CrypticGirl
CrypticGirl
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I had a match against Wesker this morning. One of the teammates, Sable, decided to go into the basement and start the Weaving Spiders invocation while injured. Of course the Killer immediately went down there, downed her and hooked her down there, and she threw on the first hook. Yes, it was a bonehead move on her part, and it was a petty reason to give up, but it was a reason nonetheless.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3716993#Comment_3716993
But it is not, because face camping only means standing right in front of the hook, which fills the meter and grants a free unhook… What they actually say is that face camping isnt the issue but camping, but thats not the point of the feature and was apparently never the intention of the devs in the first place.
Also let's remember that the OP was specifically talking about Bubba and facecamping, which the anti-facecamp mechanic doesn't work against at all, as he can easily down you again with the chainsaw after unhooking yourself. That's the issue being brought up in this thread.
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I think people do intend to play the game when they initially queue up, but sometimes matches can go horribly wrong really quick. Or maybe a Survivor can have a horrible chase to start with. But we don't know, because 99% of the time, we can't see what's happening with them, so it's wrong to assume that they're giving up for "no reason."
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@tubalcane said:
https://forums.bhvr.com/dead-by-daylight/discussion/413746/the-cannibal-change-and-anti-camping
So they need to make the game even easier for you is what you are saying?
They're saying that the anti-facecamp mechanic is so easy to play around, we may as well not have it.
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@Rudjohns said:
Among us
you can only queue up as survivor,
the match has 5 survivors
1 survivor is randomly chosen as the saboteur
the object is to still repair all 5 gens in the map and escape, but in a time limite of 5 minutes
Only indoor maps. No perks, add-ons and offerings
the saboteur needs to regress generators by exploding them (they don't have skill checks but have the explode button available with a 10 seconds cool down, generators regress in every explosion as if a skill check was missed)
only 1 survivor can work on a generator at time
the maps spawn with a few computers that the saboteur can use to sabotage the map, such as blocking all gens for a few seconds, force difficult skill checks to a specific survivor for a short duration, forcing an alarm that needs to be stopped in a short period of time or the generators are blocked for a long period
at any point any survivor can "arrest" any other survivor by coming closer to them and pressing a button, restraining that survivor for 30 seconds. The saboteur can do that as well. Faithful survivors gain extra points for restraining the saboteur, but the points are only revealed at the endgame score screen.
Final objective is all 4 "faithful" survivors to escape by the exit gates. If the timer runs out and at least 1 faithful doesn't escape the saboteur wins
I don't know, just a silly idea. Of course more stuff needs to be implemented for balancing reasons. Also, its too much work for just a modifier (considering the ones we already got)
I remember something similar proposed in the player satisfaction survey. It was one of my least favorite ideas, tbh.
I'm still open to more ideas that anyone can implement with the game we have now, rather than mods or modifier event.
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I'm not a fan of the Buckle Up change either. A well-timed hatchet from the Huntress, or a well-timed Demogorgon Shred attack can instantly down the Survivor during the standing-up animation. Maybe we'll see more WGLF users, but I'm not sure. I don't like the idea of losing one of the few defenses against slugging that we have. If they wanted to fix the FTP+Buckle Up combo, all they needed to do was remove the endurance from the user.
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Well, the devs have said that they don't want solo Survivors to see where there teammates are at all times at basekit; that's why they went with the action indicators on the hud rather than a basekit Bond. But how about a thing where Survivor auras are revealed to each other for a few seconds every 30 seconds (kind of like Object of Obsession does between that Survivor and the Killer).
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I've been playing Skull Merchant here and there just to see if people would DC against me. I barely know how to use her power and only have one perk slot on her, and I play generally nice anyway. So far I haven't had anyone DC against me.
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@Ohyakno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3713383#Comment_3713383
So killers can only forfeit if the survivors have already left, but 3/4 survivors can just dip for free if they're losing. A killer would have to play out and suffer through a hopeless map with one or two hooks at one gen left.
The double standard is real.
Killers suffering? Perish the thought. They're tough guys, they can take it.
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@caligraph said:
plenty of survivors are already surrendering and taking their team down with them, giving the killer a similar option is a bad idea
Well, Killers already complain about playing against a full team of DC bots. Maybe they should be given a surrender option in that case.
And maybe, if Survivors don't want to play a 3v1 after a teammate gives up, they can surrender and end the match instead of playing (and suffering) it out.
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30 seconds is quite low. How long does it take for the third idle crow to show up? Maybe kick them at that time instead.
Also, would this apply to Survivors who are slugged? Even when they're crawling around, they still get the crows. Should they be kicked and punished with the DC penalty as well? That's just unfair.
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Don't let that stop you from having fun with 'em. Let them get their stuns and their points.
I remember when I went against three No Mithers, and I was like, "Good thing I'm not going for hooks, looooool." XD
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3712638#Comment_3712638
I might be young, but I'm not a ######### moron.
I don't trust multi-million dollar companies to be honest with spyware. I'll not be giving them the benefit of the doubt if they try to install a key logger to ensure everyone is playing at optimal levels.
You shouldn't either and if you do, well, think about it.
How would they even do something like that for consoles?
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@bleep275 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3711462#Comment_3711462
remove hook suicide and it’ll just lead to people going afk or chasing down the killer to die. Happens all the time when they try to suicide but get saved.
Make two games modes
Ranked: with dc penalty and whatever else. To satisfy the Uber competitive
Casual: for people that just want to play for giggles and don’t care about winning. No penalties here
That sounds like a fair compromise, as long as we can earn bp in the Casual mode. I can bet that if we can earn bp in Custom games, no one would play the public matches.
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The title says show the SWFs after a match, not before.
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Everyone knows that the Killer is the power role. Everyone knows they become stronger as the match progresses and the Survivors become weaker. Therefore, there is very little room for error on the Survivor side. I believe this is the primary reason why so many Survivors give up so early; that "minor inconvenience" has a 99.999999% potential to cost them the entire match. Meanwhile, Killers can make a few mistakes early on, Survivors can do a few gens (even four of them) and the Killer still comes out on top in the end.
How do we fix that? I really can't say. In fact, I can't even say it should be fixed, as the Killer is supposed to be the power role, after all.
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@BugReporterOnly said:
Again the 4 percent screwed me over my only kill. I stand by what I said or better yet remove endurance in ecg from the 4 percent. That is what screws me over.
Or how about learning from the mistake that you seem to keep making over and over again?
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@Vindictus said:
So what about killers having to deal with a 4 man bully squad with broken builds who are forced to take it? At least you guys have the option to leave a match without a penalty. The only solution is to remove that mechanic.
That would be another benefit of removing the DC penalty, but we already know the devs aren't going to do that.
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@Vindictus said:
So what about killers having to deal with a 4 man bully squad with broken builds who are forced to take it? At least you guys have the option to leave a match without a penalty. The only solution is to remove that mechanic.
That would be another benefit of removing the DC penalty, but we already know the devs aren't going to do that.
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Last week I got 300k bp. This week I got 10 rift fragments. I was disappointed; I was hoping for the 300k bp every week. It would help me with my P9 Survivor grind, especially when I'm so close to the end of the tunnel… 😭
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The game was better without the DC bots.
The DC penalty needs a cap.
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I don't think penalties should be removed, but they do need be capped. Maybe 30-60 minutes at the most, I would say. The DC penalties made sense back in the day, but now that we have replacement bots, the penalty should be updated to reflect that. With or without bots, there is zero reason for the penalty to stack up to days or more. Absolutely zero. Especially when you consider the valid reasons for wanting to leave a match (toxic players, cheaters, or the random game/internet connection hiccup).
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@Neaxolotl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3707697#Comment_3707697
But since slugging itself is a quick win when pulled off, wandering around and finding downed survivor isn't very slow compared to playing normal games, just hook them
Not to mention the fact bunch of killers having innate deerstalker, which should farther make them go for slugs
But they aren't popular, the reason is simple, it's hard to actually make it happen and takes lot of effort with mobile killer
Also, you are talking as if survivors aren't looking for quicker game ends, majority of them do when they are losing, it will help both party without actually making game any different beside mindset of extremely small subset of people
I'm not sure how I'm talking like Survivors aren't looking for quicker game ends. I'm only talking about what would happen if they implemented a system where everyone is instantly sacrificed when everyone is slugged. With the current system, yes, it would be quicker to hook Survivors when you down them. With the current system, there's no real reason to let all four bleed out except to be a sadistic POS, as OP mentioned in the initial post. If everyone dies instantly when they're all slugged, it's a quick and easy win for the Killer, as I said before. Isn't that at least one of the reasons why the finisher mori/basekit Unbreakable mechanic was scrapped in the first place?
I'm well aware of how Survivors look for quick game ends when they're losing. They know that, as the match goes on, Survivors naturally become weaker while the Killer naturally grows stronger. Which means there is very little room for Survivor error. They know very well that if they mess up too early, there is little to no hope of coming back from it. I believe this is the primary reason why so many Survivors give up so early.
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@Neaxolotl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3707678#Comment_3707678
If that's the case, why aren't they doing this right now every game
I don't understand what kind of reasoning is behind your opinion, there is no strategical difference in adding that feature, just removing last slog for everyone
Because most Killers prefer quick and easy games, and bleeding out is slow. If everyone dies instantly when all four are slugged, then that's a quick and easy win for the Killer.
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@Neaxolotl said:
Why don't we just instantly sacrifice those survivors like last survivors on hook, it'll be the same results and way faster for everyone
That would just entice Killers to go for four-man slugs even more, and make even easier games for them. They already rely on tunneling at five gens to accomplish this, so there's no way they wouldn't go for a four-man slug. In fact, I would argue that slugging everyone would be even easier than tunneling out a single Survivor.
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Now that they have the chapter bundles, it would be easier to re-purchase the DLC's for different platforms. I wouldn't mind doing so on the Switch if I can carry everything else over from my Steam account.
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I can definitely see how this would be a rough one, especially since I don't play Killer much, and have never touched Artist. But I've had a few people come into my streams to ask for help with it, and played friendly in return. Of course I was glad to help them.
So that's another thing you can do, play friendly and shoot crows while they bust out gens.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3707214#Comment_3707214
So that survivors can have up to 400% more BP without the killer receiving any additional BP? If you think that's fine but Puddings are not, that's a double standard.
The Pudding works exactly like the Escape Cake. The person that brings it into the match gets 100% more BP. What you suggest is basically a different version of the Bloody Party Streamers, that just doesn't give anything back to the killer.
Also, why should one side have 3 offerings to raise their BP by 100% while the other only has 2? Then you'd need to change the Hollow Shell to 100% too, which makes it the same as the BPS, or you change it so that it's only applied to the killer on top of that, which makes it the same as the Pudding.
If anything, it's weird that survivors have 2 Envelopes (one yellow and one green) and they both don't give anything to the killer, when their equivalent (Hollow Shell) is applied to all players.
Where does it say the Hollow Shell is applied to all players?
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Light-Footed
Light-Footed has two deactivation conditions, which is excessive in my opinion. You already have injured noises, so suppressing footsteps when injured is less effective anyway. Removing the injured requirement would open up more synergy potential for this perk, and make it more consistent.
Light-Footed requires you to be healthy and deactivates when you're injured, and for (I think?) 20 seconds or so after a rushed vault.
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Pause the hook timer if the Killer is 7 feet (I assume you mean meters?) away or closer? And remove the self-unhook and not deactivate that in endgame? So if the teammates don't save the poor person, the sacrifice doesn't progress at all and the poor person can't unhook themselves? Should they just hang there forever if the Killer doesn't leave?
Sounds like holding the game hostage to me...
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The D-pad is used for pointing and the "follow me" gesture, at least by default. I have no idea how the quick chat would work. The few seconds it would take to do such an input could be costly, except for maybe the person on hook.
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@LeFennecFox said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3703724#Comment_3703724
the thing is I’ve yet to meet someone that actually thinks 4 min bleedouts should be a thing or that hatch standoff v2 isn’t problematic.
Some Killers think that, apparently. Removing the hatch won't solve anything, and will only cause even more giving up prematurely.
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@LeFennecFox said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3642565#Comment_3642565
Why shouldn't slugging be happening? Should killers pick up survivors in front of a survivor no matter what? A mass slug requires survivors to be grouped up, injured, and have insanely short chases w/o multiple strong perks in play that could prevent the snowball. Grouping up injured out of position from resources is a misplay by the survivors why should the killer be punished for bad survivor play?
I think this thread is referring more to the instance where the third Survivor is slugged while the Killer looks for the last one (after the other two are already dead). Mass slugging is a different issue entirely, and when Survivors complain about that, it's more about the Killers who leave them on the ground and let them bleed out for no reason. Slugging everyone and then hooking them is an understandable tactic. Being left to bleed out for four minutes is a huge waste of time. If we've already lost the match, I'd rather end it and go next. So I'd be fine with the option to bleed out faster.
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@RakNieborakYT said:
Once the invocation is completed:
- All remaining generators lose 10 charges required to repair a generator
- Generators regress 50% faster
I feel like invocations favouring specific aspects of the perk should have proportionally their side effects but not in the way it would directly weaken the achieved effects. The "No mither" part makes absolutely no sense and since this invocation effects is towards generators, then the broken effect should be active until they cannot be repaired at best, not in the endgame as well.
Buff?? That sounds like a huge nerf to me. And the reward isn't even worth the risk as it is, imo…
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This is exactly the point of the endgame collapse, to make the Survivors either leave or die.
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I don't know how they keep making the same mistakes when releasing new maps, and then they have to be reworked, shrunk in size, and made more evenly shaped.
Like Shattered Square was too big when it first came out, and then they reworked it and made it into more like a…well…a square. Now they'll have to do the same with Greenville Square. The put the word "Square" in the name, and don't make it an actual square?
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@BugReporterOnly said:
Again I get screwed over in ecg because of the 4%. 4% Deleverance and Wicked should no longer work in ecg
What are you doing that's making it so easy for Survivors to escape after their 4% in egc? Are you hooking them too close to the gate?
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Well, I wouldn't mind if the exit gates automatically opened when the last gen was done. It'd make the games end quicker, that's for sure.
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I'm curious how people responded to "which Killer tunnels you most frequently" to see if there's a pattern. For me, the Wraith seems to tunnel me more than any other Killer...
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I'm confused. Why would Survivors 99 their healing? The gen speed would still apply whether you're injured or healthy (unless you run Resilience, maybe?). It only goes away when you get hit again, and an injured Survivor would just go down again, so losing the repair speed penalty would mean nothing in that case. 🤨
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Not to mention the amount of perks on the Killer's end that changes the obsession frequently (Friends 'til the End, Game Afoot, Nemesis, Furtive Chase, etc)…
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It wasn't that fun anyway, at least for Survivor. They were quick games, I got piddling amount of bloodpoints. I only kept playing until I was able to get an escape, and then I was done.
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How would they make it optional? I wouldn't mind it, but I don't see it happening.
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The 5v5 mode has been my favorite of the listed ones on the survey. 2v8 might be interesting, too. But I really like the idea of Survivors actually teaming up with a Killer…
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I don't think so, because that would incentivize the Killer to target the unhooked Survivor even more than they already do, something that DS is supposed to deter.
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Do Survivors still do gens and stuff? Or is it like an entirely different game?
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It might be possible in a future modifier event someday. I'd be curious to try it too, but I don't know how much I'd enjoy it long term. I'd have to try it in order to find out.
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Yeah, DS isn't going to stop Killers from tunneling. If anything, it'll only encourage it even more.
There was a time when I ran both Deliverance and DS for a while, just to see if I'd enjoy them and if they'd help me. I told myself I'd keep running those two perks until I got value from both in the same match. When that match finally happened, the Killer tunneled me because I had those perks.
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@Lixadonna said:
10 seconds of base Endurance. No excuse that I get penalty. If they can't utilize the 10 secs they suck. Some purposely get downed.
If the unhooked person can't get to a safe loop within ten seconds, it means you unhooked them in front of the Killer, which is your mistake, not theirs.
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Add more chests by default. Right now there isn't even enough to go around for each Survivor. And remove broken keys from the item pool.
