Dreamnomad
Dreamnomad
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- Dreamnomad
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I agree whole-heartedly. I just had a thought on this. What if raiders could spend cells to gift synthite to builders? I'm sure many players are in the same position I am, in that I'm capped out on cells with nothing to spend them on. I would gladly spend 200 cells on a well designed base if the builder would get 100 synthite. This would give builders more incentive to make outposts raiders actually enjoy and give builders less of a reason to worry about kills. Everyone wins.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3507100#Comment_3507100
I had a DC yesterday. I thought I'd let the others live and kill the bot. One of the other survivors body blocked for the Bot while it was running out the gate! Why??? HAHA
It's possible that the player didn't realize it was a bot.
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@Zokenay said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3503697#Comment_3503697
I was referring to Survivor Stealth, one bad look and you announce your location to the killer.
Oh, lol, it's still a funny comment to make. If you are playing as a survivor with this perk then clearly you are not worried about stealth. Running this perk with a stealth perk if the equivalent of using self care with no mither. It just doesn't make sense.
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Even if it is unintentional, you are seriously screwing over a lot of people disconnecting that frequently. I vote for the DC penalty to remain as is.
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@Zokenay said:
Its the whole point of the perk, it gives you a pretty strong effect at the cost of a downside.
Seriously, this perk will make stealth nearly impossible.
How? You have to be in the killers terror radius for the scream/aura to take effect. Stealth killers by definition do not have a terror radius. The perk does literally nothing to stealth killers.
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If you want to run self care then run botany knowledge with it. It is the equivalent to having unlimited med kits.
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@NerfDHalready said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3503334#Comment_3503334
i can already see people spamming boons non stop and driving every single person in the lobby insane. would need some polishing but i like this idea a lot. it should be for survivors only tho because on killer you can easily get 40k every single match if you go for it, i get 2200 points per hit on wraith with the meme add on and distressing lol
Yeah, I meant specifically for survivors. Killers earn plenty of bloodpoints. You know it is bad when there is a 100% bloodpoint bonus on survivor but I still play killer knowing full well that I'll earn more bloodpoints that way.
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There really is a huge disparity between killer and survivor. There are several reasons behind it. A huge part of it comes down to the way survivors earn bloodpoints. They have 4 different criteria for gaining bloodpoints whereas the killer has one. So if you happen to be playing as survivor and you are the first survivor found, if the killer chooses to tunnel you then even if you play perfectly and run the killer for 5 gens then die, you get 10k bloodpoints in chase. No objective, cooperation or survival bloodpoints for you. Alternatively, if you happen to be working gens and your teammates are constantly keeping the killer busy then you'll cap out your objective bloodpoints quickly. Sure, you can leave the gens to play with the killer too but someone has to get the gens done. So you are left with a messed up decision, work the gens and screw yourself over on bloodpoints or go chase the killer and hope your teammates get on the gens.
The other major issue facing survivors gaining bloodpoints is that survivors have a lot of dead time where they can't gain bloodpoints. If you get slugged then you are just laying around with nothing to do except recover which gives jack for bloodpoints. If you are left hanging on the hook then you get jack for bloodpoints. If you are forced into a position where you have to sneak around then you get jack for bloodpoints. There is just a lot of time where survivors are put into a position where they can't actively earn bloodpoints.
I can think of a few solutions to the problem. They should address the fundamental problem is having bloodpoints split into different categories. The way I would do this is to make it so when you've reached the cap for a particular role then you should earn bloodpoints at a reduced rate that go into a "general pool". These bloodpoints are applied at the end of the match for any categories that weren't maxxed out. But these bloodpoints wouldn't take you over the total bloodpoint cap for the match. So for example, let's say that you were chased by the killer non-stop. You cap out the chase points at 10k but then you earn an additional 15k bloodpoints in the chase category. 7.5k of those go into the "general pool". Those points are then given to you at the end of the match as long as it doesn't put you over the total amount earned in the match.
The other thing I would like to see done is for more survivor perks to increase bloodpoints earned in a given category. There are surprisingly few of these. Like maybe 50% bonus bloodpoints earned in objective category added to the Technician perk. Just pick some under utilized perks and slap on 50% bonus toward something.
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It's a funny question to ask for a number of reasons. For one thing, it is already set in stone. It doesn't matter what anyone in the world says or thinks at this point. Alien will be the next killer. It's also a huge franchise that has been requested since licensed killers were a thing in this game. There is lots of hype around this chapter so lots of people looking forward to it coming out.
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Main thing I want to see is when a survivor reaches high levels of stalk, for the stalk to slowly wear off to like 75% of max. For example, when a survivor goes over 75% stalk, after a 30 second delay from the last time the player was stalked, the stalk will go down by 1% every 3 seconds until it reaches 75%. If those numbers are off then they can be tweaked but you get what I'm asking for here.
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@MadMoeZel said:
if suits boost was to be made static, i'd vote it was changed to give less information.
rough distance (short, medium long)
Guard / trap density ( light, medium, heavy)
Completion rate (low, medium, high)
Kill rate (low, medium, high)
but giving specifics for free is too cherry pick. a general idea should be good enough to choose the genre of content you like without getting tons of intel. then make the suit boost give specifics.
Why? Why should less information be available then is currently available? That doesn't make sense. Once you've played for any length of time this information is already essentially free. Let me reiterate my point. We as a community want new players to stick around. That means making things less frustrating. Taking away things players already have access to is the definition of frustrating. "Tricking" players into raiding a map they would find frustrating by denying them information is frustrating.
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I kind of miss Hawkins.
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Is this technically a bug/exploit? I'm sure it is unintended but it sounds like everything is doing what it is supposed to.
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It doesn't see as much play but it does still see play. So there is no reason to "delete it". Besides, there are a lot of perks that see virtually no play. Should we delete all those too even though people paid money for them and a tiny number of players might use them?
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Nurse. She is fundamentally unbalanced. Game would be better without her. Just add her perks to the general pool and delete the killer.
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I think it would be cool if he had the flexibility to do both as long as it comes out of the same resource pool. I don't think it would effect game balance much anyway.
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It's a stupid rule but it's also not BHVR hosting the event. Private groups can do whatever they want. If you want to put together a petition for the event organizer requesting a rule change then go for it. I'll sign it. But otherwise, posting about it here doesn't really accomplish much.
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@Chordyceps said:
I'm not sure I agree that boost should be basekit. A decent chunk of a base's kills can come from the raider not knowing what they're up against. Knowing exactly what loadout to start off with can be pretty valuable intel to avoid dying so I think it's fair that some resources need to be allocated to getting it, even if that resource becomes plentiful later on.
But who gets punished by the current system? It's not me. I'm at 100,000 cells and have literally nothing to spend them on except suit and trap boosts which are virtually immediately refunded to me. So that valuable information that you mention is for all intents and purposes free to me. So who actually cares about that 100 cells? New players. Their boosts last for a more limited time and constantly paying for the boost delays precious unlocks. Now the truth is that using the boost will actually help earn cells faster thus paying for itself and then some. But that is counter-intuitive.
This game can be very frustrating starting out. I was incredibly close to straight up quitting this game forever after the first day of playing it. You want to know why? Because after painfully grinding for enough synthite to get an outpost, I wasn't happy with my outpost for one reason or another. So I tried resetting the base and wound up deleting it. I was seriously upset that I didn't get any synthite refunded to me and my outpost was gone forever. Earning synthite when you are just starting and you are doing normal missions and at the time there was no guaranteed synthite reward, was really time consuming.
I think a lot of effort needs to go into early player retention. Get rid of those points of frustration early on. I think new players should start with like 1500 for each resource. Let them get a free upgrade or unlock or two and a free outpost. Likewise, I think something that is so trivial late in the game shouldn't be a point of contention starting out. Like you said, that information is valuable. But it is not obvious or intuitive to new players to use boosts. Thus they get into raids they have no business getting into, getting frustrated early on and quitting without really giving the game a chance.
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The Reddit community is a lot more active than the forums here. The good news is that it's not like the forums have gotten worse. They have always been bad.
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Lol, that is funny. The game that the original player thought was lost so he/she quit only to have the bot finish the game and successfully escape. Dude, when I play killer it will now be my objective to kill everyone but the bot.
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@hailxsatanxeveryxday said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3493174#Comment_3493174
Well, I'm not too worried. Deerstalker won't be an S-tier perk two weeks from now. With two Nichloas Cages in every lobby and all of them wanting to try out the new perks, though, it's a lot of fun today.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3493176#Comment_3493176
If they want to avoid my Deerstalker, they can run Distortion or hide in a corner of a map before healing (two Nichloases did this, and it worked for one of them) to waste my time or even avoid being found altogether.
I don't think it's fair to remove the only counterplay that perk has (which also requires me to waste an entire perk slot in hopes that somebody's running it). Slugging yourself for a free heal is supposed to be risky, not a guaranteed thing. Survivors will eventually figure out how to use it efficiently.
I would argue that it isn't a "free" heal. It costs one perk slot and putting yourself in an extremely vulnerable state for a not insignificant amount of time. If the goal was purely to heal yourself then Inner Strength is a better choice as it takes less time and can be used more frequently in a trial.
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I would argue that it is still better to have a player that behaves suboptimal than no player at all.
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@Chadku said:
Don't post stuff like that next thing you see is that Nic's perk offer aura immunity when downed.
Actually seems fair to me.
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5 minutes is on the generous side imho.
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I didn't even read the OP's post but I call BS. You're quitting because you are bored. And that is fine. If you do the same thing for thousands of hours it is bound to happen. I took a two year break myself. But at least I had the decency to not make a stink on the forums and try to ruin other people's fun on the way out. It's like someone pooping in the pool. I'm not swimming in it so others shouldn't either. Just take your excuses and leave. No one cares.
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The only thing I've seen mentioned that I agree with is the luck stat. It is completely counterintuitive. If you asked a brand new player "what do you think luck stat does in this game?". They would say something like "doesn't it have something to do with what item you get from chests or skill checks?". Because that would totally make sense.
The rest of the things I've seen mentioned so far are just too cemented into the game. Generators aren't going anywhere. Basements aren't going anywhere.
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This shouldn't be posted in general discussion. But it seems like a god awful perk anyway. It already has an insane restriction of only activating of you are the only survivor alive, why would it increase the time to unlock the hatch? This shouldn't even really be a new perk. The effect should just be stapled onto "left behind".
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Instead of answering each question individually, I'll just describe my process which should answer your questions. I treat synthite basically the same way I treat money. I have an arbitrary number I pick that I don't like to go below so I feel safe. Previously that number was 10,000 synthite. Since they had the triple synthite weekend, I grinded quite a bit and now that number is 50,000. Anyway, I play enough to earn the synthite I want to buy new outposts or keep my current outposts active. But at the end of the day, I'm generally close to where I started. I've never really counted the amount of synthite that I spend, but it's quite a bit, especially on weekends. On weekdays I generally keep around 3 outposts active on average. On weekends, I keep 5 outposts active and will routinely prestige them early to get new raiders.
As far as what I raid, I generally stick to brutal and dangerous. Once a month or so I might slum it and do some normal missions. I almost exclusively do raids that guarantee synthite rewards. I try to focus on outposts that don't look like they are going to be a time sink and am generally successful in that regard. I'm pretty sure my average raid time is well under 5 minutes. I also don't die that much. Most raids are completed with 2 or less deaths. As far as how much I would like to earn, I would make it so the daily reward for logging in is 1000 synthite and I would double the guaranteed synthite rewards for difficult and brutal. Normal can stay where it is.
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You could always avoid it in the first place. If you keep the suit boost active when picking missions, just avoid raiding outposts when plasma sentinels are one of the top two used traps. Which is good advice in general.
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Bots change nothing. The DC penalty should still exist. There is no excuse for that unsportsmanlike behavior. If anything, the penalty should be higher. I've always felt that way.
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I like them. When you have a strong idea that a survivor is pathing past a breakable wall and you smash it right in front of them, I can just picture the survivor crapping their pants. That's always a good feeling. Plus there are some killer abilities, add ons, and perks that interact with breaking pallets/walls. So having them on the map is certainly relevant from that perspective too.
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The only thing I don't want to see a builder do is:
a.) neglect the tombs altogether leaving the raider to waste time searching for them.
b.) block the tombs off entirely. I'm somewhat okay with the builder putting a second wave hologram over the tomb to keep the raider from getting a "free lunch". This is particularly irritating though when the tombs location is unmarked. So you waste a bunch of time chasing down the tombs location only to be blocked off from it until you get the gen mat which then requires wasting time coming back to the location. Wasting my time in general is just not okay in my book.
But if a builder wants to make a little parkour course or whatever to the tomb, I'm good with it. I'm also perfectly good with them marking the location to the tomb too. That generates a little good will on their part so I'm a little more tolerant toward the outposts shenanigans in general.
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@Hodderfodder said:
What circumstances do raiders just run into burning pistons?
Double down for bolts. Definitely the "meh" at first. But players have trained themselves to step out, wait for the arrows, then charge down the hallway and then die.
That was the logic I used initially too. But it is deceptively powerful. Think about when you use pistons in the first place. You use them to keep raiders from rushing through your kill zone right? So the raider is trying to hurry past a bunch of dangerous stuff and they sometimes run into an extended piston while reloading or whatever. Even if the raider notices that it is a red hot piston, that plays against them psychologically which can cause them a second of hesitation which can be enough to make them die to another trap. If you haven't actually tried the mod then I'd recommend giving it a shot.
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I've seen some really clever laser set ups. I think the hardest ones to play around as a raider is in a long shaft where the laser can barely be seen. The lasers have really far targeting so try to take advantage of that. Also, they aren't a trap that should be just used by itself. It is at it's strongest used as a zoning tool in conjunction with other traps. They are also pretty fun just spammed in a big room with lots of weird angles. I'll put a map up in social pretty soon you can try if you want.
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It seems to me like you have a pretty good handle on the topic already. But I can give you a pretty specific example of how I gauge how good a survivor is when I play as killer. Since most maps have a killer shack, I think that is a pretty good measuring stick. So when running around the shack, I will follow the survivor to the door but unless I'm 100% sure I'll get the hit at or before the window, I'll show my red light at the door and back up to try and get the hit outside the window if the survivor vaults. If the survivor is able to not fall for that mind game then I know it's going to be a tough chase (and will likely drop chase to find a weaker survivor).
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I don't usually have a problem when playing the game but lately when watching replays it has crashed a lot!
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How exactly was this a pig nerf? I think the intention was for this to be a buff to Hangman's Trick.
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You can't help but laugh when a company that has gone so far out of it's way to be "woke" is getting accused of bigotry. Just goes to show that you can't please some people no matter how hard you try!
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It looks fake.
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@Amaroq64 said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/382022/i-love-lasers
You should try testing if Warmongers with the fire immunity mod will survive the laser beam.
I gladly will when they return that mod back to the game. It would make sense to me if it worked but I think an equally valid argument could be made that lasers aren't fire.
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I'd be good with it though I do feel the need to point out a few things. Your suggested change doesn't actually address the issue you mentioned "This would make Hangman's Trick the only scourge hook perk whose benefit in no way involves actually USING the scourge hooks". It still wouldn't do anything as far as hooking a survivor on the scourge hook. I also think you are underestimating how much space the aura reading would actually be. But I think having 5 scourge hooks wouldn't break the game either.
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There are a lot of changes made to her so it's a little tough to guess how her power level will change. My instinct is that it is a net buff though (if you aren't a slugger). Survivors are heavily incentivized to grab tapes now but if you are the killer and win the chases and hook the survivor then it seems quite punishing. I do like that they are trying to get killers away from the slug strategy without making her weak. Good thing about Sadako is that there are so many "levers" in her kit. So if she turns out to be too strong or too weak there are plenty of ways to tweak her to get the balance in a better place.
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@Sometimes_Sage said:
Hook grabs as a mechanic led to bad gameplay, but removing them without an replacement means that Killers now can't prevent an unhook at all.
No, but you should be able to freely down whoever goes for the unhook. It's not like you can unhook with no risk.
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@DredgeyEdgey said:
Well when they make a killer so safe that no body plays them its an issue
Anyone rember when pyrmid head was released his power was so good m2 was your answer for everything there's not 1 thing that this killer dose better than the rest of them
dredge mobility is better
Artists surveillance is better
Knights anti loop is better
Huntress time to down is better and she can't even move fast
"Artists surveillance is better"
On what planet is Artist better at surveillance than Singularity? At most you can make an argument that in the first minute or so of the game you get better intel with Artist or possibly certain maps like Lerys. But once Singularity gets his pods distributed throughout the map there isn't a killer with better intel than Singularity.
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Who cares? Honestly. I never see anyone wearing crowns anyway. Literally never. To all the people in this thread feigning outrage, how many times in the last year have you played a character wearing a crown? If you say a number higher than one then I'll call you a liar to your face.
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I've seen some competitive matches on youtube. I do find it disappointing that camping/tunneling has been proven to be the most effective way to play killer. But I get it. The game is vastly different as killer when you are playing against 4, 3, or 2 survivors. If you have to give up a couple gens to get it down to 3 survivors then it is often worth it. But it doesn't make for the most entertaining thing to watch. On the other hand, you do get to see some incredibly impressive gameplay if you are familiar with the game. I don't think it will ever be appealing to the masses though.
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I liked being able to just log in and burn a bunch of points I've had saved up to get the new content. Unlocking the content is only the beginning. It'll take quite a while to learn and experience the new content both in building and raiding.
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Dude I'm so with you. When they announced cross-play, I was adamantly against it. I still am. But I just have to acknowledge this is a battle I lost. At this point in time they might as well just get rid of the option to turn crossplay off. It doesn't matter how long you wait. You'll never get a game with crossplay turned off. It's a shame too. I genuinely enjoyed this game more before crossplay was introduced.
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I haven't found the party pallets that difficult to play around. If you can avoid the pallet stun then the survivor is a free hit. But if it's working for you then keep at it.
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If it is similar to DBD then you can expect it around 9AM West Coast. Don't quote me or anything. That's pure speculation.