Defnotmeghead
Defnotmeghead
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@TimberGoingDown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3952354#Comment_3952354
That's cute. Because survivors never double back over their own scratch marks or anything.
And thats tracable as Spirit. Not a big issue
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@coco_shotz said:
Springtrap doesn't seem like a very overpowered killer in terms of his kit, but he seems to be erasing survivors left and right with relative ease. His hatchets are annoying but not overly powerful, his tp is annoying when he has his add-on (paired with the hex: blood favor) and his random stealth is so inconsistent that half the time you can see him coming.
So what it is that is making this killer get 3-4k every game with 3-5 gens remaining? Am I so out of touch that I can't tell what's op at this point? Are survivors just not playing correctly rn? What do you guys have to say about it?
The main counterplay that I see a lot of survivors not understanding yet, is that the panel is blinking whenever someone is travelling towards that door. I've been able to grab people I realistically shouldnt have been able to grab because the door was literally facing the generator. They get a 2.5-3 second warning that the killer is coming, if a survivor is coming, the camera very likely has moved prior to it. That's 10-12 meters of distance.
Once that information alone is actually commonplace for survivors, you wont see 3-4 kills with 3-4 gens remaining. It would more likely be 1-2 gens remaining. -
@SpringMyTrap said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3952393#Comment_3952393
are you actually comparing demogorgon who is using portals as a way of map traversal (which, by the way, is guaranteed at least once per portal to him) and singularity who uses pods primarily as a way of applying pressure because survivors can consistently deny him that mobility apart from certain edge case scenarios which still offer a degree of counterplay?
as for other killers who could hold gates easily, you take billy/blight/kaneki. or coincidentally demogorgon who travels through his portals nigh instantly with all the buffs and who did the whole gate holding routine on ptb with way less effort and just tiny bit less consistency than singularity.
but sure, blame singularity and keep proposing idiotic changes, im sure eventually the white noise from enough people gets loud enough to gaslight devs into making a mistake.
I actually played against Blight and Billy doing exactly this on the PTB, we got a 3 man escape with the obsession dead once the final gen was done, mainly because we had 2 survivors knowing how to counterplay. The second they left for the other exitgate, sit on the gate. Have 1 survivor following the movement of those mobility killers in case they slug and go back, and take over the exitgate once they go back and pick up the survivor once they fully recover.
Its tedious, but doable. The killers could hold it with relatively low effort, but it was possible.
Again, Singularity was the ONLY one making it literally IMPOSSIBLE. Thats the keyword here, IMPOSSIBLE. -
Can you lock this thread? 9.0.1 basically solved 99% of the issues that the new AFK system added in the 2v1 and I trust the devs that the anti-slug measures added in upcoming updates will solve the pretty much all other issues that slugging in the 2v1 currently causes.
Its otherwise only going to be clutter on the discussion page. -
@thrive2survive said:
Like I said. It isn't that deep for everyone.
And yet, here you still are, claiming it isnt that deep for everyone, while clearly being more than deep enough for you to have a forum account and keep replying after you've given the same conclusion 5 times already. Clearly its deeper than you make it appear to be, otherwise you would have stopped replying 2 days ago.
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@Scarlett1111 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951187#Comment_3951187
The chance you have to even escape is astronomically low at anything less than 3 survivors left, even at 3 survivors it is extremely low. They were entirely correct to stop interacting with the game and hiding to try to escape. 1 person is never going to be able to hold chase for the entire 2 minutes needed to finish just one gen + opening exist gates. Even swapping who does chase, the chances you make it out is so low you are better off not even trying. Is this solution fixable? Extremely, but does BHVR seem to care? Not at all.
3 survivors is definitely doable assuming 2 gens are gone and a 3rd one is either close to being gone or gone before the 1st survivor dies. The problem is 3 survivors and 4 gens remaining. But that can be fixed with a few tweaks to early game tunnelling (simplest solution: give the survivor who is hooked first, and only the first hooked survivor, basekit DS with no time limit, and have that basekit DS disappear once someone else is hooked, egc starts or if they do a conspicious action).
The 2v1 with gens remaining requires massive changes. -
@TheTom20 said:
Are you not able to pick them up or do a gen? killer can't guard both at once
"do a gen" will give crows unless you're finishing gens. And "do a gen" in a 2v1 with 3 gens remaining isnt something thats beneficial to survival. The goal of survivors is to survive, and if 2 survivors are dead and 1 is slugged, picking them up gives info to the killer to your position, which is detrimental to survival and depending on the killer(who, are almost always playing Blight or Wesker), basically gives them a free 4k. Doing a gen also gives them info and there are too many gens to finish.
So while in theory, yes, in practice it would be throwing away my escape. I might aswell run into the killer and let them kill me. In fact, they might aswell just end the game the moment the killer downs the 3rd survivor.
That is clearly not the design, because hatch exists. So while it is an ability, it is not a possibility. -
@UndeddJester said:
That's an interesting idea to stop both gates from being worked on simultaneously and messing with each other when trying to open both gates.
Regarding the haywire flickering effect, it would be cool if the other gate flickered when a gate was being worked on, so if both are 99'd independently you wouldn't even be aware.
To assist with the details:
- The gate has 20 charges, and normally progresses at 1 charge per second.
- The relationship is Progress (c) = Speed (c/s) × Time (s)
- Positive/Negative modifiers are applied to the speed, positive are applied first, negative modifiers are apllied second.
- Sole Survivor (+ 50%) and Wake Up apply first. SS would be t = 20c ÷ 1.5c/s = 13.33s
- Remember Me either adds charges to the gate, so 20 charges becomes 50 charges. You Haywire would still be net 0 (1 c/s - 1c/s). With SS, t = 50c ÷ 1.5c/s = 33.33s.
- Or Remember Me applies up to a 60% penalty to the open speed. Your Haywire would be -0.6c/s (0 c/s - 1c/s). With SS, t = (20c ÷1.5c/s) ÷ 0.4c/s = 33.33s.
Your change Haywire would effectively be applying its own -1c/s to the opposing gate. So it depends which version of Remember Me implemented as to how this plays out 😁
Might be interesting if the killer could open the opposing gate and immediately apply a max charge reduction to the other gate. 😅
Yeah, it didnt really matter what the net charge would be in the end, time-wise it should roughly be the same. Since the bar shows red, I was assuming its a penalty rather than adding charges, because I feel that adding charges to 3 survivors would be prone to bugs in case of Nemesis or Game Afoot.
And while Haywire potentially applying a -99.999% progression on the other gate might seem fun if the killer opens the exit gate, it wont really do too much. I actually rather have it permanently block the other gate if that is the case. Would pretty much fit the theme of the perk too. -
@SpringMyTrap said:
https://forums.bhvr.com/dead-by-daylight/discussion/449111/haywire-rework-suggestion
oh, by the way
if EMPs EVER will destroy Singu's biopods instead of disabling them, you will MAKE SURE this killer is ONLY EVER PLAYING 3 GENS because staying in one place and constantly replacing biopods will be THE ONLY WAY for him to maintain map presence after that change.
The better way to address the issue of instantly replacing pods (which I dont think is an issue, but let's entertain this idea for a while) is to make a LINGERING AOE after EMP was used to stay and disable biopods instead of the reboot timer being tied to the biopods themselves.
And of course, this should be compensated with making that new reboot shorter so singu's mapwide presence skill expression is more rewarded because this killer is very much balanced as is.
Note how I added "even if it only happens after exit gates are powered"? If we're talking about a balanced way of destroying biopods before exit gates are powered should require 2 EMP's. 1 to disable active biopods, and 1 to destroy disabled biopods.
That way, you can have more than enough map pressure, as EMP's require quite a bit of time to regenerate or require a lot of survivor time to speed up the process for one.
And note that the issue isnt instantly replacing pods, its that he can replace pods whenever he is near AND doesnt have to do anything for disabled biopods to regenerate. A solo gen requires generally 3 EMP's to fix.
Also, I would kinda say its a lie to say its the only way for Singu to maintain map presence after that change, because Demogorgon can place portals nearby which can be removed fully and requires Demo to physically be there to replace it with a new one. And Demogorgon isnt "only ever playing 3 gens".
Also also, no, its not mobility killers in general that would be able to hold gates on the PTB. They would be heavily RNG reliant at best to do the same thing. Springtrap would need a door next to the gates, if one didnt spawn close enough, he wouldnt be able to keep it. Sadako, same thing but with TV's instead, and TV's can be turned off. Demogorgon, portals can be removed so he is forced to walk back to a gate, meaning the other gate can be prepped. Xeno, similar issue as Springtrap, and flame turrets can be placed nearby to induce some slowdown and global info on where Xeno is. Dredge? Lockers could be locked to slow down. Nurse? Blinking from 1 side to the other was not really worth it. You could counter all these killers by pressuring both gates at the same time. You could argue Twins to be an issue, but even before Haywire, Twins with Terminus and Remember Me could be an issue. Haywire didnt really change that much.
Singularity literally was the only killer who could have 4 seperate access points to each gate, basically bodyblock 1 gate while he was checking the other gate which required 4 seperate EMP's to disable. Singu literally was the only killer who made escaping impossible. Everyone else made it hard, but not impossible. -
@Alionis said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3950188#Comment_3950188
Actually, the game already does do that, for years at this point.
Yes, originally 110 killers had a shorter lunge compared to 115 killers and Nurse had to have special code unique to her lunge to compensate. For years already, the lunge attack temporarily assumes a base speed of 4.6m/s to apply its 50% to, regardless of what the killer's actual base speed is. Killers have the same lunge range these days, as far as basic attacks are concerned. Special attacks can differ.
No, no they dont. They have different modifyers to their lunges to this day.
Nurse will lunge at 6.8915 m/s
110 killers will lunge at 6.8992 m/s
115 killers will lunge at 6.9 m/s
In fact, Spirit's post phase lunge uses the exact same multiplier as 110 lunges based on her phasing movementspeed. (aka, phasing speed*1.568).
They effectively have the same range, because even with the extended duration of Coup, we're talking about a difference of 9.936 meters vs 9.924 meters. That's 0.012 meters. As a comparison, ping alone can be a difference of 0.4 meters.
Their speed does not get set to 4.6 at the start of a lunge. You can tell because their movementspeed doesnt jump to 4.6 and then curves to 6.9, their movementspeed gradually curves to roughly 6.9, this would be very obvious on Nurse, yet Nurse follows a curve and doesnt suddenly jump in speed.
And yes, I know the wiki says it gets set to 4.6 since 2.2.0, that is incorrect information displayed. The movementspeeds section has actual datamined information, go and check the table and see that lunges have a multiplier.
Dont believe me? Why would they add a multiplier at all to 110 killers otherwise? Nurse got released with a 1.79 multiplier, 4.6 killers got a 1.5 multiplier and prior to 2.2.0 110 killers also used the 1.5x multiplier. IF the movementspeed got set to 4.6 at the start of the lunge, why add a 1.568 multiplier if its set to that speed anyway? Why have that multiplier inside the game to this day? If the movementspeed gets set to 4.6, why risk a Nurse specific bug by keeping the 1.79 multiplier in? Why not just delete the multiplier?
Here's why: patch 2.2.0 only tweaked 110 killers by changing the multiplier from 1.5 to 1.568. Not by setting the movementspeed to 4.6 whenever a killer holds m1 for longer than 2 frames. -
@TimberGoingDown said:
"Quiet Mode: Reduces Footstep Noises, Grunts of Pain, Fast Actions and Pools of Blood for 15s"
So I guess I'm skipping the Anniversary Mode this year. Literally makes my favorite killer absolutely unplayable. Idk why BHVR did this again.
Can you show me where Quiet Mode removes scratchmarks? Oh, it doesnt? Well, then you simply stop phasing whenever scratchmarks stop because the survivor literally cannot be far.
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@thrive2survive said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3950260#Comment_3950260
Being overly invested in anything is an 'at your own risk' issue. Expecting others to know what you're feeling can't always happen as chances are, they're not as invested as you in something that doesn't effect anything at all in their day to day lives. Real world problems.
As someone who does theatre(which includes making props, clothes, set pieces, song, dance, acting and more), plays multiple games, does miniature building and other hobbies, your take is bad.
We do hobbies, play games, for all sorts of reasons. That includes just finding a little bit of happiness when life is depressing. It includes finding friends when you have a hard time doing so in real life. It includes finally feeling validated when you've felt berated in real life. It is a piece of comfort in life. And people are in their entire right if their piece of comfort in life is no longer giving them the comfort it used to give them.
There is a reason why people say DBD used to be more fun before SBMM, because matches were more fluctuating. Sometimes you had amazing opponents you simply couldnt beat, but still had a fun time because you learned something new. Sometimes you had opponents that couldnt beat you, but both still had a fun time because you could do some silly things that you probably use even nowadays that newer players simply cannot learn in publics anymore.
And sure, sometimes there were sweaty opponents that would do their best to make the game as miserable as possible for you, but those were in the minority. SBMM has made this part of DBD quite common across the board.
Killers who will claim every single patch that gens go too fast, despite having record breaking killrates. Survivors who will claim every patch that Myers is too strong due to tombstone piece(which, the addon still needs a nerf BHVR, just move the movementspeed reduction from scratched mirror and slap it on tombstone piece, nerfs tombstone, buffs scratched mirror, win win. Please and thank you), despite him arguably being the weakest killer overall.
The fact that you made an account on forums and are posting on forums makes you as "obsessed" with the game as most others here. -
@UnicornMedal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3950011#Comment_3950011
I can understand why it was nerfed, but I've thought it was excessive from day one. The old formula was great, but I agree that locking it to only apply once 2 survivors remain would be a good idea (if 3 gens have been completed, it spawns open, otherwise it's closed). Keep charges on key, but make them less punishing to encourage use.
I'd actually invert it tho, if 3 gens or more are remaining, it spawns open (one survivor is downed, the other survivor isnt), if there are 2 or less, it spawns closed, but still spawns in. Because in a 2v1 with 2 gens remaining, the possibility of finishing the final 2 gens still exists. Its small, but its there. Where with 3 gens or more, finishing gens is mathematically basically impossible.
At the very least, both the killer and survivor will know where hatch would be in a 2v1 with 2 gens remaining, so the killer can choose to hook the survivor and rush to the hatch to close it, while with 3 gens or more remaining, the killer better hooks before "FIND HELP" appears for the slugged survivor. -
@Armando said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3950128#Comment_3950128
You literally try to argue that slugging or hooking survivors is some basekit tool killers have. Ok.
Looping, dropping pallets and doing gens is the basekit survivors have on top of a free borrowed time.
People play a dozen games or so per day and they get tunneled in one match and thats all they remember from their gaming session.
Its like when killers whine about constantly playing against the top 1% swf stacks constantly - they dont.
Many content creators have done plenty of testing regarding tunneling/slugging and it happens far between.
From personal experience (almost always solo or duoq), i also rarely get tunneled or see someone getting tunneled.
And im currently sitting at a ~60% escape rate.
So yes it is indeed a skill issue
Hooking and slugging are tools. Just like survivors splitting gens is a basekit tool they have to progress the game faster.
And killers have bloodlust, literally free haste for making bad decisions like not breaking pallets.
And I played 4 hours today, got tunnelled at least once per hour, most games I had in one hour was 8 including queue times and bathroom breaks, which means either we did gens in 5-6 minutes on average, or I got tunnelled out 4 games within 3-4 minutes and managed to get 4 normal games.
Other than that, 60% escape rate in general, or 60% escaperate average against all killers? Because there are some killers I have a near 80% escaperate against(Doc is one of them since I main him, so if they dont know niche information that I know, they pretty much never catch me). While against a Nurse, its closer to 47%.
Could also depend on servers, because while it is 140% stereotypical, it did become a stereotype because of how common it is to a point that it did negatively affect some friends of mine to the point that they show themselves on Steam as a different country that uses the same alphabet to avoid negativity. But they always tunnel at 5 gens, slug whenever the possibility of hatch becomes a thing, will effectively always run Grim, Pain Res, Lethal and Pop, just in case survivors dare finish more than 2 generators.90% of the time you get tunnelled, you can bet what language they speak. And the second they face a competent team, you are thrown curses and insults, its never a GG.
That is the state of the dedicated servers I mainly get connected to, which has to be taken into consideration too. -
@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3950293#Comment_3950293
The Shattered Hope saga was a story of a solution made in panic, nobody would ever dream using a specific perk to counter other really strong perks. Its just unfair. And now boons are not really strong enough to warrant them being meta and this Shattered Hope fell from useless to beyond useless.
Reminds me, I should make a thread about buffing Boons, its time we see them more.
Shattered Hope only needs 1 tiny change to at least have a niche use outside boons:
Whenever a totem is touched for the first time, show the aura of the survivor who touched it for 6 seconds.
Its niche, gives similar early hex protection like Dominance, but instead of also protecting chests, you can break boon totems with it. -
@TsukiYurei said:
Stop asking for handholding off mommy behavior Jesus.
It’s getting ridiculous at this point.
I play both sides and vs/ played ghoul many times.
He can be steamrolled very easy, You just need to be sneaky, Gen efficient and actually loop/mindgame.
His first nerf was fine, His second was unjust, Honestly you need to really give time when a new chapter comes out.(Not nerfed in a week, Hello we have a ptb for this reason)
Play both sides and you can over come and predict/ mindgame any Killer or Survivor.
Stop with asking for more handholding, Chucky got nerfed to ground.We are allowed strong killers not just Nurse/Blight.
Keep the horror, And stop listening to popular survivor main opinion.Play both sides, Enough with asking for more handholding.
"you just need to be sneaky" = ghoul doesnt have realistic counterplay when in chase.
Thanks for agreeing. -
@CrossTheSholf said:
His cancel is part of his skill expression. He shouldnt he stuck in cooldown and guarantee survivors making it to a loop
Then why does Legion have fatique?
You can revert some of the previous nerfs if Kaneki simply gets a fatique. -
@TimberGoingDown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3950148#Comment_3950148
Here's how I look at it. If you die at hook 3, you were tunneled. Hook 4, yeah still probably tunneled. If you die at hook 5, you weren't tunneled. Hook 6 and beyond, definitely not tunneled. You had a chance to play the game and get some gen work and heals in. I don't care if you just got off hook, or whatever. Tunneling doesn't mean "killed me earlier than I would have liked."
Hook 5 depends on the order of hooks. If you get off the hook and the killer comes to chase you, you're being tunnelled. Hard tunnelling is hook 3 or hook 4 (arguably hook 5, depending on details, if the killer hooks someone else, then comes back because they know you're about to be unhooked and then chase you, you're still being tunnelled quite hard).
Tunnelling isnt always bad either, you can tunnel a survivor in a 2v1, because exitgates are powered and you know they dont have DS or OTR. Its still tunnelling tho. Basically, if you are in chase with the only stop(s) being hooked, you're being tunnelled. -
@XDgamer018 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3950128#Comment_3950128
Basekit killer features to slow down gens? You mean the kick that does nothing? And then regresses 1/4th every second? Meanwhile survivors have basekit bt wich they can use to body block the killer and then cry to bhvr for more basekit changes?
May I remind you off the fact that removing 4.5 seconds isnt "nothing" and that generators were implemented without regressing at all? Or how you ignored the fact that killers can basekit slug or hook survivors to keep them off gens? Or the fact that survivors can in theory die within 1 minute of playing the game despite them sitting in queue for 15 minutes, while killers are basically guaranteed a 10 minute match regardless of their queue time?
Or that killers dont really need any specific perks to win the game? Even with 4 hex totems, all found within the first minute of the match, the killer can still win the game through basekit mechanics. It wont be easy, sure, but they still can.
The basekit mechanics against tunnelling and slugging are far from good nough. Because you cant really bodyblock with basekit bt. If you are blocked for 8 seconds by basekit BT and fail to down the survivor who is blocking you, that's on you, you had 8 entire seconds to hit them and didnt, then failed to down them.
The literal basekit counter to basekit bt bodyblocking is to m1 instantly. Costs you less than 2 seconds, costs them more than 10 seconds(they gotta run to safety before they can mend). Considering with 4 survivors alive we tend to use 1 killer second = about 4.5 survivor seconds, meaning for every second you invest, you want survivors to spend 4.5 seconds. Just hit them ASAP.
If body blocking is also that common to you, bring Forced Penance. 80 seconds of being broken is really strong pressure because you can visit them in 85 seconds and know for a fact they wont be healed up yet. -
@VibranToucan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3950164#Comment_3950164
Weird, I had this question mutliple times and everyone always told me it was based on 4.0
The 110% and 115% of killers is based on the 4.0 from survivors. We tend to express the speed relative to survivors. Lunging for example, has 172.5% movementspeed, but its "only" a 50% speed increase for killers with 4.6 movement speed. (it's a 79% speed increase for nurse)
Which, in this era of DBD is odd, they could have reworked lunges in general to simply set the killers movement speed to 6.9. Plenty of killer abilities that are set to a certain speed when they are used. It doesnt matter too much, and I guess it could break more than it fixes at this point. -
@Leandralan said:
That's the problem with addons, you only see the difference in the lunge. But it's not even that big.
Well, like I've been playing against Animatronics with addons for speed for a more times now and they can't catch me in the lunge either.So, few things:
The only negative thing is the 20% vault speed being applied to survivors, but Bamboozle alone combats that with ease.
The 12% haste to survivors translates to 13.8% haste to killer looking from a survivor perspective (killer base speed is 100% for killers, but its 115% relative to survivors, so 112% basespeed for killers is 128.8% relative to survivors).
Then lunging, is weird, because it is a multiplier to the 100% of killers (which is why Nurse's lunge is slightly shorter than Trapper's lunge), but its also its own base speed. Meaning that haste applies to it as is. So 12% on a 115% killer who lunges at 172.5% will not lunge at 184.5%, nor at 186.3%, but at 193.2%. That's 20.7% haste relative to survivors instead of 12%. You can legit mindgame pallets with that, even with the 20% speed they get.
The 20% vaulting speed is legitimately the only downside, because you're effectively giving them free Finesse, but again, Bamboozle alone will solve all your issues there. Plenty of addons that are better if you run a specific perk with it, not too big of a deal. -
@Zuiphrode said:
The thing that annoys me is that you literally can't even control tunnelling sometimes. Like if the surv who was just unhooked sometimes crosses your path randomly a short time afterwards. And killers need to be allowed to punish if the survs go for an unhook while he's still in the area.
They already can, by hitting the unhooking survivor, or hitting the unhooked survivor while they are unhooking. The punishment is a hooktrade.
If they did get nearby, then the punishment for the survivor is basically 0 seconds before the killer found a new chase and a very quick injure. The risk of the survivor there is hoping the unhooked teammate will end up saving more time than they wasted getting into chase so quickly.
Why does "punishing" always come down to "I am free to tunnel the one player who had 0 decisions to make", rather than just accepting the natural punishment of a shorter chase than if you were to find that survivor out there on your own?
I mean, unless you're okay with giving survivors 15% increased generator progress speed if a killer drops everything to go back and tunnel. Yknow, punishing him for tunnelling. -
@TimberGoingDown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3950128#Comment_3950128
Multiple content creators have done studies. Hard tunneling only occurs in like 10% of games.
Hard tunnelling meaning that as soon as someone gets unhooked they drop everything and go back to the unhooked survivor. Tunnelling at 5 gens only requires having enough pressure to maintain 5 gens and then still deciding to tunnel someone out rather than just going for someone they havent hooked yet.
And its not that hard for certain killers to have enough pressure to keep 5 gens. Corrupt Intervention on Kaneki, while having pain res, grim and dms can be enough to keep 5 gens on a map like Haddonfield. -
@Mr_K said:
If you look at it from another angle, you won't need to bleed out as long because the killer will find the 4th faster.
If you look at it from another angle, spawning in hatch at 2 survivors basekit will avoid the situation entirely. Slugging at 3 survivors isnt nearly as impactful and the game can still progress. Kill the 2nd survivor and now you are forced to find hatch first and start EGC early.
-
@Armando said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3950024#Comment_3950024
Thank god you arent in charge of balance
Survivors have enough tools at their disposal to counter tunneling and punish killers for doing it.
If you get tunneled and arent able to buy your team enough time to finish most of the gens - skill issue
Also tunneling isnt nearly as prevalent as people make it out to be.
Okay, give me 1 tool thats basekit, consistent against all killers and that works even if the killer brought perks that slow down gens quite significantly without needing to be there (DMS, Deadlock, Pain Res, Surge, Grim)
Just 1. You claim they have enough tools, I am just asking for 1 basekit tool.
Killers have plenty of basekit tools to slow down gens and speed up chases. Hook survivors in an area you want to deadzone. Down survivors while picking up another chase to go from 3 people on gens to at most 2 people on gens. Tunnel survivors if a kill is absolutely needed.
Also, tunnelling literally happens at 5 gens in 60% of my games. It REALLY is as prevalent as people make it out to be. If it wasnt prevalent, people wouldnt be so loud.
On top of that, even if it WERENT prevalent, a solution is still needed.
And if you think 3% haste and vaulting speed increase is too much to deal with, hook someone else first. Then you can focus both out. If you really think that math is bad, then you rely too much on tunnelling in the first place. It's been generally agreed that the most optimal path for killers should be surv 1, surv 2, surv 1, surv 2 or 3, surv 1.
Based on average generator progression, that would mean you're dealing AT MOST, with 3 gens remaining. Which is roughly the same point where you start needing a kill. If more gens are gone, you're only dealing with 1 or 2%. Both are basically non-existant to vaults, and the value for haste is far too low for that.
If you cant manage to get a kill on someone who is only 2% faster - skill issue
But what about those games where you simply cant get any hooks? - skill issue
What about Made For This? - Nerf the perk -
@Raccoon said:
With the announcement of Phase 2 looming, HIT ME WITH YOUR BEST SHOT….FIRE AWAYYYYY
What I hope will be implemented? Maths:
Grant the survivor with the most hooks:
1% haste and vaulting speed per generator, per hook surplus. (aka, if there are 5 gens, and 1 survivor is hooked twice while no one else is hooked? 10% haste and vaulting speed. If there are 3 gens, 1 survivor is hooked twice, another survivor is hooked once, 3% haste and vaulting speed).
It will naturally go down as gens go, so by the time you NEED to tunnel, its not gonna be too hard. On top of that, you can counterplay it as killer by hooking someone else.
The only flaw in this scenario, is survivors 99'ing gens, but even that flaw disappears the moment you hook someone else.
The benefit in this, is that if you do manage to get an early kill, no one else gets the protection.
You could hook survivor 1, then survivor 2, then tunnel survivor 2 for a second hook without the haste being applied. A survivor can only get 10% if they are the first to have been hooked, or they are the second to be hooked but used Shoulder the Burden, and no one finished any gens. -
@AbsolutGrndZer0 said:
I've said before, they need to fix the cause, not the symptom. But nope, they are just fixing symptoms.
The cause is that the killer can tunnel and thus will tunnel. The solution is making it harder for the killer to tunnel.
Every single time a balancing change has made that "fixed" the supposed cause (and call me a mindreader here, because 100% you're going to say its generator times, when its not), tunnelling INCREASED.
DS got nerfed with conspicious actions? No one ran DS, which meant there was no obsession in the game. No obsession in the game meant free tunnelling, despite all regression perks being buffed, they still tunnelled.
So they were forced to make obsessions basekit to prevent tunnelling.
Which goes to show, killers will tunnel whenever they can, they actively need implementations to NOT tunnel. The cause is because they can. "Fixing symptoms" as you call it, is actually fixing the cause. -
@UnicornMedal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3949086#Comment_3949086
An incredibly important aspect of hatch that I never see brought up and that BHVR themselves even fail to realize is that it's an alternative means to progress the trial. It's an anti-bottleneck mechanic.
When the trial comes to a total standstill—too many gens for too few survivors—something has to happen to propel it forward. Before hatch was nerfed, there was a race to find it and escape or close it. Either outcome moved the trial forward. Even the standoff provided gameplay because it promoted competition. Currently, it spawns too late and with almost zero interaction to be of any practical use. Either you're lucky or you're not.
I would even go so far as to spawn in hatch once 2 survivors are remaining and one of them gets the "FIND HELP" text on their screen.
That way, the killer only has 28 seconds before hatch spawns in after downing a survivor in a 2v1, and is forced to trigger EGC (potentially triggering Adrenaline on the downed survivor) and gives the remaining survivor the ability to open the exit gates instead, or re-open hatch in case they happen to have a key.
It gives killers at least 28 seconds to find and down the next survivor, or go back within 28 seconds to pick up and hook the downed survivor.
That way, the remaining survivor only has to wait 90 seconds in total, which is still more than plenty of time for the killer to locate that survivor, instead of the 240 seconds it would otherwise take. -
@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3949497#Comment_3949497
The problem is that survivors want to be able to weaponize the phase 2 changes.
For example, part of the anti-tunneling changes, should be adding intentional bodyblocking to the list of conspicuous actions that deactivate anti-tunnel perks.
The goal should be to reduce the issues on both sides of the game. Excessive camping, tunneling, and slugging should be addressed. But survivors that try to weaponize, and force these situations, should be addressed too.
Because if we’re going to claim that slugging isn’t fun, we should also address survivors that try to force the killer to excessively slug, because that isn’t fun either.
"For example, part of the anti-tunneling changes, should be adding intentional bodyblocking to the list of conspicuous actions that deactivate anti-tunnel perks."
No, it should not, but flashlights and flashbangs(or the event versions of those) SHOULD deactivate it. Saving someone from being picked up is as impactful as sitting on a gen. Blinding a killer who is breaking a pallet while chasing you can have as much impact to the chase as DS would have. So no to bodyblocking, that's risk-reward. But using a flashlight should be added to conspicious actions.
As for weaponizing it, you rarely can actually weaponize it. There is no way for a survivor to "force" a killer to excessively slug. You can still hook the survivor, you can just decide to eat that DS because there are 3 gens remaining and if you have time to tunnel, you have time to eat a DS.
When the counterplay to "intentional bodyblocking with basekit bt" is literally "wait 10 seconds, or hit ASAP", you shouldnt really complain about it much. Because killers "weaponize" the basement stairwell to down someone who just got unhooked from the basement, which is worse in that the unhooked survivor has 0 agency on being unhooked nor being hooked in the basement.
Where the killer has agency to just m1 the bodyblocking survivor before they start standing still to waste 2 seconds while the survivor now has to waste 10 seconds to get rid of the deepwound or gets downed, also wasting time. -
@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3949129#Comment_3949129
You sound like a angry survivor main. The crows for to quickly I will agree with that but you just sound angry and narcissistic in a survivor way. This needs to stop being a us vs them and just agree that the crows are a problem without making it a fight
To be kinda fair, no one is as entitled as killers slugging for a 4k in a 2v1 with 3-5 gens remaining. And they are not uncommon.
Those same killers love to call survivors entitled, but the only survivors that even come close to that same type of behaviour are survivors who bring 4 commodius with BNP and Wirespool, while running Streetwise, Built to Last, DS and either DH or Unbreakable will stand 2 minutes at the edge of the exitgate and wait untill the very last second to escape. And those are rare encounters.
Killers in general are more entitled about kills, than survivors are about escapes. Most killers can guarantee a 1k once EGC starts for a free kill. The chances of getting a 0k are extremely low and require mistakes on the killer's end. Yet "survivors shouldnt get a free escape through hatch" despite just based on mobility alone(not including other factors like spawn knowledge, offerings), Killers should find hatch 60% of the time.
That's a free kill 95% of the time, vs a free "escape" 40% of the time. Imagine if the 1k camping in the EGC didnt count as a kill in the same way hatch doesnt count as an escape, what would you expect the outrage to be? Because I am 100% certain that if I were to open a discussion about making that 1 kill count as a draw, it would only get hate. Even though survivors are 100% more cool with giving the killer a kill if they had a hard time.
And we're not even talking about bleedouts. I have literally suggested in the past that, since hooks respawn now, a bleed-out should work like hatch and count as an MMR draw, and people got angry about it. It doesnt affect the amount of deaths, it just doesnt increase your MMR.
So take that context with you, I agree that their wording was a bit aggressive, but Killers literally look at the 65% killrate and be like "yeah, thats fair" and a killer who has a 55% killrate is considered trash and not worth playing. Despite a 50% killrate being "truly" balanced. Killer mains, generalizing, literally expect to win on average or else they get loud and complain. -
@terumisan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3943813#Comment_3943813
it wouldn't be nerfed though since the strongest thing survivors can do is sit on individual gens and complete them
Thats why this applies when survivors do individual gens seperately at the same time, hence why I said you didnt read it properly.
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So its all platforms obviously, and I found out what it is.
For me its only been when I go through the Security Room from Springtrap (and I think the first person POV is the cause of this)
What happens is the soundbox thats normally attached to the camera both get moved to First Person during the security animation. After this, the Camera will return, but the soundbox remains and is attached to the back of the survivor.
Yes, it sounds weird, but I am 99% certain its a sound object just being detached from the camera and remaining attached to the survivor hitbox -
@terumisan said:
https://forums.bhvr.com/dead-by-daylight/discussion/447824/revert-generators-back-to-80-seconds-but
gen speed is already fast and gen regression for the most part is garbage. why does gen speed need a buff to begin with?
Someone didnt read the post. Gen speed would still be nerfed
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@Senaxu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3928345#Comment_3928345
Regarding Hit Validation in Dead by Daylight:
It's important to clarify that Dead by Daylight's hit detection system primarily relies on the killer's client. This means that if a hit registers on the killer's screen, it is typically accepted, regardless of discrepancies on the survivor's end. This client-side approach can lead to situations where survivors are hit despite appearing to have successfully evaded attacks on their screens.
On the Implementation of Easy Anti-Cheat (EAC):While Dead by Daylight utilizes EAC, its effectiveness is contingent upon the depth of integration and server-side validations implemented by the developers. Reports and community feedback suggest that the current implementation may not fully leverage EAC's capabilities, leading to instances where cheats go undetected unless manually reported.
Concerning Server-Side Validation:
Effective anti-cheat systems often employ robust server-side validations to ensure game integrity. In Dead by Daylight, the reliance on client-side data for critical gameplay decisions, such as hit registration, can create vulnerabilities that are exploitable by cheaters. Enhancing server-side checks could mitigate these issues and improve overall fairness.
In conclusion, while Dead by Daylight has made strides in addressing cheating and gameplay fairness, there remain areas—particularly in hit validation and anti-cheat implementation… where improvements could significantly enhance the player experience.
Oh, I agree with things always being able to be improved upon, especially when it comes to hit validation. And technically anti-cheat implementation, but I am not going to fully agree with that aspect considering the details of the discussion. Yes, it can always be improved, but its not something magic.
My point effectively is: there will ALWAYS be a loophole. If there wasnt, you couldnt play the game online with/against other players. That isnt an excuse for any glaring weakness, obviously, but its also a reason why you cant simply say "this shouldnt be possible". And sometimes there are loopholes being abused that BHVR cant find for months, it might be a teeny tiny backdoor issue that skips detection because someone accidentally turned line 1295 into a comment that was checking for movementspeed and that somehow didnt get logged. It could also be that the server checks something for a specific killer that has to be there, otherwise the killer is broken (mainly looking at Twins here, somehow, whenever she gets a change, something breaks), and that specific check has to always be there or the game just crashes whenever that killer is placed in(again looking at twins). Ironically, I could be 100% spot on on something that happened in the past. Sometimes code just works like that. Please BHVR mods, this isnt me with insider knowledge if I happen to be correct, this is me literally just spitballing an example to show how complex implementing anti-cheat can be.
Other than that, month old reply, I know, I took a small vacation and didnt check all the replies. -
@Bakuriel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3943253#Comment_3943253
That's a fair point on the perk/toolbox, but I'm a bit confused about the rest of it. Are you suggesting it take 15 seconds to destroy the trap, or 15 seconds to respawn after it's been destroyed?
So, initially the post said about 8 seconds to destroy the trap basekit, THEN 15 seconds of it being disabled on the ground (so trapper cannot re-trap that area for 15 seconds), before it regenerates into Trapper's Trapper Sack.
So you see a trap, 8 seconds and its destroyed, another 15 seconds and trapper has a "free" trap without having to collect any. -
@TWiXT said:
It's amazing how a mere 2% made all the difference for Batteries Included isn't it? Same with Fire Up, which rested in the trash bin until it got a 2% buff and actually became useful without becoming overpowered, and like Batteries, also requires survivors to complete generators for it to function. Batteries is very niche, and for a short time, actually something worth putting in builds, and now they're throwing it back in the trash bin, just when killers were starting to like it? sigh… It wasn't even Over Powered by itself, and the only way it became close to OP was when you stacked it with more perks/add-ons, but it made building with that synergy in mind worthwhile.
Oh well, it was fun while it lasted… back to the meta builds I suppose…
Yeah, Batteries was one of the perks I actually used are one of those perks that will forever be in balancing hell. Without haste stacking, 7% is really good, but not going to be common due to other haste effects exceeding 7% quite quickly (and Clown would literally have 0 use on ANY haste perk because he can just throw a bottle and be at 10%). But with stacking, 7% is problematic with other haste perks.
Personally, I would make Batteries 5%, but increase the range to 16 meters, and increase the duration of any timed haste effect by 5-10 seconds after its gone. Which may not sound like much, but that would include 18% haste from Agitation after hooking a survivor. -
@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/447824/revert-generators-back-to-80-seconds-but
We don't know what anti-tunnel changes are coming so I can only really discuss based on the game we do know:
My biggest concern is that there seems to be no reason not to tunnel. The main thing stopping tunneling is survivors pressuring gens where the killer needs to leave the hook else all the gens getting finished. The only reason survivors have to not to do gens is killer pressure. Even if they all bring something like Inner Healing that will only take up so much time, then they are back on gens, which are now overall slower.
I also feel it creates an issue with 3 gens remaining. Right now splitting pressure is a good idea, slower progress, but spread out the killer. This seems like it would make splitting gens in this scenario an awful idea and we'd have more incentive for a pile on gens approach, which I think when its the most dominant strategy is not great for game play.
And I hate to be the 'but SWFs' point of view, but having a dedicated gen rusher, a dedicated chase target, etc. would be the clear strategy, while right now there are arguments between focused and balanced approaches.
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It would buff perks like Inner Healing and Boons, which is nice.
I kind of like the idea, but I'm not sure it actually benefits the game.
Oh yeah, my personal biggest gripe is that we dont have a single clue on what even the concept behind the changes is gonna be. There are some suggestions I have done in the past that I think would work very well (also quite mathy, but fair) but 0 clues.
We just know july-september will have anti-tunnel, anti-camp and anti-slug changes coming to make the game more enjoyable.
As for no reason to not tunnel, I am 100% trusting BHVR will implement something in terms of anti-tunnel, anti-camp and anti-slug that will make tunnelling 1 person from the start even more annoying than it already is (personally, I am kinda hoping for basekit DS for the first hooked survivor when it comes to anti-tunnel). But if tunnelling is "solved", then we do need an active counter measure for parallel progress too. And in general, gens wont be THAT much slower. 115 seconds for 3 gens to be gone at the same time isnt THAT long. 2 gens are still going to pop, the killer just has time to prevent 1 gen from popping and start a chase with the second survivor before both of them pop. By the time survivors have time to unhook, the killer will likely already have injured the second survivor and it becomes strategically better for that killer to down that survivor and hook them before going back to the survivor that just was unhooked, because (again, assuming proper implemenation) tunnelling would be "solved".
It would give way to tweak gen regression to a healthier state. It would give way to look into nerfs for high mobility killers like Kaneki and Nurse, while looking into buffs for low mobility/impaired killers like Trapper, Myers, Pig and Legion.
I dont think my numbers are perfect tho, I did do some maths compared to current DBD and its similar enough to work on paper, but theory and practice dont always match.
It would also require quite a large nerf in Vigil since debuff perks would slowly return to meta, and Vigil is currently a bit overbuffed. They should tweak the number from 0.66 to 0.35 to start with, or exclude some debuffs from the list(especially exposed). -
@Bakuriel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3942621#Comment_3942621
I can understand wanting some counterplay against basement trapper, and I personally don't have enough experience with that specific situation to know what the proper counter play would be to it. Disabling and destroying traps might be a viable option, but you'd need to be very precise with how long it takes and how long its disabled to make that properly balanced. I know when I run survivor that I wouldn't mind giving up 8 seconds to flat out destroy a trap whenever I saw one, because I wouldn't see the point in disarming it at all. If I've got enough time to destroy it, there's no point to disabling it, and if I only have enough time to disable it, I'm better off using that time to make distance. Balancing around the basement would require input from Behavior, because we'd need to find out how much of an issue it currently is with Trapper, and what could potentially be effective in balancing it if it is too strong. I don't know the numbers so I can't really weigh in on that matter reliably.
If nothing else, I could see maybe giving toolboxes and Saboteur an option to sabotage the traps. It makes practical sense and it limits the ability to people who are specifically equipped for it, so we wouldn't get everyone running around breaking the traps all game long and rendering the power effectively useless. That gives someone with a toolbox the ability to solo rescue from a basement trapper if they manage their resources well. I know it does nothing really for a trapper that proxy camps the basement, but that's a different issue in and of itself.
Which is why I stated "[traps being disabled] for the next 15 seconds before it regenerates into Trapper's sack"
Basically, if you disarm any trap, after 15 seconds of doing so, Trapper will have an additional Trap in his sack to place. The trap disappears from that spot entirely after destroying it, it becomes trapper safe for 15 seconds, and Trapper doesnt have to walk back to collect his traps. If you dont see his traps, you can get caught in it. If you DO see his trap and disarm it as of currently, Trapper would need to walk back and reset it if its cross map, which is a huge weakness, but if he is right there, he can just reset it, which is a HUGE strength (especially for basement trapper). Giving the option to destroy it entirely, forces people to choose between disarming it and destroying it. Destroying it is only really worth it if he is near, but carries a risk.
And no, no items or perks. Toolboxes and Saboteur used to be able to sabotage traps (permanently), but relying on any items to combat any killer power specifically is something DBD is actively phasing out from. It's why Hag traps can be wiped now, instead of needing a flashlight.
It would still need something for long distance disarms to not force trapper to go back and collect it tho, maybe default it to destroying it if there is no terror radius? I dont know, its a concept afterall. But I think it allows for more leniency when it comes to buffing the posterboy of the game -
@TimberGoingDown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3942621#Comment_3942621
Absolutely not. The counter to basement Trapper is not going down near basement. Locking down basement or a small area with traps is what his power is meant to do. Being able to destroy and take traps out of commission for extended periods of time would essentially make him a powerless M1.
That would be like having Singularity's EMPS actively causing Larry to be unable to use his cameras, teleport or place new pods for 15 seconds if he gets hit by one.
Then be happy with Trapper as he is currently, because he is unbuffable otherwise. Btw, "not going down near basement" is 59 meters away from basement basekit. (about 50 if you take potential corners into consideration).
With Iron Grasp and Agitation, that turns into about 78 meters away from basement.
Just as a comparison, average map length(or width) is about 100 meters. Considering obstacles, "just dont go down near basement" literally translates to "dont go down on 75% of the map"
And no, the equivalent would be Singu's EMP's actually destroying the biopods, forcing him to replace it. -
@GeneralV said:
I honestly think they can just revert it back to 80 seconds and not change anything else. It was fine the way it was.
No, I heavily disagree there, because BNP commodius and socket swivel would allow you to do 3 generators in 56 seconds. Not considering any other perks. You need roughly 70 seconds from the start of the game for the killer to be able to finish their first chase, and 2 gens remaining with only 1 hook is basically a guaranteed loss.
-
@GrimReaperJr1232 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3942863#Comment_3942863
When are survivors splitting up?
That's just… horrible. It's punishing survivors for doing their objective—the killer's job is to force survivors off the generators. If 2-3 are on them at a time and it's the start of the game, something is wrong.
And if they're taking risks to do gens (ex, avoid healing), that's inherently risk vs reward in play. No reason to punish survivors for playing well.
Survivors are already being punished for having 2 survivors on 1 gen. And its basically punishing survivors for doing their objectives TOO efficiently.
Lore-wise, its simply the entity intervening because the survivors dont have enough time to suffer. And with anti-camp, anti-tunnel and anti-slug being looked into further, which also impedes on the killer doing their objectives too efficiently.
Effectively, its the killers job to kill, but tunnelling 1 survivor at 5 gens isnt a fun experience unless you actively bring perks that punish tunnelling. So countermeasures are made so you're not forced to bring in perks.
Staying near the hook to try and get a free hookstate without having to chase again, is logically also part of the killers job, but that being done actively isnt a fun experience unless you actively bring perks against it. So anti-camp was added.
Slugging, arguably the most boring experience for survivors, so its going to get basekit measures soon.
Those changes are all logical because its to help make the game more fun. As someone who has close to 6k hours in it, having about 50/50 time spend on both roles(mainly survivor the past year and a half), there also needs to be a measure against survivors.
Turning the time up from 80 to 90 seconds was punishing survivors for just doing the objective. Going from 70 to 80 was punishing survivors from just doing the objective. Being injured isnt much of a risk if you have a syringe, Resillience, healed yourself up to 99% and have Dead Hard on top of that.
Thats like saying the killer is taking a risk by camping, and getting punished for it through anti-camp. It's about player enjoyment. And generators arent a problem as they are, it's the parallel processing of gens that is. The only way to combat parallel processing in a way that is both basekit and doesnt force killers to bring specific perks to enjoy weaker killers, is to implement a tiny penalty that wont matter too much in the long run, and realistically will only impact the early game.
Realistically speaking, you already spend more than 90 seconds on your average generator. 1 single Pain Res alone makes you spend 103 seconds instead of 90. So reducing the time by 10 seconds, but adding a penalty for parallel progression, its much easier to balance the entire game as a whole.
The main flaw I can find so far, is Legion and Plague with Thanatophobia, because debuffs multiply, so Thana might need a rework. But every other perk? Legit just changing the numbers around a little. -
My main issue with any Trapper rework/buff is that they never consider already quite strong parts of his kit that need to be nerfed to remain fair.
Like setting up shack basement properly becomes infinitely more easier by just the makeshift wrap rework and it being basekit. Just set up the traps before hand, just set up the traps, grab iron grasp and agitation and you get free kills.
What trapper needs, is a way for survivors to sabotage traps again in a way that they become unusable by trapper for a while (think current Skull Mechant drones being hacked). You can even give them an m1 to disarm the trap for the 2 seconds it takes now, but an m2 next to that that sabotages the trap after like 8 seconds, after which the Trap becomes destroyed in place(meaning no replacing the trap) for the next 15 seconds before it regenerates into Trapper's sack would give people proper counterplay to a shack basement Trapper. If you also give an m1 option for survivors to sabotage disarmed traps for an additional 8 seconds, Trapper also indirectly has a way of gathering traps that are cross map. Why is Trapper going to care much for a trap that already has been disarmed 3 times?
You can give Trapper SO many buffs if you give survivors the ability to sabotage the traps like that. -
@AbsolutGrndZer0 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3939708#Comment_3939708
In one of the latest patches, Doctor's photo sensitivity issues have returned, worse than before. But hey, what do I know, I'm not photosensitive myself.
As for sensory overload, its not just jump scares and stuff like that or the smell of meat at a BBQ. The fact that you even make such a silly comparison to a BBQ shows that you do not have sensory overload issues and refuse to even try to understand them (and I hope you don't know anyone that does, if you do, I feel sorry for them having to be invalidated by you), so there is no point in even trying to explain it.As someone who DOES have sensory overload issues(im more of a "I see mouths move but dont hear anyone speak because there is too much different types of background noise and I will go to the bathroom for a minute just to be able to reset somewhat and hear my friends again", or the "I am actively using a threadmill when working at home so I stop being distracted by the people who walk across the street as I become incapable of processing the information I need to process to do my work"), the bbq explanation was not even about overload, it was about expectations. If you are appalled by the smell of cooked meat or have issues with it to the point of (extreme) discomfort, then why did you even go to the bbq?
Horror games are designed with sudden imagery appearing, sudden loud noises, sudden change from gloomy to brightness. And DBD is one of those games, especially in the sound department(hence why I emphasised on that), where game balance is dictated by it enough that you cannot simply alter sounds manually.
And yeah, if you can normally handle the game and suddenly there is a patch that makes it impossible to handle, complain about it, get the killer killswitched for the duration (despite doc being my main, I wouldnt mind him being killswitched for a week or 2 while they address visual issues surrounding his shocks). -
@AbsolutGrndZer0 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3939575#Comment_3939575
Doctor especially causes issues in so many ways. Photo sensitivity being the worst, but issues like sensory overload for others (myself included.) I understand if you do not experience these issues with The Doctor, lucky you. But please stop dismissing those of us who do as if we just "don''t like playing against him."
They did pretty much minimize that as much as possible, Lery's main gen has more issues than that.
And while on one hand, sure, understandable. On the otherhand, its a horror game. Horror simply has a lot of sensory things. There are jumpscares, there are a lot of sounds. Having to make horror accessible by allowing tweaks in sound, when a massive part of the game balance relies on certain sounds being harder to hear due to other sounds (which kinda means people with sensory overload cannot be addressed there without also basically reworking the game balance from scratch). Its just not feasible.
It's like going to a bbq and being mad that you can smell meat on the grill and suggesting maybe to not grill any meat. You simply want an entirely different kind of bbq at that point.Again, it definitely is a thing that prevents enjoyment, and I am not saying you shouldnt play the game because of it. However, there are certain aspects that, if customizable, would basically give a massive advantage. I still am not standing behind the decision for the FOV slider, because games against mobility killers have gotten significantly more difficult since then. Being able to tweak sounds means I might aswell quit the game, because any stealth killer I play is negated by people tweaking the killer footsteps to 1000% and any time I want to do a clever corner play as survivor it doesnt matter because the killer tweaked my breathing and footsteps to 1000% while having lowered the chase music to 10%.
I am against the grade drop, as its far too strict (start with a single pip instead, then keep doubling it), but not because of a lack of accessibility.
Besides, dc'ing doesnt have the same applied effect as going next, just DC against the killer, dont go next. -
@AbsolutGrndZer0 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3936457#Comment_3936457
As long as the game has accessibility issues I will never be okay with Grade Loss.
Other than skillchecks getting maybe a visual cue, and maybe a generator with progression, I dont think there really are any notable issues left that wont break the balance entirely if implemented. Because if you visualize grunts of pain, someone who might not have been listening will know someone grunted nearby. If you visualize footsteps, same issue.
And the only thing that would warrant a "go next" in accessibility would be killers with sound -
@Starfury said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3936543#Comment_3936543
Yeah, I know, but his original scream is more robotic than his current one. If we're going with that logic, why add mechanical sounds to his chase music? The answer is that it just sounds a bit better for the character.
I mean, fair, but the original in fnaf 3 was also a down pitched version of existing screams.
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@Starfury said:
Yeah, I found the mori a bit disappointing, was hoping for it to be suit stuffing or maybe a springlock failure? Maybe they'll make a part of a different cosmetic, but the current one just doesn't seem that good. I don't super enjoy the roars either, I don't think they're bad, but was hoping it would be slightly more robotic. There's just a bunch of small things I wish they would tweak.
Why robotic tho? This is literally a human trapped in a suit. William Afton isnt a robot, he is just a beef jerky human
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@AhoyWolf said:
https://forums.bhvr.com/dead-by-daylight/discussion/446801/why-dbd-no-have-dismemberment
Iirc it's because the game would get banned in some countries due to dismemberment, that's why Demogorgon doesn't rip out the heads from Survivors during his mori. I'm not sure if this still applies today because there are some gruesome mories like Singularity's mori aftermath, who knows tho
Gruesome isnt dismemberment. In fact, the only dismemberment in the game is Clown's mori chopping off a pinky finger, for some reason thats fine.
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@Jay_K said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3934127#Comment_3934127
My issue with them checking missed skill checks is if the missed skill checks arn't going to end you on hook anymore whats the incentive to hit them. I would just tab out watch YouTube on my other monitor while waiting for the rescue at this point.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3934480#Comment_3934480
I may only have this opinion because i am a very casual player but does anyone actually care about losing a grade? Grades arn't visible to others, Unless your getting irry grade then the BP you get doesn't really matter as you could just play a handfull of games (or even the weekly gift) to get the same amount of BP.
Lets face it. Anyone who is actively going next a lot isn't getting a high grade and anyone who does get max grade every month isn't sitting their going next a ton.You can, right now, DC once per day and get a 1 minute penalty each time. With screen transitioning alone, thats effectively a 30 second wait before you can join a match again. If you go down first, odds are you're gonna be tunnelled out, so you wont pip anyway, hence why people go next in the first place. Why stick around if you're not gonna get a pip and only 3k more BP unless you're already at max?
Its personally why I want survivor bloodpoints to both have a shared pool and a personal pool. 5k in each catagory shared among the team and 5k personal. That would at least be a reason for survivors to stay regardless if they get tunnelled or not. Even if you only get 5k chase points alone and 2k survival points, you might still get 5k shared objective and 5k shared survival points if your team progresses. Leaving you with 17k BP while you got tunnelled. Right now, being tunnelled means maybe 3.5k BP. The main reason behind people going next is because they are aware on how little there is left to gain.
I'm okay with the grade reduction (assuming it doesnt ever happen when tunnelled out), but having AND a dc penalty that doesnt go away untill you play X amount of games, AND a grade reduction, AND remove the option to suicide on hook entirely is just overkill.
Just the last one would prevent survivors going next so much that the rest doesnt matter, the only reason I could see the grade removal is to prevent killers from staying afk all game as a means to "go next". -
@Langweilig said:
The names are dumb. Why didn’t they keep the old ones?
Cus they are part of a contract, they would be legally in trouble if they keep using the old names.
@DefiantEnd said:
Well there goes the rumors about renegotiations happening lol!
Wdym? They renegotiated Stranger Things in the duration that the contract was gone, they had the other names as long as the contract was gone. Contract negotiations take time, paperwork, having it get past lawyers etc to make sure its fair for all sides. Dont expect it to be back till at least 9.6.0, possibly as late as 11.2.0