CrypticGirl
CrypticGirl
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- CrypticGirl
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Probably because they distract the Survivor from doing something other than gens. The Killers' main complaint is that they lose because Survivors do gens too fast. But if they don't "do the gens too fast," they're almost guaranteed to lose. This has been my experience, anyway. The Pig is probably the worst one with the reverse bear traps. The Onryo's first rework was worse than the Pig's when it came to going too far with the secondary objectives, but is no longer an issue.
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Even if the modifier itself had to end, they could have at least kept the tome for a while longer, maybe another week or two, since those challenges could even be done in the normal mode.
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@LapisInfernalis said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3648028#Comment_3648028
That was changed in the same patch if I remember correctly.
Because the speed of Botany also applies to medkits, you could heal yourself too fast too many times without the debuff. That's why.
It actually wasn't changed in the same patch. Botany change was 6.1.0, while medkit changes were in 6.7.0.
So it wouldn't be a balance issue anymore to remove penalty from Botany, for the way medkits work now, it would still only allow you to heal yourself once (or twice with the add-ons that add charges).
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The hatch isn't the problem, it's people's attitudes.
The Killer doesn't have to slug the third Survivor and go hunting for the fourth. That's a choice they make. They want that 4k so badly that they resort to this. Just hook the third Survivor. It's okay if the last one gets hatch; a 3k is not the end of the world.
On the flipside, Survivors don't have to hold the game hostage by hiding in the corners either. They can still try to do gens. If one gets caught and hooked, they can give the last teammate the chance at hatch. That's what I usually do. I'd rather have one person escape, even if it isn't me.
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How is this mode unbalanced? I think it's the most balanced gameplay we've ever had. With no perks for either side, we don't have to worry about four gen-slowdowns or anti-heal or anti-stealth. On the other side, you don't have to worry about gen rushing perks or sprinting speed exhaustion perks, MFT, Hope, Adrenaline, etc. The gameplay is all skill- and sense-based.
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Streaming is good for this kind of thing, too, as it doesn't take up storage on your PC, and if you stream on Twitch, you can save clips or highlights of the best (or worst if you prefer) matches. Otherwise the vods will expire after 14 days, so you won't have to worry about cleaning up your hard drives.
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I like this idea. This could be a nice incentive for not throwing on first hook, which is a complaint that many Survivors share. As a Survivor main myself, it would help to boost our gains a bit, even in a doomed match. I notice that I earn more points for altruistic actions than anything, but I'm sad that the gains feel so uneven across the board. Why can't I earn the same amount of points for sticking to gens?
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@AzshFayd said:
It's funny we went from "I need to tunnel just to stand a chance" to "why wouldn't I tunnel someone out immediately and secure a landslide win?"
The devs spent way too much time reaffirming the people who play like this instead of actually nipping it in the bud.
But it's Ok though, they'll spaff out another mid skin collection and it'll all magically be ok again. Might not get to play the game anymore, but at least everyone's Feng will be pretty to look at while they sit in the queue all day
It's always been the latter. Killers have never needed to tunnel to stand a chance; they just do it because it makes the match so much easier for them.
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I'm wondering why people keep bringing up MMR when the discussion of tunneling comes up. Tunneling is a choice that Killers make at any skill level.
Otherwise, yeah, I'm in agreement that there's no real solution for tunneling. If I get hardcore tunneled, I just let myself die on second hook and go next. I have no hope of surviving at that point, and therefore no incentive to try to stick around. It gets even more annoying when the teammates go out of their way to try to save me, because again, it's futile.
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I'm confused about the Deadline perk. So it only makes skill checks harder when you're injured, and you only get a 50% progression penalty if you fail it. But if you hit the skill checks, then the perk does...nothing? 😕
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Is this question meant for Killers or Survivors?
I play Survivor, so when a teammate throws on first hook early game, I expect the rest of us to die, but I'll just keep doing what I can until then.
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If people are wondering why people choose to throw on hook over DC'ing, they need look no further than this thread.
I understand DC penalties are healthier for the game, but I will keep reiterating that there is ZERO reason for the penalties to stack to this level. It needs to be capped, maybe 30 minutes, maybe an hour, but no more than that. And when it does reset after 24 hours, it needs to reset to ZERO, not just to the previous tier.
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IIRC, I believe they were planning to do more Twitch drops in the future? I think it'd be more fair this way, as it would be accessible for everyone, and not just those with a paid membership.
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I wish it would make the hatch spawn closer to the last Survivor (unless a hatch offering is played, of course). I hate hatch offerings, because they also let the Killer know where it'll spawn...
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Not a bad idea, but I'd prefer an increase in chest opening speed. I don't understand why Pharmacy does that (only when you're injured), but Plunderer's doesn't...
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@NAERUUU said:
Cheater can use killswitched stuffs ?
Wow, that is crazy (don't cheat kids, that's not cool)
Apparently. I didn't report them, because I wasn't 100% sure that he was still killswitched. Other than using the character, they didn't play real cheaty from what I could see...
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@blithes said:
what you and everyone else who complains about people giving up on hook do not seem to understand if that if bhvr removes hook attempts, people will always find another way to get out of the game and go next, because if they don't want to play, they won't. they will afk, and then if an afk timer is added they will throw themselves at the killer, and if the killer wont kill them they might throw the game (ie throw all the pallets down etc) to ruin the experience for everyone else.
bhvrs mistake was increasing the dc penalty after they added dc bots. they should incentivise dcing over giving up on hook, so at least the remaining 3 get the bot who is somewhat more useful than a 3v1. not saying remove the dc penalty completely but they implemented a fix that no one wants to use because no one wants to sit through the ban timer.
On top of that, they removed the ability to spectate matches that you DC from, which gives even more incentive to choose throwing on hook over DC'ing.
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@MrDrMedicman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3631704#Comment_3631704
You try killer against a swf with ftp and buckle up. 4 healthstates with no possible counterplay for a single hook
Notice how you didn't mention they were P100's? All of that has nothing to do with their prestige level.
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@MrDrMedicman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3631636#Comment_3631636
That's honestly the worst idea. It'll just solidify killer builds even more than they are now. That's even worse than the basekit decisive strike with double duration some folks have floated by
Either way, you and everyone else begging to have Prestiges shown are the exact reason why they need to be hidden, given your reasons for wanting them shown.
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@MrDrMedicman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3631510#Comment_3631510
It's the only metric I have access to as a console player, yeah I'll dip
As a killer, you have way more metric than Survivors do. Survivors don't even get to see what Killer they're going against or their prestige level. You, on the other hand, can see who you're going against and what items they're holding, which will give you a much better idea on how they intend to play than the Prestige levels do. Those with toolboxes will either genrush or sabo hooks, those with flashlights will be hanging near you waiting for a blind save, or those with keys will just be hiding in the corner of the map waiting for hatch.
Some have even suggested skipping the lobby entirely; as soon as a match is found, your character spawns into the map, for which I have no objections, personally.
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@MrDrMedicman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3631129#Comment_3631129
P100s are usually survivor sweats. I do not enjoy being stunned every few seconds, always getting blinded by a flashbang at the perfect moment, or being spun into oblivion because behaviour won't address the auto aim
But what does Prestige have to do with all that, though? I get stunned and blinded and spun all the time, and I've never faced a single P100 as Killer. No one even remotely close to that level.
Do you really think that P100 Survivor would play any less sweaty if they used one of their lower Prestige Survivors?
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@flotaku said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3631346#Comment_3631346
So have the devs...
I do recall reading on the PTB patch notes that he was still killswitched due to ongoing issues. I thought maybe they had fixed them and maybe I missed the announcement, so I didn't report the player.
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@MrDrMedicman said:
I'm not here to sweat every game. I'm going to skip p100 lobbies because I really don't want to deal with it
"P100 doesn't mean they're good"
And I really don't care to test it. I don't use perks or add-ons on an m1 killer, I just want to vibe. I don't care about kills, but I don't want to get tbagged at every loop because someone thinks their using every pallet in the map is good gameplay
Just because you see a P100 doesn't mean you have to sweat. That's on you.
I don't play Killer a lot, but when I do, I don't sweat for the kills. I'd play the same way, whether I'm facing four P0's or four P100's.
Besides, if you couldn't see the Prestige's, wouldn't that be a relief that you don't have to worry about what Prestige level they are and not worry about sweating?
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I'm not sure why this is necessary. You could just move on to the next match before the current one finishes. Or you can spectate your remaining teammates.
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I just played Dwight at first because he was the default, so I just stuck with him. His lore made me wish I could be his friend, too. And then they did the texture rework on him, and he became a lot more attractive. So I kept playing him some more. And the more I played him, the more I grew attached to him. I can't wait to get all the other Survivors to P9 so I can start getting Dwight to P100.
But they're not making it easy when they keep releasing new Survivors... -
Dwight definitely needs hugs and protection. Just look at his lore! The "laughing stock of the community?" Poor guy... 😥
But the cosmetic I wear on him definitely makes him hot, too. 😆
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@Caiman said:
If a game goes bad enough fast enough, I feel like there isn't a point in playing it further. I would like to keep playing so I can pip or earn bloodpoints, but the pip system is terribly designed and survivors don't earn enough points for what they're doing, especially in a match going sour and ending too quickly, so it feels pointless to attempt to prolong it. May as well save time, take the L, and move on.
I wish I had more incentive to stay in an obviously-doomed match.
But there are plenty of players who are just ragequitting at the first sign of inconvenience or whatever arbitrary thing they get unreasonably salty over. That's a problem too, and usually leads to the obviously-doomed matches.
^ This pretty much sums it up perfectly.
Bad matches are to be expected, whether people give up or not. The best thing to do in those cases is just take the L and go next. However you may feel about the bad match or people quitting, it's already over. It's just a game. It's just one match. Better luck next time.
In this vein, I can't tell who's more entitled, the people who ragequit or the people who complain about said ragequitting.
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@Sava18 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3622337#Comment_3622337
Just because two problems exist and are a tiny bit intertwined doesn't mean both shouldn't be addressed.
Well, we already know that the throwing on hook is not going to be addressed, so we'll just have to deal with it, whether we like it or not.
Unless by "addressing it," you mean make it so that DC'ing is the more appealing option when someone wants to leave a match. And my suggestion for that would be to cap the DC penalty.
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I really wonder how this will affect Ruin. If a Survivor keeps short repairs on it and leaves it eight times, does the regression stop even if the hex is still active?
Otherwise, I like the changes.
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The same bug occurs with NOED; you can't see the aura of it.
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DC penalties can stay, but there needs to be a cap on how much they stack. There is no reason for them to stack to multiple days. Zero, zilch, nada. Some suggested 30 minutes or an hour, but anything beyond that is just excessive and unnecessary.
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@Sava18 said:
That's a lot of suicides.
You can't defend this ****.
"oh no I'm some how miserable after 5 min in a 10 min game".
This game doesn't deserve this terrible system, it's so so so so sad watching veterans agree with the unhook mechanic and miniscule dc penalty per day because they had a bad experience for 5 min.
It only goes to show their close mindedness and extreme inexperience in regards to pvp games.
"Oh but it's a assym"
It doesn't matter, that's irrelevant and self unhook only creates a self perpetuating cycle that has spread through the community like fire.
There is no argument for this garbage mechanic, whether that be because of the so cold miserableness of the game or the chance to kobe. Both are invalid and worth nothing.
But the mechanic has already been defended, even by the devs themselves. You can't prove intent when someone throws on hook, and the devs can't see every instance of it happening. The veterans also agree that sacrificing oneself to give the last teammate hatch is an acceptable use of the mechanic. Taking that away would worsen the problem of the "hatch standoffs" that I've been seeing people complain about, where the last two Survivors hide in the corners, neither they nor the Killer making any progress on the match.
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It kind of depends on what's going on. Obviously, I consider my own escape as a win, regardless of what happens to the teammates. Or if I throw on hook to give the last teammate hatch, and they succeed in getting it, I consider that a win. Or if the Killer brings 2+ gen slowdown perks, I consider it a win if we even manage to get one gen done before dying.
As Killer, I don't play it often, so I don't really go for kills if I do. If I can accomplish the Daily and/or tome challenge, and then get one hook on everyone, that's a win for me.
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This is one reason why I wish they hadn't added the DC bots. If a match is going so poorly that people want to DC, I'd rather just end it and go next.
And I say this as a Survivor main.
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They could also make the tutorial a requirement. My understanding is that a lot of new players skip them (though I don't know why they would). Then they don't know that they're supposed to unhook their teammates and then that poor teammate would die on first hook. That was my experience when I played on the Switch for the first time, after having a good amount of time on Steam.
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"Why didn't the slugged Survivor crawl away?"
What good would that do when the Killer could just walk over, pick up the Survivor, and drop them back under the hook?
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Gameplay-wise, I'm enjoying the event. I love all the bloodpoints, shards, and other goodies from the event login calendar. I enjoy the snowskull fights with teammates and Killer's as well, a way to goof off. That might be the thing I'll miss the most when the event ends.
My negatives would be regarding the event currencies, and how you have to do every challenge and unlock every reward in order to unlock everything. One thing I appreciate about the regular rift is that, as a Survivor main, I'm able to complete it just by sticking to the Survivor challenges. This event, as well as the Haunted by Daylight event, forces you to do the challenges from both roles in order to unlock everything. (Though I am grateful that the Killer challenges in the Haunted event were quite easy, but they're a little more difficult in this event.) I'm personally not a fan of having the "milestone" rewards for that reason. There are some event cosmetics I can do without, but I have to unlock them all in order to unlock Jeff's full cosmetic. I'm not a fan of that.
I also don't like the stagnation while waiting for the next page of the tome to open, and you cannot earn any more frosty trinkets until that happens, and making me wonder if I'll be able to earn enough to unlock everything. I'm pretty sure I can if I do absolutely everything, but I can't help panicking a little inside.
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Why do we need a Grim Reaper Nurse skin when we already have Ghostface?
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Medkit nerfs and DC bots.
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My main is Dwight, and this is the only cosmetic I need for him...
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Apparently people haven't looked at the login reward calendar for this month, which includes a banner and badge just for logging in. The badge comes tomorrow (12/8), and the banner comes on the 22nd, and both can be claimed anytime from those respective dates to the end of the rewards calendar.
Is that FOMO? Maybe, but at least they're free.
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@Hunkulese said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3602136#Comment_3602136
What game are you playing where trying to get flashlight saves is screwing over your teammates? Flashlight saves help your teammates. Learning how to do them will make you a better survivor, and you'll have more fun in the future.
The game where flashlight Survivors try to hang around teammates who are being chased instead of doing gens. That poor person is just looping the killer for nothing in those situations.
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@MoNosEmpire said:
https://forums.bhvr.com/dead-by-daylight/discussion/399387/bhvr-dont-do-this
Run lightborn, problem solved lol.
And that'll make the challenge even more impossible...
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I love those people who are like, "It's supposed to be a challenge" as their only argument for how awful these challenges are.
It's one thing for a challenge to be challenging and difficult to pull off, which isn't the issue. The issue is that certain challenges like this actually screw over your teammates who aren't participating in your challenge.
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And you took out the obsession, which is not good when you're running Save the Best for Last...
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Sure, one could say that the 3-genning is on the Survivors, but then you have the reworked Garden of Joy where gens spawn ridiculously close together (check the bug report forums). But once the Survivors are 3-genned, the Killer then insists on defending the gens instead of trying to kill the Survivors. They just do hit and run and that's it. Don't do that; just kill the Survivors and end the game already.
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I don't think it's necessary. Plus it's a lot more complicated than inputting Survivor bots (they have to train the AI to use the various Killer powers, and there are what, 35 Killers in the game now?). Each one has a unique ability that the AI would have to be programmed to use, and I imagine that's going to take a lot of work. It's the reason we don't have Killer bots in custom games yet, though I do recall the devs saying they will be added one day. But who knows when...
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While I am as disappointed as everyone else that we have no default banners or badges to start with (like why?), they have said that they will be unlocked with rifts, login rewards, etc. During the livestream they showed the login reward calendar for December, and there were a couple of banners/badges shown. So that's one example.
Yeah, this is a bad start, but I'm confident that we'll build up our collection of banners and badges over time.
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@unavoidablevoid said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3594162#Comment_3594162
You think that the players who walk around for a minute on the empty map, rather than going to the exit gates, are not aware that they can chase the survivors out?
The survivors refusing to leave the trial in order to T-bag the killer is toxic behavior.
You can play the survivor's toxic game if you want but some people but would welcome a solution.
They certainly act like they're not aware, if this thread is any indication. I just gave a solution. If Survivors are hanging in the exit gate and t-bag, run to the gate and chase them out. It's what I do when I play killer, and it ends the "toxic behavior" in a heartbeat. Try it.
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I almost always let Survivors go. I don't play Killer a whole lot because Killer games are just boring in general to me. I'll usually play Killer to get some dailies or tome challenges done. So once I complete those, and maybe get a hook on each Survivor, I'll just goof off for the rest of the game.

