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CrypticGirl

CrypticGirl

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CrypticGirl
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  • @BugReporterOnly said:

    They are going to change the perk they mentioned it in someone's post. This perk is too much with certain hex builds

    Is there a link to that post? And did they say how they were going to change it (like revert the speed or rework it)?

    Either way, it definitely needs a change. I just watched one streamer face a Houndmaster who had Face the Darkness and Ruin and her Fatty Meat add-on with Thrill of the Hunt. Survivors were constantly screaming, their attempts to cleanse totems were constantly interrupted without any physical interference from the Killer. I don't know what her fourth perk was, but imagine if it was Devour Hope. If that's not a busted build, I don't know what is.

  • @Sigmalarity_Main said:

    Remove hatch.

    Killers that give hatch will give the gate anyway.

    But if I'm playing for a 4k, its unfair for me to have to play good enough to get 3 kills before the last gen pops, then play a 50/50 on hatch, then on top of that I have to hope the gates are not too far. In some cases, holding W straight from hatch to a gate still results in an escape.

    Still, slugging would decrease if some killers that really desperately wanted a 4k didn't have to worry too much about an entirely luck based ending.

    If hatch is removed, you'll see a lot more Survivors giving up on hook, or quitting the game entirely. Neither will be good for the game's health.

  • And then, if you were to somehow provide video evidence of consistent Killer wins without tunneling, the response would be, "Oh, Survivors just played badly." And then nothing is proven… 😕

  • @StalkingYou said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3852063#Comment_3852063

    everything you are saying assumes that the killer should be dividing hooks which is a terrible strategy against any team with more than 4 braincells

    Unfortunately (or maybe fortunately for Killers), not many teams have more than four braincells.

    You could argue that tunneling is a valid strategy, and I'm not going to argue against that.  But I would argue that while tunneling is valid, it's not good.

    • It inflates a Killer player's kill rates, pushing their MMR up to a level they're not comfortable with, causing more stressful games as they try to compete with the tougher Survivor teams.
    • It inflates killrates well beyond the 60% that the devs are aiming for, which leads to Killer power and/or perk nerfs.

    But I know it's pointless to tell people to stop tunneling, because they won't, even if all Survivors were exposed and their auras visible at all times from the start of the match.  They want their 100% kills and wins no matter what.

  • I'm puzzled as to how anyone would think that being insta-killed while healthy with no hooks is fair in any way. I, for one, am glad to see it nerfed (I even would've preferred a complete rework of the add-ons rather than simply making it take forever to hit Tier III, but whatever, I'll take what I can get, I guess).

    Infinite Tier III Tombstone was miserable to play against, as well as boring. I don't like having to jump into the nearest locker at the first hint of his terror radius…you know, like the bots…because one misstep, and I can be instantly deleted from the match. And when we're hiding in lockers trying to avoid the Killer, gens aren't being done. And then the Killer patrols, searching for Survivors he can't find. The match drags on foreverrrrrr… How is this fun?

    So yeah, Infinite Tier III Tombstone can die in a fire for all I care.

  • I can guarantee that this would only lead to even more Survivors DC'ing or throwing on hook. We do not need more of that.

  • At the very least, if they're going to keep the Thrill buff the way it is, they need to make it so that the cleansing progress doesn't reset if it gets interrupted. Or perhaps slowly regress like gens when they're kicked. That would be a decent compromise, I think.

  • @Anti051 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3851458#Comment_3851458

    Calm Spirit, Counterforce and Boon:Illumination assist with totem cleansing speed.

    How? Calm Spirit slows down cleansing speed.

  • So Killers constantly complain about genrushing, and yet making it impossible to cleans hex totems incentivizes genrushing even more.

    Is that a problem?

  • @Valimure said:

    You'd think survivor mains would be more excited about killers not running gen regression or aura reading perks.

    Doesn't matter what killer it is, they can't defend every objective on the map at once. Just do the gens and leave the hexes if they're that much of a pain.

    I'd rather deal with gen regression than Thrill + Devour Hope

  • Well, considering that they've removed just about all of the bloodpoint bonuses from existing perks, I don't see this happening. 😢

  • Licensed characters' cosmetics do tend to be lacking, but it's not BHVR's fault. They'd need to obtain additional permission to create and release those cosmetics.

  • @smurf said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3847891#Comment_3847891

    10 games in a row shouldn't be possible in most cases with most killers. If you use tunneling and get 10 kills in a row with Ghostie, it kinda proves the point that tunneling is unreasonable.

    Exactly. The goal (or at least the devs' goal) is for Killers to get 60% kills, not 100%.

  • I do get the frustration of having the cage move as I'm going for the save, but what they did wasn't the solution. The real problem was that the cages moved too fast.

    It would've been better to implement a mini-Kindred, like maybe show Survivor auras when they're within 32 meters of the cage or something. So if people were across the map, they could stay there and then maybe the cage would respawn near them. Also have the mechanic work like the anti-facecamp, slow down when Survivors are nearby (but don't stop it entirely).

  • People need to start asking themselves WHY the killer feels the need to do those strategies, and I will tell you right now that its not as simple as "they're just bad".

    WHY do Killers need to tunnel? You're right, they don't do it because they're bad. They do it because they can. That's it.

  • I think the real problem OP is trying to point out is that, whether you call it anti-camp or anti-FACEcamp, it makes no difference. The entire system is so easy to play around, it might as well not be there.

    The only real use for it is something that is entirely not intended, similar to the 4% mechanic on the Survivor side. Killers can take pity on a Survivor and purposely stand next to them to allow them to unhook themselves if the teammates refuse to do so. I've had that happen to me once, and I saw it happen recently to a streamer I watch regularly.

  • That'd be cool. Or maybe the ability to put a star on your favorite characters, and then have a "star" filter. But I guess that'd be more work than simply rearranging portraits…

  • @Harmoniya said:

    I take note of what you’ve said, but I also notice that you didn’t mention anything about adding a more serious ranked mode. Even though I know BHVR is quite reluctant on the subject, it’s becoming really frustrating to constantly deal with the toxicity of certain teammates.

    I'm not sure how that would help. What is to stop the "more serious ranked" players queueing into the casual lobby so they can stomp on their opponents?

  • I suggest implementing 

    exponential penalties

    : for instance, if a player disconnects one day and repeats the behavior the next, their punishment should increase progressively. A mere one-minute ban is insignificant and fails to prevent repeated offenses. A system of escalating penalties would better address frequent disconnections and create a stronger deterrent.

    We already have exponentially extending DC penalties, which is why people choose throwing on hook if they want to get out of matches.

    People suggest removing the unhook attempts or banning those who engage in disrupting behavior, but there's a way around all of that. If a person really wanted to get out of a match and there was no DCing or throwing on hook, they could just do a chest, totem, or even a generator, and just commit when they see the Killer coming and just let themselves get yoinked or downed. For all the teammates or the Killer would know, the Survivor just wasn't paying attention and didn't realize the Killer was coming.

  • We already have enough people complaining about slugging. Do we really want to buff a perk that promotes it even more? It's like asking for a buff for Knockout.

  • Yep, I've had some instances of this happening.  Though admittedly in this one, I may have pressed the button too soon…

    https://www.twitch.tv/cryptgirl1981/clip/ObliviousIronicOrcaFreakinStinkin-fMNqrF9knf2r4sjx

    And I definitely agree that that totem next to that window in RPD needs to go.

    https://www.twitch.tv/cryptgirl1981/clip/CourageousDelightfulRabbitEleGiggle-668dfac6UR-sZU8_
  • Why do we even need to use Visionary when Deja Vu exists? Deja Vu highlights the generators that need to get done at any given time to prevent a 3-gen scenario.

  • @Emeal said:

    Do we need a concede button? Seems survivors are perfectly fine just pointing at the hook and the killer is able to open the gate too.

    Probably not, if the rubberbanding gen thing helps to even the playing field a bit.

  • @TieBreaker said:

    BHVR is trying out rubberbanding gens in 2v8. If that works then it can be applied to gens in the main game. That will help with matches where gens are going too fast, or if a survivor dies early, dooming the remaining survivors.

    BHVR should fix the game before adding options to escape crappy matches. Otherwise it will just enoucrage the community to give up more often.

    I'll admit, I haven't heard much about the changes to this iteration of 2v8 (other than the three additional playable Killers). I told myself I'd rather be surprised by the new info when it gets closer. So I'm curious how this "rubberbanding gen" thing is going to work...

    If these changes (along with the changes in the first 2v8) are going well, I'd like to see this mode become permanent. It seems unlikely that they'd implement any of these changes to 1v4...

  • It's also in the descriptions of every item/perk/add-on, etc. (at least the status relevant to that particular item).

    Example: Third Seal causes blindness. The bottom of the description reads, "Blindness prevents Survivors from seeing auras."

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/431533/why-60-kill-rate-and-not-55

    2v8 didn’t have as many ragequits because survivors can’t ragequit via 2v8 cages. This is why BHVR should remove survivors being able to ragequit via hooks.

    If survivors want to ragequit, they should be required to actually DC, so they can get the penalty they deserve, and the other survivors can get a survivor bot replacement.

    And also because early cages/hooks didn't feel nearly as punishing as they did in 1v4. Survivors still felt like they actually had a chance to win.

  • @HPhoenix said:

    Imagine DC penalties starting at 15 mintues (Currently at 1 min)
    This won't solve people throwing games by going afk, however.

    No, it'll worsen the cases of people going afk and such, or throwing on hook. The match would end quicker, but the Killer would get less points. But I guess they wouldn't care about that...

  • @Zakon05 said:

    While not as good as a systemic fix, I recommend running Plot Twist.

    Slugging is very powerful right now in general. Any time you're about to go down, I recommend using Plot Twist to put yourself in the dying state. It will force the killer to have to pick you up.

    It'll most likely dissuade the killer from slugging you for the 4k, too.

    But then the Killer could just drop you again and let you bleed out. I'm not sure that you'd still be able to pick yourself up with Plot Twist at that point…

  • I definitely understand it. The Survivors often lose the match well before it actually ends, especially when tunneling is involved. The match is lost for Survivors when the second one dies, forcing the remaining two to hide for hatch. Killers often refer to this as "holding the Killer hostage." Survivors don't like being stuck in this stalemate any more than Killers do, which I believe contributes to the common decision to give up early, especially when factoring in the Killers' "slugging for the 4k."

    As for my opinion? It's disappointing, regardless of the reason. But I also tell myself it's okay, because it's just a game, and this particular match will be over in a few minutes. We'll just try to have a better game next time.

  • This was one of the things I enjoyed about the first Lights Out modifier (not so much this recent iteration), the fact that you couldn't bring a loadout. So I would have liked to see a no-loadout mode without all the darkness stuff as well.

  • I'm a Survivor main, and have been since I started playing in mid 2021, just before the fifth anniversary event. But I'm not a sweaty one. I just play normally, try to do gens and get out. I try to play it safe, because I'm not that great of a looper. And because I don't play sweaty, I have no problem letting go on second hook if it's obvious that I'm not going to survive (i.e. if I'm being hardcore tunneled at five gens), or if we're all on death hook at five gens. I just call it a loss and move on.

    I have tried playing Killer, but I just can't get into it. The gameplay is just boring to me. I only play Killer to clear a Daily or two, or do some tome challenges. I'll usually play one Killer match at the end of my session whenever I do play Killer. And when I do play Killer, I don't sweat for the 4k. I generally have 2-3 goals: Complete whatever tome challenge and/or Daily, and hook everyone once, and then I let them all go.

    My views on tunneling: It's unnecessary and cringe to do it right from the get-go, and only pushes the Killer player above their ideal MMR, leading to a more miserable experience for them when they start facing the more difficult Survivor teams. So yeah, not only does tunneling make Survivors miserable, but it'll make the Killer miserable down the road as well. And I do understand that in the later gamestage, if the Killer is struggling, they may have to result to camping and tunneling, and I don't fault them for that.

    3- or 4-man slugging: Even more annoying than tunneling, and I despise it, even when it makes sense to do it.

    I don't go by any "Survivor rulebook." I just go by my own.

  • Leave it as is. Even with the regression event limit, a 3-gen scenario is still a very bad spot for Survivors to get stuck in. All it's supposed to do is ensure that the match ends sooner rather than later.

  • @Blaconia said:

    I used the phrase "hostage holding" because that's what it felt like but I should have been clearer in my original post.

    My point about about wrapping up the game still stands - in a 1v1 situation where the generators are incomplete the survivors have lost the match and the hatch exists to finish the game so both people can move on, the fact that the killer can stand on the hatch unnecessarily drags out the game. In other words I think it's a boring and stupid scenario that shouldn't exist.

    Everyone says "do the generators" but to use the Twitter post as an example, there are four generators to complete with one survivor alive. The survivors have lost (the wraith can close hatch and down and mori the Yui immediately) and I don't think it's reasonable or enjoyable in a game meant to be for fun to expect someone to complete four generators in such a situation. 4 gens is 6 minutes plus travel time when the game could just finish.

    I also saw comments saying that they want the option to protect hatch without it automatically closing, with slugs getting adrenaline noted as a concern - to me, the ideal distance required to auto close hatch would be a small distance with a tiny buffer only to deny bodyblocking it directly. So you could even stand next right next to it but not on it, and it wouldn't force close.

    Alternatively, the system could only activate when the survivor comes within 10m or so of hatch, so you can protect it easily until the survivor appears at which point you can no longer grief by bodyblocking the hatch and must instead chase and down the survivor.

    Well, in this case, only two things can happen. You can do the rest of the gens in peace while the Killer continues to stand on the hatch, or they'll come after you when one gen is done, catch you, hook/mori you, and end the match, thus allowing you to go next. Either scenario would be fine with me, personally.

  • @sanees said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3824907#Comment_3824907

    why should we freely reward survivors for their mistakes?rewarding survivors for losing a match is the same as automatically killing 2 random survivors at the gate when all 4 survivors escape

    This kind of mindset just cements that the game is over even though two Survivors are still alive. So why does the match even continue then?

  • I'm hoping that, at the very least, people realize that the Survivors don't do this because they want to "take the Killer hostage." They do it because at that point, trying to do the gens would be the equivalent of throwing the game. If they complete a gen, the Killer gets notified of their location, and that Survivor inevitably gets caught, regardless of how long they last in chase. If it's the last gen, then maybe one Survivor will get out. But that's a big fat maybe.

    They hide because doing the gens would just give themselves away, and no Survivor in their right mind would want to do that.

    I'm not a fan of those scenarios either, so if I'm one of the last two, I try to do a gen anyway, because I'm not a fan of doing nothing, and if I do get caught, I will gladly let go and try to give the other person hatch. At the very least, the match will be over.

    So I would agree that something should be done, though I don't have any ideas on how to tackle it...

  • I don't see why a Killer would want to DC during a mori. They don't HAVE to do the mori if they don't want to see the animation…

  • I like this idea. Remove the gens and hooks from the event modes, set a ten-minute time limit, and then everyone can just play with the void stuff. Collect orbs and smash pumpkins and interact with that void well, collect your void crystals or captured haunts. After the time is up, it just goes to the tally screen with your points. Everyone wins. :D

  • OP is seriously complaining about Survivor perks never being nerfed after the recent gutting of Distortion.

  • I agree with what @TragicSolitude is saying, that the game places too much emphasis on escaping and there's not enough reward for giving it your all even when the match goes south.  Killers giving up is far less common (and not even the topic of this thread, so I don't know why it's being brought up).  Even when Killers lose, they still earn much better rewards.  Look at this screenshot of mine, for example.  I wasn't even playing seriously, I only decided to kill the one Survivor who was a bot, and I still got more BP than any of them.

    Trapper Reward.png
  • @Gardhome said:

    Problem is not slugging for 4k, hatch is a problem. Untill mechanic give last survivor undeserved free win killer will slugging to not let them win. Remove hatch and slugging is being remove by itself.

    If hatch is removed, what is the last Survivor supposed to do then? Do the rest of the gens by himself/herself while being chased by the Killer at the same time? Or just hook themselves?

  • With all these predictions that slugging would be even worse with the Finisher Mori, Survivors need some form of viable defense against it.

  • I'd support this. Iirc it's even been suggested in the past a few times too.

  • @use3113 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3816151#Comment_3816151

    You misinterpreted the comment:

    • Survivor finds hatch = free guaranted escape
    • Killer finds hatch and exit gates get blocked for 15 seconds = you crying about it being a free guaranteed kill and how unfair it is

    The hypocritical part is you being fine with survivors getting a guaranteed escape from hatch but not killers when they find it.

    Survivors aren't guaranteed to find hatch, therefore, it isn't a guaranteed escape. They'd have to be damn lucky to find it.

    Same as killers. The odds of finding hatch is 50/50 for most killers.

    And not only do they have to find it, but they actually have to jump into it. You'd be amazed at how many Survivors will stand on top of it and wait for the Killer to come to them. Oftentimes that will lead to their demise.

    The odds of closing hatch when the survivor is standing on it is 0.00000001%. You would have to be playing a stealth killer, have the survivor standing on hatch as BM, and walk right up to them without them noticing. It's a massive skill issue on the survivor's side if they can't press a single button to escape through hatch.

    It's not hypocritical, that's just the difference between Killer and Survivor role. It is not the same for Killer. You say the Killer and Survivor only have a 50/50 chance of finding hatch first, so explain to me why the Killer finds it first 90% of the time. You and OP are whining that Survivors get a free escape when they find hatch while Killers have to seek out the Survivor when they close hatch. However, when Survivors find hatch, they should escape, because there is literally nothing else to do at that point.

    And a side note, all these personal attacks are not convincing anyone as to why exit gates should be blocked after closing hatch.

  • When I first started DBD, I just played with Dwight because he was the one selected by default.  And then they did the texture rework on the Survivors I forget how long ago, and Dwight became a lot more visually attractive.  And the longer I kept playing with him, the more I got attached to him.

    I also felt bad for him in his lore, being the "laughingstock of the community" and all that.  Kind of makes you want to give him a hug, doesn't it? 😢

  • It's funny how people always have to correct the person who calls it "anti-camp" with "It's Anti-Facecamp, you fool!"  I'm sure people are well aware of it, even when they call it "anti-camp."  Hell, even in the BHVR Castlevania livestream when they were discussing the changes to Lights Out, one of the devs called it "anti-camp."  Probably only because it's easier to pronounce than "anti-FACEcamp."  Thus "anti-camp" is likely easier to type than "Anti-Facecamp."

    Anyway, I'm of the opinion that the whole mechanic is useless.  Even when it does its job, it's too easy to play around to get any real value from it.

  • When did they patch it out? I'm not seeing it in any of the recent patch notes (I checked back as far as 8.1.0)…

  • I hear Gabriel's getting a Halloween shirt this year. So that'll be casual cosmetic piece #3…and not a single pair of casual pants to wear with it… 😭

  • @Unequalmitten86 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3815346#Comment_3815346

    I don't understand how you got that from my post. You are actually coming up with a totally different thing that what I wrote. I'm trying to ease things by not having stand offs.

    I'm sorry, I quoted the wrong comment when I made that post. I meant to quote the post from adsads123123123123. Sorry for the confusion.

  • @adsads123123123123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3815582#Comment_3815582

    Btw, a consistent argument you make is that "killers shouldn't be guaranteed a free kill when closing hatch". I could easily turn your logic against you. Killers get nothing when they find hatch. Survivors get an escape. Why is it fine for survivors to be "guaranteed a free escape" when they find hatch? The odds of finding hatch is 50/50 for most killers, so why don't killers get the equivalent when they find hatch, which is a kill? It seems you are a hypocrite and only want survivors to get a free escape from hatch. I don't want to hear the excuse about some killers having mobility. Only 15% of killers have high mobility that lets them find hatch easier.

    Survivors aren't guaranteed to find hatch, therefore, it isn't a guaranteed escape. They'd have to be damn lucky to find it. And not only do they have to find it, but they actually have to jump into it. You'd be amazed at how many Survivors will stand on top of it and wait for the Killer to come to them. Oftentimes that will lead to their demise.

    Of course, if you're standing on top of the hatch when the Survivor finds it, you close it and guarantee your kill.

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