CrypticGirl
CrypticGirl
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- CrypticGirl
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@iOverSpray said:
This isn't rage bait as they claim, I do this! My f tier killers sit around 90% + kill rates. This style is how that's possible.
Good for you, but that's not the kill rate that the devs want, and eventually they will nerf tunneling so that that's no longer possible. So enjoy your tunneling until then.
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@iOverSpray said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4036354#Comment_4036354
I assume we're not in the same tax bracket when it comes to games. Im glad your game is enjoyable without these tactics.
What tactics? Are you talking about Survivor tactics or Killer tactics?
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@iOverSpray said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4036293#Comment_4036293
I could also say if all survivor mains were honest with how broken that side of the game can be, maybe the devs would fix that too? Just earlier had a match where there was a flash light (3 in the swf) save so I in return started slugging my way to a win. Good survivors wanting saves dont die in spots you can look at wall yet I get cursed in the end game for doing what I do? Make it make sense..
Oh, believe me, the Survivor issues have been "fixed." They're no longer as overpowered as they once were. (Assuming they ever were…)
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4036293#Comment_4036293
Exactly. Every time I see someone say, "I only tunnel because I have to 😢😢😢" I roll my eyes. They do it because it's the easist path of least resistence and no amount of gen time increases or meta nerfs with change them.
Right. It's not about having enough power, but more power is always better. Even if each gen took four minutes, they would still tunnel, because doing so would give them even more power.
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At least I can appreciate the honesty as well. If only all Killer mains were honest like this, the devs might have a better idea on which direction to take their game.
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@Anniehere said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4036224#Comment_4036224
To rescue an infected survivor, you only need one escape, and any survivor can be sent as the rescuer. When a rescuer escapes, they keep all their perks. If a rescuer becomes infected themselves, they also become unplayable until they're cured.
Each failed rescue attempt removes one perk from the infected survivor, almost like their infection is progressing and stripping away their abilities. If multiple survivors are infected at the same time, a single escape from a rescuer will cure all of them at once.If you want the challenge to be harder, you can limit a rescuer to saving only one infected survivor at a time.
Okay, I think I'm getting a better understanding now. I might just try this for the new year, after the Bone Chill event ends. XD
I'm not sure how to work the "Survivors can't share perks" rule. The easy figure would be to equip each Survivor with their adept perks + one generic perk, but I don't think there are enough generic perks to go around, so I'm afraid it'd be impossible to avoid a slight overlap...
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@Anniehere said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4036215#Comment_4036215
Just escaping is enough. I think finding chests or doing side objective is too situational.
Okay, and when making the four attempts to rescue an infected Survivor, do you use the same Survivor (just losing perk slots)? Or do they become infected as well, and you have to choose a different rescuer to try to cure the previous two? And can the previous ones become cured simultaneously?
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Interesting, but how does one retrieve the "vaccine?" By waiting for a Nemesis match and getting the vaccine?
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I think "fault" is the wrong term to use altogether. Tunneling is always the Killer's choice, whether they tunnel right out the gate, or if Survivors baited them, made mistakes, or just completed too many gens early on. Even if the Killer chose to tunnel in endgame, it wouldn't necessarily be their "fault", nor would it be the Survivors' "fault" for doing their objective.
I can recall a match from some years ago when I ran Boil Over against a Blight in Lery's. He started off chasing Yui, then came after me to chase me off a gen. He downed me, and I managed to wiggle out with Boil Over. From that point, he relentlessly pursued me until I was dead. Even after I wiggled off numerous times with Boil Over, he still chose to keep coming after me while the teammates pushed out the gens. So I wouldn't say that case of tunneling was my "fault," but I can acknowledge that I deserved it.
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@Leon_van_Straken said:
Easy as that.
If you are Slugged and the Killer is willing to stay on you Bming than all the other Survivors do Gens while you crawl to the open gate. You win or the Killer must pick you up. No reason to abbandon there since you still able to win by just letting your team work the gens.
I didn´t talked about the Endgame timer there. I talked of the time difference between getting hit and instant abbandon and hitting up to 4 survivors 2 times before they decide to leave.
You made an Edit to an post after 4 new posts have been dropped. Thats not good faith. That is just trying to blame someone else and by saying you are finished with the discussion without answering a simple question which seem really important to you you didn´t win the discussion either.
Just be honest with yourself.
You want the Killer to get shamed at the exit gate and this is your only point.
This is sounding more like you just want to quit when the game doesn't go your way.
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3931238#Comment_3931238
I mean you could make this argument for the Survivors. A lot of people abandon to skip the mori animation etc because it'd "hurt their ego".
Well, not really. Once the mori animation plays, or if they're all slugged, there's nothing left to do. The Survivor has already done all they can in the match, so they've played it through.
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They already have badges for some Survivors, but often in rift cosmetics or some other cosmetic. But I'd personally like a badge for my Survivor in his default cosmetic...
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Maybe revert all of the gameplay mechanics and systems they've done over the past year (minus the actual content updates, i.e. characters, cosmetics, etc.).
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@iOverSpray said:
Rush gens, laugh at any killers not named nurse or blight. Easy win.
Let's not do the laughing part. We don't need Killers to resent Survivors even more. It's just unsportsmanlike.
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Are we really surprised at this point? They've been reducing rewards since the anniversary event. And we all know what they're going to do for the Bone Chill event: Just guarantee one (maybe) winter firecracker and one mystery box in every bloodweb for P100 characters.
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@runningguy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4034017#Comment_4034017
i would change it so the game as a whole is more stealth based, stealthy survivors and stealthy killers. maps should be reworked to allow more ability to lose line of sight instead of loops. so run, vault, drop a pallet, turn a corner or behind a wall, try to lose the killer. there are lockers to hide in but the focus seems to be on chases so anyone using a locker is usually called a rat or someone complaining someone else was hiding in a locker instead of taking chase. super fast killers should be nerfed right down.
This would not only solve the goofy loop chases but it would help with making gens more suspenseful. Part of the reason so many people hate doing gens and find them boring is because they know the killer is in chase, know the killer is occupied so there is no threat, no worry, just sit on gen while the killer gets looped. the chase will usually last until the survivor does down so the ones on the gens know they are safe until that happens. But if it was more stealth based and survivors had to lose the killer instead of looping, people on gens wouldnt know if the killer is looking for the survivor they were just chasing or if they gave up to look for someone else. being on gens would feel a little less safe. i loved playing against scratch mirror myers pre rework, the tension on gens, walking around not knowing if myers is watching me, way more fun than going against blight or ghoul or wesker or any speedy killer.
Yeah, that's exactly what the Lights Out mode did, but the majority of the community hated it.
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Ohh. I don't mind butt-slapping teammates, but idk about the Killer. Some of them are just too mean…
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@For_The_People said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4033578#Comment_4033578
definitely!
@CrypticGirl if you ever want people to play with, with no pressure or expectation except mandatory butt slaps, give us a shout!
Mandatory butt slaps? On who?
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Things like this are why I have to stream all of my matches. Granted, this particular thing hasn't happened to me yet, but I had a hacking Skull Merchant for Thanksgiving that I was glad to have video proof of.
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@runningguy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4033664#Comment_4033664
they are not supposed to be "safe". the main issue with the game has always been that survivors have "safe" areas where they know they are untouchable and will always run there. like shack for instance, so many people head for the shack because its often better to abandon chase and go for someone else than chase around the shack. survivors shouldnt have areas like that all over the map. you also shouldnt be able to run from pallet to pallet to pallet…its boring gameplay and part of the reason why killers tunnel.
while on tunneling, i have always said if people want tunneling to be nerfed that much then gens need to be slowed to allow killers time to spread hooks. the answer has been a unanimous NO. fair enough, another way to help killers not need to tunnel is to allow faster downs so they can keep up with the speed gens fly. these smaller loops do this. maybe its the start of the anti tunnel coming in?
When has slowing down gens ever encouraged Killers to spread hooks? Never.
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And mine…
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@CompetitifDBD said:
There are factors to this statement, but for the most part tunneling is pretty hard to do if a survivor knows what they're doing. (and has a balanced map ofc)
Lol, what balanced map?
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I'm in the same boat that I struggle with socialization, so I don't have anyone to play with. Also I play before dawn, and none of the people I know play at that hour...
I run Kindred, as that's pretty much mandatory for solo play, but other than that, idk how to make my games better...
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Idk, I think Killers' strength is subjective. Yes, some are more powerful than others, but no one would be able to agree on which Killers should be excluded from a given game mode. I wouldn't mind removing all perks, add-ons, and items though, like in Lights Out.
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I would say the answer is "all of the above" except the necessity one. I haven't seen many tunnelers, but I've seen a lot of Pain Res and Ruin. The worst I had was a hacking Skull Merchant who made us all literally drop dead after letting us do all the gens. Yes, I reported them with an in-game report and video evidence, and got an e-mail back saying the ticket has been solved. I haven't seen the in-game notice yet though...
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I've seen the same thing happening with Furtive Chase. So it looks like they may need to killswitch all obsession-related perks until this multi-obsession bug gets fixed…
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@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4032971#Comment_4032971
These perks are dissabled in endgame for one reason, they would make getting last kill almost impossible if survivors play good which isnt fair because even devs stated at this point there isnt much what can killer do so that why they are dissabled smae would go for gen regression if it would effect gate progress in endgame but it doesnt these perks are dead when all gens are poped.
The same can apply for Killer, too. If one person is dead at five gens, it makes escape almost impossible.
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@AceComp said:
So if the survivors gen rush and have little to no hook stages, should we also disable all survivor perks and they become injured + broken for 2 minutes?
We already have a number of perks that disable in endgame (like DS, OTR, etc…), so yes, Survivors are already punished for doing well.
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@runningguy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4032783#Comment_4032783
i didnt say anything about rat gameplay. i said stealth. rats hide out all match avoiding the gens and not going for saves. stealth players actually do gens while being stealthy or use stealth to keep the killer busy instead of looping. there is a big difference.
every match i take a toolbox with me. my playstyle is stealth. why would i take a toolbox if im going rat the whole match avoiding the gens? stealth gameplay is not rat gameplay at all
If you're not being chased by the Killer, you're not being tunneled. Which means you're not actually countering tunneling.
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Yeah, telling Survivors to get good at looping (at least as a response to tunneling complaints) isn't realistic. Nor is telling them to get good at looping when they now have fewer resources to work with. The game is already designed so that the Killer will get you eventually, which is part of the reason why tunneling is so effective, along with the Survivor already being injured when unhooked.
And one doesn't necessarily have to be bad at looping to complain about tunneling. I can't even say where I stand on looping skill, because sometimes I'll go down in five seconds, and others I'll run them for a minute. There's a lot of factors; who the Killer is, how skilled the player is with them, which map we're on and how skilled either of us are on that map, etc. Even when I do keep the Killer busy, tunneling isn't fun at all. It's not fun to deal with when I'm not the one being tunneled either.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4032612#Comment_4032612
your argument boils down to bad matchmaking and solo/swf gap. there are so many factors that you’re ignoring
They mentioned many of those factors in their previous comment.
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I'm really wondering what the reasoning is for that change...
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Have you played 20 matches since your last DC?
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I've been tracking my matches on the Survivor side, but all my games have been 2v8 during the event, so idk if that would show us anything, so I may have to track some more.
I can say that when I had a match where the server disconnected, it didn't show up on the official stat tracker page at all.
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@AmpersandUnderscore said:
Highly doubtful that this change will be impactful.
And, while I don't think it will be a major difference overall, the choice to time the OTR nerf in the middle of this, as one of the changes they decided to keep, is almost disrespectful.
The first "anti tunneling" PTB resulting in nothing other than an anti tunneling perk nerf, then scrapping the whole thing soon after was a pretty big indicator to the community that things will not ever get better.
This was their chance, and they chose the actual barest minimum, but only after heavily considering the options of doing nothing at all, or just nerfing the perk and nothing else first.
Yeah, what's happening with OTR now? Are they still removing the endurance from it?
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BHVR is really breaking people's trust at this point. They've made promise after promise and failed twice to follow through. What's going to happen when they finally test out their MMR matchmaking changes? Are they going to be scrapped at the last second, or even worse, two days after testing? We have no reason to believe they wouldn't do that at this point.
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I have some ideas that are even simpler.
If the first Survivor is hooked three times and killed, and no one else has been hooked yet, and four or five gens remain, the remaining Survivors gain 50% gen repair speed bonus. Apparently, Killers thought that BHVR's proposed systems robbed them of their player agency. With this, they can still tunnel freely without restriction, but they'd have to really think twice about doing it. And it certainly won't guarantee an escape for Survivors, because it's still much easier to keep three Survivors off gens than four.
For slugging, just grant basekit Soul Guard endurance. This way slugging is still doable in the right circumstances, the Survivors would still have to be coordinated to pick up the slugged person, but that person will have a few seconds to get to safety instead of getting downed again before their standing up animation completes.
It really doesn't have to be complicated.
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Sure, we've already gotten the tunneling and slugging reduction scrapped, so let's treat the Survivors even worse. That'll make everything better.
^ Sarcasm
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This is probably the most wicked flashbang save I've ever witnessed…
https://www.twitch.tv/cryptgirl1981/clip/VibrantAliveTortoiseOneHand-RGkk97M-jJ6ZqD_4 -
@OmegaXII said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4028970#Comment_4028970
Can I DC when I see a SWF Squad with 4x Toolboxes/Medkits that sent me to Eyrie of Crows when playing as a Ghostface? It's not fair for me either.
Go right on ahead and DC. But even if Survivors try to send you to Eyrie of Crows, you'd only have a 20% chance of actually going there. Or more like 10%, since they added that Dead Sands map…
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Most of the time endurance doesn't get you anywhere, except maybe an unsafe pallet, which doesn't help you much. Of course it depends on the map and the Killer, too. If you get tunneled by a Nurse, you're just ###### no matter what you do.
I don't bother running anti-tunnel perks because I don't get tunneled that much to justify having them on all the time, and there are other perks I can make much better use of. I wouldn't even call them "anti-tunnel" because all they do is delay the inevitable. If I get tunneled, I know I'm dead, whether I last five seconds in chase or five minutes, with or without those tunneling defense perks. So if I'm already on a losing streak, I just let them take me out.
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@brewingtea said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4029949#Comment_4029949
If you ragequit and come back the next day, it's not like that next match is magically going to be less frustrating because your next DC is only going to cost you 5 mins instead of 2 hours.
If you're frustrated by 100% of your matches, then it's not cool for you to ruin 100% of your matches for the other players just because those instances happen to be spaced apart by some amount of time. You need to get your percentage down, regardless of time frame, by playing matches (at least occasionally) where you don't DC. The 20-match system accomplishes that.
No one is frustrated by 100% of their matches. If yesterday was a bad day, they should be able to come back the next day with a clean slate and try for a better day. But they can't do that if they're forced to carry yesterday's baggage.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4029925#Comment_4029925
Anything in particular about that you find objectionable…?
I can tell you what I don't like about the new system. It's a common argument that people who ragequit frequently should step away from the game. But this penalty system doesn't encourage that at all. Rather, it does the opposite; it encourages them to keep on queuing up and risk encountering even more of the frustrating things, leading to even more frustration. So with this system, you're damned if you play, or damned if you don't.
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The last thing we need is another tunneling buff of any kind.
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@BongoBoys said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4029416#Comment_4029416
The point was Devs are using a weak form of the system and using regular Tylenol will fix the problem a stronger more stricter system it's not overdosing when it's the correct dose and not a weak version of it
You can no longer wait out the penalty; you have to clear it by playing 20 matches (which is dumb, because it prompts those people to keep queueing up rather than stepping away) . And you have to queue up for the timer to start counting down, again meaning you can't just wait it out. There's nothing weak about that.
But sure, let's make the penalty even harsher one more time. Maybe then everyone will realize that they're using the wrong medicine entirely.
Or maybe they won't, because no one ever learns.
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@Rickprado said:
https://forums.bhvr.com/dead-by-daylight/discussion/460651/should-dc-penalties-be-harsher
Harsher DC penalties will push away burnt out people from the game what is needed right now.
If that were true, those people would have already been pushed away by these recent DC penalty changes.
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@Sava18 said:
To all the people saying "we saw how well that worked last time" they didn't even make a functioning system. We didn't see how it would actually workout. The system failed because it was punishing loads of normal people. bhvr just messed it up, pretty much reverted it and left it, as always.
We're talking about the DC penalty, not the go-next prevention.
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@BongoBoys said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4029165#Comment_4029165
Its not an overdose when the medicine is comparable to children's Tylenol it's weak and pathetic and that's why it has to be more potent.
Just because children's Tylenol is "weak" doesn't mean you should overdose on it. And if children's Tylenol doesn't work, why would you take a more potent form of the same thing when the better solution would be to try something different?
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@BongoBoys said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4029074#Comment_4029074
Because the system is still very loose that's why it didn't work this time you can be nitpicky with your matches you can dc 4 times of those 20 matches and not really suffer from penalties. Ghoul-DC, Wraith-Tolerable, Twins-DC, Billy-Tolerable, Nurse-DC 30 second penalty and so on my point is you can game the system pretty hard which is why it needs to be stricter and we will start to see results.
And maybe if it still doesn't work we can try other ways to punish dcers people like blood points and x times multipliers if you DC to much we could add a Bloodpoint Divider to bad behavior players. You dced 5 times? Here's a ÷ by 4 to your match score for x amount of games.
Yeah, the first DC or so is supposed to be forgiving in case of crashes or other accidental/unintentional DC's. If the penalty is supposed to be a medicine for the game's illness, and it's not working, you don't fix it by taking more. The overdose would do more harm than good.
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Nope. The debate about harsher penalties has been going on for ages, and the devs just made the penalties harsher quite recently. The fact that we're already talking about making them harsher still just shows how well the harsher penalties are working. Which is to say not well at all. So if it didn't work this time, why would it work next time?
I also don't see how ragequitter queues are going to help anything. If the DC problem is as widespread as people say, I'm sure the DC'ing players have been on both sides of it, so having their own queue won't change anything for them. Meanwhile, normal players will suffer from longer queue times. People already hate having separate event and modifier lobbies because of what they do to the normal queues. So having a separate ragequitter queue will hurt normal players more than it'll hurt the quitters.
