Dinadin
Dinadin
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4044331#Comment_4044331
The counter is still the same…Its not going to be that much harder by any means. Survivors still have a lot of other tools they can use to waste the killers time to compensate.
How is it the same counter? Tell me.
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@Mandy said:
I think this is where some learning experience into the game comes in. As is correctly said in this thread - if you remotely suspect the killer has Pain Res for example, you're not going to be repairing a gen at the time of hooking as you let go a few seconds before if you're working on the most progressed generator at the time - which you can see from the HUD. I think making DMS only work if a survivor manually lets go of a generator could potentially weaken the perk too much.
With the new perk the killer has just another chance to trigger their DMS. Its going to be a lose-lose-situation for the survivor. Dont know why anyone could think this is fine.
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@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4044227#Comment_4044227
So you dont want improove anything just demand that everything is given to you for free and made so easy that its hard for messing it up, your responce sounds like that.
So like the average killer player?
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@Lorelei_Albrecht_TTV said:
https://us.v-cdn.net/6030815/uploads/W34VH6N3OY4V/screenshot-2026-01-08-163805.png
Like I was pointing out the fact that I should not have to physically push out every single player and that they were being sore winners. It was a 4 man out. This is why people quit the game. This is who BHVR caters to and I'm sick of it. I'm so close to uninstalling.
So you have already mentioned the solution: push them out. Whats the problem with this? Your own lazyness?
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Either its on purpose or they just cant do better than bad. For starters, the change from emblem-system to mmr-system was already one of the worst changes theyve ever done (and oc they never even thought of scrapping it though everybodys feedback was crystal clear). They made literally everything worse and there is absolutely no reasoning within this actual system. and their "changes" to the system never did anything at all. The problems are still the same as on day one. So why would anyone even have the tiniest bit of hope that they will do something good with their upcoming "changes".
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@Ryuhi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4042363#Comment_4042363
If I can perform one frame links or side flipping headshots in UT at 80ms, you can lean a tiny bit more into reads than reactions. Again, I understand that stuff like 200+ is unreasonable, but not being able to deal with 80 is, for genuine lack of better terms, entitled. This game has no EX Mallet smash.
Edit: To address your edit that was put in after the fact:
Let’s not encourage bad internet or VPN to make the game easier. It’s a bad tactic.Please tell me where I have ever done that. In fact, I specifically mentioned in the post you responded to that there should be systems in place to monitor and either prevent or punish ping manipulation. Please don't put things like that on me when its the exact opposite of my position.
My stance is simply that 80 is "average" and not "bad." Your grouping in a range all the way up to 200 is being done to try to make the two look more similar than they are by evoking expectations of an unrelated extreme.
Bad killer ping starts already at 60+ and I totally think this shouldnt be a thing in a game where hitboxes are already so wanky. And there is just no reasonable argument to why killers are favored on so many levels regarding ping and action priority.
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Copy&Paste doesnt cost a thing. And even when they change something about (like freezing interactions) the animation are clearly low-cost.
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I would say its clearly the opposite: we dont need another ST-Chapter, but for gods sake force the anti-tunnel into the game.
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The preset change was asked for since years. Your personal opinion doesnt apply here.
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@runningguy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4039990#Comment_4039990
if a survivor is downed then killer chases a flashlight player away, that downed survivor gets healed. if the killer find that same survivor again and downs them but someone sabo the hook, killer puts them down chases after someone else but find its a strong looper so drops chase…that downed survivor gets healed. 1 gen popped…. killer 0 kills and 0 hooks. if that survivor is not able to last 10 seconds in a chase then yes its lack of skill because they cant loop very well. the match is going on, survivors already have 1 gen done and killer has 0 hooks…. that survivor that went down and got recovered twice is at full health and ready to try looping again. they go down near a pallet, killer chases a survivor away….that downed survivor now has a choice. practice looping when they are recovered for a 3rd time, or abandon.
This situation is the survivor not being able to loop as good as others can resulting in being downed fast. its ok for survivors to abandon and not practice, not improve an aspect of the game they struggle with, not gain the experience of trying to loop a particular killer, just abandon but it not ok for killers to abandon and cut their practice and experience?
Each time a survivor abandons or DC's or go next when they have the option to practice looping is essentially screwing themselves over by not taking the opportunity to gain experience
Youre just talking about some minor edge cases nobody cares for. It would be great if you could stop your "us vs them" mindset, and actually start using reasonable arguments.
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For what?
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@runningguy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4039669#Comment_4039669
This could be said regarding the survivors ability to abandon after being downed twice. Even when they have been recovered and the match is still going on, the survivor could be said to have demonstrated lack of skill by going down on more than one occasion, instead of playing out the rest of the match to to possibly win or atleast gain experience and practice the survivor has an option to abandon.
It cant. You clearly do not understand that lack of skill isnt an issue there cause the game is designed to get downed several times. And while being downed there isnt any value of stayxing in game if it happens this often. Its basically inevitable to get downed. Please stay objective.
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@Wiccamanplays said:
For context I want to be able to abandon when enough time has passed without successfully hooking a Survivor. Being able to concede when a match is clearly lost would save everyone time and grief and help with burnout. I'm just sick of having to play out a match that is basically irredeemable so the Survivors can teabag me at the exit gates.
So you want to abandon in a situation that reveals your lack of skill and the only thing you want is to cut off your training time? Youre literally just screwing yourself in this scenario. You will just loose out on opportunities to get more experience. Another match wont bring you more benefit.
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Ive never seen anyone saying Overzealous is even a good perk. Its a killer perk and everybody knows its a noob-trap.
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@Junylar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4039621#Comment_4039621
Why doesn't the same logic apply for basekit survivor perks and SWFs benefiting from them?
Cause it isnt the same logic, simple as that. I dont even understand why youre starting this "us vs them". Youre just going for a strawhat argument and deliberately ignoring reasoning. Basekit BT (btw the only basekit perk, and still a perk) only had a positive effect on solo-Q while it didnt affect SWF that much to begin with. SWF always had the advantage in knowing if someone brought BT, solos not and they were at mercy of their random mates. And that was the aim of the basekit change, to close this disparity for one case. Killers are different so you just cant make basekit changes as they will affect all and not just a few.
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@Wezqu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4039619#Comment_4039619
Well they don't specify decoy from normal snowman in anyway in the gameplay instructions so op has some point in his complaint.
Even instructions are never a full guide, in no game, cause it would completely extinguish that players are meant to explore the events by themselfs. And they speficially mentioned "decoy" in the quest challenge, so you can guess that there are different types of snowman. Than if you grip the event a little bit you could easily discern what is meant by decoy for yourself. Nobody needs a full handholding instruction here, cause the event isnt that complex to begin with.
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4038706#Comment_4038706
This is exactly the reason why we have it - and it also integrates into our systems!
Forum bug reporting was never a good tool, we've wanted to move away from it for quite some time, forums are just not designed for that. Having a tool like this is ideal, it not only takes reports and integrates them into our systems, but also acts as a known issues board in a way, also when you are creating a report, it is able to mark as duplicates etc, which is a big time save and allows us to offer a much better service.
If it integrates in your systems, why are we supposed to login into a third party program? Why is BHVR unable to use a client-integrated support system like any other game can accomplish? Why should the commnuity be forced into third party programs that just grab my user information?
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@AcesSpeedo said:
https://forums.bhvr.com/dead-by-daylight/discussion/461987/hate-the-glyph-challenges
literally just throw for challenges like everyone else lmao, if its those green glyphs yeah, stay in until EGC and get those glyphs! die to EGC if you need to. they spawn in totem spawns too, if it is the green ones that is, theres also multiple per game. glyphs make a noise similar to hex totems(or the entity when it blocks gens) when you come within range of them so turn up your volume too.
You dont need to throw any game to do challenges. Theyre literally just side-quests you fullfill while playing the game it is meant to be.
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You literally cannot make any killer perk being basekit as long as you have S-Tier killers benefitting from this and being even more annoying to face.
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@Munky said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4039608#Comment_4039608
Yup thanks got it now.
But my point is how are ppl supposed to find out on their own? Guess I got unlucky not finding "decoys", cause some matches I literally made 10 circles around the map and snowballed every single one of them without progress. And there is also no visual difference between them, at least not that I could spot. BHVR laziness p me of so hard sometimes.
All the quests are self-explanatory. You just have to read properly and understand what is written. In this case you just didnt read properly and you didnt understand what "decoy" meant, cause you didnt took enough efford to understand the event gameplay in detail. Thats not a fault on bhvrs end.
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Recalling from the Stranger Things licence, the map will be gone. And to be fair, I wouldnt miss the map at all gameplay-wise. It always has been one of the most unbalanced maps to begin with.
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I dont think that the Halloween Chapter did soo much for the sake of DBD popularity at all. To prove I that I took a look at athe steam charts during that time: the game got an influx of players but that went down as quickly as it started (within a month). No doubt that Halloween is the One licence to go in the horror genre, but it never did that much for DBD to be fair. Probably partly cause Myers wasnt the strongest to begin with, but one of the most unfair ones (yeah i look at you tombstone). He was more like a meme with the mirror-builts.
Also it was quite predictable that this will happen. A new game with this licence is coming, so those developers try to push the fans into the game by locking them out of other games (not that the content is fully removed to begin with). As others already mentioned, those are the same as TCM, so from their latest work they have not much of a reputation for a good game coming out. Its also likely we will get the licence back after a year or so if the new game is following the dying rate of TCM.
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I dont think so. I dont even really know if the perk itself had an effect on the outcome of any game since the last time it was changed. Against most of the played killer roster the perk has legit no effect cause they have mechanics that make catching up super fast. The measly seconds the perk generates dont do anything in regards to the outcome of the game. Even though the devs (or rather the community) designated this perk an anti-tunneling perk its literally only a pseudo-solution. The only times this perk was viable was when you could DS during endgame. But that was deemed unfair by killers, so devs changed that (for the better or worse). So just because the perk will be free for all will not change that the perk itself has not much practical usage regarding anti-tunneling. Unless the make some drastical changes to it, like giving invisibility until a conspicious action has been done, there wont be any notable increase in its usage. And I really doubt, by looking at the past month of how the devs acted on the anti-changes that have the conviction to do so.