Avatar

Dokta_Carter

Dokta_Carter

About

Username
Dokta_Carter
Joined
Visits
1,096
Last Active

Comments

  • @cogsturning said:

    I don't see how it's handholdy anymore than perks and add-ons are handholdy. I think it should have said "side A thought side B was being handheld" because that's mostly what I saw in the forum.

    Yeah, the phrasing is good in your example.

    But only using one side as examples of "hand holding" feels very disingenuous.

    Im not asking for like a whole list but like "a said this was for b and b said this was for a" feels better, and less.... biased? Even if they arent, phrasing or not showing equal representation can still be viewed a little biased.

  • @jesterkind said:

    I wouldn't say the pallet changes were handholding as much as they were just an honest mistake. The stated goal was just to reduce deadzones, there's nothing handholdy about that in my opinion, it's just that they went overboard and also changed a few maps that didn't need to be changed.

    The basekit BBQ though, you could absolutely argue that's handholding. It basically autopilots killer macro play - not necessarily good macro play, that'd still require decision making, but the basic notion of keeping track of survivors and actively attempting to spread pressure after a hook becomes a little no-brainer if you are just guaranteed to see someone you can make a beeline for without having made the decision to dedicate a perk slot to it.
    Personally it didn't bother me that much, I think a little handholding can sometimes be a necessary evil to promote better gameplay, but I can understand why they walked it back and why some people were unhappy with it.

    The basekit Pop was just a little unnecessary imo. I didn't hate it either, but I do think more things needed to be changed to accommodate it than were present on the PTB.

    If you want to boost basekit killer regression healthily, I'd personally argue simply making regression after a kick faster would do the trick. You can't really benefit from that without going and chasing survivors to keep them off the gen, and it'd sideways boost a few perks that could really benefit from it like Oppression or Surge.
    Some things would have to change there too obviously - bringing Ruin's % value back down would be appropriate - but it's a better first step imo.

    On aura from BBQ, i can agree that its hand holding. But at the same time it was slightly counter intuitive in some cases. "Oh I dont see the third player better sweep" type moments. But yeah hand holdy at times. It can be needed indeed, like some newer players might see "ooh a person is over there?" But it does improve over all macro of players.

    As for base regression buff I agree this would be the better choice. Wince where we have it its weak and kicking a gen as it is now without perk help really isn't good.

    As for labeling pallets as a mistake I can see it. But im just saying if pop is hand holding(which if we need a better regression base kit, which we do) then at the same time we can lable Pallets density change(which is supposed to be a deadzones which is needed) is hand holding.

  • @THE_Crazy_Hyena said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4016488#Comment_4016488

    Technically, it would shift first, but once the initial shift has happened, it would be easier to see where the problems are.
    Though first off, I would have suggested rolling back on some decisions regarding the pallet update, as it certainly didn't help the majority of the killer roster. Like what has been the case with some of the realms, and more specifically MacMillan, Crotus Prenn, Autohaven and the Swamp.

    After that, there should be a definite focus on tunneling.

    WhaWhat i want is a hard fix. Not a shift then fix, because if they shift it, it will take longer to fix the problem.

    "Why does it feel like C or Y killer needs to do this"

    Should be answered just as much, and with equal appeal to

    "Why do survivors feel they have to use x or y perk"

    WWe Need both sides to enjoy the game. And both sides should have equal say. But we got entitled people on both sides ruining discussion

  • @THE_Crazy_Hyena said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4016051#Comment_4016051

    It would take a tremendous amount of work, that much is true. Doable, but it would take a long time to get true balance.

    Though it might be the only way to make everyone happy with the game.

    Hey i get what your trying to say with this.

    But I have two problems with this idea.

    The likelihood of BHVR devs balancing per killer is low. I mean look at one of the ones they nerfed into oblivion, Skull merchant.

    While I agree its doable, its just super unlikely it will happen. And any trust the devs currently have is at rock bottom.

    And my second problem with this is... its just gonna shift the unfairness and upset feelings from survivor to killers, which Isn't fixing the problem, its just shifting the problem.

  • @cogsturning said:

    I actually think Wesker's vault is kinda crap. The pause is too long. It doesn't help you catch up on a tile. I run Lab Photo just to avoid the pallet leaps and get rid of the pallets. You can also bait him into accidentally vaulting, which is the funniest thing ever. I don't mind Legion's because his hit in this form is so weak and he's also kinda easy to knock out of power.

    Krasue and Ghoul, being more recent, are a different matter and are way stronger overall. And I think they do play into this theory. It's logical the game would change around its newer killers. Even what they did to Clown's yellow bottles and in the Micheal rework reflected the plan to have more pallets. I do think we'll continue to see more chase-overpowering killers.

    The reason I state Wesker is the golden standard because its "counter play" make it feel better on both the receiving end and giving out. Imho the counter play feels way more "Ah crap I screwed up" rather then "Oh come on!" In most cases.

    But Yeah i hope im wrong

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4004841#Comment_4004841

    It's more that many of those bugs directly impacted Ghoul in a negative way. Sure, individually they may not be impactful, but together they are extremely important.

    I would absolutely trade STBFL and PWYF tokens for a consistently functioning power.

    Valid and nice view.

    Tho dont bring my STBFL tokena into this

    Thats where I draw the line!

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4004755#Comment_4004755

    Are you saying that if the following 6 changes are made, that it would be an overall buff for survivors, because it would be 1 nerf and 5 buffs?

    1. Generators now take 900 seconds to repair
    2. Survivors unhook 0.001 seconds faster
    3. Survivors vault 0.001 seconds faster
    4. Survivors run 0.001 seconds faster
    5. Survivors heal 0.001 seconds faster
    6. Survivors open chests 0.001 seconds faster

    Oh my this is a bit wild?

    900 seconds, making the survivor objective primarily impossible versus QoL and Balance changes is two diffeent worlds?

    Ken can still do his objective with the changes, and often still perform well?

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4004772#Comment_4004772

    Absurdism fallacy.

    The Killer actually functioning properly is exceedingly important.

    Ah this is true, for both the survivor and killer side.

    in this case if the killer is to strong its okay to being them down. Because if they overperform with "techs" or "bugs"(quotation bot for saying they arent things but more to emphasize the terminology) its not healthy for the game

    So putting killer changes on the same level as other things is honestly not fair

    Side tangent-When ever I find you, I find you in interesting debates or commenting on interesting ones.Also adding absurdism fallacy to vocabulary

  • @THE_Crazy_Hyena said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4002692#Comment_4002692

    I also don't run exhaustion perks.
    My typical build these days is the following: Scene Partner, Botany, Blast Mine and Iron Will

    Oh? Interesting build, another for your resolve

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4002685#Comment_4002685

    I'm gonna be honest, I think we've just been arguing against an AI.

    Wild, yet valid response. Was reading this debate/dissuade and blinked a few times.

  • @Wolf65 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4002638#Comment_4002638

    Again… I really hate this. Comparing S Tier killer with "regular killer". I don't like to play Nurse or Blight. I just physically do not enjoy playing them. I actually get sick from playing Nurse. And I do not own any killer past Twins. So complaining about any of those killers and claiming killer in general are to easy, because those special killers are to stronk, is rubbing me the wrong way.

    Tbf, if you compare it. S tier killers are like the sweaty SWF groups. If you bring up one it allows the right to compare using the other.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4002632#Comment_4002632

    I get exhaustion perks because bloodlust is kinda the killer equivalent but I also hate them too. I've been trying to use them myself lately and they're just so lame. My old build came back pretty fast.

    You are a wild enigma, I salute you for your resolve

  • @brewingtea said:

    playing high MMR against 4-man SWF - has an average kill rate of 52%. 

    So you're still winning most of the time against them, right?

    No one (that I'm aware of) said "4K or I uninstall" but we have people IN THIS THREAD saying that anything less than 3K is a LOSS FOR KILLER. The person I was responding to literally said "Good luck keeping any killer players in the game if that happens." in response to the suggestion that they settle for a 2K

    So, it's at the very least an implied "3K or I uninstall" without leaving this very page.

    Even this a 3k or i uninstall is blatant bs take on anything imho. But at thebsame time, if im considered a draw at best with 2k, and 3k is a win, the system itself is bad.

    I always wanted the win to be based off Hooks or back to pips. Because when you make an objective taking someone out, it becomes somewhat competitive.

    Which leads to Fair or Enjoyment to be tossed out.

  • @rvzrvzrvz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4002622#Comment_4002622

    So they canceled PTB in panic after only 1 day for no reason ? interesting take, I love how everyone remix the truth 10 days later pretending the feedback was calm and reasonable 😹 i think you should downvote harder even -150 brownie points can't change the truth

    you just had to check reddit, twitter, steam, youtube, most of it was different versions of the same complaint "enjoy 30 min survivor queue", "boycott killer role just let this game die", "I will play only nurse/blight after update", "I won't spend a single penny" blabla blah..

    Respectfully in my opinon both anti slugging and anti tunneling should have been separate ptb. For better feed back on said mechanics. Slapping them on the same PTB, and WITHOUT NUMBERS when announcing it would seriously cause panic. Because let's be fair, BHVR numbers game on things is pretty wishy washy at times for both sides

    Also if A killer who isn't tunneling can still be affected by the anti tunneling is bad and needs tweaks

    And yes, ihbo BHVR took a knee-jerk reaction to the back lash rather then hearing the credible complaints of "needs tweaking for X and y scenarios."

    Even many survivors stated "yeah I can see how this can be an issue in those scenarios"

    And let's be transparent.

    I said I haven't seen them, not that they are not real. If anyone says "4k or i uninstall" they are kinda weird and as entitled as they claim survivor mains are.

  • @rvzrvzrvz said:

    Yeah it is… I thought the devs had come to their senses for a second but then they cancel PTB in less than 2 days. I doubt the game will ever be fun they keep listening to the wrong people, the "I need to 4k everygame or I uninstall" crowd, "I need muh power fantasy"

    they complain about anything that doesn’t guarantee them a win, treat every match like a tournament and the devs keep catering to them, that's why we never get fun or meaningful updates

    I haven't seen anyone state "4k or we uninstall?"

    Also im pretty sure I have seen many killers state yeah, we need anti tunneling or anti slugging in some way, because they understand when people are straight tunneled at 5 gens is not a chill thing?

    BBut at the same time the killers that stated the anti-tunnel was TOO punishing is true. Because when we make a mistake(commit to a chase for to long. Not pressure gens) we are hit by the consequences. But if the a survivor chose to run straight to the gen infront of us, we have to slug, or eat a penalty. Which felt a bit to much not a consequence just for the survivor but killer as well?

    I WANTED theses to be put through with tweaks. Most of the content creators that complained wanted tweaks and for ot to be pushed through with those tweaks.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4002423#Comment_4002423

    Would also allow for all 5 players to play as the same guy

    "The Jeff's" sounds like a good game modes and weird band group

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4002398#Comment_4002398

    That WOULD actually be pretty sweet having a survivor turned killer.

    Yeah, I mean in way we already have a "survivor " turning Killer(blight) so seeing it like happen in real time would definitely be super cool

  • @LordGlint said:

    The Rocker killer is just Jeff after his meghead teammate misses 1 skillcheck too many.

    Honestly. Jeff would totally snap. Every Jeff i see ends up just "kill me" or "and this guy here deserves a hook" when pointing at the survivor who failed a skill check

  • @cogsturning said:

    The first and only time I tried an all hex build was on Trapper. It was a coordinated team. I got 0k. Straight up disaster. I don't even know if I got a hook. One of them messaged me and told me to pick a different killer lol

    Whenever I dare to use them now, they almost always spawn on the other end of the map, with the survivors. It they'd spawn at the closest totem to where the killer spawns, I'd use them more. Like let me just see the thing before it gets cleansed. Even Plaything will usually spawn right next to the hooked survivor.

    Even with the change they made to spawns a while back for hex totems just still leads to "Ah darn its gone" I get sooo sad when like I dont even get to get the two hook bonus with Devour..

  • I would love to see a killer based off like Metal Artist or Rock perspective.

    And yes I mean we have "a music killer" but like we already have many Slasher flick killers.

    I wonder how the music would play in with them?

    Ranged Would be a little eh(although I would love more ranged killers) all I hope is their power isn't another dash.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4002212#Comment_4002212

    I think it's fixable, but not via the crows. The game should just spawn a glyph every X minutes, and if the killer nabs it before the survivors do, he gets killer instinct on survivors for a bit.

    Genuinely good suggestion, this would also work as a secondary objective with would cause the match to progress slower(depending on the frequency of glyph spawns) and not touch the already boring 90 seconds.

    Question: What would be your target time for a bit in this scenario?

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4002069#Comment_4002069

    Its not even base gen times I have an issue with, just the drastic disparity between the base gen time and what a genrush build can do. How do you balance around both a 90 second gen AND a 40 second gen?

    Honestly you can not. Thats just not possible.

    Balancing around a 40 second gen will make 90 seconds abysmal, Balancing around a 90 will not affect the 40 seconds

    I want to say 40 second gen times is rare, but at the same time as you face "more experienced survivors" that rarity becomes more and more common.

  • @LordGlint said:

    I feel like people wouldn't feel so inclined to use them if gen speed stuff didnt work how they do. Alot of survivor gen speed stuff can be used as soon as they load in and can half gen times. Trying to offset that with gen slowdown stuff that often times requires downs/hooks to activate... it feels like your always on the back foot playing catchup if survivors go in with a speed setup. Wouldn't mind scraping alot of the gen speed/slowdown stuff on both sides so it doesnt feel like you HAVE to stack your stuff just incase the other side stacks theres.

    I understand that 100%, gens going fast really is upseting/disheartening. And I wish they wouldn't go so fast.

    I wish there was some sort of middle ground, or another objective that survivors kind of have to do(other then Totems)

    I wish gen regression didnt feel line it was as necessary.

  • @Tarvesh said:

    Killers used to go for chases because they could slow the game down with gen regression. Strong gen regression gave them time to hunt different survivors, go for chases, and never have to think about tunneling unless their backs were to the wall.

    With nerfed gen regression, killers had less time to go for chases because the gens would pop faster. By removing strong regression, BHVR told killers that they had to killer faster. There's only one way to kill faster. Tunnel.

    Killers have ZERO time to go for multiple hooks. The rise of tunneling is because killers can't slow down the game.

    UUnderstandable Point of view.

  • @Tarvesh said:

    If you don't like gen slowdown then you're the people responsible for slugging and camping. If killer's can't slow the game down so that they can go for multiple chases, then they tunnel to slow the game down so they can go for multiple chases.

    Survivors whined about slowdown. BHVR nerfed it. Survivors are surprised when killers started slowing the game down in other ways. What did you think would happen? Did you think killers would play the same and just accept the nerf to the thing that let them go for more chases?

    Elaborate?

    I am a killer main.

    As i said I dislike when I use them, but know they are a necessity for certain killers for slowing the game down a bit.

    If im responsible for others slugging and camping, then so be it?

  • Honestly also curious on this, several survivors D/C'ed against me and im just sitting there wondering "buddy i'm just learning throwing knives here"

  • @cogsturning said:

    As survivor, there are worse things. They are a nuisance but its manageable.

    As killer, I rarely use them. Maybe one here and there but I always regret it. They're so boring.

    understandable reasoning.

  • @Nazzzak said:

    I only really use Corrupt. I like to play around with my builds as I get bored easily and that's really what's always kept me engaged. Probably why Chaos Shuffle was always my favourite mode.

    Oh have you ever experienced the plot twist interectaction?

  • @Deadman7600 said:

    I (a killer main) hate them because I'd rather have a swiss army knife of chase perks because I think that'd be funny. But in all seriousness, I feel like I need to bring multiple (mainly deadlock, grim and painres) and I'd rather have a more balanced build.

    Honestly the only gen regression perks I liked using more then others is pop. Because its satisfying to get a "reward " for doing my objective, but at the same time having gens fly just makes it feel like its not enough for 1 perk(that is entirely possible i can't use that one on a non movement based killer in the situations I need it hence why I dislike using it)

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3999273#Comment_3999273

    I didn't say I haven't heard it. I've seen people in the forum alone with stats under 60%. I'm asking if that's the case with these friends. But the devs know just how sharp the slopes on the bell curve are.

    I don't agree that it will stop because there's some basekit buffs and nothing to dissuade. People that don't do it will keep not doing it and benefit. If there are no discouragements why would you stop if its already working for you?

    I understand what your saying. But honestly I do think of the game had less pressure on killer in regards to gens, tunneling will have a higher likelyhood of lowering. I might be optimistic with this thought process tho.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3999233#Comment_3999233

    You also said they should go through even if the survivor changes don't. I don't want one without the other.

    And do these struggling players have numbers way below the 60% despite regular playing and practice? I haven't heard too much in that regard.

    Not that im 100% agreeing with him, I find the "I haven't heard much about x" type of comments arent good? Just because you haven't heard it doesn't mean it isn't happening..

    Also the main reason I think they said those changes should go through is Incentives is better then punishment. If you make playing fair be more viable then tunneling, without getting tunneling tunneling will naturally stop, which is true. But if you make playing fair to viable and Too strong, it would be oppressive on ether side.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3998550#Comment_3998550

    I mean, one of the most common complaints you hear is about not having any gen regression and not being able to find Survivors, despite the fact that stealth is dead.

    Any reward you give is going to disproportionally improve high-tiers vs low-tiers. That's just kind of how it's gonna be. A Blight is going to get way more value from the anti-tunnel rewards than Ghostface, simply because he's Blight.

    Thats why im honestly of the opinion S tier killers shouldn't really even have gotten the reduced percentages. They dont really need the help

  • @Blueberry said:

    That would be good. One big problem with their rewards is that they rewarded some killers WAY more than others. I’d honestly scrap the haste and aura reading entirely since it helps strong killers the most that don’t need it and barely help the bad killers that do. Also, the base kit “pop” again, is great for already strong killers and mediocre for a lot of weaker ones.

    We need stuff that works on everyone more equally. Just make it a global gen reduction or instead of pop base kit it’s a pain res base kit.

    That again would reward some killers way more then others. Any killers with higher mobility will be feeding more on that global pain res then say, trapper would. Or most no mobility killers. Or those who can quicker down, global pain res would also have to depend on the percentage.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3998542#Comment_3998542

    This would be like a milestone goal. After you hit this, it returns to normal rewards.

    Or you could have a permanent bonus, if you like. Like 5% extra total progress on any damaging action towards a gen, so if you hit it with 20% total progress, it gets an extra 10% added on from the default kick bonus and this hook bonus. Or gens regress at 200% speed or something.

    If we are really going to try to bash tunneling out, I am not opposed to giving a relatively large reward for not tunneling.

    Having it ramp up likethat, would make it more appealing to killers, which would prolong the mid game of 2 gens left..bthat would lighten some pressure on the killer.

    I do like the idea so far.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3998530#Comment_3998530

    Say, arbitrarily, that if you hook 6 Survivors and none of them are hooked twice in a row, you get like 20% Haste until a damage state and 40% percent off a gen plus Killer Instinct instead of aura reading on the lower hooked Survivor (unless you're an S-tier)

    Haven't put a huge amount of thought into it. Just thought that people should be more rewarded the longer they stick with not tunneling.

    Getting rewarded for the longer you dont is good, how long will this last? Until the same survivor hooked twice or is it a one off thing? Because if its continuously applied some survivors will feel agitated,

  • @cogsturning said:

    Hopefully they just tweak it and try again. There's a lot of good ideas and something needs to change. I'm not holding my breath though.

    I disagree about buffs to only soloqers though. There's a lot of factors to parties. Not everyone is a coordinated 4-man on comms. I have randos who sent me friend requests that I sometimes play with. We're not bonded in any way and many are on other platforms, so we can't even communicate. We are just people that happened to have partied up.

    While I can agree that not everyone is a 4man coordinated survivors.

    Soloq itself is honestly the weakest thing on survivors side. Playing solo q is a death sentence for the average survivor,, a soloqer isnt safe even with the change as it. in my observations, doesn't feel like a 4 v 1

    Yes a blanket buff will help with it. I just can understand 4 man coordinated survivors(I have also seen 2 man survivor swf be strong af in the right hands) will thrive even way more with the changes.

    Heck, a 4 man swf even at the skill floor IS better off then soloq at skill floor

    its like the difference between S tier killers(blight and high mobility killers) will have WAY more use out of even the 10 n 5% buffs then most of the roster with the 20 n 10%

    But its all skill I can understand that 100%.

  • @Pulsar said:

    Ignore them.

    If the definition says you arent and the game says you arent, then you are not tunneling.

    I mean i would normally enjoy banter about this and ignore blatant toxicity, but like, I was just astounded saying the patch will kill me when it goes live, but im sitting here like, it wouldn't affect me?

    Like you understand what I mean?

  • Nah, the anti tunneling and antj slug ahould stay, but tweaked. Let's talk realism here.

    Being on the ground by a jerk who is intentional slugging and you dont have anti slug, your kinda screwed with most Soloq matches.

    Getting focused on and being killed on hook is also not fun. These are true.

    BBut At the same time Slugging is a pressure strat from killers who use it properly and arent attempting to be jerks. And honestly if your on the ground for 90 seconds now that's not the killers fault that's the teams.

    Tunneling, should not be as harsh a 6 hook state. 5 states, that's the better point. And frankly will prolong the game just as much in most cases. And if your intentionally tunneling someone out, you should at least give a bone to survivors up to 2-1 gens left.

  • @GentlemanFridge said:

    That's new this PTB. Before, it took a snapshot of your savegame, and used that as your "PTB account", so to speak.

    Personally I think it's a bit awkwardly implemented, though I do support the principle that characters have everything unlocked from the get-go.

    AAh Thanks!

  • Well tbh, most matches mid to low mmr, the survivors dont work as a team. I have seen several survivors die to me slugging instead of hooking because the other two were ether A focused on gens or B hella immersed. High mmr tho? More team work is seen.

  • @dbd900bach said:

    After the latest PTB patch notes were released, it was no surprise that it divided the community, most arguments and comments diluded into us vs them.

    Regardless of what side a player is voicing their opinion from, I think it now more important now than ever to be objective about these changes. Unbiased and looking at the bigger picture from both sides rather than just one side. However, we all love this game, or at least did at one point and I think most of everyone can agree that we only want it to succeed. Succeed and become better than it is now. I can scarcely blame people for being worried about the games future, especially with such extreme changes that will affect the actual foundation of the game.

    Yes, there are certain changes that should not make it live, but that does not mean the patch as a whole should be thrown away. Thats why feedback is so important, and thats why we voice our opinions. This patch will be changed before release, but I think its important to consider that even more will change after it reaches live servers. These are the first steps towards refreshing the game and opening up possibilities that we didn't think would ever happen. Its not the end all, be all and nothing happens in the aftermath.

    We're so used to bandaid fixes and issues being solved with perks rather than actually fixing the issue. This is actually attempting to fix the issue. Doom posting and not even giving it a chance is what will really kill the game because change and innovation is what will keep this game going for another 5 years, and maybe even beyond that.

    At first, I had a knee-jerk reaction in my head. As a killer main, I have killed the last person off hook without my intention, because I dont pay much attention to the hud.

    Thats my major problem, and honestly i think that they should be 5 hooks not 6 hooks for gen prog buff.a nd also not getting the numbers on haste, regression, progression bonus for the death before 6 hooks also fuels the worry.

    JJust Droping this without numbers fuels panic.

  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/455202/on-the-anti-tunneling

    I think they say that they want to improve the overall 3v1 situation.

    DEV NOTE: It’s no secret that tunneling can be seen as an efficient way to play for Killers. While this can be true, it’s also true that the results of this can be frustrating for Survivors, leading to Trials ending too quickly for some, while leaving others to fend for themselves in a match that is now much more difficult.

    That key part at the end is the phrase much too difficult. I think they recognize that a 3v1 isn't a healthy game and are looking to broadly address it.

    Basically, yes, you're right, and I don't think BHVR is being that coy about it.

    The overall 3v1 does need fixing, at least for the 5-3 gen area imho. 2-1 gens might be a different story, as handling 4 survivors around then can at times be stressful

    Specifically speaking about 3v1s not tunneling. On this one. Still don't condone tunneling(even if it is considered effective)

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3993151#Comment_3993151

    Yeah I ignore these people and the genuine AFKs (though I think this has more to do with scruples than MMR, but I digress). Again, you can just slug them too. If they dont want to do anything then they can lay there. This is another reason I'd like to see either a super lenient DC penalty or none at all. If people don't want to stay they're a burden to the team and the match. Bots at least do stuff.

    I guess the concern is people who won't read the patch notes when they eventually go through and thus won't understand the repercussions? I'm hoping there's going to be some in-game indicator warning you about rehooking someone but I might be asking for the world. More than likely, a lot of people will learn the hard way.

    Oh There is, apparently the killer is getting a mark on the last hooked survivoron killer hud... which may um how do I say this, accidentally promote instances of tunneling..

  • @Teroo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/455194/map-offering-changes-really-killed-scratched-mirror-myers

    Map offering changes really killed scratched mirror myers

    Good. It was boring and annoying to face.

    If you wanted to change map offerings just have when survivors choose an offering have it be 20% and if the killer does it have it have a very high chance.

    Hell no. Last thing we need is killer sending survivors to midwich or haddonfield lmao

    Could you elaborate on how he was boring or annoying to face? Like I understand it could be just a taste thing I just want to know your reasoning if you do have one.

  • @Abbzy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3993141#Comment_3993141

    They will to get quick and buff weaker killers because many of them will have super hard time even if few things from these changes hit live, now mayers looks good on paper and its better than before if we wont count tombstone and trapper,skullmerchant are next in line but i fear for their rework it will take too much time not to mention they arent only killers that need those reworks and buffs.

    Like clown now devs make purple gas last more than 1 second and yellow activation time longer but depends how much not to mention purple got nerfed from 15% hinder to 12% from basekit which is huge thats free mft for survivor. But I think nubers will be worth it if not nurse/blight is there always and they are fun for both sides or most survivors claim they are more fun tahn some weaker killers then them like trapper,clown,trickster,skullmerchant or even ghoul.

    I can understand your worry on those. They are all reasonable concerns, but at the same time if they push this patch through, THEY will have to update C and below tier killers, if they don't there will be less diversity of killers. Which in higher mmr is already small.

  • @CompetitifDBD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/455202/on-the-anti-tunneling

    The players themselves need to moderated, not the core machanics of the game. These changes are unfair, even if you're losing a teammate so early.

    my previous post was for you, idk why it didn't quote

  • If the survivor dies on 4-3 gens, the killer will most likely win and how do players moderate another players action? We can report yeah but, that isn't the player moderating that's asking for them to be moderated.

    @

  • @cogsturning said:

    I'm not sure I understand. People who are AFK or intentionally not participating can be easily ignored. They're not contributing at all, so they're basically already gone. Or just slug them and leave them to recover. This is usually the treatment I get when I try to die on purpose to give my teammate a chance at hatch.

    Example i can give. I was playong trickster and in the first thirty seconds of match, the survivor stopped moving as soon as I saw them. Standing in place and for the whole match stayed under the hook. Ignoring them is good and all, but at the same time lower mmr killers would still take it. To them a kill is a kill.

  • @Abbzy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3993129#Comment_3993129

    At least they know they have to give something to the killer so spreading hooks is woth it not punished (still it will be punished by antitunel perks or dead hard which is very strong perk eve it has been nerfed two times) but we have to see what are actual numbers if its worth it.

    Thats the main thing im worried about are the numbers. If its only 5% additonal progress , im sure Tunneling will still be viewed as better more effective. And that's still unhealthy.

    And the thing is, if your going for an EGC build, tunneling demerit wont affect you. But if your tunneling for an EGC build...

1 … 3 4 5 6 7 … 16