @runningguy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4033299#Comment_4033299

    not everyone wants that, that sound competitive where skill is where its at. a lot of people actually want a casual game. skill isnt a big thing in casual games, luck is, where people that have no skill can still win.

    It has nothing to do with competitiveness, luck based mechanics are not fun to use. People want to actually learn how to play better, not rely on luck

  • @runningguy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4033185#Comment_4033185

    1. there is a lot in dbd thats luck based, rng, map, hatch spawns
    2. 50/50 sounds pretty fair to me which is what most people want
    3. you can learn stealth to avoid getting into a position where you need to even use a pallet, maybe people with start to think more instead of running around like a headless chicken

    it is absolutely not what people want. We want skill expression, knowledgeable plays, not even more mechanics that are completely out of the player's control to succeed in using properly.

  • @orange7 said:

    The Problem:

    Frankly, the game is designed as a 4v1. That is why tunneling is so effective; it reduces the game to a 3v1 scenario in which the odds are heavily stacked to the killer (obviously). If a player is dead at 5 gens, the game is essentially a loss for survivors. It's unproductive to give survivors insane speed, endurance, no scratchmarks, etc., when survivors can already bring perks such as DS, OTR, DH, and more. What needs to be evaluated is the 3v1 situation, especially at 4 and 5 gens, without punishing the killer player for gameplay to the level of disrupting or limiting their player agency.

    The Long-Term Solution:

    While a blanket gen repair speed buff for remaining survivors in a trial, if the right conditions are met, is ultimately the correct solution to tunneling, this may be too abrasive to initially implement. [The condition of a survivor dying at 3, 4, or 5 gens is met, similar to the bonuses in 2v8.] The "hyper-turbo-tunneling" playstyle is mitigated when the 3v1 scenario is slightly more evened out. To highlight this, many survivors will not bother to work on gens if there is already a player dead at 4 or 5 gens, seeing it as pointless. Yet, once the knowledge of "evened-out" gen repair speeds is implemented in a match, it may encourage survivors to continue to play even with a killed teammate.

    The Easier Solution:

    Collectively, we should begin balancing by looking at what actually informs player gameplay and alters strengths and playstyles: Perks. Many perks for survivors are outright disabled once endgame begins, such as DS, OTR, and others. This is a good thing. While all the gens being completed is an indication of the killer losing, when is that moment for survivor? Typically, it is most commonly "decided" for the survivors when there is a player dead with multiple gens remaining. It is poor game balance to allow large gen slowdown perks to work with a player dead at 4 or 5 gens. If a player is tunneling aggressively at 5 gens and has a kill by 4 gens remaining, it is currently possible to continue to have 3 pain res hooks to regress gens.

    Similar to the state of certain survivor perks that disable in endgame, there should be a limit or caveat on gen regression perks that prevent them from further use if the condition of a survivor dying at 4 or 5 gens is met. Pain res would disable outright. If a player is playing killer in a match and has killed someone with 5 gens remaining, are pain res and other slowdown perks necessary to win? It's unlikely.

    It is possible that this change could encourage players to spread hooks more appropriately and shy away from tunneling playstyles.

    This is just like old ruin. At least until this new update dropped, I'm not trying to lose a perk slot because survivors are misplaying. That's their owm fault for dying that early. If you're not doing gens, don't expect the killer to get punished, you're getting punished for not doing the objective.

  • @runningguy said:

    try less complaining, more learning to actually play

    You can't learn how to play a 50/50 at every filler. That's completely luck based

  • @Just_a_Normal_Guy said:

    How come that everytime I run this perk, somehow the 4th stack is always the obsession? Why? I'd like some aura value out of it.

    That being said, I don't think I've ever consciously aimed for hooking the obsession before the 4th stack so I guess It's kinda my fault…

    Relatable

  • @Chrarcq said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4032073#Comment_4032073

    They honestly should just make volumetric fog an option already instead of yo-yoing with it constantly. Casual players who love "immersion" can have their fog whilst competitive ones can not have it.

    Gamma already kinda does this though, so I really don't know why they ruined Autohaven when no one even asked for it to be changed.

  • @Elan said:

    → His old scamper speed while enraged is back (bug?)

    → His scamper inflicts 3s of 50 % hindred (bug?)

    → Direct grab scamper makes you move at about 10 % movespeed (bug?)

    This is not even failure, this is massive problem and Ghoul should be killswitched as he is top most played character with very problematic bugs.

    None of those are bugs and you got the value wrong for "bug" two. Unfortunately that's intentional. grabbing and vaulting hinders the survivor for 0.5 seconds at 50%, you're quite literally losing a meter of distance, way better than kidnap tech. Idk what you mean by scamper speed while enraged, as there's no difference in vault speed unless he grabs a survivor and vaults.

  • @Deadman7600 said:

    All I [at least] wanted was to have a similar pallet density as when Springtrap released, because most maps were fine when it came to pallet count. I also made clear that decimated borgo and Haddonfield needed more pallets and their buffed form wasn't the worst in the world. The thing we have now is something nobody advocated for, its not an example of "killer crybabies" its an example of BHVR hearing about an issue that could be fixed with a dinky lil hammer and choosing a sledgehammer. I only ever heard people say to revert the pallet changes, not skull merchant pallets.

    Every time BHVR makes a mistake the community pounces on the "other side" when there is no other side, pretending there is just obfuscates BHVR's incompetence. It's a video game, these roles shouldn't be your entire identity.

    Who wants to play on a map full of 50/50's? Survivors don't, they have less ability to actually survive longer chases. Most Killers I know and know of wouldn't want this either, we actually like challenges, we want to have to try in chase because that's where ALL the fun comes from. That's the point of this game. It's not just survivors who'll hate this and they shouldn't and won't be the only ones up in arms about it.

    BHVR, fix it and stop letting your community take the blame for YOUR actions. And stop pretending you "hear us", you don't and clearly never will.

    I wanted to go back to before pallet density. Where pallets were pretty strong, but more spaced out. Now we got alot of pallets that are all garbage, so if you somehow win a 50/50, they can still be chained together

  • nevermind. this seems to have been a visual bug on my client

  • @Royval said:

    how about how killers felt when they were all god pallets and chainable to shack, main building?

    The crazy part is, if a survivor wins an 20/80, the loop can still be chained into another, cus they didn't reduce the # of pallets, they just made them all weak to the point where they're useless unless you win 80/20s

  • @XEL0 said:

    I am maybe the only crazy person crouching using tab but…. let us rebind the key to open the match details menu as fast as possible please I cannot crouch anymore (and it is way more painful to rebind such important key that I have always used instead of this non-essential menu).

    furthermore the menu would be better with a non-opaque background to not completely lose vision on the game,

    thanks for the update :D

    It affected me too with my controller trackpad being used for item use , which I've now set to R3 on my controller, which actually is not bad, I'd recommend as a substitute as long as you have toggle mode on for interactions. Using flashlights is so easy when you can activate and aim with the same button, while moving on L pad.

  • @I_CAME said:

    Reminder there are people who legitimately think that the devs favor survivors.

    Well, this ain't what people had in mind when they said they were getting nerfed, that's for sure. Somehow the game went from survivor sided, to killer sided because of a single patch that doesn't even fix the problem they addressed in the stream. But yeah, if this doesn't get emergency reverted it is definitely over for survivor. I'm expecting queues and active players to plummet now cus of this change.

  • @MDRSan said:

    Personally I miss the blue tint. I don't know why everything needs to be dusty, grungy, and shades of brown, yellow, or green. Cool blue feels like night time, even if the map isn't as dark as it used to be.

    Icel, you might be forgetting what Autohaven looked like already. Unless you mean the old old Autohaven, before realm beyond, that had a slightly blue tint. The sky dome color was greenish to match the map's terrain color and various props. That 's not the problem though, the problem is the lighting was changed for no reason and no one complained about it. Now we have a Fallen Refuge 2.0. It's a shame, Autohaven being one of the original three realms and now being changed to this slop that you can't even see through.

    image.png

    Note: this image doesn't have any gamma increases, and it's already a good brightness.

    image.png

    New lighting for some reason also meant "we're adding fog back!" So on top of the already chlorophyl staining color, you also can't see further than 40 meters in front of you when fog isn't even present on any other maps. (except Fallen Refuge ofc)

  • @Royval said:

    this is how it should be. Learn how to actually loop small tiles. These are my favorite tiles to loop vs any killer. The only amount of skill left in dbd.

    There's a reason these pallets are called "50/50s," It's because there's a 50/50 chance the killer or the survivor double backs on these tiny ass loops. This is not a good change in the slightest. When the devs spoke about Pallet Density getting nerfed, we all assumed things would go back to the way they were before Krasue released. Now, we have the same amount of pallets, but basically all fillers are 50/50s, essentially making looping impossible unless you get really lucky and win 50s, while not fixing the problem of pallets being too chainable to other loops. So no, there is no "learning" how to loop something as luck based as these fillers.

  • averaging 50% in Autohaven queue, (I assume it's like this cus no killer wants to play on a map where they can't see well now) and the usual 1.50-2.50x for normal queue.

  • @TheTom20 said:

    I forgot to add not being able to play certain killers as they are no longer viable against good players.

    Gen speeds are ridiculously fast. SWF or not, with the pallet density, various broken perks that extend chases too much, even for bad survivor players, gens go way too quickly. The game has shifted so much into prioritizing casual experience that the devs have developed a false idea that killer is better than survivor. Their stats on killrates are very skewed, and are mainly made up of people who don’t know how to play, meaning they're losing alot because tutorials are non existent. Casuals will never understand fully how to play unless instructions are developed on alot more mechanics in the game. The game manual is filled with features that are never taught to bew players, why are they buried in there, never to be seen once the beginner tutorial ends?

  • @Ghost77 said:

    This was supposed to be an update to help the survivors, but what happened? The main killers started their reign of terror again, consequently reverting all the changes, nerfing the survivors (maps, medkits, perks), and giving the killers buffs again. Listen to your community for once, instead of the streamers who send their followers to post on your forums...

    The devs realized survivor doesn't need "help." Giving handholding mechanics to one role only, which may I remind you is the already stronger role, wasn't gonna fix the already hard to do tunneling. Most tunneling occurs cus gen speeds are crazy fast, you shouldn't expect to not be tunneled when pretty much all non A tier killers need that pressure to even have a chance at 2King. Anti Camp is fine, and with adjustments to Anti Slug activation requirements would of been fine too, so I'm a bit at a loss why these didn't go through, as they only target rare instances and specific people who enforce boring playstyles when they're not even losing. That is exactly the type of tunneling that shouldn't be possible, being tunneled when gen pressure is already poor, because that's unnecessary and is already hurting the dysfunctional team of survivors. They could also just add Voice Chat already like all other games, that would fix so much and bridge the gap between solo queue and SWFs, meaning the devs wouldn't need to macro balance around both ways of playing.

  • @MoZo said:

    after around 30 minutes looking at other streamers play the new update (i can’t download it because i’m on xbox 😔) and from what ive seen, the devs used a sledgehammer on all the loops that got updated this patch. they aren’t even 50/50’s anymore it’s more 75/25 in the killer’s favor. this is NOT what the community was asking for. stripping every single half decent filler loop was not the way to go. i’m not even joking when i say this- EVERY FILLER PALLET IS NOW EASILY OUTPLAYABLE, EVEN WITHOUT BLOODLUST. is this what the killer mains were hoping for when they complained about pallet density? for every pallet to be edgemap pallet safety? now we are gonna have to wait for another round of pallet density changes because there’s no way in hell these changes stay for more than 1 update cycle. the kill rates will skyrocket since killers can outplay every loop with ease except select jungle gyms and shack.

    That's not what happened at all, at least on Autohaven. Fillers are less common, like the way they were a couple months ago, and they've added new filler variants. None of which are weak from what I've seen, though they're more like those fillers where one side is way shorter than the other, so you gotta play one like a 50/50, and the other is practically a structure loop like a mini L wall from Jungle Gyms worth of distance.

  • @Mandy said:

    It had a yellow tone in the PTB it's now very green, I will say if you have your gamma slider up too high it will be bright cos of the fog - the recommended 2.2 for the gamma slider though does not have this issue.

    That's kinda how gamma is used though. People who like their games darker and more immersive won't touch gamma, where as someone like me prefers it on max. On all maps (other than Fallen Refuge) the brightness was completely fine, not that it was even dark on the default anyway. The whole point of introducing gamma was so people wouldn't rely on filters and for console players to be able to adjust their brightness too, changing a map's brightness after this change is just pointless, potentially your complaints were coming from people who haven't turned their gamma up yet, Because I can assure you, Autohaven's lighting was not a problem.

  • @Mandy said:

    The map was not pushed to live, the changes have been made on it to adjust the colour scheme which was the main complaint on the map in the PTB

    But it looks exactly the same as it did in the PTB. Please, just revert it to the lighting we had before, there was no problem with it and it looks way better.

  • @supersonic853 said:

    Put this as a topic before but I feel like its even better idea in premise now. With us not getting much modifiers beside 2v8. And the effort going into the ptbs to ultimately be scrapped before hitting the rest of the players. Overwatch did this before the transition of 2 which they just release stuff and see how it goes (dont do that) but its a nice idea. We take the modifier system and name it a experimental modifier. Which has its own balance changes bhvr wants to test. Wanna increase haste and endurance to 20 seconds with a stipulation? It can do that from what we've seen with 2v8. And everyone can actually test it along with other number changes to killers or survivor stuff. It cannot add new stuff so a ptb would still be a necessity for that. But I think for most balance number changes itd be a fun modifier idea and more inclusive. Anyone else know a game that uses a similar experimental thing to try their stuff early seperate from the main gamemode?

    https://overwatch.fandom.com/wiki/Experimental

    "Differences from the PTR

    Unlike the PTR, Experimental is available in the live version of the game, meaning players in all platforms can use it, and players can level up their accounts while playing it. Furthermore, the main purpose of the PTR is to test stability and bugs; any balance changes on the PTR are intended to go live and modification of the changes, while possible, are usually minor. On the other hand, Experimental tests more radical changes that the team is unsure of and allows players to offer direct feedback; the changes are not guaranteed to go live in any shape or form.

    Some changes are impossible to implement on Experimental (i.e. it involves more than changing number values), so the PTR will still used for more radical balance changes. Experimental does not replace the PTR.

    While a new PTR patch is generally available within 1 or 2 weeks of a new live patch and lasts for roughly 3 or 4 weeks, the Experimental card comes abruptly and arbitrarily, usually without warning, and only lasts a few days. Experimental mode rolls out changes server-side, removing the need for a patch to be downloaded."

    This over PTBs I'd take any day. The sample size for testing is so small, it's not even worth making them anymore if they're gonna be exclusive to steam.

  • @Elan said:

    Fog vials start empty

    Fog vials need 50, 70, 90 charges, depending on rarity to be activated

    Fog vials get 1ch/s for repairing generator, blessing, cleansing, searching, self-healing, healing

    Once they are fully charged, they can be used and require same amount of charges to be activated again

    Brown fog vial hides aura for the duration of the cloud

    Green fog vial hides scratch marks and have way wider area

    Blue fog vial hides both auras and scratch marks

    Add ons:

    Iridescent add on now increase recovery speed and healing speed by 100 % when inside the cloud, limits cloud duration to 12s and area to 10m

    They were pretty much fine the way they were. Now they just need two more charges, their effect nerf to be reverted and to have a consistent effect of opacity on all map skydomes

  • @HandholdToDaylight said:

    Why is this overpowered perk not nerfed yet? Recovering exhaustion perks super fast and making killer power weaker is insane to me. Hindered from freddy might as well not exist.

    It definitely shouldn't affect powers, but perks that cause hindered like forced hesi should still be countered.

  • @DBD78 said:

    I want to make a new killer vs killer thread but this time using three killers. So..

    How would you rate these three killers in terms of strenght? Who's the strongest and weakest?

    And how would you rate them regarding most fun to play?

    I would go strength: Plague as the strongest and Wesker weakest. But they are very close and that is why I chose them to make it interesting.

    Fun to play: Houndmaster is most fun no question about it unless a certain bug appears. I really like the chase power with the dog. The other two I have to say I'm not a fan of playing either but I rather play The Plague so Wesker is last here, again.

    I can add as survivor Wesker is most fun to play against out of these three 🙂

    If Houndmaster wasn't so buggy to the point she's more of a B tier killer, she'd clear Wesker and easily Plague.

    Against good survivors, plague is powerless outside of permanent injures.

    Wesker is good with his short cooldown, but falters with the over two minute infection time. Critical infection is a useless mechanic is what I'm trying to say I guess.

    Houndmaster has consistently high mobility with zero cooldown on search command, and a very short cooldown on chase command, which can easily be launched back to the killer to trigger cooldown faster. If it wasn't for her bugs, she'd easily be the best of these 3.

  • @Meg_Survivor said:

    I swear so many people are going to stop playing this game, multiple PTB’s just for tunneling and slugging to NOT go through! This is the biggest issue survivors are having right now and once again you listen to your biggest playerbase (Killers) even in the community stream there was nothing but killer mains in the chat when they asked to tell them which side we mained, nothing will ever change, this is so ridiculous - survivors i honestly think we need to stop playing this game and play something else. BHVR literally does NOT care about the community as a whole, they just want to make sure they keep the other side happy.

    It's an issue, but when so much is given to stop tunneling and no incentive to not tunnel in general when the whole reason people tunnel is cus of gen speeds being ridiculous, you can understand why these haven't gone through a second time now. Granted, the first iteration could've gone through with removal of punishments and number changes easily

  • @Zuiphrode said:

    Dbd is pretty much the only assym game where people cry this much about it. Someone has to be out first. If you don't want it to be you, git gud.

    Dbd is pretty much the only assym that's survived, though that's mainly cus they pioneered the subgenre and its better than single IP games. (dbd is the museum of horror) Tunneling definitely for the most part is a skill issue, since it's not even an effective strategy against competent survivors. What should be happening though if it's that annoying is that Tunneling becomes harder, but killers get actually useful benefits again for evenly hooking.

  • @Rokku_Rorru said:

    I mean sorry, but when it comes to the "metrics" killer queues are slow anyways, why would stopping 2v8 have anything to do with that.

    Because queues in general are worse because this gamemode exists at the same time as 1v4. And since it's gotten extended, people who want to play killer in either modes have to wait ages to find a match now. Not saying one should exist at a time, but it causes issues for people who want to play 1v4 killer and even survivor too, since MMR is very inaccurate when so many usuals who'd be in your lobby are playing 2v8 instead.

  • @TheMonsterManor said:

    Title says it all. I am not a fan of this play 20 games to get rid of one point the old system in my opinion was vastly superior.

    No. This new system rewards people who play all their matches and dc rarely, while significantly punishing quitters more. It does not get better than that

  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3967580#Comment_3967580

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3967581#Comment_3967581

    Have either of you ever played on PC to compare? I don't mean this as a omg PC is better (I prefer console), I'm just saying my inputs on the pc client is considerably more responsive.

    I just wish there was a way to show it.

    i mean both will have delay no matter what if you're not using a wired connection for your controller. I'd recommend doing this, It fixes the problem for me at least

  • @JustHelping said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4028511#Comment_4028511

    Please check a random wesker video up on youtube and skip to a part where the survivor gets fully infected after getting unhooked. Dont worry, you dont have to do any math, it doesnt take 2min, i promise you

    1000016336.jpg

    Nope, it's definitely 0.8 charges/second out of 100 charges. Do the math, that's two minutes

  • @PogbertChamperson said:

    SUMMARY OF THE ISSUE: Dropping a pallet with power struggle has consistently been missing killers and not granting the stun even though the pallet drops.

    PLATFORM: Nintendo Switch

    STEP BY STEP INSTRUCTIONS ON HOW THE ISSUE OCCURED: Use power struggle and flip flop and the pallet will miss the killer even if the killer picks you up from the center of the pallet

    VIDEO: n/a

    Not a bug. Sometimes the killer is just too far fron the center of the pallet and won't trigger a stun. Its part of the reason this perk is so bad.

  • @tes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4028091#Comment_4028091

    How fun is to eat pallet after pallet because skilless surv took WOO in their kit?

    How fun is to see how important gen getting blocked by corrupt or deadlock because skilless killer took it and now you got killed before endgame?

    How fun see vigil + sprint burst that takes nothing from skills surv so they have free distance?

    How fun see hex blood favor on skilles killer so you got killed because have nothing in chase suddenly?

    Maybe your problem not in the perk? But the “skillless” player deciding to use it? One kill not defines win for killer. And yeah. This killer have to down you first, so do you like it or not, it’s just a perk. I understand it's frustrating being the only guy in team who died because was unlucky in endgame, then why not proposing actual win conditions based on team count escape as whole. So if three are out, you win as well?

    I’m honestly tired from this “it's just takes no skill” argument that suddenly have to be the main reason for some changes. Because this is just shows a momentum of player being salty about some moment in game and that's all. U can use argument “it takes no skill yet they win” on 99% of the stuff in this game on both sides. Doesn't mean nerfing something gonna be healthy and not making some stuff borderline useless

    You're not seeing the point. It's not fun, it's not fair. You shouldn't have to die that way because a perk is completely uncounterable in a singular, set situation. NOED for the most part is a balanced perk, there's no problem with it when it isn't being used for this certain situation. Maybe I should've used the word "effortless" if that makes more sense, since you are technically getting an effortless kill, for free in this situation, which is not okay. "Skillless" is not an argument I use often, this is just a situation where it does in fact apply and it is in fact unbalanced and doing so doesn't require any wits, even if it is rare.

  • @runningguy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4028091#Comment_4028091

    generally totems are not hard to find, they have very common spawn locations. for example, RPD common spawns include the little side rooms behand a desk (1 upstairs, 1 downstairs west and 1 downstairs east). just have to know roughly where they are. It might be a waste of time if the killer doesnt have noed, but you do get a fair amount of BP for doing them all. the fact its rarely used means the killer is banking on survivors not bothering with totems and knowing the gens will fly so they prepare for it.

    as far as the issue where the killer has hooked someone next to the noed hex, that would be down to luck securing 1 "free kill". Isnt that the same as hatch luckily spawning next to the survivor for a free escape? nor survivor or killer knows where the hatch will spawn, neither side knows where the noed hex will light up. i mean it could go both ways for both sides based on luck.

    Hatch is a seperate problem that I've never been a fan of. It's completely luck based and tbh should have no affect on a killer's KR stats or the survivor's MMR going up, only a BP reward for the survivor and the end match status of "Escaped."

  • @runningguy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4028067#Comment_4028067

    its this way of thinking that has resulted in killers tunneling and trying to get kills as fast as possible….. "no time for totems, just gens rush asap and get done in 5min" and people wonder why killers are like "no time to spread hooks, tunnel them out"

    i think its far better for the game to encourage survivors to do more than just the gens. it gives survivors something else to do, something to find, stops noed before it even starts and allows the killer to spread hooks. everyones happy.

    Of course it is, I'm not saying survivors shouldn't have something else to do other than gens, because it is a boring interactable and it's not balanced. I guess my point being if you're doing that and the killer doesn't have NOED (majority of killer players don't use it and majority of the most common killers played don't need or utilize it) than you're just wasting time cleansing Dull Totems, which are very hard to find without perks.

  • @tes said:

    This is hex, works for endgame only, and kinda niche? And majority of actually strong killers don't use noed because it barely works with special power. I don’t see an urgent need of the nerf

    Come on. Killer meta is so dead :/

    Just give killer this pity +1 if they hooked close to the totem. It's not even perk being op, its survivors overdo with altruism. Yes I get how this is sad when u are that guy who are hooked close to the hex, but at least people wouldn't risk with endless trades

    But that's the problem, it's not fun to be that one person who dies because of a skilless perk like NOED. I made this post because after I essentially carried my solo queue team in a 3v1 3 gen hold, wasting so much of the killer's time thanks to MMR reset, (Still don't know why this happens) You can imagine how delighted I was to be greeted with that NOED notification when I haven't been hooked the entire game. I know I'm only seeing this perk because it's more common for worse killer players, but it is uncounterable in this situation, and thus has to go. It can be easily fixed without making the perk completely useless if it just relocates itself and killers get the compensation of the totem being hidden again. (no more aura reveal, or a reduced range)

  • @Metagamer said:

    Since free kills are unfair, then we need to get rid of all free escapes as well, like unbreakable soul guard working together at the exit gate, heal teching at the exit gate, Basekit BT end game and whatever else we could constitute as being "free". You can't go after the one thing on the killer side (perk wise) that is unfair for end game kills whilst being blind to all the things going on, on the other side. This isn't a 4 player game nor is it a 1 player game. This isn't even to mention that the killer only has 4 perks whilst survivors have 16 between them. A killer sinking 1/4 of their build to a potential end game kill is more than valid.

    Honestly, I'm all for Unbreakable disabling once all generators are complete. this perk shouldn't be giving free outs for short term slugging. Soul guard on the other hand is a little understandable, since the survivors chose to stick out the gens while cursed by their effects, and them getting their 8 seconds of endurance is kinda their reward.

  • @runningguy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/460490/noed-needs-to-be-nerfed-still

    i mean the counter is do totems during the match. noed cant activate if there are no dull totems. personally i think totems should be mandatory to escaping along with gens lol. if more people did gens and totems then the match wouldnt be over in 5min and the killer wouldnt feel the need to tunnel to keep up…then the hard nerfs to tunneling would be reasonable.

    its just the price to pay for flying through gens so fast, you run the risk of noed

    That's not realistic. Why should players cleanse dull totems in anticipation of NOED? A pretty uncommon perk as is. The problem being this specific situation, which has never been addressed to this day. Survivors don't need to be wasting time, especially when they can pop all gens in 5 minutes if they actually have brains and potentially SWF coordination.

  • @chknTM said:

    Also thinking about other ideas, Incapacitated is a underused status effect that used to be on Loot Bag in the PtB, but i do think it would be pretty strong if it was on the Fire Axe, but i wonder if it would be too much, or unnecessary.

    But mostly i wanna talk about Doors and Jumpscares.

    There's some issues like passing through each other in Door Teleports, Visual Example:

    https://us.v-cdn.net/6030815/uploads/W3WBH1Z7OC87/image.png

    This happens due to how the Doors/Jumpscares function:

    https://us.v-cdn.net/6030815/uploads/RY6G5KGEQ1KU/image.png

    The Jumpscare Happens if both 'Teleport' Durations Overlap on the same Doors.
    But Exit/Enter dont have any interactions, so if you enter during their Teleport and they Exit before your Enter finishes you pass through eachother, im unsure if its a 'BUG' persay, but its probably not intended.

    This sadly makes the most optimal play when near a door thats being used to just stand infront of it and grab them during the Exit animation from outside, which makes the Office Jumpscare even more gimmicky.

    I was also thinking of if it would work if Springtrap could see Doors that are in use highlighted with Yellow within a short range. Visual Example:

    https://us.v-cdn.net/6030815/uploads/WO4HHPIYE8J9/image.png

    Similarly to how Doors show Yellow when used if inside of a door.

    https://us.v-cdn.net/6030815/uploads/2V26SX8W75Y1/image.png

    Another thing i wonder about the Office Jumpscare being limited to 1 Version for Killer POV but has 6 Versions from Survivor POV, on top of the Glitchtrap skin having a new animation in Surv POV, it definitely feels like a lot of effort was put into it for how Gimmicky and Rare it is.

    I didn't go much into the Office Jumpscares or Doors in the main post, but i do think they could use some tuning and fixes.

    AWESOME!!!

  • @ImperatorHaze said:

    What do you think it is?

    The devs consider "winning" and MMR increase as escaping. For the most part I agree, but some situations like saving a teammate and then dying should affect your MMR positively.

  • @Dwight_Fairfield said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4027077#Comment_4027077

    Survivors dc'ing doesn't stop the killer from getting their adept. Killing the bots still gives you it.

    But then again survivor adept is much easier than killer.

    It's easier because the role is stronger, however the killer can just DC and then it's not counted as an escape for remaining survivors. The role being stronger mostly being why killers have DC'd, though I've never seen such a large amount of sore losers in such a short time span before. Like more than half of the games I played today, a killer DC'd because their gen pressure sucked, or they couldn't hold a 3 gen properly even in a 3v1, (who tf DC's in a 3v1?) Or because the first chase happened to last 3 gens. At least if there was a killer bot, the match would still progress, but atm we only have survivors. Its just frustrating is all, like I'm tired of being robbed of my achievements because someone is butthurt about something, just stick it out until the end or go afk, why are you DCing and wasting everyone's time?

  • @BlackRabies said:

    Not until survivors learn to quit D/C every single match themselves when something doesn't go there way.

    Neither role should be doing that. No matter how bad a match is you thug it out. If you can't handle losing, you shouldn't be playing a videogame

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