CursedPerson
CursedPerson
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this would be nice also wont have to scroll all the way to level up the character i want while playing someone else
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@alpha5 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3864919#Comment_3864919
They can suicide on hook if they get hooked. The entire point of this thread is that they don't.
No. the point is whether or not slugging for the 4k is a problem and the frequency and op was stating survivors should give up and not play for hatch as if the killer wouldnt just leave them on the ground anyway to find the last guy
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@smurf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3864916#Comment_3864916
I think that's unhealthy for the game. Adepts don't have any meaning, especially if they're done without players becoming skilled with the killer in question, instead playing in a toxic fashion just to get something to show up on a small corner of a profile. Having an adept on a killer should be a sign of skill with the killer.
ok but the only other thing would be have like hook 10 times and people would hate that more. If theres an achievement, there is nothing wrong with getting it as efficiently as possible
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If there is a bleedout faster option added it doesnt even matter if a survivor wants to bleedout faster to go next since they already have the option to suicide on hook to go next. Until BHVR comes out and says they dont want that behavior in the game they are already inadvertently supporting players doing that
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Don't even worry about it just tunnel, proxy, and whatever to get your achievement. That way you can go back to using perks you want and playing how you want without getting frustrated
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Viktor moves at 150% movement he doesnt need perks
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All of these killers break the core gameplay loop in some way. SM may be nerfed but the disdain runs super deep. the antiloop had less counter than other killers. Twins is objectively an unfun slug simulator and viktor moving at 150 m/s almost garuntees you go down if they dont missplay. Scratched myers doesnt chase you, he pops out periodically to get easy hits/ downs super map and gens spawn dependent (personally myers is fun on both sides)
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@justadreampallet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3864782#Comment_3864782
Having it be more of an aid then anything would be the goal. I’d say having the stun duration be unstackable so if you have it at 20% enduring would still only go 50% due to it being higher then the stun duration.
As for the other it would only work on blinds so pallet duration would stay the same. It’s there to prevent serial blinding but not to be used to nerf the average survivor. It should be like the gen kick rework where it won’t show up unless the thing it’s meant to stop occurs.
I dont think they should reduce the stun duration but i could support a blindness duration reduction. Something like 10% reduction each time you are blinded to a max of 50% at most but probably something like 30-40% to see how it starts. Though a free lightborne wouldnt be that bad for the game considering you would need to be blinded 10x for it to take effect
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I mean I wouldnt be against a tenacity of somesort but how do you implement it without becoming problematic. Does it stack with enduring, spirit fury, hubris? meaning not even pallet stuns and flashlight saves aren't safe anymore?
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3863240#Comment_3863240
BHVR literally tried to update this perk to modern standards, by turning it into an endurance perk, and completely removing the custom status effect. If the perk were ever to be changed again, it absolutely should be to changed back to endurance, so that it doesn't stack with other endurance perks, and so it deactivates on a conspicuous action.
And it doesn't matter what the previous version was designed to do, because many other perks have been nerfed even though they did exactly what they were designed to do.
This is a bad idea it completely gets rid of the uniqueness of the perk the whole point of it was to get stronger by taking hits. making it endurance based completely changes the identity of the perk making it a weak anti tunnel perk that forces you to jump in front of a survivor multiple times which would probably only end up benefiting swfs. MoM is a weak perk with or without a going down from full health or injured but youre trying to say all perks should do the same thing.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3862953#Comment_3862953
"Protect you from healthy" would mean endurance, and endurance would mean it deactivates on a conspicuous action.
MoM shields you from going to down, its a different effect, and they could easily change it to also shield you from going down from healthy
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Maybe add something where injured survivors no longer disturb crows or survivors dont disturb crows until they are exhausted
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This doesnt do anything because the survivors they are chasing will have already triggered the crows. Thats the whole issue with why the perk is so bad on top of massive downsides
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I think you missed the sarcasm, theyre talking about how they dont get to play because of all of the excessive slugging
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@sizzlingmario4 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3862830#Comment_3862830
No worries. I thought the OP's suggestion was the same as this, that's why I brought it up in mine. Since they mentioned how you shouldn't lose MoM if downed from healthy. Maybe I misunderstood though.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3862844#Comment_3862844
That version of the perk (the 6.1.2 version) technically could be stronger in certain situations but it was a lot less fun to use since you lost it if you took a conspicuous action making your protection hits count for nothing basically. The only way to use it was to build it up and then either hope the killer switched targets to you, or just continue to bodyblock instead of being able to save it for a more opportune moment. It was a bad rework and it also didn't even work properly, it was bugged and only got fixed because the rework got reverted in the next update
Ok thank you I was trying to remember why the 2 hit version was so bad(the wiki did not mention that). I cant believe they made it disable on conspicuous action, another reason why it being bad on endurance 2 hits is because the killer could immediately get rid of hit by hitting you off hook.
MoM should protect you from healthy not just from injured to anyone else that was unclear
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@radicalboons said:
didnt we have MoM nerfed cause it was too strong? i feel like this could get too strong. i agree something should be done about it cause its weak but endurance perks are already pretty strong as a whole.
MoM was strong in the past from how easy it was to get. originally it was 3 normal hits then became protection hits. and it was 2 hits but quickly reverted. I haven't even seen this perk in ages and the last couple of times i did activate it myself i was downed from full health do to noed so it was a waste.
this tweak will not make the perk strong but it will get rid of the feelsbad moment where the perk you worked so hard to setup doesnt do anything
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No killers use gen regression too much of a crutch as it is. only really need 1 as killer or 2 sometimes on low mobility killers. Its this way because too many people run 4 slowdown perks.
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I think the game could benefit from a mode that doesn't have add-ons/items so players don't have to worry about what the 800 add-ons do.
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should probably recharge while in chase but nothing more really
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something done about the slugging for 4k, the slugging bleedouts, the killers humping you on the ground, bloodweb that auto buys the best stuff, a volume slider for bloodweb, being able to see fellow survivor perks in game, luck improvements, survivors killing themselves on hooks, key and map reworks/buffs. more perk improvements, brightness slider.
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Peoples favorite purple addons or items dont appear every bloodweb so the grind is constant
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Myers should be a killing machine in tier 3. He should get more tenacity, faster pallet break speed, faster vault speed, larger lunge. Singularity has all that on a killer that can teleport its kinda sad that the original murder machine sucks at it.
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They are currently testing out giving killers 4 perks a chapter and survivors 2
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@danielmaster87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3860586#Comment_3860586
It's popular these days to overplay how "bad" tiles have become. Just because every tile doesn't have 2 long sides, like some tiles that still exist in Coldwind and Eyrie, doesn't mean you can't run them. If the killer gets you there with Bloodlust, big deal. Them getting to Bloodlust just to get you every time is so much a time positive for you, it's not even funny. And that's the underlying message, what I'm reading between the lines: We should be able to 1v1 the killer for 3-5 gens at any given tile set-up.
But its true tiles have become worse, i didnt say you cant play them. But overall the killer has much more agency on pushing survivors in a certain direction nowadays. Killer can get the bloodlust much easier because the pallet walls are so short you can hit force a hit at them. Maps have significantly less windows and sometimes they spawn in with deadzones as big as a quarter of the map with one 50/50 pallet nearby. You're not reading between the lines correctly im just stating how maps of changed thats all.
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@Equinox_One said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3860602#Comment_3860602
Nobody said daily occurrence. And…how? I can generally hazard a guess where people are if they're doing gens and stuff, but trying to play the shell game with infinite lockers - my ESP seems to be broken.
"I've been playing for slightly longer. I see it maybe once a day. Last two both want hatch (or to be nasty) so will go from locker to locker hoping I find the other one first. "
Direct quote from you
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@Equinox_One said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3860558#Comment_3860558
Then either you need to start buying lotto tickets or you're telling pork pies.
I've been playing for slightly longer. I see it maybe once a day. Last two both want hatch (or to be nasty) so will go from locker to locker hoping I find the other one first.
Idk with good game sense you should generally have an idea where survivors are. Id like to see an example of one of your games thats somehow a daily occurrence
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'''What on earth happened to us as Survivor players, the same ones who lived through 3Gen meta? Survivors used to believe in learning tiles and counterplay, using synergy, and TRYING. Where did that go? '''
~80% of the tiles on the maps are now 50/50s there is no learning tiles. you make very little distance now after hits if theres been an uptick complaining about wraith its cuz maps offer very little safety nowadays which make wraiths power even stronger as they can use their power to hit around most of the pallets very easily
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Ill be honest in my 3k hours of playing I have never seen the last 2 survivors both hide and evade for so long it wastes time. What have seen is time and time again is the killer prolonging the match to slug for 4k both maliciously and not. They have even waited till the last second then pick them up and hook or mori just to waste as much time as possible
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I thought the addon pass question could be more clear. was it asking which killer needed buffed/nerfed addons or reworked addons
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One of the biggest pain points for the slug games is just having to sit there. it would be much more fun if you could crawl and recover at the same time. There should also probably be a self recovery speed buff
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Im still salty about the calm spirit nerf. Why make a weak perk worse by making it take 30% longer to do totems
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I have no idea who the other two people are i only see the guy you have pinned to the top lol
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3859531#Comment_3859531
Players will eventually want access to all of them, yes, but as a newer player you're not going to have any frame of reference for how good any of these things are, so you're inherently going to pick one or two to go for first.
When approaching the grind that way, new players have a lot of avenues to get BP to keep that flowing. It does get a little harder a little ways in, though, so I do think some improvements could be made. It's just not for the sake of new players.
Another thing to keep in mind- new players don't even have every character to unlock perks on to begin with. I'm hardly a new player myself, I've been playing for about four years now, and there are characters I still don't have. It's just not a new player mindset to be unlocking everything on everyone.
new players aren't so dumb to not understand why a perk would be good or not, also what im suggesting doesnt elimnate the focus unlocking a few things first. It allows them to branch out in more directions and try new things after they have already been playing.
This change wouldnt just help new players but casual players too who cant grind for 1k hours to get new perks
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Ive been playing as chucky and like the changes. When he was extremely fast it was to hard for me to turn and hit the survivors. The only thing that would be better is increases the range of his power slightly
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@AlexXHunter44 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3859531#Comment_3859531
The grind for free characters really isn't that bad tbh you level up abd get shards pretty quickly and unfortunately obtaining a license = contracts and $.
So there is no way to just not charge for those unless they did something like a small Auric Cell starter pack so you could obtain a killer/survivor you like.
perks are inherently different from being able to play as the character you want.
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Im pretty sure players want access to all perks on the characters they play many people will see that all these perks are locked behind both paywalls and enormous grind. A good player experience isnt just about playing with what you have its about being able to try as many things as possible
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If you're worried about people not buying new content you can lock the new perks for 3-6 months
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Slugging for 4k or bleeding survivors out(this wastes ungodly amount of time and is super frustrating). Body blocking gates or survivors(if someone has 3 crows they should lose collision).
No control over matchmaking on either sides(mainly strong add-ons/items matched with someone not running those)
Killers able to see survivor items in lobby
survivors not able to see teammates' perks
bloodweb doesn't have a auto buy expensive items and is too loud(needs a mute or volume slider)
champion of light is frustrating to play against
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This is one of the number one reasons why the community refuses to vote dbd for labor of love award
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STOP USING NIGHTLIGHT self reported stats will never be accurate or taken into account
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No just no. As a killer you really dont need more than 1 gen regression perk to do well. 8 generator regressions on a single gen is more than enough. The game was way worse when there was a 3 gen meta.
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I think they should just have them stack like boons so no matter how many you run, all of them will be complete at once. They are the worst perks in the game because of their massive drawback, they should have some decent rewards if you want to use them
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Yup one of the worst things that still haunts this game
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Ive never even considered dbd for it and i have thousands of hours in this game. New player experience is abysmal and until they fixed hostage situations like bleeding people out for 4 minutes and body blocking survivors in a corner(I get its ban-able) but until they fix these long standing issues its laughable
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Lets list the Negatives for that chapter.
- buggy killer
- search function is garbage
- using killers power is clunky
- dog doesnt feel the best to use or go against
- invocations are basically killer perks
- shoulder the burden is a bandaid
- buff thrill to be oppressive for no reason
Positive:
- character designs are cool
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Need some major QoL features to the search power. Like bigger radius and faster recharge. Also the power feels janky cuz the indicator shows the power is ready to use but i cant send the dog out after recovering from searching . It would be preferable to have your dog respawn by your side instead of having him take his sweet time getting stuck coming back
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@Arbmos1998 said:
This is why they do it. Instead of you just accepting it and going next you make a post about it which just encourages it more. It's the "dont do that!" "aight imma do it more lol"
Killers are going to do it regardless of whether they receive feedback or not. Regardless being able to purposefully bleed out is still a major flaw in the games design. There shouldnt be these scenarios where players can just hold someone hostage like that.
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they could just make it so unhook attempts dont waste progress and missing skill checks doesnt kill you or reduce your timer either. At this point its desperately needed
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@vol4r said:
Nah, would be too boring. I would never play it honestly.
Flashlights are fun and I need fun factors to play the game.
you can still garuntee one out of chests with the perk
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I think id prefer to play that way especially if it were like a ranked mode. I think it would still need perks otheriwise it would get boring, but honestly im bored of double speed blight and rat poison chucky. I want to see some skill not people addons carrying them. On the reverse you dont have to fear 4 toolboxes or flashlights