Dokta_Carter
Dokta_Carter
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If, and only if it ends the match immediately I can see the appeal, which I assume you mean by it counts as a 4k.
And personally I think it should only be available with three or more survivors in match. Tmwith two it makes no sense in my honest opinion
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@DodoSwarm said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4110613#Comment_4110613
The reason given was definitely bad but that doesn't make the change bad I think is the biggest point, Judgement might release a little weak, I would imagine the Nurse, if released today would feel weak on release… I just like the idea of great killer powers also having great drawbacks, when you consider how extreme some killer powers are now compared to "Bear Trap" or "Kind of Invisible but not really, just a little bit" people are arguing over whether a cross map shot is fast enough or too obvious and I think its crazy that there's even such a thing as a cross map terrain ignoring snipe… I'm skeptical of how it'll launch, maybe it really will be too weak with the new changes but I wouldn't be surprised if The Judgement quickly becomes a high tier killer once people put real hours behind it.
The problem with Judgement in comparison to nurse, is that nurse still requires you to pay more attention in comparison to Judgement. If both released now with Judgement being how they will be with this. Nurse will be picked over judgment.
Personally I think having a hud alert for it in general is a poor idea.
Plus it doesn't help in all honesty, using that as the reason, although it might not be the main but stating it? Paints them in a bad(worse) light to the community.
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@Nazzzak said:
Years ago a popular streamer had a video outlining why he's against better matchmaking, and a reason was because it's too hard to engage with his chat if he's against players on his own level. I've never forgotten it because it just seemed so ridiculous to me. I'm sorry but yes, if you are multitasking then your game will be harder to play. That's the way it goes. If you're eating with one hand and playing with the other then your game will be more difficult. If you're watching a YouTube video in the background, your game will be more difficult. If your kids are screaming in your ear, your game will be more difficult.
The odd part is, I know several several streamers when facing a great opponent can still make time to talk to their chat...(When being hooked, when hooking a survivor, when doing gens, when not having a killer chase you specifically)
If you want an easier match to talk to chat, you don't want to play a game, you want a "jingling keys" interaction
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..... And there will still be people who get hit by this and that saddens me to high degree
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@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109913#Comment_4109913
Do we have any evidence or reason to suspect that running the killer all game and dying still won't be a loss of MMR?
The examples they gave still have a survivor that does a bunch of different stuff. The hypothetical run for 5 gens and die still could be an MMR loss.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109963#Comment_4109963
That said, in practice I don't think the new system will feel any different to the old one.This is what I suspect as well.
Hmm if we are going by the old emblem system honestly probably not.
But there is also evidence of you potentially keeping current MMR
Old Emblem system up to like Red(irric) rank is rather loose, but it still required some spread of effort(between chase, gens, and other stuff)
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Better to believe in the positive and not the negative.
You have to at some point look at the the entirety of the situation and try to look for the silver lining...
And honestly right now we have a plate of raw potential in front of us. I just hope it's used for good
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@Attractor0053 said:
If you run the killer for 5 gens but still don't escape, was it a skillful play in the first place?
.... Yes?
Evading a killer is more skillful then just escaping by doing the bare minimum and escaping?
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/471343/the-return-of-a-good-thing
I always thought the emblem system was actually quite good and just needed refinement.
Honestly yes. I agree with that. It needed refinement. But they decided a different path for some reason
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@DodoSwarm said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109879#Comment_4109879
this is like the main function of survivor counterplay by the way, and it voids perks like Blast Mine and Flashbang as well. insane raging double standard to act like preventing flashlights or any form of blinding is "just one small thing" while taking a bit of the edge off of lingering negative effects is an insanely game changing and in a tier of its own problem wise. Survivors don't get to see what killer they are facing before a match, killers do. they can throw on lightborn when they see flashlights and it throws peoples whole gameplan out the window, survivors can run vigil and guess… it might not even affect the killer they are facing at all, lightborn affects 100% of survivors all of the time.
Did I say small? I stated one thing.
Putting words in my mouth is a sign you don't want a debate.
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@Wyndsor said:
Funny how Vigil was such a problem yet we still have quad slowdowns and Thrill is only now getting a change.
BHVR continues to make it easy to not play or spend money on the game lol.
"Thrill is only getting changed now" when its had a nerf? Your acting like it was never nerfed before?
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@Rokku_Rorru said:
So I don't understand why Lightborn is okay if it's literally the same reason as to why Vigil has been nerfed.
I think this is the one time I'm really upset with this change, I do agree it shouldnt affect killer powers, but there was a better way to deal with its nerf. Now it's only good for exhaustion users and not supportive players who were using it to help people with exposed etc.
Are we going to have any kind of perk tailored to this kind of playstyle? A boon maybe? I've used vigil to help others with Botany etc since it's introduction. I just don't understand the double standards, I never will, it's always moving goalposts. Could we just not bugfix what was wrong with it thats not intended????
You're doing a great job at making more and more survivors not want to play the game, it's like everyone who used to like old Dead Hard, you've went after sprint burst.
Lithe etc is next, mark my words, I'm so tired of this.Loghtborn affected one thing, Blinding.
Vigil affected more then one thing, affecting killers, and powers.
A survivor does not need to flashlight save or flashbang someone so it overall has less affects on survivor in comparison.
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@random1543 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109252#Comment_4109252
But we have no way to prove it works if people are just disabling it and the ques are not split so we can get the data on how it actually effect the average match.
Usage stat is not useful if people turn it off day one and never engage with it, that shows nothing but unwillingness to engage with the system at all.
At least if ques where split, devs could see clearly in the data where improvements, if any where made in comm wheel lobbies.
I can give reasons to your question but that question does not take away from points raised in this form, but to be clear not here to argue weather it would work as stated it defiantly wont work if we dont give it a chance too just want to answer your question.
"going for unhook" is a really good callout because alot of times in solo 2 people will be going to save assuming the other person is afk or they may be sitting right next to hook on gen making progess as someone just sits on hook but someone runs from other side of map not realizing because HUD does not show that nuance.
"repair" can be used on hook when team mates may be all bundling to try and save you, showing you care more about gen progress over being saved quickly, I would prefer it say "focus on gen repairs" tho as its more clear what is wanting to be done like it was worded in dbd mobile.
"chasing me" are good for stealth killers, a wraith running after you cloaked does not trigger the HUD chase, would also like to see "killer is looking for new target" like they had in dbd mobile
Ones like healing do need to be adjusted to something like "focus on healing" as healing we know when people are doing that.
Again not here to argue if it WILL do that, because we wont know if people have it disabled right of bat and are put with people who do want to be testing limits of the system.If there is a split que, people who want to play quick matches will join the one with bigger numbers, and if it so happens to be the one where you can't delisable it by default they will mute everyone mid game just to spite people.
Which will muddy the waters, thus making the information we get unreliable. And you can't prevent mute mid match because there will be jerks who will spam it when they can.
Some will just put on the terror radius heart and mute the game otherwise, which will still muddy the waters.
Forcing it to stay enabled is not good, because unless you make sure the testing environment perfect, the testing information will be unreliable.
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@ArkInk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109221#Comment_4109221
True, but it isn't like giving a BP incentive for unique hooks is going to make tunneling more common either.
It'd just be a nice feature that does double duty of hopefully making Tunneling a bit less common tactic, and reducing the grind.
I can't see a downside to the mechanic, honestly.
Oh I'm not disagreeing, I just wanted to let them know that they should be prepared for the potential backlash from said individuals.
I loved old BBQ and WGLF bonus because it could potentially promote a decent game rythym.
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@GoodBoyKaru said:
I agree, sort of.
The effects should honestly be basekit. Unique hooking someone grants bonus BP, which is removed if you hook the same survivor immediately after. Unhooking a survivor grants bonus BP, which is removed if it isn't a safe unhook. Taking protection hits & getting saves also increases BP gain. Caps out at a bonus of, say, 300% (with each "trigger" granting 25% post-game).
This would incentivise unique hooking, and continuing the hook cycle, encouraging 12 hook games over bleeding out and actually giving killers a reason to hook and deal with the DS/DH/Shoulder etc that comes with not just slugging. Moreover, it would incentivise survivors to play altruistically, taking hits, getting saves, and most crucially not doing generators. The BP being tied to perks kinda sucked - BBQ is to this day my most used killer perk ever despite me not running it since 6.1.0 in 2021 - because you'd know everyone was using the perks, and you'd feel forced to use the perks - but I genuinely believe that a lot of the more casual players just need another reason to hook (in general), and cycle 12 hooks. Instead of punishing "less desirable" gameplay strategies (ie. holding gens for 65 seconds before attempting an unhook & slugging/tunnelling/camping) we should encourage the "more desirable" strategies instead
I agree with you, but sadly some people claim
Tunneling will still happen so because it will still happen it won't work. But let's be honest unless you straight up make it impossible that croud won't be happy because tunneling will still happen.
There will always be this group who will do so.
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@ForTheEntity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109189#Comment_4109189
This feature will probably be on by default and if it's actually good people will use it or at least leave it on. If it isn't good or they just don't like it, they can turn it off without it being a hassle every game. What's the problem?
Again: What do you see in what's been shared about this feature that is so good that it should be mandatory for players to use it?
I've asked this question 3 times in this thread now and no one has even tried to answer it. It's all just "It ShOuLd Be MaNdAtOrY!" *foot stamping*
It's really weird. A system like this should be opt in in the beginning to test the waters, and it's not like even if it's mandatory anyone will use it unless it's "auto chat" type things(touch a Gen and stating "repairing Gen" immediately)
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@CrypticGirl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109177#Comment_4109177
We have yet to see if it's actually good.
Which is exactly why we shouldn't allow a toggle. If everyone turns it off at the start, how are we going to know how good it is?
Assuming everyone will turn it off at set off is kinda weird?
And even assuming everyone is doing so, that should not be a reason to state there should be no toggle? Making it mandatory is not the way to go imho
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@JohnHalo4Surv said:
First time back in about 2 months and I'm noticing a lot more people leaving lobbies, especially when the countdown is about to end. Current que time for finding a game in the non-event que reads as 3 mins but is actually 10 with how many people abandon. And with: MMR, actual in-game abandoning, abandoning during the loading screen, balance, etc this game just feels so miserable to play.
In the case of people leaving just before the timer ends, it is clearly just trolling. There is no reason why a surv should be leaving just 12 seconds before the game starts when they can't see who the killer is and their perks.While I agree with how time seems to be prolonged I have to disagree with some thing...
There is no reason why a surv should be leaving just 12 seconds before the game starts when they can't see who the killer is and their perks.
Real life matters are exactly a good reason. I.e. Emergencies. While I know these aren't everyone I have personally had something happen IRL where I left rather then AFK'd into because I don't know how long I'd be AFK from the game.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4108717#Comment_4108717
They HAVE released others tracking perks that have other activation requirements though. Back in the day, you could basically assume everyone was running BBQ. Even if they're running Friends like you mentioned, your not assuming anything since it basically announces itself to the 1 person its effecting.
"Back in my day the only tracking perk was BBQ ya young bloods don't understand what the other sp called tracking perks were l- ooo someone's in my basement territory value"
Don't ask where this came from I know not why my lexicon said to type this
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I like your idea, I loed the BBQ and WGLF meta but
Counter offer
BP incentive for lower pick rate perks on a rotation weekly?
Heck make it
"Shrine Boost"
Current shrine perks gain a small multiplier to BP. Which might also encentivize people trying to find perks that work well with the shrine perks(though make it so the BP boost is tied to 1/1 perk requirement)
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@Wyndsor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4108499#Comment_4108499
We don't know the list of commands, and they can always add a proximity bubble if needed.
Being able to ping perks, say if the killer is proxying, communication of 'I found a hex' etc is all very useful.
It's not entitlement to expect teammates in a team game to communicate and play as a team. If we want to make it a 1v1v1v1v1 then make it so I can escape independently of my team.It's not entitlement to expect teammates in a team game to communicate and play as a team.
That is not the point they are making about entitlement. What is entitlement is expecting someone to do as you say or do as you want, and get upset if they don't do exactly what you want or say.
There are player in this game who get pissed off for someone not getting off a Gen across the map immediately to save them when they have been hooked. Or take advantage of the hook stage time.
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@ForTheEntity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4108466#Comment_4108466
Okay I finally read the pinned thread about this chat wheel feature and it doesn't appear like it's going to be that useful of a feature as we already have HUD icons for most of the stuff that appears will be on the wheel. The only useful msgs I even see are split up and something indicating you're going for the unhook or not. It's not like survivors will be able to say "I am at (clock number) and the killer is near me but I am not being chased" like people on Discord can. If you can see more useful stuff there please enlighten me.
They've also said we'll be able to mute players individually so that's great.
But I seriously doubt they'll be giving separate queues for wheel users and non-users or giving us the ability to see if fellow players in the lobby are uses/non-users. We can't see ping, perks or prestige, why would we be able to see whether or not they're using this feature? Someone could keep the feature on and mute the other 3 survivors as a workaround anyway. We've already got too much dodging happening already so why would they add something that would lead to more dodging?
Personally I think lobby-dodging is the most selfish act a player can do. You're ruining matches before they even start.
Personally I think lobby-dodging is the most selfish act a player can do. You're ruining matches before they even start.
Yes.
You are always screwing over people with this. Where as the person toggling it off only has the chance of screwing you over.
@random1543 said:
Personally I think lobby-dodging is the most selfish act a player can do. You're ruining matches before they even start.
Lobby dodging is terrible, But disabling a whole system and just refusing to use it at all right off the bat I also think is pretty selfish when system is being implemented to help soloq.
a split que would make both sides happy and really has no downsides, potinetly slightly longer survivor que for the least popular toggle is better then players being even more frustrated with team mates / matchmaking then they are now. if comm wheel is the least popular toggle ill happily eat a slightly longer survivor que.
People can have opinions of if a comm wheel will work or not. but it definitely wont work if people have it disabled day one and are being lobbied with people who are wanting to use it. The system needs a chance to work.https://forums.bhvr.com/dead-by-daylight/discussion/comment/4108506#Comment_4108506
Lobby dodging is terrible, But disabling a whole system and just refusing to use it at all right off the bat I also think is pretty selfish when system is being implemented to help soloq.
It can be seen as selfish yes, I can agree that it is a bit selfish. But as per above, dodging is worse because it guarantees your screwing the lobby queue up over a chance of being screwed over by someone toggling it off
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@random1543 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4108471#Comment_4108471
this is will what happen if the ques are not split and people can toggle off. People will be selfish on both sides.
Youll have people dodge every lobby where someone has turned off.
if you turn it off in lobby and show it only in game, more disgruntled players may ignore you, making games worse (eg people just not going to save people who have comm wheel off then say in end game chat "oh well you didn't call out to us :^) )
you have to tell people if someone has it turned on at some point otherwise its unfair in the other direction doing callouts with no way to know if people get them.oh well you didn't call out to us :^)
Gonna happen ether way because some of the players on this game are petty.
But if your at the point where you dodging a lobby because"team mate toggled off callout" the problem might not be the person turning it off
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@Wyndsor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4108459#Comment_4108459
If winning is your priority you will put team communication over personal feelings.
Denying your team vital communication preemptively is selfish full stop and I think these players should definitely be marked in pre-game lobby as I'd definitely not want to play with them.
Muting someone who's being abusive in game is completely different and valid though.
It might be selfish, but marking them and avoiding them will prolong the match making for an equally selfish reason?
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@ForTheEntity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4108413#Comment_4108413
I agree I've been playing since that far back myself. SBMM was introduced in September 2021 and before that point (especially before 6.1.0) I used to be able to play DbD for hours on end, day after day. I guess I am more patient than I thought as I have been waiting for BHVR to add fun back to DbD since then.
I think the game and the attitude of its community would be improved if DbD just told players they won rather than being ambiguous about it. IMO, just giving killers an identical "You Won!" screen instead of the Ruthless/Merciless Killer screens would lead to a decent improvement in match quality thanks to a reduction in slugging for the 4K.
I can agree on that. Having too many stages is really. Ehh
Legit having three would be better
Loss draw and win. We don't really need a win harder one or "almost to draw"
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@ForTheEntity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4108086#Comment_4108086
Interesting.
If pipping is the measure of winning than everyone can win in a match of DbD.
I doubt most players think that way especially with the lack of emphasis on pipping on the post-game screen. It's not on the first or last page so it's easily missed or skipped over. Also, most casual players who don't make it to iridescent ranks every month won't care about pipping.
Grade is just a measure used to get a reward every 13th and has no effect on MMR so why would most players use it as a measure for winning.
I'd love to see DbD tell players they won more, especially killers who get a 3K, so we'd see less slugging for the 4K.
Pips are from the old system of judging a win. It mattered way more back then and is probably a habit by now since I played back then
It was changed at one point to Kills and Escape with that wild hockey analogy of "in hockey you don't judge a score by the attempt, but by when you shoot it in(paraphrased)"
Imho it felt less toxic back then because a win in iri rank required you to hit gens, win a lot of chases, and not just swoop killing all the survivors.
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@DarkStrife said:
So in DBD winning is usually defined by as killers killing all survivors and survivors escaping but the problem is lore wise and bp wise is that survivors and killers are still stuck in the entity realm and just straight out escaping and killing gives very little blood points.
When I play killer even if I get 0 kills but do a ton of other objectives I get around 75k-150k BP while death hooking all survivors, and when playing survivor even if I get sacraficed/moried yet I heal, chase, and do gens with other objectives I get a ton as well than just gen rushing/escaping.
Am I missing what the true definition is winning here or am I not? Like end of the day we are still trapped in the entities realm and get BP from a total of 4 categories.
Like I understand thats the "Goal of the role" but its not exactly as rewarding for that. Am I missing something here or am I onto something?
As others said it's mostly by Kill for killer and escape by survivor.
For killer a Kill is what represents the change of the matches result screen.
And an escape is the only good result screen for survivor
But personally pip is my ruling of a win, because it's a marker of my over all skill and "not bad hockey analogy here"
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@LordGlint said:
I dont mean to be that guy, but you have to use punctuation and spacing. Having a wall of text like that is gonna make people not wanna bother reading anything.
Sometimes, it's okay to be that guy.
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@SnuglyPortia said:
I don't understand why Oni gets buffs in 2v8. His buff should be that there's 8 survivors to drain blood from, and that someone else can do the injuring for him.
I don't know why Behaviour doesn't understand that killers like Legion, Oni, Nemesis, and Hillbilly are inherently buffed in the mode with double the survivors. Don't expect them to realize this if they add Ghoul or Dredge to the game either.
But... That injuring part is there for every killer? Most killers enjoy having someone help spread pressure?
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@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4106588#Comment_4106588
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4106783#Comment_4106783
Why are tunneling, slugging, and gen rushing tactics, but body blocking off hook isn't?
After all, the body blocker is making themselves an easy target. To use your own words, it sounds like a skill issue if that can't be dealt with.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4106816#Comment_4106816
We had this back before anti-face camp with Bubba's who'd stand in front of hook. Just do gens, leave - I hated those games with a fiery passion even though they were easy wins.
If I am to be honest on this. It is a tactic 100%, but some people still count this as tunneling even though most people say you do this, your putting yourself on a platter.
If you body block off hook, and the other survivor might be injured you might get the lucky hit and ignore, but in most cases you body blocking is seen as a throwing a glove at a killer for a duel.
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@tjt85 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4107540#Comment_4107540
Ditto for Legion. Knocking them out of power with a stun before they got up to speed was a huge part of their counter play in 2V8. There are endless pallets across the map in that mode but it still didn't matter to their haters and they were removed anyway.
I'm just so, so tired of calls to remove this thing or that thing from 2V8, when it's clear that absolutely everything in the mode is broken and overpowered. Oni isn't balanced in 2V8 but that's also true of pretty much everything else. That's the entire point of it. I've argued this since before Legion were removed but the community disagreed and here we are again asking for yet another Killer to be nerfed to the point that they'll be useless or boring to play as (or else removed entirely).
It's stale and lacking in variety as it is, we don't need to remove yet another Killer from the roster.
It's an event, that is already unbalanced. They(players) want to make it more balanced, but at the same time they also dislike when their side is touched.
In my honest opinion touching oni(and wanting to remove them because "they are always in power") is not smart and explains more what their intentions are.
I enjoy facing Oni in 2v8 because in most cases I can tell when they are approaching. It's their partner I have issues with when in power... Which is my skill issue not the killer itself
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4107520#Comment_4107520
The mode in general is hectic, so I can imagine people are getting plenty of hits either from survivors watching the other killer or from getting pincered while running from his teammate.
It is indeed hectic, but at the same time the amount of times I some how sneak up on people in 2v8 while my partner is way across the map just is wild
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@pidgeon said:
The killer with 4 legs and wings, is a 4.4 killer.
Just noticed it and thought it was funny.
Huh, 4 4 and 4...
If it was intentional 444 means everything is okay in angel numbers...
Is it "Be not Afraid?"
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4107515#Comment_4107515
Yes, assuming he didnt use the orbs to go into his power then those orbs will still be present after hes done. Thats kind of the point though that new orbs can only spawn during that time frame when hes NOT in power. How much of his guage is getting filled from orbs that arnt spawning 90% of the time vs from the 45% gain he gets from M1ing a healthy survivor who might have been watching the other killer?
When ever I play oni in base 1v4, I can reliably be in power a good part of the match and still have a lot of orbs around. The reason for this is my M1 meeting the survivor not the orbs.
At this point I am going to be honest Oni and his orbs is not the problem in this scenario in my eyes, the problem is specifically the pool of survivors is so many that you will have a few survivors that feed him every match
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@Doctor_Xenomorph said:
here's what I can say personally from just yesterday. Yesterday I was in a game vs an Oni. One of the survivors that had just gotten off hook took a protection hit and ran off 2x but each time apparently did not realize (or forgot) that they HAD to mend.
I have 550ishhhh hrs in the game (on pc, WAY more on my old console (RIP my old xbox 1)) so it is very annoying when I play survivor and have to deal w/ ppl who do not know basic game mechanics but when I play killer- I'm facing seal team 6 every single game 😅😫
OFC - as you can expect - there was a DC.
Like there was one time I was playing hound master, and a Cheryl collapsed due to not mending in front of me and a kwon and we just kept looking at each other then the Cheryl like "are you seeing this?" And "see what I have to deal with?"
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@Wyndsor said:
Play solo queue.
You'll get tunneled and camped so much you'll realize the control of being the killer makes it a lot more peaceful.
I find being told horrendous things just for existing wether or not the opponent won worse then solo Q.
Not that ether bothers me much, but one is obviously worse then the other
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@Doctor_Xenomorph said:
I gotcha. Makes me wish I had unlocked myers before he got the Cenobite treatment D:
JSM is an entirely meme build, it uses scratched mirror which is like Speed Limiter or Padded Jaws. But it's fun none the less
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@Doctor_Xenomorph said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4106735#Comment_4106735
JSM? is this an acronym I am not understanding
Jump Scare Myers, also known as Scratched Mirror Myers
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@Xendritch said:
Can't promise this will work for you but focus more on experimentation with killers and builds, if you think of the games as a test/experiment then failure isn't bad per se it's just the result of what you were testing and you can tweak it to gradually improve the result.
Exactly. Test your build ideas. Try a different approach to patrolling gens.
Try even the horrible add-ons.
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@Wezqu said:
You can minimize the end game chat by pressing the arrow button on the lower left corner of it. It should not show it the whole game session after you do it once. If the chat is your main hickup.
Still have to admit I don't know what the play style of people who get toxic end game chats are. I rarely get them I see more of survivors blaming eachother.
Like I've been given toxic egc for playing JSM, because and I quote "JSM is overpowered because you can track me through walls"
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When ever I feel anxiety I tend to instead of focusing on the match but aspects I want to improve on. "I want to get better at daahing on Wesker" "I want to ensure I get in the habit of bottle switching during change as Clown"
If this doesnt help I then suggest you focus on testing build synergy that you'd like. Yes it might seem like your throwing by doing so but thanks to this I found my favorite perk combo which then improved my play style(in this case forever entwined and Agitation).
Also remember that you are a person, and that your enjoyment also matters. You are not a babysitter but also a player on the map.
Also throw out any rule you impose on yourself. Be it related to killer specifically or survivor. I.e. "your not allowed to run "crutch perks" on ether side" Don't let others dictate your play style.
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@HoodedWildKard said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4106631#Comment_4106631
Yeah thing is devs could go hard aginst tunneling and make it completely unfeasible then they could nerf gen speeds or tweak chase to make things easier for killer and make the game more chase based and not this current tunnel or lose meta that makes the game so unfun at the moment.
They would have to do the changes at the same time otherwise it will causes an "us vs them" overflow.
And make sure it's comparable. Not gutting one side, but equal in effect.
But both of these are wishful thinking, as putting both on the same PTB or Event will cause people to have kneejerk reactions
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As others have said alienating a group you sold to is bad for business. Like I would love to fix this but at the same time, let's be honest some people have good Internet and still lose connection with the servers weirdly enough?
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@Your_Dad_Playing_DbD said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4104839#Comment_4104839
Why are you turning this into an “us vs them” argument? I play killer and I hate that BHVR refuse to fix this problem because I also play survivor and I hate getting hit from 10m away. Nobody who plays killer asked BHVR for this and I think you know that
It's always annoying when people go into the Us vs Them mode. Because at that point it makes the discussion muddy and it's just not good.
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@Rogue11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4104341#Comment_4104341
Ok lets bring back old Ruin. Ill happily take that over consistent value from the current version and I hit most greats anyways. Now keep in mind Ruin and Pop were basically the only gen regression perks at that time. We now have 10-12 very usable ones on top of having undying / thrill to make Ruin even more consistent.
The problem your seeing, is even if you want to being old ruin back because you can hit mostly greats, the reason why it was changed probably because of casual players. I personally liked old ruin when I played survivor it felt like it was helping me improve
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@Royval said:
ghoul is not op.
I am not speaking for them, but I think the problems most people have with Ghoul, and the like is their mobility?
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@TheDavidKingMain said:
Perks like Sprint Burst + Vigil are necessary to deal with top tier killers. Yet because the loud minority of killer players complained, this combo gets gutted despite killers like Ghoul still being in a laughably broken state over a year past his release. And no, the “nerfs” that Ghoul got were not significant and he is still way too strong for how easy he is to play.
Why keep playing survivor? If every tool we have to deal with the BS that killers get gets taken away why even bother? I really hope killer players enjoy the 5+ minute queues. You asked for this.
Could you please elaborate on what is putting them in a broken state in your opinion?
Also, please elaborate what you mean by bs killer gets?
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@esarraf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4102562#Comment_4102562
Truthfully I think it'd be best if maps and things like pallet count and generator speed was determined by killers so if you play a broken ass like Jason or Nurse you get all pallets and sixty seconds but if you play a normal balanced killer you get regular stuff.
This makes more sense then the current iteration for the pallets. Gen speeds not so much.
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@HoodedWildKard said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4102469#Comment_4102469
🤣 it happens once in a blue moon.
What black magic did you do? Tell em thy secrets!
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@Royval said:
I feel like Amanda will get buffed meaningfully when they change MMR. She’s horrible vs competent players who actually play the game but insanely strong in low MMR. Changing matchmaking off hooks hopefully will help some of the older powercrept killers.
I hope so, pig was one of first licenced killers I played(bubba I just pumped full of bp for BBQ, but never played)
Side note, I honestly wonder how they will change it? Will this also be affecting the win screen or will that solely be based on kills still?
Something something nerf the pig meme here
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@Leshi said:
Just nerf ghoul already nobody likes playing against him
Taking their time in needing in stages rather then accidentally over needing him is in my opinion the better choice.
Also saying they should be nerfed because no one likes going against em is a bit lame, no one likes going against legion for months after the removal of the moonwalking tech and depleting of deep wounds with that one add on