Dream_Whisper
Dream_Whisper
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@SirCracken said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3514488#Comment_3514488
This is such an unbelievably dumb comparison.
Bloodlust:
- Disables when breaking pallets, getting stunned, using most killer powers, & landing basic attacks.
- Requires the killer to commit to a chase for at least 15 seconds.
Made For This:
- Is active forever so long as you aren't exhausted (Which it doesn't cause by itself).
- Only requires the survivor to be injured. Which is incredibly low-risk when lots of other perks also benefit you when injured.
I'm really hoping you were just baiting and don't seriously think bloodlust is anywhere as broken as MfT.
Exactly. Bloodlust takes forever in chase, especially agaisnt a Survivor whom used MFT for extra distance and time wasting, while Survivor can simply stay injured or get injured pretty easily to give them Slight movement speed increase which becomes significant enough in the long run.
Also, keep in mind; Bloodlust doesn't last forever as the killer need to be in chase for more then 15 seconds, plus another 15-30 to rank up tiers. All of it can be reset or remove completely if the Killer used their power or successfully basic attack or leave chase by any means. Or by survivors actions when they stun them or force them to vault a window, especially strong ones like Haddonfield double windows loop.
So, yeah MFT is very strong passive meta perk that makes any survivors stronger in looping and distance and wasting so much of killer precious time in chase.
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Counter Offer: Punished DC Players more or Make the game more fair so there is less incentive to DC in the first place. They already get Bloodpoints from DCs, anyways; and that is still not enough to stop any Survivor from DC.
Plus, when cares if people DC, if they DC too many time; they are not getting any BP reward or having fun or simply having a bad connection that they should simply not bother playing DBD until they sort out their issues, and not relie on the Quit Match Button constantly.
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I think it offers too much distance and time wasting for survivors against the killer; and the impact on stacking endurance on pickups for the dying survivor and with yourself, when pair with Buckle up.
Until maps gets balanced, this perk need a nerf on it "infinite passive movement speed" any time your injured.
It can be as simple as applying a 30-60 duration before hit with exhaustion; or require a hook condition. It needs a heavy penalty for such a strong effect of increasing movement speed forever when Injured. It downside is very minor, as people can still pair dead hard and still get value in extra looping and used exhaustion perk to get away. Plus, it not so easy for killer to notice the Slightly increase movement speed, unless they are a slow killer.
This perk is very unfair agaisnt your average m1 killers, yet not so much agaisnt strong and fast mobility killers like Nurse and Wesker.
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I am agaisnt this, as I am fine with Hex: Devour Hope being a gamble perk and being high risk/high reward. Although if I wanted to buff it slightly, I would make it invisible or be deactivate at thr start until the first hook rescue is maded and the killer gets a token. Just a small Buff to make it better at being anonymous until the first token is achieved.
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I don't think it not a big deal, as the Survivors cannot kill the alien, despite they are shower with 4 flamethrower turrents and flashlights and flashbang; It just be a funny way to meme and be completely ridiculous to be blind nearly everlasting.
Plus, Survivors aren't literally doing gens or even holding you hostage, for that.
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@Pavel_Ch said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3516011#Comment_3516011
It's not "Resident Evil". If I want to see Wesker more often, I'll go through Resident Evil 5 again.
Too Bad, none of the other killers beside nurse, Spirit, and blight are as decent as Wesker with his insane mobility and being able to apply hinder to survivors, especially if they got off the hook and get no chance to heal away the virus. He has great mobility and somewhat passive slowdown, if he apply it to everyone and no one heals away with first aid spray.
He's basically the perfect killer to punished Holding W survivors and decent looping survivors if good enough.
If I wanted to nerf him, maybe tweak out the tunneling aspect as those survivors have no easy means to rid themselves of the virus while in chase. But I think he perfect fine, and it's just a skill issue on survivors part.
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I don't know about the resilience nerf, as it very unique (and only) survivors perk that increases vault speed slighty at the cost of being injured.
MFT definitely needs a reduced movement speed or have limit to how long you can have 3% movement speed. And the removal of Endurance status effect; because passive movement speed increase is too strong for skilled/not skilled players to used and Endurance stacking abusive by swf.
Buckle Up, Yes; it completely removed the downside of For The People when synced together.
WoO definitely needs to bring back the cooldown, between 20/30 seconds after successful vaulting/dropping a pallet, at least. Having passive wall hacks on every available map tile location and getting huge value in looping well, is too strong for experience Survivors; so it needs to be disabled at times. I wouldn't mind Reverting it if Maps get more properly balanced for both sides; and pallets and loops aren't too survivors sided and connected next to each other.
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Would be nice if any maps have certain obstacles, that can be interact with by thr Killer and Survivors, in order to spice up their chase/gameplay quite abit.
It can be as simple as disturbing crows and it reveals your aura for like a second or two; adding cracked floors in buildings and it makes noise or drops dust to the floor below. It can be defective pallets that break instantly once dropped (yet can stun the killer), or even smoke/steam pipes that exploded. One cool hazard I would like to see implemented, is Breakable windows; in which either party can jump through them when desperate but take a decent injury penalty/deep wound; or tempoary slowdown for killer. It can be quite thematic, and can only be used once; before rendering dangerous and completely useless by other side.
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@Gandor said:
Just a note - for eyrie, it's also Bubba's problem.
I am scared to even try to use my chain in main, because all the tiny minor flying books, twigs and little things that don't concern other killers are immediatelly show-stopper for Bubba's chain. So frustrating
Exactly, any Chainsaw killers are going to have a bad day, without how annoying these tiny or minor "obstacles". They should simply have no collision at all and be just map cosmetic props.
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Terrible idea; Depending on the map; you would not only limited the placement of her drones as being within close range on Generators, would make the power far less efficient. Plus, the drones are stationary and cannot be used in chase, as survivors can simply hold W and avoid being anywhere near the drones in the first place. It pretty much pointless the loop Skull Merchant when she deploys a drone in the loop and makes herself effective to chase this way. Some maps are so small with the gens being neighboring each other like say the game; you would effective make Skull merchant unplayable m1 killer this way.
I said it before, ans I will Said it again; if you want to make Skull Merchant not a 3 gen killer no more; just Rework her power and make drones patrol the map, like Nemesis's zombies and chase Survivor that get detected and apply debuff over time. Keep her amazing tracking, get rid of her boring ability to deploy drones and have them spawn in the map regularly and apply debuffs and claw traps. Survivors can disarm them if they want to limited her coverage, but become oblivious and vulnerable to claw traps. Make the power identical to the her official trailer and make drone chase Survivor and not be pointless stationary beacons that can be park convenient next to Genators.
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3507952#Comment_3507952
no there was a bug on that map that required the kill switch, it wasn't switched off because it was being reworked.
Exactly, Skull Merchant isn't going to be Kill Switch, just because there is a flaw to her killer power design that makes her unfun to play agaisnt; alot of killer would be considered unfun and would be called out screaming to be kill switch, if that was the case. Kill Switches were implemented to give Devs ability to pull/disabled a killer/map specifically if there is a game Breaking bug that isn't counter by any means.
There is no real game breaking bugs with skull merchant, and no, her power doesn't count; as that is how she is meant to be played that way. You best be DC, Killing yourself on hook, or just putting up with the hour long chess match game; until she gets Reworked.
Perfect example for a theoretical kill switch opportunity that could happen; if say her power is broken by some means like the drones can no longer be deployed after use, or claw trap batteries no longer depleted and stuck on survivors body even after being down and hook. So far, that hasn't happened.
Nurse was killswitch because a game breaking bug that prevents her from using her blinks at all, or the fatigue is much longer and she couldn't recover tokens to used her power. Certain maps, like autoheaven were disabled because broken map tiles like the school bus and specifically map corner being safe spots for survivors and the killer could not move or even injured any Survivor within distance inside this areas.
They never kill switch any killer/map, just because no body likes playing agaisnt them or the map generally.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3507612#Comment_3507612
The 3 gen problem has two parts to it, and both need to be addressed at the same time.
1) Killers that are just patrolling and kicking generators, and refusing to commit to a chase with a survivor, is a major problem.
2) Survivors that are excessively pre-leaving generators before the killer arrives, and refusing to commit to repairing generators, is a major problem.
Any 3 gen fix that addresses problem 1, without addressing problem 2, will just encourage survivors to get easy wins by excessively pre leaving generators. For example, if BHVR just forces a generator to be super far away, then survivors can excessively pre leave generators, and easily win, because the travel time between generators is too long for the killer to defend. If BHVR forces generator regression to have a limit, then survivors will excessively pre leave generators until the max generator regression happens, then they get their easy win.
If only "Gen Tapping" doesn't exist; I dislike the fact that 2.5 seconds of a killer's time to instant regress 2.5 charges of a generator repair and start thw regression, can be undone by a Survivor Tapping the gen repair button and leave it so it doesn't regress. It is also possible to fix a generator silently, by constantly Tapping the generator and cut off gen audible that way, when the killer is close and not focus on the generator while chasing another survivor.
If only, Survivor need to do a instant skill check, like Overcharge to undo a killer's regression. 3 gens is difficult, because of map rng and sometimes, survivor mistakes when they get herded to go fixing Generators in the "safer parts of the map" and less focus on the gens that need priority.
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If I want new emotes for the dbd, I want thematic fitting emotes; and not some fortnite emotes.
It can be as simple as giving every survivors and killers characters, each their own unique emotes, that can be unlocked and shared for any character, like teachable perks. These emotes can be basic Animations that reflect that particular character personality, but fits the character's background; like for example, Claudette wraps a bandage guise around her wraist Animation. You can also also throw in emotes that are exclusively for the specific killer, like for example Leatherface doing the chainsaw dance.
But of course, I absolutely do not want to see the killers/survivors doing the Floss or Blasting the California girls while doing that dance. https://youtu.be/iAyerz54368
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If it was up to me, to buff the mediocre perk, only used to specifically target any Survivors running Sabotaging/ full sabo squad builds; maybe Buff the perk so that the perk lingers longer agaisnt those specifically players whom run it. It adds abit of risk to those players, if they killer happens to run this perk specifically to fight them. And maybe a 2nd Benefit, outside of Sabotaging, like it consumed the toolbox completely once used for Sabotaging successful. (Like if a survivor was originally using a multi charge addon toolbox, for gen rushing build; and they decided to be careless and Sabotaging a hook, because they have tons of charges to waste and they can used the remaining for the gen; the new Buff for Hangman's trick would be like... screw you, you can lose all of your charges on your toolbox as a result of only Sabotaging one hook.
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@sizzlingmario4 said:
32 meters is excessive, Skull Merchant’s drones are only removed within 16 meters.
Exactly, They could simply make traps despawn within a certain meters of a hook like 10 meters; and gives Survivors a chance to be rescue despite the fact that Survivor can literally sit on traps and disarm manually.
But if they do that, at least Buff her movement speed or add a 2nd effect to her power in chase or to traps.
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@Lunairtic said:
With so many perks in this game it's time to add an additional perk slot. 4 perks has always felt just 1 perk slot too few. So many builds are always missing that one extra perk slot. This would introduce the aspect of being able to play more fun perks as well. Having your normal build and then placing something like Any Means Necessary on there or perhaps running a healing build and having no room for an exhausting perk. Wanting to run a full complete chase build but not having the room for Spirit Fury, Enduring, Brutal Strength, Bamboozle AND that one Knight perk that I can't remember that exposes survivors when they're stunned.
Anyways, there are countless points to adding the final 5th perk slot. It's time.
If I were to add additional perk slot, I would make both side get it... but make them very unique and their own separate category. For Survivor, it would be one Exhaustion based perk, for Killer, it would be Gen regression Perk. They can massive Buff the regression, due to the fact that you can only bring one in the trial, and cannot stack them, and create more perk diversity. They can do the same towards survivors, and make changes to their perk rooster and make it so that you cannot bring more then 2 of the same perk, to avoid stacking meta perks like Unbreakable, Off the Record, etc., if there is 2 or more survivors running the same perk. Or nerf them significantly so they are on par with weak to average perks.
But, since that is not going to happened; I think it is perfect fine the way it is. The game is somewhat pretty balanced, just maps and soloQ vs SWF problems, and the inconsistent between weak to average killers vs. Top tier killers issues need to be addressed.
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I think Devour Hope is perfect fine ans balance; as it is a powerful perk with decent amount of game changing effects with the high risk that any Survivor in the match can find the hex Totem and completely remove it and render the killer one perk useless. If it get nerf like that, all they are doing is making the perk less worth using, considering they limit the killer rooster to whom can used it more effectively, and only then, the average m1 killers cannot make enough distance especially agaisnt Survivor can simply avoid/dodge this perk by many means.
The killer doesn't get stacks if
*the Survivors unhook immediately, with the killer being with close proximity, and not far enough to earn token.
*Survivor spawn immediately next to Totem, Because of map rng and cleansed it immediately at the start.
*the Survivors are super immersive/good at looping and predrop pallets, that they complete deny him of any hook to earn tokens
*the hook Survivors are running Deliverance and Sloppy meat, or acutely kope the 4% by chances, and gets away with deny the killer any tokens as it needs to be a rescue from a certain distance.
*The Survivor simply let their teammates stay on hook or let them die, so they can avoid giving the killer enough tokens to empower their hex. (Very risky and stupid, but it prevents new token from being claim; especially when they are hit with the exposed effect; their priority is Totem hunting)
You can nerf the killers with faster mobility or simply Buff every weak Killers to be on par with the top killers; but making the perk very killer limited is not the best way to go. Nurse is the only killer that can maybr expectation to this rule, as nurse isn't like any other killer, doesn't do regular looping, pallet breaking, and she has thr capabilities to make any average to mediocre perks be disgusting strong; like for example.. the old Starstruck when she can attack her Survivor with her power and her blink attacks were originally considered basic attack, which make it synergy on the perk description. (Before that was nerf, and now her blink attack are deem special Attacks).
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3499803#Comment_3499803
That is something that I completely agree with. And I don't consider that hand holding but a tool. It's not gonna do anything for you but you have to use it in order to raise your efficiency. I think that could really improve the solo queue experience a bit. And remind some people that they do not play a 1v1.
Exactly... As much as Kindred Basekit sounds a whole lot like a healthy information Basekit change to many soloQ survivors; it won't Exactly help every soloQ survivors if they don't use this tool to their advantage. Sometimes, certain soloQ are too "immersive" or bad actors and will simply ignore a very important situation despite being giving the best information perk in their basekit. Usually, this is not a problem with SWFs as you can reliable tell your teammates what's happening and ask them to do things; in soloQ, you simply cannot relie on a bunch of "Rando" to pull their leg and get their game together like a proper swf team. That is why the key issues is simply communication, not information perk; as I rather be able to tell or even yell at my teammates to do what needs to be done right or wrong; rather then expect them to waste time thinking or hesitant on important decisions in game when the situation is complicated and dire.
Voice proximity or simply implement a party voice communications would ruin the immersive atmosphere the game devs were trying to avoid; so that is why I propose some sort of Communication Wheel like Fortnite and Overwatch does. When you activate it with a button, it pops up a wheel with a good list of callouts and describes their own/others actions; or asking questions and providing a response of that question.
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@Xernoton said:
Solo queue is not the problem. The problem is survivors that won't pull their weight. And you can't fix that no matter how you buff solo survivors. You only break the game in the process by making good groups much stronger and leaving bad groups in the dust.
That baby Claudette, that is busy self-caring in her corner is not going to be a better team mate, if you give her access to better perks. And if she miraculously does, isn't that kind of unfair?
Survivors have enough hand holding in the game now and there are perks that help with solo queue issues specifically.
When you try to help solo queue, where do you draw the line? Is a 2 people SWF and 2 solos still considered solo queue? What about 3 people in a SWF and 1 solo? Or 2 duos? What if they don't communicate via Discord?
In a way, I agree... but in a another... I think they need one more hand holding, but not in a form of a perk as a basekit.
I would simply just add a communication wheel, just so I can send a message to my teammates about what I am doing and what they need to be doing. It can be simple pre recorded messages like "Hey, I am doing a Genator!" "The Killer is chasing me, go work on Generators or go save the teammate on hook!" Stuff like that.
Personal, I don't like good swfs stacking meta perks myself; but I also despise bad teammates whom are not pulling their weight and dragging everyone in the game down by playing badly or rage quiting on first down/hook.
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@DavidHypnos said:
I agree with Stormy. I hate having games end prematurely because someone else throws a tantrum that things didn’t go their way. I always want to be able to put my best foot forward in my games, and having bots take over for dc/s helps me do so. I’m sorry you don’t like playing against bots, but I do feel like having them in the game gives us a reason to keep playing on. Furthermore, I’ve had many games where someone will dc right away or before the first gen is done and the killer continues to play super sweaty. Having the bots step in provides at least some cushion to that blow.
I agreed with both Stormy and David; I dislike the fact that DC ruin my killer games when it comes to 4k challenges or more specifically, Adept Achievement. All it takes is for one player to Disconnect, especially if they are very salty and go down after being outplay and down at the first chase; that I am forced to continue playing Killer until the next match. Especially in other matches, if I work so hard in getting all 3k and I am chasing the last guy before they get hatch; I get the down and was going to hook them; and then they go DC and be all "Screw you, no adept Achievement for you!"
With DC bots, I can secure my 4k victory, while giving the other remaining survivors a chance to win for their commitment in still playing the game.
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Exactly; All Players; not just Killer being unable to swap killers, should be unable to swap anything in lobby. But it would mean scraping the 60 second timer also, since there wouldn't be a point in swapping stuff.
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Would be nice, if the filter is limited and not too restrictive; especially with words like "Kill"
I rather they simple gives us a option to censor our words in the setting. Give us the option to disable the chat.
But then again... I am a playstation player, so i have no say in the matter since chat is unavailable. XD
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3495560#Comment_3495560
Because survivors are skins? All of them shares same mmr. But this is not case for killers. Your mmr level is different on your killers. For example you can be high mmr Clown but maybe your Pinhead is low mmr.
I'm not talking about the skins, I am talking about the ability to quickly swap survivors at once; just to show off your sweaty builds. You might have seen a match or two; in which a group of survivors (complete random and looks very normal); all suddenly at the 20 or less seconds mark, quickly all swapped to their best builds, usually a fully bloody outfits, multiple toolboxes, medkits, flashlights on hand. It used to be more common, when they removed killer's ability to swap killer's yet can still be practical to showcase their "skill" and make killer took notice. Usually a dead giveaway, that they are a SWF and out to get the killer this way.
If it just a skin, It shouldn't be a big deal in locking survivor before they start the match, same as killer.
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@MikaelaWantsYourBoon said:
Yes, lobby dodge should be removed. I agree with you.
Killer can lobby dodge if they see something they don't like in lobby. But survivors can't do this until game start.
And i agree with your other point too. Survivors should see each others perks. SWFs already know, Solo survivors should see too.
I would be fine with Lobby Dodging is removed, if they also removed Survivor switching at the same time. It Surprised me that killer cannot swap characters at lobby, yet Survivor can?!?
Personal I think lobby Dodging is fine, for the sake some killers simple do not want to face a specific groups of SWFs; like P100 or TTV or some try hard gen rushing bully squad. I had games in which I get pair with the same group in the next match again, after the last one I get completely destroyed; so lobby Dodging is good for that reason alone.
Another quality of life improvement to inventive playing agaisnt swf as killer; maybe Bloodpoint bonus to incentives playing agaisnt them?
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@DrKetchup said:
Title
It already does what it does; but it is nothing if the other Survivors are super close to the killer or running Distortion or hiding in lockers.
Usually, if I cannot find anyone or know there is no survivors from a specific area or nearly complete gen. I simply wander around the hook for a bit, before moving to a general area. If I vs. A swf; I know they are cheeky near the hook for a quick unhooking and abusing their endurance basekit.
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@MaTtRoSiTy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3492283#Comment_3492283
They have kill switched broken killers before when they have been bugged out and this killer is clearly broken and is being exploited by the worst people in the community, who are using her to intentionally ruin the fun for others
That is not game breaking, that is poor power design on the Dev's part. They need to work on reworking and buffing the Skull Merchant complete from scratch.
To be honest, when I saw the trailer for the new killer; I originally thought the drones would be like artist's crow or Knight's guard and go in straight line or predictable pathway and find survivors. And once it detects them, the drones follow suit or applying a exposed or aura reading to make the killer great at chase. Not.... park your drones next to Genators and play gen defense simulator 2023!
When kill switches happen, it has to be game breaking and not intended feature; just using your drones next to gens; isn't game breaking; that is literally her best playstyle, especially since you can't used it chase or in loops; as survivors would simply run to the next loop or hold w.
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It is the same problem, as Autodidact; in which you are trying to heal a teammate and farm skillchecks with slow healing. But, your 2nd teammate, the Claudette of the team, brings a purple medkit and a healing focus build and literally heal your teammates in less then 8 seconds and you get no skill checks at all... there needs to be more map wide perk notification to let your teammates know know that a specific perk is in play. Similar to how Prove Thyself or any team oriented perks, I think Autodidact and few other perks should inform your teammates that you are using it, especially in solo queue where you cannot tell your teammates on what you are using.
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Personal, if I wanted to nerf Exit Gate; I wouldn't go for the whole blocking exit gates for downed teammate; but rather temporarily block exit gates for teammates spending a long time spamming crouch button at the exit. To discouraged bming and just make them leave immediately. Like 5-10 seconds of being inside the gates but not leaving, will cause the Entity to block the exit gate for like 15-30 seconds. It would be a nice basekit Blood Warden and encourage survivors to just leave; but of course, crawling survivors can still crawl put if they get a chance to make it without being picked up.
Why, when I played killer and had a bad game; I prefer not to go to any exit gates when they are already open and waiting; and wish they just leave immediately instead of spamming noise from lockers and windows and expect me to watch them teabag. Just my own quality of life improvement, to make the interaction more fun; if I have a basekit Blood Warden that can pop up while they act cocky.
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I only dodge lobby, if I see the particular Groups of Survivors that I have a bad game with before; because they are either:
*High P-100, more then 1 in lobby.
*Multiple TTV in lobby
*The are bringing a full Toolbox set (all 4 of them, the Genrushing type)
*if Lucky, I would back out as soon as they swapping characters and bringing a busty item in display.
But if it's need to be removed from the game, I have couple of qualities of life improvement changes I want to see in the lobby:
*Survivor, just like killers; are not allowed to changes characters. Simple Change, it should have been there from the start.
*The killer should be allowed to see the all of the survivor's full items (it should display the color variety of the item, as well as the addons they are using) in Lobby, so they can have a game plan and warning in case of survivors bringing in better items/builds for it.
*also, would be nice if the Killer gets a notification and a pop-up over a Survivor head, and informed them that this player is a SWF, or not. That way, they know what they are dealing with in advance.
**One Major Quality of Life Improvement I like to see for both sides, and well reduce the struggles of being a soloQ player and discourage lobby dodging agaisnt a possible swf. BLOODPOINT BONUS AWARD, for each SWF player you faced, or the amount of SoloQ players for one solo player. If you are killer whom is playing agaisnt a SWF, they get a passive BP bonus gain from 50%, plus a extra 25% per extra member, up to a maximum of 100% for all 4 SWF players in lobby. Same goes for SoloQ players, for each teammate, that is a SoloQ player also; they get 50% plus extra 25% for each soloQ to a maximum of 100% if every Survivor is soloQ. And yes, it does stack with BP offerings and events, for maximum BP farming. That way, even if soloQ player dies early in the match or the killer fails to overwhelm a swf, they will get a extra BP to collect for their work.
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@loki1337 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486557#Comment_3486557
You're probably right. We need to either remove party survivors from the game, or create new mechanics that slow down the repair of party survivor generators and strengthen weak killers.
Swf will be never be removed because players love playing with their friends and are not all sweaty. It was the most requested feature since launch of the DBD, and the game wouldn't be as popular without it.
The problem with SWF is that they can exchange all kinds of information that soloQ players cannot simple communication to the rest of the team. The kill rate is self explanatory as to why SoloQ survivors die more than SWF; all because they communication on what killer they are facing, What perks are they bringing, what are they doing and what they can do to help, etc. SoloQ does not have any voice communications and your stuck with communication your actions through actions and small emotes/aura reading perks. They made some slight changes recently to improve the feedback and make it easier for teammates to understand what the other teammates are doing exactly; but even then... this is not good information to directly inform the team that "Hey Survivor A, go fix a generator, in the center of the map; the killer is chasing me; hey survivor B, stop hiding in lockers the whole match, the killer is not even there, Hey Survivor C, go do a different generator." Stuff like that, that SoloQ needs.
The best Buff for SoloQ, is to add a chat wheel system, so that there is prerecorded messages to tell your teammates on what is happening in the match. It will not directly Buff SWF, but it would absolutely makes survivors all around decent at playing the game and not being more deadweight then the bots.
Of course, buffing Survivor and SoloQ especially will not be the only changes to improve the experience over all in making survivors efficiency in gens and saving, and actually helpinga fellow survivors out.
*They needs to be Map changes so that are not too big or too small, balanced map tiles and connecting loops, and Pallet spawns and windows. Many large maps with connecting map tiles, need to be nerf in size and balanced the distance between the pallets and the amount of pallets that can spawn. The Map The Game or Gideon Meat plant is the perfect example, it is a very small map yet has over 32 or so pallets and like... 3-5 windows. Can be very survivors sided as the pallets cannot be looped and then can simply predrop all the time.
*Survivor needs a nerf to gen speeds, by adding a 2nd Main objective on top of fixing the generator so that this gives the killer more ample time to engage in regular chase with multiple Survivors and less on Going after the same guy to win with a 3v1.
*if we wanted to really punished tunnelling killer further, while giving more incentive to not tunnel. They can add a buff and a nerf; by...
>Unhooked survivor will get no Collison or endurance effects with the killer; so that the killer can only down other Survivors. The effects are lost if they do any form of conspicuous action or if another survivor is hooked instead. (Means survivors will need to flee and go heal, instead of bodyblocking the killer to protect the rescuer.
>or They can implement a new Bloodlusting system (that's different completely different then how it current system work) in which the killer get empower by simple going for hooks, especially different hook per unique survivors in he trial. The system could reward killer for Going for Survivor A, hooking them, then survivor B, hook them, then C and then D and repeat. The killer gets rewarded with small benefits to either their chase potential or most likely basekit gen regression/slowdown for playing fairly. On the other hand, if the killer refuses to play fair and focus solely on tunneling Survivors A, the Bloodlusting system will backfire and instead Buff the survivors actions speeds including repair and healing further and significantly. Yeah, the poor survivor A gets tunneling out of the game, but the killer will lose significant by unintentionally giving the other a significant advantage this way.
*Lasty, massively overhauling and Reworks to alot of killer's power; there needs to be passive Gen slowdown and regression perks built-in to weak m1 based killers powers; so they be on par with the top tier killers. It can be as simple as Basekit Corrupt Intervention to Trapper, Hag, etc. Since they are trap based killers. Or adding movement speed increase to alot of slow killers. Some maps play with some killers but others are more challenging and awful to play on. Perfect example; Playing chainsaws killers or ranged killers on Eerie Crowvmap sucks, because of huge Collison that those small bushes/thorn branches is so easily to collide with. I could make a huge list of killer's changes but it would take long time to list on this blog.
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@loki1337 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486574#Comment_3486574
You can also weaken the killers tunneling. After all, if there is no party in tunneling there is no need. This would literally take toxic behavior out of the game.
Easy Said then done... if It was up to me to remove tunneling, I simply replaced the Endurance status effect with no collision; so that they cannot body block me and I can focus entirely on down the rescuer as killer. And if by chance they did some sort of conspicuous actions like gens fixing or unhooking others, they lose their benefits.
But, even if that was implemented; you are never going to deny that Tunneling will always be the easy way to win, for kills. There is no and never be a tactical advantage in letting survivors go to chase after others, besides perk build plan or survivors are playing too many mistakes and giving you every opportunity to make a quick play in wining the game this way.
Asking a killer to not tunneling, is basically telling him to not play effectively and throw the game, no matter how survivors paint it. That is why the needs to be more basekit incentives to Going for hooks, so that killers don't reliable relie on tunneling to win. Any buffs to killer in being efficient in chase with their power or passive slowdown to gen speeds; as well as massive soloQ survivors changes will be the way to go.
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I don't know about that, I think regular SWF is fine; just that perks stacking, maps in general, solid solo queue buffs ro ensure that Survivors are as coordination as swf would be much more fair. Same can be said for weak killers that are not as fast, Lethal, and on par with the likes of Nurse, Spirit, Blight, etc.
The game needs more Survivors main objectives to do, in order to be able escape; which gives killers enough time to do hooks more then kills. It can be as simple as...
Survivors needs to find Genators's parts to get a particular Genator working and be able to repair it. Killer's can be balanced in which they need to spread their targets more then tunneling the same target, as it helps with basekit gen slowdown/regression of some kind. One idea I like to see. If give killers the ability to take away progress/regress complete Genator after a hook Milestone. Stuff like this, thar way; killers are not obligated to tunnel the same one survivor and need to play "fair" for them to survive longer. The killer can reward by seeking different survivor with slowdown per unique survivor; and get punished with faster gen repair speed per hooking the same guy.
There needs be alot of basekit changes, to the basekit for killers and survivors; to balanced the not so fun mechanics of dbd. Right now, Survivors and Killer will do the most unfun things as much as much as possible, so that they win efficiency this way. There needs to be a changes to make wins efficiency more fun for both sides. So far I have not seen a grand gameplay changes thar would be enough to satisfy both sides; beside that one DC Bots implementation, which might help with the headaches of adept achievement/challenges aspects being completed destroyed by one player's action.
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If I wanted Body Blocking removed, I want it to be not effective if you are being tunneling exclusively. I hate how as soon as I hook a Survivor, and then the unhooking happens when 5-10 seconds when I leave; and go chase after rescuer, especially if I have Make Your Choice. The unhooked survivor literally goes put of their way to run towards me and expect me to hit them during their limited-time endurance; just I feed them a hit and dash, and let both of them get away, especially the rescuer so they can hide or male so much distance that my Make Your Choice perk is useless.
I think it is stupid that Basekit BT makes unhooked survivors bit more cocky and sometimes approaching the killer instead of fleeing, just so they have a excuse to be tunneling in the first place, and give their friends a advantage. In these predicament I either wait out the 16 seconds or hit them immediately just in case of Off The Record value.
In my opinion, just think Survivor should just lose collision with the killer and simple make it impossible to bodyblock the killer while chasing another survivor.
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@KateMain86 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3485156#Comment_3485156
Then how about make the protection buffs persist in chase rather than just being within the terror radius of the killer? If the killer doesn't immediately initiate a chase on the survivor right off the hook then they at least have a chance of losing the killer and the protections will wear off naturally. That way if the survivor is to keep those protection buffs they would have to stay in chase with the killer, which will then fall on them to keep it up. If the killer knows they have those buffs so long as they are in chase then the killer will have reason to end the chase and go after someone else. The problem here is that killers figured out how to counter this very fast. The idea behind all of this is to encourage killers to chase other survivors and discourage them from chasing someone right off a hook. Give the killer more reward for seeking out other survivors rather than hard focusing a single person the entire time. Also just to be clear I am not saying keep the protection buffs even if the killer lands an attack. I was simply suggesting having the buffs persist so long as you're in the terror radius of the killer until the survivor is attacked.
Nothing kills the vibe of this game faster than being tunneled out of a match, especially early in a match. The survivor experience has to be better than this. Tunneling is a big topic because it is a big problem.
Problem is, even if such a change is implemented And that stay within chase and being protected forever in Terror Radius or not; it will instantly makes Tunneling more frequent as those survivors will instead want to be chase forever and forced the killer to instead kill you faster. Why, because you can be injured and put into mending state and another hook or two away from kill. Which meet one of the Killer's main goal is to kill... FYI to up, Tunneling is the most efficient way to kill, regardless if everyone dislikes it or not. It much more convenient to chase the same guy or two that already been hook, then it it to go for all 4 survivors and hook them at least once. If the killer has already loss 2-3 gens at the beginning of the first match, and only achieved one or two hooks; out of the 12 he has done; chances are... Some unlucky survivors is going to die by Tunneling. And also.. if you are the unlucky survivor whom is not good at being chase and looping; guess what; the killer see you as easy free kill and will do everything, including Tunneling to secure that kill; in order to have a chance to win by 4k.
So far, there is no real powerful basekit slowdown for killers, on gens/speeds; and there is less incentives to go for hooks more then kills; which is why Tunneling is more effectively then ever. I say add a secondary objective for survivors to do, so that Killer can have ample time to go for hooks more then kills. Right now, there is no changes that help killers win, beside map balancing and killer power's changes
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@nars said:
A killer cant hold a 3gen from start to finish if you just break it early. What, you are gonna need to do it later anyway might as well do it now and win. If everyone just sits on gens constantly then the net progress is larger than the regression. And if the killer commits to anyone they lose like half a gen on all 3 if you split up. So thats like 2-3 hooks if you play efficiently. Even soloQ can do this if they know its the best option, and if they dont its a skill issue not an issue with the mechanic.
dead dawg needs better gen spread though, leris too.
Also if we remove 3 genning what is left for the killer to even do?
Playstyles/strategies actively discouraged/punished now or the future
- Tunneling
- Regression sorta
- 3 genning
all you really end up with is hit and run + getting everyone to 2 hooks before killing. And I see survivors complain about how boring hit and run is all the time.
Exactly... at this rate... Killer's just might as well Give up Killin Survivor and not do the best means to kill faster. If Chase is what matters, and not gen dwfense; then Flippin Buff killer significantly so that they end chase in less then 30 seconds at this rate.
Me playing Killer frequently, With occasional Survivor play (solo); I always bothers me that Survivor would literally complain just about everything Killer does in order for them to win.... If they are going to scream NERFS to just about everything they dislike killers doing; I want Compensate and decent BUFFS in exchange for removing "TOXIC" playstyle that allow killer to win efficiently.
So far, alot of people are going to disagree or suggest outlandish nerfs without so much as good quality of life improvement to killers that lack the capability to win without perks or decent maps to fit their playstyle.
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@not_requested49 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3468490#Comment_3468490
Means you can hook the survivors as many times as you want, idk
Mhhhh... Maybe a Score based gamemode, in which the killer needs to down and hook as many survivors within a limited time limit. If they reach a score limits, they rank up in BP/xp; and same can be apply to survivors with less to no hooks.
I don't know about that one, it hard to differential the win conditions. Like does the killer need to get 5, 10, 15, or even 20 hooks to master; as well as long a Survivor survive without be hooked.
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I would love to see the Matchmaking system placement, as half to most of the time; I am in the dark on how good I in the placement and wonder what I need to improve on, which killers I need to do better with, and maybe let certain killers that i play the least so that they lose some mmr for easy match for balance.
Achievement process bar is amazing. Make it happen.
Would love a new trade mechanic; allows me to exchange useless items/addons for slighty expensive and more desirable ones; or just recycle for BP.
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@not_requested49 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3468104#Comment_3468104
An infinite hook mode would be cool too imo
Infinite Hook Mode; what would that do exactly?
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@BabyLegend said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3468117#Comment_3468117
The game is not balanced, right now it's pretty much killer sided. Killers can easily tunnel or go for injuring you cant even heal yourself anymore. Exhausting perks sucks and they keep nurfing the good ones. Anyway devs wont listen to us they will only listen to big streamers like Otz and he is killer main who always complaines about suvivor perks and how hard the game is as killer but in my opinnion it's skill issue at this point
I have to disagree with that statement; in some games; it very survivors sided. But without communication and if the killer is good at tunneling and camping; it lean towards their favor as soon as one survivors is eliminated, especially if the other 3 haven't done enough gens in that time frame. You seen those games in which 5 gens are still standing, and the killer was able yo identity the weak link in the group and take advantage of that; for a quick easy kill and secure smooth victory snowball because of it.
The devs do listen to both killers and survivors feedback; we all get a our fair share of buffs and nerfs that nobody ask for and we eventually get the ones that is done right, even if it took them months to even a full year or more to achieve it. The game is balanced, but it not exactly a fun state; as "fun" is subjective. And not all streamers like Otzdarvia can get the devs to listen to him or any other streamers; no one is killing our game this way... if anything, the devs' statistics is looking swell when it comes to fair balanced. I simply wished the Devs take alot more player feedback and do more transparency when giving feedback with their plans and updates more. (Plus, Otzdarvia isn't a killer main, and also plays equal amount of survivors and does alot of feedback to showcase the strengths and weaknesses; if anything he is good at breaking the game and showcase it)
All I can say is the game is becoming bit "competitive" when it not; and it was originally a fun game full of broken stuff and still is... just not nostalgia broken stuff anymore.
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@NoOneKnowsNova said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3468094#Comment_3468094
I think if the slamming against the floor were to happen then survivors would have to make slightly more distance from being injured to compensate as Wesker would then be guaranteed a hit in every area basically.
The vaulting and pallet dropping idea for increasing infection also works opposed to the straight up removal of gaining infection in chase like I suggested and I'd be down to watch that play out in a PTB.
I think slamming is more practical balance as the Survivors will be able to get the speed boost and make some distance while wesker needs to be slowdown and recover his ability for a bit. With the regular tossing and throwing, you can zone Survivors if you needed to in specific parts of the map. Especially in area with less to no pallets or safety. The ground slam is a optional, but also a quick time if the killer isn't quick enough to time their button before the tossing animation is done after a successful grab.
As for the slowdown, it pretty simple... if the Survivors with infection is far around from the terror radius; the infection will have the fastest (normal rate) of passively gaining infection. Once in the terror radius, the rate is significantly reduced in half; as the Survivors is hiding and keeping their distance. Once chase is active, the rate is stopped; and can last forever; until the Killer abandoned chase or.. if the Survivors is engaging in any form of interaction such as vaulting a window/pallet dropping/ etc. I don't know the rate in which the infection is gain, but it can be as simple as 1/8 of the bar per interaction. Being long chase, and using many pallet and windows will result in being completely infection and be hindered making it far easier for the killer to catch up.
If we need to add one more little buff; a Survivor carrying a first spray can spray and run at the same time; but also get slightly hinder or simply cannot perform any vaults/pallet drops while spraying. To make it easier for the survivor to cleansed themselves while in chase.
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If only DBD has a balanced games in which killer don't always need to relie on slowdown/regression perks, nor needing to tunneling to win. The sad reality is, Survivors also relie on trading hooks/health states and just holding 450 seconds or less on gens with gen speed perks to succeed in escaping all together.
Medkit changes were made to make healing more common and slow enough ; to compensate for the pace of the game for killer. But even then, it is not always enough, experience Survivors that comfort Staying injured and spend every second not in chase to simply do gens as fast and efficiently as much as possible.
What the games needs is more basekit slowdown to gen speeds, or alternatively a 2nd main objective to make hooking more coming and less practical to needing to tunnel/camp every game.
Sure it will not stop toxic killers from doing what satisfy their blood killing ego; as they need to kill. But, if we can make less killers less pressure about time efficiently in gen defense and more into the chase and the hooks; only then.. can we balance the games for both sides.
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I more lean towards a game mode, where every perk, killer, addon, survivors, and item is completed randomized and you can get 100% BP for it. A game mode called "Chaotic Randomizer"
Other game modes I like to see...
*Hide N Seek game mode, focus purely on survival for a good duration of time, and the exit gates are available. No hooks, 8 survivors vs 1 killer; if you get caught before like... 10 minutes or less; you are dead.
*2 Killer vs 8 survivors, regularly gamemode; yet double thr fun and numbers as well as perks; alot of teamwork and coordination. Killer's can speak with each other, so can survivors.
*prop hunt ; just because it would be fun to be a totem or generator or cheat or hook.
*offline game mode: Maybe a Single player/co-op game. In which sole or group of players can vs. Powerful bot/group of npc. Purely focus on the lore and story of the characters. License chapters might be tricky if not impossible.
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If I wanted a buff to Wesker; maybe make it possible to slam survivors on the ground instead of agaisnt the wall; as a action button once he grabs a Survivor. (As for some maps like Coldwich farm with big open corn fields; there is less place to collide a Survivor agaisnt the wall; so map dependant)
For nerf to compensate for this buff, yeah maybe slower and no progressive on infection when in chase or in terror radius. If the killer is not actively chasing the infectious survivors, they have a slower bar then normal; in chase the infection stops unless a specific interaction is done like vault a window, dropping a pallet. Etc.
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There is quite few perk, like Inner Healing; that I wish show your teammates that they are actively... like Autodidact...
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If I wanted to buff DS; it would be not exactly the way you go at it; in which it reverts back, especially when it is active during Endgame as it is a free Second chance escape perk and become meta again.
Firstly, gives it the 4 seconds stun and make certain power token based killers like nurse and blight be unable to immediately used their power as soon the stun is applied. Second, you could increase the duration to 80 seconds like OTR; but only when the exits gates are not powered or not doing any form of conspicuous actions like doing gens or going for unhooks after being recently unhook.
This perk should only be used for straight up tunneling, but never be free to progress the game and ensure free escapes; or be passively aggressive "being tunnel" by bodyblocking the killer so that they can hit you and make them eat the DS.
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If it was up to me to make Pharmacy worth it, Revert the Olds changes where your first search, regardless of injured state or not; give you a guaranteed high quality medkit. And make It a purple medkit, to make it worth your while. And gives the passive faster open chest speed and passive silent opening regardless if you are injured or not.
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I would not make it a offering, that applies the Random perk effects agaisnt another player, especially thw opposing side; but... it would be awesome if you can used it for yourself only and maybe get extra BP for it. Imagine everyone in a lobby, burning all Random Perk Offerings at once; that would be a crazy game; in which the Survivors and killer could have the crazy or worse Random builds.
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I used to think like that was a good idea, until it was tested before in the first ever PTB according to some veteran player back in beta 7 years ago. It simply won't work as intended and can be exploit by swf or any Survivor in communication to keep a hook survivor alive on the hook forever everytime a Survivor is near.
In a way, I think the new changes is perfect fine; as smart and aware survivors teammates will be aware that you are on the hook and will do their best to keep as much distance as possible. It not your fault if you have ill advised/bad teammates whom intentionally run to the Hook with the killer in tow; if anything that is just bad luck for your situation.
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https://forums.bhvr.com/dead-by-daylight/discussion/381313/can-we-please-finally-have-a-use-for-the-devotion-system
Yeah, Free Iridescent Shards ever level up
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@not_requested49 said:
https://forums.bhvr.com/dead-by-daylight/discussion/381171/pyramid-head-buff-nerf
It doesn't make sense sure but remember also wesker can be blinded even though he's literally wearing sunglasses, and so can sadako even though her hair is covering her entire face
Exactly; in the realm of the Entity; no killer is immune to Flashlight or any method of blinding; even if realistically they shouldn't be blinded that easily. No killer have any passive perk built into their power, unless it is specifically killers with their teachable perks built into their power through addons; like Hillbilly's lightborn.