DemonDaddy
DemonDaddy
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@fulltonon said:
Honestly removing RNG would do good, it's not like RNG maps are fun or anything.
Who mentioned removing rng?
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@WesCravenFan said:
Dead Zones are a core part of the game. The idea is that an area that a Survivor has expended of pallets is now more dangerous to be in is important.
I feel like you are forgetting that Survivors are INTENDED to lose chases and go down. The developers stated outcome from a match is 2 deaths, 2 escapes. This idea sounds like a person trying to bring back running a Killer for 5 gens. Which was terrible for the game. That is why things like bloodlust, removal of infinities, and window blocking were all put into the game.
I meant rng based dead zones that spawn that way, not created dead zones. I fully agree with these zones being created as a match goes on. What I am referring to are tiles focused on killers like what God pallets are for survivors.
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Can't wait for the improvements for my solo Survivor games, things are looking good
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@Phantom_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3384184#Comment_3384184
Excuse me, in what fairytale world do they face learning killers/survivors?
I've faced killers with 3k, 5k, 6k hours and so on when I was beginning. Even now on survivor sometimes go against killers with 100 hours and they get absolutely destroyed.
You speak as if MMR actually works... and the sad thing is more often than not it doesn't.
Yeah and I'm still facing swat squads even though I refuse to hook. Not claiming mmr is great or backfill lobbies aren't common, but overall this looks like a good balance change for level players.
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@ironblade said:
There is a lot of people saying that Blindness is a terrible status effect. How can you buff Blindness and why?
Have it obscure the hud in addition to the aura effect. Currently blindness feels like a minor inconvenience and easily ignored unless using an aura centric build.
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@wydyadoit said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3384184#Comment_3384184
My NAME is LEON thank you.
Nah, I know Leon can handle things. It's always the Meg that goes down first in my games.
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Learning survivors face Learning killers. This change gives injury more of an impact, but also encourages more teamwork over solo infinite healing.
I'm looking forward to seeing more cautious play styles from my teammates. I dont want to be making saves 30s into a match because Meg thinks she can run the killer for 5 gens.
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@MaudetteClorel said:
For better understanding, I have been playing DBD for approx. 3k hours now, mainly solo Q survivor but I also enjoy playing legion/dredge and spirit from time to time. And especially because I've been on both sides, I try to make the game fun for myself while also trying NOT to make it unfun for the other side.
Ever since the last lackluster chapter came out, I have been trying out other games and what I've noticed is, no other game has mechanics that can be abused and be called a playstyle by the people who do abuse it.
For example, I had a game (as solo Q survivor) on ormond against a blight. His first chase was me, I looped him for 2 gens and from the moment he finally downed me the game went downhill because all he has been doing was slugging me/my teammates repeatedly, going back and forth as soon as either of us got picked up. He refused to hook people and it resulted in 3 people dying on the ground (do the math, how long the game has been going on). Unfortunately I don't know what happened to the last of us, but I guess he was left to bleed out as well.
In what world can you call it a "balanced" gameplay or a playstyle and why does the game allow that? And mind you, I know that some killers tend to "punish" survivors by leaving them slugged for BMing or running dead hard or flashlight clicking. But none of us were running meta perks and none of us BMed this poor Blight, so I don't quite understand what his intentions were slugging every single one of us.
For context - this is the builds of me and my teammates. No dead hards, no breakout (wouldn't have made much of a difference that one of my teammates had saboteur because he didn't even pick up anyone to begin with).
If the next patch doesn't scare away a big chunk of solo players, killers like this blight sure will.
Stay safe, be kind
https://us.v-cdn.net/6030815/uploads/GAWGWEN22H9V/313213.png
I find slugging more fun than hooks and it prevents survivors from suicide. More chases for everyone and I don't have to bother with wasting time on a carry. Bleedouts are the pure result of bad altruism and repeat failures.
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Healthy direction and change for the game. Hope we see more
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@feffrey said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3382840#Comment_3382840
So you do not care about SoloQ and want to force teamwork and SWF to play together
I only play solo and don't see this as crippling. Hopefully the devs continue encouraging more tactical 1v4 play instead of a 1v1 chase approach.
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Great change 👍
I hope we see more changes that promote caution and encourage teamwork.
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@Grum said:
If the killer is camping, that leaves the survivors 12 seconds to both make it to the hook, and make an unhook play before the person on hook dies.
Unless the killer has sloppy, in which case healing will take 60 seconds and the person on hook just dies.
Defending the hook while everyone else is injured is the right call in that situation as the devs have heavily leaned towards kills over context. The time pressure is just the consequence for multiple teammates being injured and reckless engagement with the killer. It's not a problem for the survivor avoiding the killer and remaining healthy.
Honestly I think this is a first for the devs; I cant recall a survivor time crunch that has been this serious. Most of the timers give abundant opportunities to goof around, but I think this one actually applies a sense of urgency.
Still I'm glad they are promoting teamwork for healing over the infinite solo heal.
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Great change, looking forward to playing without the "1v1" me teammates.
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@Grum said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3376261#Comment_3376261
Is playing to have fun, instead of optimizing the easiest win and making the most boring matches possible, off the table?
While the community is full of entiled and salty players, no. Even when just playing chill, nasty messages are received despite the outcome. I think most would rather get salt from the losers than toxic boasts from the winner.
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Would be one of the most miserable and boring change for both sides the devs could implement.
Not something I need, want, or would wish upon even the sweatiest killer.
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3371056#Comment_3371056
Yknow and killers just keep crying about Survivors escaping with tbags, emotes and flashlight clicks and saying gg ez at the end.. but I never see any appreciation to the Survivors who don't do that.
This game can go both ways sunshine ;)
You can thank devs for that. All those thumbs up I've given go unseen and I can only message other xbox players a gg well played.
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@Iamtheonlysalad said:
Out of 50 games I have only escaped a handful of times. A freaking handful. Every game it seems that killers just tunnel people out from the beginning. They need to buff survivor because it has just become unplayable.
I find that survivors are overturned for 1v1, most teams fail from teammate mistakes giving killers opportunities to snowball.
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@Gamall said:
So 45 minutes stucked in a game with no chance of winning is considered fun in your view?
The same killers as soon as PTB's Skull Merchant was released immediately insisted on buffing her at random, putting aside the 3gen strategy. It's a consequence of what you ask.
I have always argued that she needed not buffs but rather a total rework of her power, which did not happen.
That's survivors fault for fearing an m1 killer and not pushing gens. Very few killers can actually be omnipresent enough to counter gen progression even with regression perks. Long matches or stalemates are on the survivors, the killer is trying to managed progression and waiting for mistakes to capitalize on.
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@Devilishly_Rowdy said:
Her 3 gen capability will get nerfed because the "3 gen unfun for survivors" posts have already begun. And we all know how fast Behavior responds to survivors not having fun and rage quitting. Then the only useful thing this killer has will be gone. Before anyone says "it is unfun and boring though", i would like to say there are a lot of unfun things in the game for killers as well, like DEAD HARD, god pallets, bad map design (Gideon, Coldwind, Badham), 30-40 pallets, basekit BT guarantee escape near exits, but killers are having to suck it up ain't they?
Not so if devs follow balance trends; instead we will get a nerf to all the perks that make this one killer strong at their specialty and simultaneously lower their usage on every other killer.
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New killers imitate experienced ones, and experienced killers always try to cut through as many "chances" as possible to counter swf. I have to assume every killer goes in preparing for a swf and offering any mercy/opportunity to survivors is done at the killer's expense.
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I only use it for killer matches to gauge whether it was fun or tedious.
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@NerfBoilOver said:
When are we going to adress the fact that dredge is busted. He can traverse the map with his locker teleport and sometimes even use it mid chase. THEN he can put his other teleport down on loops to easily teleport too and get easy downs. Lastly, he can make the whole map dark for the survivor…. His kit just seems so packed with power and i feel like cuz he’s not picked much people don’t acknowledge it
Counterplay, it all has Counterplay.
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Ez buff/fix for the current game:
Remove the stalking hard cap, have stalking progression for each survivor slowly regress when not engaged with the killer.
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I checked out for this event, wasn't about to waste my time with the increased chance of bad maps. Given the upcoming chapter I also didn't feel there was a need to grind bp or shards.
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Killer really got that short end of the stick when it comes to being blinded. The entire screen goes white with a glaring painfully bright screen, and for a Time it even limited hearing. Meanwhile survivors only get aura sight removed they still have the full hud vision, really no negative effects whatsoever .
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1 hook, too many expected chances have some survivors flipping out over their own personal failures. There is just no way to safety net bad players without the good ones taking advantage of them.
Survivors should be more cautious and aware than expectations of a free bailout.
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@HoodedWildKard said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3353537#Comment_3353537
Saying the killer has the power or the choice is literally same thing. My point is it doesn't matter what the survivor does. It is down to the killer.
It's pretty simple. A tunneled survivor is at a huge disadvantage. And only extremely good chase runners have a chance to have a halfway decent game after taking a hook if killer decides to hard tunnel them.
Getting off your first hook with an instant deep wound puts you in a precarious situation. And 80-90% of survivors have little chance to survive that for long or escape unless killer decides to leave them alone.
What the survivor does matters, not getting away due to skill is the same as a killer unable to get downs for the same reason. No doubt killers can create strongly favorable situations, but except for bubba, it's not a guarantee.
Again, survivors that know they are weak in chase should be focusing on stealth, cause it does work. Break Los and use misdirection, nobody needs to be a looping God to get away.
I really don't get the most survivors are bad standpoint. Your literally stating that it's not a matter of the games balance or mechanics but that the players themselves lack skill. I'd rather the devs focus on mechanical balance and not try to safety net bad players to higher levels.
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Nah, keep the lost state as it places pressure for other survivors to stop repairs and make a save. Like pausing the hook timer, survivors would find ways to abuse it.
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Not expecting much from this perk anymore. 10% is laughably small and easily recovered if someone is one the gen.
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Given she is rich I would have figured it would factor into her character as a self investment. Tech and money has me think mantis blades like in cyberpunk. Even by real world standards there are tech augments which would look better than a single exo-arm.
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@HoodedWildKard said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3352131#Comment_3352131
Really can't agree, killer has the power in these situations. Can't expect everyone to be happy dying in the first mins, and stealth is useful IF you can get away from killer. Hard to play stealthy if you're tunneled straight off of hook leaving a blood trail, making pain grunts and in all likelyhood a deep wound for good measure.
Having all pallets on the map is a boon for survs who know how to run a good chase, a LOT of survs really don't. Even a good surv can slip up and get downed, latency around pallets etc. And if you lose that first chase and killer wants to tunnel? Game over.
If the killer puts their mind to seriously tunnel a player it's all but impossible for survs to stop them without throwing the game.
I wish there were an easy way to fix it, my suggestion definitely has it's flaws. Didn't consider map size. And I doubt bhvr will do anything major to stop tunneling anyway, they don't do many big updates that aren't new chapters. Just smaller tweaks and nerfs.
Killer doesn't have the power, they have a choice and the devs have ensured that the weakest link is the right one. Spreading attention is a luxury for killer that are in control of the match. Given that is base now, getting away is easier and on the survivor as they now have to succeed at escaping their 2nd chase. Tunneling doesn't remove any chance to play, it places all of the chances in consecutive order.
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I think it's a good thing. It incentivises escaping chase early over dragging it out.
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@fulltonon said:
Or simply replacing hook mechanics with PH cage, we always had plenty of "simple" fixes yet BHVR never really tried to do "simple" fix, somehow they preferred strange complexity method all the time.
Yeah I agree, the devs tend to go full rework when unnecessary and at the same time make tiny adjustments which have no real impact outside of appearances.
Still think this would be a good change as they can keep most everything while adding the new conditions.
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@Tjiani said:
I do not understand why tunneling and facecamping is not considered "taking the game hostage".. I paid for this game to actually be able to play.. Not to be tunneled out of every other match before I get to even touch a gen, or get facecamped the entire match , provide the killer with points while being beaten repeadetly on hook and get almost no BP for the "trouble".
I have very limited time to play between work and family-life and having to waste so much time on being held hostage on hook or being tunneled out of the game just to wait 5-10 mins for it to happen again is simply not acceptable. People are paying for a game they are being denied to play in way too many matches and I really don't understand this is considered a "valid strategy"? If it was only a match here and there I would be okay with it, but it's more common than not . I can't speak for the American servers, but on the EU servers, it's really really bad.
"We tunnel and camp cause we get genrushed".. No.. you tunnel and camp cause it's easy and the points makes it worth it. Almost every killer starts hardcore tunneling and facecamping at 5 gens.. before they even know what kind of team they are dealing with. I think there is a difference between camping and tunneling towards the end-game if you have a hard time keeping pressure, and I understand that it can be neccesary to keep the last gens from popping.. But if the team is down to 3 survivors after one gen the balance is no longer fair, especially in solo que.
Killers are always complaing about SWF, but it's the only option to counter the camping and tunneling.. I have been playing Solo Survivor my entire DBD career and I find myself playing killer more and more often to actually be able to play the game and for the first time I find myself searching online for SWF to play with, cause I get tired of people not doing gens while I get camped or loop the killer.. Is killing solo que entirely really the goal here DEVS? Cause it's beginning to look like it's where we are heading.
I would suggest practicing and strengthening your stealth play. This seems to be where your struggling; you did specifically point out that your not even avoiding the killer long enough to touch an objective. Survive long enough to not be the first and you will have solved quite a few of those problems.
And yes we are all a hostage once the killer puts us on hook. Its the final result after the culmination of several events. This means a survivor failed to avoid detection, failed to escape the chase, and now must wait for teammates to provide an additional chance at risk of the rescuer.
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@HoodedWildKard said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3351070#Comment_3351070
Having their aura read by lethal pursuer probably. In all seriousness hook defence and hardcore tunneling/hook camping are 2 different things.
As killer I'll rotate back to hook and if I catch someone unhooking I'll usually go after them instead of the unhooked surv.
The issue is that a lot of killers will focus out one player exclusively. High mmr swfs can counter this sometimes but it is hard to do anything about. You can't say it's fair that a player gets 9k bp and dies in the first 5 mins of a match because they aren't amazing at running chase.
Lethal pursuer, you get caught early and lose first chase after a minute or so. Then once you're on hook that's it. A focused tunneler will either down anyone trying to save you or if they do manage to get you off hook then you instantly get a deep wound and then hey, you can't slip up or stop running. Or a smart killer will sinply count the time down and down you after BT ends.
Atm it's totally down to the killer, if they have a mind to focus one player out and have half a brain that player will have a short unpleasant game. Unless they are a chase god and or they have good teammates who are excellent at bodyblocking and flashbang plays.
Yes I put it on the survivor. LP or not, the first survivor to be chased has the advantage of every loop being at full strength. Quite frankly this is the easiest chase of the match for survivors.
No survivors don't have to be great in chase, but if your not then avoid the killer with stealth and be a gen jocky. Not claiming stealth works in every situation, but not every killer is running a build to counter it.
I can't and don't see Lp as that much of an issue. Worst case for me is when the killer can close the distance before the aura wears off. Most of the time though I find there is a window between the aura and the killers arrival to take action.
Doesn't take a swf to make those saves, just survivors that understand the base conditions. Base bt and knowing how the killer functions can be more useful during a solo save then a swf just rushing the hook.
Dying in the first 5min, fine by me. Gens are fast enough that trades can get everyone to egc. Last to be hooked in endgame is almost a guaranteed escape thanks to base bt.
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Ez survivor win for the competent.
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Skip every buffer lobby, I'd rather play a level match then be the freebie mmr tries to hand out. F the buffer zone of mmr.
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I don't see an issue with hook defense;
The survivor failed to hide and escape the killer in chase
The survivor is now an active objective for teammates = great bait to lure survivors
Saved or not, the killer is doing their sole objective, game counts kills not hooks or chases
Smart survivors can make saves solo or trade and Two survivors can almost guarantee the save unless major mistakes are made.
Any survivor that complains about being denied play; what were you doing the entire time prior to losing your first chase?
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So do you not know how to counter her or is it a skill issue of not being able to use those counters?
There's plenty of evidence that survivors can make a nurse struggle.
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@mr_Beast_Artist said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3322743#Comment_3322743
stupid logic for this reason, the dbd community is toxic.
what do you think about this idea? there are rewards for the killer but also punishment if he decides to toxic camp at the hook
good idea how to motivate the killer. After the killer hangs a survivor, a bonus is imposed on him for 20 seconds - he needs to kick the generator and he regresses by 10%, but if the time runs out, then 25% of the progress will be applied to all generators.
Great way to inspire spite camping and push players out of the game maybe.
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@GentlemanFridge said:
The "no counterplay" argument only really holds up when the effect is big enough.
In the case of tunnelling, that's a survivor being denied the ability to even play the game. In the case of flashlights (which do have their counters), its effect lasts less than 5 seconds, and is rarely helpful for the survivor at all.
You got a point about the information given to the killer, but the rest comes off as you just being annoyed.
Just want to point out that tunneling does not deny survivors anything. The entirety of the match prior to the hook is all within the survivors control, any lack of gameplay is a result of their efforts or lack thereof. It's on the survivor to avoid detection and escape chases when they occur. A tunneled survivor is one that has failed on multiple levels of play and is now reliant on teammates to provide additional chances.
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@Thusly_Boned said:
Oh, and the mori...not the biggest thing, but as lazy and sterile as you can get. Imitation Freddy, short, boring, incorporating nothing unique about her or her power, no thematic flourish.
Absolutely phoned in, totally emblematic of the rest of the chapter we've seen so far.
I thought the mori was Freddy copied over.
Anyone have a clip of the two mori side by side?
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@EntitySpawn said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3347930#Comment_3347930
Because solo Q is all about your team and matchmaking which people dont get.
They see "we lost" but not why they lost, and some will see they die while others escape but ignore the ones Escaping.
The biggest issue with solo Q is getting badly matched teams who are way below your level (go down stupid fast and dont do gens) or people DC.
Even with the new HUD I dont think people pay attention to how little people are on gens or how fast people go down...
I get that team variables in solo play a huge part in the outcome. I just don't factor other players into being a solo issue, a teamwork/mmr issue for sure, but that has very little to do my individual performance.
The only things teammates can do that does change my performance is distracting the killer so I can repair and hook saves for when I screw up.
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This is one reason I prefer to slug survivors. It prevents rage quitters; forcing them to cooperate with teammates or go sit in the corner.
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Struggling as a solo has to be a skill issue. I've been playing solo for years now and there is nothing in-game as far as mechanics that is beyond the ability to overcome.
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Hard pass. Even if I did buy it, the killer would just join nurse and huntress as killers I will never use.
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@HugTechLover said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3343851#Comment_3343851
I disagree. I win the timing at pallets all day long. Windows, ez, out in open, ez, pallets, most of the time ez.
Well glad you enjoy killing bad survivors, if your hitting them at pallets then they are failing more on their part then you are outplaying them.
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Make swf in matchmaking a toggle option.
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@barsw said:
I think nowhere to hide should have cool down or some tokens that killer gets while he hooks someone .Because to abuse it each time he hits the gen and reveal auras its too much .It should work like BBQ or like 90 seconds cool down before to use it again the same with call of brine
There's no way to abuse the perk, with tr survivors has more than enough warning to make it outside the radius or hide. It also promotes an engaging "go for chases" playstyle when somebody gambles against the perk being equipped.
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Perk died after the nerf to once per gen. Personally I just never see it used anymore.